#dedicated-servers
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downside of large worlds
mine is still under 2 seconds, but we kinda went ham last night on building more fuel generators
I dont know exactly how many we have now
lmao
enough that I had to build more refineries to support it
I should pull a copy of the save and upload it to the map site
:D. Just wait until you get the turbofuel alts.
Turning 600 oil into something like, 200 fuel gens. I don't remember off hand the actual ratio
yeah we are just about to max out a single mk2 oil pipe for our factory
time to tap another well
I get to retire my bonded gig links on the server after I install that 10gig adapter
๐
so I uploaded the save to the satisfactory-calculator and counted up the fuel generators, looks like we have 13 so far
5 coal plants and 4 geothermals
@alpine dawn you could add remote save loading if you have a domain on your server ;)
its running on my lan
@modern escarp 600 oil can be made into enough turbo fuel for 297 fuel generators, it's like 44,000MW ๐ It's amazing for mid game when you don't want to deal with nuclear waste yet
that might be the route we go...seems a little less of a headache than killing doggos and having your wife cry
how do I get the ex dedicated server on epic
you dont
wat
oh...then they fixed it
no
thats literally what I was talking about
EA dedi is on epic but not the experimental, both EA and experimental are on steamcmd
You're right, sorry for confusing haha
and I dont own the game on steam so I cant speak to what the steam GUI offers
just like SteamCMD, it offers both, but you have to select your branch
I there currently any way to have a dedicated server with Mods
I think I know the answer, but for giggles, Satisfactory/Unreal Engine does NOT rely on log4j in any regard, correct?
hello, would it be possible to find a kind soul, who would guide me through complete setting of ded. server? I'm having issues with running the dedicated server on satisfactory. more likely, it seems not online, I didnt even find ServerSettings.ini (path is not a problem). when I start server with "localhost", I'm able to make a server, but that one seems not online and a friend does not see it when typing my IP. when making server inserting my IP, it say "not authenticated" and "server offline", but there is no option to authenticate. I watched quite a few YT guides, even the Jayces one and read guide at wiki for dedicated servers, but I'm at wits end. I can use voice chat to make the process faster. thank you (anyone) in advance....
you are in luck, there is a whole wiki on how to do it. https://satisfactory.fandom.com/wiki/Dedicated_servers
that luck aint that great, because it didnt help me solve it
even the troubleshooting section?
if its showing offline that means either the server process is not running or you dont have the ports open
I went through many sections in there and no troubleshooting helped
sounds like you are running it on the same machine as your client
yes, is that the problem?
so its a windows server, did you open all 3 of the ports in any software firewalls?
or probably yes
Unsure if u got a response here, but No - UE4 does not use Java at all as far as i know, so you should be good on that front ๐
windows builtin or other
went through win defender, but I will check again
Hi, Im quite sure somebody here already determined how much CPU ๐ช is required to host some server for 2~4 players ^_^
Is somebody willing to share this secret knowledge ? (Im curies if it's possible to rent some VPS without loads of ๐ฐ )
there is a powershell one liner that will do it for you on the wiki
you want the best single-core performance you can get
the more single threaded HP the better
if you could have a 5GHZ dual core do that
lol
(unless it's 2.5GHz per core, then don't)
there are folks with CPUs approaching 4GHz single-core clocks that are struggling late-game
yup lol ^
(which to be fair is on-par with single-player to my understanding)
bigger the factory gets and more people to track the harder it struggles
yep that basically confirmed my afraid's so basically nothing other then locally hosted is not going to make sense in the long run
found that one, but I do not know, which part of it I should be copying there or whole, since I always get "is not recognized as comand"
thx @alpine dawn & @quick mist
right click your start button and select windows powershell (admin)
For me when renting VPS's / Dedicated Server Tin, my main rule of thumb is to check with the provider to see what CPU is in the machine (more so with VPS's, Physical tin will usually say) and then check that on something like Intel Ark to see how many Cores it has, etc etc.
Usually systems with chips like the 9900k or 7700k are great systems for running game servers, however most companies will run on Intel Xeon's because that's more standard for enterprise hardware, with high core counts which lowers the single thread performance a lot.
paste the whole line in
New-NetFirewallRule -DisplayName "Allow Satisfactory default inbound ports" -Direction Inbound -Action Allow -EdgeTraversalPolicy Allow -Protocol UDP -LocalPort 15000,15777,7777
48 cores dont do much good when they run at 1.2Ghz
and it has to be in Powershell, not cmd.exe
could be the reason.. I was trying to do it at cmd
yeah that would never work
that'd do it all right (:
Indeed, great at throwing a load of cheap VPS's on a single node, but pretty shit for hosting anything other than an apache server or something lol.
yup
I suspect I will be running into major issues soon with my current server as its CPU is somewhat slow
quad core with HT running at 2.93Ghz
:/
x3470
she can turbo to 3.6, but depends if it wants to stick there or not really, and if that turbo is for that process, so many if's.
yeah, I dont really know how to monitor the freq live on it
running linux?
I will follow other steps on wiki to see what happens, since I just moved somewhere. I will still ask, is there something else I should do now or should it be running?
check /sys/devices/system/cpu/cpu0/cpufreq I think?
just run cat on a while loop?
lol
you can't grep stuff in proc like that (sometimes) because it's not actual files
I mean I was able to fire mine up without doing much of anything on my local system and just plug in 127.0.0.1 in the server manager and it just worked
it's rather happy doing it on ubuntu, but ye i get ur point, might not work on every flavour
what an odd cpu speed tho lol ๐
does a friend have to do anything else aside from inserting my public IP ?
some time ago I was trying to read stuff out of /proc to get bound ports based on PID and it was.. cantankerous unless I killed a cat
you need to port forward all 3 udp ports on your firewall
(I could cat /proc/$pid/things | grep needle but not grep needle /proc/$pid/things on those systems)
lsof -i -P -n is useful if you wanna keep that somewhere in a notebook or whatever to see listening ports ๐
can I check somewhere, that the PowerShell comand worked?
but it being linux, there are ahundered ways of doing the same thing lol ๐
the issue I was addressing is that a process would sometimes bind one port and sometimes another, so I was trying to be clever and pull it from /proc by PID rather than awking the output of ss (:
aah right
many cats with many skins, is the POSIX world
I am sorry for those stupid questions, but I do not know, how to check what I do not understand
@waxen anchor it's okay- you have asked no stupid questions. we all have had to learn sometime, and the most wizened greybeards were once babyfaced doe-eyed newbies.
There are only two kinds of dumb questions:
- those not asked, and
- those asked repeatedly in succession
@waxen anchor sure u can check if the powershell worked bud
using this:
You should see in the Inbound Rules section, the rule named Allow Satisfactory default inbound ports
or something close to that ๐
yes, it is there ๐
Anybody else having issues with conveyors not carrying correct throughput - not graphical bug but almost like the server can't keep up with conveyors
does my friend have to open his ports to "only" connect to my game server?
