#dedicated-servers
1 messages · Page 231 of 1
DNS will work so long as it routes resolves correctly. you can set up an entry in your client computer's hosts file to force the name to resolve to the LAN address if you want to use that internally
Yeah I'm fine using just the local IP from my computer. I was just trying to test to see if my friend would be able to connect using the DDNS name by trying to connect using it myself. He doesn't have the game yet and is currently on a post-graduation road trip heading back home and I wanted to have it all set up and ready so we could play once he gets back.
You're not making much sense in context. What sort of plugins? Elaborate.
Do you have NAT hairpinning set up correctly?
(this assumes IPv4, but DDNS already kinda assumes that)
not all routers support it
Not all routers have a setting for it. ;P
that'd be one way for a router to not support it, yes
Not necessarily. It could have it enabled by default, it's one extra rule per port forward.
Though I wouldn't hold my breath. It's not a common thing to expect, especially on consumer devices.
I don't know what hairpinning is haha, so I'm assuming I didn't do something for that
it's allowing for a request from the LAN to go out the router and come back in through the WAN interface and get routed back to a LAN host
It's a rule for port forwarding so that your router knows what to do for packets connecting to your public interface, but coming from your LAN interface.
Ahhh ok, that makes sense with the name
Long story short - without it, you won't be able to connect to your public IP from within your LAN.
Lemme see if I can figure out if there's a way to set that up
(but really just use your LAN IP for internal connections and Bob's your uncle)
Yeah, but in the context of testing port forwards, it's a bust w/o it.
Yeah
addons that do stuff on the server side
So, server-side mods?
nothing yet because they do not exist
Are there any dedicated servers for me to join? If so how do I find them?
As far as I'm aware, CSS don't run any central servers for Satisfactory.
Multiplayer is up to 4 people.
#looking-for-group-old sometimes has people plugging their servers
Darn tried looking in the looking for group section but no one answers
Most notably, the game is set up in such a way that it's not really possible to keep separate "tribes" or anything like that. So it makes sense that you don't have a browser.
It would be impossible to keep people away from each other and their stuff.
Even the user manual for my router doesn't say anything about NAT hairpinning or loopback, although they said it can supposedly do it.... grr haha
Is that something I set up on the router itself, or do I do that on my computer?
You could check if your router supports third-party firmware. Most of them provide support for more advanced stuff, but there are tradeoffs to be aware of, and it is a rather lengthy journey if it's something you're doing for the first time.
It's on the router, yeah.
Hmmm... yeah I dunno if I wanna start getting into 3rd party firmware and stuff like that
if you do, Tomato and DD-WRT are pretty reliable
heck the latter is literally named after the Linksys router it was first made for
I've never even heard of routers that can't let you connect to your public ip from within lan
That's wild
Seconded; I've used dd-wrt for years.
That's interesting, because I've yet to see one that allows it without a fuss. :D
so did I, right up until my router was a copy of Debian with three NICs
Pretty much same.
(four NICs here)
With a routers I ever hosted with its made literally no difference whether I used public or internal ip
But my gamingmachine also is the host
Yeah if it was just me living here and working off the router I'd have no problem with putting another firmware on it. There are several other people who use it, though and I don't wanna end up screwing something up and pissing them off when the network they were using stops working haha
So Idk if that changes things
That's a fair approach. It's not for everyone, that's for sure.
Be happy then that your router supports DDNS as-is, I suppose.
(unless you're doing the updates from your local PC)
if/when the time comes to upgrade the router, I'd recommend messing around with custom firmware on the one you're retiring though
Yeah, I mean it's a halfway decent router
it's a good learning experience
It's a nighthawk
Also seconded. It's a great way to learn.
Yeah I'd love to learn how to do that stuff. I'm somewhat familiar with networky type things, but been out of the loop for a while
XD
I wanted the Raptor but they were fresh out of F22's
Lol
Raptors? they're overpriced 😄
if not, it should: Albatross
Haha yeah
In any case, you could just ask someone to test whether they can see your game from the Internet.
Well you see, that would just be FAR too smart
yep, folks here do that regularly
Where are you from? Fritzboxes see to be pretty exclusive to Germany but they got pretty damn good firmware
I'm in the US
Or that canyouseeme website
I've found it's not super reliable with UDP
Yeah that canyouseeme can't hit any of them
one of these days I might set up a web front-end for my query port tester
You could try to use a remote machine to see if you can connect to the ports individually, but - as my example shows - it's not a guarantee.
Worst-case, you can set up a VPN. ;P
I know that works.
Closing the loop: issue resolved; problem was router-behind-router. put external router into Bridge mode and everything's ducky
Where are the SaveGames files on Linux installed via SteamCMD
~.config/Epic/FactoryGame/Saved/SaveGames
Should be
Yeah, that's something I don't get. Why not allow for path customisation? I sure hope it's on the list...
Fumbling around with rebinding it feels clunky.
On my server, I can log in without any issues. But I've my buddy logs in, he dies on log in
He logs out while standing on the ground
what can cause this issue?
it could be that one of you are launching through the mod manager but have forgotten to turn the mods off? 🙂
no we both are starting through Steam. The issue occurs for a couple of days now
You have to turn mods off, in the mod manager, even when starting through Steam, as the mods will still be enabled.
i know, no mods are enabled
Uhhhh... This is for dedicated servers. Why jump to "mods are at fault"? Nvm, forgot mods can be enabled in the client and the game will bork if they are. Too used to the server dictating this stuff, I guess.
Wouldn't the game just fail to connect though? As far as I've seen, anyway...
That is what you would expect based on experience
The server-client infra, not expecting mods to be a thing, has no way to ask a client if there are mods. What a mod should to is alter the reported build version of the client so that the handshake fails there with a "version mismatch" error in the interim, but hey, what do I know?
Yo can anyone tell me why the Satisfactory Dedicated Server doesn't show up in tools like it should?
From the dedicated servers wiki article
cont. from #old-questions-and-help Pipes are not fully placing, I have to leave the server session , then join back for them to show up. Tested the save on SP and it worked just fine.
so I was able to fic it by loading it into sp, then placing a few pipes, and then reupload the save to the server
That could happen when the server is saving, try extending the save interval see if it makes a difference
Notably, if the server is saving, there's a good chance that any pipes or belts you place during that time won't actually connect and you'll have to replace them.
It'll look fine, but won't work.
Is there anything known about the Server-as-a-Service on Windows storing it's config files in a different spot than de "AppData" folder? I've tried a lot but starting the server as a service seems to ignore any changes i make to the config folder (like deleting). The only workaround I currently have is just starting the server via the commandline, which does conform to the AppData changes.
can i start a single player game, and then transfer the save file of that game to a friend's PC who can host it as a server?
a friend and i started a normal multiplayer season and played a couple of times, then he dusted of an older pc and made it a dedicated always online server and transfered his save game from his own gaming computer to the older computer, so i would yes, it should be possible 🙂
should be possible without issues, except when you have used mods in the single player game. This could some issues
I would expect launching the save on the same PC without the mods, then saving as a separate file, would likely clear any issues?
This happened when i died.
is it possible to add mods to a dedicated server yet?
you can do modulo arithmetic in the in-game calculator
but if you mean game modifications, no
💀
There's an in-game calculator?
Speaking of, has someone made a calculator using machines yet?
Like, putting 2 of X in one bin, 3 of Y in another, and it makes 6 of Z? :D
?
yep. Press (by default) N. you can look up items or just type in maths. including modulo maths:
Oh. Had no idea. :D
which port do i port forward is it 15777, 15000, 7777?
has anyone determined the approximate minimum uplink speed to have a relatively smooth server experience
my upload speeds are kinda shit (4 megabit up, 40 down), so i have no idea if my internet is adequate enough
i see on the wiki it specifies "broadband", but that isnt exactly that specific
Yes. All three. UDP.
how would i write that?
with a UI like that? Three separate rules, one for each port
sadge
Hi! I was just wondering what the bottom right number meant here:
does anyone know?
production efficiency
do you need to play on experimental to access the dedicated servers or can you play from the normal game?
Production efficency except everything above 95% is actually 100%
Except in the rare cases your machine actually is starving just a tiny bit
gotcha
is there a way to play modded on dedicated? Is it just like singleplayer?
obv he meant game mods
not yet
hey i was wondering how does increased player count affect performance on dedicated. as far as i know the game always keeps the entire world loaded so more players shouldn't affect the performance significantly (besides bandwidth)
Does anybody know how to raise the tick rate. To improve the performance of the server?
