#dedicated-servers
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so not entirely my fault ๐
and also your correction ran into the same issue
that I have
it is incorrect
I am double-checking right now that I didn't duplicate that error with my "correction"
lol
looks like my github commit messages
"fix bug" "really fix bug" "fix bug for real now" "why is bug still here" "pain"
git commit -m 'maybe I should just rm -fr $(pwd) and call it a day'
lul
that made it into an actual production codebase commit log once
but I'll never admit which one
lol
glad to have helped, and again: sorry about the errors on the wiki; thanks for bringing them to my attention. twice.
I have read the entire wiki, but I still do not have a connection to the server, the ports are open, in the router they are directed to the server, I have tried to connect by public ip and by private ip but I still do not get anything, I have also verified that the server on progress
logs would be better
when I try to connect to the server I get that on the console but in the game I get no connection
have you forward all three ports on the UDP protocol? Have you double-checked the ports the server is listening on?
did you change the ports it uses ?
yes
does somebody here have experience with gportal? or should i choose a different provider
so far so good. the last thing to double-check is the actual port forwarding settings but everything looks good so far @north dragon
LogNet: NotifyAcceptingConnection accepted from: 192.168.50.1:55492
13:26:10
LogNet: Server accepting post-challenge connection from: 192.168.50.1:55492
these are the server pinging CSS servers not a connection attempt from a clinet
i client connnection attempt looks like
uh
there are no 'CSS' servers
there's no centralization at all
other than crash reporting
there is a poleing service for any one that has the sever listed in there server manager and steam does do server querying
so it looks like another client on the LAN is indeed trying to connect, so port forwarding isn't even a question just yet
other than the server program itself being downloaded from Steam there is no interconnectivity between the server and Steam or Epic
the polling is from game clients, not any centralized server clearinghouse
anyhow
@north dragon - the client that's attempting to connect: what error is it seeing, if any, when trying to connect in the Server Manager?
hrm
everything looks correct.
that's the good news; the bad news is right now I'm frankly stymied
I know this shouldnt be a issue is there more then one network connection on the server
So far, the update isn't being very friendly on late game servers. Randomly dying in hypertubes, disconnects in trains (causing the train to become undrivable)..
No, right now it's only server for satisfactory
sorry i was unclear is there more then one IP for the box
case in point my server has to lan IPs
Really hope to see a fix for this soon ๐ฆ https://questions.satisfactorygame.com/post/617f5e70831c85205235822d
so i bind my servers to set ips depending on how i want it visable
are you using the default method to run the server or are you using LGSM or AMP
Default
I see you opening the ports in your router but did you open them in linux
Yes
just UDP ?
Yes
have you tried haveing someone connnect from the external ip
that not you
and not inside your home network/lan
I have tried with public and private IP
not what i asked
i have wired cases where i couldnt connect to a server form inside my network or from my external ip to the point i need to trick it with a vpn its rare but it can happen
hahaha
it was a bad nat config and was my fault in pfsence took me forever to find
I haven't tried it, then I try it and tell you
also a patch just droped so
yep, my satisfactory exp just crashed while playing from dedi ๐
i created a dedicated server but my friend get Time Out error, can i solve this?
did it crash or just a disconnect when the server went to update
error message and out
is there a bug report for train stations being shown in one spot on the map and not where it actually is?
not sure just search for it and see if its there
Hi all - got a quick question - is there any projects \ command line switch that exposes some stats for the running dedicated server instance (i.e. num users / loaded objects / resource usage etc.) I would love to put a Grafana dashboard together for my home server ๐
not yet; that's in development. See #906213950524379186
i found a glitch how can i report it?
Thanks!
the QA site- questions.satisfactorygame.com
I keep getting this error when connecting through the router. I have the server on my home network and when I connect to it directly with its local ip it works but not when using the port forwarding way
I have configured the firewall to allow the ports and the portforward should be correct since it showes up in the server manager
which server hoster can you guys recommend?
This is usually how home routers work, as they are not configured for a technology called NAT Reflection.
You'll have to use the internal IP when connecting, and your friends will have to use your WAN IP.
What you are experiencing is to be expected.
i have the same problem, what is WAN IP?
Is there a way with Steamcmd to check for the most recent update of a package when i do the steamcmd +login anonymous +force_install_dir ~/SatisfactoryDedicatedServer +app_update 1690800 validate +quit or the appupdate only i get stuck with the old version , But if i log with my user in steamcmd and updated it i get the proper package.
most ISP block the your own Ip adress if it's the same in and out IP
Steamcmd will know if your game files are up to date when you attempt to update them, I think if you were to take the validate option off your command line it'll be faster to boot the server with an update check before hand each time.
I'll double check the syntax I use when I'm back at my pc
Your WAN IP is the IP address that it's external to your Internet connection, for example going to Google and searching for 'what is my ip address' should give you your WAN IP, which is the IP people not on your home network would need to use to connect to things you host, such as a satisfactory server.
Assuming the proper port forwarding has been done.
it's only the package from when i log anonymously , if i log with my user it works fine ( it's mostly as soon there is a new package available it's seems it's not available on anonymous on release is there a delay from steam ?
so he is trying to connect with ip but get time out
The depot ID is the same no matter if you're logged in or not, it should not download something different if you're logged in either anon or with your own steam account.
perhaps your steam content delivery network in your region is having a go-slow moment
This can be two things:
- Your port forwarding on your router is wrong
- You have Windows Firewall (or a 3rd party firewall, like an Anti Virus) blocking the connection
im running the server on ubuntu with ufw disabled and port forwarding is good
double check port forwarding, if your port forwarding was correct, and u have ufw off then it should be working as intended.
either that or ur friend has something blocking it, but this in unlikely unless he's in like a university dorm or whatnot that blocks ports.
i forwarded 15777, 15000 and game port
all udp?
udp + tcp
can u screenshot ur port forward setup, just to check?
also u could use tcpdump on ubuntu to see if the packets are even reaching the machine
pointing to internal ip address of ubuntu
and tcpdumb
19:29:54.594759 IP 193.228.xxx.xxx.54652 > 172.18.0.2.15777: UDP, length 10
19:29:54.595019 IP 172.18.0.2.15777 > 193.228.xxx.xxx.54652: UDP, length 17
NAT Reflection is nice on my pfsense box. makes troubleshooting easier too.