No, your friend should not have to do anything ๐
other than put your IP into the server address field.
is the host on windows or linux?
mine on win
you can do 1 of 2 things. 1) check windows firewall for all the ports are open 7777 15000 15777
Ensure you're also giving your friend the right IP address, they will need your WAN IP, not your private IP address
- check they are open on the router if homehosting
ie, if you're giving your friend an IP that starts with 192.168 or 10. or 172.16. then that's wrong
the issue now is, that I cant check if it works with a friend...
are you running experimental or early access?
EA
feel free to PM me your details, and i can test for you ๐
shit sorry guys
work was calling
so yeah I can get current cpu freq per thread
but yeah that would be tedious
this seems to work
everything hangs out at 1.2GHz most of the time
0.1 is a tad quick
lmao
.5 is more managable
are dedicated servers just multiplayer but 24/7?
its a standalone server so you dont have to keep a game running
so multiplayer but 24/7, gotcha
hard to catch it but yes
it will turbo
basically just restarted the game to get it to do something
should see if I can just OC it
dunno if the mobo or chip supports that
but its watercooled so its possible
Question for those who got to play with their servers, the MaxObjectsInGame is something that some people have had to modify... how does that translate to a server? The server is keeping track of the object, but it is not having to render it. Is it possible (probable is a different question) that a save that requires these settings on a desktop, but that same save is able to be ran with default settings?
[/Script/Engine.GarbageCollectionSettings]
gc.MaxObjectsInEditor=100000000
gc.MaxObjectsInGame=100000000
This is mostly my own curiosity, because with servers, I would think there would be more people on that one save that could cause a higher than average object count that would, in turn, be a strain, if only a drop in a bucket, on a server versus someone and their save on their gaming PC.
never even heard of that setting before...but I suspect it helps with RAM usage
thats for the uobject limit of the engine to allow you to push past the max in your save
when you hit limit it crashes if u build something new hehe
I see
u can use that to bypass it and keep going
USE ALL THE RAM IN THE WORLD
yup its when u need to download more ram
does anyone have any rough idea how much data the server is sending out?
Watching mine bounce between 300Kbps and 700
@vital grove is that with one player?
@vital grove thanks
Might take some off that as well. I dunno how much RDP is taking.
lmao more than the server I presume
numbers were about the same still.
How do I get dedicated server to show in steam?? I only own the game on epic and the server is not showing in the list of tools on steam ๐ฆ
you cant make it show up
but there is dedicated server installer on epic launcher
goto satisfactory page in store and roll down it there should be thing for the server
So I'm really enjoying the g-portal dedicated server.. But.. I think our world save has maxed out the resources that are absolutely available for it. Cause, it's taking 5-10 seconds for items to enter our inventory, 5-10 seconds for buildings to build.. and the something like 60 trains that we have running.. are just rubber banding all over the place.
to be fair, I do feel like we have a large save file..
I think it's fair to say that if you have three score trains active, you have a large save
what I thought was 60 trains (and maybe it is with some having two cars...) but...
that's our save. I'll move the image
quote extensive
this is the extent of my current rail net, with about 6-8 trains
just getting to where we're about to contemplate fiddling with nuclear power
Getting a handle on proper signaling has been both frustrating and rewarding
yeah.. we've been going ham
The signaling took a bit.. but once we realized that Path Signals were basically Chain Signals (without the chainning) we got it straight
it took me a lot longer than it should have to deadlock-proof this interchange (pay no attention to the dead-end spur at the bottom)
Oh and this was all done as of Update 5 - Once it was released on Experimental and then moved to Early Access.
That is .. an intersection! lol
can can a train with 10 cars and 2 trains fit? lol
our longest train right now is two cars and a puller
I really do wish you could use the same platform for loading and unloading with the more granular timetable settings
you can even tell a car at a stop "load this and unload that" but half of it is effectively null
but yeah, that nightmare interchange originally was the north terminus, but then more stuff needed rail transport further north
The trains have some.. work to be done.. but they are useful. We've tinkered with the settings a bit on trains for loading and unloading, but have had mixed results. Not from there being a problem with the game, but more so our logic for determining why we'd use them. Most of our trains are single items and purpose built anyways..
I was able to make do for a really long time with a single bidirectional North/South line with a couple of slip tracks, but it eventually got to the point where it absolutely needed one-way lines in parallel
I just finished the largest build to date, which is branded, the Tower of Power.. 240 Fuel Generators, consuming 1,080 Turbofuel m3 /min.. generating 36,000 MWh of power, and containing 288 Power Storages.
It consumes two sets of 10 cars of Crude Oil being trained in.
that's a lot of wattage
104 Refineries are used to generate the fuel and turbofuel, and 44 Assemblers for compacted coal.
It really is unneccessary.. lol
we're only consuming about 15K MWh... but our Max Construction is around 31K.. so we had some work todo.. that's just that tower.. we already had about 21K of power being generated by coal and another area had just basic fuel generators going.. so all in all we have 57 MWh of power being generated, and that's without touching nuclear at the moment.
sounds like definitely plenty
Does anyone know, are these settings in the Engine.ini file worth mucking with?
ConfiguredInternetSpeed=120000
ConfiguredLanSpeed=130000
[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=120000
MaxInternetClientRate=120000
[/Script/SocketSubsystemEpic.EpicNetDriver]
MaxClientRate=120000
MaxInternetClientRate=120000```
basically, we have a pretty stock dedicated server, but it's choking pretty badly on a large save. trying to see if there are modifications that might make it ... I dunno.. rubber band less.
those wont help lol
yeah didn't think so
I might have to jump off G-portal.. (shared server) and fire up one of these things in Azure.
see if I can get better performance
Check single core performance benchmark of cloud providers' VM.
Anyone know why no one can join my dedicated server? Only I can join it. It's not hosted locally either
probably the port forwarding
How does that make sense?
I can join a server that is hosted in a datacenter
So how was I able to join it?
dont know wasnt reading right
there is both your ip and your id's in that log... you think thats a good idea ?
Getting "server name pending" "notauthenticated" when i use my gportal info. Any tips?
dont you pay them for the server?
"this server is offline" but i have it on within gportal
yea i bought the gportal server
Been spending too many hours trying to figure out why my dedicated server went from playable to unplayable as if it was a switch of a button, my theory is that there is an issue with networking in the dedicated server build. If anyone sees a huge performance gap between dedicated server and running multiplayer session on same hardware please bump the following thread so we can have developers take a look at it.
https://questions.satisfactorygame.com/post/61a129b0831c852052362088
same issue
The same issue for me today ๐ฆ Client is crashing after connecting to dedicated server
Can anybody connect and test, is that crashing only my client, or for all?
