#dedicated-servers
1 messages · Page 232 of 1
Then yeah, we'd need to some sort of log or crash report.
(though unless it's a local issue - which I'm hoping it is - we won't be able to help out much)
I assume you can set up a local game just fine?
Yeah, I can setup a new game, and load saves just fine
Have you tried loading the local save on the server? If I recall, you should be able to set the name, session, and both passwords locally too? Though I'm not sure about that. It's worth trying.
(any word on that crash log/report?)
Ah, you may need to pass on ServerSettings.{PortNumber} file for these to transfer. Not sure if they're created on the client, never tried.
Oh wow, yeah, that's clearly a bug in the client code. Are you sure the server is up-to-date?
That I'm not 100% on, I haven't found a way to check yet
The reason for the crash, as given, is Assertion failed: ServerSubsystem [File:(...)/Server/FGServerBeaconClient.cpp] [Line: 655]. This basically means that the game expected some value or condition to be one way, but it was actually something else, and the result was basically an "I don't understand the current situation and cannot continue."
(an assertion is basically the programmer telling the computer "at this point, the state of the program should be this", and if it isn't - the assertion fails)
The failed assertion is in FGServerBeaconClient.cpp, so it clearly has something to do with communicating with the server specifically, and specifically not the in-game channel, but rather the info/admin channel.
Bottom line: if the server is up-to-date and its server files are 100% OK, you seem to have stumbled on a bug.
Guess I just have to wait for the host support team to wake up
Another good argument towards self-hosting, where possible. :)
I would but I don't have the hardware to host 24/7 😔
I'm surprised hosting on my windows box, it doesn't use too much CPU and only like 6GB RAM max, pretty stable and just some minor bugs
True, the server doesn't really use too much during normal operation. It's when it's saving the game that you want maximum performance.
(I've already seen people having issues due to disconnects when it takes a little too long on that, and every additional building/structure makes it worse with no way to resolve it)
oh right I heard people say they wish saving were smoother, but dedicated is very beta still
If CSS could recode connection upkeep or move either off to a separate thread that doesn't rely on the main ticker, it would likely resolve the timeout issue at least.
(though it's obviously a nontrivial problem, on either side of the equation)
The reason that saving freezes the game is to prevent item dupes
I don't mind the occasional bounceback, but the game could do better connection upkeep so that the client doesn't time out when this happens.
Yes, for sure
A simple "Hey, we're still here, just saving the game, sit tight" packet would do.
Definitely, but I'm sure that there's some sort of complication, otherwise it probably would've been resolved
I'm not sure. This isn't obvious if you haven't done this before, and the engine might not have a privision for doing something like this while the main ticker is roped down by the save process.
Yeah, the simplest solution would be to move your packet handler or whatever to a separate thread so it doesn't get stopped, but there might not be the capability with the engine, as you said
Though it might be a necessary shift in perspective. Many people usually think about connections in terms of request/response, where it's perfectly valid to wait until you've a reply or a timeout.
Also, in many instances, there's simply no way to tell whether the request will complete, so it makes quite a bit of sense.
Yeah 🤷♂️
Except in this instance, the model isn't request/response. :D Or, I should hope it's not.
(though from what I've seen of the BCON protocol, it does have the concept of a "session")
You can use the satisfactory-calculator website to upload your save, then you can do quite a few things like copying structures or deleting stuff.
Ah, yes, that exists. But still, it's not a long-term solution. The problem is one of optimisation or, more likely, refactoring - as-is, depending on your server's CPU and memory speeds, there is an upper limit to how many structures you can have before your client connection begins to time out during save operations.
oh, I dunno about that stuff
sorry havent been following the conversation
but Ive heard some people have some really massive saves
You're correct that there's an online save editor which you can use to remove stuff. But it only puts you under that limit, it doesn't fix the limit itself.
I was simply replying aboutt he cheat stuff
(and the limit is different for everyone, because like I said - it depends on the server's single-thread performance and its capability to shuffle stuff around in RAM when it serialises the save contents)
Still, it's good to remember that the save editor does exist, so you can nix stuff. But unless you have massive bases/factories you're no longer using...
often times ppl have a lot of junk
so you can delete that, or you can trim some stuff just so it loads
then you can optimize more
ie you can overclock to reduce number of machines, etc
True. But the thing is - there will come a point where there's nothing else you're willing to trim away. At that point, the server session is simply done unless you can upgrade the server's hardware.
It would help if you could put up more efficient machines as well - this is typically handled by mods (like the whole "nuclear simplified" one that reduces the number of steps - and thus machines - by like half if not more)... except mods don't yet work on dedicated servers, so that's also currently out.
I'm sure this will become less of an issue when either or more likely both of these things happen:
- the network connection is made more robust so server performance dips like those involved in preparing to save, and
- the entire save process is reworked to be less contraperformative
Hello, can someone help me, my current Server crashes on every join/start.
I receive some unknown Reports like:
[2022.06.04-18.24.48:722][120]LogCore: Assertion failed: Alpha >= 0.0f && Alpha <= 1.0f [File:Runtime/Core/Public/Math/InterpCurve.h] [Line: 336]
setting up the server and it says i need to be authenticated and i need to enter the password, i entered the numbers after -auth_password in the console but it doesnt seem to be working, is it a different password?
it's creating new pass
it doesnt do anything after that step, and keeps asking me to be authenticated
and you can't authenticated?
so i tried to make a server at the end of last year, and it loads the server name, is there somewhere in the log i can find the password i created?
it was crypted
So how would i just restart from scratch?
save your save file and create new server
and load save
So i got the server to load finally from the old save, now i take it theres no way to get the old password then? I got it to load the file and server is running now
I don't know how to do it, in the file \FactoryGame\Saved\SaveGames\ServerSettings.15777
There is a line
server name mAdminPassword StrProperty % ! "password hash"
and I don't know what type of hash is
Is update 6 in experimental? I know I’m late but
No
Hm, so it's clearly a fixed-length hash (16 bytes), and it looks like MD5 (would probably be the go-to, since this file isn't public), but I don't think it's just the password. Problem is, I don't see what known value it could use that wouldn't change between revisions (so that the old config file doesn't automatically become wrong on server update), but wouldn't (?) be kept in the config file itself (I tested some combinations of other strings in there, none help). Or, rather, I don't see a likely candidate, since there's a ton of values it could use, from a simple "a" to hell knows what... And there is that binary part at the start, though it doesn't seem to change between configuration files.
There are directions for the wiki for resetting the password.
it's not just an MD5 hash, it's actually encrypted because basic security best practices.
The password is not stored, its salted hash is.
You either have encryption (in which case it's weird that it's always 16 bytes), or you have a salted MD5 hash. Pick one. Also, where's the salt?
(also, it would make little sense to keep encrypted payload (typically presented as binary data) in an FString, especially when there's clearly a binary data segment right before it)
I think it's a salted MD5 hash, I just don't know what the salt is.
i try brut this hash and i got nothing
(and it's either a static salt, or it's stored in the binary data above... and even then, the binary data doesn't change between instances, so...)
and i put my pass to wordlist
Yeah, I tried that too, and I ran a list of hash algorithms to see if it might be one of the other algos that produce 16 bytes of output (or a 32-character hex string). No dice.
Normally I'd kick someone in the nuts for using a password hash, but this file is not public, and it clearly uses a salt of some sort, so it shouldn't be susceptible to a rainbow attack either.
What I should do is have the server produce a number of hashes based on the same password, and then throw a cracker at it, providing all hashes and the original password. Should spit out a salt or two that I then might find somewhere else.
... unless...
I just remembered that internally, UE4 uses UCS-2, so it might be using that (and that's a fixed 2-byte encoding) for the hash input. Would be silly, but it could happen, especially if it only converts to 8-bit on save (and not in memory, where it would do the calculation).
MD5 is not secure. Most likely it's some other hashing algorithm commonly used for hashing passwords.
Don't know of any currently employed that look like MD5... but that may simply be my ignorance.
But again, it doesn't need to be secure. The file isn't public, and if someone is messing around on your disk - you have bigger problems than just a gameserver password being lost.
they all look like MD5 if theyre the same length and the salt is not included
Speaking of... where's that salt?
My client password is different. The result is the same length.
I'm not saying that it is MD5, and I'm not saying that it's not. All I'm saying is that it looks like MD5.