A version mismatch should still allow console/save access... I couldn't cleanly save or shut down my server after my game updated but my dedicated server didn't because it was still running when the update came out
SIGTERM performs a graceful shutdown
sending a TERMinate SIGnal from the kernel. At any shell: kill -TERM <the Satisfactory server's PID>
Is that like pressing Ctrl + C?
or if you've set it up with systemd as shown on the Wiki, systemctl stop satisfactory.service
My current understanding is that ^C (which sends SIGINT) does not shut down gracefully
this may be different on Windows servers
Using Windows, Steam and the dedicated server there... Simple setup. Couldn't access it because of version mismatch
BTW, I loved Commander Keen
(note to self: test ^C on Windows later)
I do know that "X-ing" out the server window does not do a graceful shutdown
as did I (:
Hey Guys. If i install a Server on my Root with SteamCMD can other players join?
I mean with Epic Games
That's rather the whole point of dedicated servers, yes. Though I recommend installing it into a subdirectory, not the root directory.
yeah i mean on ma Root Server xD
Servers are storefront-agnostic, Steam and Epic clients can both play on any server
ok cool thank you
cheers
BUG FIXES
โข Fixed an issue where Vehicles would not receive fuel from a station if their fuel inventory was empty
getting fuel. butnot getting enough now. vehicles stop half way of the route ๐ฆ ๐ฆ
Sigh
we are half way there. think positive
no longer giving trucks a full tank of air when they pull up empty is an improvement (:
baby steps y'all
so i see a issue with the fueling at a station.
station 1 has fuel available.
station 2 does not.
the vehicle gets fuel for 1 way ticket.
so i think the vehicle thinks there is fuel in station 2 wich there isnt any.
calculation error in the game is my best guess
does anyone have an issue with power leds on buildings not working at all on dedis?
just asking because I'm hoping I'm not the only one going crazy by this
That was an issue with the very very first dedicated server release but it has long since been solved
unless it came back in today's update
have that too
Silly question, but.. have you tried turning the building off and on again? (:
works fine on my server
Anyone else using AMP getting an "unknown error" when trying to log in to web client?
have you updated?
yes. Tried updating again just to make sure
well I'm just off of work so I"m updating my server now to see if I can replicate
wow, for the first time ever, my server got the update before my Epic client did
can confirm. they also seem not to be illuminated at all:
pain
so I guess no login issues ๐
hah, nope, just had to wait 30 seconds for Epic to give me the new client
no idea what you mean by web client
oh is this epic related? thank god I'm on linux then
no epic here
Power LEDs are busted. Again. Kinda annoying when I was just busy reworking my Turbofuel refs.
Does anyone know why it seems like the client is trying to ping the server from the Server Manager every frame? That would be extremely excessive, and definitely a good way to lead to getting legitimate traffic filtered by some DCs
that should have been fixed a few patches ago
from 172183:
Apparently I need to reconnect my computer's networking for the client to even connect to my server now...
Just kind of eye balling the UI and I am watching the ping update wildly fast. CL#173452
Well, now and the version before...
Getting the manager to reliably connect to the server is another issue I am trying to solve all together, but the ping thing I remember seeing a fix for
I am seeing my ping flicker between 1 and 0 ms. Like it's updating a bit too fast.
I'm wiresharking it right now just to confirm its not some kind of interp or something they are doing to make it look cool in the UI, and I am indeed sending 120+ packets/sec to the server with just the manager idling on the client
I imagine CSS made a distinction between server state (Does not seem to be online) <-> server ping
Although I am just spitballing there
And the machine status LEDs are dark...
120 pps matches what I would expect my FPS to be in the menu
I forget how to get the FPS overlay on
Yeah, LEDs need to be fixed
Yeah it's spot on. The client is pinging the server every frame. I would imagine that might contribute to why the server manager is unresponsive sometimes.
but it is marked as a known issue
so that is somewhat confidence inspiring
hopefully hotfixed before tomorrow
That'd be nice.
Well, at least we have room lighting and the little bits of ambient LEDs on things. ๐
For anyone interested in the server manager ping issue, and hopefully a factor in why it is not consistently connecting to the server
I dont understand I have tried with a vpn and it told me that it was not the same version, I have updated and it has let me in and now it lets me in without vpn but well that's fine, thanks for the help
anyone made a server on nitrado ? tried to read past post but couldnt find any solutions for me.
I installed the game ~1hr ago on the server and it still shows as this.
@frozen spade did you use the right port to the server?
when i try to connect to the server ? or a setting on Nitrado ?
when i connect to the server i tried the 3 different ports.
Couldnt find a way to change ports on nitrado though
@bleak fjord
what is the given port may I ask?
Game port 10270
Query port 10272
i gues i'd need to conntact support to have the game port changed to 15700 ?
are tho the only two port you got given?
yes
have you checked to see if tho port are even open they might have them closed or something like that
yeah you need to use the query port
your welcome ๐
anyone seen giant objects outside of dedicated servers? this ones a beacon
Yes
ROFL
i had a couple other objects show up but they always were floating so i couldnt see it up close
so my friends get this issue when trying to join
the console shows every attempt so i know my port forwarding works
known problem. idk how to fix beyond trying another save.
what you said is exxactly how i fixed it wow
thank you so much LOL
instructions for that are on the Wiki
i know, I got issues that cannot go over 4 players. if the game has the potential to do it, I am going to rental a new server from other places
just wanna confirm it before to rent
as long as there hardware can handle it you should be able to
a youtuber did over 100.
kk
officially only 4 but you can go higher
mind you, it was very laggy but no idea what kind of hardware was backing it.
I love this server thing as I have it on my server box which it work well so far
kk
I wish there was a way to pick a spawn per player and not spawn at the same place
Lol
I have had the game for a very short time and I don't know if it is a bug that has been around for a long time or if it is our problem.
The hypertube gives us many problems, sometimes we have to enter several times for it to work, or if it is extremely long the game freezes in the middle of the trip and you appear dead at the base.