IP: satisfactory.kantora.pro:32002
Crash happens in 5 seconds after connecting to the server
At the same time dedicated server looks stable and working fine
Id say try loading a new save on it
Sure. But current save is not finished )
I want to keep it some time, but yes, I'll generate new one to verify whats going on
It works with new on worlds
But when I'm loading my current save, it crashed again
Other players do not facing this issues
We started with an old save on our server, but we got some strange bugs so we decided to go fresh instead. Haven't had an issue since then
Well.. That's not entirely true ๐
Server automatically updating to latest Experimental version at 5am
So, I have latest Experimental version right now
4.26.1-174824+++FactoryGame+dev-experimental 522 3
For what it's worth bud, according to devs the FG.NetworkQuality parameter (3 being Ultra) overwrites these values internally anyways, so ensure you have that set to 3 if you think your bandwidth limited. - testing required ๐
It working on dedicated server with Gigabit connection ๐
Previous month it works fine
I mean not to be rude, but dont use gportal? Ngl ive only experienced issues with them lol
I have no issues with Gportal personally, but it is shared equipment.. so no telling how many other satisfactory servers are running on my server. But, I can tell our save file, has grown beyond what our little shared server can support.
Then again I work for a hosting company so my opinion can be somewhat unfait
Unfair*
Is there a way to proper shut down the server without the need to start satisfactory and exit via client console?
I mean depends is it self hosted or via a shared host?
self hosted
I think right now unless you use linux its only via ingame iirc
I'm tempted to fire up my own Azure server (linux maybe) to see if I can get better performance
But the documentation I've found for setting that up seems slightly incomplete, unless I'm looking at the wrong thing.
Anybody got any info on the dedicated server (Windows build) spamming the event log with out of memory errors?
should check on the bug site. others have had that error
The bug site?
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com/ - <3 @quick mist
Interesting. Can't find that one. My dedicated server has also started randomly crashing, or just shutting down on its own. Happened when I moved it to a Ryzen 5900X host; it was previously 100% stable on two different Intel systems. Not sure what the difference is or if it is just coincidence that it started crashing after I moved it.
is anyone having this problem, if I move away from a train or train station their icons go to the middle of the map but if you get close to them the icons on the map will correct itself
That's a known bug
What are the actual event details?
Das all.
It also doesn't actually crash when it says that. It's just spamming the event log with it. It does crash or shut down, but it does not seem to correlate with those messages.
How much memory you have?
32GB.
but they still work right, they still deliver stuff
as far as I know yes
Does it matter if i'm on early access or experimental?
I made the server like a month ago
when there was no update 5 on early access
i tried to join on early access
and it says version mismatch
Nope
i just have to update the server
server is really old
What is it doing whenever it downloads stuff on startup?
`set steamcli=C:\steamcmd
set satisdedicated=C:\SatisfactoryDedicatedServer
set steamopts=validate
%steamcli%\steamcmd.exe +login anonymous +force_install_dir %satisdedicated% +app_update 1690800 %steamopts% +quit
if %errorlevel% neq 0 pause & exit /b %errorlevel%
cd C:/steamcmd/satisfactorydedicatedserver
FactoryServer.exe -log -unattended`
This is my bat file
I got it from the wiki
-beta public validate
or whatever is there lol
just put that before the validate
after appid
Yeah
that version was 27th oct
pfff
Bruh i deleted the steamcmd shortcut
Now i can't remember where to find it
it says on the wiki i can use this command to install
Can't i put that inside the bat file to update?
that is the cmd u use in steamcmd
make sure your updating the right server folder
I accidentally created another satisfactorydedicatedserver in C:/ instead of C:/steamcmd/
I think it works now
Hi, did you know if it's possible to have mods on a dedicated server ?
According to a recent github post on one of the related projects, there is something in the works but it's not usable at the moment
so Pterodactyl has become my new BFF
ok thanks @dry comet
easy to install on a linux machine.. fast and easy to use image management.
Using an Azure 2 vCPU 8GB RAM Ubuntu VM was not enough for our save file. Had to bump to a 4 vCPU and 16 GB of RAM ($170/month)
likely has more to do with ram than CPUs
out of curiosity what CPU are they giving you?
Well, with 2 vCPU's, our save file was consuming almost 100% of both cores consistently.
with 4 vCPU's, we're averaging 25-39 across all 4 cpus (it jumps around a bit)..
Let me check which cpu
Standard D4s v3 (4 vcpus, 16 GiB memory)
$170 a month? That's kind of expensive
yeah, well Azure.
it's all consumption.. so who knows what it will really be
170 is if it's fully utilized.
@alpine dawn where do I see cpu type?
You could buy a PC with that much performance for $600, and it would probably repay itself within 6 months
I assume you have remote desktop into it?
I dont have any idea how azure works
it's all linux.. not windows. I can ssh obviously
processor : 3
vendor_id : GenuineIntel
cpu family : 6
model : 79
model name : Intel(R) Xeon(R) CPU E5-2673 v4 @ 2.30GHz
stepping : 1
microcode : 0xffffffff
cpu MHz : 2294.686
cache size : 51200 KB
physical id : 0
siblings : 4
core id : 1
cpu cores : 2
hrm
wow, I would not expect that cpu to work well
2 cpu cores?
I think you're trying to compare cloud virtualization to bare metal.. bare metal will always win
Yeah
If you're just doing a Satisfactory server, buying a PC would probably be more efficient
I question the pricing
can someone tell me what a dedicated server is?
A dedicated gaming server is a computer that hosts a video game for a client. This type of server enables a reliable, stable, and fast connection to your favorite online games.
That's still stupidly expensive
ah thanks
How do you set up several gameservers of satisfactory on one dedi? Where do I adjust the ports so I can set 2 different ports on each gameserver?
And is it even possible yet
it's possible.. you specify the ports on the startup command. you need three ports: server port, query port, beacon port. -- the query port is what you plug into the game client, but each instance of the dedicated server needs it's own ports
yup
Override the Game Port the server uses. This is the primary port used to communicate game telemetry with the client. The default port is UDP/7777. If it is already in use, the server will step up to the next port until an available one is found.
so it does it automatically if you try to launch an additional server?
Dyno and Boti are fighting again
@frail raft - It says that it will.. but I prefer to be explicit when setting ports.
Agreed, just wondering. Nice anyway. I'll test this tomorrow setting up additionals
@sand galleon - Your Satisfactory Egg worked really well. Thanks for all the work in that. Loving Pterodactyl
So this is our dedicated server, running our save file, with no one on the server currently:
I'm assuming the number of warnings are based on the fact, that this is still experimental, and probably not optimized.
anyone else having issues with the recording menu/scanner menu?
I'm running the dedicated server and in order for my recording menu to come back, i have to restart it.
doesnt happen on single player
yeah the warnings are normal, I get the same ones on my server
I havent actually recorded any truck routes
:/
I have a question that hopefully someone has an answer to
running a dedicated server, my client crashes, when I log back in SOMETIMES I am the same character, sometimes not
and the disconnected character is still in game... how can I A) reconnect to the same character (inventory, location, etc) and 2) get rid of the characters that are made by mistake
thanks
well I am not sure why your game is crashing in the first place but I suspect that is why you are not connecting to the old body
its just the client that dies -- I'm not sure why its crashing either.
