#dedicated-servers
1 messages · Page 225 of 1
I suggest not using docker unless you are very comfortable with using it
yep
If you use LinuxGSM it makes the setup literally idiot proof (not calling you an idiot, just the process is super easy haha)
unless its not
not true actually
people still manage to screw it up
How aha
scroll up and look for linuxgsm plenty of people have failed
i can connect but not the others but it's before i know the query port is important now
Use Debian 10 instructions. Also how you install 11 image on OVH? I didn't see 11 exposed in their template lists.
is the server on your network?
or is that the OVH server?
It's the server on "So you start" game server with antiddos
Ahh.
it's filliale of OVH
You configured the hardware firewall on the SYS panel for it?
Iirc when I had a SYS server, you had to list the service ports unless you have the global allow all rule?
yeah if there is any kinda firewall on that thing you need to allow all 3 udp ports through or it wont work
Why i can connect on this then ? xD
How is your game firewall configured?
This is what I do not understand
do you have a whitelist for your home IP?
Mine looks like this..
That's the OVH Game Firewall. I believe you have the same on the SYS Game Firewall.
You'll need to provide 15777 15000 and 7777 through it I believe
Ok i look
Check the normal firewall rules also (separate to Game Firewall)
First person to implement mod-compatible dedicated servers wins!!!
Ignore ASA FW. It's separate
Go to the IPs area of the panel then the option for the IP your server is, find firewall/game firewall
Yep
That's the one. Add the ports for the satisfactory
And fingers crossed after a minute or two you should be good
anyone want to play
@unborn belfry I assume all went well? 😃
@dawn vine It work bro thank you very much 🙂
i never do this before i just downloads the dedicated server on steam and i dont know what to do can someone help
Did you try something before say this ?
@nova drift link in topic
ok thank you
what part need to be forwarded for others people outside of the network connect
3 ports that the wiki tells you to forward
all 3 of those
see i have all those ports pen and my freind still cant connect
can you connect?
yeah so can my roommate but hes on the same network
im also hosting it off the same pc i play on
hmm sounds like port forwarding issue or possibly software firewall is blocking
i have them opened on both router and my firewall
only thing that stops playing is not having 3 ports open
are you able to host other game servers from your house?
yeah i also run a 7 days to die server through steamcmd no issues
they are i just checked
what was the command you used to start the server?
you arent telling it to use non-standard ports are you?
oooh
i watched that video that was posted in here and did it the way he said to do it i dont remember the command
make sure your friend has no mods loaded or it wont connect
might have to multihome or not use it
yup should be on the wiki or patch notes
look on wiki for proper command and way to use it
i did that it dont say were to do the command at
-multihome <ip address> Bind the server process to a specific IP address rather than all available interfaces -multihome=192.168.1.4
this is all it says
thats a example ip not mine
Yesterday we set up train routes on our dedicated, and Im really surprised that everything went smooth and nothing bugged haha. Was just looking 20 minutes at trains passing by
mods work ds?
Nope.
soon
Soon™ (ETA: ∞)
hey guys, could someone reccomend some good and cheap satisfactory server hosting for 8 players? EU
It's like £4 for 8 people on 4players idk how reliable the host is but there's an option.
anyone knows whats causing belt lagg in dedicated servers? and if there is a fix?
If you find one, lmk. But don't worry, it's only visual.
Yea but I hate it so much. it makes troubleshooting a bit annoying and it looks bad
I was testing stuff out with a hosting service for my server, but my proces keeps getting killed. Logs are very limited, anyone got an idea whats up here?
so far my own old computer from back when dd3 was a thing is doing a much better job
Ask the hosting service. Maybe something wrong with the container
Yea they just slapped it off with that its a software issue
The logs along does not report something meaningful this case
Haha, well then better cancel it with them
yea luckely I just went with one month to try it out
lowest spec everything
only 7 euros wasted 😛
time to find a new host
Panel providers are largely garbage. I had an issue with Minecraft on a panel host and it was due to system not having enough memory causing docker container to crash out. Only way I found out was cuz Minecraft Paper can see system resources. I don't think Satisfactory can do this (yet?) So it may be harder for you to find out.
Actually, I have no interest in protecting their reputation. The panel host that was garbage with garbage tier customer support and shitty consumer practices is Nitrous Networks. Stay away from them.
Feel free to PM me if you want to see the shit I had to deal with. I can provide proof so that I'm not talking out my ass.
Chargeback via PayPal or whatever, service provided wasn't acceptable.
I would love to see that chat history 😛
DM me. Also, how many people are playing on your server average? Just curious
Just me and a friend
but mostly just me
I am using shockbyte so another one but its showing lots of red flags
Do you have any way to see how many resources your server is using? It's really common for hosting providers to kill processes that use to much vcpu and go over their allocation
I don't think Satisfactory exposes CPU/RAM usage in an easily viewable way. Though, most panel hosts have a little CPU/RAM counters on the panel.
But, generally speaking, they sold you a service for a cost, you should be able to play the game as intended without any concern for the host shutting your instance down.
Yea I was more curious if they had shell access to be able to see their processes and monitor it. Most hosts as part of their terms of use have language specifically to deal with "rogue" processes that allows them to arbitrarily kill a process if it's deemed to be taking up to many resources.
I don't think many if any big panel hosts allow SSH access, but the provider will certainly be able to access SSH. The instance monitoring is more prevalent in VDS/VPS hosting than docker game hosting; but if they do they're more than capable of doing so (if that's what you're asking).
Though, if your host is doing that to your Satisfactory instance it's time to drop them and find a new one. 🙂
Host hot-potato
I'm having a problem with my new dedicated server. Every time I log out of the server and back in again I'm given a brand new character. I lose all my inventory. And my old characters are all sitting in one of the buildings drinking something lol. Is there any way to fix this?
restart the server and your modem router computer and before you play in future log out of launcher and then in then launch game
your getting a new character cause its in offline mode. it doesnt get teh info to match you to character in save
I'm having a problem that i get kicked from my dedicated Server while its saving. The time it taskes to save is about 25 seconds and the savefile has about 10,8MB
The save intervall is set to 15min
For some reason that reminds me of shockbyte hosting
Hmmm... big save, many objects, I would see if you are capping out on resources (CPU/RAM/Paging File Space) during the saving process.
It is shockbyte. @nocturne scaffold
It shouldn't take 25 seconds to write 10MB what are the sys resources looking like?
file size is not a direct measure of how long it will take
Ofc not but decent system shouldn't have much trouble writing that generally speaking. My save file is ~8MB and it takes about 1 second, barely noticeable playing.
write speed isn't the limiting factor though
it's CPU and memory, because it has to pause tick and serialize all the shit
Hence -> decent system
If there's some major bottleneck in the hardware it's going to be easy to point to that as the issue
Which is why I said "I would see if you are capping out on resources (CPU/RAM/Paging File Space) during the saving process". You can use Task Manager for a Windows DS, and top/iotop for a Linux DS.
There is another linux tool that I am currently slapping myself because I cannot remember it, but it can be used on a headless linux server and has a bit of a "graphical" interface to it and can show a lot at once. I just hadn't used it in far too long.
htop?
htop ❤️
Yeah, that's the one... been about a decade when I last saw it
That one would be useful for troubleshooting the save/disconnect issue.
netdata is probably better since it graphs everything for easy viewing
The important thing is to look at IOWait in top and load average. It could be that a lot of interrupts (eg caused by other processes) slow it down. It’s not necessarily seeable in CPU usage.
Yea it is. Why are those hosting services such scum
Honestly no idea ahahaha, I've used them before and their customer support is horrible
Well they owned up to it.
told me it was due to too much resource usage and that they will move me to a less populated cluster.
Where should I ask about Dedicated servers not on experimental? I have a weird problem that I probably caused
I only just started lurking here, but I think this channel is for dedicated servers on both experimental and early access. I think that experimental is just in the channel name because servers are still in a much earlier stage than the rest of the game.
