#dedicated-servers
1 messages · Page 234 of 1
Did you have to change anything @mental locust ?
Nope
I did the update to the experimental branch and just cannot connect with my client at all
linux dedicated server
my server is crashing as soon as a client tries to connect. I've shelved it pending another patch for now
i was able to get people to connect not problem but i they cant harvest any biomass and tried everything from importing a save from live but with no luck
that's not a problem just for servers. Did a peer-to-peer hosted multiplayer sessions and a few hundred meters from spawn no one could pick plants or interact with anything
yeah i saw that people have that issue and people say that the Hotfix broke it
people were reporting it before the hotfix too so I doubt it
because it was working fine but broke after the hotfix
I think there are some fundamental showstoppers and I would be unsurprised by more patches this week
ohh well i guess they'll release another hotfix but as right now seem dedicated and peer to peer if fully broken unplayable pretty much at this point
unfortunately it seems that way for many, though not everyone
some folks are luckier than we it seems
@quick mist working perfectly here
On a pterodactyl
GOT IT WORK lol
yay!
bring and old save from a while back which was a clean game we just never played i loaded that save and made it worked but we'll see
I was having the same problem
how much ram does your server have?
nvm wrong person
I was having the same problem
me and another guy thought it might be a ram issue since ive heard this update uses more ram
@quick mist 5 users on no issues reported
jesus christ
the game seems like working now people can connect and they can pick up items now
If not they won't be able to
for me it just crashes everytime I try and join
@left blade really?
yup
here is the log i posed earlier
See if it crashed
nope never messed with mods
like this
i got a bunch of this warning when i brought the old save to the experimental branch.... but when i did a new save i didnt get this error
but people still are able to connect
and they can pick up biomass
the game uses 8GB of ram that is your issue this is when is fully running ram usage
is that server or you pc?
my server pc
so 8gb is the server usage?
just for you to host the server you need to have more than 8GB of ram Free for the sever to fully start
alright
server ran fine before but ig that the ram hike from update pushed it over the edge
yeah i think before it was below 5gb or something like that
Anybody found a way around not being able to pick up or harvest leaves and trees?
yeah i loaded an old save which was clean from a while back and it worked on a clean sever file install
well that work for me and other people have been saying that it worked for them too
so i say get and old save that you have were you started but never played and try loading that to the experimental branch and see if it worked
confirm that other players can join and harvest things
Dont think i have any old saves tbh.
how do you check tick rate?
might be best to just go to bed and hope they can fix it 😄
Indeed, this should be highlighted. My server would eat up all the memory and crash, had to clear up some so it would start. Now it consistently uses over 8.4GB on a fresh server....seems excessive
I smell a memory leak or perhaps some ARK tier unoptimzation
what some people say that worked for them was to delete the server download stable branch start a new save then delete server files and appdata files again and download experimental load up the save from stable and see if that helps
sort of the same thing i did but the only differance is that i had a even older save which was clean and i just loaded that up in the experimental and it worked
yeah with people playing is well over 8GB so it seems 7.5 on idle and over 8 when people are playing
We've noticed a bug we think is related to the update 6 on a dedicated server. When you destroy a building and it leaves a loot crate, as soon as you pull the items out of the loot crate it takes about 5 - 10 minutes to be able to interact with any other container or machine
no im update 6
No
experimental branch is on 6
Mine is on 6
I would bet cash money they ship the can't interact with foliage fix tomorrow. The stream today had an esoteric detail from two devs, the bit where they said nobody would notice a difference. From what they said I suspect this covers the "foliage" issue and the mobs respawning issue.
@civic lantern it seems to happen only when you join
After server restart it works
When new people join.
For me foliage was sometimes fine if I stayed in my spawn chunk, a few hundred m square. I also couldn't start a new server game and connect to it, I had to cycle the client first. So much broken
Well working fine for me
What a stupid bug
no i was able to get it to work also from not being able to work
you just need to try different things until it works
Mine worked right away
I was able to get mine working by reloading my save a couple times
effectively restarting the dedicated server
took me 3x on 2 servers
Well, no, i don't, I can do other things until a fix is shipped.
same got it work after i brought an old clean save to the experimental 6 branch and that fix the issue for me
I started a new save and had issues until I reloaded it 3x, same symptom on an established save... Just sharing my personal experience for information collection
oof yeah if I wander around it is still buggy 😦
reloading the save file from the server management panel fixes it
are you loading a save from a prior game version, or is this on a new world?
new world.
hm interesting
reloading the latest autosave file on my new world
seems to fix the foliage thing for the area I'm standing in
I solved the RAM usage problem by doubling my server's RAM too. lol
i think the foliage thing is probably an uninitialized variable bug
I give my server like 100gb of ram
precisely because it only affectgs some people, affects people differently, and changes when you reload but only sometimes
that sort of stochastism is indicative of an uninitialized variable
I can alter my memory allocation if anyone has any theories I can help test
thing is, UE5 is C++, and C++ isn't supposed to have uninitialized variables, it's supposed to be impossible to allocate memory without initializing it
although there are obviously ways around that
isn't it UE4
could be a buffer overrun or other fencepost error, i suppose
i thought they moved to UE5 but maybe i'm misremembering
still, UE4 is also C++
tho UE didn't change scripting language they're using.
C++ isn't "scripting" either, it's compiled to native machine code
i just tried on mine and it works fine i can pick up plants and i went far from spawn area
I mean aren't they using scripts for this? 
yeah, it seems random who it affects and how
for me was to bring and old clean save and it fix the biomass issue
the fact that loading an old save seemsto help also makes me think "something wasn't initialized properly"
i mean, i've only been doing systems debugging work since the mid-1980s, so i have no meaningful intuitions here
Yeah this last reload seems to have fully fixed mine too. Curiouser and curioser...
nicee
so when i loaded and old save i got a lot of this warnings
but when i started a new save i never got any of this warning
i got those warnings on a new game
and i could only harvest plants in part of the world in that save
but people can join and biomass issue is fixed
weird
when i mean new save i mean deleting the server files and going into the APPDATA folder and deleting the folder there also i didn't see these warnings
i don't want to get too deep into debugging this, i have my own bugs to fix
what seems a little weird to me is that when i started the server and it was idle usage was around 7.5GB but when i join usage dropped to less than 1GB on the new save and now is just at less than 1GB idk but is working for me lol
Mine was like 850MB.
intersting now that the ram usage is over 7GB is not working anymore after a server restart
But since my old server has only 8G RAM, it would stuck at loading save.
so got it working again all i did was load the same save from the backup save this time and is working again ram usage is still over 7GB
ok i got it i can repeat the bug over and over and fix it every time
ok this is what i do i fully shutdown the server, then start it back up, i join the server CANT pick up anything... i go back to the menu reload the latest autosave and it will unload the ram and reload the ram again and now when i join the server again is FIXED...