@strange geyser I can answer this.. because I have had this happen to me.
If the Game Client itself doesn't recognize that you are logged into Steam and/or Epic, and in the Menu of the Game, in the lower left corner, it doesn't say that you are logged into one of the platforms, then when you join the world, you are joining as an anonymous player, with no loot except a xeno stick.
What you have to do is log out of the game, exit the game client, close or sign out of Epic/Steam.. and relogin. Then restart the Game Client.
Now, what this does, is that you now have what I call a "Replicant" body just sitting, enjoying a cup of coffee. It can get in the way.
You can get rid of Replicant's by placing snowballs or charges onto the Replicant, and denotating them (from a distance of course).
This will drop a death crate that contains the items they had in their inventory, and the dead body will despawn in a matter of seconds.
thank you very much
Or just whack the โduplicateโ with a stick till it dies, lol
How goes the sever hosting?
Or if in the Ficsmas spirit, use the Candy Basher!
This same issue happned to me too and killing the character didn't really help, it started just cuz i edited the save file in multiplayer, when the other player joined the session the error disappeard to me
not beating them to death just embedding the Ficsmas spirit into their skull
Comply. Comply. Comply.
I don't know if this is "allowed" so obv just delete it if not. I am renting a dedicated server and it would be nice to recoup some of the cost. So, In an effort to do so, I am offering to host some Satisfactory Dedicated servers for free*** If those who want it are willing to donate a small amount for every month they want to use the server. Could be just ยฃ5. The server is costing me ยฃ60 per month. Saves you from the cost of getting a dedi to host on as well as deal with contracts etc. And as a bonus I will include some webspace as well if you want it. My dedicated box is running an AMD Ryzen 3600 PRO with 32GB of ram running on a 480gb SSD RAID 1. You will have access to software called AMP where you can manage the dedicated game server, run updates, reboot etc. Sever is based in the UK so only suitable for European users. But I do have a guy from Texas playing on my server and he says ping is around 80ms so thats not so bad.
anyone notice valves are useless on dedi servers?
only useless if you try and manually set the value, which is what I do all the time. But if you use the slider, the valves work.
yeah, since update 5 was released (even in experimental) the valves, if set manually, do not work. the value registers as fully open.. but if you use the slider they set appropriately and work. Then if you try and manually set the value again (after using the slider) it keeps it to the value in the slider was originally set to. It's all borked. Was working fine in update 4.
what does this mean?
Update game version
The game is out of date
Or the server is running the experimental build
you are trying to run the experimental client build on an early access server, either upgrade the server to experimental or downgrade your client to experimental
Hi, Is the Experimental version of Dedicated Server better at Server Ticket Rate or CPU usage than the Early Access version? Or is there any difference in performance?
FYI: I've created a bug report. Looks like clients crashing if we have a lot of beacons on dedicated server https://questions.satisfactorygame.com/post/61ba2293831c852052365c54
i know multiplayer was insanely buggy before update 5, how is it now with the dedicated servers?
Still some problems, but better than before
ah okay, thanks!
just started a new world on dedi, nobody can pick up wood or leaves
i restarted both client and server, created a new world, same problem
so it's all but impossible to start a new game in dedi right now, because of the difficulty in getting biomass
I'm trying to install the latest update but server keeps getting an error
ok nvm its updating, just kept spamming it
How can i update the Server?
probably steamfart
Ok, i just restarted the server <.<
just rerun the command you used to install the game
Hmm.. that's odd. I've restarted my dedi twice and it seems stuck on 174824. Not getting 175911.
Umh, I can't use nothing on the server, that let me crash instanly o.รฒ
Smelter and other structure doesn't show up what they are crafting
Restart the server machine and try the update again
i had to recompose my docker container to get mine to update
Nothing, everytime i try to interact with something my game crashes
i'll try later to fix it
are programmable splitters still broken in dedicated? i gave up when i couldn't get the settings to stay on the appropriate side, i would program the left... then open it back up and it would move 1 random to the middle. then close it and open it and it would move another to the middle or the right
This seems to me that you're pointed at the wrong branch. 174824 is the latest and greatest on Experimental branch.
Hmm.. that's odd. Not sure how to change that. This is a nitrado server.
Should it actually be the case that EA is ahead of exp?
One would think not.
The Dedicated Server is largely still in experimental mode, so both branches are very much aligned. Currently, the dedicated server on Experimental and Early Access is at the same code level, even though the version numbers are different. To answer you question though, no.. Experimental and Early Access are identical in performance when it comes to Ticket Rate, which is very poor.
What I have experimented with is that CPU makes all of the difference. In a Azure environment, running 2 CPU's and 14 GB of Ram, ticket rate was about 9-12. With 4 CPU's and 14 GB of RAM (same tier of hardware), Ticket Rate was improved dramatically to around 22-25 with multiple people in the world.
Well this is a bit of a bugger.. All vegetation in some areas seems to have respawned and is now indestructible. I guess "it ain't pretty but it still works" will have to be my mentality for a while :p
yup did the same with mine
Upside, infinite biomass. If I should ever need it again.
This is happening with explodable rocks as well. Download the save, open it in single player, save it, reupload to dedicated server, and it will fix the locations you've already exploded or picked.
.... no way its that easy. im gonna try it
Thank you. My current server specs are Ryzen 5600g and a server with 16gb of memory, but since the save file exceeds 6Mb, I am constantly experiencing quite serious lag.
You'd be surprised. We had a rock that was over caterinum on the East coast.. ew exploded it.. put our miner down and then went to build a train station.. came back and realized that the rock had come back. Didn't think about it and needed to reposition the miner.. deconstructed it, and then couldn't get access to the node again. The rock in the way, which was already exploded, was just stuck there.
Did the above process, and the rock was magically gone and stayed gone.
Thank you. I'll give it a go if it doesn't get fixed in an update before next time I sit down for a "proper" gaming session. Just poked my nose in to make sure the save still worked after the update.
Yeah, increase the time between saves to reduce that lag experience, which is highlighted during saves.
The whole save process is kind of funny to me. The fact that the Server just stops to save for 10-15 seconds (on large files) but the client isn't notified to "stop" causes so much rubber banding when the server finishes and realizes there's a 30 second gap between ticks.
There really should be a way to make the save process a background process.
but all of the methods I can think of for making it background only eat up more cpu, but at least the game wouldn't come to a full stop for 30 seconds.
it happens sometimes. now is one of those sometimes.
that's extremely difficult to do, in practice.
Is this just a case of build numbering being wonky or are some of the bugfixes listed in the notes NOT present in exp? Trying to see if its worth swapping.
I also wonder what kind of "debug" mode is currently enabled on the dedicated servers.. There's a TON of network traffic going across the wire, more so than I would expect (??) which makes me wonder if there isn't analytics going back to Coffee Stain specific to dedicated server, and once dedicated server is "out of experimental", maybe they'll turn that off? If I'm correct, and there is, that should be a setting we can turn off.
