#dedicated-servers
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It set them up itself
I tried to launch the server with -BeaconPort=15000, still same problem
Game port?
or query?
Dude you literally give instructions and then say you don't care xd
And chatting here to tell me you don't care
I pinged you cause I thought you would help me with stuff that I can't do and that's not covered in the wiki page
Just wanted to check, for people playing on dedicated servers, is it a known issue that the belts will freeze every time an item hits a new length of belt? just for a couple seconds, then move on to the next section of belt.
Have some tier four belts hooked up to a factory that should feed them perfectly and I'm lucky to get 120 items a minute off of it due to it constantly starting/stopping on the different sections of belt.
Can someone tell me what a dedicated server is
Recommended to set FG.NetworkQuality to 3 on dedicated server and clients?
Hey together,
the console log from my SF Server tells me smth. like 2021.12.5-16.6.10:270: <input smth. here>
So why can I not open Number 4 and Number 5 from the FICSMAS Calender after openening Number 3 just rigth now even after closing and reopening the calender?
Is it possible to switch a train freight platfrom from load to unload without downloading the map making the change as the host, uploading the map and restarting the server to be functional?
Nope
In the "normal" multiplayer the host has to change these setting to be recoginzed by the train correctly and here its the same
The bug exists since trains and multiplayer I dont think they will fix that "quick"
?
i was able to change load platforms on dedicated server a few weeks ago on experimental. have not tried since then
i try to restart the server
But it should be fixed cuz "normal" user can not use trains
Also tried this on a different world and same error
i am admin on the server where it worked for me, not sure if that matters
Tried as admin an normal user
Doenst matter for me
Nope restart have not change anything
I'll wait till the owner gives me the save, go in singleplayer change it there and upload it again
maybe it only worked for a short while then got broken again
Its the only solution atleast for me
Maybe
we were doing back when update 5 was on experimental only. we restarted when update 5 went to early access and have not unlocked trains again since then
have you tried setting network quality to 3 on server and client? it could be an issue where they didnt set the replication to reliable and it is getting dropped
sigh ok
I've tried opening a dedicated server and when i try to connect it appears like this:
Looks like your beacon port is not open
router, firewall, wherever it may need to be forwarded or unblocked
all of the server ports need to be accessible
So I placed a train down with some cars on a track it was working fine until I turned on self driving mode now I cant delete it delte the station that its on I also cant get it to undock. It also is showing my other station across the map where we havent explored yet the train is ontop of that station that is across the map
Not sure how much that makes sense
Check #satisfactory for more info
Im on a deadicated server
Im not the owner of the server nor do I have access
so question, i am on windows and just used the nssm service app to get my server to run as a service. this is in hopes for the server to actually restart when its been running over 24 hours. But for some reason, my saves are being saved in "C:\Windows\System32\config\systemprofile\AppData\Local\FactoryGame\Saved\SaveGames\server" and not where they should be. How do I fix this? I did everything that the wilki told me to do when setting up as a service
What sort of tick rate are you guys seeing on higher tier games with dedicated servers up to 3 to 4 players
For me when nobody is connected it’s around 118. the docker container it’s built on has a max tick rate of 120 in the engine config.
When one person connects it drops down between 40 to 60 tick rate, then 20s if another joins (3 players) and down in the 10s if we go near mega factories
My server's getting up to nuclear ops, and the TR with three people on will fluctuate between ~20 and ~10, with high and low bursts to ~25 and ~5
I have not artificially boosted the cap beyond the default of 30 on my server
That’s just the default from the docker registry I pull from
I’m only seeing serious or wonky issues when it drops in the the low 10s for tick rate
Have you guys managed to find a way to keep the tick rate up in the high 10s low 20s
ive figured it out:
wolveixes docker has had added AUTOPAUSE env variable set to true by default: https://github.com/wolveix/satisfactory-server/commit/2425e8b96a5b4d4cf6963bd6cc506f32bb7db83e
since i restart container every night, it switched for me back to true
no where in the nssm setup gives me a place to define where to save the server saves
Hmm, well I’m already running a pretty beefy setup, I’ll have to see if PBO might increase the performance on my RYZEN
@quick mist thank you!
You’ll get a few percent at most. But if you’re thinking about that, then also enable transparent huge pages. Should add about as much.
See www.kernel . org/doc/html/latest/admin-guide/mm/transhuge.html
I doubt the server calls madvise, so only the “always” setting will work.
Has anyone tried hosting through G-Portal?
To summarize,
echo always > /sys/kernel/mm/transparent_hugepage/enabled
echo defer > /sys/kernel/mm/transparent_hugepage/defrag
Seems to have improved my tick rates by about 3%.
(You do need to restart Satisfactory.)
odd that you'd have to restart a userspace process to effect a kernel-level change.
but I guess processes might inherit the settings at their inceptions
Are there any console commands to remove nobelisks?
😦 the detonators aren't working for us 😦
that can happen
how buggy are tractors and trucks are they worth using?
are the dedicated servers available for the pterodactyl panel?
They are available for any Windows or Linux environment
anyone have issues with opening train menus on dedicated
entering a train then exiting you lose ability to use the scanner on 'v'
Please read the README first though.
that sometimes happens to me; reconnecting to the server usually fixes it for a while
rebinding also works apparently
huh.
anyone notice server improvement with tickrate increased?
has anyone ever tried to change the tick rate (with NetServerMaxTickRate) ?
How can I have LinuxGSM run the -beta experimental parameter during install of a Satisfactory server? I'm on "public" atm.
Which file is the install command for LinuxGSM? i haven't been able to find it
No. I tested it and all it did is increase CPU load with no visible change in performance, for me.
So, doesnt anyone else expirience a LOT of lag and rubberbanding or is it just me?
I am hosting from my home, 128GB memory, 8 CPU cores and on an SSD. But I get a LOT of rubberbanding and often.
hmmm
I didnt know that would affect it
I will try that!
Once I run that command, does the server need to be restarted, do you know?
OK, I am on linux, if I just restart the service, will it save the changes? I noticed it says "Graceful server shutdown"
Looks like it did, cool, thanks for the help!
Is anyone having issues where certain players are regularly crashing when running the dedicated server?
I'm not too sure tbh. I'm running a dedicated server on a separate machine to the PC I play on and my friend is the one who keeps crashing
I'm sure haha
I'm not sure I follow. We're currently playing vanilla
yea that's fair
I guess would they just need to send their log so that you can take a look or is this something that I can get from the server?
Still a noob when it comes to finding all of this info
Basically the most consistent cause for the crash is occasionally my friend will open up a specific constructor we have and that wrecks his game
though he has also run into crashes while playing on the server and just running around
gotcha
I'll see if he's ever installed/used mods in the past, but as far as I'm aware that isn't the case
just checked with him and he did verify his files previously while these crashes were happening and the files were fine. He also mention that he'd verify again just to be sure. As far as mods go though he hasn't ever run any mods for the game before
I FOUND THE ENTRY. I updated lgsm/config-lgsm/sfserver/common.cfg with the branch="experimental" value
your friend crashed always with the same constructor ?
yea I can go ahead and do that because I don't seem to have any issues with it on my end
also I'm a bit lost, are the logs not stored where your local files are in steam for the game?
or are they stored somewhere like Documents/Games/Satisfactory or w/e
gotcha
okay so I'm just looking at one of my past crashes from a while back, is there a portion of the log that would be best to paste in here or would it be better to link to the file some other way?
gotcha
one moment
absolutely
I'm good to do that, I imagine I can just make a backup of the save and then uninstall/reinstall the app from steamcmd?
yea I can ask them to reinstall
they did verify files a few minutes ago and said all was good that way
gotcha
I mean yea I wasn't too sure what was causing the issue because I've not had any issues personally other than the normal lag for the game in general
haha
yea hopefully this helps
last night I had performed a restart of the server and that seemed to help with some of the random crashes, but it didn't stop the crash he'd get when opening up that one constructor
yea I'll definitely replace the constructor and surrounding stuff just in case
Yes, super annoying. Trucks too. Needs to be fixed, so basic, critical, and stupid.
