#dedicated-servers
1 messages · Page 196 of 1
WSL2 is actually good.
that or WSL2 + Fluent terminal .... AMAZING
I use the "windows terminal" since it lets you use any shell you want.
This is good to know though...
Keep that in the back of the bucket rattling in my head for future use.
fluent terminal -
Now that looks fancy.
looks about the same
i just upgraded to win11 but i use to have it with powertools installed. looked so much better. can have CMD, WSL, Powershell, ubuntu all in different tabs.
See im just used to Royal and SecureCRT
I did. Fluent =/= windows terminal
Thanks gents, Ima spin this up and see if I can figure it out tomorrow.
If I cant, ill be back 😛
enjoy.
not sure the multi-threading is working on the new server build......
or if it is, it isn't going across cores.....
there's still one primary game thread, but it definitely uses multiple cores with its subthreads when it can.
hmmmm....
load server down a little see what it does
ill hop in just to add load
then just build some random stuff like belts to move somethig in a circle
delete ip dm it
they dont want ips posted public
just for some safety
oh, fair enough.....
so far so good. couple hiccoughs but that's to be expected
yup yup
k dm me that and ill spin up the game
ouch ping
lol
its loading so should be showing some load
Are the dedicated servers all experimental branch right now?
yes
Is anyone running one taking more people by any chance, I'm interested in seeing how it plays
see #looking-for-group-old , that's the place to potentially find servers or other folks to play with
I'll do that, thanks
cheers
its working...ish. I can see it cycle between cores, but not load balance them evenly.
Mostly it stress one single core, but sometimes (hardly) it use all cores.
It's a game server. it's primarily a single thread, but I assure you given the right stimuli it will happily burn cycles on as many threads as you have cores for (up to 26)
yeah don't expect a game server to have truely balanced load, the main game logic thread will nearly always dominate. but it sounds like that under heavy load it may now use more cores then before
it surely will, I've seen it.
hey, got a question, can a raspberry pi run a dedicated server for this?
not beefy enough?
ya
can i easily convert a map i start single player to a server?
Any idea why the config files won't generate when server is started?
it doesnt need them but u can create the inis
makes sense thank you
any idea why I keep getting "could not connect to server" ports are open, commandline is exactly as specified in the wiki
where is server compared to u
I'm UK south west, it's UK south east
It's connected now, but it's super temperamental
so ur using net ip .. so its defender/firewalls/router port forwarding
on the server end
i'll investigate, thank you
to test ports u can make it a tiny range like 7777-7780
so it has spares incase 7777 is used
just fix the port foward
Is that normal, when at least 2 players play on the server, the train driving almost impossible? Is this another known bug on the server?
restart the server and clients
Strictly speaking is rather lag. Or if I want to switch points, e.g. while driving a train, it does not work.
It has been restarted a few times.
Server runs on my PC, CPU should be fast enough. I'm thinking of switching the server to Nitrado for a few days to test it.
What runs better to play in Multiplayer or to play with Dedicated Servers?
You could on pi4 but you should expect some lag. I play on 8 cores 16gb ram smoothly with 4 friends
Depends on if you want to play all at once or not
Yeah we only play together with 2 players on a server.
The biggest problem is when the single thread is maxed out the tier 5 belts are held up by the splitters. I've been testing with a 300hr save and really hope it will do some multi threading. Testing on a E3-1220 v3 @ 3.10GHz. It is basically an 4th gen i5.
I am running Satisfactory Server with 16 people every weekend with the specification of E5-2640v2 * 2, but until last week, if there were more than 10 people, it started to get lag.
This week's multi-core patch was made, so please don't get lag.
You might be getting to the same issue with the world getting complicated. My save is now 5mb.
the game was specced for 4 people, and your ageing server CPUs arent the greatest for game hosting, so i wouldnt expect miracle changes
If Its already fixed to download the dedicated servers tool when you dont bought satis on steam?
My server has run quite a few game servers over the year. This is just a optimisation thing which will get better hopefully. Also the high CPU is with a single player connected.
thanks
You know where i can find a manual?
Are you going to host on Windows or Linux?
win
It took me a while when dedicated came to experimental but start server up go to the console in-game server Manager and type quit after that check the directory
FactoryGame\Saved\Config\WindowsServer\
Make sure you have a save or session loaded
Thanks, I got it sorted, realised the config files appeared after the server stopped, not generated when its started
#dedicated-servers message
For proof of someone else doing or sharing
Though I think I saw a dev say something about it, yea it weird
Nvm it is there in the config area probably read over that a few times and didn't notice
Anyone know how to export a save from the server ? I didnt find any savegames in winscp
wiki page has where to look for your saves
Yes I know, but I dont have save folder xD
then check install folder
Make sure if your server is on a Unix based system (such as Linux) that hidden files are visible. I can't remember WinSCPs shortcut, I think it's Ctrl+Alt+H, as the .config folder will otherwise be hidden.
Anyone else noticed more lag spikes since last patch? I get reset in world position quite often currently
Already died a number of times due to it 😦
It doesn’t create the files when started, Because the server is reading everything from the stock defaults built into the engine. Once you get the server up and running, then connect via the server manager in a game client and and the consul tab enter the “quit“ command. That will gracefully shut the server down and have it write all of its current settings to the INI files.
We are opposite. We were like that, and now we feel smoother than before.
Force a save using the console command documented in the wiki, and that will then create the file in the default location for your OS as documented in the wiki.
how’s the performance of servers using 173131 compared to previous versions?
it's running fine just like the previous one, personally
Which is what I said but also that is where my complaint is, like why not generate it on console via rdp with ctrl c or x out or at least generate it when you pick/start the world and name. Probably something that could be suggested in the thread or site and it could be a button server api or server management
Have you placed a QA report about it?
Make that suggestion!
Yea I should
Unless it's already in internal list of things
I do that when I am back at the computer
If not it would save a looot of time for people coming here and asking but helping people to here is fine
I got the game (well when update 5 exp released)b/c of dedicated servers as I have some friends I played it with
That’s great. Just keep in mind that we’re still on the experimental branch for DediServers, so growing pains are to be expected.
Yep
And I am fine with that, most problems I seen here I rarely had except some friends for connecting buuut that's been fixed with the last 3 patches
If all else fails, have your kitty use their laser eyes and destroy all the evidence. 🙂
I am waiting for when they start working on the features for dedicated then I become really active
Considering that the core game itself isn’t even finished yet, you may have a while to wait for a steady stream of features for DediServers. 😉
Yea
Modders will pick up slack till then
Likely.
Curious of how that would work currently
Hopefully if they have a workshop and you just put the IDs on the server side and you download it from server
I’m curious, myself, like @bold plinth , to see how well or poorly mods will work on the server side.
Could do something like space engineers(but that had a actual app for all settings) for that put IDs in the box or area start up server downloads then and you join and it automatically downloads to clients
But the serverside implementation itself shouldn’t be too bad. I mean, it was super easy running earlier gen Unreal Engine game servers with various mods/mutators.
Yea I was looking through the wiki
And, depending on how the server is set up, either pushing the packages needed to the connecting clients or redirecting them to the download sites.
Hello. Our server is stuck with a hard crash. Anyone have any sneaky (like map editor) suggestions? https://questions.satisfactorygame.com/post/61964ad6831c85205235f32a
The downside is when you’ve got a ton of mods on the server and the client has to download them all prior to actually spawning the player actor.
