#dedicated-servers
1 messages · Page 230 of 1
yeah, that would be enough, and with some more RAM you could run several servers too.
def
swanky NeuralBlender moment
I had a server running on one of my machine, but this machine was on WIFI. I took the savegame and put it on another machine, changed the router ports forwarding, lauched the server , connect from local client , loaded the savegame. Added the ports to the windows firewall as well , has I did on the previous machine.
But I can't connect remotely from my location to the newly started server.
Anyone knows why ?
"This server appears offline."
Hey guys, is there any way to get older satisfactory server version?
So following situation: I have a dedicated server running on a secondary computer and when I want to access save files on my main computer, I have to move them from the save file folder to a network folder and from there to my pc. Can I, instead of using a folder on my secondary pc as the save file location, rather use a shortcut to a folder in my network storage and rename it to the original folder name? Will this work, ie. will the save files be stored in the network folder and not on the local machine?
If both are on windows you can map a network drive and easily copy back and forth that way
Can you create a symlink to the network drive?
Hey guys, are there any public servers that you can visit ?
Hey, It appears that my satisfactory server is offline even though I have port forwarded ports 15000, 15777 and 7777 on my router (UDP)
+No because they've said it's because griefers could come in and mess everything up
hello, i need some help. I can see my server "not authenticated" i can try connecting but just ends up timing out... is it common?
trying to set up a dedicated server^^
There's no doucmentation so...I'm having no luck myself either.
did you use the epic dedicated server? https://store.epicgames.com/en-US/p/satisfactory--dedicated-server
okay I got it running and can connect from teh host pc with local ip but not with external IP (says server appears to be offline), and def have all 3 ports forwarded to that pc from router. USeless if my friends can't join that way...may as well just launch the game and idle with that PC then play from another PC. This is MUCH more trouble than it's worth. Maybe in a year it'll be less frustrating.
On the server pc Google 'what is my ip' to get the correct external ip
from cmd/powershell you can also nslookup myip.opendns.com. resolver1.opendns.com if youre running windows headless
I still have no idea how to set up a dedicated server after reading instructions
the first step is choosing where, windows/Linux, then choose type of install like steam/steamcmd/epic
also docker, but thats not on the wiki i linked
Yes but I read it on a day when I didn't take my meds so I'll try again
Are all vehicles bugged in servers or is it just the factory cart
So i ran a multiplayer session and I'm still getting this doubling shadow with vehicles not sure what's going on there
Hi, anyone with experience using sf with zerotier?
Actually, I just realized, I have a spare laptop I can try this on nvm.
How do i join a dedicated server?
Add it to the list under server manager
Thanks
Anyone running a dedicated server having a black ghost from vehicles when spawned in the min. I drive it leaves one behind
I tried running a docker dedicated server, but whenever I try and connect to it it just disconnects. Am I doing something wrong?
Do you have any mods enabled on your game? That usually causes the disconnect error when I try to connect to a server. When I disable them, I'm able to connect.
Dedicated servers don't support mods (yet?)
Happened to me but after a few server restarts went back to normal, mine restarts every morning
This error has been preventing me from running the Epic dedicated server.... any insights? literally out of the box, i get this error
Will we ever be able to save a Server Save Game localy? Dedicated hasn't got any Updates in a while, hope Update 6 adds something
you can, you can transfer a save to your local computer in the server manager section, provided you have access
failing that, ask the server owner nicely and they might give it to you, its not hard to pull
got the right/enough ports open?
yep got a couple reports from some players on that oen
I restarted my dedicated server but it's even happening on the multiplayer side to I tested it
im pretty sure its a known bug
yeah my thoughts exactly
hopefully update 6... and with it some better admin tools for dedi's
Yes, I have Port 15777, 7777, and 15000 open those look to be the defaults from what I have seen
this is OLD but did you ever find a fix for this? Getting the same issue.
does anyone host this on a cloud and experience AWFUL rubber banding? Is this a host issue, or just this terribly unsupported ass server
Teegle, are you having the issue where the server goes to sleep and never wakes up?
Dedi servers are trash period atm
lol good to know. and yes, I think? Still tinkering with it but it appears to be working. It did boot us earlier and not save the progress we made. Restarting the server seemed to work.
Fwiw, we are hosting it in Azure's cloud running Win10 Pro. Wanted to get it up quick and I'm more comfortable with w10 than ubuntu, but if ubuntu is more stable to run as a server, I'm not opposed to trying it out
Is it just me or does this seem to be a recurring error/issue that a lot of us are running in to?
If you are running windows, have you allowed the ports on windows firewall on the server itself?
I have never had the issue in linux .. always windows servers, where ports are blocked by the OS unless allowed.
linux port allowing is easy (at least for me hehe)
anyone know why this happens?
whenever I re-join my dedicated server game, I spawn in the hub and find 'myself' sitting on the ground outside, I have to kill myself to retrieve my inventory. I just started a new game this morning, but I've not had any issues like this on my past playthroughs. (FYI I log out normally from the game each time)
I'm getting clones of wheels and vehicles and crazy collision issues causing trucks to bounce around and stuff. I'm not sure if anyone else is experiencing this or not but everyone on my dedicated server is getting this
I'm getting bugs where items don't flow as they are supposed to
the speed
and visual bugs
I feel like I had that happened once or twice when I wandered off for a long time and timed out or something, but doesn't sound like that's what's happening with you
it definitely wasn't an "every log out" sort of thing with mine
I had this as well since the update on the dedicated server and weird collisions too. I deconstructed the vehicles that were giving problems and recreated them. No more issues since for us.
Fortunately that doesn't work for me if I drive far enough the shedded skin so to speak disappears
stinking programmable splitter wont keep its config 😦
So what I typically need to do with the p-splitter is add as many rows to a column as I need, then I close the popup. I reopen it and add rules to those rows I added, I close the pop up again. That typically sticks
when I add the rules and change the rule I add in the same "session" it doesn't stick around
I seems to have cleared up on it's own, I purely play solo, so it was a bit of a shock to see another engineer in my world...let alone have to kill them lol, thanks
I seem to remember snutt or jace saying they had it fixed interally, hopefully it makes it into upgrade 6, it would be a gamechanger for me
Let’s hope! But also - let’s not pin all our hopes on one update
I strongly suggest not to do that. The P-Splitter caused a error in my savefile, forcing my dedicated server to fall into a bootloop... took me 2 days to figure out which one was making trouble.
interesting, I've had a bunch running in my train drop off for a long time at this point
guess I'll take the risk and use my backup saves if it comes to that 😄
Can you elaborate on that a little? Where would one go about putting that IP, because I can't find any setting for it?
Yeah, the programmable splitter is broken right now. Can you use the smart splitter? It's good for most purposes you'd use the programmable one for (I guess), and it does keep its config. You will need to select options before it lets anything through though (the defaults don't actually auto-apply at creation).
heyo, what are the most important things that happen to be bugged on dedicated servers?
I'm trying to diagnose a conveyor issue on dedicated server satisfactory.
20 Iron plate smelters, 30 output per (600 total), being backlogged on a level 5 conveyor (780 potential).
I dont see anything in the FAQ, anyone have advice?
The effective rate is ~480
I effectively build this:
https://satisfactory-calculator.com/en/planners/production/index/json/{"Desc_ModularFrame_C"%3A"120"}
is it going to a storage unit?
Originally, a sink (connecting a train station atm), but in the meantime i have it hooked up to a storage unit
so its just a line of smelters all merging into one line
oh no
I built that factory i linked. Then send it to a sink
the issue is in the smelter line at the start.
so iron ore is backing up?
yes
no
Iron bars
Iron ore is full backed on input of smelter
smelter has full 100 pending output. Only 16 of 20 on each row are running.
the other 4 are backed up
Checked the conveyer belt, its running. If i remove and replace, it clears.
so the iron ore is runnning at 780 too?
yes
so then it goes to 20 smelters
then smelters go to...?
your chart shows 96 smelters lol
ok where is this row of 20 or 16 connected too
both feed and load balance into the next row of processing. The chart i sent shows the output breakdown
yeah but you cant combine all those smelters onto one line
i can post a screenshot if you want, its not the cleanest in the world..
sure
what do you mean load balanced out?
all 4 lines, split into 4, then merge into the 4 out
So you have 3 lines of 20 smelters which would be 600 ingots
and 1 line of 16 smelters or 480 ingots, correct?
3 lines of 600 ingots each
yes
Ok, so what happens to those lines?
you are merging?
or you are keeping them all separate and splitting
each splits into 4, then merges back into 4 (1 from each line)
So you split a 600 line, into 150 each, then back into 600?
I'll redo the load balancer section. its a mess anyway..
I don't understand what this load balancer section is for lol
If you are just matching input with output, nothing needs to be load balanced
Like, if you do a line of 20 smelters
you just run the ingots into a line of constructors that total 600 ingots
honestly, it was for paranoia XD
paranoia of what
incase i was wrong
or if 1 line gets backfeed in the chain, the overflow will go to the other lines
oh, its 4 rows of 20, not 3.
- a 5th row of 16 at 30 output
and the output needs to be 4 conveyor lines, thats why.
switched the 4 200 lines, to just receive a split 480 line (480 split by 2, by 2 [aka 4]) then output the remaining line. I'll update if that works, will take about an hour
(to clarify why i asked in this channel, i ran the map locally, no issues)
Hey guys - Is there a way on the Windows build to set the IP being used? I can connect locally, but it isn't broadcasting correctly, even with the port forwarded / DMZ on my server.
-multihome <ip address> Bind the server process to a specific IP address rather than all available interfaces -multihome=192.168.1.4
To connect from outside the local network, you need to have your "Router" doing the port forwarding ... The server has nothing to do with port forwarding... The server just needs to be listening on the ports
And have your router point those ports to the IP of the server.
and using multi-home is also a valid point..
Yeah, it's odd though. Port is open, firewall UDP open, I can connect from LAN but not from external. Clearly firewall, but I'm not sure what's wrong.
and that's on the router, correct?
if you can connect via internal network, then the server is working fine.
Yeah, that's what I'm gathering at this point. Server > Dumb switch > Router. Just thinking out loud at this point.
ok, log into your router .. switch is irrelevent.. Make sure that those 3 UDP ports are forwarded to the IP of the server.
From what I'm reading of your posts, that sounds like what your main issue is.. the router is not configured properly
I think I see the problem, but not certain of a solution. My router isn't recognizing my server, but I can ping it.. Not sure why it's not showing up. That would explain why the ports being forwarded isn't working.
static IP on the server, or using DHCP?
hmm ok, same machine I'm assuming for the web pages...