How would I go about updating the experimental build of the server? Guessing a steamcmd command?
yes. the exact command is on the Wiki
how much trouble would it be to setup multiple servers with lgsm for multiple saves and/or EA and Exp?
I can't speak to LGSM but if your host has enough horsepower to run multiple servers, it's as simple as launching multiple instances. I'd suggest using the command line options to keep each one on the correct UDP ports.
would it just be a matter of incrementing all 3 ports?
I'm just not sure how to keep two instances from using the same game config in ~/.config/Epic
the confguration file is matched to the port setting. Incrementing each port by one on a subsequent instance is the easiest way to keep track of them, I reckon
yes. incrementing all three ports seems to work.
now if I can figure out why my northern forest save doesn't work in the dedi server and my dunes one does, that'd be great.
does the broken save have a history of any mods?
it might but last time I play it, it was not too long ago and I gave up on mods before U5 came out.
the save works in the normal un-modded client.
if there are no mods connected to that save, it might be worth posting the save on the QA site with any logs from the server dying as a bug report
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com/ - <3 @quick mist
i just get this then the server crashes after doing it's loading thing. :/
i don't have time to troubleshoot atm. got work in the morning. feel free to leave a ping if you want. 🙂
I'd double-check the port forward settings when you have time; that's the most common cause for that error when trying to connet.
it's local. no router involved.
which server hosts would you guys recommend for dedicated servers?
welp, it's posted.
mine. 😛 also, see the pins. against rules to advertise so I think recommending them counts unfortunately.
are the servers stable now? or are they still kinda crashy
Stableish
hmm, I assume that if we dont get a dedicated server, we would need the original player who hosted the server to start a session every time we want to progress on that save?
ie we cant individually progress on it
ah okay yea
if the saves were stored somewhere on a server and then distributed to each player when they start a session on that save
then we wouldnt need the dedicated server =\
Maybe if they built it that way. Never heard of a server that worked like that. individual progress is done on local saves. The server just allows for easy colab without needing someone to keep a game running all the time.
Also a dedi makes it easy to leave a world running to fill up boxes of stuff that take time to make while afk.
as long as you get to coal power quick hehe
😄
That's basically what the dedicated server does if you turn off the "keep world running with no one logged in" feature...
this is basically save syncing done before via google drive or a similar service where all players* have a folder that is synced to the service. Issue here is that you need to ask everyone if anyone is playing at the moment because you can't have two people playing their own instance of the game because then you'd have two different save files.
It would be nice if the game supported it, it would cost money to store everyone's save files but atleast you wouldnt need to pay for dedicated servers
it would cost money to store
atleast you wouldn't need to pay
the point there was that paying for storage will be much cheaper than having to pay for the compute required to host dedicated game servers
the idea itself is just to unstable imo, besides if you don't want to 'pay' for dedicated servers just host your own. You pay for the electricity bill though
some services like epic and steam already does cloud saves
The new game called Icarus that just came out does this exactly
and its very convienent
so at least its possible
but you do see how this would eliminate the need for dedicated servers if you dont require the game to be running when there is no one on
I don't know what icarus ol does but I'm assuming its working on a different principle than what you want
no no Icarus does exactly that, the session's savefile is stored on their servers and whenever a player joins the "session" it just lets you download the latest save. Once you are done playing and close the session, it would upload the savefile onto the server again so that the next player who plays the session would also have the progress you made.
Now what if player 2 wants to play when player 1 is already playing? Simple, the server just tells player 2 that the session is already being played and sends player 2 to player 1's hosted session
well it's not quite that smooth
player 2 gets booted with a "Session was terminated" error, but can jump back in and is told "welp, you're the host now"
it's an odd hybrid of centralized saves on peer-to-peer-hosted sessions
Well @rose valley , pinging you here then 😄
So just to give you a quick overview, I'm currently analyzing the logs to know when a player login or logout, when a save is triggered, that kind of things.
The program that is analyzing the logs is currently scrapped by prometheus & those metrics ends up in grafana.
I wanted to push the project a bit further and see if it was possible to make the logs of the server more "verbose" by adding cmd args and/or modifying the config, so I can analyze them even more & have more dashboards to monitor the server.
Logs that could be useful :
- tickrate
- threadinfo ? (which is active/waiting/blocked ?)
Original Idea was to monitor the server population & help troubleshoot the #913835207466025001 potential regressions.
But I guess we could also wait the server api that would make those info available soonTM ?
Okay, yes, that would be my first response too. The server API will be better suited for this kind of task. We never intended our logs to be parseable and we are not even trying to keep them consistent/backwards compatible between versions. Since we always need to prioritize what we work on, I'd say adding logging for this purpose would be too niche of a feature to put hours into. I would prefer the log to remain a developer tool intended for debugging purposes.
However, more information is logged even now, and if you run log list on the server console, you can get a list of all log categories with their current levels. With log <category> <level> you can change a certain category's verbosity. You might find something useful or it might be a dead end but feel free to play around and see what's there if you are so inclined.
That would only really work well when the two (or more) players do not play in parallel on those saves. If and when they do, they will perpetually overwrite each other's save games. A lot of care needs to be taken.
(You made the same point, I just wanted to reinforce it).
hey all have they fixed the dedi server being stuck on private yet?
Private as in when creating a regular save and selecting friends or private?
Cuz that's not an issue afaik.
With dedi you connect with an ip address and port.
Which means it's always public as long as the ip and port is port forwarded.
is that just off the join menu or do we do it via steam
You connect through the server manager
is there a way to check the current server address through console?
@still forum are you trying to find the ip address for it
yes
Are you host or is friend
friend (dedicated)
this might have been touched upon in here, can someone please point me out how to edit the save intervals, it is cuseing a hell of a lot of d-sync
tell him to go to his google and type in whats my WAN ip
not gonna work he is offline haha
You could open Command Prompt (or equivalent) and ping the DNS name
yes 😛
I'm trying to find the .ini for the server but cant find it anywhere do you guys possibly know?
i guess time for wireshark or something 😛
my server is super buggy all of a sudden
hypertubes not working or teleporting you and stufff
You can find directions here for auto save intervals on dedicated servers. https://satisfactory.fandom.com/wiki/Dedicated_servers/Configuration_files
Thanks
Isn't it great not even noticing when the server is auto saving 😄
Does somebody knew which protocol the Server uses to login as an admin?
Hey guys I tried looking for the ini in this location FactoryGame\Saved\Config\WindowsServer
but there is no ini file there I have hidden folders on and everything I just cant seem to find it :/
yes but I think it has an effect on rubber banding sometimes.
it's not as bad as single player though.
