#dedicated-servers
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is there a version problem with "Hosted" servers?
my provider isn't updating the server version
tell them to change the cmd to install
link to it in qa post
I have some logs i can send
just post on his thing
I'm also hosting on linux
just link it
qa site supports markdown
exp they know has issue cause its running ports thru 15777 only
but I assume I can't just roll back to EA
I'm not running 15777
query port lol
lol they dont matter
still though
posts with info will help
well @hybrid summit said they have logs
Yup, sure
thx
[2021.11.27-07.22.28:765][468]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 55.254021, CurrentTimeStamp: 56.926548, Character: Char_Player_C_2147471121
[2021.11.27-07.22.28:767][468]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 55.254021, CurrentTimeStamp: 56.945312, Character: Char_Player_C_2147471121
[2021.11.27-07.22.28:799][469]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 55.254021, CurrentTimeStamp: 56.964115, Character: Char_Player_C_2147471121
[2021.11.27-07.22.28:800][469]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 55.254021, CurrentTimeStamp: 56.983006, Character: Char_Player_C_2147471121
[2021.11.27-07.22.28:832][470]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 55.254021, CurrentTimeStamp: 57.002178, Character: Char_Player_C_2147471121
this is the spam we're looking for?
wheres the wiki sorry?
topic of room
taa
I have seen that page... thats how I originally set the server up a month ago
im talking about client/server missmatch
yeah but the page got updated since
and if you are on experimental, then you'll need to change your update command
to use the experimental branch
or switch client to EA
to install ea server if its installing the wrong one.. replace steamcmd
If you've been running from steam up until now the dedicated server will be defaulted to the normal, non-experimental build but your client will not
end of build #
Simply do the same thing to change your server to experimental as well
did your issue start when someone tried to connect?
its tellin u versions dont match read the #s
it connected my friend with a blank name, then it stopped working
it just randomly happens during gameplay
I had both
lol
if im understanding you right, my server is currently Early Access and not experimental now?
correct
haha, ok
the default command gets the default branch, which was experimental back when it released, but was switched to EA
since servers are available on EA now
hence wiki tells u to get the other u have to change info
-beta experimental
gotcha
makes sense now
its updating now, sorry to be a hassle... all working ๐
thanks everyone
should stay on ea
So, is there a max number of players per server to server hardware number known?
exp is just testing shit thats causing problems
question is
yeah, I should... but too late lol
if u want to play ur save stay on EA
can I roll back to EA?
That's really a unanswerable question, as it will depend on sooooooo many things, size of factory, players latency etc etc.
u can try but no it probably wont load
since the only think changed is the port handling
True
Yes, just make Steamcmd download the server again.
should have played in ea
I had to delete the files in the server directory first (keeping my saves)
then get steamcmd to redownload EA
I might go back to EA
I would recommend this.
it sounds like a better plan
can you post these into the qa thread?
I uploaded them here for static file hosting
yeah but do your saves work?
oh got it @hybrid summit
thanks
Yes buddy
I would not recommend doing it any other time
but as the EXP patch only provided connectivity changes, it is okay to go back
(this is me saying it's okay, not the devs)
sounds cool
I only see like 6 players on my server anyways, but im using a 3900x with 128gb ecc
I'll back up my save just in case
Single core performance outweighs multi core, just fyi for this game.
there is a bit of multi threading, but the main game simulation cannot be ran over multiple async threads.
yeah, but im also running 10 Ark servers, 2x Valheim, 1x Rust and 1x Wreckfest ๐
hehe, a good cpu for that workload for sure
๐
@hybrid summit u using pihole/pfblockerng?
I have a pihole ๐
lol
ooof, changing from experimental back to early access on steam makes you download the game again
@tall oasis did u see my response to the ticket?
if so, are the logs from Cake relavent?
sure, let me get that
Hey guys! I just get version 173.618 if I update or reinstall my server through steamcmd. Why I can't get 173.879?
one more (don't worry, I'm putting them on the post)
i bet its cause of the 3 to 1 porting
likely
yea looking at that atm
yes, I'm adding mine in a post
I have all 3 ports forwarded
will hop back to EA to see if it fixes itself
the log entries that are important are mainly in cakes logs
even if his pihole makes his logs rather hard to read ๐
they seen a fix just didnt do it late friday as they were done
didnt want to drop and find out it killed the game or something
so hopefully monday we will get tweaked version to test
welp, I'll tell my server to log better next time
na na not what i mean lol
what i meant to say is i see the problem already in cakes logs
lol
but, @tall oasis , for you do these times match up for how long u were on for?
before u were kicked.
we barely started playing
I built a couple railroad tracks
my buddy some pipes
server went poof
[2021.11.27-16.24.52:896][799]LogServerQuery: Route from '[::ffff:xxx.xxx.xxx.xxx]:33386' to '[::1]:15000' hasn't been used in '600.587980' seconds. Expiring it.
it "thinks" your connection was idle
so it throws you off
only thing I can think of that might have upset it is that I was just coming up on my megabase at great speed via train
and game was lagging quite a bit
but this usually does not time me out
game was running at like 20fps though, not ded
added my logs
but by the time I tried to stop, the server died lol
what's odd though, is their 600s timer is kinda broken...
oh wait no i see
out of interest, is it always in 10 minute intervals u get kicked
mine has died at 1hr 45m, 6hr, 45m, and 6m
and u cannot connect to the server again after yes?
yes
Anyone succeeded at switching server from experimental to early access with steamcmd? I removed the beta switch but it still happily validates the experimental files and makes no changes. Not that I'm low on space, so a second server install to enable me to switch isn't a big deal, but it would be more convenient to not have to do that.
i wonder if u left the 600 second timer to do it's thing, if u could then connect after 10 minutes.
mascot.. before validate .. put -beta
Yeah u gotta delete the server data, then rerun the install.
validate didnt work for me
it kept the game on EXP, for "reasons"
You need to put -beta without experimental
or replace steamcmd by unpacking it new
it messes up building (places holograms but doesn't place), then times everyone out, then nobody can reconnect until restart
I didn't
correct
Thanks, that seems to have done the trick (it's downloading)
ah so u tried waiting 10 mins to see if it helps?