AND THIS KEEPS GOING ON TO
New vehicle 😳
anyway to fix the wonky behavior on the tractor?
Both Early Access (EA) and Experimental Branches can use Dedicated Servers.
However: Both Client and Server must be the same Branch and Build.
Also read the wiki.
By own experiance:
Dedicated server can run Early Access and client can run Experimental build.
if they are the same build number, they are compatible; if they are not, they are not
currently there is nothing new on Experimental
That said, both branches remain available
Yes but for every server update you need to change it again
unsupported changes be like that
You can increase the tick rate via config files, but... the default tick rate of 30 should be more than adequate for everything. If your tick rate is dropping, it's not because of a setting, but because the PC the server is running on is lagging, or because the code of the server is lagging. So, the only real solution is to put beefier hardware in. Do note that the server requirements list "single-core performance" as something to be mindful of - some of the functions can't be distributed well (or cause massive dev headaches when split up between threads), so there are some things that will simply happen faster on CPUs with better single-core performance (and can't be improved by throwing more cores at it). Increasing the tick rate should only really increase the "smoothness" of the experience; if you're experiencing stutters, rubberbanding or lags, the tick rate isn't the issue - it's a symptom.
For instance, the save procedure takes a good while to complete (for me, it currently takes about 10 seconds). During this time, the server is not tracking anything, so expect rubber banding and command failures (like not being able to build, the building appearing in a random place, or the placed buildable not being connected despite looking like it is). Notably, this is not related to saving to disk (which is pretty fast), but rather - the server takes its time putting all of the info together (so it's an optimisation issue more than a raw performance issue).
I wonder if the serialization burden could be distributed more evenly by making it track the changes on creation instead of at set intervals... Alternatively, maybe a separate thread dedicated to serialization, handed a "snapshot" copy of the requisite RAM? Copy-on-write does exist, and could be used to both limit RAM usage in this scenario as well as keeping a pristine snapshot for the serializer thread to go through at leisure... It could also be exempt from the "on tick" rule, essentially freewheeling until it's given something to do.
it'd been discussed before by the devs - I think possibly in this channel - but in short the amount of data to keep track of would make the computational and RAM cost of tracking 'deltas' in real time are prohibitive, and even then you just shunt the likely cause of momentary (for possibly long values of 'moment') lag to be when the deltas get reset rather than for when the worldstate is audited for saving. Copying RAM state and sloughing that off in another thread would double the RAM requirements of the server- which in many cases would tip the host into using swap, which would quite likely be orders of magnitude worse in terms of performativeness. But as of the last I recall them saying, they're still looking into alternatives to allow for saving not to be such a hit when the time to save rolls around.
Hey one of my friends cant see the server online or see anything about the server but I can join the server
I guess you did not forward the 3 udp ports, which would fix that
On my end I forward the 3 ports on my server computer and my internet
and you also gave him ur public ip address and not ur local one?
maybe he is not using the same branch EA/experimental
I will check when I get home but I think it was the local one
the local will start with 192.168
it’s only accessible by people on your network if so
You can go to a site like icanhazip.com to find your public ip
In default configuration it supports 4 but it can be changed in the config file
so i have the satisfactory dedicated server downloaded on a different computer and im trying to find the game.ini file but i dont see the factoryGame file in local data?
im doing it in windows and i downloaded it in SteamCMP
hi guys
Yes, hi. Don't ask to ask, just ask. ;P
i asked in questions
about cracked rocks respawning x,x
i can walk trough but cant build on them
Considering that it takes about 10s for my server to take that data and "boil it down" into about 6 MiB of data, I'd say that the amount of actual data isn't all that much, in the end. ARK has saves that're multi-GB in filesize, but the saving is fairly fast.
A known bug in the DS. The boulders will respawn after being cleared, unfortunately. What you need to do is leave a player there (right in the spot), save the game, and then either load or restart. The game will detect a conflict and clear them for that session only (they will return on next load), but you should be able to do what you need there.
oh thanks gonna try it :3
I like your thoughts there Kad - i personally would much rather having to up RAM usage instead of sacrificing performance - even double would be totally acceptable, this is Dedicated Server, so being able to run on a home PC should not be a consideration. 32 or 64GB or ram for a server should be expected, when you have that much going on
that is to say, until its optimized - there are some games that use over 2 GB per player and comfortably service like 80 players online at once, all trying to break the game engine 😛
we are up to over 600 hours on this current run, with about 8 or so regular players and save times are starting to push 30 seconds, (saving to a RAM Cache, so drive write time should not be a problem).. and then it kicks everyone out when that happens. its rather annoying.
I doubt you need to save to RAM cache. I considered it, but then saw that out of the 12s it spends saving, 11.5s is spent on serialization (so, preparing the data) and 0.5s is spent actually writing it.
How hard would even writing be in terms of offloading it to another thread?
0.5s when each tick is supposed to take up to 33ms is quite expensive still
In very simple terms, the save routine right now is "take the current state of every entity in the universe, and serialize it for storage to disk". As the world gets more complex with more buildings, conveyors, pipes, power networks, alterations to terrain (e. g. trees cut down), that "inventory" takes longer to, erm, take.
they need to rethink how to save the game at a fundamental level frankly.
I was more so just asking about the writing to disk part, doesn’t seem like that one would be too annoying to move off main thread?
the actual write-to-disk part of the save process is demonstrably not the main bottleneck
..which is not my point either
I'm not certain but I think it already is handled by another thread once the "inventory" has been taken
This.
And the fact there's also still a metric sh** ton of debugging active in the Dedicated Server in it's current Expirimental state (That's for both EA and Exp branches)
are there plans to allow downloading a world from a server to be able to play it locally?
This, exactly.
You can always copy the save files yourself. They are cross-compatible in both directions, it's just that the servers currently have no option to download (they have the option to upload).
No conversion necessary - just find out where both instances keep their saves, and simply copy the files from one to the other. They all should have either unique user-provided names, or have a session name prefix for the automatic ones, so you shouldn't see any filename conflicts unless you either created an identical save or copied them before (in which case I expect you'll know what to do ;P).
And to answer your question - as far as I recall, there are plans to implement the download functionality. They're just not really a priority, I suppose.
(we should likely be happy that the upload functionality exists and works, but I suppose it's a fairly good debug helper, so it makes sense)
Hmm... The code is available for download, at least as far as the modified engine goes... not sure how many things are left out (if it's the whole thing, or just a version slimmed down enough to allow for mod development?), but you could potentially check it out yourself. Something I'm planning to dive into when I get some free time - I'm curious to see the network protocols, personally, but if serialization and saving are in, I'll take a gander at that as well.
if you get any more deets on the query protocol, let me know; I'd love to expand my tool beyond where it is now
What IP address do I connect to when my dedicated server is up and running?
Is this correct?
Should I be able to see my LAN game on my external ip?
Anyone know how to remove blowen up rocks that have reappeared and are now indestructible and can be walked through but can not be built on or in
This is most likely an issue with portforwarding from your internet service provider (or ISP). Most ISP use internal private networks to split a single public IP to multiple end users. This is because we have run out of available public IP adresses. ISPs are often able to give you your own public IP, but this is a premium and often costs a lot.
There is however software that create a virtual private network where you and your friends can log on to and play "locally" with eachother. LogMeIn Hamachi is one of those softwares. You could also try and just join the server locally and have your friends join you through steam.
If you walk a player into the middle of one the restart the game it should make it possible to build there
Thanks will give it a try
If you’re connected on the same LAN as your server, it’s private ip. If you’re connecting over the internet, your external IP. Your external IP might work either way, if your router has NAT hairpinning
Got ya i think I got it to work bow thanks.
I'm used to being able to see server from external IP and internal
How can i host 2 player server
Keep in mind that not every ISP is even willing to assign a public IPv4. Some don't have the option, and don't even offer it as a paid service. Mine only allows this if I can coherently explain to them why I need to be publicly reachable.
i used a dedicated server from an online supplier, which i find is really good, i know some people don't want to pay for this, but i only have one computer and i don't want it tied up running a server! plus i can turn it off at night, and my friends can still play!
im hosting a dedicated server on linux. It works just fine. Some minor errors like network quality but thats fine
i just got a few questions about dedicated server. Why does it shows so many warnings and errors with EOS? I installed via steamcmd on linux. Why does it need eossdk for hostnames? I cant find the server via hostname only via ip adresse. thats strange
Hostname should be an issue with your dns resolution on the client
Which is the entire point, I suppose. I'm perfectly okay with having a PC serving the game, since it's serving a host of other things and is pretty much on 24/7 anyway. But if you don't want that expenditure, it's exactly what those providers are for. Besides, if you're not interested in the technical, they'll do literally everything for you.