Yea but you can have a timeout or put them in a waiting queue also would depend on bandwidth and ping to the server also server connection speed
Oh, I know.
Best to do a .log file instead of pasting the entire exception
@bold plinth I’ll have the guy who posted that message get the log file. Thanks.
The exception helps, but a log file from the server showing what happened will give more details.
As well as relevant data about what was happening on the server at the time.
Looks like something is not playing nice
Where would the log file on the server be?
Hey! I only hit him with the Xenobasher when he wasn’t looking.
Better to have the server admin post. That way you’re not playing middleman.
Unless you are the server admin which looks like you are as for logs
He’s here reading this chat. Just doing other things too.
To answer your question, it depends on how the server was started, and what details and options were set in the service, if the service was set up.
Where you stop and start the server if on own dedicated server but factory games saved logs and it should be in there
the same issue occurs if the save file is used locally
@bold plinth @versed merlin that is the log above. Thanks 🙂
Yeah, then you’ve got a corrupted game file, if it is happening both on the dedicated and on local. Congratulations! 👀
🎉
Have you uploaded the save file to a save editor like satisfactory-calculator.com yet?
You may have to activate the experimental mode (if I remember correctly, it’s in the upper right hand corner). Before you upload
yes you do
i’m currently at work now, I’ll take a look through the log file and see if anything jumps out at me. But I’m juggling about three different things so it might be a little while before I can get back. Lol
We did to have a look at the map about 30 hours ago.
No sweat, thank you for your help whenever you have time 🙂
I uploaded the broken save to satisfactory-calculator.com .. no issues
I’m just muted the microphone on my meeting so everybody still thinks that I’m listening in instead of typing into Discord. Lol next thing you could try is using one of the previous auto saves? Although, if the server has been corrupted long enough it may have auto saved over everything and now they’re all corrupt.
they are all gone,
Gone?!
overwritten
¿gone?
hey @clever quarry - delete that log file and send it directly to @versed merlin
its got IP and shit info
So do I. And I have five autosave files. 🙂
Agreed about possibly editing out the IP addresses and usernames, but do not send it directly to me. Keep it in the open so that more eyes can be on it and possibly come up with a solution.
yeah - definately have that shit removed
Looking through the log, I see that it took over 27 seconds just to load your game save file. How big is your save file?
Weird. My largest is only 2.9mb and we’re still in within 10-15 seconds.
Server is in NYK and I am in London
NYK? NYC?
Tangential: New York is a largish state. (I know, I live in upstate NY, about 4 hours drive away from NYC). Just like there’s more to Britain than just London. 🙂
And I’m not finding a nitrado server colo in New York
Weird. Anyways, I’d give a look at the connection timeout setting in the ini files. Since your coming from across the pond, you may need a longer timeout period
I’m just about to jump back into the log file
@versed merlin I have gotten disconnected from some timeout issues a couple times.
(also from across the pond)
Yeah, like I said, I wasn’t seeing any on their site listed for NY. I see one for NJ, but not NY. Just likely wasn’t looking In The right area.
game.ini
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=500000
MaxDynamicBandwidth=120000
MinDynamicBandwidth=100000
That’s just the bandwidth stuff. What’s the InitialConnectTimeout set to?
That and the MaxPlayers is all that is in game.ini
It looks like there’s data centers for Nitrado closer to y’all than 4800+km away.
😉
windows or linux?
we're doing some latency testing for ya 😉
The dedicated server we play factorio on is like down the road from me... The most recent update made my delay go from 10ms to 5ms... It's glorious.
Nice. 🙂
Then definitely bump up the timeout settings in the ini file as detailed in the wiki.
Lol, why do most people, who even live in NY think anything out side of NYC is upstate? Not only that but anything North of the I-90 cordor just doesn't exist
[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=120000
MaxInternetClientRate=120000
InitialConnectTimeout=60.0
ConnectionTimeout=60.0[/Script/FactoryGame.FGSaveSession]
mNumRotatingAutosaves=100
iirc (remember I’m at work), the built in default is 20 seconds. Try increasing it to 30-45
default is 30 from the wiki, changed it to 60
Sweetie, anything north of Yonkers is CANADA!
also told it to keep 100 save files
Well, apparently I live in Canada then
Me too. Pass the poutine.
Mmmm. Poutine.
Now I'm hungry....
Meet me at Tim Horton’s, eh?
(I’m actually annoyed that the tim Horton’s near us went under. They were so much better than Dunkin’ and Starbucks. )
There is one near me
Krispy Kreme is better 😄
For doughnuts? Hell yes.
Not so much for a quick lunch.
Tim Hortons is so much more then doughnuts
Closest KK to me is near Scranton, about 60 minutes south.
And yes, every time we drive through the area we stop. 🙂
I'm in Massena, if I was much further north I would really be in Canada
Nice! I’m going camping in the ADK this weeekend, near Old Forge. I’ll raise a cuppa around the campfire in your direction!
Lol, thanks
Getting a bit chilly for camping isn't it?
We should probably stop, I think we derailed the topic for this channel
hy guys - is there a proper workflow to work with the *floor holes?
its like, everytime i delete one side i need to rebuild the *floor hole entirely
oooke... I dont have any directory for my savegames ? xD
Pretty sure that is a known bug
Any know where the server keeps trying to make http requests to? It always comes back to a 0.0.0.0 ip address, but I'm pretty sure it's just pinhole blocking it.
Not sure of it's worth whitelisting or not, everything seems to work just fine
Here's a daily reminder that overriding net bandwidth values via ini files will not work since the game will overwrite them at runtime based on the value of FG.NetworkQuality. The best way to tweak those values is by running FG.NetworkQuality <number from 0 to 3> from the server console until we expose this in the server settings UI.
I assume 0 is lowest and 3 is highest?
Yes. 3 has also been boosted in a recent patch so it's more ultra.
Ok, thanks, now I just need to fix my pc so I can even access the server, stupid nvme drive died for some reason while I was out yesterday, sighs
F
Could we get this and similar pinned?
Hope you'll sort it out soon.
Ty :)
Going to go pick up at best buy soon, it's on a black Friday sale currently
Just annoying, but at least is was just my boot/app drive, my second nvme with all my data still seems intact
Ow, keep in mind that any updates to the game engine can, and sometimes will, overwrite the ini files. So you may need to edit them again
OK
still think we have lost our factory
I have a backup I took 2x days ago that is 30hrs behind
Its just that that other ticket with someone else having the same corruption indicates its not just a fluke chance for us
I wonder if many of the ini files with the elevated net bandwidth are ones created by hosting companies. Hell, the ones I looked at cursorily earlier today were advertising 10player servers. 😕
Sorry, just wrapped up the meeting and haven’t had a chance to finish the log file. Sounds like you found someone else with the same problem then?
Damn, but at least you’re not starting from scratch!
@versed merlin there's a second post on the forums with the same crash
https://questions.satisfactorygame.com/post/6196316d831c85205235f2ce .. kolarius has the same issue reported before we had the problem
Is there a way to automate this to happen whenever I turn on the server?
Or do I really need to do it manually every day?
I believe when you run that command once, next time the server is gracefully shut down it is immortalized on disk.
how i run the server ?
Because signaling.
When you, in the Console, use one of the shutdown commands, you are basically telling the server as its 'mom' "Okay now, put away your toys and go to bed.'. The server does so and makes sure everything it needs is where it needs it to be for next startup.