I have not but I will do that next time
tbh, i would roll back to EA if i were you @tall oasis and @hybrid summit
I won't claim I think that switch usage makes any sense, though :p
already on it
just gotta delete the server folder
because
reasons
lol, now my EA is behind my server
i told steamcmd to downgrade off the beta branch, and it kept the server version at EXP, i have no idea how
mascot its cause steamcmd remembers what it was getting
but a deletion and full re-download doesnt take long thankfully
so it will actually show u it over-downloads the file if it gets u exp instead of ea
hmm thinking about it, it's not how Delta's work
deltas cannot patch backwards without the right increment data.
meh
ยฏ_(ใ)_/ยฏ
i just deleted my steamcmd and unpacked it again then ran the same cmds in same window
let me guess, u upgraded to 174005, then took the beta flag off the steamcmd and re-ran it?
oops
yeah true, i dunno lol
actually u know what might work...
had Experimental, deleted the server, updated to EA
also
and now its back to EXP lol
are the config files stored in .config?
because it seems to be loading up a save
and remembers my admin pass & stuff
./steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta public validate +quit
that MIGHT downgrade it correctly
who knows ๐
lol i deleted all the satis shit on my gaming comp
i installed exp server yesterday and it loaded info thru magic
the file u delete for server admin password and such wasnt even on the comp
was missing this -beta public
my bad
try it mate, it's just a guess it might do it.
does ur factorygame.log have LogInit: Build: ++FactoryGame+dev-experimental-CL-174005 in it?
FYI downgrading worked fine for me, server loaded up save no problems. I used -beta with no parameter (which I guess means it defaults to public)
no clue, let me check in a sec
good to know
Downloading the server again ๐
try -beta public bud ๐
doing that rn
pretty much
lol just delete it
i deleted server folder and steamcmd
even with beta public, or is that still ongoing?
ongoing
it's highly possible steamcmd caches some shit in it's ./.steam folder
like branch info
unsure tho
it does not ๐
so are we finding bugs in steamcmd now?
unpacked the steamcmd and ran teh exact same cmds in teh same windows that did what u got
i just wonder if steamcmd wants us to be more explicit, by telling it "I really want you to move off the beta to public branch"
it does
it worked with -beta public
others said -beta ...worked for them
as @frosty gale said, we assume -beta without a parameter defaults to public
but, always good to be explicit
ain't we all (other than Scantum) learning today eh!
lol
nope
better @slim spoke ? lol
i did this yesterday
btw how much is your tickrate with 1-2 players?
You're a strange chap lol
y cause u just caught up to yesterday?
It's just a bit of poor thinking in parameter naming/usage with steamcmd. If it had been -branch or something instead of -beta, it would have made more sense. Even better if it had required it, since it behaves differently depending on whether or not you've downloaded a non-public branch previously.
-beta doesn't work for me. also -beta public doesn't work. :/
sorry didnt know i have to fix things slow
18-20 on a medium sized factory with 2 people connected, on a E5-2643 v2
hmm
I get like 10 on an E5-2640
lol, go chill in the corner or something.
dual CPU
congratulations for being early, take a "i did a do" sticker.
maybe u should im fine
pat pat
base
v0
but I am getting an upgrade soon
u just came up with shit we said last nite lol
ta
yay for u learning
Well my server is working with Experimental save and I have reverted back to Early Access
it still helped though, regardless of your attitude
Sorry, I'm not reading this discord channel at every waking moment, you moron lol
so thanks everyone for the help
can we just calm down? ๐
all i said was no to i didnt learn casue did it yesterday
i'll just block him, before he makes me more mad lol
wow omg earth shattering
there we go, problem solved
glad to have both helped and learnt something @tall oasis for sure.
so back to the CPU thing
just looking at your CPU, it's base clock is low which is probs why your hitting tickrate issues.
hopefully my tickrate will go up
mhmm
and i can run a med factory at around 18-20 tick
so you should get some performance ๐
define med factory ๐
sec
that is a good point tho, med can be small or large to others ๐
do these stats help?
hmm
and see what tickrate u may expect.
nah I'm good ๐
but thanks for the offer
alright, offer is there if u change ur mind.
all good, it's a few clicks to get pter to setup a new instance, so no work for me
eww ptero
๐ฆ
god that thing bloated my server lol
lol
used like 10% across 10 cores via wings
not had an issue with it honestly haha
I also tried LGSM
ah, to be fair i have never had many server instances running
yeah true
unless you are an "anti-systemd evangelist"
oh no, systemd is a great tool and should be used instead of tmux or screen approaches.
mind u. i do love tmux lol
โค๏ธ tmux
u on ubuntu by chance?
the server is
ever used bpytop?
negative
better
it's like htop, but has network, disk metrics too
hmm
bpytop also has mouse support, which is neat
cool I guess
i can get a screenie if u want ๐
although there is a seperate webserver for server monitoring I can connect to
if I wanted
actually i cant...
rip
i forgot i reinstalled my whole OS and i have yet to install WSL lol
it's perfectly fine for me
Satisfactory even runs better with Vulkan than on Windows lol
dont u find urself limited tho?
or are there enough workarounds for dx solo titles
Horizon 5
most dx titles just work out of the box
oh, i didnt know this - interesting
Proton is a godsend
that's the steam thing right?
mhmm
or valve, i should say.
redirects & rewrites directx calls to OpenGL i would guess... not really read into it.
say what you will about Star Citizen, but you can just one-click install it from Lutris and play it
even though it is a DX11 game
and not particularly well optimized one at that
Vulkan but yes
look into DXVK
aah i see
OpenGL is only for DX9/10 iirc
this is impressive
and I was able to play Satisfactory pretty well even before Vulkan was added
at about 70-80fps average
compared to 80-90 on Windows
then Vulkan dropped..
and shit got real interesting lol
hahah
shows the power of vulkan as well tbh, it does seem to me like a more, how to say like a future polished version of dx
in terms of it's functionality under the hood
well
I think the more important factor is that since vulkan is linux native
it needs no translation layer
meaning less performance is lost
read: 0
yeah fair, less overhead due to not having any conversions needed.
So since yesterday our dedicated server always disconnect us when we play.
anyways, talking of games it's time to play BF2042. was nice to chat.
on Experimental?
Ye
this may be relevant
rolling back to EA fixed this for me
which is safe right now, it seems
Why thank you good sir
if this looks like your issue, please contribute, if you can ๐
any gamelogs, upvotes would be appreciated
Had a Server Crash and since starting server I am not getting past this... any suggestions.
not sure who wrote the steamcmd stuff on the satisfactory wiki, but all I ever get is "command not found"
what you trying to run?
and is that directory where youre steamcmd is installed?
I change the addresses, otherwise yes
same drive?
oh yeah youre doing it wrong
so youve opened steam cmd then typing the commands in
their telling you to type it into cmd or run on its own
or else just do the bit after the +
if you see Steam> youve already opened the steamcmd.exe part
so this; but then nothing happens.
id put the command into the run box
type exit
run box?