I'll need to try with UCS-2 later.
at the end of the day, the password is hashed. only way to get access to it is to know the password or to set a new password
True.
Though if it is MD5, then it would be possible to replace the password in the file directly without any other modifications. Something to keep in mind.
would probably take less than a minute to try it
Still need to convert to UCS-2, because MD5 of my passwords as ASCII don't match. Unless it's salted (no reason for it to be, but who knows), and I don't know where the salt is kept.
might be a common salt stored in a config file or something, generated at install time
or system ID
Wouldn't explain why hashes of the same password are different.
Also, if it was in any way tied to the system, it would make moving the config file impossible.
if you use the same password and the same salt you get the same result
Which means there must be some salt used.
Maybe time.
But it has to be kept somewhere.
could even be the user name
Which user name?
...
i just know hashing passwords is one of those things you just need to know how to do it. learning how to undo it is like stabbing your own brain with multiple sharp objects
We're not talking about a webserver here. ffs.
same principle applies: not worth figuring out how to unhash the password. better to replace it by using the existing methods for setting password
i dunno how the password was set but if you can make the system do that, you dont ever even have to see the hash
Just... go read what was said, and check which channel we're in.
how far back?
A few hours. Find out.
A guy came in asking for help resetting the password. It'll be around there.
seem like he lost interest
RANDOM FACT: building your base in a foresty area is good, because when expanding, you have to get rid of biomass material, thus making it a good source of biomass early-game
Tru dat. And with the alt recipe (if you're lucky to get it early), wood becomes coal, which is all kinds of awesome.
Early easy steel.
or turn leaves into biomass and then into coal and then mix with iron ore to make steel and do all of that with a crafting bench when you pick up random junk while exploring 
Yeah. But wood is king for that - it's bountiful enough to be a resource, and has the better conversion ratio, in both quantity and speed.
It even works as a fuel source for the coal generators in a pinch. I know that window is small, but hey. It works. One less headache.
hello,
how do you deal with logging in as a new pioneer instead of your previous body?
nvm I can kill the old body
rip hotkey stho
anyone know a place to find mates for coop server
best place would probably be #looking-for-group-old
I advise you set up passwords, if you end up with someone you don't like you can always change the password
Hello,
Im trying to setup my first dedicated server, Cant seem to figure out what is causing the server to instantly crash upon boot.
Im using the parameters: -multihome=0.0.0.0 -ServerQueryPort=28002 -BeaconPort=15000 -Port=8002 -log -unattended
Any ideas?
If you're running the dedicated server, both -log and -unattended are unnecessary as they're assumed by default.
The error you're getting is about being unable to bind to an address/port combination.
Understandable, as you're hading it -multihome=0.0.0.0.
The multihome parameter exists in order to tell the server which of the multiple IPs it should bind to (as it will bind to all by default).
By handing it 0.0.0.0 you're essentially confusing it. :)
Ive tried having the -multihome=192.168.0.5 aswell, but it wouldnt boot anyway :c
Have you tried without it?
yup!
Are you sure there are no other programs running on the specified ports?
There really shouldnt be, but i can swap em and try again
currently reinstalling it x)
At any rate, the currently presented log indicates that it failed to bind to any address, so it aborted.
Alrighty, thank you for your help! then i know where to continue :3
Also, it technically didn't "crash", it "aborted" (or perhaps "bailed" is a more proper term). ;P
x)
Though from what I can see, CSS don't actually have any bail code,
they just let the exception bubble up and terminate as unhandled.
Curious, but acceptable (if barely).
In general, I've found that the Satisfactory DS - when it's not having a very particular issue - is actually very chill as far as services go. It creates all of its defaults readily and without complaining, it starts up with sane default values if none are specified, and it should technically run without much fuss. It seems to have an issue with graceful shutdown, but other than that - it really shouldn't be ornery at all.
(which is more than can be said for CONAN: Exiles, and best not even bring up ATLAS...)
hahaha well that i can live with
seems im passed the port now
still "bailes"
progress
Yes, it seems to be running.
First and foremost verify that it works via LAN. It should have no issues with that, at least.
I don't see any "bailing". What's the issue?
(you can safely ignore the EOS SDK warnings, they seem not to affect anything in-game)
Sure thing. :D
Works like a charm 🙏
Remember to set up the admin password (so that nobody else can claim the server as theirs, though it's a fairly easy fix), and it's advisable to set up a player password if you're going to be opening the server to the Internet. This way you won't get unwanted visitors, and it'll be easy to change it (and tell only a few people) if you need someone to leave (or, rather, not come back). You can set both up in the admin UI view.
Oh yes, i intend to start streaming the game and figured would be convenient to be able to invite a few people at random times and then swap the password!
Thank you for all the help ❤️
Public stream?
Just got a dedicated server up and running - where do I find the address to invite others? 😫
you can login on the homepage of your serverhost and there you can see the address, as an example:
Ah - I'm trying to use the server hosting from the Epic store - the official dedicated server option
should be your public ip with the :15777 after it, but i also have no idea what im talking about for external connections, try it and see. thats what i would try tbh.
You also need to forward 7777, 15777 and 15000 for the machine with UDP as the protocol
Google ‘what is my ip’ it will give you the address of your server, I assume you are hosting on the same pc you are playing? Or a separate pc?
ipv4 . canhazip . com
I got it sorted 🙂 Thank you everyone
👍
CMD> IPCONFIG /ALL
Which wouldn't work behind NAT. ;]
Application version 4.26.2.0
... built from changelist 188609
OS version Linux 5.4.0-91-generic (network name: satisfactory-server)
Running 8 x86_64 processors (8 logical cores)
Exception was "SIGSEGV: invalid attempt to write memory at address 0x0000000000000003"
<SOURCE START>
<SOURCE END>
<CALLSTACK START>
libUE4Server-Core-Linux-Shipping.so!FGenericPlatformMisc::RaiseException(unsigned int) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp:472]
libUE4Server-Core-Linux-Shipping.so!FOutputDevice::LogfImpl(char16_t const*, ...) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp:61]
libUE4Server-Core-Linux-Shipping.so!AssertFailedImplV(char const*, char const*, int, char16_t const*, __va_list_tag*) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:104]
libUE4Server-Core-Linux-Shipping.so!FDebug::CheckVerifyFailedImpl(char const*, char const*, int, char16_t const*, ...) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:458]
libUE4Server-FactoryGame-Linux-Shipping.so!AFGBuildableSplitterSmart::GetAllOutputConnectionsForItem(FInventoryItem const&, float) const [D:/ws/SB-lowprio/UE4/Games/FactoryGame/Source/FactoryGame/Private/Buildables/FGBuildableSplitterSmart.cpp:153]
libUE4Server-FactoryGame-Linux-Shipping.so!AFGBuildableSplitterSmart::FillDistributionTable(float) [D:/ws/SB-lowprio/UE4/Games/FactoryGame/Source/FactoryGame/Private/Buildables/FGBuildableSplitterSmart.cpp:303]
libUE4Server-FactoryGame-Linux-Shipping.so!AFGBuildableAttachmentSplitter::Factory_Tick(float) [D:/ws/SB-lowprio/UE4/Games/FactoryGame/Source/FactoryGame/Private/Buildables/FGBuildableAttachmentSplitter.cpp:161]
libUE4Server-FactoryGame-Linux-Shipping.so!UE4Function_Private::TFunctionRefCaller<AFGBuildableSubsystem::TickFactoryActors(float)::$_6, void (int)>::Call(void*, int&) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Core/Public/Templates/Function.h:548]
libUE4Server-Core-Linux-Shipping.so!ParallelForImpl::TParallelForData<TFunctionRef<void (int)> >::Process(int, TSharedRef<ParallelForImpl::TParallelForData<TFunctionRef<void (int)> >, (ESPMode)1>&, ENamedThreads::Type, bool) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Core/Public/Async/ParallelFor.h:179]
libUE4Server-Core-Linux-Shipping.so!ParallelForImpl::TParallelForTask<TFunctionRef<void (int)> >::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Core/Public/Async/ParallelFor.h:134]
libUE4Server-Core-Linux-Shipping.so!TGraphTask<ParallelForImpl::TParallelForTask<TFunctionRef<void (int)> > >::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:886]
libUE4Server-Core-Linux-Shipping.so!FTaskThreadAnyThread::ProcessTasks() [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:1065]
libUE4Server-Core-Linux-Shipping.so!FTaskThreadAnyThread::ProcessTasksUntilQuit(int) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:887]
libUE4Server-Core-Linux-Shipping.so!FTaskThreadBase::Run() [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:540]
libUE4Server-Core-Linux-Shipping.so!FRunnableThreadPThread::Run() [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
libUE4Server-Core-Linux-Shipping.so!FRunnableThreadPThread::_ThreadProc(void*) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:185]
libpthread.so.0!UnknownFunction(0x7fa2)
libc.so.6!clone(+0x3e)
<CALLSTACK END>
0 loaded modules
Report end!```
anybody have any idea what happened here?