When you just X out of the console window, you're yanking a piece of the server out from under it and when it starts to pratfall, panics and tells the OS "I don't know what just happened but I don't like it, send help" and the OS just sweeps the shattered parts out of the way.
When you press ^C, you are sending a BREAK signal to the program, which is sort of the equivalent to sending a fire truck, lights and sirens blaring, to cease all traffic flowing down a road. Nothing on that road gets to do anything but stop.
On Linux, one of the server shutdown options, sending an INTERRUPT signal, is usually considered the same as a BREAK signal in Windows, but they are different and clearly handled differently. SIGINT is the Linux kernel's way of having the OS say "Put your toys away and go to bed".
by following the directions on the Wiki
Is there a way to purge players from the server? I got kicked while riding a train and a new copy of myself spawned in when I rejoined. Now my old self is forever in the train and I can't delete it.
that's a known bug, unfortunately. AFAIK the only solutions to a zombie train are forcing a derailment, or pulling the save down to a save editor and deleting the train that way.
hmm.. forcing a derailment..
?
perfectly normal warnings which you can ignore
your client is not on the Experimental branch. Go to Properties -> Betas in the Steam Library entry for Satisfactory and select that branch, and you will see the Server Manager on the menu
Server is online and we were just on it, but now appears online server side, but offline client side?
how i fix this ?
by entering a valid address or hostname
Yeah, our server doesn't seem to want to show back up as online. Guessing this is more a service that we user problem, and not a CSS problem?
indeed, Hex; the servers don't talk to any sort of central hub. I'd start working through these troubleshooting steps: https://satisfactory.fandom.com/wiki/Dedicated_servers#Configuration_issues
Does Dedicated Server are relly run on my pc? i get 100+ ping in my server, using 127.0.0.1/192. to join are same
you can run it on any computer you wish to that fits the minima. Generally though if you want a highly-available one you will run it on a server hosted in a datacenter.
unless you have a homelab to run it from
this means that if i run server in another computer and join will get lower ping?
that depends on the server and the network it's connected to
in the same router
you're asking "how fast can I drive this car" without telling me anything about the roads you plan to drive it on
it'll run as well as it can run on whatever you run it on
sorry i didnt make it clear, i want know why i will get ping when im host
The 'ping' time tells you how long it takes for the game client to get an answer from the server. If you are running the server from the same computer on which you are also running the game client, and that computer does not have the horsepower to run both at the same time, either or both of the client or server will be less performant, which may be exposed with a high ping time.
So the new patch says the game should be able to use more than one CPU core on 173131 But after updating it is still not working
should i post a new topic tagging this version? it shows there was a topic from 2 weeks ago but that was before they said it was fixed
The new server release from yesterday absolutely uses multiple threads and cores if they are available.
when it needs them
as you can see from my screenshot that is it not
then right now it only needs one thread. when it needs more it uses them, and the OS takes care of the rest
the program still leans pretty heavily on a primary thread, but the ancillary threads do pick up and start spinning when they're needed
what is the best way to verify this is working on my server?
bc we are having banding and lag issues and i believe it is bc it isnt using more cpus
the above pstree command will show the process tree the server has spawned. you can use a program like htop (also shown above) to see each thread's activity.
you can see right there that the main thread and three of the subthreads are consuming CPU cycles at that instant, while the rest are idle
if you have a second could you explain to me where you see that?
i see 119% cpu usage and i see the 66 threads, 2 running
it's sorted in descending order by CPU usage, yes? thus:
and i see all the cpus at the top.
one thread is consuming 119% of one core (i. e. it is wanting more capacity than one core can offer), the next busiest thread is consuming 17.3% of a core
and then three using 0.7% of a core
sure thing!
i love learning more about these things.
that's a great attitude (:
but with such a beefy server it worries me to see banding issues
and one cpu peaking out
while the server is properly multithreaded now, it is still fairly dependent on the speed of a single core because the bulk of the CPU usage will be from one main thread
given that the main thread is wanting to consume more cycles than one core has to offer, it may be that your beefy server is, so to speak, plenty wide but not deep enough
I am sure though that as development proceeds, there will be further optimizations as CSS toils
Due to the way that the game was developed, the bulk of all calculations tend to happen within a single thread. As @quick mist mentioned, as CSS works more and the server software matures, I have no doubts that things will get better
ok well ive been trying to actively help with bug logging on the Ded-server progress
We are running it day and night with several users
I am unable to access vehicle menu... I've tried validating my files, restarting the server, restarting my game, it continued through the updates too, anyone else experienced this?
Is anyone else getting a Client CTD when you try to select a buildable from either the build menu, hot bar or deconstruct sampler?
I'm getting all 3 which have turned the game into a walking and deconstruction simulator since I literally can't build anything unless I want to crash my client - I'm on U5 experimental, latest patch with Dedicated server also on latest patch, I host the server on a Windows 10 VM with 14 Cores, 16GB RAM and a dedicated SSD
On my Client I've tried EGS verify, Manual deletion of the game files and redownload, restarted the server, the server VM and my PC and am on the latest Nvidia driver.
The CTD error is Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
Other clients that connect over the internet have no issues with building
had that last night but in my case it was fixed by disconnecting from and reconnecting to the server
Even tried rebuilding the truck...
Ehhmm... Restarting the game does not work, but reconnting does? what
I had a similar issue, but it was specific to the vehicle path load screen. We had to edit the save file to remove the offending path (through trial and error).
This is the editor that we used: https://github.com/Goz3rr/SatisfactorySaveEditor
Anyone know if it's possible to make the factories run even if no players are online?
there's a checkbox for that
Where?
in servermanager
should. but definitely test it. I haven't tested it
if u set it to run when empty it will
yes, the game doesn't pause when there is no one online, as long as the server is running
It works on the two servers I'm running
This has been probably asked here a few times, I have a steamcmd server, where are the server save files located? Thanks
is there a known issue with explodable boulders reappearing? like a desync?
After having a world kind of big in dedicated server, one of most frustrating thing is that fact that u dont know when the autosave will do its course & thus get unexpected desync while it happens without knowing.
@pallid rivet you can with a little bit of math and paying attention. Default autosave is every 5 minutes. so look at your autosave times and just know it's going to be every 5 minutes. You can also change it to be longer if you want 10 or 20 minutes etc...
there used to be a warning for the autosave 10 seconds before it happened 🤔
anyone having more crashes on their servers than normal
haven't seen that in months, even on my solo game
@bold atlas i haven't, not since they patched the dismantle crash and the inverted frame crash.
is it random or repeatable?
not sure yet,
anything in the logs?
How do you change the save times on the DS? The save now takes almost 10secs. And saving every 5 mins is becoming alittle to much.
search in here people gave the ini and such info
it's in the wiki
FG.AutosaveInterval xxx
Sets how often the server performs an Autosave, in xxx seconds
you can do this from the console screen in the server manager
Thanks. I didn't know they updated the wiki from the time I setup the server
its constantly gets updated and tweeked with info as community sees things to add/fix
especially the dedi pages.. some people have really taken to tryin to get as much info on there as we can use
I was surprised there was an update yesterday when I got home, I thought I had been paying attention to patch notes but nope, went to connect and it was version missmatched
lol
fortunately it looks like more and more bugs are getting fixed
but yeah the wiki is changing on a daily basis as well
Yeah, now I just need them to work on the Desync between server and client to be fixed.
most of that is based on computer, hardware and internet
Wrong
most desyncing is on potatoes or slow net
It based on the update timing and the size of your build
i have almost no desync
or comps with busy os
especially now that the server is taking advantage of more cpu/threads
what is desync?
where info on ur screen dont match others or server
oh
desync is the time it takes for the server to update what you're doing, then replicate it back visually
like ghost plants and rubberbanding
Happens mostly with belts and trains
oh, never seen it
trains are the only place i've seen it recently
I see it in trains and where there is 30+ mark5 belts running at full.