Then do the full command
ah, misread the part in parenthesis
Hey guys - very basic question. Are we supposed to be using the **experimental **game client to connect to the dedicated server or the **normal **version? I installed a docker image for it someone added to Unraid and it said the versions mismatched (thanks for the help in advance!)
normal if youve installed normal server exp if youve installed exp server
if youve not chosen which to install then probs the normal
005 version is exp
Its weird, some guy uploaded a premade docker image to the Unraid community gameserver docker images list so i figured why not
but my normal release version cant find the server
just right, im an unraid user too
the experimental does but it says wrong version
so no worries
Oh cool, you use that one with normal
ive my server on a diff dedi, just use unraid for on prem nas server
sure
Thanks for the help Kinstry, I was trying to figure this out so I came to the right place!
So our server is running an experimental build since this morning, but was running the normal build as of yesterday. Now I can't connect to the server when using either build?
any error messages?
On the normal build, it's a game version mismatch
On the experimental, it's a Null error where it can't connect
are you using the public game version to connect to normal server?
Yes
must be an update on one end of it, either client or server, does it show which version is running on each?
174005 for the server
Experimental client running the server version won't connect
173879 is the normal build, which won't connect either
Does anyone else have issues with lifts connecting to manufacturers from splitters (specifically on dedicated linux servers). I haven't been able to replicate my issue on single player.
did u put a belt between manufacturer and splitter?
should play on EA
exp has known bugs
splitter doesnt go onto a machine
No no. SPlitter -> lift -> machine
Actually does this, kicks users but server is still running any query to server however just spams this -
The splitter sometimes requires a belt between the lift and the machine (or lift and splitter) depending on which end you snap first.
dont know
I mean, if you do mass builds where you are doing splitter to lift to machine regularly, you would know if it was misbehaving. ๐
i just test the game
Having to do a lot of extra steps to get them working. And trying to determine if it's a dedicated server issue.
could check the bug site
I have. Given the severity of what I"m experiencing, I"m not seeing the kind of posts I would expect. I'm following a thread.
But it's not quite the same issue.
I only have issues with splitters to machines if it auto-snaps to the machine, rotating the head and then snapping it back manually seems to work.
Interesting. I'll give that a quick shot
Sorry CezzBB, I don't have any idea on your issue there. Def worth searching then posting to the bug site if it's consistent and replicatable.
Wow, I'm loosing my mind. After not working at all, now with no intervention by me, it's working. That said, I loaded up a single player game and then went back into multi. I wonder if there was a client side 'bug' that got cleaned out by loading up single player.
there doesn't appear to be anything in the wiki about this.
How do I... find my server to make the first connection to it.
in game theres a server manager
You connect to it for the first time.
So you just "Add Server" then type in the IP/Address & Port you used and then connect
right; and how do I know what address that is.
Well its the address of your physical server?
log is just showing 0.0.0.0 with the 15777 port
Well, I lied. I can't place directly. I have to copy one and place it, and then it works fine....
then whatever IP you use to connect to the remote host
How do you connect to the remote host to install? the same IP as that.
through teamviewer ๐คท
your host should provide you with the IP - but if your connecting to the desktop then you should be able to just open up a browser and google "what is my IP"
yeah, okay got it.
sorry, used to more... gui friendly dediservers. I'm not a command line person nor a computer person.
fair warning, XCNuse: This sort of process is what most dedicated server setups are like, so if running game servers is going to be a hobby, get used to it (:
^^ THIS
I've only ever run a dediserver for DCSWorld; which is ... run app, connect to webset to control
Running with a GUI just takes extra resources that are needed for the server
upvote + submit log https://questions.satisfactorygame.com/post/61a258aa831c8520523624de
Okay, seems to be set up
Well no it's just a webgui, quite nice actually, not a gui on the actual computer running it
Thank you cake - on it.
So from here; since this won't be 24/7; I'll just have to run the command to get the dedi running; which I guess only seemed to work with a command prompt.
and when done just.. ctrl C to close?
Anything else I should know that's equally as basic minded as I am about this stuff
Best to stop it by typing "exit" in console than Ctrl+C
On a Windows server, the best way to gracefully shut it down is to connect to the Server Manager, and issue the quit command in the Console tab
Xing out or pressing CtrlC just shoots the server in the head and lets Windows clean up the corpse
Why run a dedicated server if not 24/7 couldn't you just play Multiplayer normally?
this device has other jobs at times that are more important than gaming
and also not running 24/7
more important than gaming
Heresy! ๐
My Question Stands, I don't mean to be rude I am genuinely curious what makes you want to run a Dedi if not the 24/7 availability for anyone to be able to join. What is the benefit to you over just normal Multiplayer.
anyone having issues getting others to join your dedicated server? My server is appearing offline to others and invites prompt me to change the settings from private to friends only but that setting just reverts every time i change it
Sometimes it's nice to have a central point for the game. So you can join with friends, and not have to be both client and server.
I should've said; currently it will not be running 24/7
I don't have things set up the way I like right now, as this is a multi use device for work and play
Hi, my Dedicated Server Crashes with the Warning not enough RAM, the Server has 16GB with 12GB being available to the Satisfactory Server
anyone having any issues with their server not updating to the new build version? I've restarted the server several times, and it won't pull the update
The new build is experimental.
So you'll have to use the -beta flag for the server to get that build now.
i'm running on experimental
How are your friends trying to join the server? They should be adding it to their Server Managers with your IP. Invites do not work because servers are neither tied to Steam nor Epic
-beta experimental - you have that in your server command line?
For updating.
(Sorry, I just assumed steamcmd)
thats what i figured, thanks for the confirm. I wonder what else is the issue then. i did what is my ip gave the person that and it says server offline. Sorry if this is a dumb question but could this be because my server was created with 'localhost' ?
im using a cloud server with winscp, ill have to find out where the specific file is again
Linux
The dedicated server (with no beta flag) was pulling in the experimental dedicated server prior to early access release. So it stayed up to date with the experimental branch.
Now that it's been pushed to early access, if you don't make any changes, the SERVER will only follow early access updates. It will not follow experimental.
If you want it to follow experimental, you'll have to add the -beta experimental flag to the update command going forward.
๐
anyone got experience with that? happening on my linux server since i installed yesterdays update through the experimental channel
https://questions.satisfactorygame.com/post/61a258aa831c8520523624de is this what you're experiencing?
does creating a dedicated server via 'localhost' prevent others from joining? (never done server hosting before)
yes, the description fits pretty good
can you upvote the post & post your log
It seems some people experience that while for some it's pretty stable. Couldn't quite tell what the main difference is between the two groups. So any logs/additional information can help.
