#dedicated-servers
1 messages · Page 241 of 1
No worries man, no offense taken. This is what I believe they see.
Like it's listed, but cannot be connected too.
This is what a "nope, can't connect at all, don't know if the server even exists" looks like.
And this is what a "yup, the server is there, just haven't connected to it yet" looks like.
Which is it?
I'll have to confirm that, fairly certain it's the second as I realized there was more setup to be done after the initial launch. Let me get that to you after work.dont want to answer on a guess.
Ping: 1ms 
My local machine. Well, one of my local machines.
Still. Reminds me of the golden age when i had less than 10 ping playing counter-strike 
That's also when you came up with t3hpwnz0r isn't it. :D
my name has evolved over the years. it was n0ob back then
Still. If there's one thing I've learned from HLDM and UT, it was that "M4st3rD34t|-|" is not the player I should worry about.
The player I should worry about is "FluffyTeddybears31"
:D
i would wreck with p90, get flamed, then use only pistols and get flamed more. it was the best of times.
hah.
There's nothing sweeter than hearing "HE'S CHEATING!!!" over the VC.
Or over the room, as the case may've been back then.
oh it was worse. i did rarely get accused of cheating but i am still using the same steam account with zero VAC bans, most of the time ppl just got really mad at me because i had decent headphones and was very good at throwing grenades
I remember this one guy challenged me to a duel once, claiming to be a gift to gamers and all that jazz. He ragequit the match 10 minutes later with a score of -3. :D
(this was Quake, and most likely dm1)
i love the headshot sound in quake xD
Had this one friend I played with over our long breaks between classes. We'd go up to something like 150/150 in Q2, with people joining and ragequitting during the 30 minutes.
It was lovely. :D
Ah, good times. :D
im sorry, im a noob. i dont know what "reachability" is. I used the tracert and it only returned my ip if that's what u mean, i should also mention that my minecraft server runs perfectly
I meant how do you test if your game can be reached (from the Internet or otherwise). What's your method?
Can you see the two grey images up here? Which one do they see?
uhhh what Version are we currently at?
194856
for future reference its in the patch-notes channel
Oh, I'm behind. :D
thanks
yeah I am currently putting the crashes into the bug report
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
[2022.06.12-01.23.55:451][274]LogCore: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Runtime/Core/Public\Containers/Array.h] [Line: 674]
Array index out of bounds: -2 from an array of size 8
have you had the game up so long it hasnt had a chance to update? lol
does anybody else has this error so far?
It doesn't auto-update for me, I manage it manually.
All I can tell you is that I haven't seen it yet since I've started occupying this channel.
huh that is interesting. Maybe there are more people but they are hiding
also the crash reports are getting more and more
Server crashed at 3:23 AM
my client updates automatically via steam, though now that i think about im pretty sure you can turn auto-updates off on a game by game basis
Thing is, that's an assertion crash. Meaning, it should be a code bug. But if you're the only one (or one of the few), that would rather indicate either an environmental issue, or a hardware problem.
drwxr-xr-x 2 sfserver sfserver 4,0K 9. Jul 21:40 crashinfo-FactoryGame-pid-1326-EADACD0C79F54650A4F533FE0D9C6CF0
drwxr-xr-x 2 sfserver sfserver 4,0K 9. Jul 21:20 crashinfo-FactoryGame-pid-24170-9BFA266CC1D64BFDBE9E7889468EF3D1
drwxr-xr-x 2 sfserver sfserver 4,0K 10. Jul 09:56 crashinfo-FactoryGame-pid-4804-169DA541808E493FABC340F4FA4DF5AE
drwxr-xr-x 2 sfserver sfserver 4,0K 10. Jul 11:15 crashinfo-FactoryGame-pid-6939-59C25A55BAE541AB91DD051F164921FA
drwxr-xr-x 2 sfserver sfserver 4,0K 10. Jul 11:24 crashinfo-FactoryGame-pid-8033-CEEB0379CD004E92AE202D6A2916A065
drwxr-xr-x 2 sfserver sfserver 4,0K 12. Jun 03:23 crashinfo-FactoryGame-pid-9031-E053B69F422C4E68B46C71A9FAFED525
I install via steamcmd.
those are the crashes that happened to me :D
I am just checking if this might be a lgsm issue or Satisfactory issue
Try installing and running it directly.
Nope I port forwarded 15777, 15000, and 7777 and used 15777 in the connection creation modal
Actually, using this save would be helpful.
I can walk you through it if you'd like. DM me if you want me to.
Your error says 15778. Why is that?
Idk
Check if you didn't make a typo.
Did you install it on unix?
Yes No - Linux; Debian 11. (to clarify, Linux isn't Unix)
But I tried recreating the server and it said the same stuff but the port changed to 15777
same.
Though I should note that the writeup on the wiki does a decent job of it, seeing as the process is rather simple.
In fact, adding LGSM or Pterodactyl, or Docker, is more complicated overall - unless you already have it. :D
even if you already have it running other things, it's an unnecessary abstraction layer that adds nothing but complexity.
Well, if people like being able to manage via a WebUI - that's their thing. But it is more complex than just running the server inside a screen or something.
