#dedicated-servers
1 messages · Page 236 of 1
He's not on yet tonight... but now we are out of power 😦 lol.
So i was exploring our options.
naw, but thank you. I'm sure we'll get it figured out... figured I'd ping here and ask if anyone else was having the issue and how they solved it.
They said reload save or server
I've restarted the server. I'll have to see if I can recall the password to sign-in as admin and reload the save.
After the next auto-save 🙂
Aww ok
Reloaded save... still nothing.
Strange
@low verge https://questions.satisfactorygame.com/post/62ab7463ca608e08035147c8 perhaps another player is in the area you want to harvest
@grim parcel - Good thought! Unfortunately, I was the only player online.
well the other player logged off so he is somewhere in the world until he logs back on
We're experimenting with new saves, etc, now.
Brand new save... can't pick-up leaves solo, or with a 2nd player in (who also can't pickup leaves).
Experimental gonna experiment, I suppose 🙂
well according to that post you should be able to pick up leaves 1km ish away?
sometimes it works and sometimes it doesnt. then the audio starts cutting in and out when i'm using the workbench
so doth the experimental life
Strange
@clever idol is my buddy 🙂
Server specs?
We also tried loading a brand new game... in a different biome. and that didn't fix the ability to pick up leaves.
I still offer space on my server if you can't fix it
Azure D4sv3 4vcpu, 32 GB of memory, running Pterodactyl
CPU is barely being scratched.
Idk why non of my users are having that issue
sorry.. D8sv3
Considering there is an entire thread on the question forum about this for dedicated servers...
I'd say it's wide spread
Crazy
Seems to only be an issue for dedicated servers or clients on hosts.. hosts have no problem.
i also have 3 hubs 🙂
and if your users don't need leaves and trees, they might not be noticing it.
each time i logged in, a new one showed up in my inventory 🤷
lol, awesome.
granted i was running around the map looking for a spot to build before putting a hub down
@clever idol they all started new builds
and logged in and out of the session a few times
I dunno @mental locust I guess grats that it works for you.
just found a weird area where I CAN pickup leaves and use the chain-saw.... and a clear border where i can't right next to it
super weird.
So in trying to pick stuff up.. this is the error we're seeing in the console:
[2022.06.17-00.16.49:548][127]LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: StaticMeshComponent /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.FGSpaceElevatorHologram_2147470437.RootComponent.InPut3.StaticMeshComponent_2147470419 NOT Supported.
[2022.06.17-00.17.37:636][510]LogNet: Buildable OnReplicationDetailActorStateChange. Owner ownerActor = Build_ConstructorMk1_C_2147473258 : IsAwake newState = flase
[2022.06.17-00.17.37:636][510]LogNet: Buildable OnReplicationDetailActorStateChange. Owner ownerActor = Build_ConstructorMk1_C_2147473258 : IsAwake newState = flase
[2022.06.17-00.17.37:636][510]LogGame: Removing Detail Actor from Owner: 0x%I64X
[2022.06.17-00.18.18:106][616]LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: SplineMeshComponent /Game/FactoryGame/Map/GameLevel01/Cave_X6_Y4_DesertBasin_01.Cave_X6_Y4_DesertBasin_01:PersistentLevel.BP_CaveFloor9.NODE_AddSplineMeshComponent-3 NOT Supported.
[2022.06.17-00.18.18:129][617]LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: SplineMeshComponent /Game/FactoryGame/Map/GameLevel01/Cave_X6_Y4_DesertBasin_01.Cave_X6_Y4_DesertBasin_01:PersistentLevel.BP_CaveFloor9.NODE_AddSplineMeshComponent-3 NOT Supported.
[2022.06.17-00.19.37:971][839]LogGame: Warning: Add failed cause InventoryItemClass was null, num 0, component 'Inventory'
[2022.06.17-00.19.55:371][301]LogGame: Warning: Add failed cause InventoryItemClass was null, num 0, component 'Inventory'
[2022.06.17-00.20.16:213][853]LogGame: Initialized MaxClientRate == 100000
[2022.06.17-00.20.38:356][474]LogGame: Warning: Couldn't find the correct removal actor
[2022.06.17-00.20.38:356][474]LogGame: Warning: Couldn't find the correct removal actor
We're also seeing:
[2022.06.17-00.21.33:109][ 24]LogSave: Warning: New/Old Root size mismatch!
[2022.06.17-00.21.33:126][ 24]LogGame: World Serialization (save): 0.259 seconds
[2022.06.17-00.21.33:360][ 24]LogGame: Compression: 0.232 seconds
[2022.06.17-00.21.33:360][ 24]LogGame: Write To Disk: 0.001 seconds
[2022.06.17-00.21.33:360][ 24]LogGame: Write Backup to Disk and Cleanup time: 0.001 seconds
[2022.06.17-00.21.33:363][ 24]LogGame: Total Save Time took 0.497 seconds
[2022.06.17-00.21.36:626][120]LogStreaming: Error: Couldn't find file for package /Game/FactoryGame/Schematics/Research/BPD_ResearchTree_FlowerPetals requested by async loading code. NameToLoad: /Game/FactoryGame/Schematics/Research/BPD_ResearchTree_FlowerPetals
[2022.06.17-00.21.36:626][120]LogStreaming: Error: This will hitch streaming because it ends up searching the disk instead of finding the file in the pak file.
[2022.06.17-00.21.36:626][120]LogStreaming: Error: Found 0 dependent packages...
so it seems to be only parts of the map.. this is weird.
My server will not start. the most common error is that the steamapi wont work
any fix for the foliage not being removable
reboot, will work for a bit
thanks!
Here is the log from my server
did u try this? 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.
that error shows up at least twice.
Try running server like this..
FactoryServer.exe -log -unattended -NOSTEAM
Check start a new game in another place of the map
what the-
(im floating dead, because i died randomly when flying with my hover pack)
it made no difference
i have seen onj reddit that removing a reinstalling epc games can clear the steam error. the issue is that my windows is a clean install
We did. We created a whole new game in a different zone, issue was the same. Can't pick up the majority of the grass and trees.. but we found vector lines of grass and trees that we could pick up. but you had to walk in a straight line once we found it. one we found the line.. that line would basically allow us to gather grass and trees all we wanted in that straight line... but if we got off the line.. then we couldn't.
water pumps showing a purple x in their inventory
so still getting error's here is a log file. The issue seems to be missing files
espically steamapi missing files, they are no where to be found
validating the files made no difference
The latest patch still didn't fix the foliage pickup bug right?
I see that the patch notes only mention a pickup speed
We had the pickup issue after patch, restarted once and it fixed the problem, now this morning it is back again, can not pickup or use chainsaw
Yeah that bug seems to come back when starting the server. Try re-loading your save from the server menu ingame (before joining it) and DO NOT restart it
Confused with Experimental server on Nitrado, firstly it doesnt seem to run correctly unless the stable Satisfactory server is also installed (saves come up as invalid session ID) and more importantly there is not a /Saved in FactoryGame so im unsure as to where my saves are going?
I don't know anything about Nitrado, but for the wrong SessionId problem, you can probably just change the SessionId in the ServerSettings tab in the game's Server Explorer thingie. You have to put the same SessionId than the save's one, which you can see in the Load menu (if you have the save locally)
Thanks Naliwe, my session ID is the same as the saves yet if i check my session ID in the session manager it shows as "InvalidSession", lucky enough this was a new start so I'm going to try resetting from scratch by installing the standard Satisfactory, then Experimental then run. I'm still confused as to where the save files for this session are though as I cannot seem to find them in any folders
Its Nitrado so they allow you to select a game to install, then give you file browser access, I can get into FactoryGames where the wiki plus other posts say the Saved folder is but there is no folder in there
It's the folder in %LOCALAPPDATA% for a windows server or ~/.Epic/FactoryGame on nix
Do you have access to those ?
That is my current access
Hm :/ I was hoping this would be the home of the user you have access to
It is not
Try searching for ServerSettings.15777
Or .XXX where XXX is the port number of the server
I've not been on my server since 10th of May and that was the date of the last save. It looks like since then there's been a minor update. As of today all of my trains are stuck. They will just sit in a station and not move until you enter the train and dock manually. The train will then go to its next station where it will do the same and sit in the station until it is docked manually. Anyone else experiencing this? The client is at update 5 and server at whatever the current patch level is bearing in mind it is experimental.
Cant find it Naliwe, this was actually the start of my problems today, I loaded up and forgot my admin password. Went looking for ServerSettings so I couldn't delete it to get a new password, couldn't find it in Experimental server files then realised I had no save folder either
Just installed fresh Satisfactory and its here in FactoryGame/Saved/SaveGames but when I install Experiemental, I get none of that
Hm :/
[2022.06.17-12.03.55:409][879]LogSave: Warning: New/Old Root size mismatch! that sounds bad
I see it on every save, I think it's just a cache getting invalidated or smth similar
anyone having sound issues? I've noticed my sound slowly starts getting distorted and eventually I get disconnected from the server
Yeah ...
Restarting the client makes it better for some time
Or getting away from machines seems to help
Had the same issue in coop yesterday (without dedicated server), very annoying
yeah its killed me a couple times. Random sudden FPS drops that send me flying off of ledges
[2022.06.17-00.17.37:636][510]LogNet: Buildable OnReplicationDetailActorStateChange. Owner ownerActor = Build_ConstructorMk1_C_2147473258 : IsAwake newState = flase
[2022.06.17-00.17.37:636][510]LogNet: Buildable OnReplicationDetailActorStateChange. Owner ownerActor = Build_ConstructorMk1_C_2147473258 : IsAwake newState = flase
Any reason to think the misspelled true and false are at fault?