Ya I kinda figured
i can repeat that over and over again and it will fix it every time
Yep
so it will keep working as long as you dont restart the server as soon as you restart the server it breaks it
and you have to reload the latest autosave to fix it again
but if you shutdown the server like fully shut it down and start it back up is it still working??
ahhhh i see
yeah makes sense but all i know is that i can fix my issue repeatedly until they fix it lol
Want to join?
thanks for the offer playing with some friends right now
🙂
now that i got it working can finally play lol they been waiting for me to fix it hahaha
Oh I bet lol if you ever need space let me know:)
If this doubled RAM usage was only a bug, I wonder if it's feasible to run the server with a zram swap.

im guessing all the people having connection issues is people with less than 8GB of ram on their server
Bingo @loud minnow
yep
yeah i seems like it loading something into the ram twice causing it to be more than 4GB pretty much double and if you dont have enough it will crash
Yep
and for the biosmass is pretty much a correlation to this and when you reload the save it will unload the ram and reload it fixing it somehow lol
🙂
I was having the same issue
what is a zram swap
i guess that what being a server admin is about finding the problem and find a workaround to get it working for the peeps lol
how much ram does your server have.
4gb
windows
It's virtual memory on windows.
i have no idea how to do that
i was going to say page file will help with that
not the best solution but should work as long as you have the page file on the fastest drive you have....
What kinda server do you have?@loud minnow
Remember vram is alot slower then ram...
She is built from left over part after I upgrade my main rig… lol is a 3950x, x570 master, 64GB dominator plat 3466 kit, and a couple of gpu for ETH mining lol
Not bad
Main rig 5950x 128gb trident z neo 3600 cl16 kit, x570 prestige, 3090 ftw 3 ultra and with some m.2 etc
Wow Mr money 💰
Lol well more like an addiction to buying pc parts lol
Pretty much made a whole server with left over parts from just constantly upgrading
Network speeds?
i have a 1Gbps connection form my ISP but thats the best i can get for my area lol
You can outmatche anyone here
Even this
Dedicated Root Server EX100
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
this is the server pc network card
Oh ewwwwww
yeah on the server is just left over parts lol
but is still WAY over kill for this game
What's the best dedicated server game manager for this game?
my main rig is the big boy lol
i dont really use one for this game
for other game i do
I host 4 instances
nicee
for this game i only host 1 or two but i also have a full cluster of 4 instances of ark going and a 7 days to die server but even then i still have a lot of head room with 64gb
How many users can technically join a satisfactory server
idk but pretty sure after like 10+ you might see some issues lol
We should try it
that would be fun to see lol haha
If you have to revert to vram then it's time yo get a new server lol
whats a good amount of ram for a server to run?
well depends on the game but like in general if your making a server pc which is pure purpose is for dedicated servers then you want to have the most ram you can put on your machine..... because for any game server is mostly about RAM usage then CPU speed or SSD speed....
u6 experimental seems like leaking on my dedicated thou
looking to rent from a provider, just want a general idea for which plans i should go for
2-3 players, casual save
SSD speed only helps in loading assets into the ram but once they are in the ram SSD are just idle
8gb is more than enough at most cases
would 6 work?
then yeah 8-16Gb is more than enough
my latest beta sits on 6gb with 0~2 players
well for Experimental i say you need at least 8GB for stable i say 6GB
just to be on the safe side for the experimental branch
oh I see
as of right now it seems if you dont have 8GB of ram your server wont start it will crash on start up for some people
on the experimental branch
yea, mine can start, but suddenly peaks to 9gb around 10mins later and it just restarts
wow, server sites seem to have gone up in price
yeah thats is why i just have my own lol and it pays for itself by mining eth LOL
ehh, dont have the capital to dump into a server machine atm
the only thing I can say is if ever you prefer talking to a fast CS,
nitrado isn't the thing for you, based from personal experience
shockbytes the one ive gone for alot, their CS is good, and their servers are good
they also seem to be the cheapest for satisfatory servers
on hosthavoc right now, pretty satisfied
why not as people here to host for you guys
like i woulnt mine personally but that just me lol
well, there's a big difference with playing with a small circle of friends on their pace compared to joining someone's server
well what i meant was to host an instance you just have your own save you play at your own pace well if anyone if up for it let me know im down hosting servers is something i enjoy lol is fun
yeah i see your point but if your tech savy you can protect from them as a server admin
i mean protection from the server admin
server sites have an agreement with a customer what they can and cannot do with your connection data, that does not exist with just a person hosting your site
server* sorry
yeah i get your point... if your worry about security then yeah by all mean.. but if you just want to play with some friends to try something out and someone is nice enough to do it and help out there nothing bad about that... is just an idea thats all lol...
no i dont fault you, and i dont doubt that your good-intentions, just personal preference, thats all. anyway i gotta sleep, cheers
cheer have a good one man
how do i download save file from server and upload it to singleplayer
With FileZilla, Cyberduck or ProVide to access the server externally
i use steam cmd to host it
Oh, I don't know anything about that, sry
Or you get a devent vps and host it with lgsm
Ahh damn. Was hoping the leave/wood issue was solved when i woke up 😦
well, I didn't have the issue when i went to bed, wake up and I end up getting it 😦
everything respawned also
including monsters
Yeah im getting that too. Also, boxes never go away.
and that 😄
and if i actually click on one of them i can no longer interact with anything 😄
I had that once, but it resolved itself after a min
For me the worst issue is the leave/wood one. Basicly cant get past this stage atm
luckily got coal upgrade before that affected me
not built yet, but at least it's working and got a good stockpile of solid biofuel
you can take your save to run locally
rather than dedicated
that seems to work according to questions.satisfactory
Might be worth a shot
To all the people hoping there will be a quick fix for the grass thing: I wouldn't hold my breath. ;P Give it a few days. These things take time, and this is experimental so there's no pressure to get it working immediately.
In other words: if this is game-breaking for you, go back to stable/u5 for now, or run locally to make biofuel that'll last/tide you over.
yeah, people are trying the u6 for a reason 😄
Yes, I know - but running an experimental branch, bumping into a big bug, and then hoping it gets fixed "within a few hours" is IMO unreasonable expectations. :D
there's hoping and there's expectations
dont think anyone expects it to be fixed, they hope it does
Even if it is game-breaking and really needs to be fixed if people are going to test the damn thing at any length. :D
Yeah, I suppose.
Still, it looks like the devs really tackled the whole can't-harvest + vehicle-afterimages thing? Because it looks like the whole system got a rework, top to bottom.
We got the floating Cup Bug. That is hillarious on a server. One guy sees it the other dosnt :D
And has the cause of the invincible plants been discovered?
It's solved for me, I just restarted the server like 3 times, but closing gracefully, not just killing the process. Before I could only harvest small, single leaf plants (those in caves/near), now I can harvest every plant, except those smallest bushes.
I ended up just moving the save to my computer.