Oh? I'll try that then
yeah, I had to do a range instead of just the single port
depending on the router, you may need to have to be outside the network in order to actually test... some routers don't like internal NAT routed out and back in... I'm lucky that mine doesn't do that .. I had one like that years ago though
NAT detection failed 👀
#multiplayer-troubleshooting mentioned this. lemme see..
One other thing that happened to be a PITA for me recently, is that SatisFactory didn't shut down properly one time, and the port was blocked, and the game would not fire up ... I had to reboot the whole server to release the port. But at least that VM has only the game server on it.
Yeah, it did that once, but I'm monitoring with CurrPorts
Not sure what the TCP connection is. Random pings if anything though.
yeah, that's windows... mine is a linux vm 🙂
yeah, tons and tons of random hits to every IP in the world happens.. people trying to see if they can hack their way in. heheh
Nah, that's one of their servers from what I can tell. Always hits the same IP
hopefully the port range helps getting you going.. I have to take off to go to the store.. don't need wife agro HAHAHAH..
Thanks for the help. I'll let you know if I get it going. No dice on the range 😄
bummer on range 😦
ok, I just looked at my ranges.. not just one... but 10
7777 - 7787
15000 - 15010
15777 - 15787
ok, now I'm out the door heheh
are vehicles basically unusable on dedicated servers?
Pretty sure trains work, haven't tried trucks in a while though.
Are you trying to connect externally with you wan ip?
Testing on a port tester
Google on the server pc 'what is my ip' that is the ip you should connect exteranlly
I have to use the local IP because it's on LAN. External people have to use my external IP.
Works on the 192 IP, port showing closed on external
Yeah, it's not firewall. Router issue. Can you see if you can add my server?
Maybe it's working properly and just doesn't show the port open..
Apologies but cannot I'm editing music atm 😦
No worries.
PM me the ip and pw (you can change later) see if i can see the server
Sent you a message. Not worried about it being people knowing it - I use it to host a bunch of stuff.
kk
@vagrant turtle TURNS OUT I've had it right the whole time, but the port checker must use TCP instead of UDP. I'm so smart that I'm stupid.
Its always better checking it physically rather than software port checkers
Glad to hear you got it straightened out. 🙂
Anyone have experience with using ramdisk as storage location for saves? Getting quite annoyed with the very long savetime and constant connection drops due to saving timing out connections. (I know I can increase the connection timeout)
Or rather have anyone attempted this, and is there actually any benefit by doing so.
Writing the file is a tiny fraction of the save time. The vast majority of it is the serialization of the world, so faster disk IO isn't going to shave much of the overall save time off.
Thanks, I thought that was the case and not a IO problem when writing.
I think to really speed it up, they're going to need to come up with a method to snapshot game state and fork off a process to serialize and save it. Factorio (on linux only) does that by having the server just fork and save while the parent keeps going. Windows doesn't support that kind of forking though, so I could see CoffeeStain not wanting to have super inconsistent behavior between platforms.
welcome. Hopefully they come up with a way to handle by 1.0 in a better way. The biggest annoyance for me during saves is building belts as they'll show up after the save, but most of the time aren't actually connected. 😦
Very annoying to go back and find out which of the 15 belts I built 30 minutes ago aren't working.
belts and pipes during saves for sure is troublesome, especially when they seemingly look all correct.
Yup, pipes are even worse since it's not quite as easy to see the issue as belts that are empty.
When the save happens, I just delete the pipes that are placed during that process. (You can tell by the blue hologram being displayed for more than 1 second, before the actual build happens).
I figured out where to find the Game.ini file for hosted servers. Since no one can seem to answer the question "Where can I find game.ini?", it can't be accessed from FTP. You need to access it from the hosts FIle Manager.
Always build your belts from end to start so if they are glitched you can see it easier
I'm currently having the same issue. Not sure what's up with that. I tested the ports individually, they all connect fine - just Satisfactory doesn't. Did you resolve your issue?
Turns out I had no issue. Port checkers are wrong.
Yeah, because it's in a weird place. The savegames are in the home folder, but the configs/logs are saved under the server itself. Do you have any interesting Game.ini entries to share? ;D
Have someone try to connect to your server. If you opened the firewall and router you're good.
I forwarded the ports correctly (tested with external testers, netcat - all three ports are fine). There's no firewall set up on the server itself. Still can't connect from external or via NAT hairpin.
It's as if the server is trying to do something funky with the NAT, fails, and then somehow falls back to a configuration that happens to be wrong, or something.
Or, it could also be reporting my internal IP as external - which obviously wouldn't work. I get a log error about it being unable to resolve some host address - if it's trying to use its own DNS servers, that might explain it (I require all software to either go through my DNS, or sulk in the corner).
What OS
iptables has 1500, 15777, 7777 open?
Never used Debian, I'm assuming it's the same as CentOS
What helped me was noticing I could connect from Lan without problems. If you can get on through Lan, it's port forwarding at fault
15000, 20000, 20001, but yes
Vc? I'll walk you through it
And I know it's somehow the forwarding's fault - I just don't know how.
Nothing that would indicate a specific failure.
Um, binding works - I can connect via LAN fine.
Also Debian.
[2022.05.07-02.26.55:647][ 0]LogNet: Created socket for bind address: 10.0.1.22 on port 20001
...
[2022.05.07-02.26.55:647][ 0]LogNet: GameNetDriver EOSNetDriver_2147482558 IpNetDriver listening on port 20001
...
[2022.05.07-02.27.37:534][ 0]LogNet: Created socket for bind address: 10.0.1.22 on port 15000
...
[2022.05.07-02.27.37:534][ 0]LogNet: IpNetDriver_2147452409 IpNetDriver_2147452409 IpNetDriver listening on port 15000
So yeah, looks like no issues there.
Layerscape LS1046a, this thing:
Not using UFW. Using iptables.
screenshot?
Did this though:
iptables -t nat -A PREROUTING -m mark --mark 0xd111 -m conntrack --ctstate NEW -p udp --dport 15000 -j DNAT --to-destination 10.0.1.22
iptables -t nat -A PREROUTING -m mark --mark 0xd111 -m conntrack --ctstate NEW -p udp -m multiport --dports 20000,20001 -j DNAT --to-destination 10.0.1.22
(mark 0xd111 is forwarded from WAN, to distinguish from NAT hairpin which is 0xd222)
Did it apply to the iptables file? I'd vi into it and make sure it's there
Yes, it's there. Further, if I shut down Satisfactory and run netcat on those ports, I get replies as you'd expect.
Satisfactory does not reply, however, when running on those ports.
(you can nc -u server.ip.address bconport and if you send anything 4-byte, it should reply with BCON)
Also, this configuration is exactly the same as for every other server I run - ARK, Conan, Atlas, OOR, 7Days, DnL, Memories of Mars, Cryofall... all of them work, just not Satisfactory.
While I doubt it'll do much, I can do that. Sure, let's give it a shot.
I've seen so much shit fix itself on a reboot, although I'm betting it's a configuration issue moreso than fluke
Could also try dmz temporary to see if it works.
You know what, since I'm already about to reboot, I'll run updates.
... or, I would, if there were any. :D
Okay, let's see.
Okay. Router rebooted. Now the server.
Hm, interesting. Now I'm paying more attention, and here's a fun fact:
packets make it to the server.
Replies don't.
So it's clearly a misconfiguration that only applies to UDP, somehow. Let me dig into this.
Ah, no. It seems that the remote I was using didn't want to hear the replies. Tried another remote and got replies immediately.
It seems that it's replying to remote queries. I can see both BCON (on 15000) and GAME (on 20001). It still doesn't work.
Here's what I'm getting in the log:
[2022.05.07-03.09.29:892][188]LogNet: Server accepting post-challenge connection from: 10.0.1.1:65143
...
[2022.05.07-03.09.29:892][188]LogNet: NotifyAcceptedConnection: Name: OnlineBeaconHost_2147452409, TimeStamp: 05/07/22 05:09:29, [UNetConnection] RemoteAddr: 10.0.1.1:65143, Name: IpConnection_2147451283, Driver: IpNetDriver_2147452407 IpNetDriver_2147452407, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
[2022.05.07-03.09.29:892][188]LogNet: AddClientConnection: Added client connection: [UNetConnection] RemoteAddr: 10.0.1.1:65143, Name: IpConnection_2147451283, Driver: IpNetDriver_2147452407 IpNetDriver_2147452407, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
[2022.05.07-03.09.31:851][305]LogDTLSHandler: Warning: Empty certificate identifier
[2022.05.07-03.09.32:979][367]LogDTLSHandler: DTLSCertVerifyCallback: Verified
[2022.05.07-03.09.38:958][724]LogDTLSHandler: UpdateHandshake: Handshaking completed
[2022.05.07-03.09.46:929][201]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.05.07-03.09.46:929][201]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.05.07-03.09.46:929][201]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.05.07-03.09.46:929][201]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
[2022.05.07-03.09.46:929][201]LogDTLSHandler: Warning: Ignoring handshake packet received after completion.
...
[2022.05.07-03.10.02:734][799]LogNet: Warning: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 27.05, Real: 32.83, Good: 32.83, DriverTime: 338.54, Threshold: 30.00, [UNetConnection] RemoteAddr: 10.0.1.1:65143, Name: IpConnection_2147451283, Driver: IpNetDriver_2147452407 IpNetDriver_2147452407, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
So basically it looks like the client either doesn't get the replies, or ignores them.
I would say Warning: Ignoring handshake packet received after completion. is a fair clue here, but as to what's causing it? Still no clue.
So, I completely forgot that I did all of this before (with Satisfactory), and arrived at the same point: I can clearly see communication working, but it doesn't work with Satisfactory. I also now remember the handshake ignore thing, I saw that previously too.
So, bottom line:
- ports are forwarded (and it works)
- I can netcat into the server, and get
BCONon port 15000, andGAMEon port 20001 - so Satisfactory can clearly both hear me, and reply to me - I can also verify that the server is indeed listening on the specified ports (query 20000, game 20001, beacon 15000)
- for whatever reason, connecting to the server doesn't work - it looks like the client isn't getting the responses, or is ignoring them, causing the server to time the connection out
So unless there's something really funky going on with port 20000 (and basically every port set up via -ServerQueryPort=<num>), I have no further clues.