I have a Map wide single train network with about 30 trains. Its really bad lol
yikes
I do have an issue from time to time where I will kill something like a flying crab and it still shows in the undisturbed state but I can take its carapace
its intermittent
I also dont know if its the dedicated server that is the issue or if its just a general experimental client issue
yeah, seems like the enemies spawning is a little weird. some don't spawn until you're right next to them, some spawn and don't move. others like you've described
Has anyone found how to get trains to load and unload with out having to assemble and disassemble them 300 times?
fix in sp or wait for patches or do the dance
take a guess lol
Still trying to wrap my head around my crate issue. I have noticed that i am getting an error every time i respawn that is not allowing my crate to spawn. the error pops immediately as i hit the mouse button to respawn when the crate would normally spawn. I have not been able to spawn a crate on this server once through death or dismantle. The server is running from a 3rd party running Debian.
I have tried a fresh install, verified files and pretty much any type of troubleshooting yall have provided so far. The only thing i see in the logs that is different is this error when respawning on this server vs a local dedicated server instance:
SpawnActor failed because no class was specified
google search the bug site
I've read the entire Wiki, so I'm sorry if I missed it, but does anyone know where the state of the FG.AutosaveInterval and FG.NetworkQuality commands are stored on disk once entered?
ServerSettings.port?...
wiki page for dedicated servers
has autosave info and such
read the text maybe click a link
reset password or whatever has ur serversettings
There's no need to be condescending... Like I said, I read the entire text of all these pages:
https://satisfactory.fandom.com/wiki/Dedicated_servers
https://satisfactory.fandom.com/wiki/Dedicated_servers/Configuration_files
https://satisfactory.fandom.com/wiki/Multiplayer
I can't find where these commands are written to disk. I know of the commands, and I know what the ServerSettings file is (except for what's in it, because it's encrypted/binaraized).
server only writes things out to ini if u gracefully shutdown the server
which should be noted also on the dedi page
Which ini(s) are those two commands written to? The wiki does not state (afaik)
Because I gracefully stopped the server and don't see a change to Game or Engine.ini
sorry im busy on my high horse
But let me double check I suppose
planning condescending takes alot of time
I'm sorry you feel the need to be so hostile. I hope your day gets better soon.
I mean... you didn't... at least not successfully, and I have receipts to prove it. But thanks!
@sand galleon from memory I think it's in gameusersettings.ini
pssst why dont u thank everyone who didnt reply for not helping?
Tyvm for the productive response ❤️ I'll go check that right now.
Also, as an aside, is the Linux path at this link incorrect?
https://satisfactory.fandom.com/wiki/Dedicated_servers/Configuration_files#Autosave_slots_and_Autosave_interval
I think it should be FactoryGame/Saved/Config/LinuxServer/Engine.ini, because a Engine.ini is not generated in SaveGames for me.
Yes agreed bud
That does look wrong, which is halarious as that was my wiki entry haha :D
I'll get someone to modify it when I see them next.
Omg it totally is in gameusersettings.ini!!! Thank you so much! I'm trying to write an update to Pterodactyl's egg (a hosting platform/framework) for Satisfactory and setting those values manually makes it possible vs. the console we can't type in yet server-side.
Yeah, don't get your hopes up to that happening either.
The unreal engine is pretty crap at accepting input from stdin
Annoyingly!
I also use pter, but I am unsure how it handles the files if gameusersettings doesn't exist first.
Haha, no worries 👍 Just glad when things get caught and updated 🙂
Yeh, it's really no sweat off my back as long as there's a file somewhere on disk I can modify. For now (at least for the latest egg update), I'll have the install script generate needed ini files on install with the values to be changed pre-injected into the file. Then I'll use the Configuration Files file parser to change the values on server boot based on server variables. EZ PZ. But, once wings updates, I'll switch it over to the updated ini parser (that will finally work with SF's ini section naming convention) which will create the missing setting and section if they are missing (like in a clean server install); all nice and clean 🙂
Ah this sounds good.
Are you planning on PR'ing your changes to the official egg repo?
As the egg's author and only maintainer, I'd hope so 😉
Thank you for actually helping me improve it! (unlike some other people here, lol) I can add you as an idea contributor if you'd like to DM me your Github profile 🙂
hahahah
Awesome. Stay tuned to Ptero's #eggs-and-games channel for any update PRs (whenever I get it done 😅 )
oh not laughin at ur git btw .. i think its awesome that anyone shares work they do
Meh would not really mind if u were, I am a hobbyist programmer and have never done it for a job, so never learnt the 'right ways' to code.
naa i think more of people who just do/try/have fun
Anyways, it's 4am I need to sleep lol.
nite alienx
Cya!
I mean I know that, but I dont want to ? Like the warning is great + being consistent is even better. If there is a warning in single/shared world, there should be one too in dedicated servers. It's just something that missing in DS that's it 🙂
I agree with you. It will be there at some point. Unfortunately very experimental doesn't just mean insufficiently tested but also missing features. So by all means, bring these oversights to our attention by using our qa site: https://questions.satisfactorygame.com
Make sure you search first in case this has already been requested and upvote that instead.
It's not "missing" in the dedicated server per se. The host gets the notification that an autosave is about to start; in the case of a DS, the host just isn't a player who is able to see the notification (:
lmao the amount of people who install the dedi and experimental client and expect way way way too much out of it is fun
this is bleeding edge and you need to expect it to be broken
ya but they create a ton of data at the same time
possibly broken beyond acceptable tolerance, if thats the case you need to stay on the main branch
thats true
do not install the experimental version and get upset when it completely breaks everything
i agree with u .. i think here is more about can we find all the things now that are easy to break
pushing things and doing dumb things to cause errors for science
oh yeah I am totally down for people creating bug reports and reporting issues in a meaningful way but coming in here and just having a bitch fest about something that is labeled as experimental is not conducive to constructive feedback
we are all aware at this point of the shortcomings and complaining about it isnt helpful
anyway I have just got done playing for like 5 hours on the dedi
worked great
time to go take a shower and go to bed I think
getting late here
So i have had a dedicated server for around 2/3 weeks now, its fantastic it really is only problem i have with it is that the trucks dont refuel at truck stations, and when you are needing things to make the factory run and rely on the trucks to keep things moving it kinda sucks. - can you guys have a look at what might be making this happen
@subtle niche go to where it should refill, then when your there empty its fuel box, that should fix it
@finite canopy as in empty the trucks fuel ? and the station will refill it
yp
Looks like your correct ! thanks mate i hope it is a permanent fix lol
Only loads 24 fuel :S
it takes only what it need for 1 trip
Ahh ok then it does the same at the other side
actually it doesn't even do that, it takes enough for a full trip, back and forth
That works for me 🙂
I have a couple of times found a truck stranded and out of fuel, but only twice after having had the trucks running for days.