Can somebody help me out; i follow the steps on the tutorial; i was enable to see my server in game and set it up. But when i hit "join game" it said: you are not connected to the server and it gives a network error your connection to the host has been lost.
restart host networking?
Havent had any rubber banding until I move close to the southeast corner of dune desert xD
Are you in Local App Data or the server install directory?
@runic mesa Ive looked in both I tried having the server close and it also didnt appear is there a command I have to type to make it generate the file? My server works fine I just wanted to access the .ini
yeah I understand you completely. I did those log parsing while the server api is not out yet, but yeah I knew when I was writing it that the loglines patterns could change at any version bump. Well tyvm for those cmd to change the verbosity of the logs, this will definitely keep me occupied digging those 😄
Anyhow, keep up the good work boyz ! ❤️
Farming the presents ! who else is ?
I've got a server set up, what's up with the 1-2 minute delay upon first login where you cant move at all?
When it hit me that you can literally milk trees for presents, I made my favorite save name ever
lmao
FICSMAS????
Doesn't beat this name though :>
Pardon my foul language. I must've been drunk out of my mind to write Christmas instead of FICSMAS
English is pretty foul, but it is the norm in here, so..
@slim spoke @carmine jay i tried to restart some things; i come with an update soon as possible 😉
thanks anyway !
I believe I've been redirected to ask here so - I've got a train stuck in a station on a multplayer server. Its saying its docking, yet nothing is happening. Spamming cancel dock does nothing too.
is there any way I can nuke this train?
this sometimes happens on dedicated servers, yes.
The best way I have found to fix it is:
download the save, and load it in a single-player game
delete the train and its station, and rebuild them
then re-upload the save to the server
you may have to do this a couple times. I have had to do this on my server exactly one time so far, and that station has been completely reliable ever since
(that sound you do not hear is me knocking on wood)
Anyone have a lost derailed train? We have one we think has fallen off the map, map places it in the center of the world(no train lines near there). The derail happened on a now defunct line, but we can’t pick that section up. Any ideas?
The map seems to always show trains as being at the center of the map, unfortunately (unless they're basically within line-of-sight). There should be a compass follow-me leading you to the derailed train. If it's not there, you might need to use a save editor (one is, I believe, linked in the pins in #welcome )
aaah man thats gonna be a pain
Compass leads to center of map as well 😦
thanks Dopefish
that save editor might allow you to either re-rail the train or at least relocate it somewhere you can find it (:
Thanks
Hello,
i'm trying to run the Satisfactory Dedicated server tool via Steam and i get this error in cmd. What does it mean ?!
yeah, but in game when i hit the server button i cannot login or auth
Hi, i lost save on my server, Is it possible to restore it or no possible ??
where should i find the server ip to put it here ?
thx for the tips ... i've got it working 🙂
I have done it ! got my power lights 😄 shame they are not multi color but they look wicked none the less
@slim spoke
I've got an error ..i tried to enter the server and next second he throw me out due to lost connection
@dusky charm where is the server located?
on my pc
so... your connection to your own pc died?
i'm trying to run the game on same PC where i started the server
while the server is ON, i clicked on that join button
Turns out I was able to mess with the train in single player just fine. The save editor also let me see a TON of dropped boxes so I nuked all them to let the server breathe
once again - thank you dude.
I was worried there was no solution
good ol save edit to the rescue
did you try doing what I suggested?
i changed to 127.0.0.1 after i deleted the server and relogin with that ip provided
Server editor you say ? 😄 such a thing lives, i might have to have a gander at that
and its still booting you out?
it gives me that error above
lost connection
could the loaded mods affect this login to server ?
yeah
someone the other day was having issues because they had a fly mod installed in their game
uninstall all mods and try again
ok
is there a delay between when the game updates and when the dedicated server update drops as ime having issues updating every time it just verifies and dose not download the update
no
using a .bat file to update via steam cmd
yeah
whats in the file
so far when people say updates dont work I think most of the time people have multiple servers installed because they did something wrong in their update command
hmm mayabe i have the same issue. lets check it out
yeah if you guys are having issues make sure you do not have any mods loaded, they are known to cause issues
what client are you using to connect to the server thats not updating?
EA or EXP?
yeah
if you are trying to connect with experimental that will never work
yeh its an exp server
no mods on mine
ah
so mods are working only on local coop not also on servers
that could be it
Ask for mods over at the [official modding discord](#welcome message). - <3 @slim spoke
99% sure you need to load up the EA client and play that way because your server is running EA
will give it a try
glad I never got into modding satisfactory
thanks
would suck to get used to some mod and then have to remove it to play on servers
for me it works now; step 2 is to let someone ellse join
what mods did you have installed?
i disabled mods now; i only use pak utility mod normaly for flying
ah
Guys anybody knows what is this, I think this is causing the d-sync issues in my server, thanks
so random question. I use a VPN from time to time on the machine that is running my Dedicated server. Is there something I need to do special with the server to make it work? Its only my brother and I on it, so its not like I have a few people needing to access it. Also some side notes, I have my brother connecting using the ddns entry that I have setup as well. So there is no need to give him an IP address for the server
just wondering thanks!
Is that directed at me?
I have a scheduler that restarts the server every day, I have just restarted it and it starts doing that
Thanks @slim spoke
2 issues. I still can't seem to run dedicated server off a steam account that doesn't own satisfactory. Which wasn't a problem, I just kept logging into the server on steam to run dedicated then logging into the desktop client to play on a separate box . My server on experimental with 0 mods was running fine for a week through a few updates (Would just update and restart the server or it would crash on its own once a day) But now it just keeps crashing and closing console before I can read anything as soon as anyone tries to connect #dedicated-servers message <server log
check the logs
Because you need to login to steam to launch the dedicated server files, and a dedicated server is...dedicated?
thats not the real issue
the issue is that today its non-stop crashing
any time anyone tries to login
trying to find it
i'm not seeing what console flashed red text before crashing in the log file
aaand work is now calling, augh, ty brb
lol
Well that's silly. Apparently server restarts are paused if your server is set to pause when users log off.
It said 10mins to restart last night, so I logged off after a few more mins for some food. I log in just now and after a couple mins it says 30 secs to shutdown, so I logged out and waited a few mins. Didn't see anything happening in the server logs. Log back in and a few seconds later I see the server logging window pop up and start logging furiously and I get disconnected. So apparently if you actually want it to complete the restart you need to stick around until you get kicked out lol
lol
maybe that explains why I have never seen it restart
that and I just manually restart the service daily
can somebody explain me which process is working on what ?
between FactoryServer.exe & UE4-Win64-ServerShipping.exe
FactoryServer.sh / FactoryServer.bat is the script that launches the server. UE4-[Win64/Linux]-ServerShipping[.exe] is the actual binary executable which is the game server that spawns the helper threads with the same process name
yeah i see, hence the fact one is doing nothing, gotcha, that's excluded from my prometheus scrapper
Finally got the error out of the logs for my new crashing issue as of today on experimental
would be nice if it would be renamed as SatisfactoryServer-[distri]-ServerShipping[distri executable]
to be easily differentiated from other games that could (potentially also) forgot to rename
Is there any way to have a client connect to a older dedicated server version?
I often experience that the server version is updated significantly later than the clients, effectively making me unable to play my world without having to move saves.