EA MP is significantly broken right now, EXP might be better
Depends on the architecture, really. Everything from databases to filesystems are able to offer a state snapshot without any issues.
they're designed for that, though. UE is not.
As I said, depends on architecture. It's not inherently difficult if it was planned for all along.
UE doesn't have a change journal baked into its architecture.
and having one would impact performance fairly substantially, i suspect
Thanks for the reply! I'll stay in exp for now ๐
right now players cannot collect leaves, wood, or flowers in EA, which means starting a new save is an extra "challenge"
the only biomass source is alien carapaces
let the monsterhunt% runs begin
The chainsaw does the job, but that doesn't help much for the really early game.
yeah, and you need biomass to run the chainsaw
haven't yet confirmed that chainsaws still work, either
it's not a big deal for late-game saves, because biomass is mostly an annoyance at that point
I just did. Vegetation remains, but I get leaves/wood etc
but it really impacts early game play
SP is unaffected
there's a really old bug on this topic on QA, so this is likely a regression
I can confirm the Chainsaw works perfectly. It's the only way I pick up leaves.. lol
Simply for the "AOE"
i'm probably going to spent more time today on NMS than satisfactory, especially with this bug being there
it worked! ๐
Yay!
i spent yesterday on housework and am really sore today, so today will be a couch potato day
-_- i lied i guess. it worked on one server but not on another. awesome.
https://questions.satisfactorygame.com/post/61b7967c831c8520523658da - if you haven't already, upvote this. It is specifically talking about this issue.
Seems the QA site just croaked. (aaand it's back)
I have Nitroado server too thats not updating.
Oh, glad it's not just me.
My home Linux server updated just fine. Guess it's a problem w/ Nitrado.
i consider to just reinstall the game on it but im not sure atm
If you do, download your save files first
Just tried this - Load the Server data into local, which was fine with no Trees, rocks ect.. Saved it - and loaded it back into the server, where nothing changes..
Also tried to load another savedata from yesterday in, which also shows all the trees and rocks ect..
I guess its a bug in the update from Coffee Stain or, as thats the only thing thats changed
.... and now all the foliage that i removed is gone lol. after i resaved the file in singleplayer (which showed all the foliage correctly) i had to leave the area i was in and then come back. i have no idea if this is gonna be a perm thing, or if its gonna be all back when i log in. but for now, its gone and thats fine. man this update is buggy lol
appears to stay gone after logging back in. cool. all i did was leave the area where it all respawned for me, play with the wildlife a bit and pick up a slug. came back and it was all fine
Guys trying to update my dedi server experimental branch in steamcmd a message saying 'Please use force_install_dir befrore logon!'
anyone having issues with your server doing this just bought it but i can do anything to it
yup. mines been doin that since this latest update. seems to happen if you sit in the server launcher too long. restarting the game fixes it for me.
its been doing this restart does noithing
That seems to have done it for me as well -- going away from the area and back, fixes the foilages and rocks that were previously removed
It didn't do it.. Still an issue :/
try disabling firewalls on both client and host. that might be causing the false offline message.
i cnat do that
"Just disable the firewalls" is terrible advice for a system with a line to the internet, @crude dagger .
what happens when you follow that advice?
Yes sir got that right
its fine for local testing. and thats assuming that the server has a connection to the net. just because you disable a machine's firewall doesnt mean its fully accessible on the internet. theres a router in the way that keeps ports closed unless you open them up first.
its like, IT 101. if networking functions dont work. disable firewall and try again, if they still dont work its something else. if it works its the firewall that needs to be configured
no, that's not "IT 101", it's "IT tricks that will get you fired faster than you can say 'I just found this USB drive in the parking lot and thought I'd check to see what's on it using a company computer'."
no.. no.. its not. its just. not. you dont KEEP the firewall off. no one does that.
all trees we cut on our server are back and i cant cut them down
"turn off the firewall" is right up there with "just run it as root/Administrator" on all-time terrible advice that everyone seems to think is a good idea because it "fixes" the "problem"
@heady inlet apparently if you stroll away and come back, they will be re-removed
doesnt work
i can cut them and get the materials but they do not disappear and i can cut them again and get the materials again
i had to download my save, run it in single player and save it. then open it on the server. after that i had to walk away and come back. it worked kinda.
a friend of mine rent the server on g portal. how can i download the save?
Its an error on the new update.. I strolled away, and fixed it first time.. second time it was all back.. considering taking a small break until its fixed, because i hate driving into trees and shit :D
no clue on how to download the save in that case. i host mine on a local box, so i have full admin access to everything i need.
I think the Satisfactory Early Access Dedicated Server update has not been pushed through fully on **Epic ** (not Steam)... is anyone else getting this?
(I tried verifying files)
Yes, what you are seeing is indicataive of the client and server not being on the same version
so far as I know; I only use Epic for my game client; I have not looked at getting the server from EGS personally
my server is on 174.824 at the moment, the issue not only exists on epic...
It looks like the Experimental branch on Steam was not updated..
looks like we got one of that moments when client and server are not on same version. reason is actually unknown
so it appears at least so far that today's update is only on the EA/Public branch
Is it possible to see the Server version ingame somehow?
Or is that the same as Client?
client and server must be at the same version to connect successfully
For those who have a nitrado server and their satisfactory EA game has made the update, you can connect to your nitrado server with the Experimental client.
yep, mine is on the EA/Public branch as well and having the mismatch, so hope the update gets pushed to dedicated server too
the only thing I can suggest is a wait-and-see approach, but you can also follow the Epic equivelant of verifying local files to force the EGS client to check if there is an updated package.
yep, already mentioned that in my post... no dice yet
the server being on Epic is too new to have a good track record with which to set an expectation as to how quickly a client package update is reflected in the server package.
Guess I'm gonna wait for a fix before i continue on my server - as this foilage stuff really fucks me over
it always says that, but works anyway
huh
the real place it is annoying is in early games, for late games it just means you can't remove trees that are in your way, which can be a problem but it's not a terrilbly big one
it is a big problem if your vehicles cant drive through them and the trees are in the middle of the road
move the road
SAVE THE TREES
yea its a pretty big issue.
yeah, Up. To above the canopy.
Troll
then you can lay rails below
i'm only vaguely joking, it's a huge bug
but you can choose to treat it as an extra value challenge instead
If Trees are in the middle of the road, Road is not build high enough
just CSS upping the difficulty factor
figured it out im just dumb i was reading the wrong port key
So... got the first opportunity to login today, after the patch.. can confirm.. something SUPER WONKY with foilage.
like SUPER WONKY
are there any plans for servers on arm64?
check the archived threads
but no not likely
i don't think UE has arm64 builds
eh, they do, but it's fairly experimental at this point
So Foilage Update for 175911 -
Single Player Mode: The Foilage is not an issue.
