#dedicated-servers
1 messages Β· Page 210 of 1
Well, I wouldn't have ever tried that fix. Thank you π
no prob
starting and quitting a single player game works too
you just have to leave the main menu
How do I solve the version mismatch issue for my server? I can't use the console for it at all since the update?
Update the server with steamcmd?
could you explain to me how I do that?
How did you install the server originally?
My friend is renting the server
Oh no idea then. Ask your friend?
Sounds like a bug.
yeah most likely
do something like restart?
Why does server close though. Its a virtual box that Im logged into remotely
upload your server log could be better
Smart splitters are buggy AF. Just set up a auto sorting warehouse and things just go where they please
I had the same issue, but still don't know how to fix it
It works fine on last version...
anyone having issues with day 2 starting on the server?
Can you explain what's "day 2 starting on the server"?
FICS*MAS calendar day 2 is not starting when we are connected and its 12/2 now
Is the timezone on the server right?
what will happen on day 2
dont know that, still try to fix server connecting issue...
No probs here with it
Should i ignore this error?
I think not. That issue gave me (probably) timeout/kick problems. After solving that, i had no issues joining and playing on my server
No way i can tell that was correlated. But i fixed it and i could play so i think it did.
Manuals said this was the way to fix it:
ln -s steamcmd/linux64/steamclient.so ~/.steam/sdk64/steamclient.so
But for me on ubuntu it was:
ln -s ~/.steam/steamcmd/linux64/steamclient.so /home/my_user/.steam/sdk64/
For me i don't notice any issues whatsoever, game works totally fine
Not sure what my problem was. If it ain't broke, don't fix it π
yep! lol
I also see:
Loading Steam API...Failed to init SDL priority manager: SDL not found
Failed to set thread priority: per-thread setup failed
Failed to set thread priority: per-thread setup failed
And executing:
sudo apt install libsdl2-2.0-0:i386 this did not work. But the server is running fine for now. So i leave it be.
yeah idk the latest patch has some issues for me
Sometimes when i join it says "Invalid authentication token"
and sometimes items disappear from conveyor belts
or that's what i thought, the animation is just bugged
Could be. I think the dedicated server are quite new and still rough. It will be better over time.
Yeah i know, atleast it's playable now
Thats a win in my book π
Someone know how to activate the event on dedicated server?
More playable than the steam multiplayer, idk if it's a known issue but trees etc. won't sync with any client on rejoin and they all appear again
It should be by default
Yes it should. But only if the server is down, updated and restarted
yes
I dont think it can update itself when its on.
I update the server by re-executing the install command.
yeah that's how ur supposed to do it
i did :)
Thanks, I will try.
is the seasonal events doesnt work on experimental branch on dedicated servers?
To turn it on using a command would I use ''FG.DisableSeasonalEvents 0'' since ''1'' deactivate it?
Ight thx
This made so that joining the server crashes the game for some reason...
FG.DisableSeasonalEvents 0
This is the command I inputed in the console in-game. Now the server boot but crashes my game when I log in
I am validating files RN
Allright, some files failed to validate for the game. This has fixed the crash and gift are falling down proper. The power poles are not decorated though...
Thx
Just a quick question if you don't mind. Would it be simple to switch from the steam DS to steamCMD? Can I point it to the current install path and be done with it?
Cool thanks again
I'm the only one who can't get the light control panel to work?
with a server running on ubuntu, how do I open another terminal to run more commands?
Hi guys, has anyone else ran into the issue of trees no disappearing ?
Any fix?
Dam so just gotta deal with indestructible trees haha okay no worries
At least biofuel will be easy to harvest
Thats odd I've not encountered that in sp
does dedi have a default autosave timer?
can i use a fqdn in game or does it have to be an IP to connect?
names should work
I use noip.com dyn. dns. Players were able to join my home server with that no problem
Is it possible that the efficiency graph on servers are broken?
It's never 100% and even then sometimes it says 60% even though the inputs are full and outputs empty
I've noticed the same and assumed as much. That's kinda what I do for most any issue I notice these days, since I'm too lazy to try to play single player to verify.
hi all, I've been running into the following issue: My multiplayer server is running, and talking, but for some reason the game keeps reverting back to the "pricate" state, instead of the "frineds_only" state. I've applied the workaround described here: https://satisfactory.fandom.com/wiki/Multiplayer#Session_privacy but after the server autosaves, it reverts back to "private". Is there any sensible explanation and/or solution for this? Thanks in advance π
Do you think you will be able to download a save from a Server as a non-admin? Would be a nice feature, so every player could save the world and try to solve things different
thats not a thing for dedicated servers
there is no such thing as friends or private
there are ways to do this but its not built into the game
Hey can i get up de tick rate on the server or is the server to slow/weak?
I dont understand your question but check the pinned messages
thats how you change it
i have 23 when i play self but down two 6 if we play 2 players
sounds like your server processor is too slow
But it is not used more than 30 procent but is amd multi core
single core performance is what is needed
you could have 200 cores but if they are all running at 1GHz that thing will run like crap
Yea but they havent found a way to use the corse
45% on one corre
I think my server is cursed
I couldn't open #2 in the calendar. A server restart fixed that. I guess u need to restart every day...?
oh good you figured it out
I stayed up last night (too late) trying to open day 2
haha
guess I should just restart the server
I tried this morning without luck. Then it occured to me to try a restart.
yeah, I would have but it would have been kinda awkward since my wife was playing on twitch
lol
the game does let me manage session and select session type. what else could there be wrong that renders other player to join my game then?
what is the issue you are having specifically?
you want to keep people out of your server?
set a password on it
no, people can find my server, but it keeps showing offline
oh I see
though i myself, on the same network, am able to find, authorize and join perfectly
what is the network setup like for the server?
oh I see
you need to properly setup port forwarding for all 3 UDP ports
i did
if its showing offline then people aren't really finding the server
is there a software firewall on the server?
if there's no server instance known, they won't be able to add it
yeah, windows firewall, but i've added the exemtions in there too
yes you can, you can literally type ip address 123.123.123.123 and it'll appear as offline
the FactoryGame was added automatically, but the UE4server.....something had to be added manually
are you able to host other game servers from your house?