It is a common problem of the servers, or something is wrong with the machine that hosts the server?
its desyncing of game most likely
Hello, anyone have issue with train on servers ? On our party, they don't go to max speed, only 80 km/h.
add engine or 2 to end
Was it Josh?
it was "Z1 Gaming"
heck I just had a train I was using to test signals with get up to 184Km/h
(and wow, I think I'm starting to get the hang of the signals too)
@quick mist It's not the signal, when we emulate the server, it's ok, but, on the dedicated server (10 euros/month) we have issu.
for 10Eu/mo I would be surprised if you were getting proper hardware that wasn't being overprovisioned
I need to start working on trains, the few bugs I've encountered with perma docking etc turned me off ๐ข
I was quite surprised when, with trepidation and expectations of failure, I plonked down my first cars and set up the Time Table and.. it just worked.
yes. known regression with today's yesterday's update
it will be fixed in main branch update later today hopfully
Hey peeps! I'm beginning to prep for U5 and dedicated servers. I was wondering, does anyone know if the contents showed here:
https://satisfactory.fandom.com/wiki/Dedicated_servers
... will still be valid for the Early Access branch when update 5 hits? Or is there any changes I need to look at?
I can't open the Factory Server even though I'm running the program.๐ญ
NAT Detection failed, unable to resolve host.
LogGenericPlatformMisc: Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870
it does not continue
the last 2 lines are just warnings and normal for working server
No one knows for sure at this point. Expectation is that the server install will switch over to ea and that you need a parameter for the installation for the experimental branch. But take it with a grain of salt. We'll know for sure tonight.
its unattended so it isnt showing the rest
go in exp and into server manager and add ur server with localhost, 127.0.0.1 , lan ip or net ip/ddns
pick what works for ur setup
@prime gorge Thanks a bunch! I'll try on release and keep looking here as well. ๐
Is there any info on how will the EA dedicated servers work? What do I need to do to my server installation if I want to switch over to EA today?
not yet
All right thanks
i got a question what kind of specs do you need for a dedicated server i have a rack here and a server over the specs of that thing is : 2x Xeon 6C 12T, 32GB ram, 512 Nvme m.2 Cash, 2TB SAS, GT 710
thats plenty
oke i can try it and see what is gonna use
will be depending on save
but u got lots to run a server without issue
6-8gb avg usage for ram
oke i like to go whit challenge so i think i get a new challenge
I have a problem, the server says this then just quits the aplication. How do i fix it?
it spreads core/threads as needed when main gets loaded
oke yeah, i just gonna use Linux as basement on the server
ya the new patch has some fixes for dedis so should work better now threading
oke thx for the info this discord is new for me and i think i gonna like the dedicated servers because if i play whit friends i got issues like your see your friend walking to a wall and they see cars crashing when at my screen they are driving normal around. ( My english is not my best )
Have you checked the wiki? The requirements and some best practices are written down there.
Does anyone know if there has been some bug fixes regarding train stations not loading/unloading ?
Trains on my server are still really scuffed
i've had to rebuild stations several times
add more engines etc
they still drive really slowly, they rubber band like crazy
did the same but rebuilded it in singleplayer -> put it back to the server and they run fine
rubberbanding is desyncing of server/client
interesting, may try that, ive just paid to upgrade server cpu and priority to see if that helps
well its a fix mentioned in the bottom of the wiki :D
how do i connect on the server with the pc im hosting?
at least it used to be. But i was wondering if there has been some changes to the train stations, because I noticed changes when building them (Lights turned on or off when connected), but didnt read anything regarding it in patch notes
same comp use localhost
it says the server is offline though it isnt
try 127.0.0.1
hi everyone, any info on how to switch to stable version instead of experimental one for the dedicated server ?
there is only 1 dedi server for now
though it should change later today
the game id will be different of will it be a flag in the steamCMD ?
they have to set it all up and tell us how its going to work
Works THanks!
enjoy
thx i didnt know
I hope they someday will include a monitor to the server so I can watch its capacity
btw I assume that trains randomly slowing down on tracks, going backwards, or carts glitching through the locomotives they are attached to are just normal dedicated server things?
didntt notice anything similar over here
so if it goes backwards its rolling
Yeah, they still need to do a lot of optimizations. Belts, vehicles and trains don't function properly yet.
no I mean, I am going full speed forward with a train, then suddenly I go backwards for two seconds, then snap back
I hope they will
because the performance is amazing
thats desyncing
sounds like just desync of client and server
it's just glitchy as hell
rubberbanding
aye
server/client/net cant keep up
Sadly it's not just desyncing, it also affects throughput
ya cuase server has to sort all the math out to find the right amounts
server shouldn't be an issue, or the connection
Thats whats happening on my server, i've maxed specs and its no better, it auto saves constantly and whilst saving nothing works as it puts a change freeze on
it has a dedicated machine with gigabit ๐
lower save frequency
I lowered it to 15 minutes, much better experience tbh
hahaha
but yeah kind of a pain how async saving is still not a thing in the game
and it has to stop the entire simulation
but that is the same deal in solo too
so..
Not sure what they add in the savefile. If they save all information about the amount of resources on each section of the belts then it might be quite hard to save async.
"async saving" is one of these great myths that keep being repeated by people, but its just not possible to do what people think it would do. You need to freeze the game state so its consistent, and then you can go several ways, try to duplicate it in memory for the save process to handle, or directly process it for saving, but even the duplication option would take a certain amount of time for a game state of any given complexity
If you allow saving and the game to just run in parallel, then while its saving the first part, the second part might already change, and you get odd inconsistent results, and who knows what might break
Yeah that's what I meant, though it's hard to type on a phone ๐ But simply put, if a game using static state management f.e. the average FPS or RPG then async saving is easily possible, however with simulations it becomes near impossible. You'll need to copy the entire game state at one point.
No doubt they can and will try to improve saving performance, but there is no one magic bullet that just fixes everything easily
For now imo the best way would be to pause the client while saving to limit the rubberbanding while saving and focus on general performance first, because that is also still troublesome
Or just a notification that its auto saving and not the game actually glitching because then you'd know to stop trying to delete that object
Would also work
Is there any correlation between hardware performance and the appearance of glitches/bugs?
I'm running a DS on rather poor hardware (i3-4160) side by side with other services and am wondering if these issues with e.g. conveyors going in the wrong direction after placement or train tracks not properly connecting could just be the server not keeping up?
Anyone observed anything going wrong when server performance drops except rubberbanding?
lower performance will make glitches a bit more prevalent, but its not like a linear relationship
2 parts for that answer:
- Yes there is definitely correlation between hardware performance and the appearance of bugs/glitches
- The bugs you describe however appear on all servers regardless of hardware at the moment
Bugs like wrong directions etc are unlikely to be affected by performance, its more like belt or pipe throughput being a bit skewed etc
or vehicles moving oddly, things like that
Ok. So my impulse purchase of a proper Xeon Server last night was not neccessarily a useful decision ๐
Short term maybe not, but long term it is ๐
I hope. Going from a massively crippled dual core to a server grade quad with ECC should at least do something.