If this is too unbearable, remember EA. That branch is more stable and you can use it instead.
can you "downgrade" the server to the EA version?
Good to know. It appears our experimental routing technique is not quite there yet. But we're learning a lot from your pain.
-beta public validate instead of -beta experimental validate worked for me
cool, thanks
For anyone interested in the lift issue (only on dedicated servers) here is the relevant bug report. https://questions.satisfactorygame.com/post/61950869831c85205235ee74
Building lifts to machines/splitters in rapid succession is not possible, if you're experiencing this issue.
I was running EXP and got the same problem any time a second person connected... ended up having to move back to EA to get things to stabilize and allow multiple people to connect
This is the cross we bear by running the experimental branch of an experimental feature (:
going for the same approach now. seems to be a known issue now and the devs are looking into it
Anyone seen an issue with the resource scanner not working when you start a new game on a dedicated server? At first I had no UI but leaving/rejoining fixed that. Now my scanner won't come out when I hit V. (Also, I'm on EA, not EXP, but there isn't a Dedicated Server EA channel, so if i should move my question lemme know.)
I sometimes have the V menu just not work. usually it's for the vehicle radial but every so often it's the resource scanner. disconnecting/reconnecting from the server reliably fixes it
Thanks. I've tried that, but maybe I'll give it another cycle and see.
if disco/reco doesn't do it maybe (just kind of throwing ideas out here) take a detour into a single player game for a second?
Yeah, doesn't seem to be. I'll give that a try. FWIW it is just the scanner menu not working.
sorry that didn't help ):
Thanks for the replies all the same. ๐ I'll come back once it's working again in case someone else comes asking.
I wonder if there's a plan to address the game save lag. Big worlds look like they're going to get pretty ugly. I have a small-mid sized world, and it's 12 seconds to do an autosave.
I have yet to run into that yet, what wouldnโt increase save times? Faster write speeds on drives or what?
still an issue on single player, even on NVME m.2 straight on a motherboard...
Uh okay, testing so far has gone well with dediserver.
I need to increase number of users that can join though....
And the serversettings.ini file doesn't exist
oh, huh. I guess I never noticed saving causing issues in SP
Restarted the server and my client game and still no go on the scanner. I'm not crazy, right? You get the scanner on a fresh game--there's no requirements?
seen that bug before, but usually reconnecting to the server fixes it
same thing with the train self driving menu not popping up
which drives me nuts
Quick question. How does the server choose which save it is going to load when the server is booted up? Is it last saved? Last played?
the one that was created before the server was shut down
if not present, I believe it would go for most recent one
at least most recent in the currently active session
it will probably not try to load a save with a different session name
that you would have to force manually
most recent save of the last active Session
does creating a dedicated server via 'localhost' prevent others from joining? (never done server hosting before)
Okay thank you!
by default the server willl bind to all interfaces that are available
if you want to restrict it to only people connecting locally from the same machine, then you can use -multihome 127.0.0.1 to only allow connections over the loopback interface
i have no idea what any of that means ๐
by default the server will allow connections from everywhere
if you want to restrict it to your local network, you need to add -multihome 127.0.0.1 as a launch option
๐
in that case the server will only accept connections coming from there
although if you do not forward the ports for the server, it will not work outside your local network either way soo ๐
What is a good average tick rate?
if i can connect to the server myself does that mean that the port forwarding is working or will it work for me regardless
that'll work for you regardless.
assuming ur connecting to localhost or 127.0.0.1
it will always work since you're not running through a router to connect to the server
so no port-forwarding needed
damn that must be my problem then thanks for helpiong narrow down my issue ๐
well technically you are, but it's not an outside connection, so the port forwarding rules are disregarded
how do i get my dedicated server to stop restarting itself every 24 hours?
are we able to increase tick rate for the server?
I think the server just runs at the tick rate the system can handle
Does anyone have also so much problem than i to get the trains running? I cant unload Waggon 3+4 whatever i do. Its so frustrating
i cant even drive the train when I in multiple player game
Oh ... no that work
i can make all, loading work to, but unloading is near impossible exept for waggon 1+2, 3+ not work at all.
Now my fully plant factory dont work because of that ๐ฆ
๐ซ
i rebuild the station again and the train again ... when now it not work i give up ... and avoid train at all cost
conveyor belt is more reliable
to long distance ... drones work perfect
Is Zooping available n Dedicated Servers? For the life of me, I can't get it to work
hi there ๐ our server crashes all the time with "[2021.11.27-21.02.54:033][687]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 167.585419, CurrentTimeStamp: 169.135040, Character: Char_Player_C_2147468818" anyone got idea what is the problem ? ๐ฆ
Works for me
You don't have to hold a key down right? Just click on a foundation hold the mouse and it should drag right?
R to select zooping, click once to set the first, drag up to 10 away, click again to set the last and build
Many thanks Gooey
@still barn: I'm seeing something similar, seems to mostly happen when I'm doing construction.
@gusty imp thx for response, something to fix it by self or wait for fix?
I just joined to ask basically the same question ๐
:D:D
I've been restarting the server and then trying to avoid doing unneeded stuff ๐ฆ
unneeded stuff ?
My kid plays with me.
satisfactory got "unneeded" stuff ? like killing the mate playin with ? ๐
I have no problem with that on my server ... only my trains driving me crazy because unload wont work
https://questions.satisfactorygame.com/post/61a258aa831c8520523624de
upvote this post & submit your logs
this is what bogdan says: #dedicated-servers message
It seems some people experience that while for some it's pretty stable. Couldn't quite tell what the main difference is between the two groups. So any logs/additional information can help.
If this is too unbearable, remember EA. That branch is more stable and you can use it instead.
now i try it on singleplayer ... hope it works there
make sure the platforms are set to unload
Its since the stable come out that no train unload ... before it works fine ... since then it bugs.
there are set to unload i checked it double.
and the do not unload also not working with the new train ...
I had to rebuild train and one of my stations a few times before my (first) train magically started loading and unloading as expected. Sort of planning to avoid doing anything that relies on trains for a while, until dedicated server's gotten a few patch notes that mentions fixing them.
Good to know that im not alone ... thx
That's first with dedicated server, not in general.
Im now in single player and it dont work there too ...
I also restarted both client and server several times in all of that. Can only hope it won't spontaneously stop working again.
the strange is that my trucks works perfect since weeks ... without any fuel problems ...