(Dedicated server running experimental branch on Linux)
I setup a server using a domain and when I go into my game it appears offline, but it's online. I re-add it and it finds it. Is it checking by pinging it or something? I suspect my router is blocking the check...
It only shows offline to me, not to the outside world.
No clue, really. It fucked up a memory address, for some reason. Though if it's in Experimental, you should probably expect more issues like this. Is the Experimental branch a fetish? ;P AFAIK the stable branch has feature parity. The game says that it's "the same", but I don't know if it's binary 1:1.
How are you connecting to the server?
Is your domain one of those dyndns or no-ip offerings to cover for the fact you have a dynamic IP address? Because you can add a server by hostname, but it actually saves it using the IP address to which it resolves at the time you add it.
Uhhh, no.
It saves the name you provide verbatim.
the name-as-in-label, but if you use a hostname, and the hostname later resolves to a new IP, it does not follow. Or at least it did not last time I tested this.
Then retest, because I am looking at the contents of my ServerManager.sav file, and it clearly retained the name.
(see: Address / StrProperty, content: arkserver.lan)
It was actually one of the first things I tested, because STEAM is notorious for not saving the name...
that it certainly is. Glad to see my information is out-of-date. I sit corrected.
Meh, is fine. I talk with authority all the time too, and I'm incorrect a lot as it turns out... :D
Still, that behaviour is weird. Works the first time, but not on subsequent attempts...
As far as I've seen, there shouldn't be a difference between the 1st and the nth connection, so it's hella weird.
I guess we're back to "how are you connecting to the server" because that might play a role.
Also, if it works via the DDNS service, but not for you - have you considered connecting via LAN directly and calling it a day? You're the only one who can do this (without VPN), but since you're the only one affected... problem: meet solution.
You may also want to switch your DNS server from your ISP's DNS to something like Google's, or OpenDNS. ISP DNS servers tend to be overworked and, in my experience, have insanely high timeout values (to save on egress traffic), which makes them unreliable in terms of accessibility and accuracy. It's perfectly possible that when you try again, you're getting a stale DNS record, and your IP has changed since then. Since you'd be getting this from a DNS forwarder that has heavy cache, you'd be the only one seeing the stale record.
I'm using a DDNS something.myroutercompany.com and it appears I'm the only one affected so I guess I'll just use the IP address instead
I'm on the same network
Then use the LAN address. Like I said, problem - meet solution. ;P
hrm. Honestly if it's only affecting you, use the LAN address and if it never changes you never have to think about it again (:
I would expect a server would have at least a static lease, if not a static address outright.
not a solution so much as an ostrich-head but I'm not one to let 'perfect' be the enemy of 'good enough'
(though maybe I shouldn't assume... ;P)
right
my friend 3000 miles north of me been playing on it, so far connection is stable
pretty cool sometimes, living in the future, isn't it?
My past self living on dialup is jealous
dial-up? How lucky. I was exclusively on sneakernet for the longest time (:
|| uphill, both ways, in the snow ||
If I told my dialup past self that I'd one day have two servers to call my own, he would probably cry himself to sleep.
I kind of want to smack past-me for paying $100/mo for a dedicated colo server, but then VPSs didn't yet exist.
My only regret is that I was born too late for the whole "free shell" thing.
I did catch the tail end of it, and even had an account, but didn't know what to do with it. And then they died.
they're still around, but quite limited in available horsepower. at least while remaining 'free'. But if you want a shell to bang around on and learn your way nowadays, it doesn't get much better than one's preference between WSL and VirtualBox
I like hardware, stuff I can touch. Spare PC is my way.
But I now have several. And now, I know what to do with them. :D
Like, running Satisfactory. :D
But hey, it's been something like over 20 years since then. I know a lot more besides, and it'd be weird if I didn't.
its the stable branch
You said, and I quote, Dedicated server running experimental branch on Linux.
@blazing halo it looks to me like the save file is damaged, as it's failing when deserializing a thing in your world. You might consider uploading the save file to the satisfactory calculator then redownloading, it builds a new file from scratch
assertion failed while loading a splitter
Ah, yes, it does seem like that. Though I'm not the one with the issue. @shadow elbow is.
Though in this instance, I would rather propose they go back to an earlier auto-save. Clear out the save directory (move the files to their local game), start the server without a save, and then upload an older auto-save to start it manually.
Not sure how much the Save Editor cuts out, but it sounds like a better idea, retention-wise.
The save files are positively tiny, all things considered.
the save editor effectively re-builds it from what it parsed, and the hope is that the parser is picky
I'd still go with trying an earlier auto-save first. There's a chance only the latest is corrupt.
Better to lose up to say 15 minutes of work, than half the serialized tree if it can't be recovered.
i think the worst would the culprit splitter disappearing. the developer of that site is here
plus, it renames the file on re-download 😉
On a separate note, I'd investigate why the save got corrupted. It could be inopportune timing, but it might be a sign of trouble on the server host.
Wondering if anyone has a moment to try a Zerotier network, for interconnecting us fans? Zerotier is an overlay network that, despite most any intervening firewalls, nat gateway, etc. ensures that network peers can communicate with each other. It creates a a private network in a random range, such as 10.244.x.x . Traffic can not be viewed by Zerotier, the admin, or anyone but the peers communicating. All traffic is encrypted, too.
(the simplest being - out of disk space)
So basically a third-party-coordinated VPN? :D
quite
if you're paranoid you can run one of the "moons" yourself
I, however, am not
because i prefer free time
Well, I can't help you out either way. I'm nowhere near the US.
(and fiber or not, the latency is still very real, sadly)
Though I'd be curious as to how it auto-configures vis-a-vis existing network infrastructure, and whether it does translation if someone can't participate in the randomly-chosen address space.
im running the server inside my own network, so i get a 1 ms ping, so thats not the issue
Your problem was explained above that bit. There were two solutions presented to you.
well, the nice thing is you can find out. I'm on fibre and well-connected (and not in the US either)
if you install zerotier and tell me your address (10 characters) you'll be added. ends up looking like this
I'm behind a double nat, and haven't had any problems yet, but I haven't tried interconnecting this crazy udp game on it
The 1003c..22 is the address
Considering what sort of service this is, it should work without a hitch. I'm still wary of joining strangers' networks, though, so I'll pass.
i was trying to program a programmable splitter when it crashed
I've had problems with those on singleplayer aswell
also, can you send me a satisfactory calculator
Google it, it's a website.
Have you tried an older autosave?
Also, give up on programmable splitters, they're bugged to hell right now, in both SP and MP.
it works from an autosave from before i made the programmable splitter
and i think there bugged so im not gonna use them
Exactly.
@shadow elbow it's the interactive map you get if you google it - https://satisfactory-calculator.com/en/interactive-map you can drop your save file at top-right
Would anyone know why my game is crashing whenever I gain admin permissions for a server?
Hello all,
we have a problem on our own dedicatet Server.
Yesterday we play around with a car ( 2 player) I've jumped on the Car while the other one drives it. Suddenly I start Swirl around an fly through the air, very fast and far away, somewhere at a Beach
I flew through the ground into the neverlands... and died... respawn at HUB.
We tried to find the Chest with my things... but no chance... Ok, this happens... the lesson is don't play with the cars...
But then today, I just stand near my HUB at the gear station. Crafting some inhaler, but suddenly, I just died - without reason. Respawn at the HUB.. .
But there is no Chest with my things. again I lost all gear, and due to I've been just back from a tour, also many snails and hard drives are gone now.
The Gear I can replace, but thu snails and the hard drives will be gone 😦
What can I do to get my stuff back? Is there a possibility to find the chests ?