Really would love to know what hardware my server is on... but it's G-Portal so can't see it ๐ฆ
All I see is this:
CPU
6.21%
RAM
6160 MB
glad I'm able to self host my server
really wish all places that hosted games would show the cpu running on. Would probably hurt business at end of day :p
I have a HP server with Xeon E3-1220 v3. It is a 4th gen i5 basically and with our over 300 hr save it loads up the single core to 100%. I'm looking to upgrade my 7700k so that should be able to run it.
My upgrade will be a E3-1270. I hope it does a lot better. Would be a shame if i also end up with 100% in the long term ๐ฆ
But i guess that also heavily depends on one's factory size and number of players
The single thread performance it the main problem due to the world thread. It is the part that calculates everything with the machines.
What version number douse your cpu model say at the end? @quick geyser
cpuinfo does not provide such a thing, where else could i find it?
Oh no on the xeon you have brought.
Ah, i got it. You mean the new one i ordered, right?
It's a 1270 v3
you get more cores, but its from the same generation, so it wont be magically super duper faster
Ah yeah I had a look a few weeks back and found a little upgrade on the single but not much. It is a good CPU for all the other game servers I've run but this one requires quite a bit.
I use CPU passmark to get single thread scores to help decide.
I know that, but i didn't have a ton of money to spend. So getting that CPU bundled with board and 32 Gigs of RAM for 200โฌ seemed like a good deal.
Also i hope to profit from the ECC and the more than doubled L3 cache
Mine was a cheap buy a few years back. It is a great server to try things with. I would highly recommend XCP-NG as the host OS and then you can load up any VM OS and really experiment with loads of servers.
Xeons and other server based cpu's have never been very good at single core performance when compared with a workstation cpu.
One thing to check is that your power settings allow your core to turbo as intended with the CStates your CPU gives.
there are workstation-type xeons that are basically rebadged desktop CPUs, those are fine
incidentally, that 1270 v3 falls into that category, although of course its 8 years old ๐
what you dont want is one of those many-core xeons with very low single-thread performance, those are not great for game servers
very true
Very true
Got so many 16-Core or more Xeons for cheap but than maxing out at 2.2 GHz or something...i of course skipped them. I've already had a minecraft server on that machine running for a long time, so i already realized single core performance is key for game servers
What port do I connect to the DS running on via SSH to shutdown the server?
I have a E5-2643 v2, and it runs Satisfactory okay.
If they can split the world thread these CPUs will be fine for small groups. It is just hard to do if not impossible by the sounds of things.
@peak bloom you start the game up, and go to Server Manager, then click the Console tab on your server and type quit
SSH standard port is 22
according to others, sending a SIGTERM "should" gracefully shutdown the server too
but i am unsure on this.
Can't with a version mismatch
Running on Windows
ah
sigterm will save on exit. it is in the wiki. not on windows though
then you're outta luck, wait for the server to autosave then terminate the process
Will it autosave when paused?
That seems like a bit of an oversight...
@languid lynx good question, i would assume not... hmm
@peak bloom indeed, the devs are aware.
So no access via putty or similar?
It will save on player exit so you should be ok
no u cannot access the console of the server via anything other than the game
which is dumb lol
hey guys can i run server on my laptop it has 12gb ram and I5 intel 4 gen processor
A new save yeah but as you start to build the laptop will struggle.
oh why is that ?
Read above. TL:DR single thread is heavily worked and needs high performance.
I guess. I've never tried anything like that. The main thing is high performance single thread.
AWS uses EPYC processors
Ah no. You need high speed threads. Not many threads which epyc is.
np. I've used cpu passmark single thread scores to help.
is anyone able to comment on the performance with docker?
Docker doesn't cost much.
Hello, could I please ask about the state of trains/vehicles in multiplayer? In the un-modded game U4 Early Access Steam game we played 2 months ago, only host was able to use vehicles/trains, everyone else was lagging/falling out of them. Has it improved with dedicated servers?
Thank you
Good question... Vehicles can 100% be used "Okay" with clients of the dedicated server in U5. However there are still some issues with trains and automatic fueling of vehicles. but the devs seem to be ontop of it and releasing patches for them every few days.
WOhoo! this is amazing
Thank you, we will start a new playthrough with dedicated server in that case ๐
I am curious to see if there is any performance benefit to running the server in the docker container. I definitely makes life easier when managing the hosts,
nope.
to add to this we've done a full fresh world since the u5 start
and currently have two train routes working fine
the map for trains does not work at all 99% of the time for us
V inside the train does not work for us 99% of the time
however you can access the controls and change routes at a train station
so they functionally work still
ah ty for the info, i have yet to get to trains (well, they are all unlocked and i can build them), so it's helpful
Satisfactory for me is hard to keep playing, as there is no end goal, once you have unlocked everything i find it hard to find something new to do.
Biggest problem with trains (at least from my experience) is not connected tracks and unregistered signals.
You place a complex section, double check all connections and signals, but then the route can't be navigated because there is some error. Most of the time i fixed it by deleting parts of the junction and placing it down again exactly the same again.
Someone once said the definition of madness is doing the same thing again and expecting a different result. Here it obviously is the sane thing to do ๐
So you can make them move things around from station to station, you just can't ride them?
What about vehicles? Same?
i can ride in them, just the v menu to control the autopilot/stations in the trains dont work
vehicles i mostly skipped (we're going to be using more later) but seemed to work OK for me
So issues widely differ i guess. I'm having no issues riding trains or toggling autopilot
we have a super long train loop that goes through most of the map we've been building for the last few days, and not having the train show on the map honestly sucks
also we have a few ghost stations
ill probably have to savegame edit them out
Do you think this is still happening on regular steam-server connection?
I hope to god they address these issues soon, late game when you have trains everywhere and they rubber band like they do and bug out and not unload makes me not want to bother carrying onm
probably
mine seem to unload
the rubberbanding and stopping is a bit annoying
Is your network quality set to ultra?
In game and server
It's set to ultra on the client, not sure about server
FG.NetworkQuality 3 in the console ๐
cheers, what the server set to by default?
hmm, dont want to speak too soon but the trains just pulled out the station like a champ... if thats fixed it then i owe someone a pint
and shame on Coffee for not setting it to ultra by default
Did you change it only on the client? Or the server itself.