... waaaait a second.
Connecting on port 20000 nets me: LogServer: Opening a new route from '10.0.1.1:52134' to '127.0.0.1:15000'
Is the server rerouting the connection, and attempting to reply from 15000 on attempts at 20000?
Ah, only if I try a BCON there. Trying GAME gets me 20001 in the log.
Now would be a very good point to ask a dev about this, because it's clear that something weird is going on. If I assume that the server is attempting to reply from a port different from the one it received communications on, the issue makes perfect sense - since it's not the remembered port, iptables doesn't mangle it (because it doesn't know how), and it never arrives. The client thinks the server is dead (never receiving handshake accept), and the server thinks the client is not listening (>> ignoring handshake packets after completion).
Where can I find the Game.ini file on linux?
out of curiosity has anyone found any better instructions on how to setup a home server, esp with Epic Store version of game? I had it working for a while on local lan....except now it doesn't and I don't think I ever got it to work with external IP address (and local game on that PC kept giving me InvalidSession for the ID when I asked it in that game. Maybe in a few months they'll have improved the instructions. Then again, I worked out leaving my PC on 24/7 would probably cost me at LEAST $10 a month in electricity use of the PC itself AND the AC running a little extra to deal with the heat from the PC. thinking of either trying out the CubeCoders AMP app which is a flat $10-ish once, or going with 4netplayers.com seems to be the most inexpensive hosting solution for up to 8 players.
There's a reference about opening more than just the three ports in #multiplayer-troubleshooting
Perhaps it's redirecting it on some systems. In my case, my system used the correct ports though.
@frosty gale Generally speaking setting up any game server from home is entirely dependent on each individual setup in most cases its a matter of how networking is set up that is the main culprit of any trouble, double nat is by far the most common problem, and heck even triple nat in some instances. (2-3 routers) more an more ISP also start to lock down their routers leaving little to no options for home users to easily customize port mapping.
yeah I have a LinkSys Velops system inside my ISP modems thing so that prob complicates it fro my other PCs trying to connect to it outside theVelops network but still internal. (game host Pc direct connected to ISP equipment to try to reduce complications) I Did port forwarding for 7777-78whateever UDP to the host plus 15k and 15700 both udp and tcp jsut in case. meh. I'm kinda over it. I also made SURE the firewall rules on that PC allowed the traffic in but like I said, kinda over it. I'll either Pay $10 for cubecoders AMP program to try it out or I'll say eff it and host remotely. considering the electrical costs at home in the summer, hosting remote might actually be less expensive.
Getting an error when trying to update, anyone who can help me out with this one?
steam@Satisfactory:/usr/games$ steamcmd +force_install_dir "/home/steam/SatisfactoryDedicatedServer" +login anonymous +app_update 1690800 validate +quit
WARNING: setlocale('en_US.UTF-8') failed, using locale: 'C'. International characters may not work.
Redirecting stderr to '/home/steam/Steam/logs/stderr.txt'
[ 0%] Checking for available updates...
[----] Verifying installation...
Steam Console Client (c) Valve Corporation - version 1648077083
-- type 'quit' to exit --
Loading Steam API...OK
Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
Update state (0x0) unknown, progress: 0.00 (0 / 0)
Error! App '1690800' state is 0x204 after update job.
Is it possible to run a dedicated server on the "regular" build and not the experimental build? Once you get the server config setup
If the server auto updates while a player is in a tube, it crashes that players game. Any Ideas?
can dedicated servers have mods yet?
Yes, see the Wiki for selecting which branch to use.
A server update involves restarting the server, so any players connected will be disconnected.
No
Okay I've searched around and I feel dumb not finding an answer: I'm running a server from an extra computer at my house. Everything is running fine except it won't accept the password to claim the server. I enter the password and nothing happens, no error or anything. Is there a way from the server computer to reset the password? It's just running w10 and running through steamCMD
I really missed that. Thanks @wicked knot
Anyone have recommendations for server hosting services? was thinking aws but mby you know about a better offer/setup?
Anyone else running into Vehicle Glitches? We can drive the vehicles partially but the vehicles seem to be duplicating now, visually the explorers for example leave behind a non-interactable duplication of the vehicle
Bringing the save into single player seems to solve the issue but we are getting werid issues with vehicles now
Jesus, dont go to shockbyte for server hosting. Marketing servers for satisfactory but supplies specs below minimum requirements. Scummy af
late reply from almost a day, but if I recall, you can not move ports around yet ...
You need 7777, 15000 and 15777
I’m not sure about the others but the port 15777 can be changed
yeah, I believe one of them can be, but 15000 I believe is one that can't.
The Wiki clearly states that the only port that can't be moved is the beacon port, which is hardwired to 15000. Every other port, as I understand, is freely assignable. Unless the Wiki is wrong (or imprecise?) somehow...
From what I can tell, the assignments do go through (both netstat and ss agree that the game is listening on the specified ports). But I can perform a quick test here, to see if it does indeed try to communicate from the default ports - by blocking ports on the server machine itself.
Okay, so my setup right now (on the server machine) is as follows for this test:
Chain INPUT (policy ACCEPT)
target prot opt source destination
ACCEPT udp -- 0.0.0.0/0 0.0.0.0/0 multiport dports 15000,20000,20001
ACCEPT tcp -- 0.0.0.0/0 0.0.0.0/0 tcp dpt:22
DROP all -- 0.0.0.0/0 0.0.0.0/0
Chain FORWARD (policy ACCEPT)
target prot opt source destination
Chain OUTPUT (policy ACCEPT)
target prot opt source destination
ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 state RELATED,ESTABLISHED
DROP all -- 0.0.0.0/0 0.0.0.0/0
Explanation of the rules: allow input for port 22 (SSH), and then 15000 (beacon), 20000 (query, assigned), 20001 (game, assigned); allow output ONLY on ports that are "related" to an established "connection". Drop everything else. This means the machine won't be able to make connections of its own to anywhere, unless it was first contacted on that port.
The server responds to queries. I can make a connection, and play on the server.
I can also confirm (via nc) that I can't send anything out from 7777.
So, that theory is busted. Both the QueryPort and GamePort are freely assignable, and communication happens only on those ports (i.e. these ports are sufficient for administration and gameplay to happen).
If I had some information on the protocol in use, I could investigate further (for instance, I could see what the "query" response is). Sadly, Satisfactory doesn't seem to use the same protocol STEAM uses for communicating with the various game servers -- as evidenced by the fact that I can't get a status on it in the "Servers" view regardless of what I input.
My current (and only) clue is that the server does reply to the client, but the reply never arrives or is otherwise ignored. The client tries to authenticate with the server a few more times, and then the connection times out.
I'm actually leaning towards the "ignored" part - if the reply is somehow malformed or contains bogus data, the client might ignore it. One such case might be that the client connects to "my public IP", but receives a reply claiming it's coming from "my server's private IP" - this mismatch could be interpreted as "bogus" and ignored, if this is indeed the case.
It would also align with the server stating that it can't detect NAT type due to some issue with name resolution. If the failing attempt is related to the server getting its public IP resolved (because how would it know it otherwise?), it could be the failure that's preventing it from working.
Interestingly, NAT detection probably won't work over the EpicGames NAT detection Satisfactory is using, because the CNAMEs direct to euc-NUM-prod.stun.euc1a.on.epicgames.com for me (where NUM is 1 or 2), which don't exist (NXDOMAIN). Further, I cant find anything that would exist in that namespace, from any nameserver. DNSDumpster reports a number of similar domains (mostly in use1a, which I understand is "US East"), but they also don't resolve.
Okay, so I did a little digging, and redirected the queries (via CNAME) to whatever jumps out on querying for turn.rtcp.on.epicgames.com (for me, it was turn-euc1.us.rtcp.on.epicgames.com). Not sure if that was an issue, but it's clearly not THE issue, as I'm still getting the "NAT detection failed" message, and I still can't connect to the server. Whatever the issue is, it's still unresolved.
If I had the damn query protocol, I could at least verify what the server is replying about itself. :/
Sounds like a double nat issue 🤨
Can the client connect to a server not behind nat? And can you connect to the server from a client not behind nat?
Connecting via LAN works perfectly fine, and my current solution is a VPN for the people who play.
I'm not sure where this second NAT would be coming from. The WAN-facing interface has a public IP, and I can confirm that I can open reachable ports on it. I host a number of other game servers, and the setup works for all of them - except Satisfactory. The web server is also reachable, and it happens to be on the same machine.
It’s the same issue FTP data used to have - it’s a nat/udp issue when both server and client is behind different nat gateways
Yeah, but if you forward the correct ports, the issue ceases to exist.
Not entirely
(for FTP specifically: as long as you know to instruct the client to to request PASV instead of waiting for a back-connection)
Explain, please?
Still, the point is moot: if I shut Satisfactory down and then run netcat in listening mode, I can "talk" to every port and get replies back.
So, whatever the issue is, I think it's specifically with Satisfactory.
All I mean is just because you can connect to the port, doesn’t guarantee it will work if the way satisfactory uses udp doesn’t support server -nat- internet -nat- client
Since udp is connectionless.. at least with tcp you get a proper connection set up
Yes and no.
iptables relies on conntrack, and conntrack does track UDP connections.
(it considers each set of source IP + source port + destination IP + destination port to belong to the same "connection")
Not sure why that should be an issue, if the ports are forwarded on the server, and the client NAT allows outgoing connections (and returning replies).
But just to be sure, I just did another test from a remote machine (over the Internet), and I can
a) netcat over the ports, receiving messages on both ends, and
b) once the game is running, test both Beacon and Game ports (one replies with BCON, the other with GAME); the only port that doesn't have "simple" replies is the Query port, which I don't know how to query (and neither does STEAM, it seems)
To make sure I got unskewed results, I also disconnected the VPN link between us, so that it didn't have a straightforward (non-double-NAT) line back to the server if it wanted to try that. Didn't affect anything.
So I'm back to the problem being with Satisfactory, somehow.
I have a tool that polls the query port with the extremely limited documentation received so far on its protocol
Share? Or better yet, share docs?
Yeah, okay - I can see that reflected in the capture I made yesterday.
So yeah, it's clear that it's not using the same Query protocol STEAM uses for its games.
no, not remotely
probably an artifact of it not having been developed for Steam initially
So, I assume it gets further game data (like game stage, runtime, player count) via BCON?
or rather of having been developed to be platform-agnostic
either that or though message types I have not gotten specs for on the Query port
Does it reply with anything other than msg type 1?