"oh but I want to run more than one instance without changing ports!" okay set up a virtual ethernet interface for zero cost.
Not sure why "without changing ports" is a thing, even. That's dumb, especially if you want to be Internet-reachable. Good luck finding an ISP that's willing to assign more than one IP to you (assuming they're willing to assign the first one to begin with).
IPv6 to the rescue I suppose... if you're sure all of your remote clients support IPv6. :D
we won't see universal support or implementation of IPv6 until our transdimensional quantum-computing descendants are bickering about whether to use base-16 or base-60 notation for IPv8 addresses
Occam's Razor. Changing the ports is the simplest, identically-functional solution, and by far.
Yes, well... Seeing as many machines still use RS-232 or RS-485, I doubt we'll ever see IPv4 dead. But hey, it'll likely only function inside subnets.
For whatever reason.
It's more user-friendly than IPv6 is.
eh, it's a strict superset of it; if you only need the basics, it's as friendly as IPv4 is. in a slightly different timeline, we'd be writing 127.0.0.1 as 7F::1
(truth be told though I still think IPv6 would have gotten more ready traction if it was just adding more octets to the IPv4 address space)
Not really, no. Our minds aren't loving hex notation that comes with it.
The decimals of v4 are friendly.
IPv4 isn't exactly simple either, truth be told. But it's more friendly.
no letters in my IP's thank you
Accept them. In some 50 years it'll be the norm. Hopefully. Dreadfully.
it's like phone numbers vs email addresses. eventually there will be no one left who remembers IPv4 except pepperidge farm
And networking people. And system maintainers.
I still have to use serial from time to time. Hell, I need to use a serial console with my router machine, sometimes.
anyone who can test the connection to my dedicated experimental server? my friend can not reach this server... <- moving this to questions-and-help 🙂
welp, suddenly my friend can join the server, but the ports are still closed, are the two things even related?
telnet uses TCP, not UDP
ok ty so that's why
indeed (:
Oh yeah
I raise you:
There's a funny story attached as well. The reason it's levitating that high up is because I was hovering when a spitter propelled itself below me and killed me in the air... via body-slamming into me.
what is the issue with the water extractors, are the normal ones affected?
There's an issue with water extractors? I wasn't aware.
(also, I like your handle ;P)
If you're talking about the issue with resource extractors either not working, or producing nuclear waste... yeah, that's not fixed yet. The current workaround is to remove and replace them. But normal water extractors (those you place on water surfaces) are not affected.
Also, for the record: I have not encountered that bug yet - be it on my server, or mentioned in this channel.
We're suddenly unable to connect to our dedicated server, clients keep timing out even though the server is up
server log fills with these
[2022.07.11-18.27.57:259][925]LogNet: NotifyAcceptingConnection accepted from: [::ffff:127.0.0.1]:63524
Yeah, did you recently have a spitter-related crash?
indeed
Reboot the machine the server is on.
Or perhaps just restart networking, I don't know.
Ok, I'll pass that along and give it a go.
Only had it happen to me the once, and I had another (unrelated) issue I wanted to clear, so I just rebooted.
From my experience and from what others have said. These dedicated servers need reboots often.
Not my experience at all. And they do a save-and-reload thing every 24 hours, to clear anything that might be piling up.
It's an inelegant solution, but it works I suppose.
I get odd things happening. BUT, that could be my overall system and hardware itself
Also, I meant to reboot not the server, but the entire machine, in this particular case.
I am not on ECC RAM or server hardware sooo
What I think happens, is that the server - in its crash - does something bad to the network stack.
Same. I would use ECC (since I have some), but the i7 I'm currently using doesn't work with it at all.
I will say... @snow sandal and I haven't been having fire spitter issues as much. Or we just haven't visited them yet lol
Yeah, unfortunately, restart the server's machine isn't letting me back on.
Same issue - lots of "NotifyAcceptingConnection"?
yeah, fills the log with them
Are you using IPv6 on your server machine?
As in, are you consciously aware of using it for something?
server owner says shouldnt be, internal network is ipv4
Then try adding -multihome=0.0.0.0 to the launch command. Right now it's routing via its 4-to-6 tunnel internally. Let's make it not do that.
Thank you for the clarification
Sure thing. :)
I was prompted to reauthenticate to the server, but still timed out.
I did receive a "outgoing reliable buffer overflow" error before that attempt though, thats something new to me.
It's also a symptom of the issue that seems to be caused by a crash, sometimes.
If you have the "Save after player exit" option enabled, you should also see it auto-saving right after a connection attempt. The player gets connected, but then the buffer overflows immediately, and the player gets kicked off (and the on-leave auto-save triggers).
It is possible that your save is corrupted, but if you tried reconnecting 3 times or more, all of the autosaves are now probably corrupted as well if that's the case.
Mine worked after a machine reboot, so I don't really know what else to suggest.
Perhaps the entire host will need to be rebooted -- but if that fixes it, I doubt your host will look kindly on continuing to host a Satisfactory server.
(if it were me, I'd kick the server off - if a program hurts the entire network stack, it shouldn't be allowed to run)
Still, I don't know if that is what happens, so... take my comments with a grain of salt.