yes, been hosting a multitude of games actually
if that's the case, i think there must've been something hiccuping in my client, because when my server wasn't broadcasting, i found nothing π
yeah thats not how these work
but how DO they work then? π
you add the IP address and it shows up in the list
if it shows up as offline you have a firewall problem
damn firewalls always... i'll go and check everything again π
there is a powershell command on the wiki
it will open the default ports
New-NetFirewallRule -DisplayName "Allow Satisfactory default inbound ports" -Direction Inbound -Action Allow -EdgeTraversalPolicy Allow -Protocol UDP -LocalPort 15000,15777,7777
run that in an admin powershell window
i hate it when other people are able to hand me solutions like this
i've litterally not set the external ports π
so yeah, thanks for reassuring it HAS to do something with the firewall π
bet it works after doing that
i'm a little hesitant with betting after today, but i to like to believe you
haha
just make sure the router has its ports forwarded and make sure the server has the firewall setup correctly
another thing to be careful with is other game servers running on the same ports but you wouldnt be able to connect locally if that was the case
i've checked for overlaps and accuracy in the modem i think 5 times today
2 different modems, because 1 was faulty according to the ISP
if your friends are trying to connect again make sure and have them close the game and reopen it as there is a bug in the client that will show the servers offline if you let it sit on the server list screen
is there any update on mods for dedis?
Any idea what weird timezone the server is using? Can't open nummber 2 on the calendar. π€¬
i've ordered a client restart, results will follow soon (i hope). do you happen to also know what ports ue4server uses?
hi guys, is there any help how to deal with the server update? i have wrong version since three days saying the server is still 174.005 or something and the client got two newer aupdates already. Cant connect at all π¦
i did several times - you mean the steam update right? i also put the "validate" in but it doesnt update... i used this command:
"C:\Program Files (x86)\Steam\steamcmd.exe" +force_install_dir "C:\GameServers\SatisfactoryServer" +login anonymous +app_update 1690800 -beta experimental validate +quit
whats ea client?
oh i was told i have to use experimental for both
and the steamfolder should be rights - its not the typical steam thing like on a client. i have a windows server running and put it into that directory so that should be fine
ah great ill try that - thanks man! π
Its in the wiki
Those are the ports for the FactoryGame.exe, right?
those are the server ports
all 3 of them need to be accessible for the server to work
i've added these 3 exemptions in the firewall... i might just give it a try to make it 3 individual entries though
biggest thing is when you do the port forwarding in your router you cannot redirect these ports to something else
they have to be 1 to 1 mapping
i've removed all other port mapping just to be sure nothing's interfering
so your external ip address should have 15777 15000 and 7777 UDP open and forwarding to the same ports on your server pc in your lan
yes, the routing is towards the local IP of my physical server
if all that is done then it should be working
especially if you can connect to it in the lan
let me see if i can get my minion to verify again π
as soon as my buddy searches for my server, it shows up offline in my server manager
it shows up offline in my server manager
it does show online when i restart my client again, possibly a timeout?
thats a bug in the client
if you stay on the server list the servers will show offline
only way to refresh the list is to fire up a single player game and back out
or restart the game
okay, so it's just coincidence it happened when he tried to connect
Thank you again - now everything works again - yay finally i can add more Spagetti π
om*g do i really have to add the multihome to the startup flags ?
that should not be necessary
no, right, only if you're running multiple instances, correct?
or in some particularly convoluted networking infrastructures.
I don't really assume i have one of those :p (edit: added I)
I'm.. not?
(many patches ago, the -multihome switch was a workaround for a crash bug, but it is no longer needed)
I utilize Docker Network to indirectly remap these ports so I can keep the forward on one line.
until the server get updated to allow one port only needed to forward for now.
Yeah, @sour yoke, you're doing a better job at confusing me than @slim spoke did π i have absolutely no idea what the Docker Network is/does
Docker is just containers
in short, it makes hosting a game server a lot more complex than it needs to be, and gets in the way of troubleshooting.
if you ever used Virtual Machines, Dockre has it's own virtual network as well
but it sure is convenient
I don't recomend most use it for this purpose I am msotly doing it to learn something and to play around with it.
short story though: Install through SteamCMD, forwarded ports, broke modem/router, ISP came and installed a new one, forwarded ports again, opened firewall for said ports and in the end i can join on LAN, friends remotely can't. (edit: i run the server off a windows machine )
The irony, I run individual virtual servers for each dedicated server I run (two) and other things that could be accomplished with docker because I like what I know lol
I use screen rather than tmux for the same reason (:
There are negative with doing everything with contiers big one is that containers run as root which is a big no no. You can get around this but the docker image needs to be made to accept user and group ids passed through it.
Also resource reservation doesn't work as well as a traditional VM there are a lot of things that make more sense as a VM.
I don't need the scalability this tech offers so I could just install ESXi or KVM and get the same effect
I tried using unraid but couldn't get the networking to do what I wanted with vlans
mmmmm VLANS
i've been looking around on https://satisfactory.fandom.com/wiki/Dedicated_servers/Configuration_files, how outdated is this page?
anyone on beta experimental having issue with advent calendar day 2
I restarted the server and day 2 opened up.
It should auto reboot once a day
At least on EA I only manually reboot when it needs to update
eh how do you get it to auto reboot
Needing some help getting the Satisfactory server to start as a service on Ubuntu 20.04 x64.
If you don't get help sooner, I'll be home from work in about 4ish hours and will be able to help out.
Here is the jounal output and the service configuration.
PSA: The server is now available on the epic games store, for free.
do you actually have a user named your_user and the path to it is /home/myuser? @lilac juniper
You need to change 'myuser' in multiple places to be the username you are trying to use to run the service and store the files @lilac juniper
rip
Yeah but the only other option is epic... Lol
steamcmd is going to be the best option for most still since its easy to use on linux command line
ripperonies
I can install it but that might be on account of my account being fancy.
I was thinking of a standalone executable/script
Hopefully it's some cache thing.. something not ready yet.
mr facncypants with his fancy account
And the saga continues. Lemme unpin that message and swallow my shame.
F
F
I was able to click install at least.
But update queue is a paain
Thefacto you cannot change the queue on epic is a pain π
can't do a lot of things on Epic
No actually I haven't changed the default your_user
xD
Making DOTA 2 Heros?
OK, I changed the your_user to the correct user and it looks like the service has started. Thank you guys. I wasn't sure what to do with that variable.
awesome
sick
So anyway I started hosting
Anyone here use digital ocean or as like hosting options?
I wish I could take it back
How do I keep the server running when I close the console
see Running as a Service
ok
Why can I not get a Session ID? I change it to friends only and it wont generate a Session ID
Yes I was trying to do this before. Ill try again now
Is this? Like you just inviting friends or actually running a server
Dedicated servers do not use sessions. They are hosted using raw IP sockets.