E:\SteamCMD\steamcmd.exe +force_install_dir E:\SatisfactoryDSExperimental\ +login anonymous +app_update 1690800 -beta experimental validate +quit
start "" FactoryServer.exe -log -nosteam
my startup script also validates the server files just in case
the command on wiki is also wrong, because Valve says you need to +force_install_dir before login, but I don't know if it messes up anything
Well, it's a wiki, so I fixed it.
Good morning all!
So I'm working on updating the config files on my server. Trying to find the files per https://satisfactory.fandom.com/wiki/Dedicated_servers/Configuration_files
However... I can't find the Config\WindowsServer\ folders under the gamedir (where the server is running from, or in the saved games folders.
Using Windows btw.
Did they move the config files? I even searched the whole drive for 'serversettings.ini' with no luck.
Yes, I'm currently running the server
and I saw the path on the wiki. That's what i'm trying to confirm is still valid
It's there for me
Where are you getting your server from? (Steam, Steamcmd, Epic, white van)?
I do see this file, but it's encrypted:
SteamCMD
and you?
Epic (SteamCMD still hasn't been able to pull the current build).
ok, let me open that
You can see in that first screenshot that there isn't even a 'WindowsServer' folder under the config folder.
I'm not seeing the ... menu where I can verify the files:
stop the server first
okay. i'll have to wait until players have logged off.
Thanks @desert verge for the input.
I see you have a separate user Satisfactory, does this user have write access to SatisfactoryDS folder?
Yeah, I created a dedicated account to autologon and run the system with. It has full admin rights on the box, so it should have full access (confirming).
yup, it does. full rights on the folder and subfolders.
Do you know how to use Process Explorer?
filter for Image Path contains FactoryServer and Event Class is File System
sorry I meant Process Monitor
Same Sysinternals Suite
lol, i was wondering about that.. Here's the process from explorer:
image path contains UE4Server *
hang on. i'm pulling down the whole sysinternals download
nada... these are the only two files referenced:
small question, is there any modding for dedicated servers yet? I don´t read the updates and co, so sorry, if it was already declared at some point
@desert verge this comes up with no results:
wait two minutes
@tulip coral Negative. No mods for DS yet
ok, thanks
server checks the settings like every 80 seconds
Still nothing. I got the player to log out, so I'm just going to reboot it and see if it behaves.
sure, don't close the process monitor
Epic validated files; still no 'WindowsServer' folder under config.
Doing one more validation and then rebooting the server itself (gonna add some more memory/cpu to it)
did the server start and no events showed in Process Monitor?
no need to validate again
I was restarting the OS. It's coming back up now. Will start procmon and then start the DS
interesting... here's what i see on startup (a whole page of this)
Still getting the same thing when I run 'factoryserver' as admin
Created a new bug report for the issue: https://questions.satisfactorygame.com/post/62a9dbd3ca608e0803513d6e
for anyone having the biomass issue you just have to reload the latest auto back up save in the in-game server manager and it should fix it temporary until they release a hotfix for it
@desert verge Hi, I saw earlier you were working with @gusty void to get to the server setting config.
I'm running the epic server manager and found my server settings folder. Trying to follow allong with the wiki to be able to play my Early Access Dedicated Server (right now the server updated to the experimental branch). I'm not sure where to put the command to force it back to my EA branch.
oh shit I just found a link to the config part of the wiki with more info. Hold on
You would have to specify that it download the experimental branch. Here is the command I use to download/update it: steamcmd.exe +force_install_dir C:\GameServers\SatisServerExp\ +login anonymous +app_update 1690800 -beta experimental validate +quit
I can't get my steamcmnd to work so I use the epic fersion 😦
Just curious, what issues are you seeing with SteamCMD?
it's been so long since I've tried it and I've been easily running the epic one haha
is there an equivalent to the +app_update 1690800 for the serversettings.ini
I don't think so, that's part of the SteamCMD command to update the app (DS).
I'm opening up my Epic launcher to see what I set for Experimental branch
Friend asked, is it possible to interoperate a steam server on linuxgsm with an epic client?
yes, the server doesn't care what store the client was purchased from
^
Dang I may have to work on getting the steam server running then. Ugh, may have to wait til end of work lol
The good news is that installing/updating the Steam server (once the commandline Steam client is installed) is a single, easily scriptable command; details are in the Wiki
@quick mist is right... provided that Steam has updated their repository that you point to 😐
It's been a day, the CDN should be caught up by now
but then 
(anyone else find it amusing that the Steam logo is just a piston which has no inherent actual connection to or implication of steam?)
Yeah, CDN took 3 hours to have the initial U6 release and then the patch they pushed out didn't show up until 10 hours later. For me at least. I know there are others who didn't experience such delays.
The CDN was pretty taxed yesterday as it was also the start of a new Next Fest; hopefully the update(s) I imagine CSS will publish this week will get out in a more timely fashion
ok screw steam command for not having copy paste available / or history in commands
you cant even arrow through a command wow
I usually just interact with it by way of shell scripts. Partially for that reason.
i love me a command line tho
yeah but most people just make a .bat file in windows with the script you click it once and your done
yeah but they'd have to compile in readline on Linux and whatever Windows' version of that library is, and that means one more difference between the codebases
you can however "fake" it by taking advantage of your shell's line-editing and command history
printf 'force_install_dir /path/to/game +login anonymous +app_update 12345 -beta someversion validate +quit' | steamcmd
Error failed to install app 188609 (that's my version of game)
188609 is not the app ID of the dedicated server
ohhh i thought that was game version not app id
nope, the App ID never changes; it's how Steam identifies the application
you don't specify a game version
yea I confused app_id with the app version
easily remedied. the app ID you want is 1690800
sigh
i know that
I wish I was good at writing wikis cuz this one needs some love lol
I (and others) did the best we could (:
It's good! just a lil confusing with wrapping all the steamcmd epic and the other way
if there is a particular section that's not clear, what is it? I can take a look and see what I can do
Maybe remove the -quit from the initial command so if you have an error you can catch it
even with +quit baked into the steamcmd invocation you will still see the error in the output. But I'll add that as a possible troubleshooting step for folks that script it and have the window auto-close on 'em
Yea the error pops up but the window closes pretty quick 🙂
Hey, maybe that's an easy question, but searching didn't help me here^^
Where can you submit or track issues regarding ded servers?
wooot we are running! @quick mist @loud minnow @gusty void ty for the assistance
fantastic! 🍻
anyones ram Pegged on a new world?
minimum ram usage has increased quite a bit
i would argue right now the dedicated expirmental server is unplayable 😐
look at the last dozen or so posts in #social-media ; CSS knows and is working on a lot of showstoppers
i have to reboot the server ever 15 minutes just to keep generators going
you need at least 8GB of free ram for the server to be able to startup as there is a bug
a lot of things (like not being able to pick plants or chip at veins more than a few hundred meters from spawn) are not constrained to dedicated servers
(p2p multiplayer was exhibiting them for me too last night)
i fix that on dedicated by just reloading the latest autosave and it will unload the ram and reload it and it will fix the biomass issue for me
but will still happen after you studown the server and restart it back up you have to reload the save again to fix it again
it's worse on peer to peer- people were getting stuck inside plants others had picked and had to respawn-- and then could not intract with their drop-boxen
I've tried all maners of restarting any part of the process, to no avail
I'm happy for those for whom "restart the server every 10 minutes" is an acceptable fix, but it's not good for me or my crew; I am content to wait.