Thanks in Advance and sorry for my bad english
Nevyn
In this case, you can only use a savegame editor to add back the lost powerslugs and HDDs.
The equipment loss is mostly a nuisance, you can craft it again.
Ok, Thank you
try delete HUB and search you chest under him.
Well 3 days ago finally joined a group on a server that is ran in Germany remotely from USA , This was awesome for the first day and a half now game does not load just sticks on the tip load screen. Then If I get in anything I try to build leaves the 3d blueprint hologram and stay bugged. I deleted server readded no luck , reset my personal network no luck, checked to make sure firewall was not blocking ports, reverified game , purchased the game Steam side same issue I use Epic console , tried all the in game network speeds no dice. Kinda at a loss regular none network game runs perfect .
What are the characteristics of the server?
have you tried an old/different save or restarting the server since the hologram stuff started?
I've usually had that happen when I'm building during a save I think
Not mine a fellow bought/rental server in Germany he's looking into it
Yep both as said earlier tried on both epic and steam same issue
Hello, it has been a while, dedicated servers? wow, i just have one question, if i get a dedicated server, do i have to play in the 'experimental version', or can i play in 'early acces' or both?
Cool! thx
Im probably just gonna pay for an online host instead of using my pc to run the server tho. With the prices for electricity and sich i can't currently afford to have my pc running all the time xP
Considering a hosting provider would also need to pay for electricity...
with the host i've looked at, they haven't changed priceses as of yet
If it's less than what your PC uses in electricity per month, sign up for as long of a period as they have, I'd say, because it looks like these prices are gonna last for a while 😦
Does no one use nitrado?
Self hosting on 11900k headless pc at home. It runs other low user servers for friends as well. Farming sim, wreckfest, vallheim, 7d2d etc. Power avarage is about 70w for the system so energy cost issue is like non existent for me atleast at around 0,12€/kWh
With that rate about 75€ year
Is there a server bug where the map does not update really? Like players don't show and beacons don't show up after placing
I ran on nitrado for a couple days but the performance was absolutely terrible. I had to switch to a full dedicated server and not one of their gaming vps. I now use IONOS with the fastest single thread dedicated they have. 4x as much but with current state of optimization by end game it's what you have to do for the unreal engine
This happened to me recently - I placed a radar tower, and it failed to update. Same with uncovering ground by walking. Restarting the server fixed it - all of the ground I uncovered became visible.
What are the benefits from doing an Ionos vps or dedicated server?
Not really any of using one of their vps. Their dedicated servers have higher base single core power which unreal seems to need to handle the large number of entities in the game
$65 just seems like a big ask for a server for 2 people
No doubt. We paying about $89 a month for three of us because we tried three separate hosting providers but the lag was so bad we would randomly fall out of our hyper tubs or our hover packs wouldn't stop moving forward and killed us repeatedly. Moving to this instantly fix it. Granted each of the three os us had a solid 200 hours in the save file so we had a lot of factories running
The first 50 or so hours we had no issues on the provider we had but after that it tanked hard and fast. Since I run full APM monitoring on my servers I was able to learn it was really a single thread level issue and acted accordingly
Yeah we’re playing on nitrado and we’ve been having serious lag issues. Trucks will leave their wheels behind and they’ll stay there forever, rubberbanding, and accordion trains
Yeah we had to abondaon trucks and trains 100% on dedicated server. They just don't work for us.we lost far to many trucks to the abyss and had to save save editor just to remove them from below the world
Looking at Ionos, they have Intel and AMD dedicated servers. I’d assume AMD is best for this scenario, but what do you recommend?
if I set up a server on a computer and use it on said computer, it doesn't actually use the internet, does it?
not unless you forward the ports to your computer
I recommend the Intel Xeon E-2356G. It only has a 3.2ghz base speed but if you don't install extra software on the server you can set it to turboboost and get a significant boost.
Side note for those with lag early on we had a lot of lag that a major improvement when we started launching with the -USEALLAVAILABLECORES parameter
the other cores still barely get hit but it helps.
anyone got serer to play on
With the pricing being hourly and maxing at whatever set amount, is the hourly price based on when the server is being used? Like will it essentially just be maxed price monthly if I just keep my server open 24/7?
honestly I just planned for 100% uptime because I never turn mine off so not sure
When you get an account there is a calculator that helps you calculate and estimate monthly costs
Gotcha. Thanks for all the help, I’m gonna try to switch mine over from Nitrado later on. Is it cool if I DM you if I have any questions?
yep
so, just out of curiosity, would renting a dedicated server improve performance vs running local? like offloading some of the calculations to another computer?
Depends on the the computer. and how much you use normally
Really depends on the specs of your pc
Local would give you better performance if your wifi is terrible
But again, only if your PC can handle it
How do I set up a server I have it downloaded from epic
@raw relic first read the hole page before asking questions, most answers are there.
2080ti + 9900k. 300mbps up and down
So I typed my IP address in and it comes up saying this server appears to be offline
You'd probably get around the same then
It just depends if you want to host it for free or pay for it at that point
Did you forward UDP ports 15777 15000 and 7777 to your pc on your router? If you dont do that your router's firewall will block any attempt to connect to the server
port is 1577
well, maybe thats your problem. because the wiki says otherwise
@void birch
Linode has a $60 credit and a machine that can easily run a few SF dedicated servers is around 40/mo
your router. not the game
you have to log into your router and forward the appropriate ports to your pc
usually 192.169.1.1 or 192.168.0.1 to log in but if those dont work then open a command prompt and type ipconfig, then go to the ip address listed as default gateway
login information will be written on the router if you use the router your isp provided and nobody changed it
if you use a router you bought you probably set the password when you first set it up, or if it didnt make you do that then you can google your routers model number and default login. probably admin admin most likely
though to be fair if you dont know how to forward ports it's probably better for you to just rent a server from somewhere that's already set up and configured through a web interface
although it's really not that hard. just a little different from router to router
you tracking or did i lose you?
im tryiing to find a vid
okay let me help you
press windows key and r at the same time, then type cmd in the little box that pops up and hit enter
in that black box that appears type ipconfig
look for the words default gateway, and type the numbers next to those words into your web browser
lmk when you did this. i can walk you through step by step
ready
what type of a web page
press windows key and r at the same time
a box that looks like this will appear
type cmd in that box and hit enter
a box like this will appear. type ipconfig in this box and hit enter
got it
look for where it says default gateway. if youre plugged in for internet (should be for a server) itll be under ethernet adapter
i see them
type the numbers next to default gateway into chrome or firefox or whatever browser you use
and hit enter
it will either load a webpage or open just a box to put in login information
it will be easier if it loads a web page but we can figure it out if its just the box
im here
its a webpage? or just a login box
its giving me deffrent sites to use
can you send a screenshot? just press prt scr on the page and then come here and press control + v
Try entering {the address}/ as in the numbers followed by a slash
it googled?
Do note that the dots are important.
yes. the dots are important lol
@void birch heres a google one
It says sign in to access this site
yes
thats what we need
try user admin password admin, if that doesn't work, user admin no password, and if that doesnt work i need you to go look at your router
This would be easier (and less spammy) if y'all just went ahead, called each other, and shared a screen. ;]
we can take it to dm's but i cant do screensharing im on my work network and my admins dont like that
like me watching other people's screen shares either
i guess it kind of looks like a vpn traffic wise?
My cabe router or my WiFi router?
wifi router
Still, are you actually supposed to be working right now? Because if not... they could just step off a bit.
look on there there should be a username and password written somewhere on the back or the bottom
while you are there note the model number as well
It's often on a white sticker.
For example, like this:
In fact, when you have the router make & model, you can Google various procedures for it. Like, how to port-forward.
@raw relic I assume you're trying to make it so that your friends can connect to your server, and your friends are not within your network, correct?
Because you can just connect directly.
I don’t have any friends
Then why are you trying to port-forward for the server?
oh wait. if you're trying to connect on the same computer as youre running the server try typing localhost in the ip slot
I'm assuming you want to run a DS so that you don't have to wait for stuff to happen with the game on all the time?
Be aware that the DS doesn't support modding.
I just wanted to test it out to see the difference is compared to the regular game
Oh, okay.
Well, at any rate, you should be able to connect to it via localhost.
(which basically means "this computer I'm sitting at")
How would I do that
When it asks for the address, input localhost
That's it.
