#dedicated-servers
1 messages · Page 228 of 1
Well, it sort of worked, but the issue was changed around a little
now it has trouble connecting to the internet LMAO
Guys cannot play on my server although the save is taking 31 sec every 16 minutes or so, the game disconnects
also this on the server log
The timeout limit is 30sec, so yeah, having a save time of 31 sec is no good. A 8400 should be enough, I don't know what is making your save file so long. Try to upload it to the QA so CSS can check what make it so long to serialize. You can also check you CPU single-thread performance, maybe it has a problem (cooling, RAM latency...).
Thanks will check it out
cpu usage is at 53-55% @ 3.8ghz temp 45c approx, ram usage at 9-11gb out of 16gb
Al temps seem to be within the mid 40's barely reach the 50's
I don't want to brag or complain enough people have a long runt due to updates, but this started to happen since the last update
ALso to note that the save is only 9.1mb in size
yeah, make a ticket on the QA with the file and timing (and branch) so they can investigate 🙂
Thanks, just submitted in the Q&A with save file and log file
Hey does anyone know how i can get the Password of the Server? I haven't played in a while and forgot it 😂
You mean your admin password?
Yeah found it thanks
All good. Happened to me a couple of weeks ago too ^_^
is there a way to stop trucks phasing in & out of existence randomly?
they seem to follow no concept of spacetime
Move the Server files to another folder (public), when you start the Server on another User(windows), you have a seperate one
hey , my pc is always crashing while trying to connect to a dedicated server, cant find a reason for that did someone experience something like that?
not an expert, but crashlogs may be needed.
how would a dedicated server be for playing alone. ex: hosting server on more powerful pc that lacks a gpu?
All I can say is try it out Dedicated Server are CPU & RAM intensive should not require a GPU obviously you'll need to connect it a monitor to set it up so I suppose the CPU and motherboard has video out
dedicated server is just running code.. its not producing graphics so dont need a gpu
That is what I had been doing as an experiment, and it works fine-ish. You get some weirdness sometimes though
I'm not sure if you gain much besides the ability to let your factory run while you close the game on your main computer
So how do I adjust the connection timeout?
wiki has all the things u can do
Dang. Hardcore server requirements. The higher single-core performance makes me frown, but at least there is multi-thread support. Hosting in the cloud seems to be a budget-destroyer.
Has anyone pushed the boundaries of server hosting to better understand how few resources are required for smaller servers, (1-4) concurrent players?
on the wiki page in topic
it has a min server
For memory, yeah. Is that a true assessment as seen by active hosts in this chat? What about the core requirements? How accurate are the documented suggestions?
I ask because these requirements are a rather large barrier for those who wish to test the experimental dedicated server.
anyways
Thanks for stepping aside. Can anyone else share their experience?
could search this room for images ... alot shared ss
That's good information, thank you. I will search above and take a look at the screenshots.
I run the game perfectly fine on an old computer running as a server
I have a Xeon E3-1225 v2 with 16GB
its plenty
Imo what could be useful: using a ssd for faster savings
Finally got my server up and running (I think)
I went to Windows instead of Linux and made a .bat file to launch it at boot
(After a half dozen resets on Linux, I was kind of tired of fighting systemd)
i need help
link in topic
i already tried that it didint work
lol
Can someone code up a "Link in Topic" auto-response bot? Merkules needs to get some sleep.
can someone explain to me why its not working
then how do i get into the dedicated server
server manager
Where do I find the address
Jeez, dude.
Sniperman makes an excellent point. There is an error message in the output. Errors should not be present in a log, ignoring them is a bad habit, and a dangerous one. In this case, it caused confusion for the host when the SteamAPI failed and a note should be added to the Wiki.
thats normal
Sniperbro, your server process most likely binded to localhost. I don't see an IP address in the logs you posted.
but it didnt error and die it finished loading
Try to open the Satisfactory game client and select Server Manager.
Attempt to connect to localhost. I am assuming that you are hosting a server on the same machine you are playing on.
If that fails, or you are using multiple machines, you need to setup your server Configuration File.
i selected server manager and it brought this up what do i do
Check out the "Address" field. You need to enter the server's Address there.
Try using localhost while the Server is running.
Can I close the code window or will that close the server
that is the server running leave it running
I have faith in Merkules. He will teach you about your Public IP Address, how to connect to your Router's management portal, and how to configure Port Forwarding. Take it away, Merky.
wiki has it all
Can I use a second computer to house the dedicated server code
Regarding server hardware needs, the game runs fine most of the time and is a lot of fun with others. Mine and other players' issues seem to relate to the autosave process capping the CPU and causing a range of gameplay issues (below).
Hardware makes a difference -- running my server on my newer gaming laptop in Extreme Mode (Intel Core i9-11980HK @ 2.60GHz (3300Mhz)), up from a 3-year-old gaming desktop (Intel Core i9-9900K @ 3.60GHz (3600 Mhz)) got my save times down from 12secs to 7secs.
The autosave seems to be single-threaded and captures everything in a period for which the client has to wait. This manifests for the player as a noticeable hang when building out blueprints, movement rubber banding (incl. trains going down the wrong track being snapped back and proceeding down the correct track, etc.), and a freeze of inputs (i.e. if you were pressing jump to hover up before the save, your 'up' input will still be held after it's over). Issues with built objects are also discussed at https://questions.satisfactorygame.com/post/622627ba831c85205236c4a9.
I've found the hang noticeable after about 7.5secs; anything after 7secs is equivalent to "lag" in other games (i.e. 7.5secs is about 500ms lag; playable and a minor inconvenience). After a couple more weeks, my save times are back up to 10-12secs, equivalent to a spike of 3000-5000ms lag spike, and is enough time for me to realise, stop moving, look over at my laptop and wait for the autosave to finish, then hope that my pre-save inputs don't cause me to hover away from power and fall out of the sky. I've died a few times, losing a further 10mins retrieving my stuff!
I note other players report the network timeout of 30secs is a hard limit, because if the autosave takes longer than that, they'll get booted out to the main menu. I personally couldn't tolerate a hang that long... and I'd hate to reduce autosave frequency because I find an entire factory can be made in 15mins. I'd rather die than rebuild!
This is what I do, yes. Gaming laptop is running the dedicated server, and I'm playing from a gaming desktop PC.
I've written a basic step-by-step guide that's almost the exact length of a Discord post, which could do with verifying and potentially pinning if a moderator thinks it's useful as a supplement to the wiki. I'll wait for advice from a moderator though, so as not to confuse new people in case it's inaccurate/incomplete (and in case I'm not around to edit/remove it when someone official sees it).
Can you explain to me how to access the dedicated server from the secondary computer because I know how to do it on my main computer but I was having trouble with the second computer
what do you mean with access from secondary ? Thought the secondary host the dedi server, so theres no further access than tweaking configs,saves etc. Or do you host a "normal" mp game on it ?
Hello, I created a dedicated server today and loaded a savegame. There are problems with the conveyors right now. The coal, for example, just gets stuck in a splitter so that nothing goes further. Is this a known problem with a dedicated server? I have already tried to replace the whole thing but does not work
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com/ - <3 @orchid vault
does anyone know/has done testing on how playable superfactories are on dedicated servers yet? im debating on running one for my friend and i on our save with about 200ish hours put into it. we are slowly transfering towards building a super factory so im curious if it would be a bad idea with the current state of dedicated servers to run it on one. ive been playing with my S/O on another, smaller world in tier 3 and its running quite smoothly (and im honestly kind of impressed considering how much warning they put on it) and have been quite happy with the experience so far. basically im asking if anyone knows if the performance levels scale downwards similar to a normal multiplayer game as your factory gets bigger, or if there is more serious bugs i should be worried about and wait to be fixed
(and by super factory i mean a world with well over 40k+ foundations and walls, with over 700 part making machienes)
what do you mean by this?
pos = piece of shit
oh lmao, thought you meant more technical than that. so would you advice against it or not?
no idea what ur talking about i didnt read that book above
hahahahah
i read 1/2 first and last line only
you get the gist of it then, would you reccomend against running a dedicated server for a very late game world vs just running multiplayer?
if you run it on a dedicated server on a separate machine it could take some load of the person who is hosting the server
but the world being so massive and developed wouldn't have much of an effect on the other players in the game? besides the normal expected amount.
you could try to run the world on a dedicated server for a bit and see how it works out and if it doesnt you can always go back
true, thanks for the input
Very depending on the server hardware.
The dedicated server is very CPU intensive, and on top of that, not really multithreaded. So you want to use a CPU with high single thread performance (in laymans terms: high clock) also having enough memory available helps, 16G is plenty enough (the dedi uses 12-14G on my server). The auto-save-lag issue: using a SSD is strongly recommended, also having high CPU-Memory bandwidth helps on this. Leading to the ;TLDR conclusion: you want to use a higher-end gaming rig to run the Dedi, minus the GPU.
ight ty 👍
Performance is important, for sure.
I reviewed screenshots in this Channel and found most hosts willing to post their specs are running power-intensive high-end machines. From what I can assume by previous posts and the Wiki, there does not seem to be much benchmarking statistics available for those who wish to deploy lower-end, and more affordable servers.
With lower-end machines, performance will take a hit. However, that should only result in delayed events.
ya most have some form of server/rack
The much bigger issue, @tender pecan , seems to be your interest in bugs.
I agree, why would anyone spend time and money deploying a solution only to find their world riddled with bugs?
I have not spent any time investigating this myself, so it would be nice to hear the thoughts of others.
"or if there is more serious bugs i should be worried about and wait to be fixed"
From what I could tell above, there are some bug examples, but an overall summary would be nice to read.
We do need to cut the developers some slack, though. They labeled the release as experimental.
yeah, thats why i was asking for peoples experiences so far here. as i said i found that in a smaller world things run really smooth for how much warning they put on it, so i was curious if the warning was more for late game factories
Perhaps the developers are looking for curious people with resources to spend, explaining their efforts to release server software. Are you that curious person?
the lack of people posting should tell u
From what I can tell, worlds can "load" onto a server. Do you have a late game factory available?
hehe its been quiet in here for a bit
well, i dont personally have the hardware on hand to do anything myself, but im thinking of trying a server host provider or whatever you wanna call em. when i get that set up i would be glad to post what i find here
define late game i guess, our factory isnt quite up to the standard that i specified above, but after we get our first massive building done it'll start progressing there fairly quickly.
I would not recommend subscribing to a server host at this time. Given your messages, I assume that you already have a local solution. Is that right? Perhaps it would be best to test your theory on that same hardware.
Are saves recorded in a transferrable file? If yes and you can find it, back that file up before performing a test.