Yup, pretty much
yeah, like why beat your head against a bug that must be really high on CSS's list
have you tried to go into the in-game server manger menu and go to load save and reload the latest autosave and it will stay fix as long as you dont shutdown the server
not if the server crashes as soon as any clients connect, which is why I switched to trying p2p last night
I did, yesterday
But since then we're just playing on my local serv :p
I'll upload the save ~
i play on my own built server and that worked for me for the biomass issue
that coould be ram issues
I was watching RAM creep, it was using more but not all of the RAM available
yeah there is abug where the game right now is using twice as much ram as normal 8GB for just the server to start up afterwards it goes down to around 4.5GB
Is there a known issue with steamCMD not downloading the correct experimental branch?
no
some CDN nodes were delayed but should be all caught up by now
are you sure you're on the experimental branch?
try to move/rename the install dir to force re-download
And yeah make sure to include -beta experimental in your steamcmd command
Branch Name: ++FactoryGame+dev-experimental
I do not know what that means
its pulling the experimental branch
its there
Have you moved the install folder ?
i did all that yesterday
Or changed the +force_install_dir param ?
but i havent tried today
Interesting, I don't see that:
$ grep -C1 -E 'Net CL|NetCL' FactoryGame.log
LogInit: Compatible Engine Version: 4.26.2-192596+++FactoryGame+rel-main-0.6.0
LogInit: Net CL: 192596
LogInit: OS: GenericOSVersionLabel (GenericOSSubVersionLabel), CPU: AMD EPYC 7601 32-Core Processor , GPU: GenericGPUBrand
--
[2022.06.14-23.33.50:548][ 0]LogSerialization: Display: AllowBulkDataInIoStore: 'true'
[2022.06.14-23.33.50:549][ 0]LogNetVersion: FactoryGame 1.0.0, NetCL: 192596, EngineNetVer: 16, GameNetVer: 0 (Checksum: 513298065)
[2022.06.14-23.33.50:734][ 0]LogConsoleManager: Warning: Console object named 'CSS.Debug.MarkAllItemsAsRadioActive' already exists but is being registered again, but we weren't expected it to be! (FConsoleManager::AddConsoleObject)
--
[2022.06.14-23.34.12:011][531]LogBeacon: Beacon Hello
[2022.06.14-23.34.12:011][531]LogNetVersion: FactoryGame ++FactoryGame+rel-main-0.6.0-CL-192596, NetCL: 192596, EngineNetVer: 16, GameNetVer: 0 (Checksum: 2739705954)
[2022.06.14-23.34.12:111][534]LogBeacon: Client netspeed is 120000
I have never seen that particular one either
me either that is why i link the wiki lol
I've installed several dedis yesterday
All through steamcmd 'raw'
0 problems
With the update part, that is
Can you try with just steamcmd ?
yeah, steamcmd has never given me issues; I don't understand why so many people want to complicate it with docker or dead dinosaurs
To at least check you get the right package
same
to each eir own though
ill try rebuilding everything and rerunning
but i continue to get this in the log [2022.06.15-15.37.45:249][ 0]LogInit: Display: Game Engine Initialized. [2022.06.15-15.37.45:249][ 0]LogNetVersion: Set ProjectVersion to ++FactoryGame+dev-experimental-CL-188609. Version Checksum will be recalculated on next use.
Can't you try just with steamcmd ? At least we can debug easily that way
and the game loads up as version 188609
just cd to an empty folder
im using the ich777 docker
Do you have ssh access to the machine ?
can you try without docker in the interest of removing unrelated variables?
For now
maybe hold on
#!/bin/bash
installDir=$HOME/SatisfactoryDedicatedServer
branch=experimental
steamcmd +force_install_dir $installDir +login anonymous +app_update 1690800 -beta $branch validate +quit
Then use these to install
Change vars as desired
Very similar to my script (:
LogInit: Compiled (64-bit): Jun 8 2022 14:01:44
LogInit: Compiled with Visual C++: 19.29.30145.00
LogInit: Build Configuration: Shipping
LogInit: Branch Name: ++FactoryGame+rel-main-0.6.0
LogInit: Command Line: -log -unattended
LogInit: Base Directory: E:/satisfactory_server/Engine/Binaries/Win64/
LogInit: Allocator: binned2
LogInit: Installed Engine Build: 0
LogInit: Launcher File: E:/satisfactory_server/launcher_id
LogInit: Launcher ID: steam
LogInit: Launcher Artifact: ```
ok found it LogLuminAPIImpl: Warning: MLSDK not found. This likely means the MLSDK environment variable is not set. LogInit: Build: ++FactoryGame+rel-main-0.6.0-CL-192596
im testing a different docker right now.
the one ive been using is a little over complicated
x)
but this new one is downloading everything so we will see if it gets the right version
here is the log from this new docker it looks identical to my other one
That's pretty much why we're suggesting skipping docker X)
ya
I don't see anything in there about selecting the Experimental branch
We need to check if it's a steam cdn problem or a docker image problem
so again: excise Docker to make sure it's not the problem
For when its not quite True:
lol
same
and its going swimmingly
man is this shit buggy
the Programmable Splitter is straight up crashing the game and our sessions
The ProgSplitter is a known cantankerous contraption sadly
yeah tell me about it took me a couple of hour finding out bug with picking up biomass and i figure it out on my own server and a fix for it but that was fun lol
@solid iron @quick mist I think i got it to work.
knoqn A QHr?
i extracted the start scripts from the docker. updated them then pushed them back and rebooted the docker.
it appears the -beta experimental wasnt being passed to the start script properly but once i updated the start script it appears to work now
so it is possible to run the server on the experimental build?
moving my old saves back in so ill know if it was a true success in just a min
my understanding is yes
Hi everyone, i just created a new dedicated server with a docker image, but the game has a weird bug.
All the players including me can't pick up leaves/wood. Is this normal?
yeah im running one right now
known bug. restarting the server might help for a bit, but expect a patch/update soon
not necessarily today but soon
welcome to the club in the in game manager got to load and reload the latest autosave
see if that helps
let's just say that CSS was not kidding when they said this release was less solid than their usual first public releases have been
it's the cross we bear for playing with experimental builds, and we're helping for the full mainline release to be better, so take solace in that!