Well scorpione trick worked very well, my truck now now trucking like it should be. i seem to have a few issues with belts on some of the last updates when i have updated the server some belts needed to be replaced to function, seems they just bugged out.
I mean, I expected it, But this is a thread to speak about our experience with it. And this is one of the points I feel that need to be adjusted
I was having an issue with trucks not loading/unloading last night. Hope it's fixed soon.
The Dedicated Server tool in not showing in Steam. I saw several post about it a week ago and when I checked a few moments ago its still not there. I do not own a Steam Copy of Satisfactory but I read that was not necessary. Is there something I'm missing?
Question about using dedicated server as "performance helper". I've built a bunch of stuff on my current map, so FPS now is near 20 regardless of graphic settings. (clear CPU bottleneck) Does it help to run dedicated server with better CPU and connect to it to play or game still continue to calculate all stuff at client side?
In my experience even running the server on the same computer as the client can help boost framerate. It's basically decoupling the rendering thread (in your client) from most of the game logic. So try it!
Ty!
If you do not own the game on steam I believe you cannot download the server via the steam client itself, but you can use the steamcmd application to download it, more info on the wiki including instructions :)
You're not missing anything. The game is still not available to people that do not own the game and Valve is looking into this. They've been looking into it for a while so it's getting a little frustrating but for now you will have to use steamcmd.
This sounds like an unreasonably good upgrade to pseudo-singleplayer experience.....
It's been unreasonably good in my experience, indeed.
I know its probably on the wiki, or faq somewhere and I'm just to blind to see it.
Have they said how the dedicated server will be migrated from experimental to early access branch once update 5 comes out?
that’s an interesting side effect 
Does the server address for the server manager only work with ipv4 or ipv6 as well?
nvm sorry
One of my freight train stations is not filling up with the items I'm feeding it. The lift that's attached to the station gets items from the belt, but they never enter the station.
Any idea why?
No, actually two. Iron plates and iron rods are not getting loaded into the station. Copper wire and cables are.
Both are set to load.
maybe the lift ended up not being attached?
I tried removing and building again, also, I build it from the input hole of the station, then add the last bit of belt.
Just added a bunch of the items in both stations manually, they are not getting loaded onto the train either. I guess I'll dismantle the stations next.
All right, that worked.
could this error be popping up because i have my laptop on the same internet connection running steam
I followed a tutorial to start it by mature gamers and they said something about an internal id for running the server and playing not on the same device but the same internet connection
i used the IP that appearently works only if youre on a different network and im wondering if thats the issue and if so how do i find this other IP
as far as tech goes, i have a room temp iq and the knowledge of a fruitcake
when someone tries to join they get "unathenticated server"
even though im on it and can manage admin password and have effectively claimed it, i think
but on my screen im logged in and everything
This? (:
Not sure about the contents of a third party guide but that looks like not all ports may be properly forwarded. I'd start with the official wiki, with these troubleshooting steps: https://satisfactory.fandom.com/wiki/Dedicated_servers#Configuration_issues
i have 7777 15777 and 15000
on udp
@quick mist
im told to give my ipv4 for ppl but i have a short one that works for me and a long one that doesnt
Well shit, I typed ip config and ipv4 was listed twice with two different numbers
Probably because your computer has more than one network interface. Each interface has its own address.
regardless though, there are two addresses you need to be aware of: your LAN address and your WAN address. The link I gave you above leads you through that too.
@karmic skiff it sounds like you're connecting to the server using your local network (LAN) IP address (one that starts with 10.x.x.x or 192.168.x.x)
for others to connect, they need to connect to your external IP (WAN). This is the IP address of your home's internet connection. You can find it by going to icanhazip.com
In order for that to work though, you need to have forwarded all three of the listed ports on your router to your server's local IP address
How do I find those
the ports are what you listed above, 7777 15777 and 15000 on UDP
Oh yeah I did
you can get your WAN IP by, from the computer running the server, go to a site such as ipchicken.com.
you can see the LAN IP your server is bound to with the powershell command on the Wiki
(if that address is 0.0.0.0 or :: or * you can use any of the IPv4 addresses that appear with the ipconfig command)
why do i need the lan ip
that's the address your server has INSIDE your local network. You need it to connect to your server when you're local, and your router needs it in order to know where to forward the ports to
because you need to know to which IP address to forward incoming network connections at your router
put it this way, the internal IP address is like an apartment number, and the external is like the street address
LAN IP addresses (such as 169.254.125.53) are literally not able to be routed over the Internet
can someone condense the explanation into room temp iq
because they are specifically cordoned off for private use
short short version: WAN addresses are public; LAN addresses are private.
so I need people to connect by putting my wan in the adress, and what do i need to do as far as port forwarding because i only created an inbound rule on my firewall for 7777 15777 15000
That is all explained in short words on the wiki
please consult the documentation was have taken much time and effort to write so that we don't have to rewrite it here
if you have specific questions, please ask them in that context so that we can make the documentation better
i tried to understand it there but i dont know many of the terms and its not really in begginner format so i apreciate the work put in, but i cant understand it
doesnt help to have really bad adhd
can you please tell is what it is that you do not understand? That way we know what we need to expound upon to make more clear.
I think you set up a firewall rule on your computer, you may not have configured your router to forward ports.
Unfortunately, routers are different from model to model, so we won't be able to give you specifics of how to do that configuration. You'd need to look that up yourself
i have my server running on this PC im typing on, I did the firewall stuff, i figured out how to launch it, i need to figure out now how to connect to the server
and i dont know how to get information from my router, its an Xfinity box but we changed the name and password multiple times idk what all that did but theres nothing phisically on the box for me to go off
okay
i think im just kinda dumb
if you yourself are connecting to a server on the same computer, you don't need to think about the router. Just use the address 127.0.0.1 and you're in
if someone not the computer running the server needs to connect that is a different conversation
if someone not in the same physical building as the computer running the server needs to connect that is yet another different converstaion
that is the problem
okay
ppl cant connect
please start here:
work through those questions, one by one
if there is something in those steps you do not understand:
tell us what step it is and what part of the step you do not understand
who can confirm that the server uses multiple cores?
literally anyone running the server
checking listening ports, idk where to put in Get-NetUDPEndpoint
and anyone knows how to verify which version the server runs. The logs are a bit of a mess
the program being a game server is still mostly reliant on one primary thread. When the other threads need activity, they will spin up. that how thread work
click the start button, type in powershell, and put that command in the window that opens.
Has anyone had issues with trains unloading on dedi servers? it loads fine but I cannot get it to unload. (yes it's set to unload with the orange slider) Iv'e also picked up the station a few times and moved it and it's always the same thing. i also replaced the train.
15777 15000 and 7777 are present
im now stuck
unfortunately that seems to be a common issue. there have been many anecdotal 'fixes' that work for some people but sometimes not others, including:
- rebuilding the station
- rebuilding the train
- reconnecting power to all stations on the network
- downloading the savefile to single player, rebuilding the train stations, and reuploading the save
with which IP address?
so they can work it's kinda just a matter of luck at the moment?
okay. like I said a while ago: that means you can use any IPv4 address for your port forwarding settings. What are the IPv4 addresses you found with ipconfig earlier?
theres a 15777 with 0.0.0.0
unfortunately, that seems to be that case.
10.0.0.72 and 100.127.255.253
ehh it's experimental. at least it's known. now i can stop pulling the little hair i have left out lol.