Does it work for other players too?
ultra everywhere here
trains pull in and out fine for me, i just have occasional weird rubberbanding at full speed
im hosting on very solid hardware
VM with 5 cores of a ryzen 5600x
trains just arrived and pulled up like a champ.... result!
gonna sit in it now and see if it travels more normally
aye its definitely better, that needs to be a sticky, "set server network settings to ultra to sort retarded rubber banding trains shooting through stations and having to reverse"
the carriages and extra train engines still hump each other but its definitely an improvement.
wait, they didn't used to do that? I noticed the connection seems to hold like super strong magnets.. XD
They seem to dynamically model the physics on each carriage and each one will have its own poller between server and client side and because they are all updating differently they hump each other, when using them on local saves they are solidly connected and much more fluid
does it happen on flat segments? virtually none of my rails are on foundations besides the little bit where they connect to the station.
all my rails are on foundations so yeah it is flat for 97% of it, i have 2 sloped sections to change heights
are the production indicators now working correctly :)?
oh heck yeah!
So what is a good AVG Tick Rate? I am at 30
All the time?
Can't currently check that, still at work :p
mine still stressed 100% on a single core
mine doesn't work.
After updating to the latest version?
The patch just dropped
Yep.
Is it possible to save a game from the server (CLI) itself? I'd like to be able to save a game before restarting a server, for example.
oh
I don't think so currently.
Of to the questions site I go then. Thanks ๐
woop woop
Hopefully G-portal has multithreaded cpu's ๐
Also, omg this was set at 1 on the server ๐
Alright, I will admit I am noob, if anyone is using the G-portal service and got their game to work, I will be really appreciative if you can share your experience
I have been trying with that since yesterday, contacted their support and so far I haven't been able to make a connection yet
is 30 tps the normal tick rate?
Do you have the correct game version installed? They have a stable and an experimental version in G-Portal
whats the average tick rate?
Mine is currently at a pathetic ~8
10MB save file, seems to be handling it well now ๐ GG CoffeeStain!
Whats a good tick rate and a bad tick rate, im confused what this is
And if a tickrate of 30 is the cap, then anything below 20 I would think is crap :/
Tick rate is capped at 30tps by default. If you want to experiment with different tick rate caps, you need to add this to Engine.ini:
[/Script/OnlineSubsystemUtils.IpNetDriver]
NetServerMaxTickRate=<a number>
How can I increase the tickrate? So not the cap but the average.
Optimize the game for us ๐
Would love to, but it's not OSS
so my average tick rate is "30" is that good or bad or default lol
Well if that is the default cap I'd say that's good
That's the cap. I'm sure if you raised the cap it might go even higher
To answer a bit more seriously, having enough ram (so that virtual memory is not used) and a powerful CPU is all you can do.
Other than that, it's up to us.
What I don't get, the tickrate is 20 average when I am not logged into the server
Ah ok, i googled
In online games, a tick is an update between the server and the connected computers. Tick rate refers to how many times information is updated a second, usually measured in hertz.
so if 30 is the cap, then its doing good then, i just ticked a load of upgrade boxes with my server provider in the hope of fixing trains lol
Yeah gonna shoot a message to G-Portal in hope that they can do something about the server performance
Tick rate is for the server like the frame rate for the game. Except there are no frames so we cannot call it frame rate.
i was like yeah upgrade CPU to max priority and real time yada yada, pay us money was like yeah ok im sure i'll regret this ๐
So basically, as soon as someone connects to my dedi server, BOOM, perfomance down the toilet
Sounds like you need to tick some more boxes and get the credit card out
What CPU you have? Also, what tier is your factory in?
It's a G-Portal server. We are in Tier 8 but performance has never been great
Now it's just visual with the tickrate
We really shouldn't struggle that bad, on a decent CPU, unless you built a lot of factory.
Slots
10 x Slots ยฃ0.75
Memory Allocation
Up to 12GB ยฃ6.99
Hard Disk
SSD Enterprise Drive (Included)
CPU Clock Speed
4.8Ghz+ (OC Extreme Performance) ยฃ5.99
Disk Space
Up to 100GB FREE
CPU Priority
High CPU Priority (Turbo Boost) ยฃ4.99
Works a treat
ยฃ27.97 a month
not worked out what a "slot" is yet lol
Yeah, you'd think with this current usage G-Portal servers shouldn't struggle so much
CPU
10.19%
RAM
6419 MB
Sadly no idea what hardware it is
very late game, and getting 30 tick average
Yeah I'm glad we added that info in the GUI. At least now people know where they stand.
Let's see what values other folks report.
I'm getting mid 20s on my tiny little palm sized Celeron "server", that's also simultaneously running my (currently idle) Valheim server. I'm pretty OK with that, considering the tiny investment that thing was.
Interesting, this message is in the logs:
[2021.11.23-13.30.17:895][263]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 7.84, Realtime: 7.84. IpNetDriver_2147454488
[2021.11.23-13.30.17:898][263]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 7.84, Realtime: 7.84. EOSNetDriver_2147482350
Ah yeah I see a save time right before that which is ~ the same amount of time
my loading in performance has sky rocketed since i upgraded the CPU priority, it was getting to be 3 mins of loading screen
its gone back to 20-30 seconds
You are either early game or have some sort of quantum pc if your loading in in 3-5 seconds
we are T6
im sad and actually just timed it... it took 16 seconds
yeah ive finished, im just adding random shit in now because we are bored, think we are going to try to hook up every resource node next
about that new tick rate display for dedicated servers: What can I do to increase the tick rate of my factory? Would it help if I built my factory on stilts so the ticks can walk underneath it? Or should I rather cover it with a ceiling and add ramps so the ticks can walk over it?
See the pins, but honestly 30 world updates per second ought to be enough for anybody I don't get jokes first thing in the morning apparently
Yeah this is not a competitive shooter. You won't notice any benefit with more than 30. You'll just waste energy chasing a number.
Does the option you suggested, NetServerMaxTickRate, really work? I turned on this option and tested it with about 5 users, but the average user tick rate is less than 10. Are those tick rates significantly affected by server CPU specs?
In your case, it's not the cap affecting you.
The tick rate is almost exclusively CPU-bound (and to a lesser extent, RAM-bound) unless the server is saving/loading a game
You have any hardware info? Then I can throw that at G-Portal ๐
In Soviet Russia, cap affects you
Do we know if we will have to get a different server link once update 5 comes to stable or will the same code from the wiki work?