If the test fails, I could use your help. Send me the file and I will deploy a solution with higher specs. This would save me a great deal of time.
i personally dont but some friends do hence the responses. in that case i may ask them and see what i can do
saves on dedi are same as the game .. just backup the save file
if youd like to do some testing on my save we could take this to dm's and i could send you my save. as i said before though i wouldnt quite consider our save to be "massive" yet, but its still fairly sizeable imo
It would be nice to know why the server requires a high amount of resources. If I were to take a guess, many compute-intensive tasks are offloaded from the client and onto the server. I wonder if the game client performance is improved when connected to a dedicated server.
Sure, DMs work.
client works little better but mainly its just 24/7 game access
and allowing it to run while empty for stuff to build up
Run the Dedicated server on one PC. On the other, open the game and Add the server (same as your friends are doing from wherever they live).
If it's a Smart Splitter, you might need to check its programming.
If it's an ordinary splitter, or if in doubt, deconstructing the splitter and all the belts attached to it, then building them new should work.
When building conveyers, pay attention to the direction of the building animation - they follow the direction of the conveyer, and sometimes this animation will play backwards, indicating the conveyer is flowing the wrong way. Normally the game will register everything fine, but it's one of the bugs with how the server/client interacts. So watch the building animation or go up to the conveyer and look at the flow of its belt animation once it's built.
General rule of thumb for me if something isn't working: deconstruct it, reconstruct it, and don't get tilted 😅
I host a dedicated server at home rather than a third-party, and the world save time is the key issue (as I've noted above). As the factory increases in size, so does the time the client has to pause for the server to complete the autosave. It has gone from minor blink of lag every 15mins to a noticeable wait and having to deconstruct/reconstruct whatever I was doing in that window (or, worst, run back to my corpse if the lag spike at the time of save coincided with me hovering out over a cliff or something).
My reading of this channel is that I don't think there's anything a third-party can do to make that autosave process any faster as it's just throughput that ideally shouldn't require a supercomputer server farm, so optimising that in some way - necessary given the nature of the game is to have more objects over time - will be up to the devs.
Outside of the autosave window, the server seems to run just fine (even before I ran it from my OP gaming laptop). I wouldn't say I have a mega factory but I'm well on my way to it (train lines everywhere, just built a steel bar/pipe factory making 900pm/1200pm respectively - and the save file is around 7MB). DM me if you want a link to a Youtube video that shows the scope of what I've built.
cool, so basically if i just make the auto save timer a little while longer so the lag is infrequent there isnt much problems. that actually sounds pretty awesome and much better than i expected, tysm for your input
Yes, that's been my experience for my friends and I - everything is fun and fine, but every 15mins someone swears on Discord as they fall to their doom or their movement is rubber banded etc. Just keep an eye on your autosave time and communicate to your friends the issues they should expect so they don't tilt either: https://questions.satisfactorygame.com/post/622627ba831c85205236c4a9
And if you're already running multiplayer from your home PC, no harm in setting up a Dedicated Server from which you alt-tab out of the game. If you find your PC can't handle it, you could then consider other options and migrate wherever your save is up to. But in the first instance, trying at home is free 💜
@spare birch - You seem experienced with Satisfactory dedicated servers. Are you available to critique a low-end server that I spun up for testing? I am going to destroy it later tonight.
Resource usage is high, but definitely not hitting the cap.
I'm not using a proper computer for testing, nor do I have recent gameplay experience to make a comparison.
The Wiki documentation requires some work as well. I might contribute later, but I want to log out soon.
2 shared Intel Skylake 3.8GHz vCPUs, 4GB memory, NVMe SSDs. I don't notice any issues currently. I was told the world save I am using is not big, but the map seems larger and more dense than any of my solo world saves.
The extent of my experience and testing is documented in this channel, I've only learned as much from others. Watching CPU utilisation was a revelation for me in identifying what was going wrong, but there's nothing I could advise on optimising hardware, nor would I think it effective given the consensus seems to be the basics: a better CPU and SSD will result in better performance, and if you're not happy with the performance on starting a new game, you won't be any happier later.
The exponential nature of growth in the game is natural, and the game seems to do a good job of only simulating what it needs to at runtime efficiently, regardless of world size (I think some of the devs explanations on how conveyer belts work in YouTube videos are actually genius).
The autosave issue only becomes apparent in mid-late game, and is breaking the game for some (where autosave time is greater than 30secs, it boots the player out to main menu every autosave due to network timeout). I think those like me who have hit their personal limit for tolerating the lag spike are either increasing the autosave window or probably just playing other games while waiting for the devs to optimise it.
So, if you don't notice any issues currently, enjoy the game and keep being efficient. Hopefully by the time you reach the point it's a problem, there might be a patch that improves things for everyone.
Right, you make great points. I decommissioned the compute instance. I enjoyed the experience and am looking forward to playing Satisfactory again once I can setup a proper gaming computer.
I am going to bounce out for now and work on other projects. See you around, peeps.
If you're looking for an optimisation challenge, I suppose you could surmise a factory with as few objects as possible, so there's fewer for the save to store and simulations to be run. Things like planning your factory from the start to use fewer power poles, efficient conveyers/splitters/mergers (every decision point for an item is a calculation, logically).
We don't know enough about the game logic to know if there's a material difference in performance for using complex objects like programmable splitters VS regular splitters (one imagines the difference is not nil), but overthinking how one builds a factory as to how the server runs might diminish the enjoyment of the game... And it seems on theme in terms of lore to just go mad with conveyer spaghetti while trying to be efficient, so I think it's on the devs to optimise the game to meet the fantasy of having performant megafactories.
Hey, i'm having a problem where I change the dedicated server visibility from private to friends only and the server automatically changes it back to private. Does anyone know how to fix this problem?
that setting is only for listen servers
so how do i give people a session code if its stuck on private?
u dont lol u give them the dedi ip
wait so i just give them my IP and they can just join?
i thought i needed to give them a session code
@orchid vault
^
just so we are clear you mean so they can join the actual game and not the server manager
everyone uses server manager to join server
really?
i thought you had to join the game on the server, make it friends only, then send them a session code
@orchid vault
do i have to repeat stuff so u believe it?
no, just reaffirming
@Krimzon Dedicated servers don't know what "friends" are. If someone has the IP address and the player password, they're in.
I really appreciate your break down of the in’s and out’s of the issues experienced by late game players like myself and my good colleague on my dedi server where we keep getting network error after an autosave, I reached the extent of increasing the save interval to like 3000secs at least it gives us 50 minutes of uninterrupted gameplay, btw you mentioned the ‘autosave window’ is this what I’m doing by increasing the save interval?
I'm glad it's helping, though be mindful that everything I'm posting is my first-hand observations and dilutions of what I'm reading from other players. I'm not a dev, I just have an interest... and sometimes, that might make my information even less reliable, because I'm taking potshots without actually knowing what's going on.
But with that disclaimer out of the way, yes, the autosave 'window' I've referred to is the time between when I believe the server starts saving (and stops communicating with the client) and completes saving (and resumes communicating, as well as processing any queued instructions).
My observations:
-
If your autosave is less than 7secs total, you probably won't have any window where the communication drop is an issue (or, if you do, it's probably only a very minor adjustment to your movement). Building instructions between the server and client that were queued during this time seem to be communicated consistently and in order, and the client interpolates server authority movement correctly (similar, I believe, to rollback netcode in fighting games -- which is why other players move smoothly on your screen, even if they have a bit of lag).
-
More than 7secs becomes noticeable, roughly equivalent to "lag" in other games (i.e. 8 secs total autosave time = 1 sec lag spike every autosave). This noticeable lag spike manifests in issues like movement rubberbanding (trains going backwards, hovering out over cliffs, etc) and building construction issues (if you happened to click to build something during the autosave window, the blueprint hovers and sometimes the building won't work, so deconstructing/reconstructing becomes habit).
-
More than 30secs and your client will timeout completely, booting you out to the main menu (so I've read, anyway).
My recommendation at this point is that yes, have a longer interval between autosaves when your world is big enough that it matters (i.e. beyond 7secs), but also remember you can manually save the game (Server Manager -> Manage Saves).
So, if you make a big amount of progress on some construction project, bait your friends into coming to look at it. When they arrive, hit the Save button while you're standing about having a chat: if they're all stunlocked praising your design on voice chat, they won't even notice that they're also being stunlocked by the autosave window.
And if you're being booted out to the menu on save because it's more than 30secs anyway, time your bathroom/coffee/sit-stand-stretch breaks accordingly. There's no point getting tilted, when all the game is trying to do is wholesomely and thoroughly capture the fantastic world you've built/decimated (depending on your perspective).
As another non-developer speaking their thoughts, perhaps improved multi-threading support would help alleviate the "lag" during the autosave process. A modern snapshot solution should not result in a frozen environment. Of course, the developers probably already thought about this and are taking it into consideration, if not already acting on it.
"Rome wasn't built in a day".
We have gone really far into the game to start from new, more than 130km of train track, 60 drones and factories spread over the map an infrastructure to be proud of, we haven’t even tapped on 70% of the map resources we reached the end game tier 3 months ago, since then we’ve been improving efficiency
100GW power to have enough for future tiers e.g
They'd know more about Unreal Engine than I would; I don't know what the solution is, only that the problem is antithetical to the game's fantasy of building big factories. I'm sure they'll optimise further, but I won't second guess how that'll eventuate.
I take comfort in their openness and the way they've spoken on technical matters in their Youtube videos. I feel genuinely awed by some of the technical skill and ingenuity that goes into making games like this work. Makes it all the more satisfying to play for the vast majority of the time that it works, and I'm more forgiving of the brief moments when it doesn't.
When im back home I’ll post a picture from the sat calculator to demonstrate what we’ve built and see what’s all the fuss behind such a long save, i state again our builds are@not that big just enough for the resources needs
Yes I totally agree with you
That factory is way beyond anything I could comprehend. I've just figured out the difference between how Path and Block signals work in concept vs. which is better in practice (where trains can use the same blocks, but only occasionally do, so stopping at Path signals is unnecessary). I've so much more to learn.
It’s the most addictive game I’ve played in my 30 years of pc gaming
Hahaha yes, it is at that. The autosave issue is probably the only reason I get anything else done in life sometimes...
Bug... or feature? hahaha
Perhaps the FICSIT HR Team can push out an update for customizable coffee break reminders that are approved by corporate. lol
😂
Yes lol
"Please visit the nearest Coffee Hub for your mandatory complimentary coffee break. An (x) minute coffee consumption session will result in an immediate deposit of (x) tickets. Here at FICSIT Inc., we value our employee contributions. As always, "Construct, Automate, Explore & Exploit"!"