People ruynning into server issues here, are you running on your own server machine at home, or having it hosted by a third party?
at home
The only dedicated server bug I have encountered, is not being able to pick stuff up. For some reason after the initial load, the server has to be restarted again it's weird
I run it as a service, but I don't think that matters either.
that was the only bug I had for a while too. Now I'm starting to get a sound glitch that eventually disconnects me
I also have it running as a service
My friends and I played for about 4 hours yesterday, and didn't encounter a sound bug
I am more annoyed the visual conveyor belt glitch is still there
Actually interesting question: When you connect to your server, are you using the local ip address of your server, or you going through your own public adress into your server
local IP
Dedicated server
I run my own server hardware , it's actually my old DELL XPS i7 desktop in a rack, 32GB ram.
I got mine on a PowerEdge R720. Hehe. It's running on a VM, and works really well
(ESXI)
£300 for one of those on eBay. Looks like a bargain. 2.8ghz 10 core cpu (Xeon possibly), 128GB Ram. Ideal for running VMs.
I run mine on a nested VM
Thats what I enjoy doing.
Same built her myself with left over parts from upgrade on my main rig… 3950x, x570 master, 64GB 3466 cl16.. and some mining gpu for ETH mining
But no issues hosting update 6 just bugs like the foliage but some people say that it was fixed for them they just have the audio bug now
nicee im guessing you do more than just host satisfactory or game server hahaha
but when i have more room to spare yeah i would have a full blown rack also lol
yeah my server room is a mess now to boot, due to all the shit I have, needs a cleanup
but thats pretty awesome for me i only host game server mostly for friends etc or i also use to help my main rig which has a 5950X, 128gb 3600cl16 and a 3090 in rendering workloads etc so i dont need a full blown rack but it would be nice to have tho hahaha
and i put in a couple of p106-100 GPU for mining eth so it can make some money while is running 24/7 lol
I have trees everywhere that I can't cut down, its so bad
I cut mine down, they just respawn on re-entry to the game
wow, nice server rack
Is there a way to spawn leaves and wood in ? As there is no way to pick up foilage to make biomass
worst case, use the save editor to insert biomass into the HUB's storage box as a stopgap I guess
You mean the website where you put in the save file right ?
that's the most popular one that I know of, yeah
Yea i didn't really want to do that tbh, i was wondering if there was like a command or something like that
there are no console command cheats to magic materials into the world at present
didi you tri reloading the latest save from the in game server manager... and i dont think there is commands to spawn things in this game
So did everyone had to save edit to get foilage into the game ?
no
Yea already tried that
no we just reloaded the latest save and it fix it for us every time without restarting the server at all
Can it be also an auto save or should i save it and then reload it ?
On my server on the current build, the 'can't pick anything up' bug seems intermittent- it'll crop up for about 30 seconds and then get better. But it's not just plants/wood, it's animal parts, minerals, anything
we just reloaded the autosave
it does not seem to coincide with autosaves though based on watching the console
thanks
I haven't pinpointed any discernable pattern to not being able to pick stuff up.
It happened after a server update and initial load on server, then what was said above reloading thr save fixes it for some reason
I just tried it again and it didn't fix it
try rebooting your server and completely restarting your game
i mean you have to try different things and see what works for you everyone has a different set up and someone fix it not going to work for other people....
that has fix it for me every time and i know other people too in here but it all varies
i can host an instance for you and to try it out if you want or get frustrated with it.. i find it fun hosting for people and finding out how to make things work so i dont mind
It's got to be some desync issue between the client and server
Okay i fixed it... for now... So what i've done is:
that's not it because it happens to peer-to-peer multiplayer hosts too
I made a save
Then i stopped the server and told all the clients to quit their game.
Then i started the server again and then i told everyone to log back in and that did the trick
yeah like i said do what works for you if that works then just repeat it again next time it happens it seems if you dont shutdown the server completely it will stay kind of fixed
So apparently only I can pick up foilage around the base, other people can't... Very strange this is lol
yeah and for further away the people in my server said that they used chainsaws
but only worked on tress not foliage
further from the base
Doesn't the person creating a multiplayer server not dedicated still act as a host?
No
yeah no worries man your not the only one hahaha and i think CSS doesnt know how to fix the problem lol
or they know how to and it's a complicated fix that is taking days of development and testing.
or that
the last thing they want to do is push out a "fix" that doesn't fix it or, worse, breaks something else
and because we don't have an exact cause yet, that makes it more difficult for the devs to pin down
yeah it seems like it a pretty big bug for them because if not they would it fix it right away but of course is pretty complicated stuff not as easy as just saying it lol i know
I'm actually fairly convinced that it's the same issue underlying all of these problems (vehicles, inventories, gathering). But the fact that it's all dynamic, and some of these objects are placeables, makes debugging it a nightmare.
yeah i can see that for sure they will eventually get it but for right now we just need to find a way around them lol
So, business as usual, then. ;P
for now the worst problem for me is the sound/frame-dip issue
yeah true
I should probably set up an instance of u6, just to see how it looks now. But I doubt I can hold two versions of the game on STEAM...
Hm, can I use SteamCMD to install the client and have it not launch the UI?
(SteamCMD works perfectly well for clients; just use the right app ID)
Hmm... Apart from the fact that I'd need to dig out my password, I guess it might work, actually.
Or do I? Can I download the client without logging in, assuming that it'll hook into the other STEAM install at launch anyway?
yeah DopeGhoti know more on that than me for sure hahaha i got common sense and i can read documentation and know my way around but Dope know WAY more for sure hahaha
for the client you do need to authenticate to a Steam account that has a license
Do I need to shut my UI Steam client down for that?
nope
Cool.
just use login yoursteamusername rather than login anonymous; it even supports Steam Guard MFA
Yeah, I'll check it out, thanks.
🍻
okay this is new to me:
LOL
That's been around for forever now.
(it's also in u5, if you look around in caves)
(specifically, there's a lot of it in the quartz cave)
How much free space do I need to install Satisfactory u6? nvm, steamcmd was just being an ass
... you know those moments when you're so fixated on an objective, that you literally fail to see a fundamental problem? :D
I just realised that I don't actually need a DS of the experimental u6, if I only want to play solo.
Funny... You said "nope", and yet - my GUI Steam client is now "not connected to the Internet" :D
Well, I guess I won't be testing out Experimental. :/
Apparently, it's not possible to have two branches at the same time, at least not with steamcmd.
What does work is swapping the folders. Here's hoping Steam doesn't try to update and/or verify the game while it's switched to the Experimental folder.
with five people on the server right now ram usage is not to bad after the server been on since last update without restarts no complains on server crashes or connection issues
Must be either a bug on Windows or Linux or OS difference that it's only using 2.3GB memory. Mine is using 9.5GB memory on Linux
the start up is around 8gb and when they log in right away is around 8.2GB or more then after they leave at night it stays idle and the ram usage drops to around less than 1GB and after they come back is goes to around 2.5GB and it just stays there it doesn’t go higher or back to 8GB
As when you start up the server for the first time
Startup over here is 2GB, when someone joins it goes up to 11.5GB and then settles at around 9.5GB so far. Hasn't dropped below 9GB yet for me.
Running the update from last night (CET)
We’ll I mean start up i mean when a player log in to the game not just starting up an instance
Yeh for me that's 11.5GB 🙂
Yeah depends on the save I guess
Completely new and empty U6 game
Yeah we’ll it also depends on set up configuration etc i mean there is hundreds of variables so each to their own
I can only say what my rig shows and what is doing everyone is going to have a different problem/situation
I'm not complaining, I'm lucky to have more than enough RAM available, just noticed you are running with 5 players and you get that low GB while I have an empty save with 2 guys in a starting phase and get 4x as high usage. Doesn't really make sense 😄
Yeah i hear you i don’t know if it’s a windows behavior but i have no ideas how ram usage goes down after a while being in idle without anyone on the server
And it just stays down
Strange. I've used SteamCMD to fetch games without any impact to the GUI client running on the same host.
Yeah, but probably not the same game you also had installed.
The reason I had my doubts was because when you launch a Steam game, it connects to the Steam API (starts up the client if it isn't running), and then passes on the AppID.
My guess is, Steam detects that a known AppID is being launched from an unknown location, and just elects to kill that process and re-launch with its own API.
In my case, it was: I was testing the live and beta builds of Stationeers at the time; funnily enough for testing its dedicated server
grab
Hey-o here's some typos I thought I would point out. From my server logs:
ture flase
I'm I alone in suffering drastically lower fps with the new patch?
I've dropped from like 110 to being lucky to see 20fps and the only change was the new patch.
I've tried lowering things and can almost hit 30 fps but nothing higher.
Everyone is aware of it, at this point. And I think it's on purpose, to be honest. ;]
What sort of hardware? Also, I think it fits more into #satisfactory-experimental than here (which is about dedicated servers).
I did wonder about that after posting as it happens. I figured it was worth a shout though as it doesn't load the hardware the same (could be talking nonsense there).
Basic hardware is ryzen 5900 and RTX 3080ti with 32gb of ram and ssds... I tried putting an nvidia profile in for it on som websites recommendation but nothing seems to make it perform anywhere near what I'd expect.