The port is by default 15777
Bingo thanks guys sorry for the headaches
i told him he needed to port forward because i assumed he was using his wan ip, but thinking about it not knowing how to port forward, he almost certainly doesnt know his wan ip
ok, can i suggest ZeroTier yet
you only need to port forward if you want to connect to it when you're not at home or you want other people to be able to connect
@blazing halo set admin password so would that mean I can choose a certain password or I can make my own password
you make the password the first time you connect
I understand
you should still write down your model, username and password for your router somewhere. one day you're going to need to log into it for something
If you're just setting it up for local play, you can skip the passwords thing I believe. Otherwise put in whatever.
think i might run a server on my gaming laptop
i dont bring it anywhere and ive touched it once in the last three months
i do like smart and area actions though
yo
I will I have your dm if I questions
sure thing. glad to help
whats up
Now I’m getting a network error @void birch
sup?
a network error? thats interesting. technically the network isn't even involved lol
Of course it is. The network card may not be involved, but the network stack is most certainly involved, and the app or program can't tell the difference.
windows firewall
well, i just meant as far as im aware when you connect a program through local host, it doesnt talk to your router at all
this is likely
press start, type allow an app, click allow a program through windows firewall
add the server exe and satisfactory exe to exceptions
Change it to public or private?
both
Hmm...
Hey guys? Could someone set up a Satisfactory server that I could try to connect to?
Something known to work for others, as in.
I'd like to test if I can connect to any non-LAN servers at all.
If you don't wish to provide it publicly, you're welcome to DM me the details. I don't intend to play, I would just like to see if I can at all connect.
Please @ me if you think you can do this for me.
@blazing halo , give me a minute and I'll fire mine up
Okay. Please let me know when.
Okay... So the weird thing is: setting myself up to "wide open" and putting my PC in the DMZ, plus killing Windows' firewall (I was willing to test the most basic "naked child in the snow" scenario)... did nothing. I was unable to connect to Internet servers. What the fuck is going on here.
Could be your router/ISP blocking traffic
anyone know how to fix map bugs? we have a server where all the players and half the beacons dont show up
guys, how do i get people on my server? what port and ip shuld i give them to join me?
wut u mean lan
Been suggested to post here instead of #old-questions-and-help
Is there a better host provider other than "Nitrado" for Satisfactory. Currently hosting through Nitrado with only two players and the performance is terrible. Any recommendations?
Thank you guys even though it was pain in the butt
Hey Everyone, when is the next dev stream? I'd love to ask about dedicated servers and how world save files can get too large for the map at some point that it causes all sorts of weird things to happen on the map such as freezing players, map not updating and freezing, trains causing weird issues and causing bad server behavior, etc. I work with Baconz and a bunch of other players on a very well memory allocated server and we try to do all we can to fix it. Just curious about if there will be any updates to dedicated servers in the coming updates to the game. Otherwise, if anyone has any ideas of what we can do to help improve the server in a way that can help reduce the symptoms of having lots of trains affecting performance, freezing map, beacons not displaying properly, etc.
buy lil PC for him and share to internet?
MSI Desktop PRO DP21 11M-014AT for 470$
Intel Core™ i5-11400 6x 2.60 GHz
Intel® UHD Graphics 730
8 GB RAM, 256 GB
Have you checked the IOPs...if your under lying storage is slow that could cause issues as well
Restart the server.
It's been mentioned earlier (not too long ago) that someone got better performance by outright going for the VPS option (instead of the "game server" one), and running the server on that.
I mentioned yesterday above we had same issue and had to get a dedicated server to meet expected performance.
I tried setting up a dedicated server on my backup pc. Did all the port forwarding the same way it worked with my mc server. made sure to allow all ports in my firewall both in- and outbound. The server is running and i can access it locally. But noone seems to be able to join from outside my network
yup, UDP.
you need setting port forwarding on your router
As I've said I've done that and checked it multiple times
Multiplayer is still VERY buggy. One multiplayer world I’ve seen on livestreams doesn’t have natural health regeneration.
You could simply be in the same boat I am, unable to get connections. Can you reach any Internet server?
As it turns out, I can't. It looks like whatever is preventing my DS from being reachable, also prevents me from connecting to others.
Do you get warnings about subsequent authentication packets being ignored when someone tries to connect?
If you do, I'd like to know what sort of router setup you have (make & model, or if it's PC-based - OS & software).
(I'm curious to see if this issue correlates to a specific case - using a router that isn't actually technically a router)
Which Docker container do people prefer for running a dedicated server? Is there a “best” one?
I just create a VM, Install latest Ubuntu Server LTS, SteamCMD and the game.
I have a separate machine running ProxmoxVE as Hypervisor
It is possible your ISP prevents port forwarding. We had issues with that and one of the guys I play with. His isp changed policies and now prevent port forwarding without an added surcharge
You can try calling them and asking if they do
ISPs cannot prevent port forwarding. the whole point of port forwarding is that it's invisible to the internet routing.
Im running an unRAID server, for that I use the docker by ich777
he does a bunch of dockers that can share the same steamcmd files
Technically speaking you are correct. What they do is block a significant percent of ports and only allow you select ports. It is not an uncommon issue.
Probably CG-NAT going on due to a lack of IPv4 addresses.
You probably would have no issues with IPv6 (if your respective ISPs have it enabled)
And let's face it: IPv4 has been dead since 2005....
Agreed and I personally am fine. I run my server out of a datacenter. We just have a buddy who likes to do creative mode builds on his at home server before in game and we couldn't connect to view one until he called them
Just trying to help share the experience incase it helps someone.
is there a way to fix the "bugginess" of conveyors on dedicated servers? They seem to work fine, but visually they are quite buggy.
Restart the server
Huh?
Have you tried that?
To fix being unable to connect to it from the Internet?
Yeah
Yeah true my map issue isn’t that simple either tbf, after looking into mine I found it’s the way the map handshakes to the server via beacons, maybe your issue could be a proxy issue or IP being obstructed
... is this a bite-back for my "restart the server" thing?
Are you playing with mods btw?
Okay, I apologise if I was unclear - I had what seemed to be the exact same issue, and restarting the server did help with it.
I wasn't being an ass, is what I'm saying. Wasn't trying to, at least.
It’s cool
If you have mods or a big save file make the connection time in game.ini engine.ini and scalability.ini at least a value of 320000 to give time for packets to connect that’s what I had to do for systems running an i5
Unfortunately, it's not that simple. It's the DS, so I can't use mods with it - so that's out - and I've been having this issue with it since the beginning (sometime mid-April).
I can also connect to it via LAN just fine, so it's not a complete connectivity issue.
It's also the only service that refuses to work correctly for me, no matter which ports I set it up with.
And I also can't connect to any Internet game either, from my network.
It shouldn't be a proxy issue, because I do have other services running, and those all run fine, are reachable from the Internet and so on.
(though of course I don't really know what my ISP is doing - but then, I shouldn't have to)
So, your map issue persists across server restarts, across different saves, and even across server instances?
Yep apart from a local host dude it’s weird but it’s how the map works on a dedicated server
Except... it's not. This is my second save (third, technically), and only now am I seeing the sort of issues people are seeing. My second save was on the DS as well, and I didn't have the same issues with the map - it worked just as I expected it to.
I know the last few patches they were banging on the "vehicles show at 0,0" bug so there may have been some regressions on the map they we just have to wait for a new release to address
I'm assuming this is asked all the time, but I tried searching the webz and it wasn't clear. Is modding still not possible on a dedicated server? Last detail I saw was from november of last year.
still not
so after taking a hypertube to an area i just made, every time i try and build something i get send back to the entrance of the tube i just took, ( like i didnt take it)
i am running a server on the same computer
i have reset the server a few times and its still "reseting" my position
So how do I experimental my dedicated server?
And can i keep my large factory?
Directions for switching which branch you use are on the Wiki
Question: why would anyone want to right this moment?
... I suppose, yeah.
Actually, with how U6 looks, I might consider jumping to Experimental... :D
if map/compass icons and filters wont load, which side has issue?
save, client or server?
I'm only seeing trucks and train stations, and im missing like everything else. drone port, hub, elevator, beacons, radar towers, etc
I've already tried to restart both the server and my client
There are likely multiple causes of this, I think. Last time I had this issue, restarting the server fixed it for me. It doesn't seem to fix it for others, though... Have you tried manually saving the game, then loading it in SP to see if saving it in SP will somehow correct the issue?