😅
"Enjoy your coffee. Then enjoy the edible cup, as we do not waste. For the same reason, you won't need to use the bathroom. FICSIT congratulates you for completing your coffee break efficiently."
LOL
I reflect there's an entire subgenre of science fiction revolving around the chilling promise of a robotic voice saying "Thank you for your cooperation"... Makes me wonder if Skynet was really out to destroy mankind or just eliminating objects that were causing its autosave to balloon. "World serialisation in progress..."
Plot twist, FICSIT lady and GlaDOS are one and the same. Explains the orange/blue corporate colours. looks up recipe for alclad aluminum hats
Back to your regularly scheduled programming... he says, to the robot voice
yo how do i port a save file from my pc to a external dedicated server
Is the dedicated server hosted on a pc in your home?
yeah right beside me
Do you have the pc’s networked?
Ok so on the pc which you want to import the file to find the save file folder then copy and paste
But first you must have a save running on the dedi server so it creates a save folder
yea already set up one
In the dedicated server pc find where the save files are saved then copy paste
In game open server manager load save it should be in the list
yeah the problem is how do i get the save file into the server
do steam sync the saves?
Ok on the server pc locate appdata, factory game, factory server there should be a folder called save in there look for the save that you are currently running then copy over the other save in there, ps above not sure if that’s the correct path where the server files are
I’m not home from top of my head I’m not sure
oh im using ubuntu server and ssh into it :p
Maybe they are stored in the steam library folder under factory server
Oh
Coping over a file should be simple or if you have any issue just use a usb save file then open it in the server pc
If your pcs are network you should see on your main pc a shared folder
nop
no shared folder
i never made one
OH
THERE IS LITERRALY A BUTTON ON THE SERVER MANAGER
TO UPLOAD A SAVE
bruh
now it's crashing ;-;
Restart everything and try again
k rebooted the entire server let's try again
looks like it worked
IT WORKED
nice
Ah good congrats lol
I wonder, to what degree does the dedicated server needs a gpu? Is there any rendering serverside or any reason to need a discreet graphics card?
I am concidering starting a home server build project which involves no moving parts passively cooled system, so I trying to figure out if maybe I could build it around AMD APU unit like a Ryzen7 5700G, I just need to get an idea of what kind of workload does dedicated game hosting does.
so i have 2 laptops one is running the dedicated server the other is waiting to connect to it how do i connect to the the dedicated server from the second laptop
What is lan IP
internal network ip
Where do I find that
It's working thanks
have fun
Currently I'm looking into updating my ancient homelab server, which currently also hosts my satisfactory server (CPU: Intel E3-1231v3) Should I be looking for faster clock speed or more cores?
this is more single core performance
Good to know. I have suspected as much as the core at 100% jumps around all the time.
is there a server host that doesn't charge $14.00 a month? I am looking to do a server for just 2 people
Is there a way to re-create the .config/Epic/FactoryGame/Saved/ folder and its associated files for a dedicated server while its still running? I've accidentally deleted it 😐 , its still running fine but it can't create a new save file because the ServerSettings.15777 file no longer exists...
thats actually quite cheap compared to some other hosts.
Yeah I get that, I have ran servers for other games, but when only needing 2 slots max, I dont want to pay for 10 slots so figured I would ask.
id go with it, the server im paying for is roughly 14$ too, and i did do some searching but didnt find anything better that was able to run a higher end world
@spare birch have you noticed if conveyors dont actually output their max item throughput on dedicated servers? mine seem to be visally bugging everywhere but i cant actually tell if its purely visual or actually affecting the conveyors
GPU is idle, it doesn't use it.
I recall reading somewhere that it's a known issue, as is pipes not working at full capacity. Probably read it on the Q&A forums. I personally am aiming for around 540-570 for any given belt or pipe, so that I don't have to worry about remembering the difference or the caps. Also means I don't have to make really long trains to provide the throughput, as I think it's more fun having lots of 1+2 freight trains shuttling around.
From what I recall about how they spoke of conveyers on Youtube, the simulation is separated from how they're rendered, so the visual glitch shouldn't affect the maths. I would expect that the way belts and items interact at handoff (to other belts, splitters etc) is more likely to cause an issue... the longer the line of belts -- or the more splitters/mergers -- the more calculations able to be affected by lag where, for a brief moment, a belt thinks it's getting no input and the total throughput of your system will be slightly lower than expected.
So if I were to run belts at near max capacity, I'd go with 720-750 (92-96%). But if you work out the maths for inputs/outputs for an entire production line, a smaller value is usually more realistic and achievable, so as not to overproduce something meaningless -- lag or not.
And if you want to build yourself something for testing that will actually contribute to your factory, I'd suggest going with something where only one recipe exists -- like Steel Beams and Steel Pipes. That way you can increase/reduce capacity on the end of the belt, and you won't have to rebuild it (unless an alt recipe is added in future).
This is why I run mine at home. $10AUD/month for a static IP address from my ISP, and my friend 30mins drive from my home gets 10ms ping at worst.
Not sure. I'd try making a new server just to recreate the folder structure.
tbh this made me even more interested since my main concern is my 3120 items/min sorting facility, it has around 300 smart splitters between 300 storages
or 3160 not 3120
or idk its late and my math cant maths
4x mk 5s
Yeah, I have a 2x780 belt sorting hub taking inputs of 1x60 belts of each item. There's only a few people on the server, and we've yet to come across any time when the storage wasn't full or nearly full when picking up more stuff.
And that's only 32 storage things, of which I think we haven't even used 8 or 9 yet...
fair enough. i dont plan on having more than 4 people on my server at once so it probably wont be a problem, my main concern would be the overflow on it clogging causing issues elsewhere, but i suppose this could also be solved by a smart sink on the drone's end
Various inputs making enough of their items as inputs for the production chain with a couple spare (e.g. I think I only have one machine making Motors for the sorting hub)
-> Mixing chamber (so that it processes 1 of each item, rather than a stack of each item; don't want to have to wait for 500 wire to process before anything else comes in)
-> belts pass through sorting smart splitters (left input Item A, Middle input overflow, right input item A as well just so the lag of the left belt doesn't cause some of item A to be shuttled off into overflow)
-> belts pass through sorting smart splitters for items to be merged into single storage (e.g. 'equipment')
-> excess goods either sent back out to a train line that sends it to secondary hubs
-> excess from that sent to sinks for defined items
-> undefined items sent to an overflow storage, which ensures nothing new/undocumented gets thrown in sinks (like slugs/power cells/equipment I haven't specified yet)
I also have a couple of storage containers with belts out to the secondary hub-filling train station (e.g. if I just want to grab a bunch of concrete, steel beams and alclad aluminum sheets to send to a friend without him having to travel back, or if I'm about to go build out a factory and don't want to come back to the hub myself).
What we did in our server we created a central supply depot train station, so basically what that means all the essential building materials are sorted in that station then put in a 8 freight train and can be called up anywhere in the map to a e.g temporary supply station where the new build is going to be
Would 6 GB be enough for a server of 2-3 people (not always at once), or would I eventually have to upgrade it to 8 GB?
Considering getting one for me and my friend to play on
by default the server stops when there are no players on it, is there an easy way to toggle this?
yeah, i tried that, unfortunately, that doesn't work. I've already reset the game server :\
See the spec requirements on the wiki
I've checked. It said 6-8 GB. Im asking if that 6 GB would be enough for now or whether I'd absolutely need to expand it in the future
There sure is :) Server Manager -> Server Settings, untick "Pause when no players are online" (or however it is worded, I don't have it up right now).
If you absolutely need to expand it in the future, you can migrate your save file reasonably easily.
That's not what I'm asking
You're asking for an absolute answer which has subjective variables. 6GB may be enough if you never really get into mega factories and your players stay in the same area of the world. The more you tax your server by making it simulate everything everywhere, the more resources it may require. And by the time you get to that point, the game may be optimised further so as not to require as much anyway. So, if in doubt, start cheap and upgrade later.
Or, be like me: hate change, and gold plate everything from the beginning with 64GB RAM that never gets used.
Good god
lmao
No yeah I know it's a hard thing to answer, I was hoping that it would be more definitive with a smaller number of players but I honestly don't know how much we'll expand vy
By
I think the last time I figured out what my server resources were, it was around 4.7GB RAM
Oh that's not so bad
I'm mainly asking because I'm not hosting it myself
And yknow, money
That was with two players online, and it jumped to 6.something briefly, but then back it went.
Is it a big world with a lot of factories or?
It's what I'd call the start of end game, yes. Lots of stuff everywhere, but very little in the way of organised.
Potato hahaha
I think if you're asking the question, it probably indicates you're going to be annoyed if the server happens to be less than perfect. In which case, don't tilt yourself and go for more resources, so if the game does lag a bit, you know it isn't because of that issue... Could be the game, the quality of provider, your internet connection, who knows. But at least you won't blame a lack of RAM. :)
Honestly I don't mind entirely, I just don't want it crashing or lagging a lot lol
I trust the provider since I've used them before, but mostly for Minecraft servers
If it's just two of you, and you have a decent PC at home, start out by trying running the dedicated server on that - this is what I do. It may not be fabulous, but it's free and easy to set up, so worth trying.
Hmmm
Yeah that might work better actually
With that I was worried about my connection + leaving the computer running all the time
But it probably wouldn't be an issue
I'll need to look more into the specs which I can't do right at this moment since I'm walking and typing lol
You sound like an anxious person, I can relate to that. The portability of your save is what's important: if you try it out and you're happy for a few weeks but it starts to fall apart for whatever reason, you can move it and load it to another server later.
I think I'll do that, try it on my pc and if it doesn't work out move it to a server that costs money
Since if it turns out to run great on my pc and I use a server I'll be wasting money
There's good info on the wiki and we'll help you along the way, don't stress, and don't pay through the nose - especially since the dedicated servers are still experimental, so official support is limited and things can (and do) crash/break that are nothing to do with you or the hardware. Enjoy the game, and don't let it tilt you.
Thanks for the advice, now I just have to stop procrastinating on making it lol
Some time later today........
Probably
I wrote up a post with a quick step by step, I've been waiting for someone to ask so it could be tested... Let me find it and post it here, you can give it a go later, and see if it helps make some sense of everything. I may not be online when you try it (10pm where I am), so if you get stuck, refer to the wiki for details or just ask here and someone else might advise.