Does it reply to anything other than msg type 0?
Not that I have been able to elicit by poking it
it may not respond to messages not conformant with the protocol it expects
That may be the case. It doesn't respond to anything I send it through netcat, but it clearly responds when the game asks.
BCON does reply, and it sends a ton of data - I just have no first clue as to what it actually is, apart from a similar "check" value echoed back to the client.
if the query protocol is any indication, the data are byte-encoded rather than being plaintext
No, I assumed as much, and I actually did figure one more part of it out -
there's a message counter in the message, but for some reason it's counting in multiples of 8,
and it seems to be separate for each message type?
is it counting multiples of eight or is it big-endian when you are looking for little-endian?
Hm, I did entertain that idea for a short while there. But then it would mean that the Query port uses a different endianness?
Why.
it'd be a FICSIT thing to do (:
that would be sanity-taxing
Ugh.
Yeah, because I get BCON, then the 8-byte sequence, and then what I assume is a 4-byte sequence counting in 8ghts :D
wait, even if it were an endinness issue, it'd be counting in 16s, not 8s
But yes, if we assume big-endian, then the whole "8 byte sequence" ending in mostly 0's would make sense. (of course I meant little-endian)
the numerical data such as the server version is sent little-endiian on the query port, but you know what they say about assumption (:
Hmmm... Actually, if you treat the "8 byte user data" as big-endian little-endian, the subsequent queries are rising values.
(for me: 2764404486, 2764404936 and 2764405602 - within about two seconds, all three)
that's a pretty good correlation
Yup, they track. It's a timestamp.
2764404486 = 0.000000
2764405271 = 0.785 134
diff 331 = 0.331 055
2764405602 = 1.116 189
(left: value; right: time in capture)
The first value to the last one diff is 1116
It's a timestamp in milliseconds. But since when?
abjectly guessing, but:
- since server start?
- since server start not counting paused time?
- since server start, reset on the 24-hour-restart?
- since 0000 local time?
- since 0000 UTC?
Can't be since server start, because it's the first message sent by the client ever.
Can't be 00 of either time, because it works out to a little over 31 hours.
ms of gametime since start of world?
How does it know if it's literally the first message the client sends?
oh it's a client message. Hrmm
Yes, it's present in the first message.
And it tracks between them, so it must use some universal base.
Unless we're wrong about it being an 8-byte value - it might be a 2-byte value.
be interesting to ask Bogdan about it when he's awake and not in DnD
As for the endianness, I suppose that makes little difference if it's straight memory structures. Because why not.
It'll come out OK on either end. ;D
true, if the endianness is mixed and it's coming straight from Unreal, the stinkeye goes to Epic, not CSS
Yeah, I know.
Though if you've dabbled in the messy hell that is blueprints, you're well-aware that this is the least of their offences... :D
:snrk: I can imagine
Gimme a sec, I actually did a simple parser on .uasset files (looking for stuff like blueprints, asset names, things like that). Let's see if I have comments.
Okay, so in ARK assets: 2-byte values are little-endian, 4-byte values are big-endian, and 8-bit values are little-endian.
🥴
at least they're not CP437 (:
You don't know encoding hell until you've tried decoding Japanese.
Especially if you don't actually read/write it. :D
I've come close. I was one tasked with parsing a highly irregular XML file feed using nothing but awk
> using nothing but awk
There's your problem right there.
with respect, I disagree- awk is great -- if the input can be parsed with regular expressions
XML, being by definition not regular, is not the data for that toolset
> with regular expressions
:D
How did that saying go?
"If you have a problem, and you're trying to solve it using regex, you now have two problems."
Yes, web-related mostly, but heh.
I've heard the same, but with s/regex/JavaScript/ and s/regex/Perl/ and...
True, true.
I believe it was originally said about trying to parse HTML DOM with regex.
Which, admittedly, is a problem you should really solve differently.
it's all about using the right tool for the right job. Regex is a great tool but not for HTML/XML
But hey, we now have luxury, to be fair. We have cli DOM parsers, simple DOM parsers, complex DOM parsers, running the DOM in a virtualised browser...
indeed
And parsers that return meaningful error messages instead of crapping their pants on a misplaced >.
Actually, I was wrong about it working out to over 30 hours.
It's actually in days.
If I ignore the last three digits, it's 35.5 days (I just ran a log a moment ago).
So that gives me the value of 0 at 2022-04-02T19:15:12+00:00
Don't know the significance of that date.
Also, @quick mist corrected my words above, I of course meant little-endian. Not sure how I got confused there, but it can be confusing, so I got confused.
But yes, now I'm sure: unless it switches bit endianness, it does count in multiples of 8. I'm seeing 00 00, then 00 08, then 00 10, then 00 18 and so on, on subsequent messages. When I lay it out in bits, it makes no sense unless they scramble the bits on purpose (this goes beyond bit endianness or high/low nibble scrambling), or there's something clever going on. If I remove select bits, then bit-reverse some nibbles, and rearrange the whole thing - I get one working counter (on 11 out of 21 bits). What the hell.
I wonder if it mightn't have been some sort of data-interleaving for some hyperoptimized data parser or something
Currently running a server with a buddy, we are going for a mega base. How much RAM would you recommend? We are currently using 95% of the 8 GB. Upgrade by 5 GB or 10 GB? We are facing little lag issues at the moment
if the lag issues are not caused by swap utilization, you're fine. my experience is that the game server seems mostly CPU-bound.
Look at the system metrics to see where the bottlenecks are
Would recommend like 10-12GB, anything over 16GB is overkill.
And what DopeGothi says: no swapping, no problem.
The game server is very CPU centric and really benefits of higher single core performance.
speaking of that, planning on moving our at home dedicated server from a xeon to a threadripper, do you think thatll make a difference? just starting at tier 5 not much built but the belts are really out of sync and ghosting alot
the xeon is pegged at 100% on one core rn so figured to give the threadripper a try for higher clock speed and better cpu architecture
what are the individual core speeds of the relevant CPUs?
going from a E5-2650 @2.0ghz to a threadripper 39555wx @4.3ghz with single core boost to 4.5
i think thatll do
that will serve you quite well indeed, yes
My dedicated server was timing out for a remote user yesterday, it was only him and I on the server at the time. I have a 10mbps upload connection, he was able to reconnect immediately. System has a 2.9Ghz dual core processor with 12G of RAM. I think I need to upgrade the CPU, IDK, thoughts?
if it was only that person, every time, getting kicked, I would suspect an issue with that person's connection or client. That said, what is the resource contention picture like on your server?
it's linux, it's not running anything else, it's an older mini system (HP 400 mini I believe), SSD for the main drive and linux is baremetal installed. I had an SSH open to it, running TOP, I didn't see CPU peak past about 85%
I was getting some strange stuttering around the same time, seemed to persist longer than an autosave would.
I also can't quite figure out how to get it running as a service, but I want to test a few things before I dive in too deep.
Getting a little bit of a performance hit when it gets to be autosave-o'clock is a known issue- that is CPU- and storage-bottlenecked. But if you're not seeing your CPU get to capacity the gain you'll see from an upgrade is going to be limited
thanks. I'll keep an eye on it, if I start pushing more than 95% load or so, I'll consider making the change. until then, Chalk it up to internet shenanigans.
Hello, I'm having some trouble running the DS on my ancient workstation/server
It's a Xeon X5680 (equivalent to 1st gen high-end i7), 24 GB RAM, pretty much a fresh install of Windows 10, I've ran the redist and I was even able to run the UE5 editor on it, but the Satisfactory DS simply does not launch at all
On my primary PC, a Ryzen 2700, 32 GB RAM it runs, but I'd rather have it on the server so that it can run 24/7
One maybe important thing to note, as I have no idea if this really impacts it, is that my primary PC uses a network connection to the server to access hard-drives, since the server has significantly more ports and space for them, and as such, with the Epic launcher on the main PC, I installed the DS on the server drive, and tried launching with that
However due to this setup, connecting the server to the Epic launcher yields timeout too often so I can't confirm if that's the missing link
To avoid some confusion, I refer to
- "Satisfactory Dedicated Server" as "DS"
- And to my "server PC" as "server"
So, essentially, my problem comes down to: Is this an unsupported CPU or should I try and get the Epic launcher to work? If anyone has experience running on a similarly ancient CPU I'd appreciate some confirmation
Do you know what CPU opcode extensions your older CPU supports?
I can download a CPU-Z and see what it supports
I thought there was a list of required support on the Wiki but it is either a misrecollection or was edited out
I was wondering about that too, the requirement of "Recent x64 processor" on the wiki does not help, but the store page seems to have copy-pasted the requirements of the game itself
Looking through the history now
which is not terribly convenient to do on that wiki engine ):
While you do that, main PC supported instructions, will need a moment for server's
A noticable number fewer
The thing that perplexes me is that the server can run UE5 of all things so Satisfactory shouldn't have been an issue in my mind
oh the old one does not support x86-64? Pretty sure that's a core requirement
It absolutely does, it's a 64-bit OS
I vaguely recall mention of SSE4A but am not sure if it's Satisfactory or another game I help out with
so EM64T includes basic x64 instructions including a lot of amd64, but it's not comprehensive. Comprehensive support is IIRC what x86-64 implies
so one of those two may be a roadblock
DS simply does not launch at all
Also it might be helpful to see what if any error output there is when it fails to launch; that may lend insight into the exact issue
Takes a few seconds and goes back to this
When running normally (on main PC) the console "hangs" and the server window opens
try it without the -log or -unattended options so that the output goes into that terminal
Didn't help either
but also no output? Shame
Even tried changing multihome to one of the various IPs
yeah sounds like it's not getting as far as the Unreal engine itself to even get to dealing with the network stack
the lack of an affirmative confirmation is suboptimal of course
on a lark it didn't happen to drop any log files did it?
I could reroute the network again but it'll destroy my latency to the drives, which is rather essential
To at least have the Epic launcher running and perhaps the game itself
No log files were written from launching on the server
drat
I was hoping to get some actual confirmation about my CPU incompatibility hypothesis, but alas.
Are you running Windows 10 or better?
Yes, latest version even
Perhaps there's a redistributable not included with the generic UE4 package but I'm rather doubtful
okay. This is kind of stupid, but just for grins, you could try installing WSL, using the Linux version of SteamCMD and seeing if the server at least gives you some error message from there
(WSL is the Windows Subsystem for Linux- basically a native Linux distro running inside Windows as an application-- shockingly not through emulation; it's an odd beast)
I don't require a Steam purchase of Satisfactory for that, right?