Multi-Player Mode: The Foilage is not an issue for HOST. Problematic for clients
Dedicated Server: The Foilage is an issue for all clients.
There appears to be no workaround. My previous "hacks" are not working.
https://questions.satisfactorygame.com/post/61bb6bbf831c852052365e54
yeah it will, the issue is Coffeestain runs plugins that are binary and only for X86/X86_64
and iirc, this appears to re-introduce a client issue with foilage that was fixed some time ago.
great...
I blame Bogdan
I am just about 1hr into my workday so I cant check it out right now but how broken is it for late game?
can I just clear it all with bombs?
It's great to see more fixes coming in, but dang, it's so bad for folks on dedicated servers.
-still can't see myself or other players on the map
-can't see trains on the map unless they are within line of sight range
-opening train/truck menu simply doesn't, half the time (VERY annoying, have to exit and restart game to fix)
-Programmable Splitters are a complete disaster
They told us that this is realy realy realy experimental and not stabel so I am fine with these Issues
some good news at least: when the vehicle UI stops working, you don't have to exit the game entirely. you can hit Esc, go to Server Manager, and reconnect to fix it. It's still a break in the flow but it's not as bad as exiting entirely
think we will get a quick hotfix for foilage then since it was previous issue?
Hello, I have a question how to update the server if you have a dedicated server on nitrado and is it already out?
Hey, I just set up a server via Epic and in the server manager the game shows that I have mismatching version is there a way to change the versions on epic?
their support told me that now you need experimental instead of early access to play on servers 
epic launcher is ea server
@orchid vault okay but i dont get an update
tell them they are wrong both got the same patch
you get an update if u update your server properly
After this most recent update I updated my dedicated server and my clients, and now all the trees or rocks I've ever removed are back, and I cannot remove them.
Is there a known way to fix this? I can walk through the rocks, sorta... it seems a client/server mismatch.
I can harvest the trees indefinitely too... which is weird. (It gives me resources)
I had this problem with rocks before, but never trees.
mismatch means you would get the error pic above
yep vegetation is all bugged out right now
I have a ground level base that this is very problematic now
I suspect if I removed and tried to re-place machines the trees would stop me
if we are lucky they will release a patch but I dont have high hopes for another patch until next year
they will
the foilage? No. The clients can't make it go away. But, if you want infinite dribble of wood and leaves from one tree you can't get rid of. it's great.
Just keep in mind, this is NOT an issue in Single player mode on the same SAVE FILE
Someone already placed a beacon on my server called "The Giving Tree"
so.. this can be patched.
no, the only thing I want like that is infinite mycelium
infinite mycelium, that might be doable here
good news! we have that now thanks to this bug. i can confirm this ๐
Mycel_ia_
You. There's always one in every group
its one large one that never stops giving apparently
i totally get that it's experimental. The map and programmer splitter issues make it dang near unplayable though ๐ฆ
I have found that you can work with the programmable splitters by doing its settings in batches rather than a page at a time
thats what the patch was for today
The map has become a sore spot for me particularly, but I couldn't call it unplayable.
whats the issue with the map?
I haven't gotten to using programable splitters yet though.. so that might change my mind.. but I dont' use many of them.
tried that too, no luck
The map only shows the immediate area you are in, and only train and train station categories. Can't see anything else on the map.. and trains and stations not in your immediate area are located on 0,0 on the map
my map shows beacons, towers, the HUB, etc just fine. it's only trains and other vehicles outside of a moderate distance that are dislocated
My guess @quick mist is that you haven't tried to reduce the filters.
Once you do.. you lose everything on the next reload
nope, I've filtered out and modified the ranges of a ton of beacons
putting the ultra in ultra wide screen I see
I would too
but anyhow, yes, can confirm your map looks broken, but mine is mostly working. Strange
taking the save file to single player mode, everything works perfectly.
Zany
except for the trains and stations in the vincinity
hmm mine is working then
Absolutely cannot replicate that issue
yeah not sure how it got broken.. all that i've been able to piece together is I noticed it on the load AFTER I had reduced filters down to just trains and stations.
when I came back (I think after an update too), I had no more categories
Beacon menu is empty too.. even though we have like. .I dunno 100 beacons in theworld
but like I said, in single player mode.. works fine. here, I'll load that up and show
same save file.
or close to it
try todays EA patch
I am
@clever idol can you download the sav to the local client save there and reupload?
might fix it
yes, and that's how I've been fixing things like broken nobelisk rocks that had been destoryed
ah
heey guys since we dl the patch today we need too switch oure local game back from early acces too experimental mode in order for us too join oure dedicated server is this a common issue or is this because of the company we are renting the server from ?
but it doesn't affect the map
no its not common, your update command must have changed branches
looks like they fubared teh patching.. only patching ea not the dedis and not exp
you will need to reach out to your host and ask them to switch back to EA if thats what you want
Anyone else having issues picking up leaves after latest update?
So, here's single player map, same save file:
Notification for service with IP 5.83.169.12:
Please note!
Due to the latest changes to Satisfactory, it is necessary to switch the game back to "experimental" locally to be able to connect to the server.
this is the message i get
dunno why they say that
It basically means, don't use the EA client, use the Experimental Client
if i switch we dont loose oure progress right ?
nope
Thanks @clever idol
thx il try it then
its just loading the save in diff version of game
thank you all
smells fishy to me, the EA servers should've gotten the update as well, idk why they "updated" to the experimental branch with a version from 2 weeks ago
Has anyone else gotten the server not authenticated issue when trying to connect to a dedicated server? some people are able to connect but nowtme
that's why I'm confused that nitrado decided to change the version to the exp branch and not update to the new EA version
they should have pushed this update to EXP and left EA alone
nitrado are mostly know nothings lol
they send people away til we send them back with the answer and fixes lol
I kind of wonder if they meant to.. and someone wanted to get to vacation quickly
its funny to me that people come here for support with their managed hosting
u react faster ๐
I will say, G-Portal has been nothing but fantastic customer service.
like we are able to dig into the mind of some group managing servers
but their service does not lend well to large maps
not good enough hardware?
I think the hardware is good, but fractional memory and cpu, when I know I'm sharing resources with other game servers... I'm fairly sure I'm only getting 1 cpu.
my wife and I priced out the hardware to create a semi-cheap and good dedi and it came out to $700
I like the cloud route.. I do realize it's probably more expensive than just buying some hardware.. but I'm a big fan of azure.
just ignore the fact azure goes down weekly now
we cut corners and used desktop board in a 4U case
becomes more affordable if you have a server for other things already, i've just swithced mine to unraid, running satisfactory in a docker container and it runs great even alongside other workloads
I don't know who to feel sorry for more
I can see how cloud hardware like Azure/AWS though are cost efficient if you buy BIG BIG servers and then cost model it out as reselling game servers.
thats what I am doing now but I am afraid that my current server hardware wont keep up soon with our save
the game server seems to use about 25% of one core so it's quite manageable
but real talk, how big is your save?