I can't answer your question, but sounds like some yelling at the hosting provider is in order
Not until and unless the client protocol version is divorced from the build number. This is not expected to be the case anytime soon, if at all.
rate my setup
5/7
What is the ideal tick rate?
That is a complex question and depends on server hardware as well as desired bandwidth usage of the server and clients
Usually anything over 30 is just wasting resources. Whether to go under 30 depends on if you need to slow things down due to some limitation
Fair enough. We are hosting on a service, and usually have 4 players on nightly. I'm on fiber 1k up/down, and my ms is great to the server. If the other guys aren't on, I'll stay around or near 30, if the guys are on, sometimes will even hit single digits. Wasn't sure if this was bad or nah?
Really low server tick rate may make the game seem a bit less responsive
Yeah, you can definitely tell when 2 or 3 of us are speed building. Oh well, not unplayable, plus the annoyance doesn't outweight the joys of watching my friends learn this addiction.
Appreciate the help and infoz!
better server hardware should help, especially higher single core speed on the cpu
also ensuring there is enough ram that the server is not swapping to disk
and enough network bandwidth to get all the data transferred
Nah, we pay to have it hosted, and they seem to use decent enough hardware and have plenty of RAM. Server never more than 15% load, even with all of us playing
Same with the RAM
Yeah, no clue, we just get percents 😉
That graph does not break down cpu by core so it is meaningless
Well sadly, it's the only graph we as consumers are provided
And I'm too smooth brain to set one up on one of my PCs
How big is big? I think ours is only like 5.5mb?
maybe its the hard drives
maybe the hard drive speed of the servers
if you're renting a server out from a host you're not renting an entire dedicated server
okay they allotted some ram and some CPU space but what about read/write speed on their raid arrays?
size mostly depends on things like how many belts, vehicles and machines, not overall size. you could build a ton of foundations and not have any real performance impact
hard drive speed cannot affect tick rate of server
We did go a little silly with trains and drones, especially trains
My sorting storage depot is completely train fed, and it's like, a lot of trains.
I agree, I put a ticket in with that exact question and query.
Yep. Appreciate the help and suggestions y'all. Have a great evening!
since it gets worse with more players it is most likely a cpu core bottleneck so seeing stats per core would be valuable
well is that 8gb the total ram or the ram being used? if it is total, then yeah more would be good
but if that is 8 out of 16 then it is fine
hey guys. so a problem that im facing is that do you have to share your ip in order for people to join your deticated server?
so i'd still have the problem of people trying to ddos or ddox me?
ok thanks
and if something does happen where you start having an issue... reach out to your ISP and tell them you need a new IP address because people are causing you problems...
i can tell you its pretty heavy on single core usage
Not sure if this a dedi server bug or a general bug, my player is completely stuck in game, even after a server restart
i tried that too
im loading an older save rn
hoping that works
it didnt
L
Is it possible to connect to a server using a dns name?
lurker 👀
anyone had the rocks respawn visualy after exploding them we cant seem to build miners on the nodes with the shadow rock spawn.
@halcyon echour not actualy stuck ur body is just desync the way i fixed it was hit escape and force respawn then log out and back in kill my old body and get my stuff back XD
nah am aware of that, was actually completely stuck
Guys i have an issue with a spawn position collision and i have the coordinates for the error in my server
need to restart the server manually and it should fix this
or logout near the rock and wait til the daily restart they do
does epic games have any way to run the dedicated server on a headless linux or do we just stick with steamcmd for that?
Honestly, I would stick with steamcmd, there is no code differences between the two. It is just that, to my knowledge, there is no headless support for Epic for either Windows or Linux outside of 3rd party tools. At least steamcmd is supported by Valve.
makes sense. epic games have never strived to supporting linux as well as value with their proton
I'm so tired of these bets not working in dedi 😦
replace the belts, and i should work
hey, so i just installed the dedicated server on my vps, but the script wont launch since i am logged in as root.
how can i bypass that? I dont want to add new user and run the server with that user.
It wont run with root account and exits with a message "refusing to run with root privileges."
almost everything that opens an incoming port will refuse to run as root
why do you not want to add a new user and run the server with that user?
How to create and join dedicated servers
you cant bypass that. Just create a new user & start it with that user. Then make a script to do exactly that in one command, just like you would have done with root user
ah okay. thanks guys.
there is a reason it wont let you work as root, as it has serious security implications
Not sure if you noticed the reactions to your question, yes it is possible.
yeah i understand running anything as root is dangerous but i just felt lazy not creating new user because i did not want to setup shell and all for new user.
Yeah I saw
I don't understand how to set the dedicated server up, every time I run it I get the same warning. It never gets past this line.
That is a normal warning and can be ignored.
Unfortunately the server does not have a nice frienly "okey-dokey, ready to go! Listening for players!" output. It is generally though, at the point where it stops puking those warnings to the terminal, ready for clients to connect.
Where do I find what to enter?
start the game client, go to Server Manager, and punch in the host's IP address; the GUI gives you directions from there
Is there a certain place I have to find the address?
are you running the server on the same host as that on which you will be running the client?
I don't understand.
you have the server running, yes? Will you be starting the client (i. e. the game) on the same host, or another host in the same network, or another host on a different network?
Are you asking if I will be playing on the same computer?
I don't quite understand
That is what I am asking, yes
Yes I will
okay, in that case when adding the server to the Server Manager in the client, use the IP address 127.0.0.1
Host = the thing hosting something
Hosting = making something available to other things
Or just localhost
So I add 127.0.0.1 to the section Address?
Yes
Do I keep the 15777 port?
What would I have to do for my friend to be able to join me?
Sorry, what does that mean?
So port forwarding is basically where your router takes traffic coming in on its port x go to the port y on device z
Oh alright
"It's like the apartment number at the end of an address".
Did I enter something wrong? I had 127.0.0.1 as the address and port 15777
Normally you would have to do it manually, but nowadays lots of routers have UPnP enabled by default
Try localhost instead
@regal shuttle start working through the troubleshooting questions and steps here:
https://satisfactory.fandom.com/wiki/Dedicated_servers#Configuration_issues
Im not really into dedicated servers, but you dont want to share the address to griefers right? @regal shuttle
I'd assume so
Im not sure what you all need to enter, but you want to keep them griefers out (so dont share too much information)
Yeah I'm trying but then again I'm clueless as to how this works lmao
That's not the issue rn, I was going to do that later
But I can't get the server up
what kind of ram usage are you guys experiencing?
our save is now up to 60 hours, mainly just two of us, but the idling RAM is up to 6GB
welp i got my server running but it stops
Logs:
LogNet: Join succeeded: My Steam Username
LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 20.02, Realtime: 20.11. IpNetDriver_2147474251
Killed
is tick time is too long for my client?
i dont see any errors. strange.
its timeouts i guess. ticks too long. maybe because my vps is far away as of now.
How to open the console? I tried using `, ~, and ctrl+shift+l
pings are kinda bad, 200+
The Client Console and Server Manager Console are two separate Consoles
Well its timeout errors.
Error: Network Error Recived: Type: ConnectionTimeout, MSG: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.04, Real: 30.03, Good: 30.03, DriverTime: 86.94, Threshold: 30.00, [UNetConnection] RemoteAddr: [::ffff:<my IP>]:55558, Name: IpConnection_2147478382, Driver: IpNetDriver_2147478397 IpNetDriver_2147478397, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
Cant open any console ....
i will try local server instead for now.