To Be Determined, @slow bramble
the prevailing theories are that the DS will get a -beta switch to select a branch, or that there will be a different App ID for the EA DS
that would make sense
It's a Celeron 5205U 1.9GHz (dual core) with 20GB RAM. I did get it to drop to a round 20 in a more busy area, so by the time I reach late game I suspect I may have to move the save to my gaming rig instead. I have tier 8 unlocked, but factory-wise more in the tier 6 area as far as what I'm building at the moment
thanks!
can we see tickrate in game?
I +1 that theory too.
just for those who are interested, update is working great in docker, get consistent 30 Tick rate on a teir 6 world,
My server specifications are E5-2640 v2 * 2Cpu and 32gb memory, and the storage device is Sata SSD. In my opinion, it seems that CPU single-core IPC performance is required as much as possible to improve tick rate.
can someone explain to me how the dedicated server client actually works? Do I only have to have that client running or do i have to have the server running and be in the game for it to work? or can i have the client running but not the game?
first some terminology clarification
there is not a "dedicated server client"
there is a "dedicated server"
However, the question that arises here is whether there is a performance difference in Tickrate between Intel and AMD at the same IPC level. Is there anyone who can test that part?
the program in which you, the user/player, plays Satisfactory is the "client"
@plucky perch - the main point of a Dedicated Server is that it is running with high availability (e. g. 24/7, give or take a few nines) so that one or more people can connect to it at anytime from any client.
You can access the Server manager console through the game console while playing "hit escape"
yep, i dumbed that one, figured it out.. lol
@plucky perch so no, you do not need to have a client open and running 24/7, but one will usually have the server running all of the time
also @quick mist a dedicated server would allow a greater possiblity for connectivity than a home network if it was remotely hosted.
My ticks dropped to 13 while playing... not good I guess
my bad I am an uninformed pc noob lmao, but thanks
idk about you but i don't have much upload speed as do most homes
game servers don't need a lot of bandwidth generally; just low latency
since all they are sending to clients is telemetry
I love being able to switch between world saves on the server in game, so practical ๐
is the vehicle teleporting into your face thing any better on dedicated servers?
if i want to play on a dedicated server, do i have to download the dedicated server tool?
yes
No, you only need the game itself to play. Only people wanting to host a server need to download the server, @earnest glacier
Dedicated server requires the Dedicated server tool
only to serve, Hulk
Not if he's just connecting to it
you don't need to download IIS, Apache, or Nginx to view web sites, only a client.
nice, thanks!
same applies to game clients
yay
... I mean, duh? I took the implication that he wanted to play his game on a dedicated server
so dedis will be avail on EA now as well, right? What do we need to do to the dedi to switch branches?
I don't go by implications; I go by explications.
can you guys tell me your average tick rate by the way? I'm getting about ~25-26-ish
what about you guys?
seems kind of low to me
I can't check right now (work VPN won't let me poke my server ): )
and this is with 1 player
but 30/sec is the default cap
bear in mind that even a world tick rate of 10/sec isn't a terrible UX unless you're driving, and even then it's broadly tolerable
depending on the Xeon, you could be hamstringing yourself
some Xeon's are like 1.5ghz
should turbo up to 3 GHz
30 consistant on a 6 core vps Xeon CPU E5-2620 v3 with 10 GB ram and on an SSD, this is in a docker container though so your mileage may vary.
yeah, but is it though? and how old of a Xeon?
yeah but the per-player tick rate drop is huge
I'm on an E5-2640
but not an SSD
hmm
does an SSD make any difference?
yes
It may
Just a guess but, yes
shouldnt make a large difference for tickrate
at the very least, it will help with save and load times
yeah but I just want a better tickrate ๐
v1, v2, or v3?
I suppose it also depends on how far along your world is, mine is early teir 6
I'd call this pretty bad: https://youtu.be/HXZhZnzvPbQ
I'm getting a consistent 30 on a 4 core docker container running on an i7-4790K, not sure with people on as I'm at work right now.
or v4 for that matter, god damn it Intel
2 cpu's or 1?
cant find a 2640 with 12 cores
I guess that is because it's only does realtime calcs for simulations close to players?
So more players means more calcs if they are in different places.
the only config I can find is a 6 core, (which would mean 2 cpu sockets)
is your server a dedi or is virtualized?
dedi
if you know of a way to check this on linux, let me know
Also, none of them have a base clock of 3.0, so im not sure
nah these run at fixed turbo
Cool, I know i had mine running on a cloud provider w/ tons of CPU and memory and it was overloaded... even tho my 'box' showed it wasn't, the physical h/w was.
bastards overprovisioning
If I remember right, /proc/cpuinfo generally has good details of what CPU is in the system.
lscpu as well
or the lscpu command
that won't tell you your version though
and I looked up the motherboard model number, its either that or the v2
yep, thats the v1
It is showing in that log 2.5, so yeah v1
Intels naming sucks
agreed
hear, hear
so am I going to get performance running it on a 3770k? ๐
because that is my alternative
its probably roughly the same as 3770k, roughly the same age
yeah lol
though let's be honest, most CPU names have sucked ever since Intel was told that it could not trademark an integer
3770k will probably just have better single threaded
lol
586 -> "Pentium", sure. but the 686 was the "Pentium Pro" and not the "Hexium"? Eff all of that noise
oh wait, 3770k is 22nm, its a node newer, it would definitely be better
probably like 20-25% better? maybe?
is a tick rate of 30 good?
that is max
kk
CPU naming conventions are about the only thing worse and more abstruse than GPU naming conventions. "Which is better, a Radeon 9800 or a Radeon 2700?" "Uhhhh, it depends on the year of manufacture." "Which is better, a GTS980 or a GTS1050?" "...ask someone else"
Welp
noooooo
how does that even happen
did you click on 'Load Save'?
this is why I have backup upon backup upon backup ๐
No, G-Portal moved the server to new hardware
RIP
did they not.. move the save files?
Ah, and they forgot to move your saves? Sounds pretty effin bad.
Nah they moved them
never trust a third-party "game server" host further than you can throw a fit.
But the server just derped
whew
for real though did you click 'Load Save'?
Did they move the server settings?
Cause if they didn't the server loads nothing on it's own. You need to load something explicitly.
How do you even do that on dedi?
Ahem nvm
after a very interesting experience hosting MC across ~3 different hosts, I will never not buy dedi and setup my own
In your screen snippet there is a load game button?