I am runing the server at the moment. He typed in IP address and port. Says server is online but timed out
check if the server is up
I keep meaning to make a helpful infographic for that
People are used to guis
The server is running on my PC. I am in it now
I feel like a tree map for troubleshooting will help eny topic
like the GUI with a 'Server Manager' button in it?
When it comes to hosting servers, I doubt that.
You are a different breed, we lowely users hold no candle to you mystic beings
Well I suspect many people who are into hosting services are used to GUIs, but there's a healthy fraction like myself who don't prefer them (:
especially the poor souls cursed with administering Active Directory
Terminal all the way.
Check your network
"CLIs are those who utter incantations to do Magick. GUIs are for those who want to wave and point and hope magic happens"
It's not really about preference though. Servers, of many flavors, are usually headless services.
Usually
I prefer the old-school acronym for modern interfaces: WIMP (Windows, Icons, and Mouse Pointing)
i grew up like that.... but i do feel kind of resentment towards it π
So for the systemd config, do I need to move shit around? I have steamcmd in my steam and not /usr/games
if steamcmd is in a different location you will have to adjust the paths in the unit file to match.
yea ok
Hi, all. I have a mismatch between server and client, disabling -DisableSeasonalEvents solves this issue?
nope, what would solve that issue is observing that an update was literally just released
Guys, I need some help... Had some trains derail and its all gone wrong. In multiplayer I can not see the derailed train or remove the track it came off.. In sngleplayer I see this but it also can not be deleted. How can i fix?
@crisp galleon no, updating the game will fix that
Thats not a bug! Its a feature!
But on the client side I have no update to download
lol, I have it available now π
If you walk closer to it, do you get a prompt to press E?
did you forward all of the ports in your router?
I have them open on my router, checking my PC firewall as well
well one thing is for sure, shooting it wont help
π
this one is a little bit odd how can the server be on a newer version then the latest update ? π
@oblique owl I do not. I can even drive a train through it
the trains wont self drive as they think a train is there
Lol I got the server runnign in systemd but nows its server mismatch
new update just released
1690800 is experimental ID
Yeah, the server updates faster than my client
if you use SteamCMD to update your server
IDs are the same for exp and ea
ok so how you use the server then for EA because Steam pulls the 824 update for my server when updating ?
oh ok upsi
game thinks there is a train here and I cant delete the track... or find the train that it thinks is here. Any ideas?
-beta public then it is
Can you send me your save in a DM?
You change the command line that SteamCMD uses to install⦠the command line changes if you install the EA or the Exp version.
how would one change their client version to EA or Exp? maybe that's why my buddy isn't able to find the server ?
you either install/download EA or EXP as Client
sure
yeah, i'm only doing brainwork now, trying again tomorrow π
When switching, make sure to backup your savefiles if you have any. Might not be compatible when switching?!
client on exp and ded server without -beta experimental tag?
can i switch if im already on -beta exp..
and nothing need to do on client side?
err so on steam, set satisfactory properties -> betas -> none
?
ea server version is 174.506 right?
Why my client is in version 174799 and the server in 174824?
I can't update the client because there is no update
It seems the server defaults to experimental branch. You have to specify using the public branch when updating the server.
oman
Are servers not yet at the point whereI can use one of those rental services? Because I"m not smart enough for hosting a server, both me and my friend couldn't pull it off
I just updated my server on steam and have 174686, vs game version on steam of 174799
ty I thought I was using experimental not public
Read that again... but slowly π
does anyone know if steam id 1690800 is experimental or public?
got it
so i am doing the right thing with public.
is the server updated on steam though? still can't connect to the server even after update
What's the "multihome" mentioned in the patch notes?
Oh, address binding
That's a rather opaque name
my update looked like it updated with steamcmd, but the factoryserver.exe isn't updated from the last date
multihome is a Unreal feature, basically allowing you to specify binding to a specific address rather than letting it discover and choose addresses to bind to automatically
ahh
I think it has other side effects too. i dont fully understand it
has anyone been able to log into a steamcmd downloaded server since the patch?
My steam client updated my client version to 174824
I have updated my server (steam docker image) hosted via ec2 to use this command:
bash $STEAMCMDDIR/steamcmd.sh +login anonymous +force_install_dir $STEAMAPPDIR +app_update $STEAMAPPID -beta experimental validate +quit
but it still only says version 174799 after running the container.
similar issues wit @keen jackal but i have the public server
Make sure your force_install_dir path is a full path not a relative path, else it will actually put a separate copy inside your steamcmd directory somewhere
ah ok
@merry bolt what do you mean?
i mean a full path that starts with a / and specifies the path all the way to the specific directory rather than a path intended to be a nearby directory
switching back to public now, thanks for the help
@merry bolt so is this command wrong? steamcmd.exe +force_install_dir C:\SteamCMD\steamapps\common\SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta public validate +quit
wonder if the new patch makes it so you dont have to restart the server for the next day in FICS*MAS
looks right to me
does your factoryserver.exe update with this server patch?
mine doesn't
can't get it to work
frustrated frankly
what error are you getting
server mismatch
Try updating without validate. it is a bit random, but i have seen that cause an issue like that in the past
doesn't that flag just match version, if matched skip update?
i dont really know what validate specifically does, but i have seen a case where having it there prevented it from finding a new version
when you run this what does it do?
@alpine dawn it updated once, now say up to date
Yeah that is what I thought it did, but people tend to use it all the time for some reason even though it is not intended to be used that way
all validate does is check that the local files' checksums match those on the manifest, and redownloads any that mismatch
because its a good way to make sure the files are not corrupted
what is the launch command you use to start the server?
Factoryserver.exe -log - unattended
steamcmd.exe +force_install_dir C:\SteamCMD\steamapps\common\SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta public
is it -beta public
are you saying it should be something different
so you open a command line navigate to C:\SteamCMD\steamapps\common\SatisfactoryDedicatedServer and run FactoryServer.exe -log -unattended
?
I run as a batch file
Factoryserver.exe -log - unattended
Exit
to run run server
steamcmd.exe +force_install_dir C:\SteamCMD\steamapps\common\SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta public
to update it
Has anyone actually gotten their server to update to 174799 with any variant of the steamcmd?