Ah thanks. found the server console
Thats the most important one
Yhea i did, but for some reason i thought i could access the server console the same way the SP console.
Anyone else having trouble with their dedicated server from nitrado
hello everyone, is there some kind of forum to post bugs or problems with dedicated servers? or a list with known problems? i cant find anything.
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com/ - <3 @quick mist
anyone else haviong an issue loading the dedcated server?
Yessir! Getting a dll error for me
im loading the server from epic games and it brings up a black box does a bunch of crap then doesnt load gives 2 warnings
Speaking of which, anyone have any thoughts on this dll error for the Plugin ImgMedia?
I'm using a headless install myself. Tried the Steam server install with same results.
You have a link handy?
this is what happens then just does nothing
I'm starting to get awful low average tick rate on a dedicated server all of a sudden, and i have no idea where the bottle neck is, any tips?
Yea, I have attempted restart on both ends.
8x Cores and 24 GB memory.
nothing else is running on the host.
I mean i could give it 192GB memory and 24 cores.
But considering host runs ESXi i can only give it 8 cores.
you should definitely do that!
Some specs on the server:
- Ubuntu 20.04 LTS
- 8 CPU Cores
- 24 GB MEM
- 100GB storage.
- Virtual machine on VMWare (ESXi)
Host.
- 2x Xeon CPU X5680 (6 Core)
- 192 GB Mem
- 1TB storage (raid-1 8x SAS Spindle drives)
- 1Gbit/100Mbit internet connection.
CPU is quite old I get that, but server is barely using any CPU as it sits.
oh one core is having a hard time >.<
Sorry if this has been answered already but can I set up a epic dedicated server if we already have an existed world on steam, or would we have to start a new world?
@jade cape yes u can load your previous save.
Thank you!
Is there an arm compatible version available?
I don't think so, and as it needs 1 high performance core, you would have a hard time finding adapted ARM chip (they are mostly if not only many-core oriented)
not sure what is going on cant connect remotely to my server. I restarted it, reinstalled it and checked my ports on my router / server that they are open this is a screenshot of what is happening
sup @slim spoke
hows the battle
cleaning up one of my windows domain controllers
its running several services that are no longer required
removing them should increase its stability and performance
Running a Dedi just fine on an i5 5250U, like 15% cpu load without clients in the game
anyone else have problems with connecting to a dedicated server locally with the respawn_sequence.bat taking forever? server is linux on i7, client is able to run game at ultra
but i don't spawn at the hub, or doesn't that matter?
it's only at first time connecting
both pc's are not even near max capacity
Yea up til today server have been running flawless, im wondering if the ficsmas trees are the root cause because thats the only thing thats new on the server. ficsmas's little helpers have been working hard to create a small forest.
ow i managed to kill the server, running speedtest in a browser killed the service
it crashed when it got to 50Mb/s
only windows server I presume?
how can i set the networkquality from the command line options?
is it as simple as adding -NetworkQuality=3 to it?
changed it in the gameusersettings.ini file in linuxserver, seems faster now 🙂
We get that sweet sweet docker container yet?
hosting my own server on seperate computer. things are fine but is health regen not working or what?
as in from less than 3 hp bars where it regens back to the 3
Are the servers only working on experimental? Or am i able to run it in the normal game?
they are up on early access which is the normal ver of the game
and just came out for epic too I think, saw a tweet earlier today
im trying to make one to play with friends, nothing but pain so far
is this normal when trying to start it?
yeah im trying to make it run on steamcmd
how do i get one?
Does this slinky shit these trains be pullin' affect throughput?
Anybody have any idea why a server that was running fine for a week started crashing on client connect yesterday and now just won't even stay up? It's a dedicated server running on windows 10 I don't fully understand the error log here
https://pastebin.com/4d7hzpLn
@fallow wasp Can you try adding validate to the end of your SteamCMD (before +quit if you have it)? Also how's memory on this system?
24gb of memory on the system i3770k CPU, 2 sata drives in raid for read/write speed
didn't have any issues for the first week at all
Also @fallow wasp I see you're on experimental, you may have more luck with avoiding crashes on EA if it's different. You can swap branches with -beta public validate on your SteamCMD.
also steamcmd? i'm just launching it from steam
did that, tried rolling back saves too
SteamCMD is a tool for downloading servers and stuff without the full steam clinet.
so you just need to switch off of the experimental in the steam GUI if that's how you installed it, and then do a verify/validate of your local files.
oh okay
so i've got to go over to EA instead of using steam?
Gris, in here there are a couple terms that don't mean what you are used to... EA is Early Access instead of the EXP/Beta client... both are available through steam... EA isn't referencing the EA launcher
@fallow wasp As Mr_Midnight said, it's my bad for referring to it as EA but this just denotes "stable" vs "experimental" (Early Access vs Experimental). Hopefully that makes sense. If you have questions feel free to message in here, almost everyone in here are people like you who want to run dedicated, but we can usually narrow down everything.
ahh okay
ty
but i made the server onexperimental and client on experimental and it was fine for days
what made the sudden change and need to turn off experimental?
Yeah, the experimental version of the server gets more updates
which is why it's called experimental
I understand what alpha and beta and experimental is
it could be any number of things breaking it
i have a basic understanding of computers
like enough to be a dell rep
thankyou
what im not understanding is everyone/everything has been running on experimental fine for a week
and suddenly its crashing on client connect
so wont swapping everything over to non experimental (which made everything redownload all the files) screw with save data?
Yes, and there was probably an update on experimental that didn't sit well, either something with your specific system (software/hardware) or possibly with some feature level stuff within the unreal enigne.
It shouldn't affect save data.
okay ty
i tried toggling off experimental and it did its thing, verified
booted
crashing again
i gotta go home from the data center i've got this in right now
thankyou !
gonna have to play w/ it another day or remote in later
tyvm
Wait you were at the data center where the server is? Do you rent rack space at a Colo?
Yay
I think i got my server set up, Tho i dont know if people from outside of network can connect. Could someone help me test?
Can i install Mods on a dedicated Server from Nitrado? Should i ask my Question in the Nitrado Forum? =)
Mods on dedicated server are not possible yet
Creators of (amongst others) Refined R&D are working on a server manager.
ohkay, thanx for the fast answer <3 :)
So if you want mods for a multiplayer "server" you need to run a regular gameclient, you can of course, when this is a separate machine, set the graphics to absolute minimum to reduce power consumption.
Or, you know, just wait a bit to get a less hacky solution.
ive been trying the fiscmas stuff on the dedicated server i play on and atm i cant open 7th december and todays 8th december in the calender in the hub but can on my personal single player save
What does the clock of the server say
need to check that the guy who runs it runs it on a virtuel machine
when I'm walking-jumping the screen shifts rapidly right to left.. I don't know how to explain this... is there a way to fix it?
It's hard to see it but when you play it its really noticeable
Found it
@fleet silo You need to disable/set Head Bobbing to 1
Found in the gameplay setting
👍
steam dedi server keeps crashing does anyone know how to fix
@sly reef get g-portal dedi server instead?
game running for over 300hrs without issues
our server is running 24:7, never on pause, the gpu load on a 10p server is currently around 8-10%, running nuclear power already.
we had 1 issue were we couldnt load, just restarted the server and never had issues again
i was thinking, but did you read any console output of the crash? 😮 That might give a hint, or might not 😄
wdym with "steam dedi"? do you run a dedi and have it on steam? or does steam offer dedis now?