Fair enough
This is the correct analysis (: This channel is for assistance with the Dedicated Server whether it be on the early access or experimental branch
So, so I think its a linux issue, but a weird one, and I'm unsure where to look (I posted on the steam forums too, but then remembered this discord). I have a dedicated server running on a Ubuntu Desktop 20.04. I followed the guide on the official wiki to get it setup. Once I got it up and running, no issue for at least a week, probably 2 or 3. I had migrated from a temporary windows PC to the linux PC (Migrating back is not feasible, especially now). I then hit the auto-24 hr limit and the server needed to restart. It did not return (Which has generally been the case). I remoted into the box and noticed Ubuntu had an update, so I killed the sorta-dead server anyways and ran the update. After the server came back up, my save files are missing
that is highly unusual.
The dedicated server is still there, I navigate to the FactoryGame/Saved/ folder and the SavedGames folder is just gone
When I migrated, I briefly had an issue where it wasn't saving due to permissions, but I had fixed that.
But even then the previous files were there
ah, the save location on Linux is different from on Windows
Yes, but relatively it is in the same place
Especially on the dedicated
I've tried a system wide search, though I welcome suggestions on exactly what to search for
look in $HOME/.config/Epic/FactoryGame/Saved/SaveGames
Let me check there
the server and client save in different spots (:
Oh, issue two, not related, but if someone has linux advice: When my computer goes inactive after remote desktop,it goes into suspend. Its a desktop, not a laptop, and gnome just does a 'blank' or something. any suggestions on how to make this not happen?
Because the server is on the other side of the house due to ethernet ports
I'm not sure if this was a problem before, or if the dedicated server was keeping it awake
I don't usually use a GUI on my Linux boxen unless I need to; most of what I do is on the command line either directly or through secure shell clients. But generally the screen should "wake up" when you reconnect your remote desktop/VNC/what-have-you client and interact with the remote host
if it's not doing so I'd have to do some reading to come up with troubleshooting routes
Yeah, it seems to be going into some disconnected/sleep state
I'd suggest asking on unix.stackexchange.com; folks there are generally pretty helpful
I'll take a look there
I had forgotten about the .config folder
The weird part is when I rebooted the server, it came up with it all being a "brandnew" server
I can't help too much with the missing files other that what Dope already said. Once you get it running again, I would recommend doing regular backups of your saves as well. I've got some scripts lying around here that I will share later.
Okay, I've somewhat fixed my linux issues, however I am confused by something. The server manager made me make a "new game" but it doesn't detect my old save files like it says in the wiki
did you put in the session name?
Yes
probably?
where is the file
file permissions correct on the file so the user that runs the game server can read and write to it?
Let me check one thing
might need to chown the save to the correct user
Yeah, though I realize that I might have used the wrong "su" arguments
see that a lot when people move things around with root
Yeah that isn't it
I think it still thinks I'm the admin and not the steam user account
did you restart the server after adding the save?
Yes
:/
what do you mean
So, I did the recommended thing. I have an admin account for setting stuff up, then a separate user account for running everything.
yep
I was using su to switch the the separate account, but because I used -p, it still had the info for the admin account, which does not have the save files in it
can you take a screenshot of ls -lah /home/steam/.config/Epic/FactoryGame/Saved/SaveGames/server
I think its looking in the wrong place for the save files
I think its looking in /home/<admin>/....
Yeah it is
k so do ls -lah /home/steam/.config/Epic/FactoryGame/Saved/SaveGames/server
Yeah, all owned by steam
so the files are there in the right spot with the right permissions
Yes, but when I load into the server, it says it is unclaimed
hmm I have never actually imported saves on my server but I assume you do need to claim it still as thats how you set passwords
oh... weird
Well, and updated ubuntu
What is the appropriate su usage to switch to a user in a terminal?
su - doesn't give me the .bashrc stuff
normally on ubuntu the root password is not set so you have to use sudo to do it
and to do that I use sudo -s
I did su -p steam, which had left me as the admin
So it was looking in all of the admin ~ and the like
Which was wrong
Also I need to stop logging off midair
how are you starting your server?
I suggest you set it up as a service using systemd
I was running FactoryServer.sh
yeah dont do that manually
What sort of resources does the dedicated server use with no one connected (and paused)
mine uses about 4GB
If I can get this working right (friends still haven't engaged yet), I might also run other dedicateds on this box
yeah I built a machine to run all my dedicated servers
loaded proxmox onto it
spool up VMs for all my game servers
so much easier when its just one server per container
cleaner
Yeah, makes sense
A lot of this is just doing it incrememtnally, I am a linux novice
If you have admin access to the dedicated server in game, can you switch the session so you can alternately run two different saves, like for different groups of friends?
Sure. Be sure to take a manual backup each time you switch it just in case something goes wrong.
I mentioned earlier I was going to share my backup script. This can be setup as a cron to backup the latest save files to another system on a regular basis. This is aimed at people who don't have a lot of linux experience. You just need to adjust a few of the fields at the top to match your needs.
#!/bin/sh
# Change the save folder if your saves are not in the default location
savefolder="/home/steam/.config/Epic/FactoryGame/Saved/SaveGames/server/"
# Set the local save location
localfolder="~/Satisfactory/"
# This should be the name of your save game and should match the start of your save files
savename=""
# Your server IP/Domain. It should be in the format you use when you ssh in
server=user@10.0.0.1
savefiles="$(ssh $server ls -Alht $savefolder | head -n 6 | tail -n 5)"
printf "\n5 most recent saves\n%s \n\n" $savefiles
savefile="$split$(echo "$savefiles" | head -n 1 | awk -F $split '{print $2}')"
printf "Downloading %s to\n" $savefile
today=$(date +"%Y-%m-%d")
printf "%s\n" ${localfolder}${today}_${savefile}
localfile="${localfolder}${today}_${savefile}"
scp $server:$savefolder$savefile $localfile
if [ -f "$localfile" ]; then
printf "File successfully downloaded\n"
ls -lh $localfile
fi
printf "\nCurrent system status\n"
ssh $server "systemctl status satisfactory | GREP_COLOR='01;34' egrep --color=always 'Active:|$' | GREP_COLOR='01;31' egrep --color=always 'inactive \(dead\)|$' | GREP_COLOR='01;32' egrep -i --color=always 'active \(running\)|$' &"
should put on github or something
is it because it overrides its own backups or something?
It overwrites its own autosaves, but it is good to have a backup off the server. Mirith above almost lost his files and I've heard of someone on Reddit who had his hosting service accidentally delete his entire server, saves included.
im running it as a docker on unraid
I dont think I will run into issues unless docker goes nuts and deletes all the files
[2022.02.18-07.27.58:034][227]LogOnline: Warning: OSS: EOSSDK-LogHttp: 0x7f9fa251ad20: libcurl info message cache 3 (Connection #122 is still name resolving, can't reuse) [2022.02.18-07.27.58:034][227]LogOnline: Warning: OSS: EOSSDK-LogHttp: 0x7f9fa251ad20: libcurl info message cache 4 (Connection #123 is still name resolving, can't reuse) [2022.02.18-07.27.58:034][227]LogOnline: Warning: OSS: EOSSDK-LogHttp: 0x7f9fa251ad20: libcurl info message cache 5 (Connection #124 is still name resolving, can't reuse) [2022.02.18-07.27.58:034][227]LogOnline: Warning: OSS: EOSSDK-LogHttp: 0x7f9fa251ad20: libcurl info message cache 6 (Connection #125 is still name resolving, can't reuse)
im having thousands of this messages in my server log file.... any reason to worry about it?
try restarting it
you know the command to do it manually? I normally restart the whole server computer :D
Good day pioneers. I've been running a dedicated server for a couple of days and have noted some issues which I felt worth sharing. So here is the first screenshot of general weirdness... Object draw distance. All of the structures at the hub - where the space elevator is - used to be visible under single player and hosting multiplayer.