I understand, thanks for the input.
Dont need to restart the server if it crashes 
Yeah, but what if you had to reboot the entire machine?
And what if it's a VM, and you have to reboot the entire goddamn stack along with the host, in order to fix networking?
I'd be pretty damn pissed.
Especially if it were running customer services. Then I'd be extra pissed, because it would affect my SLAs.
Reboots for machines like that need to be scheduled, mailings about it sent out, stuff like that. The whole thing takes a few days.
So, we were able to load into the server by deleting my character with the editor. Strange fix, but it worked.
Wait, the editor now works for u6 saves? Last time I checked, it didn't.
Or did you use the online one?
I've seen inventory-related errors associated with this issue before, so that might be the link.
Can anyone recommend a link to a guide or video on how to setup a dedicated server for Satisfactory?
If you look at the very top of the window, you will find this channel's topic.
In it, you will find a link to the Wiki that takes you directly to the Dedicated Servers page of it.
On the page, you will find detailed instructions along with general knowledge on how to set the DS up on both Windows and Linux.
Ah. it was in front of me the whole time. Thank you
Yes, it was. :D
It also tends to be the very first Google result.
If anything in the writeup is problematic or unclear for you, we're here to assist.
Thanks Kad. I have a little experience with setting up an Ark cluster but wanted to check here for the latest info
If you have experience with ARK of all things, this will be a breeze to you.
haha awesome
I would also be interested in ARK-related tips and advice, if you have anything that's not listed.
Haven't played in a while, but always open to hearing new stuff.
(dedicated-server-wise)
hey, noob question, what does this mean
This means that your PC tried contacting the server, but gave up after no reply was received within 30 seconds.
so, server crashed or lagged like hell
Maybe. Or possibly the network is down, the network is improperly configured, or you entered the wrong address or port.
Nobody knows.
I haven't hosted a server in a few years. I leave it up to others. It is honestly hard to enjoy the game when you are the admin in Ark because there are so many people asking for things
Well, the hot topic of the last few days is "spitter server crash", so maybe that happened.
hides spitter remains what?
I never had an issue with handing out a flat "NO". If there were things being given out, they'd be in crates according to rules.
Nothing.
thanks ❤️
Anyway,
I could tell you more if I could see your server log.
So please cough it up.
well, ya seeeee--- nitrado kinda doesn't make it available, or I'm too stupid to find it
Ahhhh.
Well, ya seeeeeee...
... if ya having issues with a service ya pay for, maybe ask them for support,
instead of us poor volunteers, eh?
:D
you answer faster 😛 I know I know, I'm shutting up already
Sure thing. :D Please transfer $15.
IBAN/PayPal/cryptocurrency?
I can host you a way better sever than nitrado if you live in in the US lol haha
not US, sorry. I need a EU server for ping related reasons
Yeah I figure mostly everyone here is from the the EU at least 80 percent lol haha
All of them are similar, actually, I feel.
But yeah, I think Nitrado is the worst of them. They get their money not through providing a reasonable service, but rather through making deals with game publishers to make sure their service is advertised front-and-centre.
And by being the only provider for some games, IE: astroneer, or being the first by a longshor
I'm just happy that some companies actually release dedicated servers instead of only passing them to companies like Nitrado...
Though let's not fool ourselves: once the game is pulled from STEAM, good luck playing it regardless of the DS still working...
TRUE
"once"????
why would it be pulled from steam?
"once" here meaning "when"
Some companies do this when they decide they want to stop selling a particular game. Because why the fuck not.
Or when there's a dispute over IP, which sometimes happens when a company is split and sold off.
Which also sometimes happens.
Or when they decide they don't want to offer a game on a particular market any longer.
well considering Satisfactory is still in development that probably wont happen for a hot minute
(though then you simply don't have a [Buy] button)
that happend with Spintires actually
annoyed the crap out of me
Valve (or, well, Steamworks) don't want any part of the dispute, so they simply suspend the game if it's in suspect legal condition.
But hey, we can always rely on the highly-illegal crack scene, if that happens. So yay for that, at least, yeah?
Just substitute a cracked steamclient.dll and enjoy yourself, or something.
(though obviously still illegal, because the EULA grants you a right to play the game only until the agreement is terminated - and not after)
(and while you have the right to make a backup copy, you have neither a) the right to break the copy-protection (to make the copy work), nor b) the right to play it once the agreement has been terminated (to use the copy anyway)... so it's a moot point)
Anyway.
That's usually when they are paying licensing rights. The cost to pay for the rights cost more then they make off of the game. In which case you remove those assets or you deslist the game. I don't think satisfactory will do that
Only other time is when the game is is not being supported anymore. In which it goes open source or on their website.
Just because a game isn't supported any longer, doesn't mean it'll go open-source or be made publically available.
Sierra/Valve did this with Half-Life, when they were intending to finish distribution (they released a patch that freed the game from its CD copy-protection). But that's one of maybe two instances I've seen, and notably - they did not amend the T&C, so it's not like you could just give someone the game legally. You just no longer needed the CD to play it - but you had to have purchased the game to begin with.