@sly reef
oh ok, never tried that
how else do you download the dedicated but using steam?
I want to know if in future I can run it of My Own server as I would love to be able 2
as I said, a friend and I run dedis from g-portal for years, had some fs/arma servers there already, their support is good and the server is running great
well, i have SF on epic, since update 2, I do not download a dedicated server? wdym by that?
Yep I have just checked out g-portal
if you rent a server, you get an ip and password, then the website that offers the server starts your own game and you get full control over the server
@abstract garnet
I dont have to download anything
@elder crow I'm not sure, but I think you have to download the dedicated server software using steamcmd or steam. g-portal sets up the server for you. 😮
i mean, it's only available through steam. Or if you buy a g-portal etc service that does it for you
if you download dedi server software, that would mean you host the server on your own pc
i host on vps
or on my server in my closet
I enjoy when I dont have to run the server over my own connection and others maintain it for me ^^
If the server would start to struggle, I just send a message to support and they upgrade the capacity 😉
im not sure why i have vps. I used to use it for something, but now i've been using it as a games server 😄
dedis rly made mp worth it
mp?
multiplayer
ah, yes. Playing alone < playing with people
without dedis, it was a pita, after tier 6, you had so heavy desyncs etc
a question. Can you transfer dedicated saves to be used locally by satisfactory?
yes
and vice versa
for g-portal servers, i connect to ours with filezilla and can switch the save files or add/delete mods
i just ssh to my vps, and use dd and swapon commands to add swap if im running low on memory. Just as ez 😄 J/k. You'd have to know some basics of how to use linux command line. But you could run a webserver and have your own domain there at the same time, among other things. Or have a mumble server. Or some other servers 😄
which im not doing 😄
I'm using pcs for nearly 30yrs now, but never got into linux ^^
Just a FYI, dedicated server is also available on Epic now, not just Steam.
thanks
Considering reformatting my server and installing server directly on it rather than running it through a hypervisor, anyone else had issues with server performance through virtualization?
What kind of RAM consumption is everyone seeing when idling?
Mine seems to be steadily increasing, and when nobody on server, the software is dedicating upwards of 8GB
pretty small save; it's at 60 hours
my server sees 8gb idle consumption, but the save is still small (50k units)
I'm just concerned; as the dedication consumption has doubled pretty rapidly
is there any workaround yet for autosave-induced lag and related issues?
I'm completely floored that saving hasn't been made async... this has been an issue since day 1
it's make a checkpoint, save snapshot in the background, delete checkpoint
in the real world of dev anyway
nope, it's just a ground up design flaw. any memory object that makes its way to a save should have a method for quickly checkpointing for a snapshot, the save system then can take as much time as it needs in the background (within reason) creating the save game, then the checkpoint is released
yeah, obviously
lol
To be fair, their technical reason (at least in the detail they've covered when I've caught them talking about it) is solved by a snapshot/checkpoint/whatever you wanna call it system. Clearly though, it's difficult for them to implement, or I'm sure they'd have done it long ago.
I'm a bit puzzled UE doesn't have something built-in. It seems like a fairly common scenario.
I am surprised by a lot of the things they have to solve for that apparently are not built in
I am not. A lot of things, especially once networking involved, are hecking difficult.
Sure, yes, a quiesce-and-save paradigm is fantastic on paper, but then you suddenly have doubled memory allocation to keep two instances of the universe to mind for long enough to save, more CPU cycles to keep track of everything, and a whole other myriad ripple effects, all compounded with not knowing how much of everything might need to be rewritten from the ground up to even handle that sort of operation
You can install most dedicated servers with the user "anonymous" with steamcmd
No issues at all, using ProxmoxVE as hypervisor
Heh. My experience in the real world of dev has taught me that it's really hard to tell what's going on in a project from the outside. Even once I've been in a project for a while, I still feel insecure about making absolute judgements on how difficult things should be although the impulse is there, I agree.
What is a snapshot if not a copy of the entire object tree? So in order to create a snapshot, you need to make a full object tree traversal. That is what our save system does too. Then every object has it's quick serialize function. But what do you do when you have thousands of objects? Our game is different from most other games built on Unreal Engine. Where they tend to have more static worlds, in our world you can build a ton of stuff.
Truth be told, we're not exactly happy with where things are ourselves and I don't think we're done with the saving system but the solution will most likely be a little bit more elaborate than just taking a snapshot. 🙂
what kind of CPU are you running? I'm trying to figure out what the heck is going wrong on my server with a sudden huge performance hit. (tho I am afraid that save have corrupted somehow because i get hundreds of warnings when save loads, and its only a 3MB savefile)
I ran on a i5 5250U, early game up to 4 players it ran fine, now running on a faster Xeon processor (model unknown, friends server)
You could copy the savefile and load it stand-alone in the gameclient to check if problems persist
Yeah, try collecting all that and shoving it into a JSON... I'm working on ways to create caches for some of it.
Yea I ran the savefile on the client but my gaming rig has a Ryzen 9 5900x so it would not compare to an older Xeon X5680, that being said loading into game both on client and server takes 30-45 seconds while 3-4 days ago it took maybe 5-10 seconds. So I am leaning towards an issue in the save itself.
On my rig i get rock solid 30 avg tick rate, but again 4.4Ghz and 3700Mhz memory compared to 3.3Ghz and 1333Mhz memor on the server.
Question about a the way the game saves. Couldn't the game just freeze for a very short time and have it dump the raw memory of the game (uncompressed, unserialized). Then, gameplay would resume while it processes and serializes the save in the background?
Or are there other aspects that I'm not accounting for?
Bogdan don't kill me with a new save format :D
There's at least the fact that you do not want to save everything in memory. For example a constructor has a lot of state, such as which mesh to use, animations states and much else. For savegame purposes though, you only need current recipe, overclock status, inventory status and maybe a couple of other things. So if you just take the whole memory in one swoop, your saves will be a few gigs big before compression. Then not all objects should be saved. There are many transient objects in the game. Then you have the problem of pointers. When you take the raw value of a pointer (which is what memory actually contains), you take an address (so a number). That address only makes sense in the context of your current process. There's a lot that goes into that and I'm not going to elaborate on it. So tldr: That wouldn't work, at least with our architecture(which is largely dictated by the engine that we're using).
So it's a dare then!
People's don't remember how it was before save compression :D
Still remember the joy when snutt sent me the compressed save test, he wrote "hello" with foundation :D
can you use mods on a server?
can I download the linux version of the server on windows(I have the game on epic games)?
Yes
where
👍 thanks
No (not yet)
alright thank you
Has anyone had luck tweaking server values to improve the general lag / rubber banding?
Sounds sick, do you still have a copy?
Have people asked for an update command switch to use with the server?
Question, can you reset the Ficsmass Calendar for the rewards? Or search for a specific item on the server? i Invited a friend on the server, he took the ornament and the other part to research the rest. but he lost it somewhere and we dont know where. So now we cant unlock the rest of the Ficsmass stuff
Maybe try toggling it off / on? Not sure tho
@late coral damn I just figured its something wrong with the savegame running on dedicated server, have ran it on 4 different servers now and i tried installing steamcmd on my gaming rig just to see what would happen then. Instantly 100% cpu load, but if i load it as a savegame in client cpu sits at 15% >.<
While not a fix for the server itself, you can use https://satisfactory-calculator.com/ to give yourself the lost item, by uploading ur save game, editing it, downloading it and putting it back on the server again.