Okay, that's most definitely a bug.
3900X + 1080 (regular), seeing 120+ fps at maximum everything (though I don't have RT, so that might be it).
That's what I thought... wasn't sure if it's what a developer would call a bug so didn't want to make an official note out of it without at least trying to check. Thanks.
Yes - unless they seriously beefed up the graphics on RTX (did they?), it's most definitely a bug.
Or possibly a mis-optimisation, which could also be a thing, if you think about it.
With optimisations turned off, it's sometimes easier to trace exactly what the code is doing... so sometimes optimisations get switched off for experimental stuff.
Shouldn't mean this much of a drop though.
Just figured I'd check as there didn't seem to be much around about it, hence why I wondered if it might be related to an experimental server setup.
Might be a thing about new hardware not being high on the list for optimisations or some such. I'll stick it on the official issues thing and see what shakes but thanks for taking the time.
I am embarras.
Please pick either "and hence" or "thus why" (maybe "and thus"?). Don't mix them up. ;)
Is fine. Don't be. It's a good thing to notice, actually.
Not a thing I know much about... Will check, ta.
every time I click join game from the server manager the server disconnects and I am unable to join the game, any ideas for a fix?
There's a bunch of fixes for that sort of thing in the wiki if you haven't checked it out yet.
https://satisfactory.fandom.com/wiki/Dedicated_servers
didn't see that, thanks!
could it be because i'm running the server and playing on the same computer?
It shouldn’t
right now i have 6 people playing 7 with me with no issues connection wise beside the visual bugs and audio bug are the only complains so far from them
no world ip is always your world ip to connect to servers
I keep getting a message that says received corrupted packet data from client
well as long as you have 8GB free of ram to start up it should work if you did all the port forwarding etc
like if your running the game on the same machine your playing you should have at least 32Gb of ram on that machine
to be able to do both
okay i got it working, it was because i had mods installed 😅 thanks for the help guys!
no worries man lol
what are the stats for having 6 ppl in terms of ram, cpu % (and what cpu), etc
well right now is around 3GB of ram usage and around 5 percent usage after the server been running for a while.... after a restart with all of us in at the same time is around 8.5GB of Ram the as time goes on it goes down to 3GB of ram usage
oh right you are running on windows
yeah
There's no issue with connecting via LAN, you know. ;)
sorry if this seems silly to ask but would you set up connecting via lan the same way as dedicated?
I'm afraid I didn't understand your question. Please ask it in a different way.
The way you have it written right now, it's confusing to me. I can't pinpoint the potential issue you're trying to resolve.
so right now I have my computer running stream's satisfactory dedicated server and also playing the game on the same machine. my partner connects to the server using my local ip address. is this what you mean by connecting via lan?
yes that is via
i also remember there was another way to connect through the in-game console command but it never worked for me. I think it is deprecated by now
If your partner is in your immediate network (home, work, school - collectively usually called a "LAN"), then yes.
LANs are separated by routers. In your typical setup, home/office/school networks are often considered LANs, because there's seldom any need to separate them on addressing principles (even if they're split into subnets, there's usually very little reason that would necessitate the use of NAT).
The strictest definition would, of course, only consider your immediate address space vicinity as a LAN. As far as how it's set up, the distinction is usually of no consequence.
If you're interested, I can provide a much more technical explanation via DM.
(if you want it, DM me)
ok thanks for the clarification. also i seem to not be able to exceed the bandwidth limit even though I have changed the config files suggested in the wiki. im not sure what is overriding them...
As far as I'm aware, in order for the game to make use of the increased bandwidth, three things must happen:
a) the server must be configured for increased bandwidth
b) the client must be configued for increased bandwidth, and finally
c) the server must I) have data to send, and II) have the time to actually send it.
bII is the obvious limitation, as you need every connecting client to make changes to their own .ini files.
cII is the more problematic one, because bandwidth configuration (as I understand it) is then divided by server ticks, and it basically influences "how much data the server can send each tick".
And since server ticks are limited by single-core CPU performance...
And to answer your unstated question: the lag spikes you're likely experiencing have very little to do with available bandwidth, and everything to do with server CPU performance.
After all, it matters little how wide the pipe is, if the server is too busy with something to actually send any data to begin with.
understandable analogy. i'll go over the ini files again for both client and server when I get up. thanks for the help and have a lovely evening
Sure, sure. Though - like I said, it's probably a TPS issue. So I propose you have someone watch your TPS (ticks per second) "live", as it were - and only if you cannot associate any problems with a momentary drop in TPS, would I say you should consider the bandwidth limitations your next step.
Is there a command to see TPS in real time? I know there is one when you log into a server but I'd like to monitor it in game.
I think I remember a command that shows various stats in ms
I suppose I can extrapolate that to TPS
As long as it's showing you server info, not local client info.
One of the players would need to just ESC into the menu, and then look it up on Server Management. I'd have to look into my protocol dumps to see if this info is transmitted via BCON -- if so, one could put together a small "poller" and graph it somewhere.
I still have the feeling that you need to log in first, and I still don't know how that works. Hell, most of the protocol makes little sense to me.
Anyway, 11h 15min from "game start" to "running on coal power", going at it at a really slow pace. So, I assume, it's possible to rush it, if you opt to use power sources beyond the initial base camp duo. :D
i have this returing issue where i can't pick up leaves or use my chainsaw , anyone else experiencing htis ?
Reloading a save has a 1/5 chance of fixing your plants, that has been my experience
Thanks!
I heard from my friend that just restarting the server 3x in a row fixes it too. Was sceptical but it worked first try, spent some time harvesting to have enough until coal before it bugged again.
im not sure a bunch of catheads actually are less scary than spiders
Is there a guide anywhere to switch my dedicated server to experimental?
the wiki
with the leaves bug it's a race against time to get to coal 🙂 btw there a way to change the client net speed?
Hello, I'm trying to setup a server, experimental branch. Installed it with the linux terminal on my ubuntu server. Starting the server leads to "Segmentation fault (core dumped)". I see the usual steamclient.so errors, so I tried creating symlinks. I tried the following symlinks: "ln -s /home/steam/.local/share/Steam/steamcmd/linux64/steamclient.so /home/john/.steam/sdk64/" and "ln -s /home/steam/SatisfactoryDedicatedServer/linux64/steamclient.so /home/john/.steam/sdk64/", both leading to "Permission denied" in the server startup log. Not sure how to proceed from here, any hints?
What to do if I lost my character in dedicated server?
I joined my server, but it gave me a new character.
Find your old self, kill, take your box
lol, k
There’s no character-by-character progression so it doesn’t matter
So, that you cant farm bushes and stuff is a feature right? xD
you will have to find an area where you can
or kill animals and use protein 🙂
protein > biomass > biofuel
if you dont build powered machines around a spawning area, should yield you the goods
you gotta restart the server until it lets start pulling plants
Alright, i'll give it a try
it took three restarts for mine to start working
It's usually around 1/5 times that it works
Nice to know, cheers guys! - it worked! thanks 😄
Awesome! Make sure to really stock up on biomass, AFAIK reloading again will un-fix it
Good call !
That's exactly what I had to do, and it only let me pull plants in a limited (but still quite big) area.
Still, it was more than enough to satisfy two generators (the starting ones) via the solid biofuel process. Did spend much of the early bit with manual miners tho'.
Gotta speedrun oil 😄
Oil takes a while, sadly. Coal is quick and fairly abundant. At least compared to oil. :D
hey, didnt read much but tried the search for my current problem, i switched to experimental branch and installed the server new, but now when i start the server and change in the server manager to keep the world loaded the server crashes. any solutions for this or is it even a known issue?
and console looks like this
RAM use?
imagine... didnt expect it to be a problem 😄
when the RAM runs out of free space it crashes
More ram lets go!
thought 8 gb should work 😄
Uff, my new clean save game is 8.5gb ram alone
uff
U6 uses lots more RAM.
ok than i need to buy a bigger server 😄
U5 (stable) - about 6.7-7.5 GB. U6 (experimental) - 9.2 GB for me at the moment.
🙃
And to be fair, it'll probably increase as time goes on.
You know - more things added to the game...
yeah
I have 32 GB of memory in my (consumer-grade) server machine, and it's more than enough for any game server, as long as I don't try to run them all at once.
In fact, 16 GB would be enough. 32 is there so that I can run two heavily-modded ARK servers and facilitate character transfers.
what do you pay per month? 😄
the hoster where i rent all my shit is about 30€ per month
not sure if its to much
In electricity? I expect something to the tune of $35.
Do you have to manage your own operating system, updates, and so on? Or is that managed for you?
i do it myself
Then it might be a bit steep, yeah, unless the machine is powerful (which I gather it's not?).
Depends, really.
I host my own, so I have to pay for the electricity, and I'm not counting the hours I put in in terms of setup and admin (which, if I tallied them at $6/hr, would come out to a pretty sum all said).
Do you have a dedicated or vps, if vps you should be able to upgrade yes ?
its a dedicated one
New one it is!
Where do you host yours ?
netcup de
They got some fine prices
i was not sure and checked hetzner rn and i think ill stay at netcup 😄
You could look outside Germany. ;P
i have no clue about hosters outside of germany ;D
Soyoustart and kimsufi, the OVH "budget"-servers has been fully merged and raised a bit in price sadly
(did it ping?)
nope
Rip xD
you would had ping about 50k ppl 😄
What people would recommend for Satisfactory u6 hosting in the EU region.