๐ Complete missed the load tab
Will try that out
Did need to create a bew game first though
so long as you don't clobber the session name (:
Also, I keep getting the notification the server is not yet claimed :/
check the save location
~/.config/Epic/SaveGames
see if there is still stuff there or not
Saves were there, server just derped, but it's running now ๐
phew
Just keep getting the unclaimed message :/
That's not a good sign though.
I would just clean-install the server itself at that point
It looks like the server will keep derping cause it cannot write the server settings file.
I just reentered stuff, was the old server that shouldn't work anymore :/
I have an increase of 2 in tickrate ๐ฅณ
Now average 10
When in a remote area with a trainstation and 8 oil refinerys i get average 27 ticks, when im in my main built up factory i get average 7-10 ticks which makes sence why my trains look shit at the main factory but work flawlessly remotely now
honestly I am not running on the world's greatest infra and the only issue I ever see is a tiny bit of rubberbanding (which manifests hilariously as freight cars bungie through their locomotives if they're at speed) at autosave.
people were reporting a regression with the server manager polling rate with yesterday's patch; was that looked into at all perchance?
Haven't seen any of that. Where were they reporting it?
here and hopefully the QA site.
Quite a bit away from my base now and still only 10 tickrate
Can't readily find any reports on that. It would be a little surprising though. We haven't made any changes in that area or any adjacent to it in a while now.
I'll do a quick check on that.
How do you see your tick rate? I will say I did notice the dedicated server was definitely slower after the last patch.
but thought maybe it was just me.
Server manager status screen
I assume the lower the number, the better?
ahh ok.. so maybe it's just me.. we're getting a 30 (granted, this is right now, after I just updated and restarted the server)
Better check what you get when there are players on the server
I get 28 without any players
sounds good.. yeah we normally have 4 players working at night. so we'll check.. We've seen all of the rubber banding that's occuring when players are near each other, and the hilarity that ensues when a player trys to ride on an explorer while another player drives it
E-sports ready :p
Careful, if you get hit by a vehicle you get stuck in the world and have to leave game to fix it ๐คฃ
ะ ัััะบะธะต ัะตัะฒะตัั ะตััั ?
yes i did
Unreal's network replication is... unreal.
You'd notice that when hosting a regular multiplayer and had someone connect to it too.
where do we add that Bogdan?
ah cheers, missed that pin
Hot damn... that was indeed the case. Just fixed it. Should be part of an upcoming build.
should save some bandwidth then if its not having to do that every frame!
Well rip, G-Portal be like "can't help further" ๐ฆ
Is there anyone that know what the server id is going too be for the early accses id?
Unknown whether it will be another ID or just another branch like most products do
Okej okej So it is now worrys to update the server now then?
It will be another branch
you will want to specify the branch either in the Properties in Steam or with a -beta <branchname> switch in SteamCMD
Nice THANKS! โค๏ธ
If and when you have time, once both branches are available please sticky the branch names to use in SteamCMD
default will be EA. experimental will be -beta experimental
โค๏ธ
Nice guys! Thanks for fast answers!
branch names will match 1:1 the game ones.
I'll update the Wiki shortly after the announcement
wait for an official announcement please
not sure if it was supposed to be a secret (don't see why)
but you never know
sure thing; last thing I want to do is step on any toes (:
you wouldn't. it's very nice of you to take the time and put the info from us on the wiki
we're failing at this
That how wiki be: we update it so y'all don't have to (:
Itยดs not out on EA jet
Speaking about this
Added tick rate information on the Server Status UI Menu
What is the usual tick rate for satisfactory btw?
directions for updating the dedicated server are on the Wiki, @opal vapor but the short answer is: shut it down, use the same SteamCMD command you used to install to get any update.
what is that mean, sorry I am new to this
No worrys Its not out in early accses ๐ Early Acsses=EA
found it thanks
QUESTION: Does the dedicated server work with Update 5 Early Access or do we have to stay on Experimental?
If i understand this right it vill be on EA
Nic: it should work on both EA and Experimental, it just needs to be running the same branch as the client
EA clients can connect to EA servers; Exp clients can connect to Exp servers, but not crosswise
(unless they happen to be exactly the same build)
hows the patch so far ?
I get alot whole of errors after udpating the server ๐
Oh, steam id is 526870 now?
still doughy.
[2021.11.23-15.49.37:985][ 0]LogGenericPlatformMisc: Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870
what? I doubt the app ID should have changed.
that is the game id.
Oh
Because I get this after I did the update command ๐
Oh, hold on, forget I said anything... The server was running on another screen instance
it looks like you may already have another instance of the server running
yes I did
has the steam app id changed i was using 526870 but its not working
The app ID of the dedicated server has not changed
lol
Do the clients have to install the DS software too to have a multiplayer session?
no
Thanks!
What about when the host goes offline? (Turns off the PC or the game)
The dedicated server is the host
if that is taken offline, then indeed no one can connect to it
dedicated server .. the point is to leave it running all the time
(until and unless it is brought back online)
My bad, I misunderstood that when I read the host had to install the software
Thanks for clarifying ๐
Is there a way to check to see if threading was disabled ala the patch notes? Or was it fixed and enabled on the ones it was disabled on?
Sorry, let me clarify. Was this just an issue that was happening in the background or was it a setting in the ini? I was just wondering.
ive heard that there are issues for multithreading on linux, is that true or has that been resolved already?
there was a patch today addressing multithreading and it looks like it fixed it
i've not seen anything else today that would suggest otherwise
just bear in mind the game loop is still largely single threaded so one core will be loaded more than the rest
how can you choose a beta branch via steamcmd?
since dedis are going to get two branches in about 20 minutes
lovely, thanks! just heard the docker image is gonna be out soon so im gonna run a server in my k8s cluster and see how that goes
the server does not need to do any graphics processing i assume right?
correct
dedis are same as they have been for now
just make sure its got reasonable single core performance
they have to release the update and push dedi for both versions and tell us how to get them
There'll be a flag, I think it was discussed earlier in the thread and there will be an update to the wiki when the patch goes live
I mean
there should already be a flag
okay hold on let me not be a lazy ass and look up steamcmd docs xd
"default will be EA. experimental will be -beta experimental" from Bogdan earlier
nice, thanks
same folder as the normal ones i think
how can i make my dedicated server run wihtout a player being on it?
dedi server save files are on the dedi server
theres a toggle in the server manager in-game
where you put them
quite literally
oh yea, its in the same location as the normal ones but on the filesystem of the dedicated server
yes
yeah same as client but under /server
Ok, ty
so ../Epic/Saved/SaveGames/server
step 3 has the location of the server files
Ty, ty
aww shit
depending on your OS this is either in .config or AppData/Local
depending on OS? Isnt Satisfactory for Windows only? ๐
the server supports linux
what is this tick rate?
basically fps but for servers
google the cmd
and what is a good rate?
but the save files are on the client side which is windows only?
do you know how kubernetes handles how many virtual cores are assigned to a container? i thought its just giving it a single vcpu and then does the work scheduling on the actual hardware internally
Tick rate has nothing to do with fps
I've got no clue about Kubernetes I'm afraid
this looks way more like multithreading than yesterday ๐ฅณ
okay no problem, ill just try around and keep you guys updated if you want to
how do i open the server manager ingame?