(of course, for Half-Life - it appeared right back when STEAM made a debut)
And - you're pretty much always paying some licensing fees. The era of one-time payments has ended long ago. And it's not like it would even be viable, since the terms were usually for however many sold copies; with distribution platforms like STEAM, you can't ever be sure how many copies will sell, in the end - and for how long they'll keep selling.
In the assets market, you tend to have three options - a) the low-volume "indie developer" option for something like under 10,000 sold copies of the game; b) the "developer studio" for something like 500,000; and c) the "contact us for pricing and an agreement" for the big studios.
What typically happenns in this instance. Is the game has a strange update where all the DRM protection disappears and then the game redistributed by fans.
Though one thing's for sure: you won't see (many) games made open-source nowadays.
Mainly because most asset shops I've seen have a strict policy that disallows you making the assets available in any form other than the final compiled form, so that they cannot be extracted from the game and reused.
Thus, offering the download of "pre-cooked" game files would be strictly in violation of such agreements.
Garrysmod is closed source and uses valves engine. If the game went off of steam it would still be supported via the open source community. As it's modding api is open source. So your technically right but some things can
Some things can, sure.
And game developers are always welcome to create their own assets, which they can then do whatever they please with.
Yeah this game is using unreal engine which from my understanding is very reasonable
If it's only some of the assets, and you have the money and want to make it available to the community - you'd probably just replace those assets with new, owned ones.
You could also release the pre-cooked game files with dummy assets and rely on the community to replace them itself.
But this also costs money, so it's probably not a go-to regardless.
Besides, there's a legal danger with letting your IP go like this.
It creates legal precedent, at least in the US, and could later be used as a valid defense if you later decided that you do want to do something with this IP after all,
or if you sell the company off, and the buyer decides to halt the distribution of that stuff.
The legal protections of IP, in some part, rely on you being able to prove your efforts towards controlling your IP, in the end. If you make it publicly available, it'll be a tough sell to reclaim it later.
So I wouldn't expect many companies to want to go there, even if they don't want to do anything in particular with it, or don't expect to. It would devalue their holdings, after all, and make it tougher to sell it later.
This is part of why some companies still squat on their IP, despite not having done anything with it for literally decades - and part of why they'll go out of their way to make people (usually hard-core fans of the IP) cease-and-desist any efforts to resurrect it on their own.
Yes, copyright is ||fucked up||.
Same with fanfiction, by the way. Some companies will go out of their way to shut fanfiction down, because it similarly can weaken their legal-holder position if they can't show proof that they have.
I just haven’t been fighting them to avoid crashes
Keep in mind that other critters fighting them may also cause these crashes.
The crash happens when a spitter is killed mid-melee-attack. It doesn't matter what causes its death.
UNLESS the issue is something else - I just thought about a scenario where this could happen, the problem would be somewhere else, and it would be obscured as a spitter melee issue.
You see, it could possibly be an issue where the player is kicked out of the server, and the crash happens not due to the spitter being in the middle of the attack, but rather because its target (i.e. the player) is no longer a valid object.
But...
Though that is actually testable. Take a player you don't mind being killed, attract a spitter, and then disconnect when it tries to attack you at close range. You may have to try this a good couple of times. If the server crashes, it would indicate that this may actually be the case instead.
(and it would be obscured by the spitter's melee crash, because that is then the direct cause of the crash, though not the direct cause of the bug)
(there would still be a race condition, but its cause would be somewhere else)
interesting
I mean, I have been all around them for the most part and haven't had any more crashes
(maybe I just got lucky.?)
not sure if this is the right place, but thought i would share that my satisfactory server me and my friends play on has been running for 22 days so far without having any issues
That's good. :)
i just googled a bit and the following is my current .bat so ppl like me dont have to google whatismyip everytime like an idiot for /f %%a in ('powershell Invoke-RestMethod api.ipify.org') do set PublicIP=%%a FactoryServer.exe -log -unattended -NOSTEAM -multihome=%PublicIP%
My friends game crashed and now his train is "full" but theres no body in it, anyone know how to solve it ?
Tried restarting server, but it didn't fix it
Probably have him rejoin the game
I assume you cannot remove the train?
he did
yep
And did he leave the train?
Check your logs
The game crashed, then he rejoined and when he rejoined he could not enter the train because it's allready full
he died from the crash
That’s weird. Very weird
Maybe when he joins, have him hit the respawn button
And hope that would trigger it?
i can try, but i think it wont work cause i even restarted the server and that should reset everything
You might have to go back to a save where he wasn’t in the train
that wont be posible since we been playing for a while .. x)
but thanks for your assistance
i read something from 3 years ago about a so called "ghost bug" and the fix was to push the train/tractor into the gasfield so that the person inside would die, problem today is that you are imune to gas inside the train xD
It updates every 10 minutes
yep, and the issue occured almost 2 hours ago
Ah….
Yeah
That’s not good
@meager phoenix maybe just remove that train except the engine. Then from there, make a “train yard”
And throw that corrupt train there
i think im gonna try to go to the save editor and delete it from there maybe
if thats posible
Save the game, stop the server, edit the train out in a savegame editor.