😄
Imagine the smile when I first got the new format loading correctly :)
<- would be me
Oef thats really tricky, on the last tier (nuclair) dont want to risk to lose everything if something goes wrong. Kinda weird there is no find item command or anything like that in the game
I mean...you can save multiple copies of the save file so if you mess it up you can restore a known good
is there a way to have my dedicated server continue to manufacture parts while no players are online?
I have -unattended marked but it won't work still when players are all offline
I have one server running inside of VMWare esxi and one running inside of proxmox and neither seem to have issues, how many cores are you giving the virtual machine? I have 4 on both. RAM I have at 16 GB per virtual server
yes, just uncheck the setting in the Server Manager
SteamCMD says I'm up to date with -beta experimental, but server manager says my local Experimental build is 174824 while the server is 174799. Is there maybe a lag in publishing new experimental dedicated servers?
There has not been an Experimental update in some few days. 174824 is the current Experimental verision
can you share your current steamcmd invocation and its output?
My current command is
E:\SteamCMD\steamcmd.exe +force_install_dir E:\SatisfactoryServer +login anonymous +app_update 1690800 validate +quit -beta experimental
Its abbreviated output is
Steam Console Client (c) Valve Corporation - version 1637624355
-- type 'quit' to exit --
Loading Steam API...OK
Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
Update state (0x5) verifying install, progress: 0.12 (10485760 / 8818484097)
Update state (0x5) verifying install, progress: 1.92 (169337640 / 8818484097)
Update state (0x5) verifying install, progress: 4.22 (371818760 / 8818484097)
Update state (0x5) verifying install, progress: 6.56 (578609928 / 8818484097)
[...]
Update state (0x5) verifying install, progress: 92.08 (8119759033 / 8818484097)
Update state (0x5) verifying install, progress: 94.39 (8323612857 / 8818484097)
Update state (0x5) verifying install, progress: 96.69 (8526782647 / 8818484097)
Update state (0x5) verifying install, progress: 99.00 (8730220727 / 8818484097)
Success! App '1690800' fully installed.
Redirecting stderr to 'E:\SteamCMD\logs\stderr.txt'
[ 0%] Checking for available updates...
[----] Verifying installation...
ah
I see the problem
the -beta experimental is an option to the app_update command, and you're presenting it as an option to the quit command
see the Wiki for a correct invocation example
you bet!
(I hadn't parsed the SteamCMD command line yet to realize how it was structured)
More like
& $steamCmd +force_install_dir $appDir +login anonymous +app_update 1690800 -beta experimental validate +quit
it would seem then
basically for steamcmd, + is the delimiter between multiple commands presented as a one-liner
so if you were to run steamcmd interactively, everywhere you see a + on the one-liner invocation you would be hitting Enter to run each command separately
and yes, that looks like a good correction; that should get you onto Experimental.
8 cores (with Hyperthreading turned off to see if it would give better single thread performance) and 64GB memory.
That's the host machine though, what were the virtual server settings?
no thats the VM
wow...
an old blade server ^^
anyone with linux knowhow, I want to transfer my savefile from ubuntu machine to my local windows through ssh
I want one so bad
been eyeballin them on auctions
new question. in dedicated servers, is there a way you can connect to your server using your local ip? i have the server set up and i can join but if i add a new server with my local ip, it just tries to make a completely new server
no. i have a seperate pc running the server on my local network. i want others to connect using my external ip and me to connect using the internal ip (as i do with all my games) to save on data.
what isnt working in that scenario?
i have added the server using external ip. i also add it using internal ip. but when i do, it says the server is unclaimed and to enter a name and password for it.
so yes. its making a whole new server on the same pc
hmm...that dont sound right
Running in to an issue while trying to connect to a Dedicated Server where I provide the password after pressing "Authenticate" and nothing happens. Anyone run in to this?
Looking at the log file, I'm not seeing much that explains the client connection
The host is able to connect locally via LAN IP, for what it's worth.
the saves are stored by port settings so unless you fired up the server on a different port it shouldnt be doing that
so you are inside your lan trying to connect with your wan IP?
No, external client connecting against external IP.
oh I see
The functioning client is LAN connecting w/ LAN ip.
Right, and the browsers sees the server so the NATs seem fine
and you forwarded all 3 UDP ports through your router?
Yup.
and you did the same on any software firewall?
WinFW is disabled, so that's a non-issue. So... yes, that's been accounted for
ill let you handle this new question and ill get back with you. i think i know what happened. you may have just saved me
Windows Firewall claims another victim
im using windows gsm. it refused to download anything but experimental. even after i edited the cs file.
Ahhh
not familiar with gsm
so i attempted to install it using steam cmd
I only raw dawg my servers
I use a PowerShell script.
long story short. two servers. different ports
i didnt stop the old one after i fixed gsm
ah yes
so 2 different save locations
ima go look
I mean... maybe.
Depends how it stacks the saves. Easy way is run it as different users
no, I am telling you thats how the server works
ah.
you.are.AWESOME.
gsm changed it to 78 and i had a 77 from steam
i still could never get gsm to work right. i had to install it with cmd then import it to gsm. it keeps giving me experimental if i install with gsm. no idea why.
oh my bad its not a folder
its a binary file
but whatever
thats what stores the settings
public override bool loginAnonymous => true;
public override string AppId => "1690800"; // Game server appId Steam
this would install the regular one right?
We have determined that this is only happening with the Epic version. External steam client did not have the issue
i removed experimental tag after the app id
it doesnt use app id to go between ea and exp it uses the -beta flag
right.
so yes that would install ea
thats what i thought. so theres no reason it keeps doing this to me.
anyway you are starting to dive into territory I have never ventured into
no prob
so epic client fails to connect but steam works?
and nobody has any mods installed whatsoever?
Yes. We don't have a LAN Steam client to test.
Correct. New server save and all that.
I mean in the client
Yes I know. No Mods.
Yeah, and new installs.
have you tried with several people running epic or is it just one person with epic?
We only have one person with an external epic client so that's as far as we've gone with testing. Naturally, a double test would confirm/deny the condition as one person's issue vs. epic related.
I have epic if you feel ok with letting my try to connect
yeah that's fine, I'll DM you the deets.
DM me info
I will be curious to see if EA fixes your issue
Same.
Would be sort of obvious but also interesting
yeah typically bleeding edge is not good for stability or reliability
I meant to ask, since that whole multihome update build that was released, i have been experiencing issues connecting to my server, like 50/50 chances of working and not working. I usually have to do a couple retries to even be able to connect (not to mention i sometimes lose connection during disconnect, screwing up the save at that moment even with save when user disconnect is on. Has anyone found a workaround to restore the old connection so that 50/50 can be resolved ?
that's strange; I have had no such issues in quite some time
Since the multihome situation, nothing worked the way it did
out of curiosity, are you still using the -multihome switch?
for instance, when i cannot connect i usually see a message like server null, client null, etc
and no i am not
I only enabled it for a short time until they pushed the patch for that
this is kind of a semirandom idea, but have you tried removing and re-adding the server in the Server Manager?
but besides, i had no issues to connect at all until that very update and since then i have only that
whats the network situation between you and the server?