So that the latency doesn't flatline anyone from, say, Germany, trying to connect to it.
Well, I got servers in Netherlands, germany and france, I live in Denmark and the ms is +/-5 between the locations
You know, Denmark -> France, Denmark -> Netherland, Denmark -> Germany
Would you be kind enough to list the hostings, the option that works for Satisfactory, and how the pricing shapes?
All are dedicated gaming servers from OVH, I wouldn't recommend for the price sooo xD
For instance, in Poland we have this host that seems fairly cheap... but the price goes up every year, until it reaches something like $220/yr.
And that's for shared hosting (so WWW only).
I know their VPS offering is similar.
Didn't care enough beyond that to check their dedi stuff. :/
Only reason im using OVH, is the Anti DDoS, I have been hosting cs servers for the past 20 years and have been DDoS'd eversince, OVH seems to be the only company who can handle it without hitting the customers servers
If you ex. got Hetzner, they just nul-route you, thats not fun either xD
😄
Beside that I lost a server to their fire last year? - it have been a nice place to host, but it cost 🙂
yeah and its to expensive for me, i only host a gameserver for some friends an me so its not worth to pay 100€/month
You could host on a spare PC... though a server machine would likely be a better choice.
New PCs are power-efficient though, so maybe not.
(servers tend to consume power in the 50 ~ 200 W range, while desktops and/or Macs tend to do 200 ~ 500 W)
Also remember that a 500W powersuply does not pull 500W at all time xD
True, but older PCs tend to be much more wasteful.
MacPro from 2011 consumes about 200W at idle.
It's something I had hard data on. :D
Meanwhile, a Fujitsu Primergy RX (8c/16t, 32 GB memory, 4 HDD) uses 70W at idle, and about 150W under full load.
The distance between them is about 5 years.
Wanted to pull a stark contrast, and like I said - I had hard data on it (measured 2 weeks ago or so, actually).
Haha, all good 😄
Fun fact:
these two machines, today, cost about the same (in the ballpark of $1200).
But that's Apple's fault. :D
ok now i installed everything on a new system w/ 32 gb ram 😄
fresh save took 8gb ram 😄
And it works?
yes
Nice 😄
Mine ain't so bad.
now i can try to setup a rust server beside 😄
when the game is in a good state they maybe should work on this issue
Im just glad they got server support
100%
We had a computer running the game 24/7 before xD
Yeah...
So we could play when the "host" wasn't online
Is tickrate something we can set as we want somehow ?
yes
Any how to ? 😄
Also how to see the current tickrate, I can only see the average
it's a rolling average. There is no way to get a tick rate that isn't an average because that's what a rate is
imagine i cant find it...
was 100% sure i seen it on the dedicated server wiki page
Sad 😦
just got a message ingame "server will be restarted in 30 minutes" - is that an hardcoded automatism or can we somehow disable automatic restarts of the dedicated server?
I think you can increase the frequency (don't remember what the setting is, or where), but I don't know if putting 0 in there will disable it. Note: having the server auto-restart every so often isn't actually a bad thing. :D
well, i have 64Gb of ram in this machine, so it can memleak alot! before needing a restart
also would be nice to have it restart at times when no players are online
if that is a requirement 🤔
Actually, we've seen it memleak exhaust 120 GB of RAM, so I wouldn't say you're home free... ;P
well, for that reason i have it running in k8s
so if it memleaks that much it will be oom killed and respawned anyways
As for restarting when empty... well, until someone writes a tool that can log into the game (to get num-of-players + console privs), it likely won't happen.
but i fully understand that not everyone can be expected to have the dedi running on this kind of infrastructure
The game doesn't use the standard RCON protocol, so no tool currently exists (to my knowledge).
yeah, i havent seen any tool either yet
I should spend time unraveling this thing...
i would love some kind of interactive MAP mod for the dedi XD
but thats probably not going to happen anytime soonish
(browser based realtime map)
Just had a hard drive failure so I booted up a new drive with a clean install to create a new server on the Epic Launcher. I'm stuck on the update 6 version for the server and am trying to run just the early access version. There is little info for epic launcher so hoping someone here can help me out.
It's saying that your game (client) is using the stable branch (u5/Early Access).
The server is using the experimental branch (u6), but the client isn't.
I understand that part, however I want the server to rollback to the early access build that I was using previously. The main issue is I've only found information on how to do that through steam. But I'm stuck using the epic launcher.
No....the drive failed entirely. Only have basic equipment and couldn't connect to the drive to recovery anything from it. So it would be a new world generated.
Ah.
I feel for you, by the way.
It's why I keep all of my game data on an NVMe, but keep my save state on RAID-1.
I've been wanting to learn how to properly configure a RAID for some time, and that was the plan once I was able to get some more drives. I just needed that drive to last a few more months lol.
Lucky my dad plays on the server also and he put in most the work 😆
If you don't have a hardware RAID setup, you can probably set it up either as MD, or even with ZFS (I use both around the house).
MD is Linux, but ZFS does have Windows and macOS implementations (and, obviously, a Linux one).
(as far as I know...)
I'll look into those thank you. I'm only vaguely familiar with Linux so would be good time to learn it better.
That was my motivation to learn it as well, actually.
After 5 years of both hosting my own game servers and running Linux as my Internet gateway, I can now proudly say that I know it a little bit. :D
Just use something like FreeNas for x86_64 based chips. Or the cheapest thing OpenMediaVault for raspberry pi.
Extremely easy when the raid is included in the operating system itself
You don't need to spent hundreds of dollars on some propriety hardware and software
Then use that attached storage for a NVME based server
That's what I do at least
Yeah, but then - he can't really run a Satisfactory server on a FreeNAS installation, can he now. :D
Or on a RasPI, for that matter...
Possibly on a FreeNas server. It is Debian
But I was speaking more in general for storage
Yes, you were.
And we were discussing setting up a RAID solution so that the guy doesn't lose all of his saves again. :)
My bad Fair fair. Use Google drive instead with rclone instead
Ugh. *shudder*
Google drive is 15gb free and is more then enough for a save I think
A simple mirror under MD would do just fine. It would also offer however much space is needed, and wouldn't be conditional on unperturbed network access to the server.
(granted, if there's no Internet access - running the DS is kinda pointless)
Agreed. But periodical save. Should be fine.
Yes, for Satisfactory - it should be fine.
Should he elect to run a DS for something like ARK, though... that might no longer be fine.
Yeah
I only use SSDs now. I have had the same one in my server for 10 years. I obviously back it up 😂 but haven't had an issue.
Granted, that's between about 16 servers, and with loads of mods and history going back to 2019.
Still. :D
Yeah can never be too careful.
I mean, if I'm sinking over 800 hours into something, I bloody well will have something to show for it. xD
TrueNAS scale is debian, TrueNAS core is FreeBSD.
Most people use TrueNAS core because of it's simplicity (including me)
Agreed. Thanks for the clearing that up. I've only used Scale. I didn't know core was FreeBSD. Kind of makes sense to me now though thanks
No problem, Level1Techs has a few videos on both. I think Scale has more performance potential
Are dedicated servers using early access or experimental version? or is there a way to switch between them?
You can switch branch
My server wouldn't load on the experimental branch. So idek why. So I'll just wait
How much ram does your machine have
8gb on Linux Mint. I got an error about steamclient.io. Instantly fixed when I rollback. it's probably just a Linux thing. Glad the devs are least support the platform on stable versions
True, its amazing they support servers.
Most servers are Linux anyway. I know there's a lot of energy supporting both, but it should be more the standard for Linux then Windows imo
Glad they recognize it at least
Linux > Windows on servers indeed.
Yeah self hosted servers should be Linux only. And P2P should be windows.
I'm bias though. Less resources needed for server owners and easier for the devs in theory
Linux is just less headache, you dont wake up to random windows updates who nuked your servers and stuff xD
I admit it's a lot of a learning curve. You start using it and you'll never want to use anything else. And as a developer I've noticed it's a lot easier to develop but that just might be my use case
For new linux-server users, I recommed linuxGSM for easy server hosting
Its a nobrainer
With Proton becoming norm now, things are becoming seamless
Even ran satisfactory dedicated server in proton and it works
Yeah proton is actual usefull nowaday
Trying to get my hands on a steam check been waiting since January 😂
Curious to see how satisfactory runs on it
I don't mind them doing both, as long as they actually do both. The trend seems to be doing both, but every once in a while you get something that is Windows-only, like Dark and Light.
I'm running my experimental server on AMP, which is running on Ubuntu Server 22.04
In my case I just had a drop down menu to select experimental
steam cloud saves + icloud backup
I wasn't aware Steam cloud saves worked for dedicated servers.
Steam cloud saving?
In #dedicated-servers ? :D
assumung you mean Steam Deck, I can let you know next week assuming FedEx doesn't lose my shipment.
What is "flase" and "ture"?
typos for 'false' and 'true' respectively that have existed in the logs since the first release of the dedicated server
I got these undead trees, I've cut them down once and built a base on top. They re-appeared and now can't be cut down again. Anyone know how I can get rid of them? I've restarted my game and the server and neither made them go away.
Try restarting the server a few more times. If that doesn't help, move your base? ;)
Or wait for it to get patched out, I guess.
stamps not saving a bug?
is there a way to change the client net speed?
There is (though the change would need to be coordinated), but why would you want to?