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com/ - <3 @orchid vault
Thank you. Does that have a facility upload an image directly from my PC? I've just signed up and it doesn't look like it does.
If it's related to dedicated servers specifically wouldn't this be the more logical place to post?
u can link to it above if u want
General weirdness #2, all train stations display as "Train Station".
You have to edit the name twice to get it display correctly and it doesn't stick.
On exiting the game (or due to a crash) all stations reverted to "Train Station".
devs dont watch here for reports though
Understood
so as people chat it will just be lost
do wahtever makes u happy lol
Thank you :0)
just figure if u want to post and get answers its best to post there
You too @orchid vault
I may link to it on the Questions forum. But want to avoid posting in 2 places for one issue. Seems bonkers.
I don't really need answers or explanations, just sharing, it's broken, needs fixing. It won't stop me playing with it as it's a great game.
The subject of this forum is "Dedicated servers are here in Update 5! Discuss away!". Guess what, that's what I'm doing. Perhaps you have noted some general weirdness in dedicated servers too and can give a heads up?
neither is a dedi issue
first is rendering
2nd is game bug
and are on teh site
have a good one
the qa site
its not handy but thats what we got
can use search engine to search the site better then the search feature on it
I'm on it. A link to the specific section of the QA site which is for dedicated servers. It looks like a flat list.
3 entries in there, seems light.
General weirdness #3. Mirage slugs. I don't know if this is limited to slugs but this slug was picked up ages ago. I could see the blue glow, zoomed in and it appears to have respawned. I trotted along the walkway to get to it and when within spitting distance the slug disappears. Go back to a fair distance and the slug reappears.
thats rendering and they know
Thank you for your feedback. It's not right and didn't happen in single/multiplayer. I am not inside their head (or yours) and reporting the issues as I see them.
it does cause its from rendering changes a while ago
You will see these appear in the QA forum as posts with links to these entries for the screenshot.
when its showing the derendered view it doesnt know if the slug is there is not and it shows it til that info is loaded in
its a tiny bug that probably will take a sneaky fix
General weirdness #4. Messed up vertical conveyer lifts. These do still appear to be working but look very unsightly. Deleting and recreating them appears to be tricky. After removing the vertical lift sections above and below the floor it is tricky to get the new vertical lift to snap to the floor hole. The issue seems to be more with the floor hole than the vertical lift. Deleting and recreating the floor hole allows the new vertical lift section to snap. I have a 350m+ tall building with 14 production floors currently and had to redo all the vertical lifts to fix this. Those vertical lifts are supplying the nuclear facility below and I cannot afford for that production to stop.
There's my Nuclear facility support production building in the distance beyond the waterfall. I love it, it's a beast.
After travelling from the Nuclear facility to the hub and back again the station names are displaying correctly.
The nuclear facility support production building now dwarfs the nuclear facility below.
Now I've visited the hub the buildings are displayed in the distance. There are still objects missing such as the station by the waterfall - which is actually quite close - all the stations at the hub etc. This seems more like an object load distance rather than a rendering distance issue.
Another conveyer lift messed up.
Are the servers hard to run/create
Actually I experienced, that it saves it but doesnt tell you
Just edit the station-name, press enter (it will revert to old one), then ESC and open it again and you see it indeed saved the name you gave
I've found that if you wait about a minute after deleting the lift, then the new one will attempt to snap as normal without having to delete the floor hole. I've gone and upvoted the posts you just made on the QA site as I've seen these all myself. Also, do you have plants respawn sometimes? I get them after an update or sometimes just after a server reboot. At first I thought it was just visual, but I can harvest the biomass again.
The underlying name is correct for all stations. It's the name displayed on the station LED sign itself which defaults to "Train Station". To get it to update I had to edit it twice, e.g. add a 1, save, remove the 1, save. What I found though was if I rejoined the server, e.g. after a game crash. The LED signs had reverted to "Train Station", at which point I gave up.
Hmm I just checked, and my train stations are still named the same custom way as yesterday (with a lot of rejoins and server restart in between)
Maybe it bugs when you edit them multiple times
I've noted something similar too. If I go into the delete command and highlight the floor hole it displays ghosted images of the fubarred vertical conveyers. I exited delete mode, went into it again and checked again. After a couple of tries the bad ghosted conveyer had disappeared and I was able to snap a new one to the hole.
All we can do is report the observations. It's down to the Devs to consider possible causes and come up with a fix.
I think they probably already know that there are some sync issues in regards to that
Anyway the current experimentl is completly focused on dedicated servers
For me the biggest thing with trains I noticed is that the location of trains and train stations are completly off on the map (I think they get set to 0,0 on the map)
Yeah. If we can provide them additional details on when it can and can't be reproduced it does make it faster for them to isolate the issue.
Ouch, I've not had that... yet.
One of my stations has done that on the map. It does still appear at the right spot other than the map and it does work though. It used to be the trains themselves would teleport to 0,0,0 which is underground. At least that is fixed.
It seems that the train is shown there on the map when its in far-away-mode . But it works just fine, only that the map is off
Yes it seems to be map only.
No, it's really easy.
I deployed my old Intel i7 Dell XPS desktop (4 core 8 logical cpu @ 3.6ghz, 32GB ram) as a dedicated server.
The dedicated server software is available in Steam by changing the filter in the library to show tools.
Don't run it interactively from Steam or it will lock your game license.
e.g. you can't run the dedicated server and the game client from a single Steam account.
Either run it from the command line or configure it as a service.
I used NSSM.exe to run it as a service.
That was pretty straightforward.
(note, if created with NSSM it's not listed with the other windows services. You can control it with Net Stop and Net Start though).
You have to run the command window as administrator to allow NSSM to install the dedicated server as a service.
References:
Dedicated servers
https://satisfactory.fandom.com/wiki/Dedicated_servers
Dedicated servers/Running as a Service
https://satisfactory.fandom.com/wiki/Dedicated_servers/Running_as_a_Service
Those wiki instructions work pretty well, at least for the linux version I used. I did have one issue I had to troubleshoot that wasn't documented on there related to a missing dependency. I believe the fix was already posted a few days later when I went back to document it.
The only additional thing I had to do was stop the PC going to sleep. It's been up for 3 days now.
And of course some port forwarding on my router.
I'm the only person in the game currently and internal so port forwarding doesn't apply.
I've got some more bugs to log but those were present in single player prior to loading the save into the dedicated server; Floating leaves from a harvested bush near my hub, and a disappeared explorer. It was parked in the mouth of the tunnel between the grass fields and northern forest(?). It still appears on my map so is probably either in the ceiling or floor of the tunnel.
there is holes in the map so vehicles can fall thru
I had the explorer disappear on me before in single player
I think it falls through the map, yeah
The trains don't display right on my map with the dedicated server
Even can happen with the player itself. I once swam together with another friend and suddenly I was falling into the void
While he was happily still in the water
On the far east side of the map? I know of a spot you can traverse northbound safely, but southbound is a death sentence. Had to reload a save when I lost some super position oscillators I got at Ficsmas.
Yep on the north near the dessert
I also noticed that the water near the west borders of the desert is really buggy
I don't know if this is a dedicated server or just a Update 5 bug, but I often have to re-do conveyor belts, because stuff would get stuck trying to enter them
I haven't played Update 5 in single player
Usually involving stackable posts
its probably cause of soft collision now lets u just miss connecting belts
That crossed my mind too
or they jump to wrong side of pole
But I do get that occasionally with pipes too, and I don't know if it is far less often because I don't have as many pipes or not
I foundationed the route through the tunnel to smooth out the train ride. The explorer was parked on top of that when it disappeared. I checked and it's not under the foundations. You can stand in the spot with the coordinates dead on and it's not there so is either above or below.
use scim to locate it
What's scim?