Correct, the dedicated server is free on Steam
the Wiki has the directions for using SteamCMD to acquire it
Just making sure since some games' servers aren't free
Or well, require you to login with a purchased game
not an unreasonable question, but I would never tell someone to spend money to troubleshoot something, especially for such an off-the-wall idea (:
but yeah, you don't even have to log in; you can get it by logging into steam anonymously
tl;dr:
N:\Path\to\steamcmd.exe +login anonymous +force_install_dir N:\GameServers\SatisfactoryServer +app_update 1690800 -beta public validate +quit
Downloading now, will report later
good luck!
Actually I'll retry tomorrow since it's a bit too late and I want the server to be done with things before restarting to enable WSL
Just commenting on the above: The X5680 does have SSE4.1 and SSE4.2 but lacks AVX. I had a Xeon system of the same generation I had to retire since I needed to run software that required AVX. It's a shame, those systems are powerhouses.
I'd be willing to bet that the dedicated server has a require AVX flag somewhere. It's likely that mehtehtrollface will find illegal operation errors in his windows logs.
the official minimum specs require a 3rd gen Core i5 (specifically citing the i5-3570), which is an AVX capable CPU.
I should have thought of the Event Viewer, that's a good call
I'll add that to the Wiki about the specific minimum Intel CPU spec
Yeah, I upgraded from a Xeon L5460 to a Xeon E5-2650L, and I haven't hit a problem since. Dunno why everything seems to require AVX now, but things do.
probably from the department of "this is the default"
I'm not even totally sure how AVX helps, but okay, who am I to question the software overlords? I'm just a lowly IT support person.
Based strictly on AVX, this may be helpful for future conundra:
Agreed. I'm unsurprised for the lack of 32bit support, even the dedicated server takes 4-6 G of RAM depending on the situation. but I'm hoping ARM64 support ends up happening eventually. I'm not holding my breath on it, but it'd be nice to load up a dedicated server on an SBC as long as it has the memory required.
Time will tell but as you said, I'm not holding my breath either. And if they do add it, I can't wait for people complaining about RasPis melting
yep. probably won't run decently on a pi unless you OC it to high hell, and slap one of those overkill cooling towers on it.... even then, once the map gets big enough, the game will probably lag out every time it does an autosave.
The mind reels at how imperformant saving to an SD card would be || yes I know you can connect a USB cable to an SSD but I would bet a dollar it would not be up to SSD speeds ||
The only way it would work well is to use one of the non ras-pi SBC's that have higher clocks and an NVMe port.
(or at least a SATA SSD or something)
I have been running Dedicated server on a Xeon X5650 for half a year now with multiple Operating Systems both Windows and Linux and with and without a hypervisor. All i can say is that Xeon X5... series is not the best CPU as it has poor single thread performance compared to even the cheapest newer gen CPU's out there. So expect quickly to encounter a huge loss of tickrate and every problem that comes with that.
it runs on an X5650?
I run it on a e5-2680 inside an LXC container and the server runs fine
I think it's usually between 26-30 tps, which is not ideal but it is playable
That CPU has AVX.
Hi everyone , is someone able to help me to have my friend join my server ?
I can join it from abroad but my friend can't
When adding the server he see it offline
no matter what we do
The (epic version of the) dedicated server is driving me crazy.
I can reach my server from the LAN, but it's unreacheable from my external IP
I checked the wiki and forwarded the ports to the machine running the server.
This machine is hosting a valheim server (and some others in the past) but won't be reached by satisfactory.....
ports declared, ports forwarded to the server, traffic allowed on these ports everywhere, ports listened to on server
everything matches
and there's no other service using these ports either declared on the router
Yes, however once a save reaches a certain threshold its like hitting a brick wall and tickrate plummets to unplayable state, and this unfortunately happens very quickly. I have given it a dozen attempts to increase performance such as: Hyper Threading on/off, dedicating cores for different threads (messy AF as main thread likes to jump all over the place), insane amount of memory (192GB) different OS's: Ubuntu 18.04/20.04/22.04, Debian, Windows Server 2019, Windows Server 2016, Windows 10. Each and every both as virtualized and bare metal.
That's some great confirmation, I'm hoping that being on a 5680 that's with an about 600 MHz faster turbo speed will mitigate some of the issues
Or at least be able to run for the foreseeable future
We don't exactly progress too fast in the save we have so I hope to have it running for a while longer on the server
Main source of trouble we have is when we are 3-4 players playing at same time and building in close proximity to each other, CPU will then just grind constantly at 100% until server restart. I have it setup to restart daily to mitigate the worst of it, and also increased auto save to 60 minutes and connection timeout to 120 seconds instead of 60 so clients don't get kicked when game saves.
We'll be 3 at most and usually we spread the tasks so that we don't really have more than 2 building at once so I'm not overly concerned about that
I tried the Steam version of the dedicated server and it works just fine (once I bind it with -multihome, otherwise it doesn't find an interface -_-)
I wonder how I can start the epic version with -multihome
probably with just the same command as the steam version but ibn the Epic folder
Opening the event viewer and there's nothing relating to the DS at all
I’m running my server on dual e5-2690v2s, and currently everything runs fine, but what issues will I run into once my friends and I expand our builds to other biomes, and make them overall bigger? The processor has 3ghz base and 3.3 boost, server is running ESXI, with a windows server 2022 data center VM… thoughts on how it’ll run in the future? TIA!
Are there any tests I can perform to get a guesstimate on how well it’ll perform as things get bigger?
Please ping when respond 😁, might be a bit slow to respond myself sorry
Update: The DS ran after I installed it from the server itself, which took a number of attempts and hopes and dreams but it seems like there's something in the installation process that is missing if you don't install it natively
Attempting to launch the old installation results in the Epic launcher being rather forcefully opened and then nothing more
Recently my friend updated the CPU of the Dedi to a 4790K, and this resulted in a significant performance boost. All issues we had with performance are now gone, except the short autosave delay.
Running mine on a dual E5-2658 😅
Oh jeez lol how does it run? I assume you have more than a few factories here and there and some trains? Looks like I won’t have any issues lol
Barely notice any load on the CPU 😂🤣
Hey guys im new to satisfactory i was wondering if anyone wanted to play with me and help me learn
Hey! Does anyone knows what may be causing this issue when trying to load a bigger save?
ULevelStreaming::RequestLevel(/Game/FactoryGame/Map/GameLevel01/Tile_X0_Y0) is flushing async loading
09.05 19:44:43 [Server] INFO [2022.05.09-19.44.43:440][ 0]LogStreaming: Display: ULevelStreaming::RequestLevel(/Game/FactoryGame/Map/GameLevel01/Tile_X0_Y1) is flushing async loading
09.05 19:44:43 [Server] INFO [2022.05.09-19.44.43:520][ 0]LogStreaming: Display: ULevelStreaming::RequestLevel(/Game/FactoryGame/Map/GameLevel01/Tile_X5_Y2) is flushing async loading
09.05 19:44:44 [Server] INFO Killed
09.05 19:44:44 [Server] INFO Game process exited.
is this on a server you administer or one you utilize but is administered by a vendor?
That looks like the kernel is killing the server, either the OoM killer or the user resource quota monitoring killer
next time it happens you might be able to see something interesting if you immediately run /bin/dmesg
sorry just saw this in console. made me chuckle..
IsAwake isAwake = ture
and equiv..
IsAwake isAwake = flase
so if it possible to be neither, would it be nlul?
Can I make my server auto restart when it crashes or my internet goes out for a quick second?
Yes friend of mine wrote this script for me:
@echo off
::run satisfactory server batch file
:run
@echo Run Satisfactory Server
FactoryServer.exe -log -unattended -NOSTEAM
IF %ERRORLEVEL% EQU 1 goto end
IF %ERRORLEVEL% EQU 0 goto end
IF %ERRORLEVEL% NEQ 0 goto error
goto end
:error
@Echo server exited with error code %ERRORLEVEL%
goto run
:end
@echo exiting
replace what you have in your .bat file
Add the file to the windows startup, eg I have a windows schedule for a restart every morning
Thank you
mines on a dual e5-2680, at most I see 2-3% cpu usage or something
this doesnt seem to work when internet goes out for a split second.. which is confusingly common for me, is there another thing I can add to restart on internet downage?
I got something that restarts my pc when internet goes offline
do we need to be on the normal or experimental version to use dedicated servers?
Dedicated servers can be used with both branches.
But both server and client need to be the same build.
does the server stay running even after i turned off my pc? if not how do i keep it up
The physical computer that is running the server does in fact need to still be on for any software, including but not limited to the Satisfactory Dedicated Server, to be available.
Is there something that I need to do to solve the issue of the conveyor's visuals messing up?
its not letting me change my session type , every time I try to switch it to friends it reverts back to private (using dedicated server btw) ,
also says "invalid session"
That sounds like you're fiddling with the peer-to-peer multiplayer. To join a Dedicated Server, add the server to the Server Manager in the game client.
were both on the same network, for him it says my server is offline
is the server running on your friend's computer?
no its running on mine
thats a screenshot from my pc
you need to give him your LAN IP address, not the localhost address
ohhh ok
the easiest way to see your LAN address(es) is with this powershell command:
Get-NetIPAddress -AddressFAmily IPv4 | Format-Table -Property IPAddress
most of the time, the address you want will start with 192.168
still isnt working , my server still shows up as offline " server name pending "
also says Nat detection failed for me
Let's perhaps start from the beginning. I say this because Session IDs and Types are not at all relevant to dedicated servers.
Step zero: Do you have a dedicated server installed and running right now?
yes
And it is running on the same computer you are using as the game client?
yes
Swell. What is your LAN IP address?
dm
(let the record reflect that J has identified eir IPv4 address)
okay, in the game client, go to the Main Menu, and once there, go do the Server Manager in the lower left. Click Add Server, and punch in that LAN IP address. Leave any port settings at the default values.
okay, good. now, in the Server Manager, you should see the entry you just added for your server.
if you click on it you may be asked for a password if you had previously set one up
yes done
cool- you should see a Join Game button
you are quite welcome
Need help hosting a server on my computer I have epic games version
i tried setting up a server, and while i am able to join it, my friends are saying the server appears to be offline
i think i port forwarded properly, is there something else that's causing it?