Does your base cover half the map that streaming is starting to become an issue?
it eventually will be
And the game will eventually get released as 1.0. ;)
Why do you want to change it now?
previous save would answer more yes to that question bc it was factories along a bus
curious and might need to later
It is a bit involved (since it's not a direct "speed" setting, but rather a distribution), and you should keep in mind that it probably will affect your server tickrate.
It'll certainly be affected by the tickrate, as everything happens on a tick.
understandable
So, here's a starting point: https://github.com/AlmostGosu/satisfactory-ini
Note that setting stuff to read-only usually means you're going to have a bad time, so avoid doing that. If the game overrides your values, it does it for a good reason.
Note though that this may be a last-resort option for clients, if their .ini files keep getting reverted (which may happen). Keep in mind that if the file needs to be updated, that will most likely fail.
i have them saved bc shit happens
And - in order to benefit from the increase, both server and all clients need to be updated with the new values. I have no clue what will happen if these values disagree between the server & client. YMMV.
Keep in mind that increasing the maximums will not make the server send more data than it actually has to send. Nor will it increase server performance, as everything still happens on a tick.
It may worsen the server performance if it has more to send, because then it'll need to spend more time doing networking.
Also keep in mind that these - I think specifically under GameNetworkManager - as far as I'm aware are global parameters - meaning, they set the available pool for all clients (so, worst-case scenario: value/number-of-clients).
Still, I've yet to find a lucid explanation of these values, so experiment at your own risk. Everything I said may be total bullshit. ;)
(apart from the bit about ticks - that's true, and won't change; if you're experiencing lagging or other issues, and you can reliably map these issues to moments when the server's tickrate drops momentarily, the only way to improve the situation is upgrading the CPU - any other action will likely only increase the load, and thus make the problem worse)
Though in Satisfactory's case, increasing these values even by a factor of x10 shouldn't really be an issue... The game is made with up to 4 concurrent clients in mind, while the game's defaults (as far as I know) are tuned towards more like 70 concurrent players.
But like I said, YMMV.
If you're hosting on Linux, you may see improvements through increasing the various TX/RX buffers associated with networking itself. They usually only really play a big role in TCP, and then they're mainly used for throughput, but I recall there being one or two UDP-related settings to play with... Still, grain or two of salt, since a game's packets should be small enough to not see issues (specifically, I don't see when they would hit the window ceiling, requiring a resize); but if you're doing other stuff with the machine, it might be worth looking into.
And then there's TCP_NODELAY (as in, Nagle's algo). That's a big change, and will affect the entire system, improving latency and responsiveness but harming throughput and possibly inviting massive overheads. But if you absolutely must, it's something to chew on - just be sure to understand the implications.
(note: all of the above only because you said you were curious; in 99.9999% of the cases it's not even a consideration)
To be clear: even with a massively increased inventory, I've seen no noticeable performance issues (like waiting for the inventory to get sent) at default values.
how to get a server for free?
is there a bug that we cant loot flowers and wood?
Host it yourself?
how do I run a dedicated server? I want to run one from the same account as Im playing from but when trying to launch it its telling me I have to quit the game first
thank you for your very thorough explanation. upgraded cpu recently so not the problem (yet). considering running a linux vm as an experiment
ty
cant remove beacons permanently from map, and stickers/markers dont save on disconnect
truck station / tractor path UI not working --- dont see anything about this on the bug site. anyone else get this?
looks like you have to keep the UI open while driving your course or it bugs out.
Ensure nobody else is on your server.
Walk far away from your base... like 1km, though I suspect all that matters is that you enter a new biome. In my case I walked from the northern forest to the lake forest.
Logout of the server.
Stop the server.
Start the server.
Log back in.
Walk back to your hub.
Attempt to harvest leaves.
i noticed it was really only around the northern forest starting area --- when starting in rocky desert, most of the leaves were grabbable there
t was only around you where you logout
Is there anything going on in U6 as far as issues with liquids filling a network of pipes? my liquid stuff has felt much lumpier than in my U5 playthroughs
how to edit nitrado server save file?
I've been trying to get an U6 server working on Linux but it keeps killing itself when I try to join the server...
FYI: Running Nitrado Dedicated Server. "Pause the game when no players are connected" keeps getting checked.
It was unchecked when I went to bed. Woke up and it was checked again 😦
any known issues page for dedicated server related issues? like can't harvest leaves and trees in certain biomes only etc?
They're probably forcing it to be on to lighten the CPU load.
i have mine uncheck and runs fine
but yeah it could be their service doing that maybe
Kind of defeats the purpose of me paying for a server then tho
I will send an email. Was just wondering if anyone else noticed theirs keeps getting switched up
yeah that is weird but im running my own server and mine stays unchecked fine
I was thinking maybe there was an update and it was reset, but if you aren't having problems (and it doesn't reset on version 5) then I am at my wits end as to why its happening
are you using Nitrado as well?
So... you're paying them to tell you how to play the game you're paying for? ;D I think it's an underhanded money-saving tactic on their end. If you want the factory to keep producing while nobody's there, that's what you want isn't it?
If it isn't a bug, someone should raise a stink.
Any logs or other reports? Any performance data on the system when this happens? What's your setup?
Yep nitrado
Yeah to stop the waiting lol
Made a ticket for it they can't give support on that one once it runs out am taking out savefile and swithing to g portal
Nitrado is leader in server hosting so most of the time we dont stand a chance
I have 14 ark servers by nitrado too nft isnt working so if i swith 150 players are losing progress ale asked to support to get us the save files and they cant help bec they know we prob switch its xbox microsoft server so they dont allow ftw
The only reason they're a leader is because they have partnership deals to have game developers put their logo in their crap, IMO.
I know even grounded is a survival game is going almost out beta once they out they will make a deal with nitrado
Wait, what? You asked for save files, and they refused?
Yeah because accessing files on crossplay servers is not allowed and not supported
... why?
This is the sort of shit that needs to prominently be up on the order page. "If you buy access to this server, you won't be able to get your save files from us." I'd think that's something that would make people think twice...
If this is thanks to Microsoft (which it well could be), it should also be noted somewhere, I think.
amazon server?
Yeah that is why I prefer to host my own severs… I hosted a full cluster of 12 maps in my own machine with transfer without problem and I have my saves and backup
No mods access to files means we csn put scrips in and mod
A lotta stress on ya pc there
Is mostly just ram usage… the 3950x was hardly being use and I have a 1Gbps connection but internet speed hardly matters really
But pc needs to stay on to keep it running
Microsoft does it with Minecraft Xbox Realms. Yet people still do it. People will pay out of convenience despite the shortcomings
We’ll I have two of them my main rig and my second machine which was made from left over parts from upgrading my main rig lol
But yeah that stays on 24/7
Like right now I have 64GB 3466 DDR4 ram kit and it can handle easily 12 maps without issues if you want to run all the maps I say upgrading to 128Gb like my main rig had would be able to run a lot of ark maps lol when running a sever cpu matter a little as long as is a modern cpu you will be fine is mostly how much ram you can afford and just a decent connection that’s all and save yourself a whole lot of money imo
Actually, CPU performance cannot be understated, as it underperforming will be responsible for all sorts of issues - rubber-banding, delays on getting inventory lists, delays connecting etc. If you have 16 GB of RAM available, and the server still has issues - the likely culprit is the CPU. This happens because, despite the fact that these executables are well-threaded, some tasks are unsuitable for threading and are instead concentrated in a single "master" thread - if that gets delayed, the whole server gets delayed.
Yeah that’s why I said modern lol I know some people that buy some old rack in eBay with lot old old ram and think are going to get great performance lol
so i noticed the sound getting scratchy and then my session froze (as expected).. then i got distracted for about 3 minutes -- then noticed it unfroze and the sound was normal again lol.... about 10 secs later i got dropped from the session for desync
I know that there is an audio bug for sure but never experienced any disconnections or freezing
This isn't a place to talk about vendors so all I'll say further is that I have seen a lot of talk about a place that starts with N and rhymes with Mitrado here, and not a lot of it is favorable other than the pricing, and in my experience in the world of hosting services, you get what you pay for.
The audio bug is hanging around since u5, but I haven't had desync issues -- so, either the desync issues are new, or I've never been "far enough away" from the server to actually get dropped.
Makes me think these are somehow connected by an underlying cause, but that's speculation on my part.
where do you get your ip for people to join?
if youre running your own server
not through a 3rd party
So I am really disappointed in Shockbyte hosting... just bought a server, went through the setup, and every time I try to connect to it, the server crashes. Anyone know of any common fixes for something like this?
Actually, there is a solution if there's anything else growing nearby? The chainsaw is an AoE tool, and you can "use" it on foliage just as well. If the tree in question is within range (a couple of meters from the player), it should be affected by the action regardless of its interactability.
What's the setup? Deets on the offering, performance counters when the server crashes, the works. Log?
I think the easiest-to-remember is whatismyip.com
Just keep in mind that if that IP doesn't match what you can see at your PC (or router), you're likely behind another NAT and will need to talk to the owner of that to get ports forwarded.
Doesn't seem to have dedicated details, got their mid level for 12 players instead of the entry of 4 players because I have a few that wanted to try it with me.