You should be able to remove the avatar inside the train
^^^ that works too
Or the entire train
yep that was my thought
[2022.07.12-17.52.38:384][ 95]LogNet: NotifyAcceptingConnection accepted from: [::1]:43134
When i try to join my server i get timed out lol haha
this spam is in the console
does the server auto save when i issue the quit command?
i dont think so.
**[2022.07.12-19.05.56:175][375]LogNet: NotifyAcceptingConnection accepted from: [::1]:55031
[2022.07.12-19.05.56:375][381]LogNet: NotifyAcceptingConnection accepted from: [::1]:55031
[2022.07.12-19.05.56:576][387]LogNet: NotifyAcceptingConnection accepted from: [::1]:55031
[2022.07.12-19.05.56:777][393]LogNet: NotifyAcceptingConnection accepted from: [::1]:55031
[2022.07.12-19.05.56:977][399]LogNet: NotifyAcceptingConnection accepted from: [::1]:55031
[2022.07.12-19.05.57:211][406]LogNet: NotifyAcceptingConnection accepted from: [::1]:55031
[2022.07.12-19.05.57:412][412]LogNet: NotifyAcceptingConnection accepted from: [::1]:55031
**
I get this Error Spam and then i time Ing IDk i cant join the Server Any idea?
This happen after a spitter-related crash?
mine does the same when i try to load into my main Save file but if i create a new game it allows me to connect so im currently rebuilding my factory, tho it only Started after they release the spitter fix
Nö, i tried to join the Server After a restart yesterday 😂
Mhh
So we should Try to Load the world manelly local and then maybe on our server
is this a boolean -> string thing? where it checks the bool and returns a string based if its true or false? but the string is "ture" and not "true"?
It's a known thing. There's also a "flase" somewhere in there. ;]
It could very well be a result of log.add("%s isAwake = %s", object.Name, (object.isAwake >= 1 ? "ture" : "flase"));
Because why not.
It might even be intentional, because grepping for 'ture' and 'flase' would then take you exactly to what you want to check in the log.
Maybe enable the port?
Maybe when you update the client…. You need to update the game server as well?
It seems that the issue started happening with the anti-spitter-crash patches. It's possible that we're going to have to wait for a resolution. Loading an earlier save may be the way to go.
It should
If this was a version mismatch, they wouldn't be able to even enter the server's management UI, much less try and join the game.
Yeah 👍
Is there a way to copie the exact same world to a new file?
No. You can try loading the world into the online save editor (SCIM), and exporting it back to a new save - but I don't know how effective this will be.
You may need to make some sort of a change (unlocking an alt recipe will do), because I don't know if the editor actually rebuilds the file if you don't make any changes.
(it's also possible that it only rebuilds the parts it understands, and if the bug is in the part it leaves alone - it'll survive it; only testing will tell you)
Ok thx
I mean
if you want all your factories, just.. blueprint it and paste it with scim
miners will keep working, just make sure you have the alts unlocked just in case
why would you want to do that @regal nimbus ?
👌
Alts?
alternate recipes
not exactly sure how it translates to dedicateds but if you have a .sav it should be gud
Ok thx
Why would it not translate?
The saves are interchangeable. There's literally no difference between the dedicated server and the listenserver you can run from your game, apart from the fact that the listenserver also has the game client attached to it.
In fact, the way games are usually set up, is that you create a local server (regardless if the game is single-player or not), load up the world, and then connect the player as a client.
In other words: dedicated + game client (in one bundle) = singleplayer and listenserver.
Single-player = playing on a local embedded server, with nobody else being able to connect.
Listenserver = playing on a local embedded server, with other people being able to connect to your game.
Multiplayer = playing on someone else's server (be it dedicated or listenserver); your local server isn't used.
Dedicated = just the server, no game client bundled.
Advantage of a dedicated server: no need for graphics (no GPU required) or any other multimedia (sound, mainly); the server can run on a headless machine specialising in running stuff unattended.
Disadvantage of a dedicated server: if you want to run the game on the same machine as the server, your resource use (typically RAM) will be moderately higher, as the two are separate processes and can't share anything between them. However, YMMV depending on how the resources are used - some games have more indepentend components (so the server and the client have their own requirements which complement each other), while others (like ARK) reuse a lot on both sides, making the issue that much worse (running a dedicated ARK server and client on the same machine effectively doubles RAM use, since much of the same stuff must be loaded on both sides). This also depends strongly on how tightly integrated the two parts are in the game client (ARK listenservers can re-use assets for both client and listenserver in one load), and how much of the logic handling is done where.
For example: Satisfactory leaves a lot of the events in the server portion, so the game client is really only concerned with the UI and multimedia side of things. ARK, in contrast, requires both sides to run game logic - this makes things smoother (since the client can fill in a lot of the blanks between server updates), but also can a) introduce more desynchronization, and b) is less elegant and drops an unnecessarily heavy burden on the client application.
It has been this way for essentially forever. This is how Quake and Doom worked, way back in the ancient times of 1996.