The whole EOS SDK thing is, I believe, for seamless NAT resolution. For some reason, the server is running an outdated set of EA's NAT traversal services, and it fails to find the services it's looking for (because they're simply not there - following the CNAME resolution chain ends up with NXDOMAIN at the last step, indicating that those hosts no longer exist (they probably did at some point, since the naming scheme fits EA's service naming scheme to a tee)).
It uses the STUN protocol (Session Traversal Utilities for NAT), but doesn't seem to like any servers other than its own (or vice versa) because it still refuses to work after I rewrote DNS entries for those services to point to (supposedly) actually working EA STUN services.
Just search up "what is my IP?" On the Internet.
so, anyone else having issues getting the dedicated server to run via steamcmd? This is a fresh install of debian, more than enough memory, all requisite dependencies installed.
Logs? Describe the issue?
launching with May 21 15:58:34 gameserver FactoryServer.sh[17793]: LogInit: Command Line: -multihome=192.168.1.151 -ServerQueryPort=15777 -BeaconPort=15000 -Port=7777 -log -unattended
No need for unattended or log, they're both implied.
requisite error looks to be
LogOnline: OSS: Creating online subsystem instance for: STEAM
LogGenericPlatformMisc: Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870
LogSteamShared: Warning: Steam Dedicated Server API failed to initialize.
LogOnline: STEAM: [AppId: 0] Game Server API initialized 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.
LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
LogOnline: Warning: STEAM: Steam API failed to initialize!
LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
Non-issue in "can't get the server working" context.
Can you describe your issue, first?
Sure, I start the server, it never shows up in steam. yes, all ports are properly forwarded
It won't show up in STEAM. It doesn't use the same protocols.
The only way to check is to try and add it in-game.
hm ok, ill give that a quick shot.
If it's on your LAN, you'll have the best results with internal LAN IP.
Trying for the public IP may or may not work (depending on several things), and would muddy the waters. Straight-up LAN IP should work out of the box.
hmm
In my case, when I see LogOnline: Warning: OSS: EOSSDK-LogEOSEcom: Purchase flow is disabled due to overlay setup failure (EOS_NotConfigured). it usually means startup has concluded and it should be joinable.
internal lan ip does work, the external seems to be having issues. no worries though, thats a solvable issue lol
Yeah, make sure you have NAT hairpinning set up.
Though it doesn't seem to work for me at all, and nobody that's touched it can seem to figure out why.
The ports are all individually reachable (confirmed with nc from multiple locations), and the login packet does reach the server. The replies don't seem to reach the client, for some reason, and that's also been confirmed in multiple locations.
I can see the log showing how the server receives multiple extra log-in attempts, then drops the connection when no replies are had from the client.
how odd
Just wanted to mention that public reachability may not work, for some reason.
I resorted to setting up a VPN server, in the end.
(just two other people, so not that I care much)
(besides, they're properly prevented from reaching any PC other than the game server)
Just moved my server from an e5-2680 to an i7-8700
already constantly at 30 tps, this is great
mine has got dual E5-2420s
running in a vm under proxmox though, So I only am allocating 4 threads to it
Idle 30 tps isn't a great indicator IMO.
Mine has idle 30 tps, and most will, because that's the default maximum.
What's your load tps like?
im trying to get my shockbyte server all setup, but satisfactory keeps saying the address isnt valid. is this an experimental branch thing?
ah didnt know that
guess im restarting on main branch
main branch doesnt like the server address either
iiiii think i see
sooooo for the server do i neeeeed to start a new game?
or can i just slap a save in there
You can upload a save, yes.
it's pretty easy actually; there's a UI for it once you're connected to and logged into the server
Alright! I'll give that a shot then
No clue, I do route a lot of my production into awesome sinks, so we do have stuff running 24/7 basically
It’s definitely better when the old hardware was at less than 30 tps idle
is it possible to update eossdk to get hostname resolve working again?
That does sound like an improvement, yes. :D
I wouldn't know - this "update" would need to happen on the developer side, before compiling the server binary.
ah okay thank you for your help :) its just so annoying to look up the ip adresse instead of my hostname
Oh, you mean connecting to the server?
yeah
No, that's entirely on your end.
Hmm... I actually haven't tried connecting via a name. Let's see...
satisfactory is the only server which i cant connect to via hostname
factorio, valheim and other steam games works fine with my domain
Hm, it does name resolution, because I just plopped in my server's DNS name and it worked straight away.
at the end of my server start its always eossdk etc pp hostname cant be resolved or something like that
... and from what I can see in ServerManager.sav, it saves the hostname instead of the resolved IP, so it should be all good.
That's for NAT traversal, as far as I can tell. It has nothing to do with you being able to connect to the server directly (ie. with its ports forwarded correctly). At least, it shouldn't.
i cant access my server via url only via ip this is the strange part for me
Check if that name actually matches your IP?
it does dont worry. my teamspeak and my homepage works well with it
I assume you connect to your public IP when you say you can connect?
yes
Well, that's certainly interesting.
this is my error
LogOnline: Warning: OSS: EOSSDK-LogEOSP2P: NAT Detection failed, unable to resolve host
i can give you the name and ip if you want to check it for yourself
Yes, I get the same error. Everyone does, as far as I can tell.
Form what I can tell, it fails to resolve the host of EA's SNAT servers.
(I ran my DNS forwarder in debug mode and caught the names it's trying to resolve)
Besides, unless you're in a situation where you're either colocating your server or you're inside some company network, your PTR will not match the forward name you have, and there's no other way for it to "resolve" your "host", so it can't be it.
nah i own a root server at hetzner. it does most of my work.
So wait, if I were to look for your IP's PTR, it would come back to your forward hostname?
Damn. How much? :D
And how do I strong-arm my ISP to allow me to hook up? :D
45 euro per month.
hetzner isnt my isp its a company for server
vserver, root server and so on
So you're hosting your Satisfactory server with them, then?
yes
Yeah, okay. That makes much more sense.
installed via ssh
Still, it doesn't look for PTR, as far as I can tell.
Also, like I said -- when I removed my internal IP and replaced it with internal hostname, it worked just as well for me, so that shouldn't be an issue...
But hmm... let me check, this is interesting.
only satisfactory doesnt work with my domain. everything else works fine. this is the interesting fact
Okay, so I checked, and I still can't connect via public IP. So your problem is different from mine.
good to know :D
Okay, if you're worried, you can DM me your hostname and the IP you're using.
I'm curious now. :D
have fun trying :D
The i7-8700 I have access to is also a hetzner box
It’s a fairly common option for game servers
Okay, so I can confirm it's possible to connect to Waffelparty's server via IPv4 but not via hostname. Which is extremely weird. Either the server is doing something weird, or IPv6 is somehow getting in the way (my network doesn't speak IPv6). It should be noted that DNS resolution returns both IPv4 and IPv6, but limiting DNS resolution (client-side) to IPv4-only does not resolve the issue, which makes me think it's server-side.
I just purchased a server on shockbyte and I'm just getting 30s timeouts when connecting to it, the console logs don't say much else besides
[416]LogGame: Error: Network Error Recived: Type: ConnectionTimeout, MSG: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.02, Real: 30.02, Good: 30.02, DriverTime: 482.71, Threshold: 30.00, [UNetConnection] RemoteAddr: [redacted my IP], Name: IpConnection_2147482446, Driver: IpNetDriver_2147482541 IpNetDriver_2147482541, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
hm i'm getting this for another hosting service i'm tried to setup, i wonder if it 's a firewall issue?
not sure about udp but can you drop connections based on domain names?
I know with http(s) you can use hostname (i.e reverse proxying with different subdomains)
You could write firewall rules, I suppose. As far as I'm aware, the server doesn't have any access controls beyond the passwords. If you want to control access on more complex rules, you'll need to write a proxy that'll control the packet's origin (should be enough, since the server won't ever send a reply to a connection it doesn't know about). Disrupting any one of the ports should be good enough to stop a connection attempt.