This weekend I'm going to try to make an index of known bugs related to dedicated servers. I just spent an hour going through the QA site and some of these are already listed there. Often with 3-4 separate posts each with only a few votes. But they aren't easy to find in a search because so many bugs with more votes show up in a search.
I always have a tab open to that site.
few werent bugs thats just how it works
That's just going to tell me it's there and I know it is. What I need is something to move it to a user accessible location.
it has xyz u can change
Awesome, thank you.
The only problem now is to shut down the dedicated server, find the most recent save and get that into Scim. Sounds like a job for Ron, later ron :0)
hehe ya
I take it it's not only for me that the game nosedives on exit with the Vulkan renderer enabled?
It's much better than DX12 though. The game was on its knees after 2 days with DX12. Switching to Vulkan was a necessity.
There she blows...
Looks like it's sitting 19m above the floor level which will probably put it in the ceiling of the cave.
mine does that with vulkan as well but I also dont see a performance difference from vulkan to dx12
How do you re-save the file after an edit? I changed the Z value of the explorer to 117m which should have put it back in the tunnel. The datestamp of the save file hasn't changed. On the off chance it was a direct edit without having to resave I put the file back into the dedicated server and went to the location. It should be here but isn't.
download the save from the site and fix the name to match the proper one and then put it in and start server
I did; shut down the server (stopped the service), grabbed a copy of the _continue file (it had the most recent timestamp), edited the vehicle coordinates, renamed the existing file .old, placed the "edited" file back on the server, restarted the service, joined the server, travelled to the location via the Uranium train, jumped off and nish... no change. Reloaded the save into Scim, vehicle back in its original location. So am guessing I needed to save the change somehow.
What I noted after editing the position of the vehicle was that the timestamp of the file did not change. I would have expected it to had a write operation been made.
Update: You have to download it after making changes. Obvious really.
Bingo
So here's the method which was successful (satisfactory).
Moved my character to an open location outside of the tunnel.
Waited for the autosave to update.
Grabbed that file and loaded into SCIM.
Copied the coordinates of my character to notepad; x,y,z,pitch
Changed the coordinates of the explorer to match my character.
Downloaded the save file from SCIM.
Loaded that save into the server.
Ta-daaaaa... One Explorer, one careful (careless) owner.
Oh for god's sake it's happened again.
More of the same at the top of the building. And yes it is a dedicated server issue as it did not happen in single player.
@orchid vault thank you for pointing me in the direction of SCIM.
We'll have to disagree on that
basically all ur issues u posted other then the crash log were known bugs with satis
lol disagree if u want but i was here the whole time helping people with the stuff
I'm not contesting your presence in the forum or willingness to assist. I have presented evidence of things behaving differently in the dedicated server to how they did previously in single player and hosted multiplayer. That evidence is on the screen and cannot be contested. Whether you or others have experienced the same is immaterial. I am, and as such have and will post bug reports with screenshot evidence as I see fit.
I hope we're clear.
i told u what the first 3 things u posted were
and teh car falling thru thats the game map
and ur crash log was rendering/graphics error with client
Conversation over dude, move on
@mint junco Have you tried taking your save from the dedicated server and moving it into single-player by chance?
Hi @dawn vine, The save came from single player (796 hours in game since December 25th - got it for xmas). Hence why I'm noticing things that weren't a problem in single player. In January a friend who also has the game joined for multiplayer. The issues I've reported today (bearing in mind I joined the discord today) were not a problem in Single or Multiplayer (the vulkan crashes were though, just sharing). I totally appreciate the game is in early access and that the dedicated server is first public release. The purposes of my posts are to support the tickets I'm logging in QA. It's a simple way of attaching a screenshot. The point is if we don't log a ticket it won't get fixed. So now I'm posting and logging tickets because I'm passionate about the game and it could be better. Annoying bugs aren't Satisfactory :0)
Try take your save and load it in Single player just as a test.
I can't personally say I experienced the same as you. Not as many hours, but ~180 hr in my singleplayer world I moved to DS and the belts/conveyers were connected as expected.
That doesn't address the issue though. The vertical conveyers in the screenshots above have been deleted and recreated in the dedicated server since the first occurrence after the save was loaded. Stuff like this is also a problem and I think is probably at the root of it. I suspect the order of the object load is what causes it.
The 14th floor of that building (where the second screenshot comes from) was created today. Previously it was sky.
I've had syncing issues, typically if you stare at the factory everything slowly streams in. It's pretty bad if you have a hyperloop to a factory far away you get to the factory and it's half loaded 😄
It does eventually load in though so I assume streaming issue
ayymoss u and server using fastest network quality?
That's a very good point @orchid vault. The default is medium but I have a dedicated 1gbit LAN and pc's which are no slugs. I'll crank it up to max.
everyone who plays on the server should use that .. if any dont server has to wait for slower transfer of data from them and deal with it
The save file is only 4.4MB though so should be transferred to the client in entirety very quickly. After that is loaded into memory, decompressed etc. the client only has to receive updates which should be minimal.
and then everything that happens with clients has to be sent to server at some point
But again only updates, data should be minimal.
Now that is very interesting.
u dont have to use the setting but ur game will suffer in mp
112FPS currently
if u look its old values from when broadband was the fast thing
lol
thats why u max network quality
It's maxed now, required a rejoin of the server. And the top floor conveyers are fine. I'll scootch down to the platform level and see what's happening there.
Mischief managed. Good tip @orchid vault, thank you.
cheers have fun
I am, idk how to change it on the server; so probably not
I don't think you need to
I believe the server's configuration is separate from the client; if it's throttled server-side the client's won't matter.
This is true but I would guess it's not.
Let me check wiki
It's the clients which would have a throttle to prevent them demanding too much of the server.
Setting to Ultra on the client will mean it should communicate at full bandwidth of the connection. No artificial throttling.
The server is the mid-point though.
If the server only accepts X<rate> then you sending more won't be accepted
Also, seems you'll have to change it server-side as I suspected;
Scalability.ini (set as read-only)
[NetworkQuality@3]
TotalNetBandwidth=104857600
MaxDynamicBandwidth=104857600
MinDynamicBandwidth=10485760
It's also a console command; https://satisfactory.fandom.com/wiki/Dedicated_servers
FG.NetworkQuality 3
yes you want to set it on the server or server uses slower values
Server should use fastest rules to accept any clientrate I'd imagine
else clients using ultra won't see the benefit
lmao u gotta do computer engineering to play multiplayer
lol - nahh 🙂
Locked and loaded.
It hasn't addressed the object draw distance. So the solution for that is different.
try reconnect?
you only get so far cause of the new rendering they put in before u got the game
they had to lower load for lights and such
so they limited it i think more then needed so they had some room to work
Vulkan definitely has a lower LoD to DX12 but even so, in single player the hub buildings would be visible from here.
ya my dx12 works good so i havent messed with vulcan
No change, in fact it's worse. But I know this. If I jump on a train back to the hub and back again the buildings will be visible. It's as if travelling to the location forces the objects to load.
ya world is in tiles
Approaching the hub
Travelling back and we can see Nuclear plaza fully loaded in the distance.
Stations are named correctly
Vertical conveyers aren't fubar.
Object load to the north is not correct, but I haven't been there yet.
The hub buildings are now visible, but the stations aren't. Same as was originally reported. Including the Caterium station virtually opposite the limestone station which is visible. It looks like the 24 unit coal power station hard left of the frame is not fully loaded. Again visiting that location is expected to force it to load in more detail.
Still running at 86FPS from this vantage point.
just using steam to show the fps?
Unsure, I think it's a setting on my gfx card software, overlays in every game but doesn't come out in the screenshots.
Something I enabled ages ago.
nvidia or amd?
nvidia 2080 RTX super
PC is an Alienware Aurora R9
A couple of years old now.