Full File Access
Fully Customizable
NVMe SSDs for Maximum Performance
Guaranteed DDoS Protection
Unlimited Disk Space & Bandwidth
Multicraft Control Panel```
Oh it says 6GB of Memory, 100GB of storage space
most likely the 6Gb of Ram memory right now with U6 you need at least around 8GB free for the server to be able start up
Ah, that is annoying since when I talked to their sales team they told me it would run experimental
yeah because thats what the documentation says but they dont know they never hosted one themselves lol
are there any good hosts out there for experimental right now?
i dont really pay for server hosting i do my own hosting in my own hardware but i feel like they are all the same really if you want to run U6 you need at least 8GB free so i would buy something with 10+Gb of ram and it will run
Yeah, that RAM seems a bit low, even for U5 (which, from what I've seen, uses between 6.7 and 7.5 GB). U6 needs about 10 to work properly.
Thanks, will seek a refund and just try to figure out a way to play with friends that are both near me in the US and across the pond in the UK....
i know it says 0 but 1 person is currently on
about 26 hours of play time
several bases pretty far apart
well let me know if you cant find a way i can host an instance for you
I appreciate it, made some friends in a board game community in the UK and have some Navy buddies in Wisconsin so trying to find a semi central location to host a server. I have 32 GB of ram on this PC so could probably host but my internet isn't the greatest, I am going to keep working on it though. Really enjoying Update 6, I haven't played actually since U3
well let me know i dont mind i can just host the instance and you can put your own password and handle your own saves and can i have way for you the get the save files if you need afterwards but im in the westcoast... i got pretty good pretty good internet 1Gbps so not a problem for me and i enjoy it lol
why cant i change my session to friends on my server?
What do you mean "change to friends" on the server?
There's no "visibility" setting on the dedicated server.
Anyone having issues with conveyors seemingly stopping working on dedicateds?
Yes, but it's an issue that's been around.
Sometimes you just have to deconstruct the conveyor, and put it back. Especially when you're doing upgrades.
I've also had conveyor belts go the wrong way despite the correct direction being clear...
Quick question - are smart splitters just straight up broken on dedicated servers?
Programmable splitters are broken on dedicated servers but not smart splitters I use them quite a lot and work fine
I am currently hosting my own server for 3 players and it takes 9gb ram
I only know nitrado. There is also low.ms but i dont know how many GB ram they have.
Thanks, it looks like low.ms comes with 10GB out the gate but you can actually choose different amounts easily, I might give that one a try!
👍🏼np
Sorry, I meant programmable
No worries
when you first add "how many items you want to filter", close the ui, reopen it and then define the items - it works for me
Tried that it does not work, when I open the UI again the items on the list just get muggled up or disappear
My game crashed and now my character is sitting on the floor and i spawned with a second character (same account) with an empty inventory. Is there a fix for this? To at least get my inventory back?
This happened to me, I have to now 'kill' my old self every time I restart the game to get my loot
i can't kill myself, or do you use some command?
I made a xenozapper
Like i tried hitting my old body and nothing happens
use the respawn button
I think it took 15 or 20 hits with the xeno-zapper.
yeah you're right it worked now thanks
killing or respawning worked?
killing, i was hoping in some kind of feedback after every hit lol
I'll have to try the respawn...with my luck there will be 3 of me then lol
are the crashes random or is there a known cause?
as far as I know, they're sort of random, my always seems to talk about a network error, but I've heard folks mention a memory leak
because the odd part is, my friend and i usually crash together, like a couple of seconds apart
hopefully we continue to get hotfixes on this week
I play by myself, so I've been loading my server game, playing, then copying the save back to my server when I'm not playing. (I let the world continue to run, and it doesn't seem to crash while I'm not on the server)
A friend of mine is experianci g troble in joining me what can i do to fix that?!
define 'trouble' more clearly for starters
Hé 's not conecting
Well, thanks for this very helpful error?
[2022.06.20-18.26.52:662][ 0]LogContentStreaming: Display: There are 1 unreleased StreamingManagers
[2022.06.20-18.26.52:663][ 0]LogExit: Exiting.
Assertion failed: !HasCommands() [File:Runtime/RHI/Public/RHICommandList.h] [Line: 3841]
Pure virtual function called!
Signal 6 caught.
Signal six is the ABORT signal. Something either went sideways in the game server itself and it threw its hands up and died, or the system kernel for some reason sent that signal to the server process.
Hé joins but his screan is not loading and hé leafs
It does look like that signal got thrown mid-server-shutdown
What exact error message, if any, is he getting when he tries to connect? Do you see anything in the server logs when he tries to connect that indicates the server is at least seeing the connection attempt?
It even failed with binding AF_INET so something is really really borked
e just gave up and gona play somthing els
Failing to bind the UDP ports nearly always means there's already another running instance of the server.
Which is not the case
hence 'nearly'
I've debugged it quickly and it turns out the Dedicated Server can't bind to an IP which is in a VRF
Yup, dedicated server calls setsockopt without SO_BINDTODEVICE... ouch.
something of an oversight, yeah. The fact that it looks like more of an Unreal problem than it does a Satisfactory problem doesn't help a ton.
It's a server error (a bug). A pure virtual function call is raised when you try to call a virtual function when the object you're pointing to is either already destroyed, or not yet constructed. A virtual function is essentially a way you can say "I declare this procedure here, but you'll actually be using the one in the child object" - it's a great way to have a common way of "talking to" different object types that all inherit from a common interface, because no matter what type of object you get, it's guaranteed to implement that function. And it works great, until you do things out-of-sequence.
A mistake I've made a few times myself, is trying to call on debug functions when something goes wrong during shutdown... after I've already released (or otherwise destroyed) the debug structure (in this case, it's usually a case of failing to de-register the debug mechanism before destroying it). It happens.
Also, the server executable is multithreaded, so there's always a possibility for a race condition (which is what happens when things happen out-of-sequence, but this time it's dependent on thread timing instead). :D
Multithreading is hard.
Coming from a Go (and sadly Ruby) world this is pretty nice to know. Thanks for the explanation 😄
No, I don't know why I'm trying to do IT education on the side here, either. :D
Why "sadly"?
By knowing and having used one programming language, regardless of its origins, automatically puts you in the 0.3% of the population, sort of.
(according to Steve Baker's Quora answer to "What-percentage-of-the-population-are-computer-programmers-writing-code-either-for-fun-or-professionally" anyway)
I do not understand the syntax after nearly three years using it at least once a week (because of work). Even my colleagues were not able to help me xD (And the interpreter is sometimes reaaally slow but I was expecting this)
Yes, multithreading is hard. But Multithreading + NUMA will take your soul (been there while debugging bottlenecks with virtio-net).
Hey, look on the bright side: you get to learn how to best structure your data so it's local when you need it! :D
Somewhere on the hacker file, there's a tale of a programmer that worked on drum computers, and he's famous for building a looping program that didn't contain a loop. The execution was timed just right, so that by the time it expected the next instruction to be read, the read head was positioned right around the loop on the drum.
That is some heavy wizardry there.
Hello,
We are a French hosting company and would like to offer Satisfactory.
Therefore we are trying to test a server with several people but can't find a way to give items to ourselves to test the server a little bit once it is loaded.
Is there a creative mode or integrated cheat commands to do these post production tests?
Thank you.
No such mode is currently implemented, but you can use the online save editor to give yourself whatever materials you need to test with
You can also use the online save editor to enable "creative mode" (which is implemented), which will ignore required resources for building purposes. I think you can also ignore power requirements, but I haven't tested it myself. The save editor can also unlock all tech trees, and the research and alternative recipes. And it can do this for U6 (Experimental) as well. I don't know any mode which allows you to skip requirements for manufacturing, but if you wish - you can use a trainer (note: if you want to use WeMod, be aware that they're only releasing trainers for the stable branch, so they don't currently work with u6 at all, and u6 support is not planned while it's in Experimental) to mimic the functionality, and then upload the save to the server.
@blissful flume ^
As for cheat commands - it looks like they were removed on purpose. I don't know if they've been replaced with anything. As far as I can tell, they haven't.
The online one is also pretty much the first Google hit, too.
(be aware that the GitHub one does not currently support u6 either; the online one (the one with the map) does however)
Thanks for your help
So how the calculator is working
I have to input my game save file ?
Yes, you have to upload it.
Yes.
in "satisfactory-calculator . c o m"
Also - if you're starting from a client save, remember to complete Tier 0 before you attempt to mess with the tech in the editor.
Or you can find it on the wiki here
(the game doesn't really distinguish between client and server saves, they're interchangeable)
Ok perfect
There is a lot of very helpfull information on the wiki, it's a great tool
DO NOTE that Update 6 introduced a new save format, so U6 saves are not compatible with U5. If you plan to offer both as options, make sure you make a backup when moving from U5 to U6 - and that moving back is not possible.
(you will likely run them in separate containers, so the twain should never meet - but just in case)
Ok thanks
So the best way to "give" is to enable "no cost"
And manually craft ?
For exemple
Hmmm... I wouldn't know. :D I mean, there are no separate tribes as far as I'm aware -- every player belongs to the same "tribe", and there's only one "base".
Every player is able to craft the same thing.
I would say build for free and then dismantle
Ah, in that sense. Yes.
Just remember that while "ignore cost" will ignore cost if you don't have the required material, construction will still use materials you have.
So if you want to stockpile materials for crafting, do a run specifically, and don't build anything that uses the resource you're trying to gather during.
Make no mistake, we're assholes. We're bored, however, and this way we can spread the misery. :D
(just kidding :D)
(I'm the asshole)
at least your honest
I proved it twice here already, I'd have no leg to stand on if I tried to deny it.