Same bug sadly
so is there any solutions for the programmable splitter?
the best 'solution' I have found historically is workaround with smart splitters in series
not ideal, I know
it keeps swapping the outputs I decide and crashing the game
oh really? so there is straight up no way that they work?
is it a programmable splitter problem or a Server problem?
do you have an old save that has a clean start try loading that in some people say that fixed it for them
they have always been crash- and settings-munging-prone in multiplayer
(both DS and P2P)
No we just started a new server. I guess we'll have to wait for a fix 🙂
@fervent mountain you could try starting a world in singleplayer and uploading it to the server, but no guarantee it'll work any better
ohh i see well some people say if you bring a save from the stable branch and load it in and then you log into the game it wont work probably but if you reload the save again from the ingame manger it might work
but this are the workaround that you have to try for me reloading the latest autosave fixes that bug every time for me
Hello is there anyone here that can assist me with steamcmd updating
Please state the nature of the steamcmd emergency
i installed my server long ago and cant remember what i done but to update my server i keep getting command not found
steamcmd may not be in your Path. Do you recall where you installed it to?
.\steamcmd.exe +force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta public validate +quit
that commandline is correct but assumes you are running it from the directory in which steamcmd is located
(that command will not though put you onto the Experimental release)
cmd is in my x86 dir and when i direct it there it fails
steamcmd +login anonymous +force_install_dir C:\GameServers\SatisfactoryServer +app_update 1690800 -beta public validate +quit
things that are not the same, partial list: steamcmd.exe; cmd.exe
i tried both
Program Files (x86)\Steam.\steamcmd.exe +force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta public validate +quit
steamcmd is not part of the default GUI Steam client installation
if you do not recall where you installed it, just re-install it to a new location
Same bug, i guess i'll wait for an update. Thanks anyways 🙂
🍻 here's to future updates being more.. Satisfactory
all you have to do is make a .bat file and save it to the SteamCMD folder and inside the .bat file have this steamcmd +login anonymous +force_install_dir C:\GameServers\SatisfactoryServer +app_update 1690800 -beta public validate +quit and it should work
The Gui didnt do the update to U6 so im so im trying to use cmd to update to U6
you can use the GUI to update to U6, just go to the Betas tab in the properties and set your branch to Experimental
to use the command line you have to first install steamcmd
you can't use what is not installed
ok same thing just steamcmd +login anonymous +force_install_dir C:\GameServers\SatisfactoryServer +app_update 1690800 -beta experimental validate +quit
i think you should read this first https://satisfactory.fandom.com/wiki/Dedicated_servers#Configuration
@loud minnow you're missing the important first step of "make sure Steamcmd is even installed in the first place"
yeah that is why i link him the https://satisfactory.fandom.com/wiki/Dedicated_servers#Configuration
ill give this a try first but if its been in early access and i now go to experimental will that mess things up?
lol
steamcmd is installed
@undone zealot I suggest backing up your save first just in case to be safe. anything you built in the areas where the map has changed will probably be jacked up
Does anyone know where the savegames are on a ded server?
Not in the FactoryGame folder...
Linux or Windows?
Linux
in Linux, look in ~/.config/Epic/FactoryGame/
yeee, found it, thanks a lot 😄
How can i free myself? Ican't move.
hello,anyone else got this problem ? sometime after launch the server no player can grab leaves,wood, or even open container, then sometimes it work after a relaunch
in the in game manager got to load and reload the latest autosave
see if that helps or bring an old save that i clean from stable and see if that helps also
some people say reloading the save a couple of time it worked for them
ok i will try it, but it was a new game made yesterday, before the 1st patch, i didn't got this pb
lots of people reporting erratic behavior around harvesting leaves
ti comes back after you shutdown the server and retart it back up leaves bug out again
for me reloading the latest auto save fixes that bug for me but it varies from people to people
it's seem working with the last autosave, i'll wait for other players to test it
yeah that fix it for me also an other player say it works for them too... just remember if it happens again just reload the latest autosave
👍
well at least i know my method works for other people also 🙂
Good evening everyone
Any other big issues?
Hate having to restart server because of they can't pick stuff up
beside the leaves lol not much
yeah hopefully they release a small hotfix for that because it seems A LOT of people have it
And it's a pain
Hello can someone help me? My server crashes on startup
Failed to initialize server. Could not bind any addresses to port '15777'
0x00007fc97cb3524e libUE4Server-FactoryGame-Linux-Shipping.so!UFGServerSocket::Initialize(short) [D:/ws/SB-lowprio/UE4/Games/FactoryGame/Source/FactoryGame/Private/Server/FGServerSocket.cpp:223]
0x00007fc97cb39022 libUE4Server-FactoryGame-Linux-Shipping.so!UFGServerSubsystem::Initialize(FSubsystemCollectionBase&) [D:/ws/SB-lowprio/UE4/Games/FactoryGame/Source/FactoryGame/Private/Server/FGServerSubsystem.cpp:94]
0x00007fc9aa1b02aa libUE4Server-Engine-Linux-Shipping.so!FSubsystemCollectionBase::AddAndInitializeSubsystem(UClass*) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Engine/Private/Subsystems/SubsystemCollection.cpp:209]
0x00007fc9aa1af8de libUE4Server-Engine-Linux-Shipping.so!FSubsystemCollectionBase::Initialize(UObject*) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Engine/Private/Subsystems/SubsystemCollection.cpp:132]
0x00007fc9a9be664f libUE4Server-Engine-Linux-Shipping.so!UGameInstance::Init() [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Engine/Private/GameInstance.cpp:99]
0x00007fc97c8b3901 libUE4Server-FactoryGame-Linux-Shipping.so!UFGGameInstance::Init() [D:/ws/SB-lowprio/UE4/Games/FactoryGame/Source/FactoryGame/Private/FGGameInstance.cpp:78]
0x00007fc9a9bc10c3 libUE4Server-Engine-Linux-Shipping.so!UGameEngine::Init(IEngineLoop*) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Engine/Private/GameEngine.cpp:1107]
0x00007fc97c8b336a libUE4Server-FactoryGame-Linux-Shipping.so!UFGGameEngine::Init(IEngineLoop*) [D:/ws/SB-lowprio/UE4/Games/FactoryGame/Source/FactoryGame/Private/FGGameEngine.cpp:40]
0x0000000000214c4e UE4Server-Linux-Shipping!FEngineLoop::Init() [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp:4008]
0x000000000021623c UE4Server-Linux-Shipping!GuardedMain(char16_t const*) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Launch/Private/Launch.cpp:153]
0x00007fc9a7c96dc5 libUE4Server-UnixCommonStartup-Linux-Shipping.so!CommonUnixMain(int, char**, int (*)(char16_t const*), void (*)()) [D:/ws/SB-lowprio/UE4/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:264]
0x00007fc9a7ae9d0a libc.so.6!__libc_start_main(+0xe9)
0x0000000000214709 UE4Server-Linux-Shipping!_start()
Signal 11 caught.
Malloc Size=65538 LargeMemoryPoolOffset=65554
I have this in red
Ram size?