I did consider upgrading to a 30 series gfx card but a) they're like hen's teeth, b) they're expensive.
I want to take this opportunity to thank @orchid vault and @dawn vine for their input into troubleshooting this evening. Some good brainstorming and some positive results. Cheers 🍻
Now, that's a new one, usually these markings are ficsit yellow.
Same on floor 13. I can live with it.
is there a known work-around to avoiding train paths breaking?
I found the best way is to stop the trains from running whilst you make changes. Not always practical. Definitely avoid removing sections of track whilst trains are en-route. It's as if they determine their path when they set off.
and if the path fails.. do i need to remove EVERYTHING or just the stations to help it re-establish the pathing?
Drive it manually to the next station and it appears to re-evaluate.
i tried that with no luck.. still would stop at a specifica station
As long as your signalling is correct the trains will work it out. I originally had literally hundreds of signals and got mexican stand-offs at junctions and collisions. By simplifying the signalling and making path signals on all entries to the junction and block signals to all exits it all started working. I'll grab a screenie.
This complex junction to 8 platforms (plus an express through route) has path signals at each entrance and block signals at each platform.
ignore the signaling part.. i had a closed loop system with a single train and 8 stations along the path.. it eventually came to the point that it would fail to get from station 1 to 2, but would get from 3 to 1
i think it was when i changed out a loading station from cargo to liquid*
Making changes whilst the trains are running definitely causes issues.
so best practicecs if you are planning on updating the paths is to stop the train and delete the train, make the changes, add a new train back and re-establish the schedule?
Just stop it auto-driving will do until the track/signalling changes are complete.
Unless you're changing the wagon loadout that is, e.g. changing a solids wagon for a fluid wagon.
You'll need to edit the train in that case.
so delete the train and rebuild it?
Only if you're changing the wagon configuration I would say.
I've added wagons to trains from 2 to 3 or 3 to 4. Making sure the train matches the platform is pretty key.
I've also used blank platforms to stop loading/unloading.
It took me about a week to figure trains out fully. It's frustrating as hell at first but when you crack it it's so Satisfying :0)
TY.. ill work on it and hopefully not break it again
I have two way traffic on the network shown above with cross overs. Trains at each end and wagons in between. The most efficient non-messup setup I've determined is train>wagon>train. If you using terminus's as I am the trains must follow to the same route in each direction.
Do try to have two lines, one for each direction. Trying to have trains run down a single line is a signalling headache.
But can be done
You need a straight section of track in between junctions. The minimum length is 2 foundations.
im doing drop and insert style.. i have a round factory... 484 meter radius
Lovely, post some screenies. I'd love to see it.
right now i would say.. "Work in progress"
fair enough :0)
For two way travel (inbound/outbound) technically you don't need to set the outbound station in the timetable but I found this to be buggy (the train would stop at a station randomly and not proceed). So by forcing the inbound/outbound I found it to be reliable. You can see here for the full route it follows the same stations from end to end in a continuous cycle. This keeps the wagons in order and stops the train from flipping 360 degrees. This is a 3 wagon train using terminus's at each destination. The Nuclear facility has routes going further north. I've not expanded that far yet but when I do the signalling and junctions are already in place. I pretty much modelled this on the real world (e.g. Edinburgh>Birmingham>London>Brighton / Brighton>London>Birmingham>Edinburgh). If you were dropping off at an inline station you wouldn't stop at it on the way back as the wagons would be reversed (unless it's a 1 wagon train in which case it doesn't matter if it is flipped 360 degrees). That is not a problem if you're only travelling in one direction in a continuous loop. Acording to SCIM I have 47 trains on the network. Let's say halve that for one at each end and one sitting in a siding somewhere (possibly my friend) so 23 full trains running up and down what is essentially 2 tracks with complex junctions (at the major stations at the hub and nuclear facility) from end to end with no collisions.
This is what im working on
Love it, I understand the concept but have yet to execute as I have too much still to do on my current (rectangular) building. It looks awesome :0)
thanks.. my bane = building round stuff in a square world
Currently I'm expanding production of all the requirements to supply a nuclear facility. It took me a week to build the first 6 reactor facility and all the supporting infrastructure (barely). I've been expanding that supporting infrastructure since then to support the build out of a second nuclear module. With enough capacity to support multiple nuclear modules. I learned all the lessons on the first. The second, third etc. will be smooth sailing. Two days of running around in a hazmat suit balancing the first (pictured). Now I know all the gotchas.
This building could be a lot shorter but I have embraced the concept of a logistics floor (which I arrived at independently of any influence). I've found that the optimal logistics floor is 2 walls high. 1 wall is not enough and 2 is mostly too much. I allow 4 walls for the production floor and 2 for the logistics. It's currently 14 production floors tall. 14 x 6 = 84 walls high, above the platform level which is above the nuclear facility floor. I estimate it is between 350 and 400m tall from sea level currently. I understand that the vertical limit is 2.4km so plenty of vertical capacity left. All scalable nuclear supporting production will be in place by floor 15/16. From there I may decide to make this hub central and produce as many components here as I can. As I will have virtually all input materials I would need.
I will run out of vertical conveyer capacity long before I hit the 2.4km vertical limit but expect this building to be the tallest in the entire map; 13 x 37 foundations square.
On the top I will create a storage area and drone pads for all components produced here.
That might be a circle...
Logistics is definitely the hardest part of Satisfactory.
Organised chaos
Dude until you're mod don't tell me what and where to post.
there is a reason they made a room for pics
You've not given me an opportunity to explain
You're too hot with opinion
I don't see a sign on the door stating "Merkules Channel". Until it does please keep your opinions to yourself. I will do my best to keep on topic. But as this is the channel I am active in and hoping to make connections with like minded people I will post here. Listen and you may learn something.
its how its been on server so that channels dont get filled with just screenshots
helps all the people who just volunteer help people see when people need help also
jesus calm down man was just trying to help you find the right channel, no need for the hostility
Thank you Tangy, I can fight my own battles. I don't need people telling me what to do.
No hostility here I can assure you.
hey everyone, wanted to ask everyone if they new what the latest build version / branch for dedicated servers is
I downloaded mine from Steam under the current release. Simply change the library filter to include Tools
rented a server so no can do :/
it's super weird though, the console says "++FactoryGame+rel-early-access-CL-177909"
when it starts
which is the version of my client
#patch-notes has current versions
but when I try and add it to the server manager in the client, it says there's a version mismatch
909 is EA
what it say
I'm baffled as to why it's telling me there's a version mismatch
That's the current early access version. I would consider that to be canon.
versions
server is old
oh dear, that's very small
ah, took a screen cap with it zoomed in but whatever
alright well, the console output keeps spitting out 177909 for the build version
the last two screencaps I posted were from the console output of the server
they say 177909
look up
the server says it's starting 177909, my client says the server's running 176027
thanks for the help, but it just doesn't make sense to me why the console output from the server itself is saying 177909 on startup. I understand that the first pic I posted says the server's running 176027
i would move save/inis and install
it's not running via Steam
this is a web manager for a server rental
ill post a ticket with them oh well
thanks guys
then u should contact them and say update my server
ur line is probably a diff folder or something
never know with them using containers u have to find it or them
good point
I'm thinking they have some of the files that the server installs from mismatched
good luck 🙂
Appreciate this is not specifically dedicated server related but as stated previously this is the channel I am active in and looking for like-minded people. The reason this is the way it is that all of the production on the factory floor has been replaced by the production in the tower supporting this area. The inputs do not necessarily much the current conveyers but once they are in place I will be able to reroute them. For now they just need to keep the components supplied to the various machines.
thats stuff people chat about in #satisfactory all the time
How that relates to the screenshot channel is up for debate.