Set-up guide for a Satisfactory Dedicated Server at home
1) Find your public IP address
- If unsure, Google "What is my IP" and copy-paste the address (it will look like: 123.45.234.51)
- Remember to keep your address a secret: only give it to people you trust
2) Open firewall ports on your router, so others can join your game
- Log onto your router and navigate to the relevant page (every router is different, but look for 'Port Forwarding' or 'Firewall Rules')
- Add rules as at https://satisfactory.fandom.com/wiki/Dedicated_servers#Port_forwarding_and_firewall_settings
3) Launch the Dedicated Server (separate from the game)
- Epic Games: Add https://store.epicgames.com/en-US/p/satisfactory--dedicated-server to your Library
- Steam: Under Library, use the drop-down and tick 'Tools', and Satisfactory Dedicated Server should appear
- Install & launch it
4) Launch the Satisfactory game
- 4a) Go to Server Manager, press Add Server (bottom left)
- 4b) Copy-paste in your public IP address, port 15777, press Confirm
- 4c) Click on your server, wait for 'Connecting...'
- 4d) "Claim" the server, adding a Server Name, Administrator Password (for you), and Player Password (for players you trust)
- 4e) Under the Create Game tab, set the starting area, enter a Session Name (used for save game files), then press Create Game (but don't join it yet)
- 4f) Under the Server Settings tab, untick 'Pause the game when no players are connected' (factory keeps running when nobody is online)
5) Help your friends join the server
- 5a) You: Give your public IP address and the Player Password (make sure they don't leak that information to anyone else)
- 5b) Friends: Go to Server Manager, press Add Server (bottom left)
- 5c) Friends: Copy-paste in the public IP address, port 15777, press Confirm
- 5d) You & Friends: Under the Status tab, press Join Game (bottom right)
Note: This guide is unofficial & simplified. For details/FAQs, see the wiki.
And do this too, it's one of the main benefits of leaving the server application running without needing to run the game itself.
should fix it for if person is hosting server in their house on lan
shouldnt hav ethem using internet to their own server
I had that in there, but it's already exactly 3 characters short of being max length for Discord.
I have both my local IP and my internet IP added as servers in my game, and it's a 0-1ms difference.
its a big difference in net but u play ur game how u want
So for the sake of a simple guide for new people, I think it's fine as is. Especially since they wouldn't be able to troubleshoot issues if their public IP address changes and they can't tell why their friends can't connect.
How much of a big difference? I haven't tested, but I imagine if bandwidth were an issue, my friends would tell me they're lagging.
Well, both show 0-1ms in the server list in game. I can't report otherwise.
But if you don't give a shit, I'll let you be.
Again, I'm just reporting what the game shows me.
if only it was right
Good talk.
They seem nice lol
Indeed, very nice, totally

Searching "Merk" told me I needn't take it personally 😉
hahahahaha
I love reading Merk posted answers there all === Ask question, get correct answer, debate correct answers, Merk low key called the person a moron
yay tmtroll is back
I am only a troll to stupid people
ok enjoy ur drama
lol
😂 😂
@spare birch You know I'm having Network Issues Disconnection only because my save is too big, I have a question for you, if I rent a server and upload this same save would I have the same network issues (I suspect I will) at least to try something out I already have cold turkey not been able to play the game properly 😓
depends if your hardware is like old spinning hard drive and rented is m.2
if u have fast hardware then u wont see much difference other then what the cpu/ram does compared to urs
My dedi is on a i5 8400 16gb and server is on a M.2 nvme
ya wont get much better renting
It is the network issues im having every time there is a save we get disconnected
maybe they add a check loop for autosave times to keep connections
because the save takes more than 30secs to complete and it timeouts the player/s
ya i know what u mean not much u can do
yup alot will be happy then
👏
Today is fun. I replaced the ethernet NIC in my server only to boot up and find the cache module in my RAID controller failed.
Aaaaand, fixed!
Not a network issue, it's an autosave issue with the CPU processing as fast as it can. Your network is fine, it's just the game is designed so that the server/client stop communicating while autosaving. The autosave takes longer as the world gets bigger, and if longer than 30secs then the client gets timed out.
The only way to reduce the time is to get a better CPU to process it faster. This is why my autosave went from 12secs on an i9 9 series to 7secs on an i9 11 series. But after two weeks of building, even the better CPU is taking 12secs.
Ideally the game shouldn't require a supercomputer to process an autosave efficiently, so short of continuously upgrading to a better CPU or deconstructing unnecessary objects in my world (tedious), there's nothing I can do: it's on the devs to optimise that process so it takes less time.
I think something weird is happening. the screws going into my assembler keep stopping for a second every like..3 seconds or so for about a second
its not full of screws either
theres only ~20 in there
@spare birch - I would argue that a Supercomputer is the opposite of what is required. Most supercomputing technologies rely on high core count for multi-threaded processing. Something tells me the Unreal Engine was not designed to support the environment Satisfactory offers.
High frequency single-core processing is a relic from a bygone era, think old Cray supercomputers.
I'm being facetious about a "supercomputer" as a description for a more modern and faster CPU.
Gotcha. Yeah, I seriously hope the developers can overcome this obstacle.
Is it just the one Assembler or is it all your factory is pausing?
only just started a new save so, I only have 1 assembler
Deconstruct/reconstruct the Assembler, belts and any splitter going into it, and see if it's still an issue.
I needed to remove a belt and merge 2 constructors into 1 belt line and that seemed to resolve it I suppose
Hey homies, just a warning - if you decide to pay for Satisfactory hosting - don't do it with Clanwarz - I took a few months hiatus came back and they straight up deleted my save files, then blamed me for it. Really classy service.
Spread the word.
separate question: what kind of cpus are people running? Ive only just started a dedicated server on an x99 system, i7 6800k. htop tells me its doing...fine-ish but again, new save. ~10% usage of 1 thread
I bought an r720XD (unrelated) and am thinking of tossing this on that. it has a pair of xeon e5-2643 V2's in it
@spare birch - I am now certain that a setup such as yours is better than any option available on cloud computing platforms. Even if an option was available, the price for (1) month of hosting would be more expensive than building a home tower server.
Your processor is a beast.
I don't think any third-party provider is obliged to retain your data after you stop paying them. If you go on hiatus in future, make sure you download your data before ending/pausing your contract.
No no, as in I just stopped playing. it was still being payed for.
which processor 👀
In that case yes, I don't think a provider should touch your data and that seems unfair... But probably beyond the scope/rules of this channel to discuss.
It sounds like an intern learned a lesson in using rm with relative paths. I doubt the System Administrators would fess up to it. Although, I will admit that past experience made me cynical.
I mean, don't pay them for hosting - they'll break your stuff then basically call you an idiot while on the support call.
My conversation was with the "CEO "
It should be, it was expensive.
Super mad.
If you spoke with a CEO during a support conversation, migrate off of that host immediately. That would be a sign of either a small-time server chop-shop that oversells multi-tenant servers, or a specialized company that would not fit your goal of hosting a Satisfactory server.
Agreed. Sounds awful, and I'm sorry for your save game loss.
Yeah 😦 270+ hours
about 100 of which at that hosting which I didn't see the need to constantly download.
shame on me for expecting people to know how to do anything.
The lesson I'm learning from your experience is to download a copy of my saves regularly, even if I shouldn't have to.
reposting for visibility 👀
@violet stream - I know this advice won't help much now, but it should in the future:
A good backup follows a “3 2 1” rule which is:
1. Have at least three copies of your data.
2. Store the copies on two different media.
3. Keep one backup copy offsite.
This is where I discussed my hardware :)
ty!
fascinating. if cpus like that take multiple seconds for a save, thats a big yikes
And yes, my gaming laptop is a beast. That's actually the name it has in my network haha.
Dang, you are on a laptop? That's insane.
Do you have a cooling pad under that monster?
I assume the fix is to save asynchronously. dunno if they could rewrite saving to be multi-threaded, but maybe.
I play from my desktop so only the laptop CPU is working (the GPU only being for rendering Windows), and the laptop is elevated most of the time on a monitor arm. It doesn't have to work that hard outside of the autosave window.
I assume that you mean a Windows OS, and not a GUI with windows. Have you spun up a Linux environment to compare the performance? I did manage to squeeze more performance out of a shoddy cloud compute instance by deploying the Satisfactory server in Ubuntu Server.
I'm sure they'll figure out whatever solution works best. Even game design solutions like bigger foundations and more connections per power pole result in fewer objects in the world. Only so much they can do there when people build curved roads and megafactories though, so yes, resolving the bottleneck of the process would be ideal.
Correct. Though I am not keen on spending time optimising it further myself to save a few seconds that will be consumed by another two weeks of building anyway. I use that laptop to multitask when I'm gaming on the desktop, so dropping Windows isn't the solution for me.
It's essentially a dual-PC streaming set up, I just don't stream.
Sure, I hear you on that. Curiosity took hold of me.
All good. I get more enjoyment out of being here and helping others than I would spending more effort on minor reward in my own set up. I feel like Sisyphus might've if he became a consultant... although without the clickbait marketing of "10 ways to push bigger boulders" and a video thumbnail of Grecian surprise-face.
I just had a thought, and yes that is dangerous.
What if the Satisfactory server had an execution option to launch an internal benchmark? A standardized method for analyzing metrics that are important to the game server operations could demystify performance. If collected and made public, most discussions in this Channel would benefit from the data pool.
Depends how far we're off in our observations, and whether that information can be sourced by the developers already. If we've come to the correct conclusions, even with incomplete information, then knowing for certain doesn't change much - even if we know the answer, we can't implement the fix.
The devs already get logs from our gameplay, unless we turn that option off. So they're good for data or, if they're not, they can change what is logged and sent to them as they like.
I know I'd not be involved too much in discussion if this channel were a series of data logs. I appreciate others might parse logs quickly, but I look at the gameplay: describe the problem, try solution A, if that doesn't work, try solution B. Kinda like IT support. Ordinary players shouldn't need to share logs to figure out what's going on: just a list of known issues and knowledge how to triage/workaround them 😊
@spare birch the info you are giving out is absolutely invaluable in terms of compute power for a server, I was thinking of testing it out on my main pc, watercooled i9 10850k @5.0 all cores 32gb ram to see if that would make a change, that said i wouldn’t leave that pc running all the just for a server even if I have many years of experience of building pc’s especially hardline watercooled ones I wouldn’t trust it be on 24/7 a small leak (which could happen at anytime) could destroy the pc and a fire hazard if left unattended for many hours
Hey guys how would i get the IP of a dedicated server that my mate is running off his computer?
easy ask him to google 'What is my IP' copy paste it to you
if you are not inside his network you would need his public IP and they would had to have setup port forwarding.
All unattended electronics are fire hazards, but some more than most, yes.