Failed to initialize server. Could not bind any addresses to port '15777'
it is writed
what your ram on your system if you dont have more than 8GB free server wont start
are you sure this port is not already used ?
not the issue here @loud minnow .
the issue is that something else is already bound to the UDP port the server is trying to use
do you have another instance of the server running already @shy orchid ?
Aww ok any other game servers on it?
this port is default
yeah haven't mess with linux that much so i wouln't know hahah but i was just saying as a rule of thump lol but yeah is on the first lines
yes, but "cannot bind to port" means something else is already bound to that port
port is already bound, are you using linux or windows ?
my machine is on linux and client windows
check first with a netstat -ltup
run this and share the output please:
sudo ss -plnu | grep 15777
just ts
that won't work as it's asking for TCP listeners, not UDP
if the issue is "there's already an SF server running" the solution is "use that server or shut it down"
anyone else having chainsaw issues? seems like ican't pick up flowers from ground either
@honest sinew restart server
yes. known issue. expect an update "soon" ™️
Or reload last save
tcp 0 0 0.0.0.0:ssh 0.0.0.0:* LISTEN -
tcp6 0 0 [::]:ssh [::]:* LISTEN -
udp 0 0 0.0.0.0:15777 0.0.0.0:* 7368/UE4Server-Linu
`
sudo netstat -unlp| grep ":15777" work -u = udp -t tcp (my mistake)
thank you. that shows there's already a game server running and listening to that UDP port. It's most likely you already have a running Satisfactory server
or, possibly, another Unreal Engine 4 game server assigned to the same port
are you sharing the server ? or running others game ?
Like wouldn't they know if they already installed satisfactory server?
...you'd be surprised
Oh it's that bad?...
it can be a big dedicated server and multihosting
my server is running apparently but it is supposed to have crashed
I have a bare metal server
you can pkill the pid process
Installed pterodactyl
kill -TERM 7368 should shut down the rogue server process if that's the path you want to take
It's the best for multiple instances
ptero is hard to deploy if don't know how to do it
let's not make things more complex than they have to be
linuxgsm can be more easy
I'd discommend that too
powershellgsm by patrick for windows
Oh sorry..
I restart ?
It's not that complicated... but I understand
but yes good choice for multi instance 😉 the admin must understand the basic network settings
yes, once you've run that, try starting the server again.
@inner saddle what's your server specs?
my laptop for small lan party, i don't use it really, core i7 6600k, 24GB ram, nvme 960Evo
really large enough for hosting satisfactory
notbad.svg
when i connect the server crashed
Hello guys, did they send out a fix for the issue with not beeing able to interact with plants etc on dedicated servers ?
any log ?
not yet
ait thanks!: )
take your last autosave, and reload it in the game, it work for me
dlopen failed trying to load:
steamclient.so
with error:
steamclient.so: cannot open shared object file: No such file or directory
dlopen failed trying to load:
/home/steam/.steam/sdk64/steamclient.so
with error:
/home/steam/.steam/sdk64/steamclient.so: cannot open shared object file: No such file or directory
[S_API] SteamAPI_Init(): Sys_LoadModule failed to load: /home/steam/.steam/sdk64/steamclient.so`
@shy orchid who'd hosting thar server?
SteamAppId = 526870 ???
vps omgserv
🤷♂️
normally the id is 1690800 no ?
@shy orchid I cam host you a instance if you can't figure it out
bordel c'est pas donné
qxzdecvehtxz
mais t'es Français 😭
i stay in english here cause all the community speak EN, so it can be more easy for them to understand what we are talking about 😉
yes but my English very bad (google trad)
how can i change this?
hey why does this always happen when loading into a fresh server into which ive uploaded a save from my pc
it is common -even expected - to be kicked from a server with a timeout when you upload or switch savefiles
give it a minute and reconnect and you should be fine
no i was never connected to the server this just happens after i uploaded it. Ive also restarted the server once but i guess i will give it some more time
i upload it > logs stop printing messages > i join
it looks like the server is crashing everytime i join
How many gigs of ram?
8
8GiB is kind of tight with the current Experimental build, yes.
Was making sure dint want to give out false info
I had that happen to me, I had to full reboot my client so that I could join a server that I had just created a world on
That said, the game has a good chance of being unplayable until the next hotfix if you are starting a new map
I ran into this problem because I was running out of ram. Just this was consuming almost 8.5-9gig of ram during loading the first time, and that was with a new server not a pre-built one. The server would max out of ram and would crash
yep, a lot of people reporting this.
CSS is working on a new patch in light of all the issues, see #social-media
it was also much more laggy, the cpu consumption jumps drastically when the little flying bugs are running around
yeah i can confirm it was ram... works fine on another server with 16 gigs
switches off his linode
They need to make a announcement that 9+ gigs is needed on experimental
unless that's due to a bug/memory leak and will no longer be the case after a patch
leaks usually are- with debug symbols on it's easy to see what alloc() calls aren't paired with dealloc() calls when inspecting a growing Stack or Heap
Awsome
Yeah is funny how after a while ram usage get below 1gb and stays there or the most around 4.5gb but the initial load up is around 8gb alone
Yeah after is been idle for a while it will drop
Oh ok
my Satis is around 2.4G RAM when starting and i still get the network error message i only have 6G RAM in total how long is a while until it drops? hopefully they fix it soon!!
Well it won’t drop unless it started first so you must have 8gb free for start up
well, you very likely maxed out your ram which is why it only allocated 2.4gig before it maxed out and crashed
so you need to connect first ?? then it will drop ?
I just had a player getting connection timeouts on my server wwith 8GB and I had to up it to 12GB (of whwich 9.5GB is now in use)
Has anyone gotten update 6 to work on a linux server?
well, according to a comment here earlier it jumps all way past 8gig and then supposedly drops over time but I havent seen anyone else say it drops that much... but the initial jump is still there
initial start up ram usage
after a while that nobody has been connected but is still running
and when someone joins, what does it jump up to?
I just restarted mine and 1 player connected:
11gigs? uff
2 players connected
@vale parrot hey:) your doing the same As me
🙂
Pterodactyl is genius for stuff like this. I just run it at my home server
i might give that software a try look pretty cool
Mine runs on a K8s cluster and VM for the wings, virtualized on vSphere at my house. Looking to find a cheap colo for a 1U server but it's not really worth it with the power requirements for a 48 core 1.5TB mem node. 😅
48 cores?????
2x 24
I work in virtualization so I get some lucky "old" free picks from customers every now and then.
It's got 2x 1000W PSU, but maxed out it runs around 500-600W under full load.
Wow so expensive to run?
ill take a free pick 😛
Same 😆
my initial after startup is 2.4G
as soon as someone connects it jumps up and its crashing always
ah yes, that is normal. The first person to load triggers a bunch of stuff on the server, before that its just some basic stuff
^
ah thanks now i understand ❤️
how would you report and error with ghost player crates, ( i can loot it, but cant open it again and it wont go away)
It's probably the same thing as with everything else -- the contents get picked up, but there's an "afterimage" that remains.
im having a big lagspike everytime this happens, what could cause this?