The save files are small enough that it shouldn't even take all that long, start to finish.
sure I'll try the sp one, I'll let you know if it works
server restart didn't do it for me
wow all icons instantly loaded on SP 
nah
still just load the truck and train stations
I tried to load it on SP, make another save, upload it to server, restart server and boot it from that save, still the same
is there a tutorial how to setup the free epic dedicated server?
hey guys
just bought a server on nitrado says am not authenticated and unable to claim? alsos ays server offline when running in nitrado any help
i downloaded free dedicated server progy from epic and was hoping to find a tutorial
are you sure you and the server is running the same, that not you or the server is experimental and other normal?
it's running experimental
the game is also running expirimental
just says offline and not authenticated
usally it takes 30-60min from buying it to it actually is working, eventhough it says its running almost after you bought it, so give it some time and try again 🙂
purchased it yesterday was going to set up today
well if you havend set it up, how should it then be avalible 🙂 ? .. set it up, give it 30-60 min and make sure your ip / port is correct , nitrado ip / port is usally jumping ALOT.. i have seen it change 4-5 times during setup and there costomer service dont know why xD
oh okay lol i check
stayed the same going to give it 2 hours if not working what do i need to do then?
why not steamcmd? you can use this https://github.com/asidsx/SatisfactoryPyServerInstaller
why is my epic game version not updated to the current version? is there a way to update game on epic launcher? like a force update? It is not matching my servers version
still on offline error been more then an hour
@frosty gale what happened?
server saying appears to be online but it's on in the host
did set it up still saying it i just can't get on it
Strange did they try a reboot?
it's mine rebooted it 5 times + reinstalled server
not helping
it's all on experimental
uh hdym? it's nitrado
Oh I have a bare metal dedicated server
Update 6 does not sound like it enables dedicated server modding 😢. But it isn’t here yet so I’ll see.
I just wish it will include... anything related to dedicated servers. It needs a lot of love and has gotten very little of it since it released.
Hello , i have a problem with the dedicated server
I cant create my own serveur on my PC
i'm on Epic and not steam
so what?
its ok i fixed the problem thx
I wish they would add a feature to the tractor to modem the flowers in bushes. So i can drive around and get resources. And maybe some robots you can send out cut trees down and stuff
Just like a day or two ago, I was thinking whether to write a feature request for a mower or something... because that seems like a brilliant idea.
idk if this is the right place to ask but where can you buy a dedicated experimental server thats not Nitrado pls?
I think that there is already a few on the site
Literally any hosting or VPS provider. Caveat emptor.
What’s the best way to keep the biomass burner going until I reach the coal stage if i run out of grass
so, I have a modded save, and I want to put it on my dedicated server. Not a rented server, the dedicated server software that I got on steam. Do I have to add the mods to the server somehow or can I just upload the save?
essentially, do mods have to be server side AND client side or only client side?
do you have a chainsaw? if so then just go do some deforesting, make a stack of solid biofuel, and then shove said solid biofuel into the burner
Not yet but I will
alright. It's good for getting lots of biomass, but it really only becomes useful for clearing out areas a bit later game, before nobelisks. After you get those it becomes kind of irrelevant
Dedicated servers don't support mods
well, shoot
I guess I'll just have to leave my game running as kind of a dedicated server lol
Yeah
I've done that, if you turn all graphics settings to minimum, and set the fps cap to 30 or 60, you can make gpu usage minimal, at which point it itsnt a terrible amount more impact full to performance than a dedicated server.
alright. I'll just have to remember that whenever I stop playing
is this dedicated server exclusive?
speaking from experience: no
I wonder if we would ever play with mods on a dedicated server
On my DS today I have experienced some weird stuff with my vehicles, first when you park them on a elevated floor, and leave them for quite a while, and eventually return to them, it will have disappeared, however they are still there, untill it glitch and fall through the floor on the ground. And if you go fetch them, on a distance you will see them, and when you get near, it disappear. I can see the steering wheel to interact, but cant interact. So, to fix it I try to delete something that is not highlighted, hoping to delete the vehecle and redeploy it
which time the update 6 arrives on 14.06.22
Dunno
Try restarting the server
Also, vehicles just generally suck on dedicated servers
Cool, will try that tommorow
Can I get someone to test external connectivity to my experimental version server?
@gusty void you looking for someone to connect to your server? Can add you on steam and try for you in like 30mins if you want
That works, or I think I can just give you the server address and password... not sure.
This is correct; all a client needs to connect is the server address and, if there is one, password. A connection test will work without a password (the client will get a password prompt if the connection attempt is successful)
I don't know what you mean - they're extremely entertaining! :D
I have my own farm of bunny-hopping trucks. It's great!
My tractors leave after-images! :D
Ah, they're also a great way to move around the map! Have a friend drive one, and then sit on it - soon enough you'll be kicked way up and propelled like from a canon! :D
(I would recommend having the jetpack here, landings can get a little rought)
There's the small issue of having little to no control which way you'll get thrown... but can you say you know the entire map by heart? I sure can't! So it's a great exploratory experience! And believe me, having half a sliver of HP left when it happens really pumps up the adrenaline and gives it that "pioneer" vibe!
Hey
In short: they don't "suck", they're atrocious. But, somehow, very Satisfactory. :D
Running it on a server is fun:)
It is!
I have a beast server might split it to vms
When your setup gets significantly bigger and you start seeing save times over 10 seconds, it's always a surprise where you get rubber-banded back to. :D
No, just 32.
Wonderful for you.
2m away from me.
Oh I see
i7, 32 GB of memory, 1 TB of mirrored space, and 500 GB of NVMe for the data.
Modest, but certainly good enough.
The CPU might be better, but I can't put anything better into this board, so.
It's the best I can do until I decide to upgrade my gaming rig, at which point the 3900X will get moved to the server instead.
Awww
Meh, it's fine.
It used to use an FX-8350 (11yo at this point, *somewhat-*octa-core), so the i7 is an upgrade. :D
guys i have 2 questions
running a server own my laptop and having frequent lags what i dont understand because my bandwidth is 1 gbps
should i make a 2nd phisical network for LAN and a seperate one for connecting the internet?
the other question is: how to make the server run without any player logged in?
i just want the project part production keep going but not using my client pc meanwhile
im thinking
could be the reason ofthe lag is that im running the server from a hdd?
HDDs are known to be slower than SSD
duh, i guess ill install to the server to the system ssd
how do i host(or have a 3rd party server host) a dedicated server for update 6?
epic launcher app seems to get stuck here
I i have some question is the a dedicated server better than someone who is hosting a game,? will it reduce endgame lag ?
Lag depends on how far you and your friends are from the server
Mine is in Germany almost no lag
Dedicated is not bad I think it's better
I can leave it on without it being in the background on my pc
But I think it depends on the person if it's worth it or not
so i will have to do my own test?
Well you can connect to mine and see how it works
Got two questions..
- If I load up an experimental server today, when it updates tomorrow will the save corrupt or can we continue?
- Our server reboots in the middle of the night, is there anyway to automatically load the recent save so people can play?
- Updates until now have gone flawless with my Dedi.
- I also restart the Dedi with a script (cron-job as I run mine on Linux), the latest save of the game that was running will be loaded automatically by default.
- Did you read the Wiki? 🤪
Its found the game install used its name.
When one day mods are possible, SMM is ready.
😆 6 will break mods as it is
@raw relic like I would want to run multiple instances of the game one with mods and one without in the far future
please point out where that is on the Wiki page for Dedicated Servers since it should be removed.
Drew was referring to his screenshot
Ewwwww my instances run on virtual servers
do servers update automatically or do you have to do something for them to
Ah. That is a question for the third-party developer of an unsupported program for which this channel is not the support venue
♤♤
I can't speak to Epic, but Steam-controlled instances like any Steam application, need to be updated by Steam
So how many instances could 122 gigs of ram host?
This usually is automatic (Windows GUI client) or administrator-controlled ( steamcmd on Windows/Linux)
probably more than its CPU could handle.
but like the game file, how does that update? or as long as everything else is updated it would just run the same?