My server is on 174799 as is my client
dunno what version I have yet I am not home but I assume it updated
What steamcmd do you use to update your server?
do you have to update steamCMD?
the same as the others posted here
steamcmd updates itself whenever you run it
this setup has worked flawlessly for me
dude these daily updates are going to kill me
lmao
still not working
i rebooted
someone suggested that
someone can confirm they are running steamCMD with this afternoons update
one sec...lemme fire up steam remote play and see if I can start my game at home to check if everything is cool
I have
the server wasnt even on
guess I'll try again tomorrow
did force reinstall twice, didnt work ^.^ still outta date versions
dunno, maybe its a steam issue idk
mine works fine
im having the exact same issue Nimryl
is everyone that is having problems on windows?
i'm on windows
on windows also
i am on Windows and having no issues
o.O
I'm getting the same.. even after force reinstall twice, like just now.
maybe give it some time, might be possible the steam CDN hasnt updated all nodes yet
so depending on what server you pull from you may or may not get the latest version
For people having issues, try running steamcmd.exe +force_install_dir "your path here" +login anonymous +app_status 1690800 +quit and see if the info it prints gives any clues
I'll try again tomorrow. dont think it'll make much difference... probably steam issue
I have -just- run steamcmd and updated dedicated server files without an issue (So I wouldnt think steam is having issues right now)
yeah I did it when they updated the patch-notes channel
worked fine
in there playing
steam remote play works pretty good btw
π
just was flying around from work
I wonder if you can force steamCMD to use a specific CDN node region like you can the steam client
I had to "force update" yesterday to get server up to date...
Ok I'm getting version mismatch on my dedicated server... I force updated it just now and still
Game Version: 174824
Server Version: 174799
Client: Epic Games Satisfactory Experimental
Looks like you are trying to use the experimental client with the EA server
ea server ? I'm using logicservers.com
early access
the non-experimental version
Need to either switch server to experimental or switch client to early access
Yeah thanks ... apparently I didn't configure it correctly and I have to download the normal client version π instead of experimental
what is the current experimental and and ea version number?
EA: 174799
Exp: 174824
If a player ain't on a dedicated server, is it paused?
depends on settings
Depends on server setting. By default, it will pause when no one is connected
My server is not pausing when nobody is online, not even experiencing lags after a 24 hour runtime, pretty dank.
For a player with kids and job, its pretty nice to have factories run even when not online..
-- I also reboot mine roughly every 24th hour, just to be safe π
But, I'm not experiencing any extended ram usages over periods of time, or lags, which kind of amazes me lol
thanks!
I think the server code forces a reboot
Not mine?
I've had mine running for 36 hours no reboot
hmm... maybe a setting in the dedicated server container
It's not a server reboot. It's only a session reload.
Anyone have any experience renting servers, is it allowed to talk about?
Ah, if that happens while I'm offline I wouldn't notice it; I can simply see in logs that it does not restart
no it's a server restart. happened prior to update5 GA
You get notified that a server restart is in 30 mins, with repeated warnings as time counts down
That is what I'm talking about. It's only a session reload. Process is not restarted.
It happens on mine if I'm playing at the 24 hr uptime mark
A process can't even restart itself easily.
it's not a session reload as the container.. reboots
Don't catch the question.
No a process can only stop itself so unless it's a service or you have a monitoring script it won't autorestart.
Then you must have set it up to do so yourself.
If anyone knows it would be Bogdan.
Personally I would prefer if it exited the process to get a clean restart since i setup my server process to auto-restart when it exits
@merry bolt you could just do that with Cron
Not everyone has their server setup to autorestart. So we'd be fucking over those who don't. But I imagine it could be up to configuration.
This, thank you!!
One word: https://questions.satisfactorygame.com π
I count a minimum of 3 words in there! π
Yeah i assumed configurable. Also the amount of time being configurable would be nice too or being able to disable it entirely and handle restarts externally
Can't do anything about Epic right now, sanctum
I'll ask around tomorrow.
I was so stoked it was finally up. Alas, something must have gone wrong somewhere in the process.
A shot in the fog; Anyone who have had success with mods on dedicated servers?
I am not daring to try just yet
EA branch isn't static enough for me to trust mods just yet.
It's one token. 
Ohhhh good answer
Would be noice to atleast be able to freecam out and get screens of bases haha. Basic admin commands (Util mod). Guess we have to wait for actual admin cmds haha.
Sanctum they can be. Eventually
Only early access for now. Experimental might come too at some point.
I know they're not currently, my question was if anyone have had success using them anyhow ^^
Setting up branches on Epic is a little cumbersome but we're working with Epic on it.
Mike just grab the save into local do your freecam there and then go back to Dedi for gameplay
@slim spoke I havent looked at it yet, is only the windows server available on epic?
oh ok
I see
Just quuuuite a tad of work for a screenshot, you feel? haha :p
Yup. No Linux love from Epic yet.
Does Epic offer a cli like Steam does?
Nope
Yeah I was thinking more recording that screens but got you.
When save manager allows downloading saves it won't be too bad.
steamcmd saiod App is uptodate. the game said, version mismatch π¦
game 824, server 799
thx
I love dedicatedservers, and spawning in not being able to move every dang time π
Aite crap, can't respawn either π
Having a mate beat up your body fixes it ^
i also have the issue of not being able to move for around 30 seconds (sometimes longer) after connecting to my server, as do others who play on my server. No idea why
it either wont let me move or sometimes it will let me move but then snap me back to where i spawned 30 seconds later
It usually fixes after a minute; If it doesnt, have one of your mates come and beat you up, it fixes it for us
it seems to be a state issue where the server (or maybe the client) still thinks you're loading in. I've had success (and this fir about the last three or so updates when I first noticed this) of popping in and out of the Escape menu, or tabbing in and out of inventory frees up the legs, or tends to at lease
oh nice i will try that
Will try that when I aint got mates around!
i get same issue
I'm throwing up a dedicated server and am curious what the recommended allocation of RAM is for a headless linux install.
Nvm, doocumentation has it listed
Umm why does the server just stop because it failed to initialize steam?
No it's not.
The server doesn't continue past this
I have used the same command as I used earlier when it worked just fine
Pretty much the one on the wiki page
Anyways this is what steamcmd gives me
Also why does it require a steam api?