Can't hear you dude, you're blocked.
thanks for the help man
np have fun
Still blocked, speak to the hand.
fuck i cant send gif here
discord users on their way to tell the whole server they blocked someone to feed their superiority complex
like u evil person tryin to get him to join the main chat with other people since he keeps saying he wants to meet people
hahahah love discord i really do
so i wonder what happened to the announcement 😦
hopefully its just delayed a few days like they do just to be extra sure of something
so hoping dedis are getting the api
nice
that explains it
one of the ports I was trying to connect to that was listed for my server wasn't working
so I tried the default port that the client has listed, and that was connecting me to some dummy's server that hadn't been updated since december
turns out one of the tertiary port allocations for the server was the one I ACTUALLY had to use, even though it wasn't set as the one used by default
thats not u .. thats on them
they have a port for querying the server - aka adding it via the menu in the client - one for a light connection (the beacon port) and then the primary
alot of newer ones are making mistakes like that
I'm assuming the primary is for connections to actual clients
server uses 3 ports to work
15777 is connection starter .. 15000 is beacon to stay on server.. 7777 is data port while on server
unless set in container or cmdline
Not at all, just worn down with opinions when unasked for. This isn't the X person show. It's a server where people can share their experience of the game. I think that's got to be for the greater good of the community. Not looking for conflict here.
lol
Still talking to the hand dude, seriously. You're impacting my karma so I took the unusual step of blocking you. It's not something I usually do.
Suggest simply not responding to my posts, or block me.
'karma'
HELLO how can i invited friend to my dedicated server
they need ip to add to server manager
Come for dedicated servers… Get a bunch of posts not related in the slightest… 🤨
Was just looking into dedicated servers is all.. very keen
ahh nice well i got a few mins if u got q's
Nah no real q’s yet. Read back a good distance in chat
kool 🙂
what can be the problem when 1 try connect to server and after loading got kick back to main menu whit message like connect lost whit host but then connecting second time all good
I had 2 satisfactory server sessions running on my vps, when I noticed it, I stopped them and now my save file is just gone, up in .config/Epic/FactoryGame/Saved/SaveFiles is just an old world. Please help. everything is gone....
is there a way to get the world back even if there is no save file of it?
(pls ping on answer)
Safe to assume dedicated servers aren't ready for mods yet?
That is correct. Mods are currently not supported on dedicated servers.
That location is your saves. If the save isn't there then it's likely lost.
Are you running both servers under the same user with the same world name?
It was not intended that both servers were started at the same time
Very sad
Same user same world name, it is 1 server but 2 server instances, like i started the server twice yk
Ah well, I believe that's the problem. 😦
Not sure if there's a launch param to change save location so you can separate the instances out
I had a similar situation today. I kicked of a windows OS update overnight. This morning my dedicated server saves had disappeared and the server unclaimed. I noted a windows.old folder on the C: drive. Browsed through that and found the save files. Clearly the update had replaced the Windows folder. I'll be setting up scheduled backup in due course to make recovering from that situation easier. It focussed my mind that the 4.4mb of save file representing 800+ hours of activity is extremely precious. Have you searched the OS drive for the .sav files?
Observation, conveyers have blank sections where the items don't display, reappearing further down the conveyer.
is there such a folder?
im on Debian 11 Bullseye
Understood, so a slightly different situation.
Have you searched the entire HDD for .sav files?
I'm not a Linux pro so can't really assist with that.
Is it a virtual or physical server?
Hosted by a provider or by yourself?
If hosted by a provider then their tech support may be able to assist (and it will likely be a virtual server).
its a physical server and its hosted by a provider
i'll contact the support and ask them
Interesting, that is promising then. With a virtual server it's possible for your VHDD to be rolled back. With a physical server the files are more likely to still be present.
Could someone post their default unmodified color swatch please? I would like to compare it to mine. I don't believe I've intentially edited it but floor markings are no longer appearing as ficsit yellow on my dedicated server and being shown as grey instead.
Example, all floor markings are affected.
This is how they used to look. Nice and bright and obvious.
@mint junco its because of the grey secondary color in your fixit foundation swatch
How are dedicated servers performing? Whats a good amount of ram for one?
Depends how many people. for 2-3 4gb is plenty
they perform decent, more bugs then usual though
items on belts dont appear to move as smooth for example
(only visual)
I get that, can you post your default unmodified colour swatch please?
Mine is super smooth (but then again there's only me in it). I don't believe they're optimised for multiple cores so single core clock speed is more important currently. Currently using a little under 15GB ram. As always, more is better. It's running on my old desktop pc so I'm presently uninstalling all the apps I no longer need running on there.
Hey all, anyone familiar with the dedicated server able to tell me if there are any command line flags to make the server auto-restart every X hours?
thats normal those are just warnings.. errors have ERROR in the msg
server is unattended it doesnt show every msg
should get a crash log and post it instead
look in server or where saves are
i cant find nothing
i have looked evey file through and there is not a crash report that says anything
the server just stops there
with the nat fail
server wont do anything til people are connecting and playing
cause its just sitting waiting
u should try the server instead of assuming its broken
sry but im just lost, i have no ide how to fix it
exactly cause u have no info
i know. i have sent all the info i have
lol u provided no info lol
pic was just warning messages same as a Notice
people will need more then that
@unique sparrow make sure you're following the directions for port forwarding. I'm definitely no pro, but that NAT warning could be your problem. Are you connecting via the outside IP or the local LAN IP?
Okay fair enough. Just trying to suss out why his server would show offline at a really basic "is it plugged in" level
could be anything he just is showing a server and saying fix it .. it doesnt even show an error or that its broken
those are normal operating messages
cool cool. Someone posited in the regular help channel that there are no commands to change the server restart timer. Can you corroborate that? I'd like to have mine reset every 6 hours instead of 12. Seems to get wonky after lots of play until it resets.
restart is actually server maintenance at 24hours mark it reloads the save to keep the sanity of the server
or it would start going nuts and screwing all the math up
and then crashes
ah, right. 24 hours. In any case, I wouldn't hate to have mine restart more frequently. Any idea if there's a way to do that?
setup a restart thing
thing is u cant send exit without going ingame to server manager
so no command lines, then. Was hoping for something hands off, don't need live macros, batch files or external timers, etc.
they havent added api yet
Thanks
I got an issue with connecting power from a wall outlet to a foundry... just one foundry. Does not matter if I rebuild it or where I put it. This is what I see in the server console if its any help
:23
LogGame: Warning: Get Current Swatch for Group called with Null Group!
04:09:25
LogGame: Warning: BP_MaterialEffect_Dismantle_C_2147294459::SetMeshes, This cannot be called after PreStarted.
04:09:30
LogGame: Warning: Get Current Swatch for Group called with Null Group!
04:09:31
LogBuildGun: Warning: (DedicatedServer) Holo_PowerLine_C_2147294415 failed to construct due to UFGConstructDisqualifier: FGCDWireSnap
LogBuildGun: Warning: (DedicatedServer) Holo_PowerLine_C_2147294415::Server_ConstructHologram, failed to construct hologram from construction call.
04:09:33
LogGame: Warning: Get Current Swatch for Group called with Null Group!
04:09:34
LogBuildGun: Warning: (DedicatedServer) Holo_PowerLine_C_2147294407 failed to construct due to UFGConstructDisqualifier: FGCDWireSnap
LogBuildGun: Warning: (DedicatedServer) Holo_PowerLine_C_2147294407::Server_ConstructHologram, failed to construct hologram from construction call.
04:09:35
LogGame: Warning: Get Current Swatch for Group called with Null Group!
looks like customizer swatch issue
from placing a power line.. wtf
havent checked on dedi servers since about a week after update 5 dropped. Are they playable now?
yes
Ive been using it since update 5
we tried for a couple days and kept crashing whem placing lifts. havent checked back since
good to know they are working
You can do this easily if you use LGSM. I have scheduled restarts every 24 hours at 06:00 via crontab. Very convenient.