Anyone have the problem, when you remove a beacon, it still shows on your radar (top of screen)
Beacons aren't really Things anymore
but you should be able to remove a Stamp/Marker from the Map by clicking on it in the Map interface
Got ya
anyone having any issues connecting to their server?
Negative
You might wish to expand a little on the problem you're having. I know brevity is the soul of wit, but I'm afraid you'll have to give us a bit more than that to go on.
is it normal for the Engine.ini file not to exist in the Dedicated Server directory as mentioned here?
https://satisfactory.fandom.com/wiki/Dedicated_servers/Configuration_files#Autosave_slots_and_Autosave_interval
Path (relative to installation dir)
Windows FactoryGame\Saved\Config\WindowsServer\
I'm trying to change the number of autosave slots
If you haven't started the server up yet and let it run for a minute afterwards, it's quite normal for some files not to exist. If you have other .ini files existing, but not Engine.ini... I'm not sure what to tell you.
This may sound like a profoundly dumb question, and I do not wish to insult your intelligence, but - I assume you're running under Windows, and thus are looking for WindowsServer? As opposed to, say, LinuxServer?
Anyone encountering huge frame drops from time to time?
sometimes the game crashes after the frame drops
yes, concurrent with increasingly distorted sound. Seems to be a client issue and not a server issue though- quitting to the main menu fixes it for a time
Im using a service for the server, my control panel cant connect to the server, nor will putty reach it either. I wasnt sure if the Satisfactory Servers were down, or if it was something on my end.
As in, you've purchased a server from a hosting company?
correct
And you can't reach it with either SSH or the game?
(yes, if you're connecting to port 22 via PuTTY, that's using the SSH protocol)
the game
jsut tried, not that either
I see.
Well, you're going to have to contact your hosting service's tech support departament.
I did, they didnt even realize it was down, and they are not sure why that is atm. I'm the only user that is having issues.
Wauw... thats .... a way to have a business I guess
Still, we can't really support game-hosting services, since each such service has its own set-ups and quirks, and you usually can't see what's going on "under the hood". They are the only ones who can help you, I'm afraid.
Besides, you pay them for this, right?
If they can't fix (or even detect) the issue, perhaps it's time to vote with your wallet.
Ive used them for awhile. They have excellent customer service and any issues are usually fixed within a couple hours.
yeah its only $7/month
@fervent mountain you wouldn't happen to have a mouse that runs above 1000hz polling rate?
Ue4 can't handle it
i have one, but the scroll wheel is a bit finnicky
Are you using it?
Mine seems to top out at 1kHz, so negatory on that one from me.
If so set the polling rate to 1000
it's exactly 1000
Hmm, k
should i drop it?
same my polling rate is at 1000, i wasnt having any problems with frame drops though
Neither have I.
like i get huge frame drops, sub 10fps
and then the game decides to crash from time to time
I have an EVGA mouse that runs at 8000, and it was causing huge frame drops in ue4 untill I lowered it to 1000
what are you normally doing when the frames drop?
Hmm... though I can't promise that mine is set at 1 kHz. It's most likely set to 125 Hz really.
It's random really
did you just create the server?
What're your specs?
couple of days ago
We've been playing daily now, but i assumed it was a game bug
rtx 3080 with a 9900k
no overclocks whatsoever
i was having issues lagging when i first created the server, but since its been a couple days the server should have fully rendered the map.
do your friends encounter the frame drops as well?
They don't. They just encounter the random crashes
That's the odd part
what are your server specs?
It shouldn't be server, at least for the fps, the server can loose power and your game will run fine for 30 seconds
Plenty
true, but if the server crashes for all players then its alo a server issue
Yeah
I'd guess that the two issues are unrelated
Does it crash your game or just send you back to main menu?
i haven't checked the logs yet since it's really late now, but i will post something here tomorrow morning
the only thing i would try maybe is to backup the server, delete the server, then reupload the backup
It doesn't respond anymore and have to close it via task manager
Are you on u6?
yeah
I know there's a few bugs with dedis on u6
to put it lightly
i was suspecting it was maybe something with the audio.
Our audio get's extremely distorted during the gameplay
i would check ur logs first though, you may be able to find the root cause from there
That's a known bug
yeah, mine does that too
Yeah i'll definitely do that tomorrow morning.
Thanks everyone 🙂
Np
Hey 👋 I'm trying to get a dedicated server started, but I can't for the life of me read the tea leaves on what's wrong.
I can connect (through the server UI in the menu) but if I click join it instantly tells me I'm not connected. Like so instantly it couldn't possibly be timing out. 😦
I've had that happen when IPv6 was being uppity. I've also seen it happen when not all ports are open or forwarded
Good call out, I've had the same experience.
I'm using IPv4, though. I figured it was ports, but had double checked that my machine is just listening on 15777, 15000 and 7777 through IPv4. All of these are forwarded as well.
I'm using pterodactyl and host servers quite often, it's a number of things I'm used to checking. It's possible I've missed something though, for sure.
that sounds good. are you connecting using a hostname or the IPv4 address? are you using -multihome 0.0.0.0 to force IPv4-only?
I am using -multihome 0.0.0.0. I've tried connecting via FQDN, my external IP, and my internal IP from within my home (server node is also at home)
In the interest of eliminating variables from the equation, would you be able to eschew the dead dinosaur wrapper and try directly running the server? Step-by-step directions are in the wiki. 
that's a good idea, yeah. I'll try it, thanks.
sure thing!
Installing it manually works, I'll move on to figuring out what about the pterodactyl environment is different. Thanks Dope.
my pleasure! Good luck!
Nice, well - I'm in now. The panel config defaulted to trying to start the process itself rather than using the startup script. I just switched to the script and I'm on.
Kind of weird issue, though: I can't pickup plants 😦
fantastic
that.. is kind of a known issue
use the save manager to make a save and then load it and that may fix it for a time
it's a known issue CSS is working on
Perfect, yeah that worked. Thanks 🙂
cheers
guys how can i save in server?
Using the in game server manager
it said invalid name or smthing but i tried many names
i tried that too
generally i save the game by letting him create a new file
anyway today ill try again
Did they talk about any fixes for the interaction with stuff (leaves, wood etc) on dedicated servers ? im hoping for a server fix as i need to be host when paying for a dedicated server i can't use 😂
I just found a workaround for when trees and plants come back and you can't pick them up or cut them down.
I loaded the save locally and I was able to interact with the plants as a host. Then I saved and loaded the save up on the DS. Now I'm able to interact with the plants again. Still have to cut down everything in my base again, but at least I can get rid of it now.
I just had the pick up (leaves, wood ...) bug
After some research I've found this post (https://questions.satisfactorygame.com/post/62ab7463ca608e08035147c8) which give some solutions :
YMMV, but I'm able to gather biomass following this procedure:
1. Ensure nobody else is on your server.
2. Walk far away from your base... like 1km, though I suspect all that matters is that you enter a new biome. In my case I walked from the northern
3.forest to the lake forest.
4.Logout of the server.
5.Stop the server.
6.Start the server.
7.Log back in.
8.Walk back to your hub.
9.Attempt to harvest leaves.
Explanation: There's a theory that the inability to harvest leaves is associated with the spawn location of the server admin. So if you spawn far away from your base, you won't be able to harvest in THAT biome... but should be able to in your hub's biome. I've done this procedure twice now and it worked both times. Hopefully it helps you. Of course it could just be coincidental, and it's random when you start the server. So in that case if this procedure doesn't have any effect, you could try just restarting your server, checking to see if you can harvest, then restarting again. etc. until you can harvest?
1.download save-game from ftp of dedi
2.copy to your save-game foler
3.run game > load save-game in a signe player mode > save as..
4.reupload to the ftp, problem solved, for some time
I've tried the first one and it worked for me
- deploy a prg-splitter.
- open its ui and add the count of what you want to filter, eg. 3x left, 10x center, 1x right. no item definition yet!
- close the ui.
- open its ui again and define which item it should filter, eg. left ironplate, reinforcedplate, rod. right any undefined. etc.
- close the ui.
each time you want to change its config e.g. want to add another item, you have to proceed step 2-5 again.
that works for us perfectly over windows dedicated server.
btw my english sucks 😄
hello, i have a little Problem with the Experimental Server from the Update 6, the server let me not join and gif be a Time Out and restart it self. on update 5 i have no Problems 😅
explained clearly thanks i will try that especially for my supply depot where loads of resource go through one belt mixed then filtered to the freight train
is not that complicated just reload the latest autosave using the ingame save manager and should fix it that how we fix it and for foliage thats far aways from the base just use a chainsaw and should work...
Do you guys experience alot of crashing on your dedicated servers ? i've had 4-5 now and they are comming more and more (we are at 62 hours of gameplay ) just wondering if it's something to do with the game or the server provider we have
i have no idea how to read the logs x)
well after the server dies, the end of FactoryGame.log will give you the game server's last dying attempts to let you know what it was doing.
if it was just a game crash the details you want would be in there
if the operating system's ire was drawn by the service, there would also be indication of such in the system logs (in Linux, look in /var/log; in Windows check the Event Viewer).
can this be the log for the server crash ?
that nails it actually
you ran out of available memory, and so the server died when it tried to allocate some and the OS said "sorry, there's none to allocate"
so memory means that it's something to do with the server provider?
Yes.
memory as in ram? or ?
Yes.
Thanks for your response, will send them a ticket... :)
No actually it's mainly been clients crashing after the sound bug. Knocks on wood
What were the system specs? Alot of people have been having issues with less than 8GB of RAM.