And I was running my dedicated server off the desktop while also playing on it, and it was fine outside the autosave; the only reason I moved the server to the laptop was for the faster CPU. I'm sure you'll be fine 🙂
would someone be able to help explain an error on dedicated server join? I am able to join with no issues. This is a friend joining.
the text is so tiiiny
sorry 4k
yep
Set-up guide for a Satisfactory Dedicated Server at home
1) Find your public IP address
- If unsure, Google "What is my IP" and copy-paste the address (it will look like: 123.45.234.51)
- Remember to keep your address a secret: only give it to people you trust
2) Open firewall ports on your router, so others can join your game
- Log onto your router and navigate to the relevant page (every router is different, but look for 'Port Forwarding' or 'Firewall Rules')
- Add rules as at https://satisfactory.fandom.com/wiki/Dedicated_servers#Port_forwarding_and_firewall_settings
3) Launch the Dedicated Server (separate from the game)
- Epic Games: Add https://store.epicgames.com/en-US/p/satisfactory--dedicated-server to your Library
- Steam: Under Library, use the drop-down and tick 'Tools', and Satisfactory Dedicated Server should appear
- Install & launch it
4) Launch the Satisfactory game
- 4a) Go to Server Manager, press Add Server (bottom left)
- 4b) Copy-paste in your public IP address, port 15777, press Confirm
- 4c) Click on your server, wait for 'Connecting...'
- 4d) "Claim" the server, adding a Server Name, Administrator Password (for you), and Player Password (for players you trust)
- 4e) Under the Create Game tab, set the starting area, enter a Session Name (used for save game files), then press Create Game (but don't join it yet)
- 4f) Under the Server Settings tab, untick 'Pause the game when no players are connected' (factory keeps running when nobody is online)
5) Help your friends join the server
- 5a) You: Give your public IP address and the Player Password (make sure they don't leak that information to anyone else)
- 5b) Friends: Go to Server Manager, press Add Server (bottom left)
- 5c) Friends: Copy-paste in the public IP address, port 15777, press Confirm
- 5d) You & Friends: Under the Status tab, press Join Game (bottom right)
Note: This guide is unofficial & simplified. For details/FAQs, see the wiki.
Work through that, and see if you missed any steps
when you say running on my pc you mean the server?
yeah
At home, or third party?
home
Neither of you are using mods, correct?
That one doesn't seem relevant, mine has a 65### one (I'm comparing your logs with mine at the moment)
Do you want to DM me your IP and player password to see if I can join your game from here?
(you can change the password once it's sorted)
The Dedi is very dependant on single core performance, given the single thread nature of the world serialization. My point being, yes you need a "high end game-PC" but that also does not mean get the most expensive CPU, as you do not need many cores, but instead need a high single thread performance.
cpubenchmark dot net singleThread Performance Chart
Especially note the performance per $ outliers like the i3 here
Also it stands to reason that the DDR5 memory has a big part in the performance of these "low end" i3 CPUs
Nice illustration to the argument cores vs clockspeed (not a big difference but still valid conclusion on why power budget per core also matters)
The low core count 5945 can sustain a higher boost clock since it has less heat to dissipate compared to the high core count 5995.
Idle cores, or cores performing other tasks than the single thread Dedi generate heat and use power.
Lucky is the person who can choose their CPU with that level of specificity these days... Unless the semiconductor shortage isn't as bad as it was a year ago... it took me ordering 5 different high-end laptops on the day they were announced before I managed to secure mine.
Them: "That product is out of spec. We can't source the parts."
Me: "You literally just announced the product 30mins ago."
Them: "Yes... We know. We're sorry."
And two of them the retailer was like "Yes, we'll order it in" and two weeks later "Sorry, they've cancelled it, apparently they can't fulfil your order." even having paid in full >_< It was a rough five months.
i'm sure there is a level of manipulation going on that exacerbates the "shortages" to keep prices higher.
imo
used enterprise server market is a good place to look right now.
can pick up a dual xeon PowerEdge on the cheap.
I was looking for a laptop cuz my old one died. First world problems.
Availability is a problem these days
You can stare at this one perfect for application SKU, but there are other options out there
And also do not interpret my examples as "these are really perfect for Satisfactory Dedi" because there are many solutions that work good, not just these
just died on my first time setup server. is big head a known issue?
Known bug, you die something monstrously big appears
This bug also occurs when the normal gameclient is used to host a game
thanks. Think I'll pass on trying to play this till more polish is done. I've played before multiplayer using client and never had this much issues. not relaxing or enjoyable to have to troubleshoot things like this.
anyone have a deticated server i can join
it
wont
let
me
go
to
looking
for group
it
says
I
DONT
HAVE
THE
RIGHT
ROLE
SO
I
CANT
USE
IT
- Cool it!
- Please just type normally, you won't accomplish anything this way.
I can go to #looking-for-group-old just fine, and I also have Zero roles on this server
🤦♂️
i said it wasnt letting me access the forms
i can create them but i can access them for other peoples
plus even if i create one no one is going to join it
Weird, cause I just tried (i'm running a Private Dedi myself so haven't looked at this before) and I can access all forms just fine, right out of the box, so, I really can't say why you can't access the Forms
can someone just play satisfactory with me
just goto #looking-for-group-old and goto the link and sign up and do what it tells u in that room
We already got that.... CAPS also makes you look like an Ogre....
i really dont care
i just want someone to play with but everyones all like "go to looking for group" and i have already tried that so
i dont know what to do
If you want to get help, politeness goes a long way
ive tried ive been doing this for like frickin 4 days
its not rocket science u jsut fill out form
and eveyone redirects me to looking for group
if u cant understand it then ask moderator or community managers for help
well im trying to look for someone to play with right now not someone to play with in like 2 days
so go read and learn how to use the simple setup like everyone else did
and dedi room isnt speed dating for people are who dont want to do shit
this is about dedi server chat
and help
ok then
ok ill go look
B*ll#cks no links allowed
i found it dont worry
ok, could've sent a PM too
Wow...
anyone else having trouble typing a number into a valve, pressing enter, then the number just reverts to what was there?
i can only use the graphical slider to change the value, so i cant get the exact number i want.
it didn't used to do this......
save load
dedicated server.. but i can try restarting the server
Known issue, I believe.
https://questions.satisfactorygame.com/post/61927233831c85205235e24b
Give this a go, let us know if it works.
Hi guys, how do I allow more then 4 players on the dedi server? I cannot find the Game.ini file in the LocalAppData/FactoryGame folder
wiki link in topic tells you how
you have to send shutdown to the server so it writes out the ini files
and put the player thing at top of the file
ah, so the files aren't there while the players are playing
and the shutdown is done through the console ingame I suppose
dang just noticed this channel existed
server's crashing on startup now, great. any help is appreciated
I just did, fresh lts 20.04 install
installed steamcmd using a seperate user, installed the satisfactory server using said user too
did u install the server using steamcmd like wiki says
yup. worked through wiki 1 to 1
you mean questions.satisfactorygame.com?
ya
Is it possbile to start at Tier 0 ?
when u start teh game u can pick to skip the intro and start with a few things in inventory
either way then u start doing tiers in hub
thats the tutorial
Dedicated Server tho
like i just said ... when u start there is option to skip intro
alright so we ended up going with a paid server just for the convenience (+ we can swap it out for other games later), however i've just started it for the first time and for the past 3 minutes or so it's been on this, not sure if that's normal or if it's anything to be concerned about
unless this means it's working and the UI for the site is shit and hasn't changed to "running" from starting lol
oooh wait, i haven't connected to it yet and forgot you need to do that to claim it
i'm guessing that's what this is about
sweet it all works, ignore me being dumb
how much do dedicated servers cost
depends what u get
you can dl the software for free and run it on your own computer
if you go through a server host its between 14-25$, depending on the quality of server you want to run
on my dedicated server, items on belts keep stopped for about a second at each belt connection
just straight up stops right here and at every other connections. Ive tried removed and recreating the belts. that solves it for about ~10 mins before it starts doing it again
Have you had a look at what the server performance is like? Is the CPU capping?
Task Manager
-> Performance tab
-> 'Change graph to'
-> 'Logical processors'.
Shows what's going on with each CPU thread. Every time one of the graphs hits/sits at 100%, your PC/server is processing at its maximum capacity for a single-threaded application.
And if it's happening at every connection rather than a specific one, that indicates a server performance issue rather than a game bug issue.
That said, if it's just a visual issue (i.e. the items are actually still going into their machines, and your movement isn't rubberbanding, there's no equivalent delay in building/picking up objects etc.), then you're okay: the game rendering items on belts incorrectly is a known issue and your factory simulation (the maths) shouldn't be overly affected.
its purely visual
how does one enable creative mode on dedicated?
The dedicated Server itself is free, but the Computer/Server it is running on will cost a bit
Either you have your own Computer where you run the Dedicated Server on, then the costs are pretty much clear, very low unless you buy a new computer
or
You can rent a Server or a Small Part of A server ( VPS ), I am currently testing it on a VPS for 7€/month, but I setup the Server and Panel myself, if you want to have everything setup for you the price can range probably 7-30€/month, depending on how low you want the Ping to be and other factors such as performance/player limit
hello ,
we ve got an issue with our dedicated server. We are currently tier 6 (approximatively 30-40h of game) and none of the player can join the server.
Do anyone have a fix for this issue pls ? 🥺
krab geim 109775241024824819
Hi, i've been kicked from my dedicated server and now my server shows as "Server name pending" NotAuthenticated
Any tips ?
Same here, server crashed twice a day:/...
Hey. I'm trying to get more then 4 peeps on the dedi server, but I don't have a windowsserver folder
@topaz linden @sullen quest @willow solar
Check if your public IP address has changed by going to Google and searching "what is my IP?". Your router may have disconnected from your ISP, and most people have a dynamic IP address that changes every time. It may also change if you use a VPN.
In either case, just add your server to your game again with the new IP address and remove the old listing: nothing else about the server will be affected, you're just pointing your client to find it at the new address.
If you get annoyed with how often your dynamic IP address changes, make sure you don't use a VPN for the server, and ask your ISP for a static IP address - but the latter will cost a bit extra on top of your normal bill (still less than a third-party provider, generally).
As I understand it, there is no Creative Mode in the base game, and mods don't work with dedicated servers currently.
what is this for a error
what must i do?
when i try to connect to the server
I am getting that message when I am trying to join someone else server. the server already has people on it, so I think it is on my end any tips?
Hi guys
%LOCALAPPDATA%\FactoryGame\Saved\Config\WindowsNoEditor\Engine.ini
I cannot find this folder on my dedicated server
Therefore I cannot get more then 4 people in 😦
wiki should tell you about finding the files
very detailed, thank you.