(back then, the line separating the client and the server was more blurred, true; but that's still how it worked)
Figured. Worth a shot
Why I can’t play the world on my dedicated but in my local pc all works fine?
Probably because the dedicated server is buggy as hell. It's even more experimental than the experimental branch of the game.
Well, maybe I'm being a bit harsh.
A lot works.
Because of the patch with the splitter, so when I load the world local I am maybe able to load it on the server
But you sometimes get bullshit issues like this one. :D
Haha yeah
Try loading it locally, saving a new save, and then loading that into the server.
👍
This has definitely been asked before, knowing dedicated servers are still experimental, any ideas or updates towards fixing conveyor problem where it stops or changes directions?
fixxed with this way ❤️
Glad it worked for you. For some others, it doesn't.
its wierd haha
Gonna launch a server next week with first time players do you recommend experimental or stable? I think stable but some things in u6 are quite appealing...
u6 is pretty unstable on dedicated server, as snutt likes to say its combining experimental game with experimental server, for double the bugs
Help. Do you guys know how to change the Autosave for Satisfactory on LGSM?
Isn't the autosave configurable through the server admin panel of the game?
nope
That was a rhetorical question, it is
What are you trying to change exactly
the autosave which basically makes it unplayable on the server
the server autosaves every 5 Minutes
and i wanna change that to every 30 Minutes
and permanently?
of LGSM?
Of the game
whats the directory?
I'm on mobile. I have no clue. It's Engine.ini in the server folder
somewhere
It's in the game not LGSM that's fore sure
so are you running it on unix?
/home/sfserver/lgsm/config-lgsm/sfserver/sfserver.cfg: Zeile 11: autosaveinterval: Kommando nicht gefunden.
command not found
How long is the longest you guys have had ?
can someone PLEASE TELL ME WHAT THIS MEANS
it means that something is wrong
damn no need for the caps im only tryna help 😦
A tip: disable caps lock
What keyboard do you use
uh my laptops keyboard
use desktop keyboard
now halp
Is this a common problem with pipes on dedicated? there are pipes there, they are invisible
Calm down, life is good
NO ITS NOT NRN AT LEAST IM JUGGLEING 5 CONVOS RN
Lmao
Ay
You still need help?
Yeah, dm or ping me :D
👍
Anyone having any issues with experimental dedicated server since patch this morning? My server went offline almost immediately after patch was deployed, and has crashed on startup 920 times today
they fixed the spitter bug by ensuring the server crashes before anyone can get to a spitter
Didn't use to be... But it kinda looks like a LOD issue... or maybe a culling issue. Interesting.
it's a bit annoying cause nothing wants to attach to that x)
Because there's already something there, I assume.
Do you guys have any clue whether Update 6 will comes with fixes to vehicles in multiplayer? So far checked through all the patchnotes but didnt see any mentions of vehicles + multiplayer
basically bugs we're encountering are:
-Ghost tractor on spawn
-When vehicle moves, it keeps making collision sounds as if it's colliding with path finding debug ghost
-Interactable Vehicle would sometimes respawn at the previous location where it was and leave non-interactable black ghost vehicle behind.
I once again return
this time with an error
is this something I can just ignore, or is it important
What does that belong to? AMP?
Because it sure as hell doesn't belong to Satisfactory, as far as I know.
u5 or u6 ?
u5
Tep
Then ask AMP. ;)
hey i don't now how to join a friend but he is on steam and i'm on epic
Is he running a dedicated server?
Yea
Then have him come on, and we'll troubleshoot.
Ok
Also, since the game uses straight-up IP communication, it shouldn't matter on which platforms you are on.
And i'm on phone now so i can't realy test
It would be best if you were available as a testing party in this, since I can't test for you.
Maybe someone here will volunteer.
hi
He is my friend
skyyt his my friend and dragon
me
What do you have set up so far, and what does the problem look like?
Me is but mate we want to play a factory with three but since me I'm on steam it works but but mate his on epic suddenly when he enters the ip his theirs but server offline when me no
I didn't understand. Please try again?
Me and my buddy want to play as a threesome but had their but the server is offline while I don't
... unfortunately, I still don't understand.
Please try in your native language, and I'll see if Google can help.
I translate it into my language
Please write in your language. I will try using Google Translate.
Because this, right now, isn't working.
Moi est mais pote on veux jouer a troix mais eu quand il veulent se connecter le serveur dis quille est hors ligne mais moi je peux y jouer mais pas eu
(Traduit par Google) Vous hébergez le serveur. Vous pouvez vous y connecter. Les autres ne peuvent pas s'y connecter. Est-ce correct?
yes
(Traduit par google) Personne d'autre que vous ne peut se connecter ?
Yes
(Traduit par Google) Où est votre serveur ? Le même PC depuis lequel tu joues ? Un autre PC ? Est-ce dans votre LAN ? Est-il hébergé quelque part que vous payez ?