Edit: you can probably do this fairly easy I'd you're just using SteamCMD, but not 100% sure as everyone sets up the SteamCMD instance differently
Hello everyone i have some questions about server (bc i want to buy the game to play with a mate). If i create the serv on my pc i need to let my game open? Or just my pc? Or i can turn off my pc and my friend can still play on the serv? Thanks everyone who respond me .
The server can't exist when your computer is off (if localhosting).
But i can close my game?
If you setup the dedicated server, sure.
FYI; there's some level of technical knowledge required in local hosting a server, not saying you couldn't do it, but if you're asking questions like this it's likely a new thing for you? It may be easier if you buy hosting from a online provider.
I see many guide video on youtube to create one (with steam cmd)
Alright, well good luck with the process. You'll need to portforward to allow your friends to join. Hopefully, you know how to do this is.
To answer your original question; yes your friends can connect to the dedicated server when your game is closed. Though, your PC and the server needs to remain online at all times; else they won't be able to connect.
Ty very much just one last question i need a good pc to host a serv or its not necessary?
If your PC can run Satisfactory at a decent FPS, it's good enough to run the dedicated server.
Ok ty very much to take your time to respond me
Is there a particular docker image of the dedicated server that has emerged as the best/easiest to get going, or are they all pretty interchangeable so far? Also wondering if there's a decent how-to article on spinning it up in Amazon or something? I could definitely do it myself, but if someone's already done some of the thinking for me I might as well capitalize on it.
for context, I've been playing with a friend hosting on my PC, but I want it running in tHe ClOuD so I don't have to have it running if my friend wants to play
Is there some kind of debug ui or so with which is possible to find out which brings tickrate down?
I noticed that if one of us is near our central hub (where most things are) then tickrate is reduced to 20
Not familiar with LGSM. Will do some googling
LinuxGSM
Ah, gotcha. Yeah I'm running on a Win11 machine
LinuxGSM for this also, can use docker but without it is just as easy. Run like 3 commands and your server is good to go
aha, then maybe task schedular
I've a rented server and increased the ram on it from 8 to 12 Gb as we've been getting a bit of lag when building. It seemed to help. Only thought we've had is it's possibly autosave on the dedicated side. We're going to try and time the issue to see if it coincides with 5 min... But any other thoughts? I use logic servers to host and their center I'm using is in Chicago.
Perfect, thanks!
I noticed the server had been running at 107% of 8gb ram usage according to the control panel.
you can ignore the ram usage for the most part
8gb is enough but
the server "reserves" a lot more ram that it used
so it might show its using say, 7gb but in reality its using far less
Im on windows and my server says its using 7gb but in reality its using 1.2gb currently but thats with only me connected atm but we have a LOT of stuff built at 400Hours
Didnt found anything. But I actually increased the performance and tickrate by setting down FG.NetworkQuality
So high NetworkQuality setting can cause indeed more lag on a dedicated
I have an invisible foundry here and not sure what to do. I was having issues with the belts here and could not connect power so I dismantled it but now its invisible I cant walk there. The map editor says the spot is empty too...
Seems to be a stable 30 again at my base
my server lags like a boss when it saves
@lime elm I had a indus storage that did that. it fixed itself either with a log in or going out of it's area for a bit
Really? huh, we have noticed a bit of increase in performance with the extra ram. I've a couple players who are willing to toss in a few bucks to help the server cost which is awesome.
well, if your ok with the cost, more ram more better
my pc is 32gb but when i did use a dedi it had 16gb and I cant notice a diff between them performance wise really.
this whole area from the 2nd row of foundry's is bugged. Belts wont work right and I cant connect power to anything if I place another foundry etc... ffs
Well... From my experience of operating a 16-player server, basically, the more the CPU has the latest architecture, the better the tick rate in the game. I think.
Anyone else getting "LogOnline: Error: OSS: Leaderboards Interface Requested" on first SIGTERM (or console "exit") with server process sticking around until second SIGTERM ? I'm using Ubuntu 20.04.3 LTS.
The post on QA[1] is rather old and unpopular so I wonder if its a rare issue with specific Linux systems
Im having an issue when I start a new session, I start with all my equipment/inventory/hotbar from a personal save, anyone know why that is?
Dedicated server?
Starting off as tier 2
On Dedi's you start on T2, I think that's normal
Not on dedis right?
yes
Can anyone tell me how I enable admin on a Dedicated Server? I've set the admin password. How do I enabled use of the admin commands?
Why is there an option to set an admin password then?
The wiki doesn't explain the situation.
So the only settings you can change are Server and Session names and passwords? I don't understand why they would add an admin password if it does nothing?
have a good one
thanks you've been a huge help
Various reasons:
- Admins can shut down the server
- There are some settings they can change like the network speed settings
- They can save and maybe reload game (so I guess someone can delete or roll you up to an older save potentially)
- In the future they will most likely add moderation commands, for now they patched in a dedicated server due to requests. Its a placeholder for people playing with friends
Thank you for the information. Much appreciated 🙂
what does this error message mean?
Ignore it, you sometimes get it if you go to the server manager briefly
It's just a timeout message failing to retrieve the server information, funnily enough you can get it even when you're on the server.
So the server has a restart every day, are you sure it wasn't restarting? The message basically just means it lost connection
Answered somewhere else, but no, mods not available on dedicated servers at this time
Okay
Has anyone else noticed the linux dedicated server now hangs on shutdown after SIGTERM? I have to send the signal again for it to actually shut down. (early access)
Sometimes, yeah. But as you say sending again solves it.
Makes automatic updates a little more difficult, and doesn't inspire confidence.
Thanks! I'll take a look for a ticket on the QA site.
Write a little bash script to check if the process is running after X seconds, if so, send again.
LinuxGSM has this built into their restart scripts but if you don't want to use LGSM for any reason this could be a quick fix for yourself.
https://github.com/GameServerManagers/LinuxGSM/blob/master/lgsm/functions/command_stop.sh this is LGSM's way to stop a server if it continues to exist after graceful stop. Maybe you can turn to it for inspiration in your script lol
what exactly does tick rate control on dedicated servers
The rate of ticks. I'm not sure if raising the tick rate will raise the game's "speed"; but it would make sense if it did.
is it possible to have a dedicated server on the normal version so not experimental ?
@light thistle I believe starting a dedicated server will be on the "normal version" by default
They join through the server manager. Take a look at Coffeestain's video on dedicated servers as your questions are answered there
It's a dedicated server.. it's meant to host more than just yourself
okay thanks so thats clear but how can my friends join
they'll need a adress and a port
The same way you join
give them the ip of the server
but it must be the external ip and the ip must ports need to be forwarded if it is host at your home , if it is hosted by a provider the provider would havbe given you a ip and port to use
From the initial questions they're asking you may need to support them through exactly all of that
if they need more info i will answer then lol
provider like hamachi?
There is a wiki on dedicated servers
where can i buy
look it up
You can host it on your computer or buy from a reseller(i.e ping perfect, bluefang or similar) or if you have money buy a VPS or dedicated server and host whatever you want from that
i cant tell you a good provider i dont use them i have my own server in my basement for my hosting need cause i got tired of paying for them
whats the difference between a dedicated server and just joining your friends regularly
because to me it seems if you just host on your pc, you still need the other person to be online for the server to work
a dedicated server takes the load off the players to provide better performance
the dedicated server runs 24/7 so anyone can join at anytime
is it possible to set up (easily for a non tech guy) for free? or do you really need to use a provider?
it can be very easy
well I made a server with the video and only want to know how my friends can join
like i said earlyier give them the external ip for your network and make sure the ports are forwarded
the real question is can you connect to the server
found it thanks a lot my g
For the people with no intention to learn understand the requirements and just want to play the game with a friend I'd say just buy from a hosting provider online.
learning is fun, i recommend setting it up once on your own so you know what to look for in hosting providers
yeah thats the issue now lol
it recognizes the server but appears offline on my side
are you adding via the internal ip or the external ip
Please give the guide to creating a dedicated server, but only on Epic Games
external
try with the local ip first
cant really tell the difference tho
?
dont need to change the server ports
if it is a new setup the defaults are finr
check you dms i dont want to clog chat with TS questions
I was wondering if anyone could explain more about this bugfix in the latest patch notes?