Hi, I am trying to setup a server on linux i have everything port forwarded but can not connect to the server.
I have check my port forwarding and firewall and everything is open
When i created the service i specified a different logging directory but there dont seem to be any logs appearing there and i cant easily copy journalCTL any recommendations
get teh server logs
cant fix server without information from it
so far you basically said .. my car is perfectly fine but wont work even though everything is perfect.. so how do i fix it
Yeah sorry Im being an end user right now im just trying to figure out where the logs are
im not big on linux either so not being mean
Yeah viewing it in journal CTL limits me to coping one screen worth at a time so im trying to find a file
all greek to me lol
I cant dump the file either because it has everything on my server in it
i have no interest in thinking linux
idk if this is part of the issue but
FactoryServer.sh[2204]: [S_API] SteamAPI_Init(): Sys_LoadModule failed to load: /home/steam/.steam/sdk64/steamclient.so
UE4Server-Linux-Shipping[2211]: LogGenericPlatformMisc: Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870```
no access to files
make sure ur using user with access to them
not root
the first line tells u
Yeah I have a steam user that has steam cmd installed and thats where satisfactory is installed
fix the file permissions
I just found a bug report its broken on linux
what is broken
Apparently it looks for steam cmd in the wrong place and tries to use IPV6 but i cant figure it out so idk
try following the instructions on the wiki and making a working server
Yeah I followed it to the word but acording to this it doesnt work on linux after the update and their tips didnt seem to fix it either
there is tons of linux servers
Well i was finally able to get it to output a log
Hello 🙂 Question about my dedicated CMD server.
When I load join a game on the server and I spawn in an area where I've build a lot, it often takes a few minutes to be able to walk. Is there anything I can do to speed this up?
In Area;s where there is nothing build I can walk right after loading.
This kinda sucks because I often fall to my death, since all input is registered and all is done at once, when it finally responds
Workaround is to be aware of this phenomenon and not move much until you actually see movement happening....
Questions: Are you using a HDD or SSD?
How much memory is installed in the machine running the server?
Does anyone know how to fix issues with conveyor belts? I'm fine with animation bugs but it happens a lot that conveyor belts run in the wrong direction. I am very patient but after an hour of trying around with a storage room I downloaded the save file, managed everything on my local machine and uploaded the file afterwards. It seems like this happens a lot more often when I start the belt at the import. Since I had less space between a splitter and the storage container I had no chance but to retry a lot. Some belt work just worked fine but some were not possible. I tried it by replacing the splitter and the container. No chance.
roll for nat 20 or something idk DnD or server shit lol
sorry lol, tried to make a joke, didn't land
you'll have to wait for someone who actually knows what they're doing
you could try #multiplayer-troubleshooting ig
or search in this channel for a similar problem
I have same issue with my ubunut server, my friends can't join the server
Yo, I have a massive headache today. And it seems you were given massive false information yesterday. Setup a symlink to resolve that issue. I think the correct steamclient.so file for you would be in a linux64 directory somewhere. Are you using a 64-bit Linux OS?
mkdir /home/steam/.steam/sdk64/
find /home/steam/ -type f -name 'steamclient.so'
ln -s /use/that/find/result/steamclient.so /home/steam/.steam/sdk64/steamclient.so
I would give you exact commands, but I am not feeling well enough to spin up a VM.
You want to see the file in the output of this command:
ls -lha /home/steam/.steam/sdk64/steamclient.so
It will look different than other ls output you might be familiar with. It would display the symlink target path, probably highlighted in a light blue color.
Questions about dedicated. What resources are absolutely needed for a server? They all sell you dedicated CPU usage, IPs and ram count. I want to get what is needed but not more than I actually need.
Yeah I actually tried the symlink yesterday and it still wasn’t working I ended up restarting the server entirely and then the symlink started working this morning
Hold the phone, why are you talking about NAT? I could see a possible need to setup NAT, but are you sure that you need it? Describe your setup, my dude. Where is your server located and what is it connected to? You might want to look into port forwarding. NAT and port forwarding are not "the same", so watch out for that!
The Wiki and the game seem to use the words interchangeably
Your restart didn't fix the symlink, just a heads up. When the Satisfactory dedicated server crashes, it does not clean up processes. This makes starting up the server a nightmare, because it doesn't check for an already running broken service. The reboot killed those processes.
NAT and Port Forwarding are similar, but not the same.
NAT vs PAT, the main difference here is IP address translation.
Oh so it crashed because I didn’t have the symlink the first time I launched it so when I created it it didn’t work 🤦♂️
I guess it also could have crashed because of the mutihome thing as well
Hey hey, is UFW (OS-level Firewall) running or configured properly?
ufw status verbose
systemctl status ufw
There is a good chance that your Ubuntu Server environment deployed UFW and the required ports are blocked. You can either stop and disable the UFW service and beat the hackers off your system with a good stick, or learn about UFW. The commands are simple. Uncomplicated Firewall is the full name, so why not give it a shot.
Ok, guys. I am going to disappear. My head is exploding. Peace!
Thanks for the reply 🙂
Yes I try to not move, but when it takes minutes (in my main area it literally takes like 2-3 mins before I can walk) I sometimes get impatient and give input...which often kills me when it finally registers...doh!
Server has an i5-6500T CPU, 16Gb RAM and runs off an SSD
Should be plenty fast for the Dedi
Hi! Someone say i could get help here with this error : "Unable to find this sessions with that ID."
please ?
Session IDs are a Multiplayer thing.
https://satisfactory.fandom.com/wiki/Multiplayer#Session_ID
@swift current / @lavish steppe - Check out #multiplayer-troubleshooting
Also, double-check your Steam/Epic Account connections.
Personal opinion, the Epic launcher abuses resources and I don't trust it. inb4 it follows the path of uTorrent and mines crypto in the background, conspiracy warning. But seriously, Electron apps are resource intensive and Epic needs to sort their crapola out.
I pushed the boundaries for minimal resource availability. My conclusion is don't push the boundaries. World growth will quickly make a minimal build obsolete. You can either pay $45/mo for a decent cloud compute instance or well over $45/mo in electricity after purchasing expensive hardware.
I'm on Steam bruh
No worries, just recommending a point to check that assumes you input a valid Session ID.
ok
makes sense. I messaged the company and they said I can upgrade later. So maybe will start with minimum
When you get a lot of rubber-banding (especially noticeable with trains) you can take it up one notch and see what that does, but there is a catch with that: The Dedi is very dependant on single thread performance....
You don't want more cores. The Dedi does not run faster on 16 cores than it does on 2
Ok so, I'm trying to move my local game to a dedicated VPS, everything is up and running server side, and locally I can connect and manage the server (Server Manager tab) and see what load is playing and manage and upload saves, etc. BUT, when I try to join, I get immediately disconnected and the server log has the (apparently infamous) message "Failed to read control channel message", "Received corrupted packet data from client"
I have searched here, I will go search the questions site now
ok, so everything said they had mods enabled and had to disable the mods. I had already done that BUT, was still running through SMM (with no mods enabled). What I needed to also do was uncheck the "Modded" checkbox in SMM which runs it without SML
Ask for mods over at the [official modding discord](#welcome message). - <3 @orchid vault
yep, I was aware of that
how do i let people join my dedicated server? I can join it via local ip but not external ip
if you're inside of a network (i.e. not running from an actual hosted server that is publicly accessible) then you'll need to set up your network to route traffic on that port to your computer. I believe the wiki explains it
Merkules, you really should have Dyno whitelist you about mod related stuff. I swear I see it everytime I drop in here to check on you folks... XD
Fair, fair...
Would you like a unicorn as well?
whos handing out unicorns
Is there any advice on how to start the Epic games version of the server using a specific port, port 7777 seems to be giving me an issue, so I want to rebind that
you have to have all 3 ports forwarded though according to the wiki
so, if 7777 is giving me an issue, i need to change the port
u just define it, well thats the most helpful comment in the history of helpful comments... while I am at it, why don't I just "make it work"
Uhm is it normal, that ores teleport around like crazy on dedicated servers?
everything else works fluent, but ores are massively out of sync
Doubt it’s normal regardless.
yea i also dont think its normal, but it always looks like ores get "stuck" and a huge gap is on the conveyors. Then they teleport 20meters and then it looks like its running normal again
Whatever you see on the belts is not representative what is going in or out, if you have the efficiency correct look in the actual machines or storage you’ll see what I mean
Yea i know, but its still a nasty visual glitch sadly
Yep that’s dedicated servers for you lol I’m waiting till they optimise the save file to carry on playing as we have reached the 30sec save and get network error and disconnects players, tried so many things but don’t work
Hi, trying to set up a dedicated server on ubuntu server/64bit. Tried following the wiki guide as precisely as possible but have had to google for workarounds on almost every step of the way. I finally have the server running, ports are forwarded but "the server appears to be offline." with server name pending and NotAuthenticated. Seems the next step is to check ServerSettings.ini but that file is nowhere to be found. What do I do now?
hello guys
my problem is this
Can someone pls help me?
I have open the ports for this on the Server
when i try to connect to the server, this message comes
Update: Seems that hours of struggle left me a bit distracted. I double checked my forwarded ip addresses and they were one digit off the correct one. My bad - derp. Anyway, my problem is now solved
pls
help me
where is the bug site?
there is no bug site
i have on my server 1 mc server and mail server and linked domain and it is on debian
ok
there i have all done it
but it don't work
What's the recommended way to set up a subdomain pointing to a server with a non default port? Is there a SRV record that the client respects, or something else I should be doing?
since the ip and port are different fields in the server manager window i dont think it matters
I came to that realization after a depressingly long time
It would be nice if there was something a server manager could do something (dns record, or other) that would allow players to not need to enter a port at all and just a server address; but it's incredibly minor
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com/ - <3 @orchid vault
I had a little pause (months) playing on my server. Now when I played with my friend noticed some strange issues. Like conveyor lifts and pipes disappearing when building them, and/or stay in the blue hologram just after confirming the build. Waiting a while or moving closer to them made them visible? Relogging to server also made them visible. Wonder if this a bug or is our save just grown to a point we start seeing these issues? About 200 hours and in final space elevator phase. Server for me is in LAN, self hosted. 2 players max.