You're not dumb. Configuring and running a dedicated server is beyond what a most people do day-to-day with their computers. It takes a bunch of knowledge that is kind of outside the scope of the guide. The wiki is well written and pretty complete, but we can't write up a full (or even basic) tutorial on network routing.
It's great that you're trying to learn, just bear in mind that there might be a lot more to learn than you initially anticipated.
ty, that definatley helps my self-esteem lol
ghotti i sent you a pic of the output of ipconfig
okay, the 10.0.0.72 address is probably the LAN address you want to use. log into your router, and make sure those three UDP ports are forwarded to that LAN IP in its settings. I cannot give specific directions because there are literally thousands of routers with their own interfaces.
idk how to login to a router, we just have an xfinity router, run of the mill
are you talking like the router that provides the internet connection or the one plugged into my pc
I would then start by doing a Google search for "xfinity router port forwarding" to get started
(I do not say this to brush you off, incidentally, but rather to: a> help you learn how to find information autonomously, b> not be stuck copying and pasting from that documentation, and c> trying to keep the scope of #dedicated-servers within the realm of the server itself rather than generalized network issues)
what port numbers would i have to use
ah
the port numbers are: UDP ports 7777, 15000, and 15777
certainly
I kind of wish that there was a questions-and-help-dedicated-Servers channel, so that this channel was a bit easier to parse through for info on the server software itself
it would be useful to be able to make ephemeral threads to that end.
Is this an appropriate channel to ask about dedicated service providers? Im using one and experiencing rubber banding.
id reccomend calling their tech support if its not as slow as steams
seeing so much more CPU threading this patch then before.
have you installed today's update? It presumably has added better thread management which may help with rubberbanding
For linux servers, are there any special configurations to use multi cores?
@golden roost
no, it will out-of-the-box use up to more than 20 cores
26 I think?
Noice
Ill check, thanks
Accidentally replied to you on that one, that's why I deleted and rewrote the message without the reply
i again do not understand what you mean 
i am now convinced i might just not have good comprehension skills
Didnt see anything in the latest patch about fixing trains not loading and unloading correctly..
OS: Arch Linux
RAM: 32GB
vCores: 6 (dedicated)
Satisfactory Version: 173339
Installed Packages: lib32-sdl2 steamcmd
Installation method: Systemd service ( https://satisfactory.fandom.com/wiki/Dedicated_servers/Running_as_a_Service#Systemd )
Fixes applied: Symlinking steamclient.so
No idea why it doesn't use multiple cores. We've played with 4 players still only 1 core 100% and the rest chilling at 0-1%
i have a savegame problem on dedicated server. it should save it automatically?
loading the save in a single player, then rebuilding the train station fixed the unloading issue. applied fixed save to server and loaded it and the train is working now.
@spark atlas It should save every 5 minutes by default, I'm not sure if there's a setting exposed yet to change this, but you can turn on the "save upon leaving" to make it also save when a user leaves.
@quaint apex I haven't tested the newest release yet, but most of the world processes happened in a single thread previously, I need to do some testing myself, have you updated to the latest version today which adds priority? Or the previous version which added multithread support for linux?
Ok thanks. I noticed today that about 5h was lost on this savegame, a huge build is gone. I stopped the server, made update and started again 😦
I would make sure to turn on the save upon player exit just so that when people hop off it saves to be safe.
Latest and greatest (173339 currently running)
The server is experimental and how you have it deployed can affect its ability to save (eg docker)
@quaint apex how big is your save file? It may just be that there's not enough going on in the world to force threading, or maybe there's a bug that's preventing it from launching additional threads.
5.2mb
~3MB
@spark atlas I was referencing @quaint apex
ah ok 🙂
@quaint apex Our world file is ~3.2 MB and idle the server is at 30% Age of Empires 4 has distracted us for a couple weeks now, but I like to monitor the situation with dedicated servers.
I use docker myself, but I have a pterodactyl game panel that manages everything.
Hmm looks like a nice game panel 🤔
Oh I just see that you can now create, load and upload savegames in the server manager. Maybe the server has now taken over my old original savegame ....
My friend can't join my server. He pops up for a second and then "Friend has left the game" shows
I can see him sitting there in the world, so at some point he was able to connect. But he gets kicked out directly after joining.
have you inserted the 3 firewall rules? Where is your server? your friends plays over internet with your server?
All 3 ports are open. Server is next to me, not my gaming pc. my friend connects over the internet, yes
He can log in to the server and join. but gets kicked
all 3 ports udp?
yes
hmm good question, latest version? dedi server and client?
Ah, where is running the server? On Linux or Windows?
Downloaded a docker on Unraid, where can i find version?
do you want running the server as a docker container? oO
I am running the server as a docking container
are you trying this with connect for the first time or did it work before?
so.... it started working now.
actually i had the ports set to TCP/UDP and changed to only UDP
Now everything works 🙂
ah wow nice 🙂
As with most game servers, while the process is now multithreaded, it is still heavily reliant upon one thread. The other threads will be utilized (and the kernel will send them to other cores) when the server is able to do so. You can clearly see in htop that there are multiple threads. they will spin up at need, but the load will not ever be evenly distributed across them as a matter of course.
Well enemies spawn nice and fast now, yay
So, placing conveyors between machines and splitters sometimes wont connect properly. The conveyor is there, but the items doesn't travel in/out of the machines. So I have to frequently re-place them. Is this a known issue?
Build# 173131
afaik UE4 by default pins all threads to a single core to make it easy to run multiple servers on a single machine. I'm asking about the supposedly added multi core feature.
Servers should now use all available cores
https://store.steampowered.com/news/app/526870/view/3136189647406732016
As this issue is marked with known issue I guess it doesn't work yet: https://questions.satisfactorygame.com/post/6197ec5f831c85205235f835
You can clearly see in htop that there are multiple threads.
htop shows all threads on the system so totally unrelated.
yes, I know htop shows all threads. that's why you can filter:
hey look, a bunch of threads all spawned by the original
hey look, some of them are not in point of fact idle
One of the threads even has an 3/4 of an hour of cycle time after restarting the server less than three hours ago
Has anyone increased the player limit beyond 4? If yes, does it work? And does it work well?
there are directions for how do to that on the wiki, your mileage may very significantly
Fair enough 🤔
Heh.. that's the tricky nature of communication. We never intended to say the server will evenly use all your cores. We meant more that the server spawns up to 26 threads (per work set). The game loop is still fundamentally single threaded though and all multi threaded work is happening on ticks. So one core will always work harder than others as a result.
(might be a good idea to pin that for the next couple days, as it keeps coming up)
I got a quick question. So, Once Satisfactory Update 5 Comes to the Main Branch of the game, To run a server, Do I need to have another copy of the game to run it. Games like ||Farming Simulator 2019|| Makes you have another copy to run it 24/7. Please ping me with a response!
The server is not associated with one's e. g. Steam or Epic ID, it doesn't "count" against your client license to run it and indeed you can run a hozillion instances of the server if you care to (and have the horsepower for it)
Sounds good. Thanks
cheers
A> that's a private non-routable IP address
b> #looking-for-group-old
c> posting ip addresses is against the rules. This one is private but that wasn't your intention.
#looking-for-group-old, is where you.. look for groups 🙂 you'll have to share address information via DMs.
k
is there a way to change the starting tier of a server?