Was thinking of hosting a few free mini servers for people to play on
the specifics are on the Wiki, but in short: "tell Steam 'check for updates for this application' every so often"
there are directions for automating this at server startup or manually checking
And was not sure if I should post it in the looking for group channel for each instance
The game file will get upgraded when you launch it in u6. Keep a copy, it won't likely work with u5 anymore
#looking-for-group-old would be the place to plug your servers if you're looking for folks to play on them
Even if it's like 3 instances ?
that'd be the place for any number greater than zero, yes
Iirc putting ip is not allowed, bor hostname (considered advertising) but maybe you can get approval from a mod.
They (whoever wants to join) would have to dm for join info, as far I know.
just took a look
Like one is for beginners the other one is for more advanced users
read the pinned message in #looking-for-group-old for directions for advertising your server, be it p2p-hosted or a dedicated server
Will do:) mine I'd dedicated hosted on hetzner
(basically: click link, fill out form, watch ad pop up)
Sounds good
Just trying to make use of the server specs
Intel® Core™ i9-12900K 16-Core Alder Lake
128 GB DDR4 RAM
2 x 1.92 TB NVMe SSD Datacenter Edition (Software-RAID 1)
1 Gbit/s bandwidth
Seems like 1 instance is 5 gigs of ram so not too bad
Is there a way to reset password on dedicated server if I forgot password
Mine it’s a test server
directions for this are on the Wiki
Thanks
🙂
🍻
Dope knows everything 👌
I most certainly do not, but I spend a lot of my time trying to learn as much as I can about as much as I can
🙂 I just learned to set up multiple instances yesterday
I am now. Still looking for an external person to test connectivity to my experimental server. I figure I'll blow away the save when I apply the v6 update, but want to make sure it works before that.
So wiki said this ServerSettings.port and I looked all in my files and can’t find it
I may need to make the wording more clear, the word port does not appear at the end of the filename; rather the actual UDP port number the server is listing on
It was a local host port
For example:
$ ls -1 $(pwd)/ServerSettings*
/home/ghoti/.config/Epic/FactoryGame/Saved/SaveGames/ServerSettings.15777
I have updated the Wiki to make that more explicitly clear
It says can’t be found
Please define 'it'.
Windows says it can’t be found I type it like you showed
well what I showed you is the path to that file on my Linux host. Please see elsewhere in the Wiki where the files are located on Windows server implementations.
Hi, I have a question do any of you know whether with Update 6 release, the dedicated server files are going to get released as well?
Hard to imagine why the server would not go out the door too
There will be an update for the dedicated server. However, Steam has a less-than-fantastic track record of ensuring the client and server manifests get updated on the same instant. There may be some delay where one is updated before the other.
(this is typically a matter of minutes or hours, not days)
Ok, thanks for the quick answers 👍
um what do i do after loading the server stuff up?
meaning after setting up and starting the server?
that did not happen
Those are labeled as 'WARNING' and not 'ERROR', yes?
yes
if so they are typical output and can be ignored
yep
Start a client, enter server manager, put in the server IP in the Bizarro password style field. The rest should go easy
^ that.
The servers iP
is it listening on port
If it's in the same computer, try 127.0.0.1
You don't have to change the suggested port until you've changed the game default
ok
there is no reason to change any of the Port numbers unless you have gone out of your way to use non-default assignations
nope dont even know how
Predicting you will have connection refused and will need to kill off or open holes In windows firewall
only if you don't want the server to be running any longer
(the server is a program; if you close a program, it stops running. There are, again, directions on the Wiki for setting up NSSM to run the server as a service)
@granite crystal - that is a neat script, but I prefer to send people to the Wiki to do it by hand as more is actually learned that way.
Were can i find the wiki? Could you show me a link.
https://satisfactory.fandom.com/wiki/Dedicated_servers#Configuration_issues start with these troubleshooting steps
ok
how do i find server ip
yea
if you are using a client on the same physical computer as the server, the easy answer is either localhost or 127.0.0.1; otherwise you can use the command ipconfig to look for an address starting with (usually) 192.168. or 10. for a server on your network.
if you want the public address (presuming port forwarding is properly set up) then on the server host to to a site such as ipchicken.com to see your WAN address
can someone find my loaction with it?
only for very vague definitions of '[your] location'
so like would it say city?
99% of the time, it resolves to the address of the datacenter that IP is delegated to with your internet service provider
very rarely, it resolves to a more localized "junction"
if i search my ip up it goes on to my network stuff
but they can only change the lights on it
they need a admin password
would i be ok?
you should maybe check that your router is configured to only allow admin logins from your local network (this is usually the default which is why it's asking you for login credentials)
but yes, you should be fine
you can ensure by using a tool like canyouseeme.org and asking it to check your IP address on TCP Port 80 (which is what most routers use to log into admin interfaces). If it says it can't see you, you're in the clear.
Also check for TCP port 443.
Some routers offer login exclusively via HTTPS now, or can be configured to do so.
(though I'd expect them to also have sane security defaults, and having the router's webUI exposed on LAN only has been a standard for years)
Hey, in view of the many satisfactory hosts, do you have a good host to recommend to me (for a large factory, mega factory project). It could save me money... Thx Btw it's for max 6 players
Without modifying the ini files, it's for max. 4 players. ;P
Anyone know the minimum recommended ram requirements for a Nodecraft server? (For this game obviously)
I can't speak to Nodecraft
but at least 4GiB of unused RAM for Satisfactory is a good start
As far as I can tell, it's using up about 6.5 GB of memory with some (but not a lot of) construction. Plan accordingly.
It appears nodecrafts recommendation was 6GB after attempting to setup with 2GB bot i already had. But given the amount of stuff being built, guess i'll need to max it out at 8GB.. can't wait to have my own server up and running so i don't have to pay these prices lol
Is there anyway to stop conveyor lifts from doing this?
cool
Does anyone have its dedi server crashing after restart just now ?
[2022.06.13-19.42.47:015][111]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.
[2022.06.13-19.42.47:015][111]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
[2022.06.13-19.42.47:015][111]LogOnline: Warning: STEAM: Steam API failed to initialize!
[2022.06.13-19.42.47:015][111]LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
Solved after a system restart, weird
when in doubt, restart... if still in doubt, restart again.
Does anyone know if update 6 will be released for dedicated server experimental at the same time as the client?
There will be an update for the dedicated server. However, Steam has a less-than-fantastic track record of ensuring the client and server manifests get updated on the same instant. There may be some delay where one is updated before the other. (this is typically a matter of minutes or hours, not days)
Thanks. I'll just have to run the update command a few times until it shows the new version number.
Hey, in view of the many satisfactory hosts, do you have a good host to recommend to me (for a large factory, mega factory project). It could save me money... Thx Btw it's for max 6 players
Personally, I use and have been quite happy with Linode, but as always your mileage may vary, caveat emptor, etc.
satisfied with a big factory?
?
we'd gotten up to re-nuclear tech and completed the space elevator before deciding to shelve it 'till Update Six with only minor lag or tickrate issues
last question: What plan did you take? thx
I'm on the Linode 8GB plan but you would possibly get better performance out of the Dedicated 8GB plan (which yes does cost more).
with shared CPU?
Yes.
Thx
I loaded a 200 hour build into mine, the memory usage does not increase by a lot
If I go into the install location of the steam dedis, there is an EXE called ''Factory server'' Booting this doesnt pop any windows but I can see a process in task manager. Do thjis actually boot the server? Saying this with an install from steam client
will there ever be an option to use srv records for a server ie satisfactory.example.com
srv records are overkill for this. srv records are for service discovery. like, "does example.com have a satisfactory server" you would query for a SRV record _factorygame._udp.example.com . which would be silly.
ok what about a records at the minimum
this works.
i couldn't ever get it to work
the game always said "This address doesn't seem to be valid"
if you can publish a dns record (can you?) it works. I just it today with zerotier which has a bunch of elaborate f'ery but i could easily put a DNS name into the server address field
i use cloudflare
well, i can help you debug this if you DM me or otherwise provide the name
or an ip
lemme test again and see if i can get it working
or help from Anydesk )
It is?
It's one of the lightest DSes I've ever hosted tbh.
I mean, forgetting HLDM days when all you needed was 64 MB of RAM and a floppy.