Also, if you're using Apache2 (and decently newish version), you can just <RequireAny> a rule like require forward dns or require host. Negation works through not (so require not host).
connecting to this dedicated server seems to be RNG
takes dozens of attempts to establish a connection and it drops immediately
It might be too far away from you, or too busy. Connecting to my LAN server works 100% of the time. Assuming it's possible to connect, it should not be intermittent.
that doesn't make sense, it's supposed to be US East and I can't connect reliably but a friend from Sweden can connect reliably
It's possible that your internet connection is simply wonky.
It's not just speed (which determines how fast data is transmitted), but also latency (which determines how long packets need to wait on the way).
theoretically my ping to the server is 51ms
i see the ping value
it just times out
Can you measure latency to the server using some tool?
when i did a search for connection timeout i found your logs, did you solve this somehow?
my swedish friend is pinging 200 to the server and we're pinging 50
It could be that your internet is also unstable
i really don't think so
other games work fine
i'm like 99% sure it's some networking/port issue, and not the quality of the connection
If you can connect, it shouldn't be a port issue - unless it's a UPnP issue, which I doubt.
upnp is on, i just went through forwarding a bunch of different ports to no effect
turned off all of my windows firewalls
I personally would skip out on UPnP (it has a number of security issues associated with it).
Just forward the three requisite ports and it should work. If it works at all, it should work well.
Setting the ports on the server works well enough, I suppose.
it works 1 out of every 20 times
seemingly randomly
maybe less than 1/20
once i'm in it seems to be fine
it just seems like connecting to the lobby is extremely flaky
but only for some of us
If it works well for some of you, you have to assume it's a problem with some of the clients, not the server. If the server was at fault, it would be problematic for all of you.
i know, hence why i think it's a networking port issue (with the clients)
but idk what it could be
hard to debug
Try increasing the timeout to 60s. If that helps, you probably have a network stability problem somewhere.
This might be a stretch, but have you tried a vpn?
Sometimes that helps stabilize connections
or perhaps offer alternative routes to your destination which may be more stable
^-- depending wholly on the idea that it's the route that has issues. And even then, if it uses the same route, it'll only make the issue worse.
Of course, it’s always worth a shot in my opinion
I’ve had a few players experience these issues on some of my minecraft servers (although tcp instead of udp) and this has in some cases fixed it
As long as it's understood by all parties that a VPN is not a magical solution, and has multiple security-oriented implications.
I’m guessing you’re talking about things like encryption here?
Oh, no. I’m talking about using a vpn provider
Essentially a glorified proxy with encryption
Not creating a vpn instance on your home network
Oh. In that case, it might make matters much much worse. :D
(wholly depending on who the provider is, and where they're proving their exit nodes)
Well, that’s true. I believe it’s worth a shot to simply just try, and potentially rule that part out
Sure, but if you want a sensible offering, you'll have to pay for it.
protonvpn has a decent free tier
Better than what a direct connection should be, you'd wager?
(because that's the performance target you're aiming for)
Sometimes some ISPs offer poor routing to my knowledge, if that is the case, a decent vpn would provide some stability with better routing
Hm, I'd still recommend it as a test flight, and would perform rigorous testing to make sure that it's not just a fluke, and the effect is reproducible.
But maybe it's just me. I'd want to know what the issue is, before I declare it "fixed".
Well of course, like I said, it’s mostly just to rule out the routing part and see if that helps it at all
it’s mostly a debug thing and a temporary solution until you figure out something proper (assuming that it works)
I still feel that, even with this as confirmation, you'll still have to do the debugging you otherwise would have to just to pinpoint the exact problem spot.
But eh.
It does help you point to the issue potentially being related to your ISP’s routing
Or to the inter-ISP routes, or to the ingress on the service provider part, or...
Definitely narrows it down a bit
And as I said, would be a temporary solution in the meanwhile
Narrows it down to "yup, the problem's in the connection somehow". ;P
Though it would provide you with a route that seems trouble-free, for you to record and test against. I'm not disputing that.
I will admit though, I’ve mostly seen this be beneficial in countries that are not known for having reliable internet
for example, pakistan, hong kong, china, etc
and mostly been related to connecting to my home network
But if the problem is with the ISP (and not in the routing), then using a VPN would likely make it that much worse, because you're now layering encryption on top (which does care about order and timely delivery).
oh yeah for sure
Satisfactory is a weird beast, in the end. This shouldn't be handled by UDP only. We have a mix of persistent and non-persistent state being moved around. There should be a TCP connection in the mix somewhere.
But I suppose "everyone else uses UDP only", so...
It’ll either improve the situation or make matters worse, no inbetween (unless your connection is already stable, then theoretically speaking it should introduce latency mainly)
I think UDP is quite neat for game servers, the setup for my homelab is incredibly awkward (wired -> meshed google router that communicates with other routers via wireless) and the connection randomly loves to spike insanely high
It's neat for stuff like position data, which is ephemeral.
Sending map data over UDP is a poor choice.
Synch data, as well.
As someone who has primarily managed minecraft servers prior to this, Satisfactory seems to be a lot more lenient when it comes to sudden spikes in network, where Minecraft usually would’ve just timed you out or whatever
well fair enough then
You can see it in other UE3/4 games as well, like Conan, ARK, DnL... they all eventually suffer from massive delays with stuff like inventories, item access, skill trees...
due to UDP?
... up to straight up disconnects due to timeouts, since the game is too busy retransmitting several megs of inventory to keep the heartbeat going.
I think Minecraft does somewhat use UDP, but it doesn’t appear to mind not having the UDP port open, it’s quite funny
UDP is "connectionless" in the sense that there's no tracking, and each packet can be considered solely on its own. Sequence doesn't matter, order doesn't matter, and there are no confirmations or handshakes in either direction. This is what makes it perfect for ephemeral stuff like player position, because this changes by the second, and what was valid a second ago is out of date by now.
tcp establishes a connection and such yeah?
Yes. TCP adds ordering, sequencing, timing, confirmations and so on.
If a UDP packet gets lost, neither side knows. If a TCP packet gets lost, a timeout happens and the packet is retransmitted.
It's fine if player position gets lost, because you have it sent like 10 times a second. If you miss one, you either assume the latest or extrapolate, because you'll get an update very soon.
But stuff that needs to be coherent, or needs more data than just a packet or two, should really go over TCP - where both ends will ensure it arrives in order, and complete.
Building handshakes and ACKs on top of UDP is... reinventing the wheel, to be honest.
There's a perfectly fine TCP/IP stack just sitting there. Use it.
As far as VPNs using UDP... well, it is faster for their purpose, and each VPN packet has to contain all of the information a TCP packet would anyway, so they're not really losing functionality (though by increasing complexity a little bit). Being able to reinvent the wheel in order to add extra functionality - that I can agree with, yes. Especially considering that they're encapsulating TCP connections, so there's little point to add retransmissions of encapsulated retransmissions, and it makes perfect sense to go UDP there -- there's already a TCP layer that'll deal with everything else, you just really need to shuffle the packets around much like an IP network.
I sometimes feel that gameserver people go UDP because it's the industry practice to go UDP, without really taking a moment to consider the implications. It would make sense if you need to juggle 70~100 connections at the same time (like ARK, or Conan, or...), but Satisfactory? Up to 4 players by default. Use TCP. :D
the pain from dealing with fragmented udp packets over a vpn connection when the app doesn’t support it
It's important to remember that a VPN abstracts the connection away, meaning: it's transparent to the OS (or, it should be, at any rate). Thing is, the OS expects an unreliable IP network, and it will do lots of little things that are meant to add reliability. Adding underlying reliability is pointless, since at best you'll see no advantage, and at worst - the two algorithms will work against each other.
But it is, nevertheless, offered - for situations where your network is so unreliable that UDP is simply useless, or when your ISP is limiting your protocol+port choices (which does still happen sometimes). Since it's modern intention is to lift barriers rather than create them, it makes perfect sense to include TCP as an option.
I think the prevelance of UDP comes from TCP incurring a performance penalty in terms of latency for high pace games. Due to TCP guaranteeing ordering, a single lost packet leads to all subsequent packets being delayed too. For FPS games this leads to a much more noticable stutter than a single packet going missing. Whenever player movement is involved, the server interpolates a smooth trajectory anyways, thus one packet hardly matters. If the packet that got lost happened to be the one of you shooting at someone, that'd be annoying. But in most cases you'd be dead before the TCP retransmission saves you anyways.