Hello, i created a server with steamcmd, i add my server with my ip but my friends when he do the same, the server is offline, so i try to invite him when i'm in the server but when i try to change "private" to "friends only", the save don't work and the type of session is always on "private". I need help pls 🙏
common issue on normal multiplayer too
i got few particular spots where this happens constantly and i had to ask host to build lifts and belts there
OK, do you exprience it in fresh save with not much built?
no, on our super long save
there are few spots with a lot of stuff going around that break
but i wasnt able to narrow it down, sometimes just building few meters to side works just fine
one notable thing is, even if hosts builds the stuff instead of client, client still cant see them
they do seem to synchronize eventually and become visible after some long time
Possibly related to the quality of your connection to the server, if it is happening outside the autosave window (discussed above). My guess is the validation of direction is done on the client end, but it then sends the build command to the server, which is receiving the clicks the wrong way around and constructs it in the opposite direction. I don't think it's related to the length of the belt because it can happen on long ones too. Just a guess, though.
Fairly well covered if you read up a bit, but the TLDR is that CPU single thread performance is key, 8GB of decent RAM should be fine, and an SSD for obvious reasons.
If you're talking third-party and you're feeling frugal, try asking to join someone else's game who lives near you (see the looking for group channel). Once you do, if you think the game is running well from wherever you are located, ask them which provider they use and their tier of service. That way you've got some real world experience at whatever tolerance level you personally have for performance (noting network quality and server distance from you will be a factor, too).
You are right about the lengths and that it can happen on long belts but it seems to happen on shorter distance a lot more often. Just my observation. And I have no idea if there is a workaround.
Connection to the server should be no problem because I am connected via LAN cable.
My suggestion is to build yourself a hypertube from your main base out to somewhere remote and get in the habit of going through it to log out far away from your factory. The nice oil islands on the west coast, perhaps, for scenery. When you log in, you can take the hypertube back - just make sure it doesn't go too fast (so your client doesn't get booted for illegal movement if the server lags), and that it kicks you out at a safe velocity and angle (no rocketing into the sky).
That's good to know, will keep that in mind for others with the same issue - tyty
But just visual, yeah :)
It's likely related to your server autosaving: as your factory gets bigger, the server takes longer to serialise the world into a save file. During that autosave 'window', it stops communicating with the client, which has to wait (hence things that your client built not actually being built when the server comes back, or blueprints hovering).
Workaround is to increase the time between autosaves so it's less inconvenient (and if you build a big project, to do a manual save when you're done so that you don't have to worry about the server crashing before the next autosave).
More has been discussed extensively in this channel if you're one for reading, but a summary of the gameplay issues you might see are in the thread linked below. Feel free to go up vote that if you have a login on their site (though I've no doubt the devs are aware cuz it's the majority of conversation in this channel).
https://questions.satisfactorygame.com/post/622627ba831c85205236c4a9
If it's happening outside the autosave window, my guess is you're just clicking faster than the network is sending the data. If it's happening during the autosave window, increase the time between autosaves, as above.
And general advice for all above: Don't tilt. In the scheme of the amazing factories being built, the odd conveyer belt glitch is minor. Just deconstruct/reconstruct, keep calm and carry on :)
Yeah thanks. The thing is it happens over and over again for the same connection even outside the auto save while other new connections just work as expected. And I am very patient and give it a few seconds before clicking the second time. Most of the time (every time?) you can see that it will happen on that distance because the blue pre build belt already runs in the wrong direction. There are some other side effects but that’s okay for such a cool feature like a dedicated server! Hope there will be some love spent to conveyors for dedicated servers ❤️
when i try to set up my server ingame in says to authenitcate then asks me for a password this is the first time ive hosted a server so
i dont know why its got a password
That is the Admin password just for you then you decide if the players joining your server need a password or not
Remember to gracefully shutdown the server the first time for settings to remain....Server Manager/Console type exit
Copy, very good info. Thank you 🙏
Thankfully the server allows upgrading so CPU dedicated thread will be the first upgrade if we get there
so i tried making just a normal non-dedicated server and got stuck on "Server name pending - NotAuthenticated"
I opened ports 15777, 15000, and 7777 on my physical firewall and ran the port opening powershell command mentioned in https://satisfactory.fandom.com/wiki/Dedicated_servers#Port_forwarding_and_firewall_settings
i tried both "localhost" and my local ip
by non-dedicated, i mean that i just open satisfactory and do Server Manager then Add Server
oh i think i misunderstood what Add Server does. it doesn't create a server, it just adds a bookmark to an already existing server
yea, i did the instructions for the Steam dedicated server option and ran into an error
now i'm trying the steamcmd path. i'll let you know how it goes
My server seems to have a ton of saves?... Which one would be the latest?...
(Unsure if it is done in tiers)
the one that says “26 minutes ago”
Thx
Question, i've set up a dedicated server on a home machine. How do i figure out what my game IP is?
Google ‘What is my ip’
if it's hosted in your house in a local network then it should be the local IP of the machine it's hosted on, right? like 192.168.1.x
and if you're trying to connect from the same machine it should be just localhost
correct me if im wrong
use the -multihome xxx.xxx.xxx.xxx to specify the address and disable mods on your client (if any)
.\FactoryServer.exe -multihome=192.168.1.5 -log -unattended
so im looking into starting a server for me and some buddys is there a file i can get for linux without downloading from steam?
im going through the the headless ssh terminal
For Linux, I am not sure there is a Linux build on Epic... someone welcome to correct me if I am wrong, but if you are not wanting to mess with SteamCMD, you could use Docker.
Chances are that such Docker image uses SteamCMD .....
Good news is that you don't need a Steam account to use SteamCMD for the Dedi , you use the Anonymous user which can only install the Dedicated game servers for games available on Steam
Any update from an API for Dedicated Server ? Is there a way for getting status ?
Okay, thanks 😄
What’s the current state of dedicated servers? Still super experimental?
they work pretty well, but there is some bugs that make super late game kinda icky
but in pre all tech unlock worlds ive had zero issues that actually affect gameplay
localhost = 127.0.0.1
When will mods support be added to the server?
Ask for mods over at the [official modding discord](#welcome message). - <3 @undone sky
Soon™️ 🔜
ok so im by no means new to dedi servers and have several for other games, however when i try to connect to my server from "outside" it says its offline but when im on my network i can play on it (obviously cause its the same network) so in my testing (real quick yes ports are forwarded firewall is allowing all that stuff) i bought two dedi servers from two hosting companies and they give the same issue i cannot connect or even see the ones i bought either.
@orchid vault neither of these are stopping, as i stated before i run several other servers and i bought two hosted ones with the same issues to make sure it wasnt me
nvm bro
Yo, what OS is the server running?
You configured both Port Forwarding and any active Firewalls (OS/Network Gear), good.
You are able to connect to the Satisfactory server via LAN, interesting.
I can recommend (2) quick environment checks to perform:
-
IP Address Bind - Did you include the appropriate IP Address in the
-multihomeflag when executing FactoryServer? The service is supposed to bind to all available IP addresses (0.0.0.0), but you should make sure FactoryServer is listening on the intended IP address anyway. -
FactoryServer Purgatory - Did the FactoryServer service previously crash? I observed a few leftover processes continue to run after a crash. A quick way to test for this without mucking around in a process list is to simply reboot the server OS and execute FactoryServer fresh.
Bonus Points available for troubleshooting:
If all else fails, know the Satisfactory game client is bugged to hell when it comes to server status reporting. The client caches a last known server availability state and can fail to update that information. The client can also successfully break FactoryServer when performing normal administrative operations, such as uploading a World Save.
Relaunch the Satisfactory game client after performing any changes during the troubleshooting process. In an attempt to be even more thorough, delete the server entry, relaunch the Satisfactory game client, then readd the server. Be sure to enter the IP Address correctly and double-check the Port. Experience is not a shield for making typos.
One last thought, if you are running your server on the same network that you play on, attempt to connect using the server Private IP Address. Provide your players with the Public IP Address. Residential network gear can cause complications when mixing private and public connections to the same host and service.
i appreciate the reply, i got it figured out
That is good news. What was the solution?
If you are not sure how the issue was resolved, it would be cool to hear about the troubleshooting steps taken in the previous hour. You might have ran into a new scenario.
is it a known issue that train station and trains gets "teleported" to 0,0 when not in loading distance?
ye but is it something that is going to get fixed bcs rn its kinda weird trying to figure out what station is where when everything is on one point
Thinking about a dedicated server since the guys I play with are UK and Romania while I am US in Dallas.
Is there a better host/service anyone would recommend?
thinking fr or sp maybe uk or ny?
is there a preferred hosting service for this? like mcprohost was ncie for minecraft back in the day?
Hey everyone, I've been trying to set up a server on my Optiflex running Windows 10 Pro via steam cmd, I'm able to connect locally with another PC, but no one else has been able to find the server using the host machine's public IP (75.etc.etc.). For everyone trying to connect externally the server just shows as offline and ServerNamePending. I've checked with Get-NetUDPEndPoint to confirm the right UDP ports are open, and made the appropriate firewall exceptions as well. Anyone have any ideas what might be the issue? I feel like I've exhausted all of the the options present on the wiki setup guide.
So i've decided im just gonna run a game from a dedicated machine (me and my friend want a modded server and this seems to be the only viable way currently) Im wondering if theres a way to REALLY downscale the graphics so it's not taking up more lot of resources than it should be.
im aware. i just bought the game on a different platform and am gonna open it up and just leave it running
i mean, it's a dedicated server of sorts.
It's dedicated to running satisfactory for me lol
is there any possibility of changing log level? I have a server running on systemd and journalctl seems to be eating up a lot of disk space from it
I also don't seem to have an ini files create other than Manifest.ini in the config directory even though I've tried to gracefully shut the server down to save it to the configs. Can I simply just create those files myself and configure anything I need to configure without breaking anything?
how do i change the map? on the server haha
you don't
there's only one map
the "locations" at game init are just points on the same world
You don't. You play up until steel and make a Mach 2 hypertube cannon aimed at where you want to go
Or make a world that starts you in the place you want to start and run it on the setver
Hey! I'm trying to join a friends server. I go to server manager, click on their server, then press connect. It loads for a while, and then comes up with the screen which says tier, milestone, etc. I press connect, then it eventually throws the error below. Any fixes / ideas?
Error:
Since today i cant join my server anymore, while my friends can. It just shows my server as "notauthenticated" and "server name pending". I tried restarting my pc, then i reinstalled wlan drivers, i reinstalled the game, i restarted the server... NOTHING works
what is wrong with this game?