I'm using 4 cpu's and utilizing 2 of them quite well
well, the issue with larger saves is that it takes more ram and data read/write on the server, more network bandwidth to move data to/from the client
yeah its mostly single threaded
so if the server has slow drives and is doing lots of other stuff you'll get hitches
so higher frequency is better than more cores
which is why many shared hosting companies have problems - they use cheaper and slower disks to minimise costs
used to be more true but is still true now. Even "multi threaded" gamerserver and games still heavily use one thread over the others
spreading the heavy workloads over multiple cores is extremely difficult
I use a 6600k + M.2 (no GPU, just iGPU) to run my dedicated server for 7 players, and runs really well
(well except after today's patch mismatch problem that doesn't resolve with a verify)
yeah, I agree all of that matters.. what I can confirm, in my testing yesterday... with regard to tick rates:
On Azure Server using ALL of the same hardware EXCEPT for CPU changes:
2 CPU - 14 GB of RAM - Tickrate was between 7-10 with multiple players.
4 CPU - 14 GB of RAM - Tickrate was between 22-25 with multiple players.
Big difference.
World Saves though were still broken, but went from a 15 second world save (with a 32 second delay in tick rate) to a 7 second world save and a (17 second tick delay)
my setup is the best example of jank right now...my save game is sitting on an SD card the game files are sitting on a raid5 array and the server is running a CPU thats like 10+ years old with only 8gigs of ram
the SD card will fail before long
SD cards are very bad for longevity unless you get an "industrial" one
hey props for staying efficient
the save file is tiny compared to the capacity of the cheapest SD cards. It'll last well beyond any reasonable expectation
wear leveling is a thing.
reading SD cards is generally not a problem, but writing to them a lot will wear them out much faster than most other kinds of drives (spinning rust, SSD etc)
the server boots off the SD and its just where the home dirs are
but yeah I should symlink the save dir
just don't put sawp on it and it'll be fine
swap is on the raid
This reminds me of my first computer, where I'd have to boot off one 5 1/4 disk, let the 5 inch green monochrome screen get to a dos prompt, and then swap disks to an application disk.. load the application.. and then swap disks to my data disk.
Yes I just aged myself.
had a lot of experience with SD cards in real life industrial automation
basically it is
and that taught me that my preference for sandisk SD cards wasn't well founded
SD card for the OS and 8drive RAID5 for file storage
i found they fail more than any other card besides cheap unknown brand ones
lexar i found fail the least often, the lexar industrial ones i don't think i've ever seen one fail
yeah, it's fine if you have easy access to the server
if you colo it somewhere it's more of an issue
Thank you! Upvoted this!
nice, while switching mine to unraid last weekend it got a new 1TB samsung 980 pro nvme and three 4TB seagate ironwolf drives
so 8TB of usable space using the nvme drive as a cache for the array
I would love to upgrade to 8 4TB drives
so everything runs off nvme and backs up to the array every night
and under docker the whole satisfactory gameserver is 5GB
right now I am runniing 2TB drives
yeah i just swapped out some western digital 2TB drives that were about 5 and a half years old and starting to throw SMART errors
nice, i cheaped out on storage, should have matched my NAS and switched that to use as a backup backup :P
maybe when the financial climate and prices improve :P
are they planning to push the DS build to epic?
you know what we know lol
haha
lmao
spread the risk
hodgepodge
that's not unwise
it's recommended in stuff like unraid or using btrfs
means if one brand turns out to have a design fault and fail sooner than intended it's less likely to wipe out your whole array
next time plz put in the new port thats needed for the dedicated in the changelog ๐
thats not a thing
new port?
or missed i this info?
my buddies cant play, because the port 15k was not open ๐
new port?
that's not a new port
on the firewall of our server
that port has been required since day one
there's always been 3 ports and there's efforts to reduce the need to 1?
i opened all i needed, but after the last patch, the server would have 15k extra
Game Server, Lobby Query Port, and Beacon Status Port.
it has always required (by default) 7777/udp, 15000/udp, and 15777/udp
you're welcome (:
well, the ports can be configured.. those are defaults.
โค๏ธ
port forwarding can be an arcane mystical experience full of demons
๐ป
nah, no such thing as an idiot.
I would love to claim that the hodgepodge of drives was intentional but yeah no thats from years of replacing dead drives with whatever was cheaply available
if it's good enough for google....
ahh, i didnt deleted the rule, i deactivated it. dont remember ๐
they all started out the same make and model
every datacenter i've worked in has had a mix of drives
no purist approach ever lasts :P
also the relative reliability, performance and value of different brands change over time
like suddenly for a couple of years it was a bad idea to buy Western Digital drives as they were selling "flood" drives labelled as new
from their factories flooding
and then there was the whole SMR mess
yep seagate were bad for a while, but come out top of the tables again now
hitachi used to be great, now melted into other brands
via HGST etc
it's all a constantly changing picture - it's both economic and wise to mix up your drives if the hardware can support it
yeah so now I just grab whats cheapest and quick to get
Unless you are planning on serving a country side, true enterpise gear is a waste.
personally it's: check news stories to find out who is selling lemons, cross them off, find the cheapest drive that has a 5 year warranty
is there a way to know if the good folks at Coffee Stain are aware of today's dedicated server issues?
(Sorry, just wanting to make sure the above off-topic convo doesn't obscure this)
basically this
we havent heard anything from them
steamcmd is insanely derpy slow
would be faster if i wrote the bytes out and sent a letter thru snail mail
you can connect to your Early access server with Experimental game
its not same for everyone on the planet
I will try this again, it was giving me the same mismatch version error as before (even after verifying files)
that will give you version mismatch
Not for me. I'm playing right now on my server.
Before this update EA and Exp was the same
My exp is on 174824
lol in b4 devs realize they css'ed the patch
but before this update EA and Experimental was 174824
so now EA is more advanced than Experimental
no, before this EA was 174799
go back through #patch-notes
My serv is 174824
Its written 174824 in #patch-notes
your server and client are both experimental
no... I just download experimental 3 hours ago lol
oO
EA is the only change
My server is up since 2 weeks lol
experimental didnt update
We are 4 player playing on it
in Early...
Since the early update today, I tried to download experimental and saw it work
the patch today didnt affect experimental builds
steamcmd update ea server lol
So before the update, Early could play on Experimental server ?
no
yeah you arent making any sense
oO
just use steamcmd to update your ea server and play on ea as you were
how goes the server hosting? anything I miss?
@patent sun going to experimental still hasn't worked for me, same version mismatch, I think the issue is Epic's slowness to pushing the 174824 update to the server (currently still at 174799). May have to switch to Steam's if it takes too much longer
I don't think it's an epic issue.
SteamCMD seems to be the most reliable method
Steam update available ?