What do you mean ?
Yes i have, same deal
is the server on the same or a separate host from the client? Same LAN?
is there a way to share fog of war
Having issues getting the version to roll back
separate, it,s on another network
define 'issues'
what does your steamcmd command look like?
make sure you validate the roll back, not just change the branch
if you don't, you'll experience issues
Yeah, I run validate on all my SteamCMD switches. It's just showing the "experimental" version still
Even though I took the switch off.
technically speaking public would be the EA version
so there is public, then there is experimental
if you roll back, use public then validate
if the server was pinned to experimental with the -beta experimental switch, removing it won't revert to EA. you have to explicitly tell SteamCMD to switch back with -beta public
it's steamcmd "helping" by assuming you forgot you were on the beta and just updating the currently deployed version
For what it's worth, my external epic client guy somehow was able to connect now (lol)
Now i am wondering if i try to host a server with epic, would my connection to the server be more stable than using steamcmd
it shouldn't matter; the actual files downloaded should be identical
that said: can't hurt to try, can it?
i should start by a fresh server first, like, backing up all my saves and configs, erasing it and reinstalling it, maybe that'll fix the problem
albeit it's the most annoying part
how so? the save isn't kept with the server files proper, so all you need to do is burn down the server deployment and delete the one settings file
you don't even have to reupload the save
unless i just keep going with retries until it shows the join button as i have now for a few versions
random observation: when I click the orange "Join Game" button I momentarily see a "you are not connected to this server" with a grey "Join Game" button, but I never click it; the game just connects after a moment
it does that yeah
it has to do with the fact that the server doesn't know you,re connected. Normally you'd straight up connect and not see that window, and it would only say you're connected after being actually in the game
That,s one way to put "connect screen faster than client can join"
anyway, my current server runs using linusgsm, so i store the launch arguments in a .cfg file which gets used on launch
sorry I kinda peaced out for a minute
shh we are on the clock get back to work
😛
was sorting out my mic
for streaming
😛
FICSIT tell it, be efficient. Sleeping on the job will get you fired :P
pretty sure they kill you and compost your body
well-rested workers Pioneers are efficient workers Pioneers!
They only retrieve the suit, yeah
what would happen if i set the server to disable packet routing ?
if it's what was worked on when multihome happened, it could be related to the cause of the connection issues
no, that was a new addition, but disabling it would be a pretty good test and very useful information to put into #913835207466025001 if turning it off fixes your problem
you might be better off on early access if your main goal is to just play
if you want to help with dev stuff hats off to you but yeah EA is way more stable
(let's be honest, even EA-branch DSs are pretty experimental still)
The thing is that EA or experimental doesn't matter, both of them now runs on whatever caused the connections issues for me
it started happening before the stable experimental was ported to EA
so i'Ll try some stuff and see if i can pinpoint what causes my issues
sounds good
on the plus side, things have calmed down in this channel a lot
which kinda speaks to the stability of the server
I have very few problems with Experimental. Been playing for a year now. There's plenty I would fics/change but it runs pretty damn good so far.
they've been pretty good about correcting the rocky experimental updates pretty quickly. I'm more than happy to deal with the occasional day or two of Sad Server Times
Yup, had a friend message me that the server needed more ram... Log into my esxi host and find it using about 60% ram and 40% cpu, tell friend he can reboot but resources are fine, anything going wrong is a server glitch
Sounds about right
Has anyone had issues with certain users unable to connect, even with the serverIP defined in multihome or w/e it was
it seems it only affects users behind double NAT
I for example can connect fine (server is not at my house)
yeah that's my case currently, it worked fine before, until suddenly a certain update changed something, with or without multihome i am stuck in a case of it works, or it doesn't, and i have to press on and retry until it decides to work
I have yet to start doing some tests to try and figure out where the connection issues are related to
something tells me the NULL i see every so often are related
Do you remember roughly when that update landed?
it broke like 2 days ago for my buddy
my setup is a proxmox box with a direct IP into a docker
docker is now on bridge so it gets the main IP as well
i have an idea.. I wonder if its similar to my issues on MC bedrock on this box
will test and get back to you
oh - worth noting
the first time it broke, reinstalling the game fixed it.. for a day
(for the client user, not the server, server was fine)
they also cannot connect to my home server (unraid docker as well, port forwarded correctly)
game hasnt been updated for 7 days, so 2 days ago doesnt seem like a game update
yeah, looking at my docker it seems it did
but looking at the commits... it shouldnt' have changed it
commits were just how steam signs in for updates
I swear more people are having issues with docker and GSM than anything else
That's why I keep discommending them
😂
Yeah. I can go native
I cant find the dedicated Server in my Epic Library, but downloaded it through the Link in the Anouncement here though.
I just like Dockers because I can give my buddies a login on portainer and tell them how to restart it
Does anybody has the same Problem?
Well I'll probably do though is just make a quick discord bot that gives them a command in our server to restart the service
Effort.
😩
I mean..
If you have it set up with systemd as described on the Wiki, a person can be given the Admin password to the sever, authenticate with the client, issue the shutdown command to the server, and systemd will update and restart it..
effort: none beyond setting it up as you would in the first place and issueing the password.
I'm not gonna try to explain what putty is to a few of my friends heh
Good news though. I fixed it.
...putty isn't part of it
So I rent a dedicated server at ovh
it's entirely thorough the game client
@quick mist ah in-game
Good to know
And ovh on their game servers has a DDOS protection, what it does is stop udp
And apparently satisfactory does not appreciate it
see if you can opt out of ddos protection
I did
oh
Just.. daft
It works now
It should exclude the ports unless it's an 'attack'
Which it should notify me for
I had the same issue on Minecraft bedrock on ovh..
their logic of course is that 90+% of the people on their platform are using it for webservers or email servers that do not want or need UDP
wtf
Yeah it's.. sigh
yeah they are just dumb then
I know of no games that use TCP
Minecraft does
some use TCP for querying and for server info requests, but UDP for game data
oh yeah query makes sense
(I may be misremembering, last time I had to adjust my MC firewall settings was back when it was in Alpha..)
So yeah. Java worked fine for us
Because when it did the TCP for querying it would 'open' udp
Bedrock however did not do that, and what I would end up doing is having the users with issues go to a webpage first on that box
And then they could connect
😩
looks like MC uses both
also wow I guess I know a company to never ever do business with if Linode ever goes under
I personally use digital ocean
yeah im ending this contract next year
many years ago I did use linode
didnt like their style of VMs
cant remember exactly why but it had to do with the way it handles network interfaces
strange. seems bog-standard to me
maybe they have changed VM types since I was there last
how long ago? I've been there for something like ..wow, eight or ten years I'd guess. Time flies.
maybe there was something odd with the distribution you installed?
...thanks, Discord, for making 1/3 of the emotes randomly the size of Rhode Island
13 years ago
stickers op
Why is it in community tech help fora such as this the bulk of supplications are in at least more or less fluent phrasing, but when paid professionals are recording official requests, it's always with prose like this?
I need 1 help please
lol
Does anyone know how i can match client version to server version? do i have to rollback client to get it to match to server? I keep trying to update server, but it says on steamcmd that it is up to date. but i still cant play... 😦
play with the other client on the server
make sure you update the server to the latest noted in #patch-notes
try using the updated instll cmd lines from the wiki with -beta