So the appid in the logs is the one for the game itself
so is anyone else not able to run a dedicated server for the new patch on experimental
Well actually seems like it's not even trying to bind to the ports
like the version matches early access but steam cmd says that the server is up to date
even though experimental is ahead
It has new networking code to test, which is rather the point
EA won't get better without suckers like me using Exp as a daily driver when its wheels don't come off every 100 meters
Even ea doesn't work for me
define 'doesn't work'
It just stops right before opening ports
Are you sure it's dying? The log does admittedly not have a nice friendly "okey-dokey, it's started and I'm waiting for players" message when it's done starting up
It has every time, also when I check windows in all ways possible, those ports are never in use
curious
Eyy I beat it
well... done?
turns out Java does some funky shit when starting processes
So I just started a batch script and it got past
that it do, but SF is not java.
I know, I have written a program that will auto update the server, start up the server and port forward the necessary ports
But it fails to wait until the server is closed
ah
so you have written a Java applet that launches Steamcmd, then launches the server, and then pokes your router? Interesting. I'd have just used Ansible if I were going that far.
Honestly I thought it would be easier, but for some dumb reason I think UE has been coded very terribly.
Cuz I think it's UE getting confused when seeing the command I execute xD
FactoryServer.exe -log -unattended
This is normal
C:\Users\msven\SteamCMD\steamapps\common\SatisfactoryDedicatedServer\FactoryServer.exe -log -unattended
Mine is xD
Java is also not my preferred language to devops in ;)
that should be fine but you probably have to ensure the working directory is correct.
mixing / and \ makes my eyebrow twitch, but it does work
It should pass environment variables on
I died and it dropped a chainsaw on the ground, it's not an entity since I picked up the chainsaw from my body but is this just gonna stay there
Hey y'all, I was curious if anyone else has had an issue with Invalid Authentication Token
This issue seems to be preventing me from connecting, and I've tried a few diagnostics steps to understand the issue
So far I've tried:
-Verifying client and server files, neither had any difference
-Reloading client, same Invalid Authentication Token issue
-Removing and adding back the server to the server manager, same Invalid Authentication Token issue
-Having friends connect from outside my home network, they were able to join just fine with no issues
-Having someone on the same home network join the server on their own computer and steam account, they got the same Invalid Authentication Token error
-I tried joining with a vpn, which had success, although with very high ping because it's not the greatest vpn
-Uninstalling and reinstalling the server, same Invalid Authentication Token issue
-Deleting and reuploading save files, same Invalid Authentication Token issue
-Starting a new save, same Invalid Authentication Token issue
-I tried joining with both the public and local ip when on the home network, same Invalid Authentication Token issue
-I tried switching the query and game ports around, same Invalid Authentication Token issue
-Double checked to make sure the necessary ports are being port forwarded correctly and they are
Overall it seems like if I or anyone else tries to connect while on the home network, the server gives an invalid authentication token error, regardless of which computer or steam account attempts to join. However, joining from outside the home network has success with no issues at all
does this ring a bell for anyone?
nat redirection issue
nat redirection issue?
your router doesnt like shareing with the inside world, i had this issue with pfsence i could not get it worked out so i switeched routers
So I was just fiddeling around making discord bot to get live updates by parsing logs of DS and it got me thinking.
Would it be interesting for the community if I built a kubernetes operator around SF DS ?
I was thinking as a V1 :
- CR = SatisfactoryServer = StatefulSet of 1 Pod
- Pod = ( SF DS + my discord bot)
On top of that, you could add Prometheus operator (& setup things to scrape metrics from the server)
This could evolve into "on-demand" server allocation (upload your safefile, a version & get a DS running in a matter of seconds on the cloud) ?
The only thing is that I believe it's very CPU + RAM consuming and I'm scared of the cost of a single SF DS running in aws eks
Im so disappointed
I just connected back
and the server just resumed where I left off
do you have the pause when player leave checked
that's where I was at with my discord bot (dockerized)
gotchu, so this sounds like something I'll need to figure out on my router, and not so much with the server or client then I'm guessing?
read the screen before asking
I just lost 5 hours
yea i had the issues with MC servers in the past, and never got a good soloution if you find it let me know
sounds good, thank you lots for the lead, I'll let you know if I figure it out!
Are you using the server local ip address inside your network or are you trying to use the wan IP to connect?
I've tried both, neither seems to have any success sadly
also ensured the firewall had the relevant ports open for udp both client and server side
Weird, I mean you really shouldn't even need an internet connection to play on a lan server
I literally just put 192.168.0.3 into my client and it connects no problem
you tried it without providing any port?
I've played around with the ports, I don't have access to the default ports so I'm using different ones (except for the beacon port 15000, that one is a-ok)
oh wait, I thought you meant providing no port client side, so like adding a new server to the server manager but without providing a port
was a bit confused there π
So whatever you put your query port to is what you use in the client
If you didn't fuck with ports you only need to give the client an ip
Yep adding a server to the manager
does your server log show any info on why it's invalid?
what?!?!?! I love my pfsense!!
gotchu, yeah I use the query port for the connection, it shows everything just fine on the server manager, just when I go to join game it'll try loading in, but then tell gives me the Invalid auth token error proceeded by a lost connection warning
I used to, but bsd's implementation of pppoe is kinda trash
I assume there is a password on your game
Have you tried removing the server from the manager page and re adding it
Sounds suspiciously like a bad password
the most it gives me is this
[2021.12.03-02.06.36:052][681]LogSpawn: Warning: Login failed: Invalid authentication token.
[2021.12.03-02.06.36:052][681]LogNet: Join failure: Invalid authentication token.
followed by information about the client attempting to join (steam id, ip, device connecting, etc.)
it does say in the little information blurb that my UniqueID is Invalid
Hmm
better than me, I just got the timeout response
can you show the lines before it, from the initial connection attempt?
I still think you should remove that server from your manager and re-add it using the local lan ip of the server and just make sure you type the password correctly
sure! gimmi a minute to grab and post it, going to censor some stuff like ip and such if that's aight c:
I've done that too, no success sadly :(
Literally never heard of an issue where you can only connect from remote
Sounds like a weird firewall thing on the server
this is what I get for a successful one
This is common for more advanced firewalls. It's call hairpinning where the LAN network has to have an allow rule to allow LAN to WAN
Can't see shit on my phone π
heh, log too big to post in a message for Cyber to compare xD
Most have an allow any any rule for outbound traffic from LAN to WAN
That's not a thing if you are using the lan ip of the server
Should just be using internal IPs and not the external... shouldn't need to hairpin
You really never should use the external ip of your router to access internal servers
That's just asking for trouble
no matter how many times I try to update the server I'm still getting version mismatch. Server seems stuck on 173879
Anyone have any ideas?
what client are you using @undone quarry ? EA or Exp?
sorry for long response, here's what I get
try something like remove it and redownload?
hmmm, that's wired
@lunar mural in your config of the dedicated server... did you give it a specific IP address to listen on?
for this specific instance I ran with -multihome but I've done it without before and had no difference
a good while ago I played around with the config so let me double check that one
that's still showing an internet address for "remote" but there could be an external connection involved at the same time in that snippet
is the server on the same or different pc to the router?
have you run the force-update command?
multiple times
double checked and other than me testing -multihome for this instance, there are no changes to the config files
different pc, running on an older hp server, linux ubuntu
What do your logs show during server startup? could the server be having an issue getting to the internet?