Much like with vehicles that leave a noninteractive "ghost".
Or indeed, plants you picked up that don't disappear.
Or stones that "return" after being blown up.
@cunning field you have it backwards-- that happens when there is a lag spike, not the other way around
That's the server basically saying that it was busy with something else, and was late responding (so, in the meantime, the timestamp on these expired). And since they seem to deal with character movement...
is it a bandwidth problem or could be hdd writing speed problem? thonk
It depends - what is your server machine doing when this happens? Is it stuck in I/O? Is the CPU use spiking?
mhmhmmm
its a known issue though?
^ this. Insufficient contextual data for us to give a meaningful analysis
gonna check it out
Though once the server loads in completely, disk access tends to be minimal, even when saving the game. My money would be either on CPU load (so: upgrade your CPU), or RAM being shuffled around/paged out (so: add more RAM).
If Experimental/U6, it could also be leaking RAM and causing paging this way.
Hey Kad do you think 48GB Ram dedicated to a satisfactory server would good?
it is apparently a laptop xD
So im not sure if the question has been asked before and Yes the server is installed, running and the ports are opened. Im having an issue where when im trying to add the server to my server manager i get a connection timeout error on client side and server side logs a warning saying Warning: Empty certificate identifier and when the client gets dropped i get an error saying broadcast network failure with failure type : Connection timeout Anyone knows whats going on or what im doing wrong ?
The stable branch needs up to 10 GB for really big saves (big enough to start being an issue in terms of save timeouts). Memory isn't the issue. Single-threaded CPU power is.
that cpu is not exactly very strong
(the Experimental branch seems to use about 30% more RAM, but it also seems to have a leak, so 100000 TB of RAM may not be enough ;P)
That CPU will work for you, but you'll start to see 10-second saves once you build up your base.
(it's close to my i7-3770)
Have you checked the ports individually? As in, are they reachable from where you're trying to reach them?
Yep
Are you trying to do a NAT hairpin without having NAT hairpin in place?
They are all opened and the server is listening for them.
Btw has could someone maybe help me with my server. It is on Ubuntu 21.04 running as a systemd service. I created a game and everything but when I go to connect to it, it start but then timeouts. All of the ports need are open so I have no idea what the issue is. Anyone know why?
Have you actually tested if you can connect to them?
Does your log say "dropping repeated login" or something to that effect, when you try connecting?
Nope
Well i never had any issues openning ports and as far has powershell says they are opened and working. I also tried removing all 3 firewalls (Vps Firewall, Game Firewall and windows firewall) with still the same issue
How are you connecting? Give deets. Over LAN? Over the Internet?
Does your server log say anything about dropping repeated login packets?
Nope
Over the internet I have had 0 issues until update 6
Ah. So it's likely an experimental/u6 issue.
Don't know if anyone else had figured out how to get it working
Thats the only thing the server says when ever im trying to reach it and it follows with an error for the connection timeout
Whenever loading in for me I get the same timeout
What's the setup there? It's showing its source as coming from some sort of ipv6-to-4 tunnel.
Basic Game-Ovh hosted server
whats your server specs
Or just treating ipv4 as ipv6, don't know why.
I cant recall the exacts spec of this one. One sec
I would recommend trying to disable IPv6 support temporarily. See if it helps.
If it does, the issue is in the game's handling of IP connectivity. If not, it's something else, or something more.
I'll try it out
I had to force the experimental branch to use ipv4 as it is trying to default to ipv6 for me
can confirm that may be a good idea. Before we gave up due to other issues, one of my clients was failing to connect by hostname, but when using the IPv4 address the connection worked
(my hostname resolves both IPv4 and IPv6 addresses and it seems the game prefers IPv6 if available)
I wouldn't be surprised. I still see software very confused by IPv6, and some setups are insane.
Ipv6 isnt activated currently
Are on experimental?
Yep
Have you tried using -multihome=Ip?
Nope
That will force the server to use IPv4
That is what I had to do as U6 seems to be defaulting to ipv6
(use the actual IP address, not just Ip (: )
Yeah
I'll try it, one sec
don't think that will work
or just 0.0.0.0 to bind to all IPv4 interfaces
So should i use the actual ip or 0.0.0.0 ?
either. I use 0.0.0.0
Just got to wait for a hotfix or a patch update
Did you profile the machine in any way to see where the issue might be?
Dedicated server are still new and have a lot of stuff to figure out
Unless you're on dial-up, I doubt network issues will affect it to the point of it dropping updates.
nodnod
compared to that there are not much issues with it
In general, movement update drops only happen when the server is otherwise occupied.
Since it's part of core functionality, there's a very short list of things that could occupy it to that point.
There is some fine tuning to do with it to make it more optimized and run smoother
the more than 20 drones moving around could be problem?
Unless you're running on a potato, I doubt it.
Besides, calculation precision/update frequency is subject to the same LOD as graphics, from what I can tell.
So, literally, "out of sight = out of mind".
then idk ill monitor cpu n ram load tmr
the drones themselves? No. All the rest of the factories and power grids and vehicles and sorters and belts and miners and refineries you need to get drones? quite possibly cumulatively.
I doubt it.
Have you noticed how "jumpy" things start to get as you move further away? Graphics-wise it makes sense to have a LOD that cuts down on animations.
but yes- monitor system resource contention and correlate with service and system logs to get a better picture of what may be a proximate cause of lag spikes.
But as far as calculations are concerned, I've noticed that it sometimes takes a hot second for things to update if I haven't been near something recently.
how do i access system logs?
So my deduction leads me to believe that the processing (or CPU power, or "ticks") assigned to each node is also subject to LOD.
i havent done that yet
system logs are usually in /var/log. server logs are in whatever directory you installed the server into
In Linux, you'll want either dmesg -Tw or tail -f /var/log/{whatever}. On Windows, you won't see performance info in the System Logs, so don't bother.
Windows logs are in the Event Mangler Manager / Viewer
aye thx
But better than logs, you'll want some sort of performance probe gathering perf data.
The most basic tool you'd use on Windows is the Task Manager's view on resources.
It should be enough to identify spikes and high-load situations.
Under Linux, top or - more friendly - htop.
You know, the Event View is actually perfectly fine for its purpose. Not sure why you felt the need to add that jab there. On principle?
I find it almost as user-hostile as Dwarf Fortress whenever I have to use it, especially in comparison to good old system logs and a handy grep
largely due to Microsoft's pants-on-head definitions of what should be in the System, Application or Security event rosters
hey look #patch-notes \o/
update is already on the US West CDN
• Dedicated server should not crash anymore when it fails to bind to a port
Oh, I remember this one!
• Fixed a crash that may happen if the server settings file is corrupted. In this case, the server will use default settings instead
That should've been in from the start, man...