Same thing happened to me , scroll up a little bit , it fixed my problem
You’re connecting through LAN, I’m assuming they are having WAN issues
Has anyone managed NAT penetration through an openvpn instance? I have a pfsense firewall running infront of my satisfactory server which I could use to route the traffic through an OpenVPN server running on Oracle Cloud, is it possible to redirect the traffic on the required ports through this tunnel?
Is it possible to run the server on multi cores? I have ond core going towards 100% After a while.
The main thread will run on one logical processor only
Ok. Then I guess there is not much to do. Something in making the game use a lot of resources after a while. It starts quite low but after some hours it maxing out for me. I will try windows server.
That won't make any (or much) difference; the Linux and Windows servers are largely built from the same code
hello guys i need some help, i play on dedicated server and after maj i can't join
where i can update my dedicated server ?
please define 'after maj'.
See the Wiki for directions on updating a Dedicated Server instance.
Define "after a while".
I have my dedicated server restart automatically every 24h. (Cronjob when I'm supposed to be sleeping).
that cronjob actually isn't needed - the server has a built in restart after 24h of uptime. It doesn't hurt though (:
Tested that, and it only reloads the save, not restart the actual server.
Also, the cronjob makes steamcmd check for an update.
well, yes. But it does as a result spin down and spin back up the game session which does clear a lot of cobwebs. Like I said- restarting the whole process tree certainly doesn't hurt
(nor does checking for software updates (: )
maj = update sry im french la baguette
Steam>app_update 186638 ERROR! Failed to install app '186638' (No subscription)
my satis is 186638 but my dedicated is 177909
where are you getting the directions to include 186638 in the update command?
please follow the directions as written
to my steamcmd
The app ID for the Dedicated Server is 1690800
Not sure if this is normal for everyone or if its something unusual.
sustained that would be unusual but it's not all that strange for CPU load to occasionally burst to more than one core's worth.
(bear in mind that the CPU% shown by top is 'percentage of one core being utilized)
yes i know but its constantly at that level, never dip sbelow
what CPU are you running on out of curiosity?
amd 1950x at 4 ghz
hmm. that is a half-decade old but should be up to snuff
@tacit junco I would recommend htop its a bit easier to get some useful information from it.
i cant connect to my server anymore
i restarted it 3 times now
but ingame in the server manager it is shown as offline
any ideas ?
well let's start from the beginning. In order:
- Is the server running?
- is it listening on the correct ports?
- if it's on a LAN, has its internal LAN IP address changed? Check that the forwarding is still correct
If you dont have a fixed ip and your router reboots your internal ip will change
would a digitalocean droplet or azure vps be able to handle a server
I still have student credit on both and its getting close to expiring (if it hasnt yet) so I want to know
Droplet doesn’t have that much ram iirc?
you can select the amount
your credit won't cover an Azure VM for the month. used to run a 1 proc 4GB DC in Azure and it was about $100/month. you'll have to go with a larger size that will likely go beyond your $150/month credit
jesus
ok then
probably cheaper for me to gget a server for $10/mo on a rented gameserver company
maybe linode could work? idk I think linode is expensive too
why is there a server restart on my dedicated server?
I have been happy with Linode. they're spendier than some but you get what you pay for
Tdawg, could you be more specific?
It said "Restarting in 2 minutes" on the middle right.
The server automagically stops and restarts the game session every 24 hours of uptime
Hmm.. It didnt have 24 hours of uptime. It was only at 16hours
how much do you pay?
also I believe they give a little bit of free credit just like digitalocean
linode has docs for gameservers so I hope that means they have some servers optimal for it
apparently linode's dedicated cpu servers can actually handle game servers
Are you looking at the in game time or for how long the process has been running?
is it normal that the conveyer belts are laggy on dedicated servers?
the items stuck on the belt and move after some seconds :/ and there is no reason why.
I rent a server (zap hosting) but experience strange things. Like boulders on nodea that I already removed. They are not physically there but shown. Also i see snails and when i get to them, they disappear. On belts there are parts of the belts where the items disappear. Are these issues normal?if yes I'd rather continue play offline and not having the production running while my pc is not running.
I think that’s just an issue with dedicated servers
That is a multiplayer thing in general and not specifically dedicated server issue.
Imagine the client sees the world pristine and untouched until multiplayer host/ dedicated server tells the client otherwise.
Hello, I was wondering if there was an officially sponsored dedicated server host(or one you would suggest) for dedicated servers? Preferably one that I can upload my save to? Thank you in advance!
Check the pins
I did see that we can't suggest any, I was asking for an official 'tell'.
does any1 here by chance have experiance with oracle always free VMs?
i need help with an issue im having setting up a satisfactory server on one
ive installed the server (im pretty sure i did but there is a chance i did something wrong) any help would be very much appreciated
what do you mean by barebones?
wrong term
its nothing but a console no gui or anything everything is done through either sftp or putty
at least for me anyway
is it the ARM based or the AMD based ones?
amd ampere something something
I’ve messed with both in terms of Minecraft servers
I don’t think the dedicated server supports the ARM cpu architecture
I’ll go take a look
i have 2 cores and 12GB of ram dedicated
but i can add more if i need to
just starting wtih this to see how it runs
There are currently no plans for an ARM CPU-compatible build
the AMD ones will not work with Satisfactory, the memory is way too low
12GB of ram wont work?
i can go up to 24
if i need to
honestly i can figure out the specs and stuff later i just want to know what im doing wrong because i know im doing something wrong just unsure what
its been bugging me for over a month now
Do you know anything about CPU architectures?
bare minimum
The directions on the Wiki should be accurate for a Linux VM instance on Oracle Cloud, provided it has sufficient horesepower
The one with 4-cores and 24gb of memory is using a cpu arch called ARM
cpu arch is essentially the type of instructions you can give to a cpu
your screenshot shows you attempting to run sfserver from what I infer to be the directory you installed SteamCMD to
satisfactory only runs on x86-64
They are attempting at running the dedicated server on an ARM cpu
that would also be an issue, yes
i had a folder called steam cmd to seperate the minecraft servers from the steam servers
and is that the directory you're telling SteamCMD to install the SF dedicated server to?
Unfortunately I don’t think you could reasonably create a dedicated server using oracle cloud always free tier
Are you using the AMD one?
if you run arch, what is the output?
yeah that’s ARM
ah ok
^
good to know
the always free AMD ones are way too weak to power a satisfactory server
<1gb of memory and 1 thread
x86_64 is the only valid response to arch on a host that can run the SF server
that is the ARM Ampere instances
anytime ^^
ARM does make beefy 64-bit CPUs but they're not compatible with the x86-64 instruction set; binaries have to be compiled specifically for them
hmm
think of ARM64 as diesel to the x86-64's petrol, but don't take that analogy too far
got it
is there anyway to get a free satisfactory server up aside from local hosting? cause im beyond broke lmao
Not a permanent solution
most free hosting tiers won't have the horsepower
You could spin up something like google cloud witj their $300 free credits
but that would only last you a few months
you might be able to get it running on a free tier Google Compute instance for about 2 mintues before you burn enough resources to no longer be free
lovely
is there a version on here that can run it ?
i have a buddy who has access to paid tier stuff who is looking into doing the same thing im doing
maybe your buddy can offer you access to one of his hosts
ight
Speaking of which.. I have an i7-4790k i could host mine on instead of my dual e5-2680
damn lmao i have a 3770
not very good for hosting and playing at the same time
Is there a way to fix the visual bugs with the conveyors? Most items glitch out and disappear, just to reappear in a few seconds.
SOMEONE KNOW IF FIX THE ISSUE WHERE YOU CANT IVITED FRIEND TO YOUR PRIVED SERVER
you cannot invite friend to your privet server you just share the server ip and password (if any)
Please do not write in caps it is considered rude
Hello everyone, I setup a new Satis Dedi server yesterday, and loaded a 2 day old save game, works like a charm - but we want to have mods on it, is it possible by any chance ?
Not yet.
OK thanks Zand3rs 😉
on the contrary, you very much can invite anyone else whom you wish to join- as you said, by sharing the server's address and password (if any)
how much ram do I need
For what? a server?
yes..
minimum 16gb
Thanks you and sorry for the caps
I've unfortunately died under the map due to hyper tube cannons. I edited the file via the calculator and uploaded it to the server. But i can not start from it
i loaded it but nothing happens
is this normal or did i do something wrong?
do i have to remove the _calculator?
when drag the save to the server make sure you delete the other saves
you tried dedi server on your 2680? I got a 2670v2 and was wondering if it would handle it having so many old cores and meager clock per core
probably useful to run a few servers in parallel if it can handle one.
yeah I’m still running it, totally playable imo
doesn’t run at 30 tps, but 26-30 range
Only when you have a minimum of 8G per Dedi VM.
I should also note that my current Dedi session takes 15G of memory. Everything done, and building big for fun.
@fervent carbon 4790K certainly copes well with the Dedi server.
would have to check with the owner of it if it’s okay
it has 64g ecc server thing, it's not a vm, it's a dedi thing
my home pc is still a 4790K 🙈
Wouldn't running them in the same env share some memory though?
You'd have to anyway if you don't want to do shenanigans with beacon ports, right?
I have a different question: sometimes (when exit is requested, when it crashes...), the server process doesn't terminate completely. Instead it just sits at LogOnline: Error: OSS: Leaderboards Interface Requested. Can I somehow make it exit all the way, or is this a known pending issue?
Are you using steamcmd?
I am, yes. I'm also not using a computer with a graphical STEAM client installed on it, this is all CLI-based.
When you only have 1 IPv4 address, that requires changing ports.
With IPv6 every VM has it's own address, no shenanigans required.
Ah, of course. I keep forgetting IPv6 is a thing, and you're of course absolutely correct.
probably a stupid question but do you need to port forward to use the dedicated server?
If you're behind NAT - yes.
In general, in every situation where the computer you want to reach does not have a public IP - you will need to port-forward.
If the machine has its own, internet-reachable IP address (as would likely be the case in a correct IPv6 setup, as discussed above), you will not need to port-forward.
i think you only need to open 15777 with udp, the rest will dynamically open iirc?
alright, thanks
optimum being stupid anyway lol so i guess i cant port forward yet anyway
"Sorry, we're having trouble accessing your router settings."
Normally I use CTRL C to shutdown server when I'm working with it, now if you are using other software honestly I don't kno
If you can’t get the portforwards to work, there’s always the option of a vpn. Although would require your friends to install it to play
Yes, but when it crashes, or when I issue exit via the console, it does not terminate. I have it in a restart loop, and it doesn't work if it doesn't exit.