My server is a bit overkill for only 1 satisfactory server xD (Thats all its running)
are you on experimental?
i can do both
its only on experimental right now
ea doesnt have it yet
6 minutes until its on EA
early access
early access
early access aka the default branch
RUN AWAYYY
i actually got scared when i hopped in the stream and the first thing i heard was EA
then i realized it was about early access
The ticket shop will be replaced with microtransactions ;]
@azure heart Dont ever swear like that again
thats legit how I thought it worked when I first started playing
I was really mad
then I discovered the sink
๐
Hehe
Does anyone know why my save files are no longer being stored in the "server" folder?
how do I change the branch of the dedicated server or does it matter?
ok so, how do we change branch now?
dedicated server should be still in same place
no info for the moment, if you updating it goes on EA for the moment
ea = exp
it can be a pb later
DS from Steam will be by default on the Early Access branch henceforth
add -beta experimental to your steamcmd command
do what Hyper said to stay on Experimental
Do i use the same appid for early access dedicated server?
yes
Is there a way to change the save directory for the save files?
good migration honestly
Great. Thanks!
ea and exp are identical right now
did the directory their save files were saving change for anyone else?
so on linux you would do steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta experimental validate +quit
no
someone pin this
I just updated the Wiki
yes, but it looks like the G-portal version is still a bit behind, their customer support told me that restarting my server after the update file rolls out should automatically update it to the correct version but that hasn't happened.
I added it to the talk section, the steamCMD wiki suggests you need quotes
When using the -beta option on the command line, it must be quoted in a special way, such as +app_update "90 -beta beta".
If this does not work, try putting it like "+app_update 90 -beta beta" instead.
Thanks valve for your clear guidance ๐
what does the 'average tick rate' for a server mean? I'm seeing places that should be doing 60/m delivering 30/m in real time, and the average tick rate on the server is 8 .. can anyone explain what that means?
check wiki page for dedicated servers
does any cli tool wrap with satisfactory yet?
the quotes are only needed if the branch name has spaces in it. experimental does not
using debian here
U5 is here. So how do we maintain the servers now and distinct between EA and Exp
I am updating the Wiki further
At the moment there is no difference between the two
Ah nice, thanks @rose valley
When there will be (and we will announce that), you will have to switch to the experimental branch.
Ahh ok that makes sense, I wan't sure if it needed quotes because they are arguments to +app_update and that would stop reading after the first space ๐
Do you know how you will maintain it in the future? Most sense would be a parameter I guess?
@untold finch are you talking about belts when u say 60/m?
-beta experimental if using steamCMD.
If using steam, just switching branches as you do for the game.
So right now, basically the 2 versions are the same, but later on you will be able to have a server running the experimental branch, or early access branch?
does this not need to follow the appid (so +app_update 1690800 -beta experimental)
It does
Yes, see the Wiki
or the screenshot of it above. Or the examples typed in here, further above
Typing on mobile, so I'm prioritising brevity.
Is the early access server a seperate tool in Steam?
The wiki has all the info thanks to DopeGhoti โค๏ธ
Brevity is the soul of wit; save bellicosity for full keyboards.
it will be a beta same way the game is swapped from main branch to expiermental
I have 6 copper sheet constructors that claim to output 10/m each, connected on mk3 (270/m) belts, fed copper ingots from a saturated 240/m supply.. if I run the output from those constructors into a chest, and time how many sheets arrive in a minute.. I see approx 30, which is a way off of the 60/m I'd expect given 6 constructors at 10/m output.
The belt rendering is all over the place so it's not easy to judge speeds on the belt.
how many splitters/mergers on the constructor output lines?
those will always add small cumulative delays, even offline
1 merger per constructor.. no splitters.. goes straight to the chest.. and delays are latency.. we're talking bandwidth here.
@untold finch Tick rate is how often the server is taking in your inputs, it has nothing to do with your belts
lol I was just getting used to how quiet this channel was getting
Now to figure out how to get LinuxGSM to switch ๐
I wondered if it was a measure of how long the server thought a minute was ๐
@worn spoke if they do not change anything, the server will automagically be on the mainline release. you have to actively intervene to force it to Experimental now
Oh neat, thank you
Was todayโs patch included in the early access release? Or is it still experimental?
My understanding is that for the moment Experimental and EA are on the same build
this will likely not remain true for long
cheers
@untold finch No it's ticks/s not minute. Which doesn't even matter in a game like this, only matters in like fps games
Okie.. so why do I see roughly half the output I should then ?
Working on some server goodies so will probably call for help with testing them on experimental sometime in the future.
โค๏ธ
so my save from EXP dedicated is correctly loading on EA, all working right, test is ok for me (windows hosting)
I'll likely be running experimental for the foreseeable short-term future unless there's a heinously breaking release
That's always a possibility as hard as we're working to avoid it.
I am aware it's a risk, but after all, it's a game, and if the save and its backup bet thrashed, I get to start from zero with my new architecture lessons
so now that experimental and early access are the same essentially, what do I need to do to my server script to ensure it stays on experimental?
See the Wiki, Greg
roger
add that -beta stuff from above
(or scroll up :snrk: )
i think its a great time to play lawn mowing simulator dlc haha
We are here Bog
you shouldnt ping the devs in replies
how do I send information to the Devs
QA Site
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com/ - <3 @slim spoke
on some games it's pretty easy. I would like to give them some I put with dedicated servers I noticed
It's fine now that I'm here.
(I really wish Discord would let me set the default on reply to not ping. I hate when I forget to do it by hand)
anything that fixes belts & vehicles/trains glitching out
We just learned that there is no experimental server at the moment