Only all with trains bugs heavily
[2021.11.27-21.26.53:467][521]LogBuildGun: Warning: (DedicatedServer) Holo_PowerLine_C_2147461421 failed to construct due to UFGConstructDisqualifier: FGCDInvalidFloor
[2021.11.27-21.26.53:467][521]LogBuildGun: Warning: (DedicatedServer) Holo_PowerLine_C_2147461421::Server_ConstructHologram, failed to construct hologram from construction call.
[2021.11.27-21.27.02:866][827]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 77.541862, CurrentTimeStamp: 78.552452, Character: Char_Player_C_2147420367
[2021.11.27-21.27.04:683][884]LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
[2021.11.27-21.27.04:686][884]LogNet: UChannel::CleanUp: ChIndex == 0. Closing connection. [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 127.0.0.1:33447, Name: IpConnection_2147469914, Driver: GameNetDriver EOSNetDriver_2147482351, IsServer: YES, PC: BP_PlayerController_C_2147469893, Owner: BP_PlayerController_C_2147469893, UniqueId: EOS:(EOS)e854fdce35194fd4b6c739034864a6e2|00022ef012004ec4b441ab6bc598998e
[2021.11.27-21.27.04:686][884]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 127.0.0.1:33447, Name: IpConnection_2147469914, Driver: GameNetDriver EOSNetDriver_2147482351, IsServer: YES, PC: BP_PlayerController_C_2147469893, Owner: BP_PlayerController_C_2147469893, UniqueId: EOS:(EOS)e854fdce35194fd4b6c739034864a6e2|00022ef012004ec4b441ab6bc598998e, Channels: 1174, Time: 2021.11.27-21.27.04
[2021.11.27-21.27.04:687][884]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 127.0.0.1:33447, Name: IpConnection_2147469914, Driver: GameNetDriver EOSNetDriver_2147482351, IsServer: YES, PC: BP_PlayerController_C_2147469893, Owner: BP_PlayerController_C_2147469893, UniqueId: EOS:(EOS)e854fdce35194fd4b6c739034864a6e2|00022ef012004ec4b441ab6bc598998e
^ What the client shows.
Hello!
So when I and my friend tries to join my dedicated server hosted on a Linux machine we get this error (see screenshot).
Also the console says this when you try to join (if you want more just ask):
` [2021.11.27-20.44.50:810][363]LogNet: Remote platform little endian=1
[2021.11.27-20.44.50:810][363]LogNet: This platform little endian=1
[2021.11.27-20.44.50:810][363]LogBeacon: Beacon Hello
[2021.11.27-20.44.51:077][371]LogBeacon: Client netspeed is 120000
[2021.11.27-20.44.51:077][371]LogBeacon: Beacon Join FGServerBeaconClient EOS:(EOS)5b17c3bc972e481d8860cbac0aa55bc5|0002ddbe482e4a64919251cac0f3dea7
[2021.11.27-20.44.51:080][371]LogReplicationGraph: Warning: No Replication Lists were returned for connection
[2021.11.27-20.44.51:112][372]LogReplicationGraph: Warning: No Replication Lists were returned for connection
[2021.11.27-20.44.51:146][373]LogReplicationGraph: Warning: No Replication Lists were returned for connection
[2021.11.27-20.44.51:179][374]LogReplicationGraph: Warning: No Replication Lists were returned for connection
[2021.11.27-20.44.51:213][375]LogReplicationGraph: Warning: No Replication Lists were returned for connection
[2021.11.27-20.44.51:246][376]LogReplicationGraph: Warning: No Replication Lists were returned for connection
[2021.11.27-20.44.51:280][377]LogReplicationGraph: Warning: No Replication Lists were returned for connection`
` [2021.11.27-20.44.51:312][378]LogReplicationGraph: Warning: No Replication Lists were returned for connection
[2021.11.27-20.44.51:344][379]LogBeacon: Handshake complete for FGServerBeaconClient_2147478164!
[2021.11.27-20.45.04:836][783]LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
[2021.11.27-20.45.04:836][783]LogNet: UChannel::CleanUp: ChIndex == 0. Closing connection. [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 95.192.132.43:49457, Name: IpConnection_2147478171, Driver: IpNetDriver_2147478407 IpNetDriver_2147478407, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147478164, UniqueId: EOS:(EOS)5b17c3bc972e481d8860cbac0aa55bc5|0002ddbe482e4a64919251cac0f3dea7
[2021.11.27-20.45.04:836][783]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 95.192.132.43:49457, Name: IpConnection_2147478171, Driver: IpNetDriver_2147478407 IpNetDriver_2147478407, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147478164, UniqueId: EOS:(EOS)5b17c3bc972e481d8860cbac0aa55bc5|0002ddbe482e4a64919251cac0f3dea7, Channels: 3, Time: 2021.11.27-20.45.04
[2021.11.27-20.45.04:836][783]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 95.192.132.43:49457, Name: IpConnection_2147478171, Driver: IpNetDriver_2147478407 IpNetDriver_2147478407, IsServer: YES, PC: NULL, Owner: FGServerBeaconClient_2147478164, UniqueId: EOS:(EOS)5b17c3bc972e481d8860cbac0aa55bc5|0002ddbe482e4a64919251cac0f3dea7`
This is an issue a few people are having with the new Experimental build. I would recommend moving to Early Access until they have the problem fixed. Also upvote this post here: https://questions.satisfactorygame.com/post/61a258aa831c8520523624de and submit your logs so that the devs can get as much info as possible
oh boy, log spam!
Anyone had storage containers randomly go invisible when deleting connected belts etc?
I try to build another container there and it jumps the construction up a level like it knows a container is still there, but it's red so I can't even build it.
That is the early acces build
then you might need to open a new ticket yourself on the forums...
Hey, just checking if I'm understanding correctly, if the dedicated server is running correctly, it should show up in the server manager right?
Or is there an additional step I need to do to make it show up there?
I think you have to add it?
Oh wait so that's for the local ones too, thought that was for if you want to join a friends server
Okay thanks
I could be wrong, but I had to add mine way back when.
Yeah, I just did it successfully, thanks
Anyone know if latest experimental save file is usable after downgrading to latest early access? ๐
Somehow didn't register I had to add my own running ones there too lol, oops
Problem is i tried but when pressing submit button nothing happen and i tried multiple times
send a screenshot of what you're trying to submit
is the standalone using the early access version of the game now? (Edit, why yes it is...)
Looking for a little assistance, server running through Shockbyte, versions not matching, enabled steam updates and still not matching i'm still running experimental mode. I am trying to figure out how to ensure its getting the experimental updates not just vanilla updates. any ideas?