Le serveur est sur mon pc grace a dedicated servers mais le problème c'est que moi je suis sur steam est eu sur épic
game
(Traduit par...) Ce jeu utilise la communication IP pour des serveurs dédiés. La plateforme n'a pas d'importance. Au moins, cela ne devrait pas avoir d'importance.
yes
Pour que cela fonctionne, vous devez rediriger les ports de votre routeur. Ils doivent être transférés de votre routeur vers votre PC LAN. Les ports par défaut sont 7777, 15000, 15777. Ils utilisent tous le protocole UDP. Pour héberger un serveur, vous avez besoin d'une adresse IP publique. Avez-vous une adresse IP publique ?
AAAAAAAAAAAAAAAAAAA OKAYYYYYYYYYY me donate my ip personal
yes
Pour clarifier : elles doivent être transmises au PC exécutant le serveur dédié. Le serveur et le jeu n'ont PAS besoin de fonctionner sur la même machine. C'est l'un des avantages du serveur dédié.
Ce n'est pas un problème s'ils sont sur le même ordinateur, mais n'oubliez pas que les deux utiliseront leurs propres ressources (CPU, RAM).
De toute façon. Vous devez vous connecter à votre routeur (il a généralement un site Web comme [h]ttp://192.168.1.1 environ - je suppose que vous savez comment le trouver, il existe d'excellents didacticiels en ligne) et configurer les ports que j'ai spécifiés. Si l'ordinateur exécutant le serveur n'a pas d'adresse IP statique configurée, vous devrez configurer une adresse IP statique pour celui-ci (afin qu'elle ne change pas au fil du temps, rendant la configuration du port invalide).
(Veuillez noter que le [h] doit être modifié, car le serveur ne me permet pas d'envoyer des URL.)
Je suis sûr que vous pouvez trouver des tutoriels pour tout ce que j'ai dit. Vous pourrez probablement aussi les trouver en français. Vous aurez besoin de la marque et du modèle de votre routeur pour de meilleurs résultats. Une fois que vous avez transféré les ports, demandez à votre ami de tester s'il peut se connecter à votre serveur. N'oubliez pas de leur donner votre adresse IP publique. ;)
Faites-moi savoir si vous avez besoin de plus d'aide.
How can I set up the dedicated server please ?? I am on Epic Games .
At the top of this channel you will have the channel's topic. In it, you will find a link to the Wiki. Everything should be explained on that page. Please note that you can use steamcmd regardless of the platform you are on, so don't worry if you don't use STEAM.
Thanks mate .
Vous pouvez trouver votre adresse IP publique en utilisant des services en ligne. Utilisez Google avec une requête du type "quelle est mon adresse IP publique ?" pour en trouver un. Un que je connais est whatismyip.com.
Votre question m'inquiète cependant. Vous avez dit que vous avez une adresse IP publique. Si vous ne savez pas comment le trouver, comment savoir si vous avez une adresse IP publique ?
no no no this my ip publique
Ah, désolé, mauvaise personne.
Seul le propriétaire du serveur doit avoir son adresse IP publique. Tout le monde se connecte comme sur un site Web.
how do you open port ?
Découvrez quel routeur vous avez, puis Google pour le "transfert de port {router maker and model}".
Je ne peux pas vous aider directement à ce sujet, car il existe des centaines de fabricants de routeurs et des millions de modèles.
(la plupart se volent les uns les autres, mais quand même...)
REMARQUE : seul le propriétaire du serveur doit transférer les ports.
Les autres joueurs n'ont rien à faire de spécial. Comme je l'ai dit, les joueurs se connectent comme sur un site Web, aucune action spéciale n'est nécessaire. Seul le propriétaire (hôte) doit préparer son réseau pour ce rôle.
Le processus est identique à celui de l'hébergement d'un serveur Web, sauf que vous redirigez les ports TCP/80 (http) et TCP/443 (https). ;-) Sinon, c'est pareil.
Bien que la configuration d'un serveur Web ait d'autres considérations. C'est beaucoup plus visible et facilement accessible, après tout. ;)
Encore:
- configurer une adresse IP statique pour la machine serveur
- transférer UDP/7777, UDP/15000, UDP/15777 vers la machine serveur
- trouver une IP publique
- donner l'IP publique et le port 15777 à des amis ;)
- ???
- BÉNÉFICE
Faites-moi savoir si je peux aider avec quoi que ce soit d'autre.
anyone else having problems recording tractor paths?
I don't use tractors personally, so I can't say.
Usually run around like a headless chicken until I get to the point where I have hypertubes.
After that, drones.
I should be using trains a lot more, but... I don't. Feels like too much effort. ;D
@wise wigeon Dis-moi si ça marche, hein ? ;)
Je vias manger j'essaye est je vous dit
Any easy way to download saves?
Not really, no. It's on the TODO, but it has a low priority.
You'll have to get 'em from the filesystem.
If your server is hosted and you can't access the save files, ask the host if they have some easy way for you to add their location to the folders visible to you.
I'm honestly a bit disgusted that they don't offer save downloads by default. If they think they're locking the user into their infrastructure - all they're ensuring is that they will go elsewhere next time.
I have equally found it strange that as server admin for example you can only upload files to the server but you cannot download, like from a design stand point I can understand some things have to be limited or can't get around to it in specific period of time. But like why design a system overall that has partial functionality like that.