You are right, that lots of data (e.g. inventory interactions) could use TCP instead. However using two protocols in tandem increases complexity and might not result in any noticable improvement.
Select command:
1 - Istall steamCMD+SatisfactoryServer+nssm
2 - Start server
3 - Update Server
4 - Install Service nssm / ctrl+V for Arguments "-unattended"
5 - Start Service Server
6 - Status Service Server
7 - Stop Service Server
8 - Remove Service Server
9 - Create shortcut for save files+service save folder
0 - exit
all in one
create folder and put Server.bat to this folder & run
Hey guys, how does one set up the server to do automatic back up saves say every 4 hours?
google say EaseUS Todo Backup Free next Paragon Backup & Recovery Community Edition
I have a cron task run to do something along those lines
server autosaves every 15m or whatever and I'll just copy-paste the most recent one on the cron timer
I'm fairly new to dedicated server so please forgive my dumbness on the subject. What's a cron task?
cron is something you'd use to schedule commands to run at given times of day or frequencies on a linux host
and what it runs could be something like a shell script that does your copy-paste
for windows you'd be doing something similar but the word you'd want to look for is "scheduled tasks" probably
You can also make your save file into a GIT repository 😉
Ok. I will look into it.
That is correct, and I don't have an issue with using UDP for stuff that gets stale quickly - like movement, positioning, so forth. But for stuff that carries massive payloads, and has to be ordered - like, say, factory construction plans or inventories... And you really want all that to arrive in one piece, in the correct order, on time, and complete. But yes, I do agree that mixing them might not help at all. I suppose the only way to find out would be to implement it and gather some performance metrics. At the very least, the game could try to synchronise over TCP, so that there's a "lifeline" that is more suited for keeping track of things like disconnects. It could, for instance, be used to keep both ends reliably notified on transfer state, if not content.
As for the complexity, it's not all that much more complex. You have to write it once, really -- once the data leaves the network thread, it gets pushed into the related memory structures and that's that. The server doesn't particularly care where the data came from, once the validator does its thing. And since it's all OO, I don't see why not PlayerList[PlayerID]->sendNotifyTransfer() for example, and just not care what it uses. That's the beauty of abstractions.
As long as you keep a clear separation between data that is using TCP and data that is using UDP, there shouldn't be too much trouble. I mostly foresee issues if you mix them. When you receive a TCP package and a UDP package for the same entity, which one is correct? You don't know which of the two was sent first. They'll be processed in the order they were received, which might not be correct. Thus syncing using TCP to sync data that is otherwise sent using UDP feels dangerous. So yeah, if you refrain from mixing them, it should be fine. But doing that does break abstraction somewhat, because you must know which data uses which protocol/connector.
As long as you build the separation directly into the abstraction, shouldn't be too difficult. Besides, UDP shouldn't be used for stuff that absolutely should arrive in sequence. From what I can tell, CSS deal with that through timestamping their messages... I can't help but feel that they're trying to get TCP over UDP, which is kinda reinventing the wheel.
getting this error while its saving, and it kicks me out
what can be the cause of it?
Does it take over 30s to save?
Then that's your issue.
how can i fix it?
Unfortunately, there's nothing you can do at this moment.
The file is now too big.
The server isn't managing connections while it's saving,
so when it's done, it looks at timestamps and goes "ah yeah, that timed out".
ah ok, thanks
Remove stuff or start over.
You could also try upgrading to a beefier CPU, since it would speed up the serialization (which takes the most time, like 95% of the save process). Unfortunately, throwing more cores at it won't solve the problem.
Most important metric would be single-core performance, since it doesn't split serialization over multiple threads it seems like.
I wonder if saving could be distributed, in the sense that it could save smaller chunks more regularly - it would increase the autosave delay (and necessitate some clever reconstruction of state on startup, since it'd then all be in time-distinct pieces), but it would also distribute the serialization load over time, allowing the ticker to "breathe".
Dedicating an independent thread just for connection house-keeping would also fix that issue. Anything that decouples the serialization thread-lock from client heartbeat would, actually.
maybe they fix it with update 6
Um, dude, I just remembered - you can supposedly increase the timeout delay via config files. I have no clue if it works, or if it helps, but you could.
ok ill check
Not sure if you'll have to modify both the server and client config files, tho'.
Telling the server to wait longer won't help if the client decides it hasn't heard from the server in too long, methinks.
yeah tried the edit just now, doesnt help
Do this and it will be fixed, add the code in the red square to the Server Engine.ini file and the Game Engine.ini file, if there are more players with you they should do the same
it has to be exactly the same on both ini files, it took me weeks to figure this out
for the game.ini, do I have to add the [/script....] as well
or just the 2 lines?
Not the game.ini in the Engine.ini on both the server and client
make sure to shutdown the server first lol
yeah of course the server is offline
just those two line exactly where you see them
If you have edited the file compare what I have on mine and amend
oops sorry so you've done it in the server enigine file already
Ok so now in your game Engine.ini file
but if its client based, then it makes sense
I tried just changing the server file it did not work
just copy the server file and paste it in the client engine.ini
i know
remember they have to be exactly the same
lol
good luck
write in server manager FG.AutosaveInterval 300 to get it to save in 5 mins so you don't have to wait to whatever you have changed the interval to
I have FG.AutosaveInterval 1500 it saves every 25 minutes
Yes I think it does
I like to give it the natural flow to things 😉
nope didnt work
???
it should work
did you do the same to same files?
or let the save do it by itself
do not exit to game i always exit to desktop
change save interval to 150 let it the save do its natural course see what happens
no worries
cause it ends the same
both ini files must be exactly the same fo it to work
great, thanks
now it works
hopefully coffee stains "buffs" the save duration soon 😄
Ah phew lol great
remember engine.ini files gets written over every update so i would make a backup
ok, thanks
yw
I'm having an issue with my serving erroring out on EOSSDK: NAT Detection failed
SDK analytics disabled
purchase flow is disabled
it just sits there at those warnings and never moves past it
anybody had issues with pipe liquid flow glitches or bugs in dedicated servers?
its like for example if I attach a pipe to a floor hole, or a pump to it, it messes up the flow somehow where it doesn't show its flowing anymore at all and i have to keep replacing the pipe and floor hole or whatever to try and see the flow fix. Somehow eventually it works, sometimes restarting server helps but not always.
Those should not prevent the server from working. Try connecting to it.
I only have this problem if I place any pipe (or conveyor) when the server is saving, which implies it's a communication issue.
Issues with pipes are a headache, every time I build a factory that has pipes I stick around delete and build the pipes again and again till they work, not necessarily when a save is happening
I always end up having to do a temp pipe, make all junctions and then delete temp pipe and connect everything up again
Wondering if anyone knows if its possible to mask your IP using cloudflare for a Satisfactory server. Similar to what you can do with minecraft servers?
cloudflare only proxies http and https, not arbitrary network traffic, unless you are on a megaplan that costs $thousands
i have been looking for an excuse to recommend zerotier to people
it's an overlay network that interconnects individual machines with encrypted connections, with internet proxies to defeat NAT.
I am sure this has been asked before but is there a way to fix the glitch where the belts show empty spaces and the lifts show the belts outside of the lift? I saw several people report this but have been unable to find a solution. I am running the server in a Windows VM an I own the host so if its a resource issue I dont mind throwing more at it.
Was worried that this would be the answer
I suppose I could ask what you're trying to achieve. An IP in itself isn't terribly sensitive
its just how multiplayer is, cant be helped
Well, I do some small time streaming with friends and followers want to join the server. I am trying to avoid doxing myself by displaying my public IP everywhere is all.
Once the server is in the Server Manager, the IP is not displayed onscreen
nor is the password (if any)
and either way, the IP that would be shown is the server's IP, not yours.
zerotier would both hide your IP and allow you to strictly control who gets in. you get a 10.222.x.x network and people connect over that ip
just a thought. it's work for people who want to join
10.0.0.0/8 IPs are RFC LAN addresses and not routable
do you reccommend any video on how to setup the server?
No, because the simple clear step by step written instructions on the Wiki are sufficient
Well the thing is I am hosting on my own server so its my public IP that's displayed unfortunately And if they ping my TLD then they see that IP
if you're hosting on the same physical maching you're playing from you can use the IP address 127.0.0.1
which is IP-ese for "myself"
other people cannot use that address- in doing so they would be trying to connect to themselves
I loved ZeroTier but I find that getting dozens of people on board to use it becomes much more difficult. Much easier for me to forward a subdomain ie. vh.mydomain.com to my IP
Well, I want others to be able to access my server, but I am trying to hide my actual IP in this siuation
you would give the others - privately - the actual IP or hostname to connect to.