Yes, happens to me too
Upload an existing save with the earlier tiers already completed
Or create a save then edit it with SCIM
What's SCIM?
Cool, thanks
I e saved a few death crates with that calc
And an explorer lol
But still can't get my trains to load and unload correctly
Best fix for trains not loading/unloading correctly is to load the save locally rebuild the stations and set the paths then upload back to server.
Loaded a most resent save, found my crate on the map.. raised it up a few meters then did a download of the fix and loaded the new save
OMG didn't know it could move crates.
regarding the pinned message and FG.NetworkQuality <number from 0 to 3> can someone please provide some context of the setting values? What do 0,1,2,3 correlate to?
You can move basically anything
they correspond to the Network Quality settings in the game client. 0:Low::3:Ultra
Is there a way to change the save game interval? Running our server in a docker 4 cores 8gb ram on nvme ssd, game runs flawless until it tries to save and everything comes to a grinding halt for about several seconds which results in terrible rubber banding and glitched connections (pipes, belts, etc.) that are connected but wont flow material.
[2021.11.19-23.30.40:776][709]LogGame: Compression: 2.930 seconds
[2021.11.19-23.30.40:776][709]LogGame: Write To Disk: 0.004 seconds
[2021.11.19-23.30.40:777][709]LogGame: Write Backup to Disk and Cleanup time: 0.005 seconds
[2021.11.19-23.30.40:818][709]LogGame: Total Save Time took 10.007 seconds
[2021.11.19-23.30.40:845][710]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 10.09, Realtime: 10.10. IpNetDriver_2147450454
[2021.11.19-23.30.40:845][710]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 10.09, Realtime: 10.10. EOSNetDriver_2147482351```
How big is your save or how slow is your storage drive?
its nvme reads/writes 1000mb/s
I am getting max 1-2sec for a save and that is on a 300+hr world
look at the write to disk 0.004 seconds its not waiting on disk
underlying hardware for the node is dual xeon 6 core 3ghz (12 cores total) 128gb ram but this docker is setup to use 4 cores and 8gb of memory
Everything about yours seems to be taking 4x longer - so either a VERY large save or something else is going on.
is the steam server out of date compared to the epic experimental right now?
Dont believe so no.
only finding one folder named saves, and when i look into it - its empty 🤷♂️ https://i.imgur.com/8IaEilg.jpeg https://i.imgur.com/nGwjP7X.jpeg
~/.config/Epic/FactoryGame/Saves/SaveGames/server/
Though you said Docker so may be different for you depending where the .config is mounted.
173339 is the latest version on SteamCMD also
yeah that directory structure is a little different than mine, what's the file extension for the file(s) themselves?
.sav
ok, how do I update the steamserver via steamcmd?
I tried running the install command again, but that didn't work?
saves only 4mb looks like https://i.imgur.com/sXD8NtJ.jpeg
run the install cmd or check the wiki
Install command again is exactly what you would do
install in same spot u did 1st time or it wont update
Mine is about 2mb so I could maybe explain twice the size but 4x seems odd.
https://satisfactory.fandom.com/wiki/Dedicated_servers/Configuration_files#Autosave_slots_and_Autosave_interval to reduce how often it autosaves is my only suggestion
ty that's exactly what i was hoping to do - change the frequency of saving
But you have to run it in console after every start
oof
Yep they haven't brought it to the front yet 😦
what determines who can use commands in the console btw?
Only Admins who have verified with Admin password can
You need to be putting that in the server console not the client one though
Yeah, I'm an idiot. I ran the linux comand and installed in ~ :-p
No you do not. the change is written to disk upon a graceful server shutdown
Great Experience with all 3 I use - wont name names though as server rules.
Oh really that is great news
Don't use either of those for this server though 8GB would be plenty, I have used them for 15 years for other projects - I plan to use Oracle in the end once either ARM is supported or a workaround is found as Oracles Arm Servers are awesome.
I wont like I am only using DO ATM because 60days $100 credit, then I may migrate back to Linode for this too.
cant seem to update my server
run install again
@spiral root thanks much for all your help and info 👍
in today's video, it was mentioned that we will need to run an experimental server for an experimental game and the opposite for early access version. Will I be able to move my experimental save to the early access version?
yes when its the same version of game
im pretty sure experimental and early access use two different versions of the engine but probably yes
they do at the moment but won't after U5 and dedis release on stable
ah ok
not everything
Yes and the answer to everything is 5
for example, it's not the answer to "what besides more bacon should I put on this sandwich?"
So 5 bacon is Perfection.
The answer would be lots more bacon
that is a subset of 'more bacon'
Where do I go to change the save interval?
wiki page for dedicated servers
Can you replicate this offline or is it strictly a DS issue?
Trains remain... cantankerous
Worse it WAS working the top one until todays update
Then my train and a load of pipes (more specifically pipe junctions) broke.
2 patches ago something changed and junctions were the base swatch instead of the pipe swatch, then todays update anything that was coloured the base swatch stopped working so essentially any junction I made since the weekend and today.
Ty CezzBB
YW
ur wrong because bacon
Bacon is fantastic, but I stand by what I said. There are some cases where it is not the answer.
ik im just really bored and super understimulated aaand my pain meds just kicked in so yeeeeeet
er.. have a safe flight?
flight?
the high from the pain meds?
you dont get high when you have pain, it goes to the pain< [the pain meds]
you didn't say there was actual pain involved, and I try not to make assumptions.
you just assumed i do drugs...
you literally stated you were.
i said i was taking pain meds
which are.. work with me here.. drugs.
yeah ik, but dont treat me like a druggie just cause i said im on pain killers
dont tell people that then
I'm not treating anyone like anything; I just did not assume something to be true that was not stated to be.
dont but in then?
you
or maybe when someone says they take pain killers, maybe they have pain issues, dont assume stuff about people
That's my point. I did not assume anything.
if your gonna assume take the first 3 letters and apply them to your self
anyways life is ruff carry an umbrella
yes you did, you assumed i do pain killers for fun
No I did not.
bruh
what ever fuck this server
go back and read, very slowly. He didn't imply or assumed, but was not sensitive either
You in point of fact assumed that I made that assumption which is frankly amusing.
see if u didnt bring ur thing to the community chat it wouldnt be a community chat
funny how things work like that
hey all I have just set up a dedicated server and wanted to test how well it ran with more people on it, if anyone is interested in joining a new save pm me
read pinned messsages of #looking-for-group-old .. should post there
oh sorry
dont be sorry just its better spot to post where people look
Hey guys, is the SteamCMD ID for the EA Dedicated Servers known yet ?
it's been on the Wiki since day one
lol
I'm referring to Jace's Video from today, that going forward, there will be 2 versions of Dedicated Servers - one for EA and one for Experimental Branch. For Experimental Branch I got "1690800" - my question was for EA - could you point me to the entry in the wiki?
Oh, for the mainline release. No, that is not yet known. It may be that it would use the same ID but with a -beta experimental argument once both are available
but they are currently not; I'm sure they will let us know once they're actually, you know, public.
I see - alright thanks
Is anyone else having issues with mismatched Server / Game version after updating via SteamCMD?
make sure to update server and client
can you clarify?