And several people (including me) have seen usage upwards of 10GB
i had that bug, but it suddenly stopped appearing, idk why ...
im not sure how to check that, im on Gportal
They don't list that anywhere as i can see, i just took a server 🤷 it's supposed to be a 10 slot server
I am also running from Gportal, I believe they allocate 8 GB RAM for Satisfactory.
At least the server status window shows that it has 8 GB.
server status shows how much you are using no ?
That's probably it, yeah. But 8 GB of usage seems to be the minimum, even with a single client connected and still very early game.
well if the whole system has 8GB you might still be running out of memory you need at least around 8GB+ so if you only have 8 then your going to run unto problems
we got 2 people on the server now, and we are using upwards to 9gb
i also saw 10 a few mins ago, so we have to have more than 8
then yeah it should be working fine... i have my own personal server and it dont have any connection issues or crashes and i have around 7 people playing on my save
i don't know, we have had 4-5 crashes now it's kind of lame cause it doesnt save when it crashes ... i reduced the timer for saves to 180 seconds
interesting so yeah is a pretty big bug then
I'm also experiencing several crashes, Bambozle. Many times a day, usually lose a bit of progress because of autosave interval.
The worst is when it chain-crashes upon rejoining. Now all of the foliage is back.
You can "fix" stuck foliage by attempting to restart the server. It usually works for me in 1 or 2 reboots. But it also reset all picked foliage back, so got to clear the floors and rocks all over again.
well good thing i found a workaround that work for us in our save lol for the foliage bug
reduce the save interval to 60 seconds
if the game crashes one more time im just gonna do a private client .. but it's sad that this happens
I discommend setting the interval so short
well let me know if you get frustrated with it i can host an instance for you i dont mind hahah
Yes, such a short interval can introduce other problems :(
Like if you are traveling very quickly and the world has a large filesize to save, you might bug
it's ok, i can host it internally on my pc, it's just that i dont wanna have satisfactory running 24/7, would it take alot of resources to run a dedicated server while playing on the same computer ?
32gb ram and 5950x
Is your workaround opening the save file on a client, then saving and sending that save back to server?
well i have two rigs... my main rig that has a 5950X and 128gb 3600 kit and a 3090 then i have my server machine which is left over parts from me upgrading and it has 3950X 64GB 3466 ram kit and it runs 24/7 it and it has a UPS for power backup so like i said i dont mind hosting an instance for you and you can handle your own save and you have have ftp access to your own save so yeah let me know lol
no is was easier than that jus had to go to the ingame server manager and reload the latest autosave and it was fixed and for far away foliage from the hub the chainsaw worked
Oh wow that is easier. So you just loaded back one auto save to fix foliage?
damn! thanks for the offer tho, will let you know if Gportal can't help me with this ! :)
yeah that worked for me everytime
yeah so let me know 😉 lol
Alright, I will keep that in mind and give that a try if it breaks again. Thank you.
this is the ram usage of the save that is always running meaning it doesnt pause when people leave and its been steady using around 8.1Gb of ram in the past 24 hours
even when 5-6 players get on the server which is interesting
What phase of the game are you in/how many buildings? I imagine the RAM usage will increase as more structures, ramps, and vehicles are placed?
i dont play much i just mostly host the server for them lol but this how their map looks like and the tier level they are on in U6
and i never really restart the server is always running unless an update comes out lol
Interesting that it is still hovering around 8GB with all of that stuff.
yeah right now that nobody is connected is went down a little
hi folks. i'm running a dedicated server on a digitalocean vps with 8GB of ram. the server was running fine in update 5, but requires about 1.5 GB more ram with update 6. i created an 8GB swapfile and my OOM problems are gone.
i tried to download more ram first but that didn't work so i created fake ram instead
not always the best thing to do but if it get the job done lol...
lol you should see the way i build my factories...
does anyone encounter a bug with pipes in dedicated server up 6?
Define "A bug"
New experimental build available, hope we see some mayor bugs solved 😖
Sorry I’m in the hospital while my wife gives birth to our 3rd. I’ll try this as soon as I get home in a few days!
Hey folks, is it possible to keep the markers in multiplayer mode?
I cant belive they don't fix the problem. Everytime i reconnect to the game, everything vanished.
Congratulations on doing your part in assembling one (1) human. Good luck on the next two decades of software tuning.
Markers and stamps should be persistent but I have seen them disappear two; possible bug. have you checked the QA site?
oh hay look #patch-notes
lol love seeing things like 'this time for real' in patch notes.
fixUiForReal()
fixUiForReal_v2()
fixUiForReal_v2_finalFix()
fwiw, i can see why these OOM crashes could confuse the hell out of people... i start the server and it uses ~2.5GB before any clients connect. i load a game in the client-side 'server manager' and everything appears golden. i connect to the server, the game starts 'loading' on the client, then i get booted back to the main menu with a timeout error. i suppose technically this is what the client determines to be the case, since behind the scenes the server had a stroke and is no longer responding.
after i created the swapfile, the server still crashed on the first load because my poor overstressed machine couldn't swap things out fast enough. without watching mem stats in real time, or having access to the log files on the server, i'd have no way of knowing what's going wrong.
yep, U6 needs a lot more RAM now; not sure if that's a bug or just a part of the game getting bigger. To be determined. It's already been reported AFAIK
and I too am guilty of commit logs like
> Fix The Thing not working
> Fix the Fix for The Thing not working not working
> Oops, missed one edge case. Really Things right now.
> Dammit. Thing. Fixed, I hope.
> More hope needed. Thing again.
I thought the newer quieter chainsaw was deliberate. Bummer.
anyone know how to change the number of autosave slots (windows)?
this page is only somewhat helpful
update mNumRotatingAutosaves?
lmao
git commit
git push
"oh, fuck..."
git checkout main
git fetch
git pull
git checkout 123-xyz
git rebase -i main
git commit --amend
git push --force
there's no Engine.ini file
that works if I'm the only one committing but if there are others, rebasing every other commit is a pain
X:\SteamLibrary\steamapps\common\SatisfactoryDedicatedServer\Engine\Saved\Config\WindowsServer
I had to create the WindowsServer directory and Engine.ini inside it, but it doesn't seem to take
If you are unable to locate any of the listed ini files, you will need to start the server for the first time, then connect to it via the in-game Server Manager menu and set up initial configuration. Once you've completed that, access the Server Console tab in the Server Manager menu, and type quit then press the Enter key. That will force the server to save its current state to the ini files, creating any that are not already present, and then gracefully exiting. The ini files will then be available for editing.
set up initial configuration
i do not use git the correct way. sinful habit of amending and squashing through interactive rebase until i get it right in one commit.
what does this mean exactly?
Is there any fix yeet, i just updazted
ahaha... i was just talking about how it's not easy to tell what's going on client side when a server crashes
I've [re]set the server password to see if any fires were created... not sure
after admin auth, it works
Is there anyone running SteamCMD dedicated server on a completely new box?
Connection TIMED OUT
"You keep using that word, I do not think it means what you think it means"
not completely new, but i'm using it
I just upgraded my server, does that count as 'completely new'?
New as in clean folder structure that doesn't have pre-existing files.
Not at present, as my server is running.
I still am not seeing the FactoryGame\Saved\Config\WindowsServer\ folder on my brand new one.
so I can't do any custom configs on my DS
The 'WindowsServer' folder doesn't even exist.
If you are unable to locate any of the listed ini files, you will need to start the server for the first time, then connect to it via the in-game Server Manager menu and set up initial configuration. Once you've completed that, access the Server Console tab in the Server Manager menu, and type quit then press the Enter key. That will force the server to save its current state to the ini files, creating any that are not already present, and then gracefully exiting. The ini files will then be available for editing.
@quick mist I've already been running the server since release date. I've configured options for the server in the game. I'll try running the 'quit' command and see if that does something. No idea why it wouldn't create the files upon install or run.
because if they're not needed (because it's running the defaults) it doesn't need the files so it doesn't force them to exist. quit has that as a side-effect.
well... that worked! mostly...
It created several ini files, but it didn't create the 'serversettings.ini' file referenced in the wiki: https://satisfactory.fandom.com/wiki/Dedicated_servers/Configuration_files#Overview
Any thoughts? @quick mist
Updated https://questions.satisfactorygame.com/post/62a9dbd3ca608e0803513d6e with the latest... Thanks for pointing that out to me @quick mist
@gusty void what do you want to change in the ServerSettings.ini file?
I'm wanting to increase the max # of players. Yes, I know it isn't officially supported, but I like to tinker and I found a group that has more than 4 folks.
...i'm not sure ServerSettings.ini is the correct file for that. can't speak definitively though, as I've never changed that setting and am using linux
Hey! I did but there is nothing new. I'll ask in "questions and help" 🙂 thx
to answer this question, the ServerSettings.ini file will not exist until you change an option through the in-game 'Server Manager' under 'Server Settings'.
that being said, everything I'm reading says to add a line to Game.ini, not ServerSettings.ini. see this article: https://satisfactory.fandom.com/wiki/Multiplayer#Sessions_with_more_than_4_players
i added that line in my Game.ini, but don't have a way to verify if it actually works right now (lol sad)
I have changed the following settings: server name, session name, admin password, player password, pause when no players connected, save when disconnect.
the only three values in my generated ServerSettings.ini are the following:
mAutoPause
mAutoSaveOnDisconnect
mUsePacketRouting