If you believe your IP doxxes you, just rent a linode box
Thats what I have done to this point but its only a matter of time before someone that I play with accidently shows the server IP in a stream etc etc
well again - once the server has been added to the Server Manager the IP address is not shown again
That's fair. was hoping to conserve the cost of that by self hosting
Thats true
one way to hide the IP is put the machine on a VPN but I can't even guess what that would do to performance
for guests, not you
Hadn't thought of that. I may try it and see how terribly it affects things
The vpn I use, nordvpn, charges for a dedicated IP. They set it up over a few days, then give you connection parameters
Thanks for the advice, will check it out!
not for me, thats why im asking
no need to be rude
You would need an arbitrary UDP proxy for this, essentially. Or just rent a box, like mentioned.
Something to keep in mind: your IP isn't actually private, and there's zillions of bots randomly hitting up IPs every day to see if there're any exposed security holes they're aware of.
Another thing to keep in mind: security through obscurity is not a security model. Make sure your stuff is up to snuff in terms of security. Arguably, if you can't - you shouldn't be exposing anything to the public Internet (we have enough zombies out there, thanks ;P).
Something else to keep in mind: I'm not aware of any CVEs against Satisfactory DS, but there could potentially be some. Making this DS publicly available could be exposing you to risk you're not even aware of (because nobody is, yet). It's always a gamble, to some extent.
And finally: even if you do end up running a UDP proxy, you'll be exposing that IP address instead, so you'll need to buy a box anyway.
(because if you self-host the proxy, you'll utterly defeat the purpose of doing it...)
It's essentially like trying to hide your postal address and still receive mail for it. It doesn't work that way. ;P (PO boxes are a thing, but - like the external box - they typically cost money)
how can i update dedicated server? i assume i have to type somethimg into steam cmd, right?
steamcmd handles the update
The same command you installed with.
I have one gripe with the whole update process: why can't I access the console? Goddamn it... Annoying. :/
thank you
Yeah would be good if it spawned in an interactive mode with console available
I usually just put it into the starter batch, have it run update/verification on each startup.
YE GODS NO
I run it headless xD
I just want the option to issue exit.
Kill -9
Yeah, I know. But it's a chore when the console is right there, damn it.
just console access via the ingame server manager, and giving the command update, to save the game, restart the server and have the service handler do it's thing
I'm having the same gripe
Other games have RCON. Why doesn't this one? *sigh*
Pet Peeve and Fustration No.1
I’d love to see a stand alone version of the server not tied to steam
Isn't it also distributed via EA's stuff?
Also, it doesn't require STEAM as far as I know. I mean, yes, it's on STEAM, but you don't actually need a STEAM GUI client to run it. Use steamcmd.
It'll bring up STEAM if it's there, but if it's not...
you can install the server with the "anonymous" user, so I don't really see a problem
It's a distribution platform which is just as convenient as any other one
Thing is I’d love to run it on my FreeBSD server (via linux emulator if there’s no native version) but even steamcmd brings so many unnecessary dependencies
yep, but only when you have shell access to the server
run a VM for it?
I personally go with steamcmd.sh +force_install_dir /var/NVMe/SATISFACTORY_Dedicated_Server +login anonymous +app_update 1690800 validate +quit myself
If there's no update, validate will perform a file check instead.
i did trough a video
./steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta public validate +quit
'-beta public' selects EA branch, where 'expirimental' selects expirimental branch
I use linuxgsm , a elaborate hack job that makes running gameservers easy. The update: ./sfserver update
installdir you get to choose whatever you like
i dont know shit about command lines and programming
I know how to apply the commandline stuff, when presented in a "howto"
btw the respawning cracked rocks are dedicated server specific?
ortheyre there in single player aswell?
That’s what I do at the moment but I’d like to remove the vm layer if possible
apparently, when you are standing 'inside' those, and force a save by quiting you can after re-entering build again there
Personally using ProxmoxVE for all my VMs
deleting or adding a VM is really easy using the webGUI
@cunning field the howto for running as a service https://satisfactory.fandom.com/wiki/Dedicated_servers/Running_as_a_Service
the miner will still be there. It's just a visual nuisance from there on
also cars have an issue too idk that's a dedicated server issue or not
what do i gain if i run it as a service
ease of maintenance
in case of an update (especially linux) the ExecStartPre variable triggers steamcmd to check for an update before restarting the server
jeeeez,
you'd only need to remember "sudo systemctl restart satisfactory"
installing linuxgsm is also easy. after you make a user, you use a 'wget' to fetch a magic script, then run it. everything downloads and gets set up after that
linuxgsm . com
except you need to trust yet another dev
no time for paranoia
yes and no but kinda
to be honest, it's not that much more difficult to just setup a linux service
for people that don't live in bash, it sure as hell is
I don't live in bash, I just follow the instructions....
I always setup server by hand like you Master, but then i also set them up with all other options so i know each use case but i am a freak
one really only has to take the time to read the howto on the wiki.
true .... but they wont
which is endemic, unfortunately
but ctrl c ctrl v 2 commands are easy enough for me at every update, anyways the server just starts up by itself when i turn on my laptop
In this use case a setting up a service may be overkill indeed
I'm running the server on a separate machine
.\steamcmd.exe +login anonymous +force_install_dir C:\GameServers\SatisfactoryServer +app_update 1690800 -beta public validate +quit
this is good for the new update?
looks legit
I figured it out, thanks! It was my Linux firewall rules
Ran update on Dedicated server, now its higher than Player Steam release XD guess i gotta wait till its released in my area 😢
you should be able to force an update
On the steam client? Any advice on how?
wanted to send link...
https:// steamcommunity .com/discussions/forum/1/846939071164073378/
remove the spaces before and after 'steamcommunity'
I did the force update thing a couple times before (and each time I googled it)
Is it me, or is this update worse somehow?
for me its fine
my buddy receives crit errors
when connecting, a new player was generated for him
I had no issues even though i had to update the server twice the game was giving a mismatch apart from that all is good even the 160km/h of tracks with many path and blocks, so I think we've done something right lol
Probably talking regular multiplayer
Heyo. I just set up a server last night via steamcmd. We get a server version mismatch even though both client and server are up to date.
Ok. So I saw the update.
Since I used the steamcmd, can I use it again, tell it to pull the game again, and that should grab the updates right?
Google it
"server manager" section of the main menu. you're not managing a server, you're joining one but whatev
it depends on how you're running, but the usual answer is kill and restart
how are you running it
windows, linux, ...
launch steam and update it like any other game
how do you suppose the dedicated server got onto the computer in the first place?
https://satisfactory.fandom.com/wiki/Dedicated_servers "The current means of distribution is via Steam (through the normal client or the command-line SteamCMD client). "
the external server
requires the update
so run steam on that box
or if it's command line, use steamcmd
the person who set up the server would know
if it's a hosted service they should have a pushbutton update
the page i linked contains the answer
in the first 20%
'Once SteamCMD has been installed, you can use one of the following commands to install (or update) the Dedicated Server in your server's command-line environment (i. e. a Linux terminal, or Windows Command Prompt or PowerShell):
'
you haven't mentioned an error message until now
error messages are important
of course, the command would need to be changed based on how the server is set up
wasn't someone earlier saying how easy command line was?
App_update gameID fixed the issue. Lol
Hi does anyone have the same problem on Windows 10, and know how to fix it? I already have checked my firewall but I have no luck at this moment
what ip are you using?
WAN or LAN?
Lan
It works if I run the game on linux, but windows is giving me trouble, though it was first my home computer, but apparently my laptop also gives trouble
Home machine is 192.168.1.150
Server is 192.168.1.3
Ports are open on 7777,15000,15777
how big is your savegame?
Pretty much new, just got the game to run on linux, en then switch to windows. So game save, I dont think it is a problem in this current situation
Is that maybe a OS compatibility issue?
I cant think of it, because I have originally imported my saved game to my server a while back, and now Im starting fresh. But now I cant seem to login with a windows machine
here is my proof on linux
There's no fundamental OS compatibility issue at hand. I run a Linux server to which Windows clients have no issues whatsoever connecting.
is there any reason why I get a timeout on port 15000 everytime I try to play on a windows machine?