I suspect you gotta turn off the cloudflare Proxy for the satisfactory entry. That's how I use it and it works for me
so uhh im on epic and trying to make a server
but idk what to do to get the adress after running
.\FactoryServer.exe -log -unattended
if the server is on the same computer as you are playing you can use 127.0.0.1 as the IP but other people would need your external IP you can find this just by typing in google "what is my ip" also make sure you port forwarded your router to tell it where to send the traffic
if you are renting a server machine from someone the you'd just use the external IP of the machine that you can usually find on your dashboard
if the server is on another computer that is on your local network(connected to the same network as your computer that is being used to play the game) you can use either the external IP of your network or you can use the internal IP of the machine hosting the server everyone outside would have to use your external IP (make sure you port forwarded your router same as if the server was on the same computer as you were playing on)
@coarse orchid ^
thanks, that helped guide me. I did get to connect by myself now i will have to wait for my brother to get home for him to try connecting via my ip
i myself can't get into the server due to "The connection to the host has been lost" me being the host
is the server still running?
did you get to claim the server via that IP?
ie set an admin password and create the save
yes, i loaded a save from my current playthrough
but adding the server via my own ip doesn't seem to work as it doesn't pull the server info
do you mean the external IP?
yes
if so for that to work you'd need to port forward
do i do that by restarting the server and adding the
-Port=7777
command?
or ServerQueryPort?
no you'd need to go to the administrator web panel for your router
you find that by googling "<router brand> administration panel"
you dont need to port forward if you aren't wanting anyone from outside your network (ie if your brother lives in the same house as you)
if he lives in his own house then you would need to
oh. if we don't portforward then i should be able to connect via the machine ip?
the internal ip yes
on windows btw you can open command prompt or windows terminal(if you have that) and type ipconfig and then find the IPv4 line that is your internal IP
your brother would use the same ip to connect to the server
yeah thanks actually
google being wrong as always...
if you are talking about the "what is my ip" search thats your external IP
there's always a "your connection to the server host has been lost" even when i connect as client rather than admin
then i could simply use hamachi to connect us over long distances(his room is further where he catches the second wifi but i don't and vice versa)
imma look it up
i dont think you'd need hamachi but im not sure with a mesh network
wait can you not play modded on servers?
not yet
ok yep thats the problem
iirc usually a mesh network is just a secondary wireless access point it uses the same list of IPs that the one you connect to uses
looked at the server "command prompt window" and found something about "corrupted packet data"
yea modded isn't available yet on dedicated servers
thats sad
ig thats the reason why even epic games friend matchmaking wont let him through easily even if we use the same mods
the only way to do it as of right now would be have another account running on another computer (if available, if not then you wont be able to do it unless your pc is extremely powerful)
you're welcome
Is there a way to launch the dedicated server without it logging me into steam?
there is a -nosteam option
Would you put that in the shortcut or a config file somewhere?
I don't know your server rig, I find Windows exasperating for this, so whatever calls factorygame.exe -add a "-nosteam" to it
Got it, thanks!
hey im looking for a very cheap server host that will host an experimental server if so pls lmk
@errant fable you can use a instance on mine for free
sure dms
anything cool for the servers, or nothing?
there was some work done on saving that may help with the autosave rubberbanding; we'll see I suppose
I'm actually running ich777's docker container for my game server - I wonder when it'll show up.
Aren't the servers all experimental? Or is there something specific that needs to happen?
Yes, all servers are "experimental" but they can be running either the Experimantal or Early Access release
see the Wiki for directions on branch selection for a Dedicated Server
No server work coming with this update unfortunately. Server changes will likely start coming in once the dust settles on update 6.
Roger Bogdan. Does that mean the changes to save streaming mentioned in the notes do not apply to servers?
Those are general changes that also apply to the server.
ah, so they might help, maybe. Cool.
Thanks in advance for all the work you'll be putting in on the server as Update 6 matures!
It's my first time running a dedicated server for this release specifically, does anyone have any tips on the best way to get the server to start the update sooner?
@long junco doing an update in SteamCmd for me has already seen and pulled the update
I'm running the client on epic and it's up to date
I'm glad to see you're still around, helping out!
Glad to be here! 😄
I've no idea how to do that Dope, never used a dedicated server before 😄
Check the pins for a link to the Wiki, there are complete directions there for getting a server up and running, stem to stern
if any of the steps give you trouble, I and others here are happy to help (:
Think it's worked now, thanks Dope
🍻
did they update the dedicated server back end?
meaning what is output to the terminal? Probably not much.
what branch did yoy guys set your server before updating? I put mine on staging, but apparently it's not working
Experimental is the only branch you'll get U6 on
but steamdb knows better: https://steamdb.info/app/258550/depots/
oh, no, it told us it was updating, now it says version mismatch so it hasn't ><
staging has the highest buildid
Staging is probably used for internal testing prior to actual public release; it's not a public branch
oh shoot i was on rust dedicated server sry
@long junco the server and client have to be on the exact same build.
Yea, I'm aware of that 😄
it's entirely possible a Big Problem may get spotted and result in some hotfixes being pushed out.
if it's working for some and not others, it may be a delay with the update reaching us, regardless we'll be patient
Any LGSM users? - How do I use diffrent branch, so it will update to experimental and not public 🙂
hmm, we've reinstalled the game on the server and still getting mismatch, must be the update being slow
Same,
makes me feel better then
thanks for confirming, let me know if you get yours to work, I'll do the same
Ensure your server is reporting this version:
$ ./sfcheck.py -v localhost
Response Time 0.74msec
Server Status: Live
Server Version 192405
i dont see anything different in the menu besides the background
Why would you expect anything different in the menu? There's nothing about menu changes in the #patch-notes
dedicated server seems to work as well as ever
Anyone seeing the ability to pick up leaves/trees on dedicated server not working? I can pick up some other rstuff but not flowers/leaves/wood
I'm using the wolvix docker version and it's not pulling the update atm
did you set STEAMBETA=true?
That's between you and the maintainer of the third-party package
Yes, I tested on the previous experimental
have the same issue whit a friend singeplayer is working fine tho.
"4.26.2-188609+++FactoryGame+dev-experimental 522 3"
$ grep -E 'Net CL|Build:' FactoryGame.log
LogInit: Build: ++FactoryGame+rel-main-0.6.0-CL-192405
LogInit: Net CL: 192405
Hmm i wonder if its the provider i'm using
I'm with GTXGaming
i use nodecraft
i have my own docker host
i dont leave my rig up all day/night only reason i dont host it my self
we/ve had a family minecraft server for almost a decade, so i just added it to that box
I played with friends before, but I always hosted, decided to get a dedicated so we can come and go as we please
hands down the best game I've ever played, CSS is the best studio I've ever seen
i'm supposed to be working on code for another game today but f*ck that
DopeGhoti, what host are you using? Is it a linux server?
ok, i found some plants i cannot collect
it is a Linux server, yes. it's not a 'game server' host, it's a full Linux server I administer myself.
i was able to collect plants in the initial start area, but when i moved away from there it was no longer able to collect plants. not sure.
fair enough, the one I've got is run and has dedicated servers for experimental, I don't think I've got command line functions available
What app id is yours updting?
Success! App '1690800' already up to date.```
i do not understand your inquiry
it's at the top of hte log when it attempts to update
Redeployed the server and it fixed it
Shell script to update the server and flip to Experimental in case anyone needs it.
#!/bin/bash
# Service info:
# Query Port: 15777
# Beacon Port 15000
# Game Port 7777
steamcmd +force_install_dir ~/Satisfactory +login anonymous +app_update 1690800 -beta experimental validate +quit
Update state (0x81) verifying update, progress: 87.79 (6110373102 / 6960111597)
Update state (0x81) verifying update, progress: 95.01 (6612463895 / 6960111597)
Success! App '1690800' fully installed.
4.26.2-192405+++FactoryGame+rel-main-0.6.0 522 3
is anyone of you using lgsm? (Linux Game Server Manager)
@signal rain yup, cant figure how to update it xD
could be a dune desert issue
Seems like the "branch" is bugged in lgsm
@cosmic arch was using it over in #satisfactory-experimental
you called?
@cosmic arch
@hidden rapids I put mine on experimental before updating, but apparently the version aren't matching
i'm going to guess that this is a map issue with dune desert
@signal rain in what way did you do it, "branch="experimental"" or ?
there were uncollectable plants in U5 in the dune desert as well