The standalone follows early acces, not experimental now
Thanks Alex
Depends on how Shockbyte is updating the server. With steamcmd -beta experimental gives experimental, -beta public gives early access.
Ah, shiny
so im having a problem... i rented a server through nitrado about a week or so ago and since the update last night it says that the server it not up to date with the game but when i reboot server it will not update has anyone else had this issue?
to be completely honest i have no idea what you mean.. i am switching from Beta-experimental to beta-none through steam right now.. but everytime i go to restart the server it still is an older verison on the server while the game its self is updated..
@umbral edge Are you using experimental or EA?
steam experimental
Had to rollback to early due to the server freezes.
@umbral edge The hosting provider you're using may not have the -beta experimental flag set when it updates, you may need to reach out to them.
i have and they said theirs is up to date
My only experience is with using steamcmd, not the Steam client (as I don't own Satisfactory on Steam, it doesn't show up for me in the client). If you're getting an older version on the server regardless of whether you're running the EA or Experimental client, I'd say your hosting provider isn't updating at all for some reason
@umbral edge - So the server, when it first came out, did not have different versions between EA and Experimental.
Now, they are different. If nothing is changed on the server, it automatically updates to the EA branch.
You (or your provider) will have to specifically enable Experimental on the server side, if you want to follow that branch.
so the steam version is diffrent to the ea?
steam has two versions now
No. EA and Experimental are both on steam.
it only had 1 originally
^^^^^
oic what u mean i thought u meant on epic launcher...
So you have two choices. 1: Downgrade your client to use EA only (not experimental). That keeps you on the more stable branch. Or 2, ask your hosting provider to add -beta experimental to the command line to update your server, which will put the server on the experimental branch.
i thought i had to be on experimental to use dedicated server through nitrado
You likely do not.
However, prior to update 5 moving to early access, you would have.
And the text is the same as i wrote above
which happened last night?
you didn't select the version...? @agile stratus
also typo in name: joing should be joining
general: No, but EA and Experimental were identical until last night
So now, experimental has had an update, and if your client was following experimental, then your server will be out of date.
That said, if you can capture your error message with the version mismatch, I can tell you exactly what you're on, and what the server is on.
It'll have the version numbers.
@umbral edge It's hard to say what their requirements are, but my guess is that they're not setting the -beta experimental flag on the steamcmd (which is what is used to download it) If you want to play on experimental, then you'll need to make sure they use the -beta experimental flag, I'm not sure if you need to do -beta public for the EA version as I haven't tested it yet.
Still not working with version set but thanks for typo
So, does anyone know how to pass the startup commands onto a docker container???
odd...
@fervent wharf which docker container?
@gaunt gorge wolveix on docker that you can install alongside ubuntu.
yes i know
Patch Notes: Early Access - v0.5.1.1 - Build 173879
@frosty gale So I just switched to Beta-none on steam and the server is working so 99% sure Shockbyte is not updating with experimental. Sad but still okay considering it is at least in update 5! Thanks for you assistance
Your server is on early access.
Conveyors on dedicated servers seem to be delaying conveyors?
At first we thought it was just a visual glitch until stuff started shutting down due to items p/m
Not being what they should be
What should be a exact 30 p/m conveyor is very inconsistent
@misty otter I run a dedicated server myself, the only time I saw issues with this was when the machine I was running on was overloaded, but it's also a system in my basement that I use for many other things.
there does appear to be several client glitches though from it, but maybe something with the latest update(s) did something as I haven't been on my server in a week due to work.
Does anyone know if there is a page to join dedicated servers? Looking for a chill group server to join.
some servers are being posted in #looking-for-group-old (ctrl+f "dedicated")
@split field looking-for-group
10-4 thank you ๐
In this case the machine the server is running on is off the same machine running the game
We are running a dedicated server because the host sees the same stuff the clients do
Neither of us have any spare machines to run the server off of though
wolveix on docker that you can install alongside ubuntu.
@misty otter on my server, server for some reason my belts would build in the wrong direction... ensure all belts are flowing the correct way.. seems obvious but it happened to me like 15 times now
@fervent wharf The only way I can think of, and i've mentioned this to others, is to download the "run.sh" script in the repo and modify it, and then override the file in the docker container by doing a volume mount of the file to the given path
Happened a few times to us too
Specifically the short conveyors for our sorting system
@fervent wharf or maybe it's init.sh I haven't used that particular container image though.
Will be getting my home server finished setting up this weekend finally and then use the docker version of the server. Been running it off my home desktop so far and it seems to work pretty well.
Xeon E5-2697v4 w/64gb ram
Before Update 5 was launched to EA that was the case.
Was held up by hard drive brackets of all things. The HTPC case I'm using has 2x 5.25" bays and I'll macguyver the parity drive on top of the cable conduit with some two-sided tape heh
Turns out a i5-5250U is fine for a dedi server, but only for 4 players max.
I really wish when bots instant deleted your posts, they would leave them up for a bit to copy them so I dont need to type everything over again
I got the used Xeon CPU and enterprise HDDs from TechMikeNY, but the used ram from Newegg bc I got really anal about single rank memory etc.
Yeah my Xeon is Broadwell-generation I think? 3.8ghz boost 14core 2.4 or 2.8ghz base
Can the Dedicated Server work on a Virtual Machine? I have here a server 2016 on a Hyper-V server. In the log I have errors like [Callstack] 0x00007ff91cb34f38 KERNELBASE.dll!UnknownFunction [] and several others.
I've followed everything in the wiki, but my friends still cant c onnect to me
I'm not sure if it can run on Hyper-V, but I believe they have provided a Docker container image
https://cdn.discordapp.com/attachments/902621736602861588/913978098372988979/IMG_1084.mov Still getting this message when I try to connect to the satisfactory server, now keep in mind. I run Rust Servers, Minecraft Servers, a Day Z server and an Ark server so I am lost as to why I keep getting this message when I know how to port forward and do most dedicated server things correctly. This is happening on both Experimental and on EA
You just need the Linux Stack of Windows or w/e its called to run docker
is anyone able to tell me why this is happening
@peak ice A client is bugged out, whoever's ip that is needs to restart their game.
done that serveral times
This used to happen more often but I know clients can get in a bugged state.
interesting that indicates that the port forwarding is possibly messed up
or a firewall issue
I run Rust Servers, Minecraft Servers, a Day Z server and an Ark server so I am lost as to why I keep getting this message when I know how to port forward and do most dedicated server things correctly.