The Game is updated on our gaming pc's. The server is updated Via SteamCMD and verified.
game autoupdates .. servers hve to run cmd
make sure they didnt install new files in wrong folder for server
hmmm... That would be odd... I used the same command string as I did when I installed and nothing has changed
did you shut the server down before attempting to update it?
check the logs for the version the server believes itself to be
Yes I stopped the server software. THEN Updated. Then relaunched.
verify client files also
LogInit: Build: ++FactoryGame+main-CL-172183
LogInit: Engine Version: 4.26.1-172183+++FactoryGame+main
LogInit: Compatible Engine Version: 4.26.1-172183+++FactoryGame+main
definitely out-of-date.
hahaha
Windows Version
steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit
That is what I am using
well that command looks tailored based on the path you have chosen for Linux
Straight from the Wiki, with the Force_install_dir before the login because of the error steamcmd gives,
more crooked from the wiki apparently than straight
login then install
steamcmd +login anonymous +force_install_dir ~/SatisfactoryDedicatedServer +app_update 1690800 validate +quit
he has wrong order
pay attention Sanctum, this is a Windows server; not Linux
he isnt logging in first
Steamcmd straight up says to switch the order.
doesnt matter what os if u dont log into steamcmd
steamCMD will log in by default with whichever account was last logged in
the paste is from the wiki dude
best to correct the thing that's actually incorrect.
Windows
steamcmd +login anonymous +force_install_dir C:\GameServers\SatisfactoryServer +app
notice order
ok I updated to:
steamcmd +force_install_dir "R:\Game Servers\steamcmd\satisfactorydedicatedserver" +login anonymous +app_update 1690800 validate +quit
So far it looks like its updating.
hahahaha
I notice the order. Try running it and you will notice steamcmd says to change the order to what I am using.
anyways its over yay no reason for pings
oh really?
Yes. Really.
Please stop trying to be condescending. I'm not new to any of this..
where dose it say to reorder?
i see api starts it logs in first thing
then starts updating
And I don't get on here to blow smoke out my rear just to get a chuckle.
but hey ur log pic
Is it possible to use SCIM to pick up a box that is stuck, in a dedicated server game?
your amazing refutation of my point... demonstrated my point. so, er, well done?
yes
btw incase anyone is confused im commenting on nexis's pic
right there in yellow
also patting yourself on the back about how experienced you are and how you're not new to any of this, it took nearly 10 minutes to stop using the Linux commandline, so.
right above that logged into steam public
dont let the text confuse u
its logged in before yellow
hence it does client things
and thats a warning i bet
cause errors stop things warning just look pretty in color
and ur udpating lol
FFS I used a CLI Pointer that works in both operating systems more often than not. Yes I asked for help because it normally works and isn't a problem using the command the way I was using it.
Thank you for the suggestions.
warning/error is repeated almost daily in here cause people dont realize that
Ok. nod
You're welcome, and I'm glad your server is now updated.
Have fun, and stay effective!
how? I don't think I have a save file for this game
or is it the "steam autocloud" file?
I mean I have the save location, I just don't see one for this dedicated server world
if its on dedicated server its about os.. wiki page has location
if u played on dedi u have to get save from the server
windows its in folder near ur game save/configs
linux i think its in install folder
Linux saves files are in $HOME/.config/Epic/[...]
thats why i send to wiki 😛
Ok, so I need my buddy who runs the server to do it
yes.
that's what I thought, damn guess I'll wait until tomorrow
I am putting the Session Type to Friends Only and it does not save
roguebros23 is trying to invite me to he's game and even though he even sent me a friends request nothing show's up on my end
that does not sound like a dedicated server connection
to join a DS, you must be on the Experimental branch. then from the Main Menu go into the Server manager, and click Add Server. Punch in the server's address and you're off to the races.
We are Experimental branch
How do I add myself as Admin
If I'm running the dedicated server as a service, where does the save files go in windows?
anybody know what this is meaning in terms of me able to join my freinds server
Sounds like you can't connect to the server. Closed port maybe?
how can i check if all ports are open
^
i have all of those set up
canyouseeme . org
you have them opened on the local computer and your router?
hes checking rn
i run everything in windows server OS so I have to open the ports on my server firewall
Answered my own question: C:\Windows\ServiceProfiles\NetworkService\AppData\Local\FactoryGame\Saved\SaveGames\server
doesn't hurt to reboot your equipment and double check it applied correctly
you need a source IP
you can run IPCONFIG in a command prompt and get your IP address, and put the IP of the computer running the server
there is one there i just didnt send it
oh okay
Sorry about people being super condescending here; I got a taste of it too when joining for the first time and asking a legitimate question (which, funny enough, found an issue with the "all-perfect" wiki).
Just to chime in on your issue: There seems to have been an update literally today for SteamCMD (at least for Linux) that now produces that warning if your flags are (apparently) "out of order". Anyone not having the issue likely is using an older version of SteamCMD. Other than the error, I personally did not experience any issues past it, but still reordered my flags for future use.
what you have should be good
my only other guess is local firewall, you can try turning off your firewall and see if that helps
in windows/linux
that or your ISP is blocking something
i did
which is rare, but can happen
@feral dawn Official PR merged btw for Ptero
I still need help I can't put Friends Only because it does not save what should I do
Awesome! NP!
Ensure you add the server exec to your firewall and turn it back on. Not good to leave it fully off.
i did thank you
im getting this crappy thing with conveyors on update 5 using ded server. Doesnt happen if using standard server.
Pretty much items going into anything from a conveyor kid of "pause" for a second before going into the building.
anyone else getting this
connect using port :7777
This has kinda been a known issue for some time whenever an item moves over a belt "seam" (ie. where two belts connect). They've been making improvements with every update, but it still happens to me sometimes.
I hate it how when I first try to connect to my dedicated server, I have to hit retry a few times before I get the option to join 😐
so annoying hahahah
lol
it always works just as I'm about to SSH into the VM to figure out wtf is going on
thanks. does the flow actually happen or is the flow bugged? just visuals?
I'm not 100% sure, but I'm fairly certain it's just visual.
you can check by watching the contents of whatever the belt is feeding in to I reckon. Though with sufficiently pastified belt systems that could get tricky
Hmmmm - anyone else noticed power slugs etc disappearing when you get near them?
ie it seems to show the slug - ones that I've already collected - and keep showing it until you get within a certain range - then it disappears....
same as the fart flowers
that's a longstanding issue which is also present in single player; not unique to dedicated servers
hmmm ok
Can I actually increase the number of autosaves?
I cant see dedicated servers branch in steam. is there already a solution?
So, if i dont see it in steam i have to use the steamcmd?
yup
alright
if you are using windows, the easy way is to use powershell GSM (based on linux GSM)
easy to manage, auto backup save, can manage multiple servers from multiple game
Hey! Can someone please confirm to me the latest server version? I tried setting up a server on a digital ocean droplet yesterday, I think everything's done because I can see the server has a ping, but I'm unable to connect due to version clashes. Wondering if the latest experimental build that dropped yesterday is causing this, or if people still have working servers. Thanks in advance 🙂
So to confirm, whenever a version of the game is pushed, the server stuff also updates at the same time?
yes
Looks like i've got some reinstalling to do, thanks.
I've tried updating the game using the following command:
steamcmd +force_install_dir "/home/steam/SatisfactoryDedicatedServer" +login anonymous +app_update 1690800 validate +quit
Steamcmd was able to verify that the update took place, and that is the place that the server was originally installed. I'm still getting a version mismatch however, saying the server version is 173131, but the game version is 173339. Any tips?
should steam be Steam?
I'm using linux, so I don't thinks so.
in dir
not working?