Speifically using:
while true; do logger -p user.notice "FICSIT_WATCHDOG: Updting and starting the Satisfactory server"; ~/satisfactory_dedicated_server_update.sh; sleep 10; /var/NVMe/SATISFACTORY_Dedicated_Server/FactoryServer.sh -multihome=10.0.1.22 -ServerQueryPort=20000 -Port=20001 -BeaconPort=15000 2>&1; logger -p user.notice "FICSIT_WATCHDOG: Satisfactory server exited with code $?"; done
That would wholly depend on UPnP being enabled and working correctly. Since UPnP is a glaring security hole, I would expect people to have it disabled - or, at least, I don't assume that it's up and running.
fair enough
7777, 15000 and 15777 then
By default, yes.
That's one of the primary reasons I always insist on owning my own router, and then having them put the front-facing device in whatever DMZ equivalent they can set up.
(the other are - having full control over the device in my house (as in, admin access), actually owning the thing (meaning: I can swap it out, throw it out a window, whatever), being able to update it whenever I want (because both ISPs and consumer-facing terminator manufacturers seem to have some trouble keeping their crap up-to-date, for some reason), and nipping all sorts of "free" WiFi APs they may deem to want me to provide - at my own expense (electrical bill) - in the bud)
I use this
@echo off
::run satisfactory server batch file
:run
@echo Run Satisfactory Server
FactoryServer.exe -log -unattended -NOSTEAM
IF %ERRORLEVEL% EQU 1 goto end
IF %ERRORLEVEL% EQU 0 goto end
IF %ERRORLEVEL% NEQ 0 goto error
goto end
:error
@Echo server exited with error code %ERRORLEVEL%
goto run
:end
@echo exiting
In my Start up of the server basically it will restart the server in case of a crash
Which is essentially the equivalent of what I do.
Except, when the server crashes, it doesn't exit for me.
It just... hangs there.
well, this loop itself is restarting the server every time you cancel it. When you issue ^C a SIGINT is sent to the while loop too. that's why it quits.
you probably want something like:
while ! logger -p user.notice "FICSIT_WATCHDOG: Updting and starting the Satisfactory server"; ~/satisfactory_dedicated_server_update.sh; sleep 10; /var/NVMe/SATISFACTORY_Dedicated_Server/FactoryServer.sh -multihome=10.0.1.22 -ServerQueryPort=20000 -Port=20001 -BeaconPort=15000 2>&1; logger -p user.notice "FICSIT_WATCHDOG: Satisfactory server exited with code $?"; do echo "Server crashed. Restarting."; sleep 1; done
Well, not really, I hope you get the idea. :P
That literally makes no difference.
let me try to make it proper
Ahh, I think I know what you're trying to do.
You're trying to make it cycle unless it crashes, right?
But again, it doesn't matter, because... the process doesn't exit. :D
It never gets to "server exited".
The server process just zombifies.
Well, actually not exactly zombifies, because it reacts to Ctrl+C.
But why it doesn't exit before then? No clue.
clean_quit=false
while ! ${clean_quit}; do
logger -p user.notice "FICSIT_WATCHDOG: Updting and starting the Satisfactory server";
~/satisfactory_dedicated_server_update.sh;
sleep 10;
/var/NVMe/SATISFACTORY_Dedicated_Server/FactoryServer.sh -multihome=10.0.1.22 -ServerQueryPort=20000 -Port=20001 -BeaconPort=15000 2>&1
exit_status="${?}"
logger -p user.notice "FICSIT_WATCHDOG: Satisfactory server exited with code $?";
if [ ${exit_status} -ne 0 ]; then
logger -p user.notice "FICSIT_WATCHDOG: Server crashed, restarting it.
sleep 2;
else
clean_quit=true
fi
done
So yeah, until the server stops quitting with error status, it will loop restarting.
Closing the server gracefully should make it quit with exit status 0, unless ficsit has their own set of exit rules. :P
Cool.
Except it does not terminate.
/var/NVMe/SATISFACTORY_Dedicated_Server/FactoryServer.sh -multihome=10.0.1.22 -ServerQueryPort=20000 -Port=20001 -BeaconPort=15000 2>&1
ok, so if you're saying it never quits the script above is trash
when you ps aux | grep the process what do you get?
Gimme a sec.
this .sh probably spawns a child process, so you want the .sh -and- what it calls
(ps auxww if the line is long might help)
Okay, but wouldn't the shell script terminate once all children terminate?
(it only calls the factory server, and doesn't do anything beyond that, so if anything is spamming children,
it's the server itself)
Yes. So (a) the child process (the actual binary) might be stuck (b) the shelll script might be the culprit
No, the shell script comes with Satisfactory DS and literally just sets a few env vars and launches the executable with the stuff you provide.
and there are some flags from ps aux that tells what status the process is in
#!/bin/sh
UE4_TRUE_SCRIPT_NAME=$(echo \"$0\" | xargs readlink -f)
UE4_PROJECT_ROOT=$(dirname "$UE4_TRUE_SCRIPT_NAME")
chmod +x "$UE4_PROJECT_ROOT/Engine/Binaries/Linux/UE4Server-Linux-Shipping"
"$UE4_PROJECT_ROOT/Engine/Binaries/Linux/UE4Server-Linux-Shipping" FactoryGame "$@"
That's the entirety of it.
like, actual zombie, stuck in i/o, or just idling.
steam 117916 0.0 0.0 2420 524 pts/1 S+ 00:30 0:00 /bin/sh /var/NVMe/SATISFACTORY_Dedicated_Server/FactoryServer.sh -multihome=10.0.1.22 -ServerQueryPort=20000 -Port=20001 -BeaconPort=15000
steam 117923 119 18.5 10672524 6075332 pts/1 Sl+ 00:30 2:47 /var/NVMe/SATISFACTORY_Dedicated_Server/Engine/Binaries/Linux/UE4Server-Linux-Shipping FactoryGame -multihome=10.0.1.22 -ServerQueryPort=20000 -Port=20001 -BeaconPort=15000
so yah, what's the state of that UE4Server-Linux-Shipping when it becomes stuck? It goes away if you just kill it (without -9 or SIGTERM)?
hmm it looks pretty busy in CPU
Ctrl+C kills it, no issue. It just doesn't self-terminate.
in this ps you caught, it is in that "no-self-terminate" state, right? You issued the console command to quit, and it stuck there, showing that in ps?
Yeah, I said "exit" through the console.
The final lines in the output are:
[2022.05.14-22.32.39:352][373]LogDeviceProfile: Device profile begin destroy: [0x7f75575d8440] Linux
[2022.05.14-22.32.39:352][373]LogDeviceProfile: Device profile begin destroy: [0x7f75575d8380] Default__DeviceProfile
[2022.05.14-22.32.39:352][373]LogDeviceProfile: Device profile begin destroy: [0x7f75575d82c0] LinuxServer
[2022.05.14-22.32.39:354][373]LogOnline: Error: OSS: Leaderboards Interface Requested
[2022.05.14-22.32.39:354][373]LogOnline: Error: OSS: Leaderboards Interface Requested
and it's just sitting there.
it is just running (as far as the OS is concerned). No zombie or anything. It is in a deep loop as it seems to be taking a good load in the CPU
Which is weird, because htop says 0.0
try another ps , it should report the same as htop
maybe when you did it, the game was still in the process of shutting down?
steam 117923 44.7 18.5 10676636 6075456 pts/1 Sl+ 00:30 2:49 /var/NVMe/SATISFACTORY_Dedicated_Server/Engine/Binaries/Linux/UE4Server-Linux-Shipping FactoryGame -multihome=10.0.1.22 -ServerQueryPort=20000 -Port=20001 -BeaconPort=15000
hah I think htop is a bit off... well, or ps, but I'm more acquainted with ps anyway
it even increased the process cpu time (2:47 -> 2:49), I think htop is not getting the right process
ps aux | grep -i satis is what I use
the line is getting the right process... that UE4Server-Linux-Shipping.
Okay, so if you go ahead in the terminal and ctrl+c it, then the process should be gone from ps, and that would ensure you're getting the right one
the time of the logs is consistent with the process start time (GMT-2h should be your local time) -and- its CPU time (it's not the same as wall clock but assuming the game consumes a lot of cpu cycles it could be somewhat close to wall clock)
The weird thing is, if I run these commands one after the other, the supposed "CPU" line just keeps dropping down at a rate of 0.1 every 2s or so.
It's weird as hell.
It is probably internally waiting for a thread to return before it can quit... it may mean waiting user connection to be dropped from the server
Except there's no user connection.
I mean, you're connected to console in-game and it waits for you to disconnect from the game. You issue the command and leave at once?
No, it literally says "This server appears to be offline" in-game.
Only thing I can get from ss is UNCONN 0 0 10.0.1.22:20000 0.0.0.0:* users:(("UE4Server-Linux",pid=117923,fd=32))
It really looks like it is waiting its threads to finish and some are still stuck around
Yeah, it kinda looks like that.
And I'm starting to think it's retrying that "Leaderboards Interface" thing to infinity.
This really looks like a bug, what you could do perhaps to help is identify which thread is stuck... now I'm not sure how you go down the individual threads if they don't spawn new processes in ps
but that + in process stats means the process is multi threaded. let me see...
try to add -T, probably ps Taux | grep 117923 should do. I'm not sure if the threads are gonna read after satis, let me see
just to be clear this would be just diagnosing the issue, not fixing it. You could of course work-around knowing which thread is sticking up. But basically I think this should turn into a bug report. :)
I don't have any processes here running multi-threaded stuff 😂
But the flag is ps auxww -T | egrep <...>, for some reason -T didn't work with the aux sugar
multi lines with the UE4 process... do they show anything extra in the command line, or all the same?
Same, some Sl+ and some SNl+
they -might- give hints to what the thread does, so you can individually kill the thread and find out which one was the stuck one
Still, I guess I don't really care which one is the stuck one, since I won't be able to tell what it was doing - and even if I did, I don't see how it helps me.
So, basically, a bug.
ah, then there's not much clue, unfortunately.
yes, that would just help devs fix the issue, not really help you, as this probably is an issue.