I even tried turning off my mincraft server and using its UDP ports for satisfactory
still, same message
anything look wrong here?
@peak ice is that a friend trying to connect to your network internally?
Did you get it to work on the default port(s) before trying custom?
@peak ice what is your startup command?
thats me trying to connect to my server at a data center I have my server at
so, someone else had this issue too, about a couple of days ago
ive seen it before as well with other games that spam a bit of UDP packets.
long story short: Their router was to blame, it was not handling the packets correctly (UDP for this) and causing utter chaos and spam in the servers console
BSkyB used to have this issue here in the UK with their shite routers
the way I tested this with the guy, was to bypass his router making connections at all, aka use a VPN.
which worked instantly.
not saying that's the exact issue you have, but the symptoms are the same from what i have seen so far.
some weird bugs when the server is up for a few days straight eh?
factoryserver.exe -Port=7799 -โ ServerQueryPort=15777 -โ BeaconPort=15000 -log -unattended @gaunt gorge
Do u have any VPN provider at all Envy?
Should do auto restarts?
i assume u have tried without?
Hmmm no I havent
@peak ice Make sure all 3 of those ports are forwarded to your game client.
err game server*
the ports are forwarded correctly, it's usually a routing issue in terms of another device forwarding the packets, either the router doing NAT or something else.
I assume other people can connect to your server fine, just you with the issue.
but either way, the UDP spam every time so far for me has been a bad router / NAT issues.
Havent really tried with anyone else, trying without my VPN on now
Still getting the spam with my VPN off ๐ฆ
still says the server is offline too
it would
as it's trying to send the connection packet hundereds of times, not getting a response
just confused if there is an extra step I am missing, I do this kinda crap all the time for other games
there isnt, and i have not found a fix yet.
it could be internally in their code, for all i know.
๐
oh well, I guess it is what it is
I'll keep checking back then
thank you for trying to help @gaunt gorge @feral dawn
it's okay, sorry i cannot help any more
If it does help at all, the VPN the other guy used, who had the same issue that fixed it was Mullvad.
ok, thanks!
How can I change number of users allowed to join when the config file isn't being produced?
or a better question:
why isn't the configuration file being produced.
Go to the server manager.
Console tab
Type quit.
The config files are only generated after a graceful shutdown.
Any ideas why on auto restart the server doesnt restart? it just shuts down
How do i safely close my server? neither instruction from the wiki worked
The console in the client should work. Type quit and hit enter. With the latest experimental the window doesn't close itself anymore, though.
(Assuming you're running Windows)
Do i type that when im on the actual server? Im on main and it just kkilled the game
You don't have to be playing, just on the main menu.
@peak ice did u figure out your server
One message removed from a suspended account.
did you configure it as a service?
Death on a dedicated server seems to introduce some interesting bugs
@rotund ermine I personally host m'y own server on a hyper-v with a dedicated Network adapter and it runs perfectly. Probly Works also with shared Network card with host but I had issues connecting to several games when i used this pattern for other games in the past.
But yeah, Hyper-V is a perfect fit for it.
I dont think so... I made a batch file which starts factoryserver.exe with the switches i need
In game, every 24 hours it will say 'server restarting in...'. I haven't configured any auto restarts from server side
I think that is the expected behaviour, i use same method and I Do not think IT restart by itself for me neither
Hyper likely asked if you are running it as a service, because this could likely be automated somehow that way
I know as a service it would at least boot up with your OS.
Yeh, I have batch scripts run on startup so that it will launch with OS.
I'm fine with it restarting every 24hrs. But its annoying when it doesnt actually turn back on lol
i really want to join a server
"Warning: Steam Dedicated Server API failed to initialize."
"Warning: STEAM: Failed to initialize Steam, this could be due to a Steam server and client running on the same machine. Try running with -NOSTEAM on the cmdline to disable."
Where would I put -NOSTEAM?
Make a scheduled task to turn it back on 5mins after it turns off? heh
In the BAT file if you made that, otherwise create a shortcut and add it as a launch flag.
Putting -NOSTEAM in the batch made no difference
It has to be on the same line as the other flags
it is.
FactoryServer.exe -log -whaetever -nosteam
exactly how i had it.
Closed out all the cmd windows and tried it again I assume? because that worked for me
am I blind? that appears to say -nosteam to me
I go into my server manager and connect, then it says I am not connected to the server and restarts the main menu
The server ping on that page is a little iffy. Sometimes it randomly loses track of it for a few minutes then sees it again.
when I try to connect it puts these in the console:
[2021.11.28-01.40.12:246][104]LogNet: Error: Failed to read control channel message ''
[2021.11.28-01.40.12:247][104]LogNet: Error: UControlChannel::ReceivedBunch: Failed to read control channel message
Error: UChannel::ReceivedRawBunch: Bunch.IsError() after ReceivedNextBunch 1
[2021.11.28-01.40.12:248][104]LogNetTraffic: Error: Received corrupted packet data from client ::ffff:{my IP}. Disconnecting.
these are all in red
Anyone know how to download save files from a server hosted by a service such as low.ms? The files don't seem to be located in the file manager. Would there be a way to access them from the web console?
"Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870"
"Warning: Steam Dedicated Server API failed to initialize."
these too
is it windows or linux server?
~/.config/Epic/FactoryGame/Saved/SaveGames/server
thats where the game saves are
for linux
but most likely you will need to contact your provider and work with them
I have some Ubuntu servers running inside of ESXi so it shouldn't be a problem running in Hyper-V virtual servers either
how do i update the server
run the steamcmd command again
@young wasp It sounds like there's some sort of data malformation happening on the negotiation step. Where do you host your server?
hosting experimental dedicated with steamcmd on windows, i can join my server locally but friends are unable to join
on my computer
my friends cant join via my IP
@young wasp Do you have this issue connecting locally to it? If it's on your same machine, you should probably connect (for yourself at least) to 127.0.0.1 as that's a loopback ip. My guess is that there's likely a firewall issue.
@earnest willow This sounds like a firewall issue likely on your computer as your port forwards look fine.
@hallow night You need to make sure your port forwarding is setup correctly and that windows or whatever system you're hosting it on has exceptions setup for those particular ports.
yeah xD my AVG isnt set up right so i turned it off, now it works
is it ue4server-win64-shipping.exe
or is there another exe to allow
@earnest willow You need to allow 7777, 15000, and 15777 through (or whatever ports you configured)
just allowing an EXE typically only allows outbound traffic from it, you'll need to do actual ports for inbound traffic.
brb 15-20
my friend cant connect to it either
do you append -multihome <localip> or public
you can also do: -multihome 0.0.0.0
nope, did not make a difference. game still errors out after attempting to join
same errors
also still getting "Steam API failed to initialize"
dont know if thats important or not
It's not
@young wasp What port are you trying to connect on and what is your startup command? (sorry if i missed it)
Also are you on experimental or ea?
for server and client
FactoryServer.exe -log -unattended -nosteam
Im connecting on 127.0.0.1 on port 15777
You don't need the -nosteam
Well, someone told me to add it earlier since it seemed to be causing problems
made no difference on or off.