799 is ea
just update the ea server using steamcm d
i have my dedi on ea matching the patched client
You can't when you are using Epic's version
yes you can
But we don't 799 we want the 911
then use steamcmd and point at the server install
oh, ok
thats all i did was change the dir in cmd line
Didn't know that was possible
yes
911 is the new EA version, released today
you have to set the install dir to install the server
but It's a bit weird, it's like have a Early access more advanced than an experimental
175911 was released today
yeap, my bad
kind of wonder if they clicked wrong branch to make the release with lol
yes
I'm wondering if they make a mistake by releasing it on EA instead of Exp ?
I think the 911 release was supposed to go EXP
so they had the fallback to other version for the holiday
And now they are all going on a week-end.... and our life is broken
pretty sure they are off till after the new year
lol
life isnt broken. you just change version or update server
EXP is less bugged for foliage, but won't have all the ficsmas content - My bet is today's patch had the rest of the "cool stuff" they've been talking about in the weekly dev streams
So your options are EA and be able to complete ficsmas but have indestructable foliage that's respawned, or EXP and no foliage issues, but you can't complete ficsmas either
what part of ficsmas is missing from exp?
didnt know Ficsmas was missing from EXP
I haven't datamined the client, but Snutt and Jace had been saying "We haven't gotten all of FicsMas into the game yet. Don't time travel to open stuff early"
Todays patch is the last before end of the month, so it makes sense the rest of ficsmas would be in this one
Ok so there is something after the star !
It's a complimentary good job plaque from FICSIT
that would feel on point for this game
awww I was hoping for a ticket to the top of the space elevator to see the lunch room
That's 2.0
or at the very least infinite jetpack to fly there
And unlock a new secret map
I mean...we just figured out there is oil on the map way closer than where we are pulling it from now
haha
still havent explored the whole map
are there any tips for reducing rubber-banding from trains, would like to improve their reliability.. or are they just still unreliable at this point?
Trains are incredibly reliable. They move product as you expect and operate efficiently. The visual ui of the trains are a bit problematic because of the tick rate delay.
Improvement can be made by increasing CPU availability (tested and verified) or reducing the major lagginess that occurs during World Save by increasing the time between automatic saves. Or a combination of both.
I have a 32 core threadripper running the server, it takes little cpu/ram. by the time I get around tier 8 machines the train+cars rubberband all over the tracks
I see it even on LAN, maybe it's a bandwidth setting?
I mean.. we have 115 trains operating along around 325 stations, with 16 of those trains being 2 locomotive and 10 frieght cars.. and rubberbanding on the client was horrible with 2 CPU's in an Azure Cloud environment. Increasing to 4 vCPU's fixed it without touching any other hardware. and by fixing I mean, everything smooth until world saves.. and world saves cause about a 17 second delay
our save file is about 8MB large, and consumes about 8.5GB of RAM.
Yeah that world save is harsh ๐
I see rubber-banding occurring with even a single train running. On a dedicated local machine, not in the cloud or VM. it has the full functionality of the machine
we were originally on G-Portal, but our save file brought G-Portal to it's knees.
yeah no idea.. maybe bandwidth? my experience has only been cloud computing. No local dedicated servers. We're running our Azure off of a Ubuntu 20.04 LTS server, using Pyterodactyl and Docker
Are you using the default network bandwidth settings?
I'm using "3" for ultra
on both server and client
I'm using HWINFO addon on my Stream Deck, and one thing I'm consistently seeing is about a 450 KB/s download speed when connected to the dedicated server.
maybe that is it then, I think the default is 64kb/s?
I'll have to find out how to change the bandwidth settings for the server, it's running in headless mode
gracefully shutdown server by sending quit/exit to get it to write out the ini files
question, if I am running the server as a service, so I just restart it to get the update or does it autoupdate?
then on the wiki page for dedicated servers it should have section for playing in that stuff
run steamcmd install
do to an update?
@mortal orchid That image is what our server is running
for the server on ea
Epic has pushed their server update this afternoon, all version mismatching resolved for Early Access (so about a 6+ hour delay)
thats good
Thanks for the link hopefully someone is on it
The Tree Bug does one thing.. makes our main base look really rustic.. #screenshots message
The trees just vanished
They rolled a Nat 20 Stealth check.
did your trees pop back up? trees on my server disappeared for about an hour went back to the factory where they where at and they seem to have regrown.
The trees disappear if you get far enough away.. lol
Ill try making a quick run to the map boarder then.
rip my megabase in the forest
I'm checking if running away then running back fixes like it was mentioned above. On my way back from the Map border.
hypertube cannon shot me into a tree and missed my landing pad
lol
it'll make them go away once you get far enough away.. and then will reappear. sadly.
Hypetube cannons on Dedicated ... I'm gonna nope out of that; too afraid of going through during a save and ending up under the map ... again.
I mean I would be mad if it was not just a Spaghetti plant with no walls. now it just looks abandoned.
some unfamiliar boolean types in the logs here
i'm hoping CSS pushes a hotfix on this one, it's pretty bad
ripperonis
I'm built up in the forest on this playthrough, so I can't access half my base because of trees now
RIP, when we restarted we took full advantage of Zoop so most things are just built on massive hovering platforms, not many trees interfering for us
Just as a heads up, changing these values do nothing.
They are overwritten by FG.NetworkQuality.
Sky base FTW
I build way from the ground to avoid the terrain generally and make mass expansion easier, I lucked out on this one.
Or just build in the desert! lol
Real quick: Changing these values will rarely do anything for clients unless they manually change their same client values as well. The "basic" bandwidth setting you set to 3 is defined in a different file.
Oops, just saw this reply. Also this.
Yeah thanks. I hadn't changed these myself, I've got the server set to using "3" on the dedicated server, and our clients are all ultra
Also, I said it yesterday, but nice work on that Egg for Satisfactory. Was very helpful!
what threadripper is it?
32cores running at 2GHz is not good enough
you want the highest single thread processing power you can get
it's auto-OC with a base of 3.5ghz, I believe it can reach 4.2ghz, I rounded down
right, but in the OS are you seeing the core clocks change?
task manager shows it going from 3.5-4.2ghz
Soah, did the update today regrow everyones trees?
Didn't see that in the patch notes
interesting, only thing thats different is you are running windows and quite a few people here are running linux for large builds
yes its a bug
@alpine dawn Ok, gotchya, good to know
I had it initially in a linux docker container so I moved it to another local machine with same results. I believe it's because I had client+server on default network quality. I just bumped them both up
bumping them up should help considerably
the tree bug makes it difficult for me at the moment since i'm all built in up the forest I previously cut down ๐
are you saying you can't see the forest for the trees??
gotcha
is the "tree bug" being worked on? do they have an ETA on fix... it's quite annoying
that is a great question
LOL... was hoping a mod may have popped in to inform everyone
they put out this patch before they take vacation.. so.. ๐คทโโ๏ธ
DOH
I want to give CSS the benefit of the doubt, but I also want to give them time off... so my expectations are actually low.
Wlep guess it's time to play.....other games