Don't have an account on the whole bug reporting system. Kinda pissed me off that I needed one, so I never made one.
you know, you can just run the process with strace and see lotsa fun output that would make no sense... haha especially a multi-threaded one
Why wouldn't it make sense?
now the funny thing is that not everyone is reporting this
It just prints syscalls, right?
the output is REALLY verbose
It would be. There's a ton of calls to the OS it'd be making.
yes, it'd take a lot to make any sense of that, especially cause it's running in separate threads
I guess having the thread ID in there might help. :D
LogOnline: Error: OSS: Leaderboards Interface Requested
What about this error?
Let's see what it does. I completely forgot about strace.
Wouldn't it indicate it could be stuck waiting this leaderboards interface response?
Like I said, I suspect it's doing exactly that.
Kinda silly not to include code to just fail it after n retries, but... beta stage, right?
ya, and I believe, there are LOTS of code there to surround every little check, so until we fall in one failing like that, I believe lots of sanity already took place. Just an "edgy" case I guess. The thing is that it is always happening to you
Something I read in wiki is that the dedi server dies "gracefully" if you send it a SIGTERM signal (15), and says nothing about ctrl+c's signal, SIGINT (2).
So for one thing, ctrl+c works for you on linux at least, because it does do a "non-graceful" shutdown.
Actually, it does a graceful,
if you issue it again it kills it outright.
Unless it's already shut down, in which case it just terminates.
That bit I really like, and it shows foresight.
The fact that they added a signal to trigger a graceful is another thing that's really nice.
ya, I was talking just based on what I read in wiki. I gotta give this dedi server a try here
perhaps the wiki could use some updates :P
Yup, the last thing it gets stuck on is futex(0x7fbc5d9289d0, FUTEX_WAIT, 125546, NULL, so it seems it really is waiting on something. Possibly a deadlock.
Wouldn't be surprised if it's something silly, like it retrying on failure, and it failing due to shutdown.
(that's an inescapable situation: it will retry indefinitely, and it will fail indefinitely)
Connecting anonymously to Steam Public...Retrying. . .
Oh, perhaps my server is VAC-banned from steam :S
this suggests it is waiting a thread to join/finish. Who knows where -that- or -those- threads stuck at
most likely waiting that leaderboards interface it so eagerly requested. :P
wee my VAC ban is gone, connected and downloading...
> my VAC ban is gone
That doesn't exactly inspire confidence in your assistance, you know... ;]
Ya. I'm not even sure what I'm talking about with that vac ban thing... I think it was a thing back in the time I played some game on steam that was online. The cross-play aspect of satisfactory using epic games probably has some kind of VAC but should work differently from steam's
... the different nature of the ban still doesn't really help, here... :D
(unless you got blocked, not banned - a "block" is when you get put in a "time-out" for using too many resources, too many queries etc.; a "ban" is when some algo or a human blocks your access for specific offences, like cheating in online games, and generally doing stuff on purpose to the detriment of other players)
ok, I reproduced your error.
If I ^c once, it gets stuck the same as you reported
And this may have to do with the error/warnings issued along the initialization, about being unable to log in to steam.
[2022.05.14-23.48.25:410][ 0]LogSteamShared: Warning: Steam Dedicated Server API failed to initialize.
[2022.05.14-23.48.25:437][ 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.
[2022.05.14-23.48.26:243][ 20]LogOnline: Warning: OSS: EOSSDK-LogEOSEcom: Purchase flow is disabled due to overlay setup failure (EOS_NotConfigured).
These really look related to the leadeboards stuck one.
Specifying -nosteam (or -NOSTEAM as suggested by one of the warnings) did not change anything.
is there like server plugins yet
you mean, things to automate the daemon? or more like in-game mods?
I'm not sure by reading the wiki page, whether for dedicated servers -beta public and -beta experimental branches are merged and the same, or if for the dedicated server "bleeding edge", I should still stick with -beta experimental...
I found an issue already logged about this issue. @blazing halo it would probably help get this fixed if you logged in and upvoted the issue. Or else this could just become a feature, that is, if nobody cares about it. :P (well, and in case this doesn't bother one of the developers either)
https://questions.satisfactorygame.com/post/62516d2cca608e080350be94
the search in the site could be a bit better, it was a bit difficult to find the right topic.
I guess server side mods, stuff like a plugin that makes it so all lizard doggos can be interacted with by anyone
or like items automatically disappearing after a certain amount of time
hmmm they should be "appliable" as much as game mods are, but I think not even game mods are really supported (but pushed by some craftier people), right?
I'm sorry, I'm not much acquainted to how modding is being used in the game
but if you look up some listings in #looking-for-group-old, you'll see some people "modded". Let's see if there are dedi ones that checked "modded" in
actually no, no dedicated server I see says "modded" at least in the few last ones I seen
Sorry if this question has already been addressed many times, but does anybody else have an issue with your character not being able to move for a bit after logging onto your server? It happens to some people on my server, but no everybody. Also, the character does actually move, but on screen all you can do is look around then after 30secs or so(it's getting longer and longer) all of a sudden everything is fine and you show up wherever you moved to while you couldn't see that you were moving.
I haven't had this happen to me on my server in a long time. If I had to guess, it's an issue with the client getting data from the server, and keeping itself slightly 'catatonic' until it is confirmed to be up to date. It also may relate to server horsepower, because when I have observed it, the duration in which I cannot move is closer to five seconds than thirty.
You might be on to something with the horsepower thing. The server has a 3900XT and a 2080Ti with 64GB RAM, but I'm thinking it might last longer the more stuff I'm doing simultaneously on the server computer. I think I'll try a fresh restart on the computer and fire up the server with nothing else running to see if that helps. Thanks!
i blew up a rock above a caterium node earlier, and i came back and the rock returned?
i can move through the rock, but i cant build on it
is there a way to fix this?
At present, mods don't work with the dedicated server. As I understand it (as I did a little digging into it), it will attempt to load them just fine (meaning, the support is there), but since there originally was little modding support - the community had to come up with methods for stuff that wasn't available (like hooking new recipes into buildings). This ended up becoming a mod itself - one that essentially created and supplied all of these mechanisms - and most (if not all) mods currently available rely heavily on that particular one. And as far as I'm aware, there's currently no tooling to make it work under a dedicated server - meaning, all mods that depend on it (pretty much all of them) will also fail to work.
As for Linux availability (if that's your thing), it also doesn't help that all mods are currently distributed as Windows binary code (notably, the one I talked about is). No Linux binary in sight. So... that might take a bit longer still.
damn
well I use a host which I believe uses linux (as it should)
especially with low ram
Technically, if you could put together a mod that doesn't rely on the mod loader, and release a Linux binary for it (if it needs one) - it potentially should work.
That limits it to mods that modify already existing stuff, I suppose. But if you're gunning for day/night cycle changes and such, it's theoretically doable.
Same thing has happened to me on a caterium node up in the Northern Forest today. Well, it was a little different. I threw like 10 bombs on the rock and it didn't blow up. I logged out and back in and the rock was gone and I was able to put a miner on the node. Next time I logged in the rock was back, but the miner was still there working, so I guess my suggestion would be to log out and back in a couple times and if the rock ever disappears again, go ahead and put a miner there.
Per instance, yes. Go to a location, stand there, save game, load saved game. On load, the server will detect that there's a player there, and will remove obstacles. They will return on subsequent loads/restarts, so do your business there and leave. ;]
Hm, maybe saving/loading isn't necessary... But the point is, there has to be a player there, for the server to remove that stuff. It's a known bug.
I don't think there's a way to really unlock the node
it happened to me too but it was an iron node so I just left it
Well, the boulders will be gone when you return (after leaving a player there), so it works temporarily at least. Long enough to place whatever you want to place and leave.
There's a caterium node down south I had this happen to, but the boulders problem is general.
That's what I thought too, but next time I logged in the rock was gone. Luckily I put a miner on it right away because the rock came back and hasn't went away since.
I assume coffeestain will make a library in the future
or a hook
since its still experimental
At this point, with hundreds of mods already available? Maybe, assuming their interface provides exactly what the mod loader does. But considering that there's a functional thing out there, it's probably not a priority.
I don't see a technical reason why they couldn't make an internal interface that a) exposes the exact same stuff the mod loader does, and b) allows its internal functions to be "overloaded" so that if you happen to load the mod loader (and it's a new version, providing more stuff - the community tends to be quicker with these things, and with their ear "more to the ground" as it were) then the internal functions end up "slaved" or outright blocked.
As for the economy of doing that... who knows.
There's also no technical reason for the community not to release a new version of the mod loader, with the appropriate functions removed, moved to some "no conflict" variant, or only exposed if the engine doesn't expose them for some reason (older/legacy version?). But again, I don't know how economical that would be.
One thing's for certain: rebuilding all of the existing mods is not economical in the slightest, and would likely turn a number of authors off modding Satisfactory. I mean, why bother if you're expected to rebuild your stuff every few weeks? Waaaaay too much work, when a lot of work goes into making a mod in the first place.
just a quick question, if i start a server on my linux machine can i just copy over an already existing singleplayer world to keep playing on the server
is there away to make that when a player is on server auto save be after 10mins?
oh thanks
I guess you were right. After a restart and nothing running but the server, I had absolutely no issues when loading in for the first time in a while. It still seems a little strange since the resource usage on that computer has always been so low, even with Discord, Steam, a few Firefox tabs, OBS and device utilities running. Nevertheless, it's working perfect now. Thanks!
I'm having an issue where my dedicated server doesn't seem to want to run longer than 24h
im talking about for servers
like a hook or library for server addons
Same here.
The mods are the same for both server & client. They have to be, they must be loaded by both. There's really no distinction, apart from what needs to be enforced at the server vs what needs to be present at the client.
Glad to have helped!
you'd probably want to look for the logs, as for why it died. Could have been killed by the OS due to something like a spike in memory demand, but could have just crashed out of happiness.
Is there anyway to add mods to a dedicated server?
Not yet, 🔜
oh dam, feels bad
So I just set up a server on a spare computer I had, got everything up and running, set up port forwarding on my router to go the right place and also a DDNS address so my friends could join, but for some reason when I try to connect to that DDNS address from within my LAN, it can't find it. It works fine if I put in my local internal IP, though.
I'm using steamcmd and nssm to run the server, btw
man, vehicles are still not good multiplayer I see.
that's because you are inside the lan, you don't need to pass thru the router to get to the destination. Port is forwarded only from connections coming from outside.
There probably are means to make this work, but do you really need it?
Ah ok, yeah I was thinking that might have been it. I was just trying to see if the DDNS I set up would work for my buddy so he could connect too