It does hiccup a few times getting up. I have to a attempt to start it 2 or 3 times before it finally gets on
does the server have multiple ip addresses?
can you get a copy paste of the logs for the server starting?
not as far as I can see
ditch multihome then its not needed and just adds to the complexity needlessly
its only for servers that have multiple IP addresses
and you want the server to bind to only one
also, from the server console, can you ping to an external IP address like 1.1.1.1?
what does UFW look like?
is it running?
sounds good will do o7
it is running indeed, I made sure the relevant ports were open for udp
can you do ufw status verbose
might not be a good idea to stack those ports so close but whatever it seems to work remotely
iirc the latest updates only need the beacon port forwarded?
thats only on EXP
and its very very experimental
with ficsmas they're in sync, no?
not anymore
oh? any particular reason it's not good to do so? networking isn't my biggest skill so this is new info for me
The log is pretty long and I don't want to bombard the chat here but one thing I have been getting is ./UE4Server-Linux-shipping not running This has been a reoccurring error
do you mind doing a pastebin?
oooh I see what you mean, so they don't step over eachother if one or the other is taken right?
yeah
fair enough
it would be rare for that to happen but not impossible
yee, I've actually had that happen where I forgot something else was using the port I redirected the game port to, was able to fix it tho c:
sadly I gatta run to work on an essay due at 9 π₯², but thank you all for the amazing help, I'm going to cross my fingers that Tmo was on the money and that it's a nat redirection issue that I can solve by boppin around the router a bit
I will return later if I have further questions or if I get a worthy update on the issue
alright sorry we couldnt figure it out
naw no worries at all, I think I've got the right direction to look so hopefully that leads me somewhere π
just a thought on Cyber's issue... I only see 2 ports open and not a 3rd... or am I reading the ufw status wrong?
got it
seems like server stucks in logical, cant receive clients connection
is this the EA branch or EXP?
EA
anyone else able to connect?
newest version 174799
have you ever been able to connect?
server has only one player, its me
and I see you are connecting to it over the internet so its possible there are routing issues to it or packet loss
[2021.12.03-03.41.10:729][273]LogNet: Warning: Took too long to receive packets. Time: 164.36 IpNetDriver_2147478720
that line in particular
seems suspect
hmmm
Does the new exp patch fix the timed out issue?
I add the param multihome with my host ip, then I can connect to server. thx for your suggestion,
have the save files for the experimental branch for the dedi server been changed location?
Nvm found them π
I just downloaded the latest version and my friend has the same problem
your client is EA and the server is EXP
either use the EXP client
or downgrade the server
why is it all of a sudden experimental?
I dont know you havent shown me anything that would tell me why
i use gtx gaming and I have this button for steam update
what is gtx gaming?
server hosting
oh, have you reached out to them to find out why your server is EXP?
no because you just told me it was on EXP I'll send a support ticket
did they maybe change anything about servers like optimization or something?
it looks like it
do the inventory upgrades apply to people who just joined the server
Has anyone in here used the experimental server? If yes, have you experienced any instability, lag spikes or abnormal resource usage on the server?
Im on EA but I have noticed something odd. I just set up another server (Im using Cubecoders, AMP) to play on an old save of mine at 206Hours.. I noticed that the CPU usage on the server was no where near what it is on my current save thats at 270 hours. My current save has 1 core at 90 to 100% usage almost all the time were as my older save the CPU usage is much lower, around 50-60% most of the time and the load also seems more spread out among the cores....
So, I loaded up in experimental dedicated server and I am getting the same behaviour. Could there be "something" on my current save thats causing high CPU usage? If so, What could it be?
IIt's rather annoying cus I upgraded from a VPS to a dedicated server at twice the cost due to the CPU usage.. I thought it was normal.. Maybe its not :\
How different are they progress-wise? The more factory you have, the more CPU power is needed.
I use it on experimental (before and after EA release). It's crashed a number of times, and it definitely lag spikes when saving
is there like a command I can run to delete all the crates and floor entities?
why are dedicated servers still not available in steamlibrary for everyone?
@slim spoke, @alpine dawn ,i've figured out my problem. In the end it indeed was a user error. This new modem/router of mine want's an asterix filled in where the external IP goes for any connection. If i leave it blank (like i did with the previous one) it will autofill to the internal IP......
@rose valley my current save has a little more going on but not by much
how do I load an uploaded save?
this is what is says and the file is called: satisfactory server_CALCULATOR.sav
once youve claimed the server in server manager you can click the load tab and it gives you an upload option
itll be from the list of saves on your single player game
Does anybody else have a server mismatch?
ah yes thank you :)
actually you can upload your save directly by press upload button with your save in your local computer, you can press loadsave button when upload your save successfully.
Updated to latest EXP version about 2 hours. No immediate issues, but there has been a notable increase in the problems I normally encountered before the update.
Some of the usual problems:
-
Trying to build something and nothing happens, requiring the same task to be repeated before it actually happens (not during autosave).
-
When joining the server for the first time after restarting it, my character is usually frozen in place and requires a reconnection to the server to fix. This only really happened when joining, but after the new update it has happened a few times while exploring and fighting mobs the last 2 hours.
Attached screenshot shows server log when a freeze happens.
best to play on EA server tbh
Ideally, at least a few people would try out the experimental changes too, since that's why we're pushing them. But if you're not interested in testing technical stuff or prefer a stable experience, then for sure EA is the right choice.
Some people have to play on exp in order to report issues so that the people on ea dont get the same issues later
my bad didnt realise it was in response to a question on how the exp is going
i have been having a lot of issues with belts and lifts not properly connecting (previously on exp and now on ea). They will visually look correct and i hear the confirmation sound before placing them, but then when i try to run items through the system, random belts and lifts just wont take the items. i have to dismantle and rebuild them when it happens. it is happening quite frequently.