Ugh. People call me a pessimist. I defend: being properly pessimistic is a skill and it took me years of hard, dedicated work to develop!
Something something gift horses and mouths.
Then, in the same vein, don't report bugs. ;]
Also I submit that pessimists are happier people than optimists
Also, to be clear: you're welcome to check over the gift horse's teeth once the gift's been given and accepted. It's yours then, and you should check out what's going on there.
Optimists by definition always expect the most optimal outcome, and as such are more likely than not to be disappointed by any eventuality.
Pessimists by definition always expect the worst outcome and as such are more likely than not to be pleasantly surprised.
The point is not to complain as the gift is being given, instead accepting it with grace.
Many gold starts for knowing the actual meaning of the aphorism, Kad (:
I personally find that, even with pessimism, my projections are still quite optimistic vis-a-vis actual, recorded results.
you need to refine your pessimism (:
Thank you. I deserve them!
well updating the server let see how it goes lol
But my humble self aside, what I was getting at was that it wasn't really appropriate here.
> at work
> can't test
People aren't serious any more. What happend to having VPNs and remote desktops set up? Also, don't know about today's Steam's remote play app, but Steam Link does work over VPN and it works just fine. :D
i can start up the server and everything but i cant play the game to test it lol
okay, I could test but I can't test easily while still keeping my KVM set to my work computer and maintaining the illusion of being fastidious with respect to my employer's offer to trade money for my time and attention
i mean i can play over remote desktop at like 15FPS lol
Yes, that is a valid concern.
Though I'm lead to understand that we all deserve breaks, and how you deal with yours is pretty much up to you, within reason. ;P
(just arguing for the sake argument here, though, so you're welcome to ignore me ;P)
lol but i message some peeps see if they can log into the game to test biomass bug lol haha
having just had my "this is minute 83 of your 60 minute lunch break" alarm go off...
... xD
And to think I wanted to applaud your dedication to your employer...
But, I can't say I'm much better, at times, so I've little to stand on.
I make up for it by responding to my cow-orkers while on my breaks rather than becoming a black hole.
I much prefer to reset during my breaks, so I can look at whatever I was doing with fresh (or fresh-er) eyes. To each their own.
I only have one person I need to specifically report to/update, so it's fine for me.
yeah, some days I do that too. Days like today that were largely consumed with tedious copy-and-paste busywork because "why would we make an API for that?" I don't really mind wasting a little of my employer's time if it's going to waste mine and its.
well can confirm biomass bug is still there and you have to reload the save to get it to work again and ram usage is still at around 8GB
well for me that is
same for me
ram usage might not change from what i've been reading. That being said, I have noticed mine dip down to about 6gb at times, but it doesn't really coincide with anything unique happening in the game.
is there a setting for animal spawns on the map when starting a new game ?
upgraded, created a new server world, attempted to join, client crashed
okm, finally got a world that would let me connect. still cannot harvest plants.
after stopping and restarting the serve, ri could harvest plants
but after moving some distance from where i spawned, i can no longer harvest plants
restarteed again, can now harvest plants where i am
the game is using 8.5gig+ ram while creating the map during load, if you run out, the game crashes right now
yeah known issue, they are working on it. At least it worked for you with restart, others werent so lucky
hmm, just submit the logs when it asks
i alreadyt did
Let us know how your ram usage evolves during playing and when idle for a while
meh, kille dby a spider
Mine now gets up to 10.46GB RAM on a small save, almost no buidings yet
Wow
8.4g resident, 13.4 virtual
16152 satisfa+ 20 0 13.4g 8.4g 166552 R 88.7 26.6 8:47.19 UE4Server+
so this is after 30 minutes after start up which got to 8GB now is lower..... a friend of mine connected just to check for the biosmass bug then log off so this is after 30 minutes of being idle
this is on linux, might not be comparable to windows
yeah i know
as is mine
it does seem to appear that after two or three reloads the biomass bug at least mitigates temporarily, and that reloading when it reappears mitigates it again, so meh
Am I the only one who can't grab leaves in my dedicated server? Windows dedicated from Steamcmd. Northern forest start point.
I can't use the chainsaw or pickup leaves at all. All of the greenery that was removed before 6 is now back. I can't open crates of any kind after 30 seconds of loading into the server. Rebooting both server / client works, but only temporarily. All of this on the dedicated windows server. It's unplayable... Am I the only one having these issues? Is there anything at all I can do? I'd really not like to have to reinstall everything and roll back to 5. :/
neither of you are the only ones having these issues
a player joined but doesnt have hotbar and cant resource scan
they are not specific to the dedicated server, and CSS is undoubtedly working on more patches
are picking up plants still broken
look up literally two messages.
🍻
at least it rains occasionally
Not enough! :/
we dedicated server host's are in the back burner for them is single player experience is first and they'll get to our issues eventually lol
8 GB RAM is not enough??
my server crashes at startup because it goes above 8gb ram
...
is mainly the initial start up and depends is its a clean save or not
any solution to launch?
Nope
buy a vps for satis for nothing..
@shy orchid need a instance?
I am trying it on an AWS 16gb instance
I can host free on my server
I'll tell you tomorrow it pissed me off enough tonight
Sorry:( try and get a refund
for omgserv it would surprise me enough
Try
same willing to host for people make you an instance you just handle your own save from there for anyone interested i find it fun trying to get this ting to work lol
next time you have to buy smth like that it would be a good idea to check minimum specs
the ones in #faq aren't up to date
Or to run the stable branch while the issues in Experimental get sorted out
I truly don't think CSS was expecting the resource needs of the server to go up as they did. I fully expect some patches coming down the pike to fix that.
Yep
Oh most gracious overlord @golden roost if you can, can you update the min specs in your message in #faq and add ones for the servers pls thx 
Yess that would stop some questions
that's out of date anyway, the ones on the steam page are different
(presumptively the minima to run the server would be lower but again- brand-new-major-release woes)
Yep stuff like this happens
I inquired
It is a early release game
where's that?
from the Wiki
and we determined those numbers based on watching RAM usage of active servers
but the experimental needs more which was not indicated
they are not official numbers
.......
unofficial info on an official wiki..
it's a community Wiki; nothing on it is official
it's officially recognised (sorta) but not officially maintained by CSS
that said
It's unfortunate that you're out money, @shy orchid, and I feel for you. Hopefully the bloated RAM usage of the experimental release will be addressed soon and you'll be able to run the server on the horsepower you bought. In the mean time you can still run the mainline release perfectly well to get used to how the server can be expected to perform as Update Six matures
Well said:)
Thanks 😊
you can also join someone else's dedi server
Idk if I can post it here so deleted
probably for the best (:
Yep just trying to be nice:) as people are having hard time
same lol haha
it was a gif
they only allow links to certain approved domains; any others get purged.
well i delete that one it didnt get purge lol
because it didnt show i guess is turn off lol
So who here host 2 instances one regular and one experimental