Yeah
When you run the steam command to update are you doing -beta experimental ?
that's the only way to get the server onto experimental now
no
it used to be experimental by default but if you're not seeing a version mismatch error it's unlikely to be experimental
And I checked the console, server's the same version as the game
Do you have any third party firewall/av programs?
can you try disabling the windows firewall?
Firewall is disabled.
yeah
nope
Does anyone know if mods should be supported on a dedicated server or if there is something specific that needs to be done to get SMM working on a dedicated server?
@young wasp This feels to me like there's something else interfering somewhere, it could be just a bug in the dedicated server, but if you have issues connecting to it locally then it's just bizarre.
@fallen swallow I haven't experimented with mods on the server yet, I doubt many here have, but in theory some of them should work, you'd need to figure out how it adds them on the windows side, and if you're hosting on linux, there may be potential issues there.
@young wasp That error you posted above is the same error I am getting when trying to load into a save on a dedicated server with Mods installed, btw.
oh. my god. that might be it.
Oh... that's interesting @fallen swallow that would make sense why the packet was "corrupted"
i feel dumb now
haha @young wasp I did say that i felt like something else was interfering, i just had no idea what ๐
lol, happy to help. Now to figure out how to get the stinkin' mods to load onto the dedicated server
i just want smart! on my server once it gets updated for u5
@fallen swallow this is a bit old: https://docs.ficsit.app/satisfactory-modding/latest/ManualInstallDirections.html
but basically you need to add the mod loader into a specific directory, because its all dotnet stuff it should work.
Right on, will take a look through that and see how she goes. Appreciate the tip!
latest mod loader here: https://github.com/satisfactorymodding/SatisfactoryModLoader
Not sure how it lines up if you're using linux as the server, but windows I would like to hope "just works" because it's based on a lot of the same logic/core stuff.
wait so just asking, mods on server do work?
@young wasp Not sure, I haven't heard anyone mention it, they're technically not officially supported to begin with ๐ it'd be nice to see them work on dedicated servers though.
@fallen swallow if you're on linux: https://github.com/satisfactorymodding/SatisfactoryModLoader/issues/114
All good, running on a Windows box.
alright hopefully you can make some progress on it!
I wonder if you could use SMM and just point it as your servers directory to add mods to it.
So, I changed the install location of SML to be in a 'Mods' folder that I had to create in the dedicated server folder structure and now the server won't even launch so... I'm guessing that it either won't be supported or that's not the correct install process...
@fallen swallow I was playing with it myself, I get an error that it can't find the module SML so maybe it's just not supported yet
I had to verify my files to fix them enough to make it run without mods lol
Anyone else getting a mismatch error after updating their server? When trying to run app_update 1690800 it's telling me it's up to date
If you are playing on experimental, you will need to add the -beta experimental flag to the steam cmd
The experimental and early access versions of the server use the same app ID.
If you're wanting to play on early access, obviously you will need to use the early access version of the client and the server without the beta experimental flag
I'll give that a whirl!
yeah nope, mods dont seem to work with servers
creative save files do though
quick question: in the latest changelog, they mentioned:
Implemented a mechanism that routes all server packets through the query beacon, in effect reducing the number of ports that need to be open/forwarded to 1, simplifying setup.
but no further info about how? (with a start parameter, through config, or should be default?). I noticed that my server after updating still listens to 5(?) ports.
also no further info on the wiki, does anyone now more about it?
As supporting dedicated servers may require changes across our environment, it will take some time.
from satisfactory modding discord
its just the default behavior now with no settings
thats for Experimental only
oh... right... its in the title
and yes it will still listen on all 5
missed that one
or whatever it is
more info can be found in #913835207466025001
that channel is kinda hidden...
its not a channel its a thread from this channel
Server saves aren't going to the same place.. anyone else noticed this??
Server saves haven't moved from their usual location
What goes for rental servers then if you play on Epic you wont be able to connect to server, not sure about steam tho.
any client can connect to dedicated server... it doesn't matter if you have Epic or Steam... the Dedicated Server only runs via steam though
steam is just hosting the dedi files for css
I was testing with g-portal rental server, doesent seem to work that great
hence u login in anon and download them
that could be g-portal... I have a dedicated server running on a linux virtual machine and I have steam and epic clients connecting without issues
hahahaha
Running dedi server and connecting with epic client without issue
when e side goes down steam cant play mp lol helps if u know the facts
I just installed steamcmd to run a server for epic games players. I followed the doc's and I added in the saved game I wanted to play. I started the server and satisfactory. I clicked on server manager and it says I have to load a game before I can play it. and I wanted to play the game I added to the server. anyone have an idea on what to do.
Now it's telling me the server is offline. ??? I don't get it.
ok, Thanks
from what I see in the server console. It looks like there's something else going on
good luck
no, i can try
Nope, same error.
this is how I'm running it
FactoryServer.exe -log -unattended -nosteam
same error
Hmm, let me try all caps.
nope, it seems to be stuck on steam. even if I disable it
what setting allows me to change the save frequency on a dedicated server ?
My satisfactory server doesn't seem to be actually saving the games, nor has it created a config file. It actually lost all the data on restart... Had to download via steamcmd as playing satisfactory through epic games.
Any ideas?
wiki page has the info for how to set autosave
elevin u have to gracefully shutdown the server to get it to write out the inis
FG.AutosaveInterval xxx does nothing
okay, thanks
you have to read the info and do what it says to change it
thanks xD so simple. Config file saved.
cheers have fun
if he installs ea then he should be fine
exp is testing port setups
Going to assume UFO Object Scanners aren't suppose to be part of the game ๐
crash pods are scanned
i5 5250U With 2-3 players runs fine (screen at fresh server start after the 24h cycle)
Early Access
Currently at Tier4
Are there save(s) out there for testing performance?
Hello how install mod on server
Ask for mods over at the [official modding discord](#welcome message). - <3 @mild hill
Mods should be considered to be in the "Academic Research" stage, you know it's going to be available, but nobody knows when
does anyone know how to change dedicated server session from private to friend only
sadge