Less frequently, a section of belt will even build backwards
After building a factory, i have to go through and check every single connection to find the broken spots and rebuild them. Never had this issue before update 5 (which of course was before dedicated servers)
ive had the backwards belt happen to me a few times too on EA, seems to happen if you build belt quickly after building machine
The case of connecting a lift directly between a machine input and a splitter output will not function more than 50% of the time and has to keep being rebuilt until it works..
it seems somehow like doing things very slowly causes less of these errors, but that is an annoying way to play.
Hey, on my server, a player disconnected in the middle of a factory. Is there a way to remove him ?
I've learned to: first build the lift, then build the splitter and machine, then add a small piece of belt to both ends of lift to connect it (even if it visually looks like it's in the connector of the splitter / machine, it shows the hologram for a belt, and clicking twice connects it), and then it just seems to work.
It's a hassle.
But also allows for tighter builds, because you can get the machine closer to the lift.
Like so
i usually built the lift to see where things need to go, then build the end points, then rebuild the lift to make it actually connect. This only works around half of the time though.
Yeah, but you can't build as tight that way, because the lfit connects one snap point further away from the machine.
i hate to have little belt pieces in there because i might change my mind about the lift later (like wanting to upgrade it) and the belt pieces would end up being the wrong tier
you mean no need belt when so close?
Nah, actually it's the less tight connection that doesn't need the belt piece.
i dont care about trying to clip the lift into things. i am not that space constrained
Because the lift automatically connects then.
looks wired but work
it seems like it does, but randomly decides whether to actually work or not
so It would be a disaster when your base becomes extremely complicated
Debug rounds are relatively fast after you've built the main buildings.
is the server paused when no one is online?
Nice ! thx
anyone familiar with the size of this thing? π
hahah
Those are fun. I had a giant nobelisk and a giant bacon agaric spawn in the sky at the same point, which made it look like the nobelisk was wearing a weird skirt.
Also noticed they're the hand models. So what is shown on screen when you have the item in your hand. Meaning: bacon agaric did not have it's normal stem that it has in the model you see in the wild.
lol, i wonder what else is waiting for me to run into π
maybe an alien sneaked into your server and done thisπ
that's on me for not harvesting when they "tell" me to
This message popped up when i was on my server what is it?
seems like It's clients issue,not servers
Hey does anyone know how to see like a running console for a linux server that is being ran as a service? im having trouble figuring it out
how so? i have set it up like it says on the wiki to run it as a service without using a third party application and havent got them saved to disk
they are accessible via the journal, im just not sure how to view them that way
nevermind figured it out, all g
i just needed to use the journalctl command plus the name of the service to view the logs
i know in Windows it is especially difficult to get any sort of live feed from services because they all run in some headless environment. all you can really do is monitor the log file output.
since i run most conveyors under the floor up near a lower ceiling it is actually hard to debug what isnt working. i generally have to inspect every machine one by one to see what it is doing, or wait a long time and come back later to see if any of the machine lights are yellow.
Is there a way to inject Chatmessages trough the Server-backend on Linux - so that I can post Notifications to the Players just before it starts scheduled shutdown ?
or should I open a QA-posting on that ?!
Uhm - I don't want to integrate Discord on the Dedicated server, I just want to spawn a Chat-Message on the inGame-Chat via a Server-Side Script (Cronjob) like "Server is shuting down in 10 Minutes"
UH.. there's already a QA - great : https://questions.satisfactorygame.com/post/6182a1eb831c85205235983f
UH.. Ok.. now I got it - I should ask at the modding discord - I thought you suggested I should Mod discord into the Dedicated Server XD - Sorry and thanks for the hint ^^
sooner or later discord integration shows up for most dedicated servers with modding capability though π
anyone knows how to get rid of the "LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired" messages ? After login to the server i sometimes canΒ΄t move for 10s up to 5 minutes
Server is running on local LAN, no Firewall, ping ~ 1ms
Sounds like you might be playing on experimental?
cpu looks fine, ram is more then enough (slower dd3 on the server side). Timedrift between server and client is arround 1-2s (updated every 5 mins using de.ntp.org)
i have no idea. cpu is overall arround 20%, so no big issue
actually on EA branch, but there it is even more worse
i am using the defaults. need to check if they match, so far i am playing alone on the server, no other clients.
about one a week, the satisfactory server once a night to scan for updates
Maybe powermanagement does cause the error.
question: Is the dedicated server still require players to have the experimental version of satisfactory to be able to join the server?
Ah nice and is it possible to run mods well with the dedi?
Ask for mods over at the [official modding discord](#welcome message). - <3 @slim spoke
Cheers
I found the issue to be that you can only place one lift at a time for build mode. So place a lift, close build mode, open again for a new liftβ¦total pain. Better with hotkeys, but a very frustrating bug for a core functionality of a factory building game.
We have problems placing belts during saves. We have found that any belt built during a save will be bugged and will need to be replaced
Won't help if the saved game (which is not part of the server install and is not verifiable) is in a state of "well half of this conveyor is built"
Just upgraded from early release to experimental version of the dedicated server -- now I'm getting an error about unable to load PythonScriptPluginPreload. I can paste the specific error if required. Any ideas?
It was working before the upgrade.
stock -- no mods
probably his server wrapper?
LogModuleManager: Warning: ModuleManager: Unable to load module 'PythonScriptPluginPreload' - 0 instances of that module name found.
Message dialog closed, result: Ok, title: Message, text: Plugin 'PythonScriptPlugin' failed to load because module 'PythonScriptPluginPreload' could not be found. Please ensure the plugin is properly install>LogCore: Engine exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.```
Already verified twice.
New installation does the same.
Not helpful
let me see if I have that in my logs on Exp
just to check what build are you on? This is me:
Is that a library coming with the server or does it refernce a python installation on the server already?
it should be part of the server. Whle I do have Python installed, it's not needed for the server to run (I have installed a test server on another machine which does not have Python and it works fine)
For poops and laughter I'm doing system wide upgrades.
hopefully can't hurt (:
I'll report back shortly.
we'll be around (:
No joy on updates.
What is your current server build?
Revalidating a fourth time on server files.. tandby for build number
Validating worked a fourth time. SteamCMD must've smoked itself dumb.
the problem with Steam is that it's mostly full of hot air (:
I did see python3 upgrades when I did apt update and upgrade -- i wonder if the server references local python install for some reason
I don't think so but there might have been some hooks left in Experimental
version mismatch still going on, anyone found a fix for it yet?