Still sounds like a firewall issue to me 🤔
It might be... I will have a look again
If the machine is not directly connected to the internet you can try disabling the firewall to test
thank you
It usually is. :D
Neither of those three deal with firewalls
Very true but if you work in networking/tech support they are normally your 3 first suspects 😂
"one of" my firewalls. well, there's your problem
not really
nothing wrong with an ingress firewall at the public network gateway, and each host running its own which only allows expected inbound traffic
Now should you have a Cisco appliance for each host on the network? probably not.
but should you disable iptables just because you are behind a firewall at ingress? Also probably not.
you can use this
and i thought bash was impenetrable
old school DOS-type batch files are inevitably a dumpster fire whenever they get more complex than "run this series of commands in order"
making a Batch file that in turn creates Visual Basic scriptlets rather than just.. having a PowerShell script is just.. Ew.
besides, setting this up as a service in Windows is already documented on the Wiki
Rather just use python and bash/dos. It's more cross platform like then powershell. Powershell is like completely different
DOS-style scripts are only "cross-platform" between DOS and Windows, which is a pretty narrow value of "cross-platform" (:
(and for the record, PowerShell is available on Linux for folks who really hate themselves enough)
You didn't understand what I'm saying. I'm saying DOS and Bash are more similar
I don't have to learn powershell
I collected data from the wiki and combined it all into one bat file, and I found all the commands on the Internet, like a script to create a shortcut, if you don't like it, write better! Do it for other people.
Any ideas why my dedicated server appears offline after updating? Can't seem to get it working again
dedicated server has just got buggy as hell how do you change settings for the game like tick rates and all that
train tanks are buged to you emty them they fill back up agin with nothing piped to them and same with train cars.
anyone using geforce now tried to join a game via ipv6 address?
I find when my dedicated server starts to do that I just restart it
the old, have you tried turning it off and back on again trick
#looking-for-group-old , @shy apex
i wonder if i can build a factory so large it crashes the server hmmmmmm
Are there any informations out of planing a patch for dedicated server bugs?
Do jelly landing pads not work on dedicated servers? This setup works when I host a game normally but I take damage on the server
I moved it up a little and now it works fine again, but it's weird that it doesn't work with as little jelly as it required before
Uhh, I think there was a problem with the save transfer from game to dedicated server
I found a hub part laying around
Whilst I already have a hub
lol
Yes, known bug, nothing new
sink it
I tried, it doesn't work lol
sad
I can't for the life of me find the config file
Nvm, you have to edit the server settings via the in game UI for the config files to appear
Is anyone having issues with tractors and trucks on dedicated servers ? Every time I place one and move it, it leaves a ghost image of itsself. And if I try to use autopilot, the ghost image truck will actually move right on front of the real truck
IPv6 specifically creates a network where firewalls are really at the edges of the connection. Though people say "firewall" when true firewalls aren't really a thing in home networks. Packet filters, yeah - and then it sounds more like it actually is.
That's something that started happening with the latest update for me, yes.
And they still jump around like crazy rabbits.
Guessing there is no fix for it atm? Lol
At least it isn't radioactive. Be glad. ;]
anyone have issues with steamcmd not downloading the latest version of the server. I'm getting a mismatch.
server version: 176027
client version: 188609
I just updated my dedicated server to 188609 using steamcmd.
It also triggered a crash on my server 
anyone else having a problem with 188609 DS crashing on Ubuntu Linux 20.04 LTS?
oh wait, I think I found the problem.
yep. that seems to be it. I seem to have totally forgotten that I scripted it to start on boot, so it was already running, therefore throwing a segfault when I tried to start it after it was running. d'oh!
So weird, I just updated it, and now it pulled down 188609. couple hours ago it wasn't. It's like they just put it up on steam or something....odd.
That's decidedly weird. Running a second instance shouldn't crash it. Save games are per session (automatic names shouldn't conflict)...
Though I haven't tried.
:D
Every vehicle leaves a blackish ghost image when deploying it
I'm not sure it's all that weird when you consider that it was running the exact same config. Same ports used, same save files. Everything.
It wasn't a second instance of the ds, it was the same ds, running twice.
It should do a graceful shutdown, though... I mean, it's essentially if ( !flock(saveFileHandle, LOCK_EX) ) bail(); // if we can't get an exclusive lock on the save file, abort
Same for being unable to bind to specified ports (different function and syntax, same general idea).
Normally, you do a number of so-called sanity checks to verify that the startup is guaranteed up until game logic can take over, at least. If any of the sanity checks fail - there's no recovery (no way to clear the issue), the DS cannot be started up, and it must abort. These can be set up according to the way you want your DS to run. For instance: the Beacon port cannot be set, so the conflict avoidance is to just try currentPort + 1 in a loop until a port is bound. In contrast: the game port is explicitly set, so being unable to bind it must result in a failed sanity check and an abort.
Similarly, the save file isn't normally locked. This may result in race conditions where two DSes save to the same file, overwriting each other's state. But should it find that locking the file in exclusive mode (LOCK_EX - the mode used for writing) is impossible, it should flag a critical failure and abort.
You will notice that all of these failures are entirely predictable, and thefore should not result in a crash. They should be handled in a code branch resulting in a graceful shutdown.
I agree, though the software is still experimental, so things like this probably have yet to be coded in. I would expect that they will be eventually.
Funny. This is something you write in as you go along.
And it's a no-brainer, especially if you write a robust bailout system (register components as you go along, so that they can be easily deregistered in case of a bailout... or just regular shutdown). At any point where a sanity check fails, you just centralRegisterSystem::getInstanceHandle()->bail("Something very wrong happened, aborting"); and that's that. One extra line + one or two extra sanity checks on whether your object is what you think it is.
FWIW, there is such a sanity check on binding to the net ports. Windows is more annoying about file handles though so the lack of a check there is surprising even though Linux is happy to let processes share a file.
You can't share a file if it needs to be written to, IIRC. It's why I mentioned LOCK_EX. This is true on essentially all OSes - Windows and Linux included.
You'd need to expand on this, because my personal experience doesn't indicate that this is true. What do you mean?
yes, but in Windows all locks are exclusive which is why it can be such a damn pain
as for the port binding sanity check, its pretty easy to test if you specify the ports rather than let the server to the automagic port walking, and fire up a second instance
As far as I'm aware, LockFileEx not only allows shared locking, it allows you to lock parts of the file, which Linux does not.
It does come at the cost of extra complexity (5 arguments instead of 2) and a bit of extra math (you need to figure out how much you need to lock), but it also allows you to lock space that hasn't been allocated yet... So, eh, pros and cons.
the short version though was I was agreeing with you that there should be a sanity check on accessing the save file just as there is for binding the network ports
Yeah, I know.
But we don't really know where the DS crashes.
I'll need to give it a shot at some point, see what actually happens.
Also, is it just me or does the foundry's "hot end" says "HOT AF"? xD
it's not just you. It's also the Smelter's 'hot end'.
There are goofs like that all over the place throughout the game's textures
|| goof as in joke, not as in error ||
Yeah, been noticing little things like that. It's good to see they're not taking themselves ultra-seriously. :D
Yes, the ghost vehicle does disappear after a bit
Can I easy switch between sessions on a dedicated server?
My server had a problem a few min ago. I got it up again, but my friend cant connect? I am inviting him aswell
how do i start a satisafactory server on epic
Dedicated servers are here in Update 5! Discuss away! Wiki for more info: https://satisfactory.fandom.com/wiki/Dedicated_servers
Or use this
this script use steam server but you can connect from epic freely
google my ip
ok
but you need config your router for people can connect to you
which on do i want?
whatismyipaddress(dot)com
my native lang russian and a cant speak on eng prop
just google Port forwarding for you model routert
i keep getting this error at the end
those are not errors, they are warnings and can be ignored
I have added a word about those warnings to the FAQ on the wiki
Hello, there is a way to control the server version ?
i have this error :
there is somewhere i can specify which version i want ?
update game and update server
sorry but that doesn't answer my question.
I'm not looking for how to correct the error, but how I can choose which version I want to install on the server.
if we can
we can't
ok thank you
you can choose either the latest Experimental or the latest Early Access ("main" in Steam's parlance) release.
for people hosting on nitrado, may I know if you're having good or bad tick rate?
On my mid-large world I had a very bad tick rate. No players/One player ~30-45 ticks, two players ~15-20 ticks. I was able to stabilize the tick rate with two players by restarting the server every 6 hours (which is awful). On a self-hosted system (with some noisy neighbors) the tick rate was ~100-120.