@orchid vault I posted the log, any idea what the issue may be?
i had same issue for ages. we ended up just switching vps which fixed it for some reason
oh ok
ok sorry
im gonna try reinstalling my game
after looking on the satisfactory website, discord message history, steam forums etc. people have only found workarounds, and no proper answer to this, so Im presuming this is just one of those annoying mp bugs
?
well of course it's my issue
that's obvious, but other people have had the same issue as me
clearly the workarounds work for some people, but not for all, like me. thus, its a workaround, not a fix
yep
multiplayer is only in experiment or whatever, so im not annoyed, its just a little inconvenient
i meant multiplayer is still experimental and 'in testing' if you will
ok... there's an annoying bug.... Tractor loaded with supplies for building just disappeared. walked a few hundred meters away from it to build some stuff, turned around and walked back to where it was and it was just fucking gone....
never had it happen to a building.
dude.... I was standing <1m from where it should be. I wasn't miles away. I was standing on the foundation where it should have been and it was not there
did you not notice the bit about "walked back to where it was"
first time I've ever heard that definition of the word, and it has nothing to do whatsoever with the etymology of the word.
speaking of nice, it's nice if you're going to try and help someone... to actually read their whole statement.
that was before I said "dude".
I didn't imply you were...
You're an immature fuck.
What address and port am I supposed to use for the Dedicated server?
Question: Who has already succeeded in creating a dedicated server on ubuntu and making it reachable by their friends? Because seriously I followed everything to the letter, settings, opening ports but nothing works for the server to be available for my friends.
When this problem was fixed? https://www.reddit.com/r/SatisfactoryGame/comments/qmpyex/psa_how_to_change_dedicated_servers_session_from/
is there a way to put on dedi servers mods?
thanks
other question, my satis server is version 177.909, can i update it on the experimental version 182.xxx ? or do i need to reinstall the hole satis server for this ?
in case anyone was curious, a server reinstall fixed this! 👌
It is possible your ISP is double NAT'ing you which makes it rather hard to do things like hosting game servers.
I have located a KIMSUFI server on OVH provider
...?
Not sure where else to ask this
but when I start my server (dedicated non-experimental), I get this in console:
LogOnline: Warning: OSS: EOSSDK-LogEOSP2P: NAT Detection failed, unable to resolve host
LogOnline: Warning: OSS: EOSSDK-LogEOSAnalytics: EOS SDK Analytics disabled for route [1].
LogOnline: Warning: OSS: EOSSDK-LogEOSEcom: Purchase flow is disabled due to overlay setup failure (EOS_NotConfigured).
I do have my ports forwarded
My .bat file:
" FactoryServer.exe -log -unattended -ServerQueryPort=15777 -Beaconport=15000 -Port=7001"
my port forwarding of those ports to my (internal) IP
I'm also getting this:
[2022.04.02-18.01.27:349][ 0]LogSteamShared: Warning: Steam Dedicated Server API failed to initialize.
[2022.04.02-18.01.27:349][ 0]LogOnline: STEAM: [AppId: 0] Game Server API initialized 0
[2022.04.02-18.01.27:349][ 0]LogOnline: Warning: STEAM: Failed to initialize Steam, this could be due to a Steam server and client running on the same machine. Try running with -NOSTEAM on the cmdline to disable.
[2022.04.02-18.01.27:350][ 0]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2022.04.02-18.01.27:350][ 0]LogOnline: Warning: STEAM: Steam API failed to initialize!
[2022.04.02-18.01.27:350][ 0]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2022.04.02-18.01.27:350][ 0]LogOnline: OSS: Creating online subsystem instance for: STEAM```
I'll try running NOSTEAM but Steam isnt on this machine anyway
No change
Hello! Is it possible to shove the save from my computer to a dedicated server to let the game run while I'm gone and get the progress back to my computer when im back home?
You have to manually copy the save file back. There's no way to download saves from the dedicated server in-game.
Thanks! I'll give it a try. Manually copying saves back and forth is no big issue compared to the potential in game time saving
why not just leave it running on the dedicated server and play connected to that? that's what I'm doing.
My machine is quite old (i7-3770) and as the server would be running on the same cpu as the server my guess is that this will not be optimal for performance
but yeah, I will test how much of an impact this will have
first impression is ok, items are often vanishing from belts, but stuff keeps running so they are probably calculated correctly
Hey all I have a question about playing on a deicated server ....... if i have more then me playing can other place their own Hub ? Is there a way to have them start from the begining as well or does it always start them at my base and we can only have one hub >?
Mine does this too and hasnt been an issue
I believe you start with one hub and that's it
I don't think players can make their own
i see
how about this one certain things like the personal chest , new players do not see ... is there a mission they do not get since i have already completed it , or they unlock them somehow ?
yes passed that part lol
I somehow accidentally got 2 hub parts when a friend and I disassembled it at the same time. It still would only allow us to place 1 hub in the world.
@bright night Prgress is shared between players, if you complete a Tier/Milestone, the other players on the server can also use everything the Tier/Milestone unlocks.
Invisible pipes in my Dedi Server game.....
Can't interact with the invisible pipes, but also cannot walk through them
After rejoining the Dedi the pipes are back
Im struggling to find out how to enable console for people on a dedicated server. i there a way or are my friend just dumb and pressing the wrong buttons?
Всем привет. Вопрос:
Сервер выкидывает игроков на этапе автосохраниения. Есть решение?
Hello. Question:
The server is kicking players during the autosave phase. There is a solution?
We solved that problem by opening the save in the single player and deleting the pipes, it can also be done in a save editor
Whoever runs the server have a look at the cmd screen see how the long the save is taking, if it is longer than 30secs it will timeout resulting in the network error message
I’m still trying to solve this same problem myself by tweaking the timeout settings on the server and client
After rejoining the server the invisible pipes are visible again, so probably an asset loading abberation client side, which corrected itself by the leave-save-rejoin and thus forcing a complete reloading of assets.
my satisfactory world isnt even that big and its already taking 2 full seconds to save
Im really hoping that fixing that is the topmost priority for dedicated server
Hello everyone. Sorry if this is posted somewhere, but how do we join people's servers that they post about in LFG?
can you use a save file for the dedicated server?
and does it have to be in expermintal mode?
It's likely only going to get better as the game is optimized, as in single player it's just as bad for save times. And trust me they only get worse, my semi endgame save takes about 10 seconds to save
Im aware
Are dedicated servers capable of running mods? How are dedicated servers these days?
No mods on ded yet
ask for the ip
What is better? Modular or Mega?
Reduce timesave windows or upgrade your hardware.
How big is the savefile?
hardware is fine. and dont know Id have to look
Check please
busy
to be clear, Im not looking for solutions. just merely voicing my gripe about how saves are done. theyll fix it eventually Im sure.
Please in the future, don't complain about an issue that you're not willing to diagnose.
It's not an issue.
As someone with decent hardware, my saves are very snappy and definitely not a problem. Same map for about 3/4 months now with 4-8 people peeks.
most folks dont run into it where users get disconnected but running the save on the main thread in a blocking form is absolutely a problem.
lol no
some of us work for a living
I'm working rn
obviously
I work from home
so do I
Okay then load up SFTP and log on
Get onto your server, navigate to the folder and tell me your safe file size
You're on your PC, there's no excuse
Im on a work machine
/home/youruser/.config/Epic/FactoryGame/Saved/SaveGames/server
Making it easy for you
You're at home, on Discord, on a work machine?
Why not install FileZilla or WinSCP to your work machine also
lol
I use ssh
3MB
It's 100% hardware issue then
My filesize is 17.5MB
So as I said before... Improve your hardware OR increase the interval
world serialization takes 1.137 seconds. its not an issue
Im saying it will become an issue.
at 17MB I assume your world is pretty large. taking more than 5 seconds on main thread where it locks up all other activities for the game is a problem
and I guarantee you its a high priority for them.
Maybe so, but it's also not an issue. I haven't had any complaints from my users reference game stalling. The only major complaint I hear is the belt-syncing
if the requirement for a dedicated server is high single core performance for a dedicated server, thats a problem. dedicated servers even for games try to optimize for multiple threads
Are you running it on an HDD, SSD or an NVMe drive?
generally the only issue I see with dedicated server right now is this save blocking problem.
Mine is running on NVMe RAID 0 so maybe that's why I haven't gotten any issues
its ZFS, so the writes are cached and then synced to the drives. write to disk takes 0.001 seconds. so write to memory, then it writes to the pool, which for VM's are ssds
the storage isnt the issue at all
SATA/SAS SSDs?
yes
literally look at the log
the entirety of the time is compute. world serialization and compression
I believe your problem lies somewhere here with the Game -> ZFS (redundancy mode?) -> SSDs
are you blind
the writes literally write to memory first
its faster than your nvme raid 0
Then why do I not have any issues on a 17.5MB file and you do at a measly 3?
Consider your hardware or raid configuration
its faster than your nvme raid 0```
the storage is not the problem
world serialization and compression takes the entirety of the save time, which is compute, so cpu
and because its a single threaded operation that runs on the main thread, its a blocking operation.
lmf you my log
I bet you the write to disk and backup/cleanup takes the same time mine does
and your serialization probably takes a couple seconds longer
given the larger size
[2022.04.05-15.04.12:936][677]LogGame: World Serialization (save): 1.034 seconds
[2022.04.05-15.04.13:623][677]LogGame: Compression: 0.685 seconds
[2022.04.05-15.04.13:623][677]LogGame: Write To Disk: 0.002 seconds
[2022.04.05-15.04.13:623][677]LogGame: Write Backup to Disk and Cleanup time: 0.002 seconds
[2022.04.05-15.04.13:634][677]LogGame: Total Save Time took 1.733 seconds
Not a problem.
functionally the same time to write
Reminder 17.5MB ~~~
world serialization about the same, so obviously your single threaded performance is better
closer to 17.23MB
So you're telling me
It's hardware
Im not debating that a better cpu will solve the problem
that was never my argument
my argument is that its a problem
Ayymoss — Today at 15:51
Reduce timesave windows or upgrade your hardware.
How big is the savefile?
It's all I said
my point is
they can very easily solve this by moving the save operation to a separate thread
and then you can run this very easily on older hardware
and dont need literally a gaming cpu to run the server
IDD, but whether they know how to do this is a separate issue lul (/s)
of course they do
Still no mod support
keep in mind dedicated server is like what
7 months old
what cpu are you running it on
R73800x
yeah lul
It's an OVH dedi
I was running it on an x99 system, 6800k. Ive since moved it to my server, an R720XD with xeon 2643V2's. allocating 6 threads to that container.
older, and technically slower single threaded than 6800k but not by much.
My issue is I have my server running on a i5 8400 the save is 9.7mb it takes longer than 30secs to complete hence the network error, but according to Snutt there is a way to tweak the timeout on the server and client but still not found a way to do it, tbh haven’t had the time to look into it
anyone running this as a docker on UNRAID?
I attempted to import my save game and it crashes and restarts every 25 seconds.
These anything to worry about?
Can I make my current save a dedicated server or do I have to start over for a dedicated server?