I know the EA server runs happily along on a server on which I do not have Python installed at all
what are the mismatched versions you are seeing?
They did a version split -- Experimental and EarlyAccess.
yep.. you need to migrate your server to the experimental version -- OR move to EarlyAccess on the game.
:s
You can only connect from EA clients to EA servers; and from Exp clients to Exp servers. That's the mismatch you're seeing.
we try (:
my server is lagging super hard I'm talking rubberbanding conveyers only putting 1 item in a storage every couple of seconds just pretty much unplayable I play with 2 other players and we don't have an insane base or anything
amg >.> we need anti-prezzie turrets
did nothing
are you hosting the server? or paying someone to host it
paying somebody
any idea what specs?
doesn't say the only thing I can see is that it has 5gb ram
yes but they are taking ages to respond
I think CS recommends 8gigs for a server
check the dedicated wiki for further info on recommended specs for server
would explaine why some things stopt working we are using 116% ram
For what its worth.. mine is using 4.27 gigs with a single player on it
yes it says 8gb recomended for 4 players
I have a little secondary pc could I host my own server from it?
I have a virtualmachine running mine. .6 CPUs and 24 gigs of ram, i was anticipating a few more players than I get
depending on the specs of the secondary PC you certainly could run a server on it
you would need to do some router configuration though to push it 'outside'
ryzen 7 2700x gtx 1060 6gb (don't think this matters) and either 12gb or 16gb ram and a ssd
port forwarding you mean?
I have no idea how that works couldn't figure it out back in the day for minecraft
same
alright is there like a setup guide for it?
Thanks for that tip. My experience matches that pattern, but I never actually noticed the pattern.
@cloud beacon https://satisfactory.fandom.com/wiki/Dedicated_servers
lol, I got mine running in K8s
You need steamCMD
it makes no difference
I'm actually impressed by how efficient the dedicated server is. Mine's using next to no resources
and it is crossplay between epic and steam
Yeah... it's good on CPU usage.. ram is a bit heavy.. but it's UE so no surprise there
I also host Rust servers, those things are heavy on everything
Rust made my stuff cry
but i was also using ESXi -- I recently migrated to ProxMox and found additional performance
Rust is cruel, through and through
You running it naked greg? Or do you use a wrapper like linuxgsm?
naked
would I want to run my server on like a virtualmachine or?
either or.. i run my on a VM and it seems to handle it well
I mean I won't use the pc only for the server
if you're familiar with VM hostring you can go that way
or just run it baremetal... your choice
it works well in either case
I have never hosted a server...
you could also run it in Docker
its just a Debian server running OpenMediaVault
oh yah should run fine alongside OMV as long as it doesn't suck every bit of CPU down for transcoding.
I created a helm chart that uses this image: https://github.com/wolveix/satisfactory-server. It works well enough...
tbh I dont really use transcoding on it
i dont do much with my plex server either.. just play the media as is
just use it as a fileserver mostly...plex is on there but we rarely use it anymore
I'm a bit of a hardware monkey.. so I've got a few machines floating around here doing random crap with them. threw satisfactory on my DL 380 G6 VM host.
im in process of building a dedicaetd NAS machine right now using Chenbro NR12000 1u -- gonna cram it full of 4TB and TrueNAS with 10 gig nic and iSCSI all my VM storage.
good plan
I would love to upgrade this array to larger drives
but its a massive task
might be cramming a 10gig nic in it at least
upgrading my network to multigig π₯³
10gig switches are expensive still
the one I am getting has 4 10gig ports I think
Im just going to direct attach and a separate subnet between 2 VM compute nodes and 1 storage node
sorry no its got 4 x 1G, 2 x 1G/2.5G, 2 x 1G/2.5G/5G, and 1 x 10G Ethernet ports
2.5gig switches are hard to find
rj45 i assume?
go to #off-topic-tech so we don't clog dedicated servers up with this
What is the "Average Tick Rate"?
How fast the server is running.
more specifically it is the number of times per second that the state of the world is updated on the server and sent out to clients.
30 is the default cap
higher the tick rate the more load on the server in general
So I switch parents every weeks is it possible to control my server if I would host it myself from another pc that's not on the same network?
with some advanced computer knowledge yes
I dont know what your server setup looks like but assuming that its windows that could possibly be a solution
I donβt have one yet i use a server host but itβs ass so i want to try and host my own on my secondary pc
All i can do is try then
Our server is running at a "Average Tick Rate" of 8 when we have 4x players on it, and goes to 14 when a single player is on.
Hello I am looking for help I have created a satisfactory server on my windows server server, but when I run my server I get the following message.
hello is the packager bugged ? it seems fluid wont flow into the packager
If you're not playing on a server, you might need to ask in the two channels up.. this is for dedi-server convos.
im playing on dedicated server
sounds like your server is too slow to run with 4 players
its a 96 core server, guess there are many other docker images on it
since its a shared service
going to try and setup a dedicate server on my PC
core count has not a whole lot to do with anything if the cores are low speed
single threaded performance is more important
Bit like Factorio in that reguard then, also memory latency comes into the picture too
need something with good single thread performance and likely 16+ gigs of ram for 4 players on an end game build
16 might be a bit more than needed but you will likely want it
thanks I have 64g ram, 7820X cpu might be a little old, but it was good for single core work
what do I have to add where?
local ip is going to be the internal ip address of your server
or 10.0
whatever it is
aah oke I didn't know rather save then sorry
so local ip is the same as it shows above?
can I show end port?
is local ip then my ipv4 adress?
is there like a video I can watch? I have never done anything like this so I'm kind of confused
windows 10
Anyone here running a server on nitrado? having some trouble geting mine set up... It seems to be offline and now is showing " server name pending"
yes got that
is that the server lan ip?
yes and does it need to be active or inactive?
does anyone know how to fix this? iΒ΄m using amp from cubecoders. server and game are up to date. π
yes ofcourse
Experimental clients cannot connect to EA servers nor vice versa
speaking of that message, does anyone know how to force the server to autosave before shutting down, I need to update but I can't create a save when my client is updated
so that's all or do I need to do other stuff before my friends can join?
Or does it auto save when it gracefully shutsdown?
By default, the server autosaves every 5 minutes as well as anytime a player disconnects.
so you should be good to go at any time
so I need my ipv4 adress and the port should be the one that auto fills in?
If you wanna host a server on DO/Linode/equivalent, do you need to go to the 8GB RAM versions? Or will a 4GB RAM version do in a pinch?
Thank you so much!