Might need help setting up a dedicated server tonight if anyone is willing to help
It will be a decent dedicated server..
hi I'm about to get into the game, how good are dedicated servers
and is there any recommended server hosters?
My server Intel Core i9-12900K (16 cores)
128GB DDR4
2x 1.92TB NVMe Gen4
and does that run well?
I'm going to test tonight
It cost 100 a month
@visual onyx in reality that's way overfill
I probably could host multiple instances
100 dollars????
Ya just for fun server
I'd rather leave my game running 24/7 than pay for that lmfao
🤣 but I would want to host for everyone I can
@visual onyx how much you willing to spend?
preferably no more than £15/20
I see what's the advantages of using a more powerful server ?
I haven't even tried a dedicated server so I hace no iudea
Want to take look at when I set mine up tonight?
I'm a lil busy today, I was mainly just asking if dedicated servers are good or not
they are 'good', yes. that machine looks like it could host 6 or possibly more games
do you know a good provider and a reasonable price for decent performance?
It wouldn't be a mega factory or anything, me and my friends are noobs and barely scraped computers and trains and stuff
Hello, i try to connect to my own server and i have this error :
Someone can help me ?
@visual onyx i am at linode, personally.
@shell umbra that's not an error, that's an invitation to click the connect button. I imagine you'll get an error after that
hello thank you for your answer, but when i press connect nothing changing
can you describe the networking arrangements that make you think you should be able to reach this server? is it on your local network? your machine is on the exact same network? you know the dedicated server to be up? has this worked before, ever? have you opened holes in the firewalls
bbiab
if your server is using dhcp, it may switch to unpredictable IP's once a week/day/hour
The server is on my local network, exact same network (same switch), when i try to connect, i type the ip and : i got the message Server name pending NotAuthenticated Ping:1ms see screen below
On server side i didn't see any error on start
my firewall haven't restriction
are you add rule toyour firewall?
or try restart him and connect? in server setting remove idle server after no one play
my port is correctly open, i haven't restriction on firewall
i tried to restart/connect, same issue
where can i find server setting ?
in menu
and why you not authenticated?
del server and make new connection
in game menu
i haven't "menu" named server on client, and i haven't menu on server, it's only cli
i don't know...
already tried.. 😦
I think I will give up
already tried..
my server is on Linux not Windows
hoh...
@civic lantern you think I should?
same but on win
How many can my server run?
someone said me i need to make my server in public state
but i don't know how
I will surely give up and get a refund for the game :(
in first connect you must create new pass for server and create new world
Yes i saw in much tutorials, but i'm stuck on this error message : #dedicated-servers message
i haven't the prompt for create pass...
run what? people?
15777 Query Port This is the port that you need to enter in the game when you first connect to a dedicated server. This port can be redirected freely.
check this port
one server per PC
Virtual machines on the server
yes i the default port i use to connect... 😦
or VM
With unique ips
he open on server and game pc?
yes
yes i'm sure about the firewall
$ ss -plnu | grep UE
yes
UNCONN 0 0 *:15777 *:* users:(("UE4Server-Linux",pid=2455,fd=18))
no 😦
👻
i will just give up, thank you for trying help 🙂
ok, and.... you can try redirected port to another digit
i don't think it make any changes...
ok good luck
So what's a good hosting service to have one that's cheap and will work?
any devs have any response to the programmable splitter problem with multiplayer dedicated servers
Im trying to get a server setup, so far I gave the server a name and a password and selected a world to run it on. However when I hit join it will say I am not connected to the server, then if I hit connect nothing happens and I get a dialogue box that starts with: UNETConnection::Tick:Connection TIMED OUT. Currently running the server through the epic client on the same network I'm trying to connect on and have ports forwarded that I need, any ideas what I'd need to do?
Check the website
I'm not a dev, but what's the issue?
When you hit 'Join' it disconnects the admin interface, for some reason (probably a full reset of the network state). I also get the warning that I'm not connected when I click 'Join' - and after a second, it proceeds to load me in. So that's not actually a symptom. The timeout - that is a symptom of a problem, yes, but if you can set the server up and administer it, clearly something is going right. Remember that Windows has an outgoing firewall too, so it may not even be an issue on the server's end.
They simply don’t work atm, devs knows the issue, hopefully will be addressed in update 6 🤞
at least programmable splitter surprise mechanics set the output minigame is kinda fun to play if you're into it
c:
is it possible to have more objects in view?
Wider view (FOV adjustment) or higher fidelity (console LOD adjustment)?
Does anyone know how to switch a dedicated server ran from epic to run on experimental branch?
I'd love to find out so that I can doc it on the Wiki, but right now there's not much point as the mainline release is ahead of Experimental
Same way you do the game switch..?
I'm not sure what "experimental" means in relation to this game. Hasn't it been in "early access" for the entire span of time it has been available? Has it ever not been experimental? lol
Experimental is an option on Steam. On epic it appears as a different game. They are presently the same. U6 will go to experimental, then probably a bugfix patch before the holidays and it goes to early access (aka not experimental)
Hey, can I install Satisfactory with mods on a Linux dedicated server?
If yes, how does it work?
The "how" is that you install SteamCMD on linux, which you then use to download the game using the Steam app ID. You do not need to sign in to SteamCMD to download, nor do you need to sign in to run the game as a server.
Also for any updates you do that with SteamCMD also.
@vivid parrot And how does it work with the mods?
I've not used mods yet, so ask the googles.
The link for the server install is in the channel description.
Thanks for the useless answer.
I wouldn't ask here if I found something on google.
So my question, how can I install mods on the server, is still open.
lol it's a partial answer. oh well
I was under the impression dedicated server did not support mods.
but a client, acting as game host, yes
there is a "modding discord" for satisfactory, maybe more aimed at mod-makers, that might have insight, but i think that's the long and short of it
Thanks for your answer. I'll keep looking.
Mods are not supported on dedicated servers. To the best of my information and awareness, no mods for dedicated servers even exist to not support yet.
Mods are not currently supported on the DS, regardless of platform. If you want to play modded at this time, you need to be playing local server (i.e. client instance host). The DS itself has "structural" support for them (it will attempt to load them), but all currently existing mods have a dependency which isn't compatible yet AFAIK. They're working on it, and a serviceable version will be released Soonâ„¢.
From what I've seen, it's a randomly-resetting puzzle too... ;]
yea thats one of the fun parts
It's bugged to hell and back.
That's definitely one way to put it.
@cunning field what problems do you have
i set something and when i look into again there is something else in the settings what i sat
that's pretty odd. new to me. Do you back out of the screen with clicking the X? It drives me bonkers how ESC 'saves' your changes in every screen except for signs, I wonder if programmables are like that.
i don't have them in any of my saves at the moment. nearly though...
programmable spliters are quite buggy, they have known issues. There are a few posts out there that talk about work arounds that work occasionally, but I think snutt said they were fixed on the internal build on a post recently
Hey guys, how does one ban someone from a dedicated server? I self host the server.
The dedi server is still very experimental so they haven't included commands like that yet as far as I know. The best approach is to change the password I believe
You could also block the IP at the firewall
how do you enable cheats as admin on a server?
I don't believe such administrative commands have been enabled on the server
Yeah, as far as I'm aware the game has no cheats whatsoever - client or server. Best you can do is increase toolbelt and inventory size, and that affects every player.
ill just use 1 splitter 1 smart splitter and 1 merger instead of 1 programmable splitter
i want to go everything go middle and 1 of the items go left a
nd middle too evenly splitted
+would be nice if we could write that how much percentage of a type of item go on wich output
percentage of a certain amount of items i mean
A smart splitter, splitter, and merger could do that.
Hi im new here and I would like to join a server
Hi Luffy, take a look on #looking-for-group-old
read the pinned message and respond to one of the many requests
exactly
this here
is there a changelog for the dedicated server update of today?
Does everyone get these server errors on start-up? Error: Couldn't find file for package /Game/FactoryGame/Schematics/ResourceSink/ResourceSink_ConveryWalls_Metal and Error: Navmesh bounds are too large!
I was wondering if anyone can help me. I'm trying to connect to my dedicated server for the first time, however the game crashes either whenever I enter a server name, or enter a server admin password.
By "the game crashes" -- do you mean the client crashing, or the server crashing?
The client crashing
Any further info on the crash? Debug logs? Crash report from the OS?
try running verify files on client