Fixed a bug where vehicles would sometimes get displaced for Clients when far away from other player
vehicles worked pretty poorly when running on a dedicated server last time I played.. Constant engine revving, and rubberbanding
are these still general issues of vehicles & trains on dedicated servers?
Works for me great currently. No rubberbanding at all (but was also this way before the update)
The update today just bugged some of my signals
suspect rubber banding and whatnot is only an issue on overloaded servers
havent seen those issues since upgrading my server hardware
I think they fixed the sync issues entirely. As in the hub we only get 20 ticks right now (we have a lot of stuff there), but still no banding
yeah I havent played on my server since the update today
there was anupdate?
So they updated the Dedicated backend?
did u read teh patch notes
Yes dude, but the only thing i saw in there was crash reports for Dedicated servers that's it
helps to read the words around that
u were reading the known issues
what they fixed is the list above that
right. I see that. But my original question was does the dedicated server backend need to be updated
of course it does dedis arent near done
but thats not what u asked either
u asked if they updated the backend
they need to write the whole dedi and api and such still
thank you
On dedicated servers do machines still run when nobody is on the server??
depends what the setting on the server is set to
oh i found this room thanks @orchid vault
🙂
Hi guys
any one could help me to change my session of dedis from private to friends only? Thanks
you dont
u setup the ports and such for the dedicated server properly
u need 3 udp ports open
u need firewalls and such fixed if u have that setup
look at the wiki
i looked really hard lol
u didnt
discord is my last help 😄
it tells u fix these 3 ports
and has chart telling u what they are
and link for firewall script
i did change and forward those 3 ports 😄
u have to fix that stuff
its not friends only setting
that is only for listen servers
but the funny part is, since my dedi on Sing server, i can connect to the game from Australia, but my friend from other country cannot.
but my friend can join that server from any other games
lol
ok
tried to turn off other games as well
but still they cannot connect either.
maybe i look further
can too high of a tick rate effect the Dedicated server in a negative way
i've got a problem with my server
I can play on it with no problem at all but when nobody is playing on it at some time it is no longer reachable. The Service for it is still running though.
Running on Steam CMD on Ubuntu 20.04.3 LTS
and it is still creating the autosaves
Is there a mod that allows you to split the server game into several teams?
There are no dedicated server mods...
Can you post the error from top to bottom in clear text please instead of screenshots? Also, has this been happening since you started it or very recently started?
Sure
Feb 22 16:38:00 satisfactory UE4Server-Linux-Shipping[968]: LogStreaming: Error: Couldn't find file for package /Game/FactoryGame/Schematics/ResourceSink/ResourceSink_ConveryWalls_>Feb 22 16:38:00 satisfactory UE4Server-Linux-Shipping[968]: LogStreaming: Error: This will hitch streaming because it ends up searching the disk instead of finding the file in the >Feb 22 16:38:00 satisfactory UE4Server-Linux-Shipping[968]: LogStreaming: Error: Found 1 dependent packages...
Feb 22 16:38:00 satisfactory UE4Server-Linux-Shipping[968]: LogStreaming: Error: /Game/FactoryGame/Schematics/ResourceSink/ResourceSink_ConveyorWallMount
Feb 22 16:38:00 satisfactory UE4Server-Linux-Shipping[968]: LogStreaming: Error: Couldn't find file for package /Game/FactoryGame/Schematics/ResourceSink/ResourceSink_DoorWalls_Met>Feb 22 16:38:00 satisfactory UE4Server-Linux-Shipping[968]: LogStreaming: Error: This will hitch streaming because it ends up searching the disk instead of finding the file in the >Feb 22 16:38:00 satisfactory UE4Server-Linux-Shipping[968]: LogStreaming: Error: Found 1 dependent packages...
Feb 22 16:38:00 satisfactory UE4Server-Linux-Shipping[968]: LogStreaming: Error: /Game/FactoryGame/Schematics/ResourceSink/ResourceSink_WindowedWalls
Feb 22 16:38:05 satisfactory UE4Server-Linux-Shipping[968]: LogNavigation: Error: Navmesh bounds are too large! Limiting requested tiles count (1481952) to: (1048576) for RecastNav>~```
Use triple ticks
```
Log here
```
Already did this
oh, you mean the log... stupid me
It happens since I installed this server. I needed to reinstall it, because I had not enough space on the VM so it run out of space.
Probably the problem. I haven't read the log yet, if you can put the log in triple ticks so I can read it easier please lol
It's in single ticks rn
I edited it to triple ticks
oh it's mobile formatting
myb
If your host ran out of space before the server downloaded then that explains the missing dependencies. Whether or not it's related, it would make sense to get a complete download then check if it's working. No point diagnosing the server when you've only got a partial download.
This is the log for the last 22h
Like I said, get a complete download first please then test.
There's really little point in trying to find solutions to problems from a partial server download.
Oh, I don't have a partial download. I had a working dedicated server but I ran out of space on it while playing (idk why, the savegames are not that big)
I made a backup of the save game, then I deleted the whole VM and made an entirely new one with more disk space.
The installation worked fine on the new VM. So it didn't ran out of space during the installation
Do the Steam file validation command, I forget the exact arguments needed but I think it appends +validate
Can anyone help with the dedicated server? We can't figure out how to make it friends only for people to join? A step by step instruction will be great. Please not a link to the wiki. We are on Epic launcher and not Steam. We tried moving saved games files DS to Early Access change to friends only and then Early Access to DS but the setting resets. HALP!
set a password in the server manager
give password to friends
dont share the ip with people you dont want to play
there is no friends only setting on a dedicated server since it doesnt have any friends its a computer
and there is not whitelist feature at the moment
When setting up the server, should it be done using localhost or using the pc's IP address? When using the IP address the creation doesnt work or proceed with being able to name the server
add the server with the ip address of the box hosting it- local ip or external ip wont matter if ports are forwarded correctly
You can also set multihome to 0.0.0.0 it will accept then connections on any address.
multihome?
how to create a dedicated server can anyone help
?
what port should I be using? still the same 15777?
not completely sure what "ports" are
Ah okay I understand, it’s about the connecting IP
it will let the server be unbound/bound to a set ip but if the port are not forwarded the external ip still wont work
I have the same troubles with this dude
you need to go in to your router/modem and forward the ports to the ip of the host inside your network
?
15777 7777 15000
I dont know what forwarding ports means
so say you external ip is 89.89.89.89 when someone tries to connect the router needs to know where to send the info
Well IP Adresses are the addresses for devices like your router and computer…
But now you know the computer to connect to, but not to which application, that’s why the address consist of a IP and a Port
so you forward the port to 192.168.1.150(whatever the internal ip is of the host box)
Your Router hides the network in your home. That’s why you need to tell the router „if you get an connection to 7777, please forward it to my Desktop PC on port 7777“
ok. i get the concept. how do you do that?
depend on the internet provider and the modem and or router
sorry for the "dumb questions" never done it before
how do you do that
depends on your network setup
ok im in
what model router/modem
modem ig
whatever ATT fiber gave me lol
should say on the web interface
BGW210-700
sent you a dm with the link
thanks!
i couldnt decipher thorugh the wiki #meanewb
what protocol should I be using? I am having to enter the information in custom
I have a gobal port range and base host
so do it 3 times for each number?
one for each
same number for golbal and base
and yes one for each
so one rule for 15000 one for 15777 and one for 777
err 7777
so 3 in total
Says invalid application when making second entry. name already in use.
then you need to asign it to the correct computer/host
I named it satisfactory. is that not right?
how do i make a dedicated server
name them each diffrently