That's a good question, actually, since there's a lot to handle even for seemingly simple functionality like this (file permissions, overwriting considerations, etc.).
But I'm thinking that this may have been a debug tool more than anything else - allowing the devs to quickly deploy a local save to a testing server.
I guess we'll see a "download" option at some point.
Je dois ouvrir le tcp aussi ?
Non, UDP uniquement. Le jeu n'utilise pas TCP.
ok merci
Je dois tout ouvrir ou que se la 15000, 7777, 15777
Dans le UDP
15000, 7777, 15777
merci
Le jeu n'utilise que 3 ports, oui.
Le même. Le jeu DOIT avoir un mappage 1:1, donc 7777 -> 7777, 15000 -> 15000, 15777 -> 15777.
Pas compris
Chaque port du serveur doit être le même sur le routeur. Mappez le port externe 7777 au port interne 7777, et ainsi de suite.
a ok
Un peu de connaissances générales sur les réseaux : ce n'est pas toujours nécessaire. Normalement, vous pouvez transférer le « A » externe vers le « B » interne. Mais le serveur dédié Satisfactory indique aux clients qui se connectent le port à utiliser, et il ne sait que les ports qu'il a ouverts - pas la configuration du routeur. Les ports doivent donc correspondre.
Après sa dois marcher j'ai finit
Ça devrait, oui. Vous devrez peut-être redémarrer votre routeur ? Dans tous les cas, demandez à un ami de tester s'il peut voir votre serveur maintenant.
Assurez-vous que les ports sont UDP. La capture d'écran que vous avez envoyée précédemment montre TCP.
Faut que je donne quelle ip a mon pote la publique ?
bro I haven't got it to work .
Oui, c'est la seule IP qu'ils peuvent "voir" (donc "publique"). Personne ne peut "examiner" votre réseau à partir d'Internet. C'est pourquoi vous devez rediriger les ports - Internet ne "voit" vraiment que votre routeur, 1 ordinateur. Le transfert des ports "remplace" essentiellement les ports de votre routeur par ceux de la machine interne.
Comme sa les port ?
Est mon pote viens de tester sa marche pas
Cela semble correct.
Est mon pote viens de tester sa marche pas
Afin de se connecter du réseau local à votre adresse IP publique, votre routeur doit prendre en charge le "bouclage NAT". Cela peut également constituer un risque pour la sécurité, de sorte que la plupart des routeurs ne le prennent pas en charge. Vous, lorsque vous êtes à l'intérieur de votre réseau, devez utiliser l'IP LAN pour vous connecter au serveur. Toute personne extérieure à votre réseau doit utiliser votre adresse IP publique.
Comment on a sont ip publique ?
Ils n'ont besoin que de votre adresse IP publique. Personne d'autre n'a besoin de connaître son adresse IP publique.
ok non c'est bon
How far did you get?
oui sa marche pas quand il mes 15777 est l'ip
15777 est le port. Nous avons déjà discuté de la façon de trouver votre adresse IP publique.
the batch file and stuff still says detection failed .
Detection of what?
those that are having trouble with your dedicated server. where it was spamming the connection ack and then timing out. i was able to get it working but loading the game in to a standard game. killing the nearby spitters "that respawned" saving and uploading the new save to back to the dedicated server.
Those two errors are associated with EPIC services. Nobody cares, not a tear shed. We actually use those two to know the server finished startup and is now ready for game connections. ;)
(EOS stands for Epic Online Services)
This is good intel, thanks!
Je lui est donner l'ip est quand il se connecte sa marche pas est il doit mettre un port pour se connecter aussi mais sa marche pas
Il y a deux champs à saisir. Le premier est l'IP, le second est le port. Le port est 15777 et l'IP est l'IP publique (pour vos amis) ou votre IP LAN interne pour vous.
i was going crazy. i was thinking it was my firewall settings. i had made some updates to the rules yesterday.
Oui mais sa on la fait mais sa marche pas
OK... Connectez-vous à votre routeur et trouvez une page STATUS ou INFO. Trouvez tout ce qui dit IP WAN ou quelque chose comme ça. Voyez si c'est la même que votre adresse IP publique.
Comment je me connecte a mon routeur
Comment as-tu configuré la redirection de port ?
grace a mon ip v4 est mes code admin
AAAAA nonon
A ma passerel
... ;)
?
?
Je trouve ^pas de status ou de infos
Ugh... DM moi.
what about this ??
is it normal ??
it doesn't look like it .
Also normal.
I mean, it shouldn't be, but it should also not be a problem. Unreal Engine needs levels for warnings, because it looks scary... but isn't. This is a warning that something may be missing, but there's no information on whether it'll even affect the gameplay at all... The item may be unused, for example.
Why do you ask?
cuz the ds ain't working, I have been told that by just creating new game I created a server, but manage server panel ain't showing anything .
okey .
I downloaded the game, then downloaded 4GB of the DS .
right ?
all in Epic Games launcher .
then launched the game created my first session, I am familiar with the game play I was playing in my brother's pc, then went to manage server panel but nothing showed up .
How did you create your first session?
I gave my dud the session's ID but he couldn't join .
Uhhh, no.
No, no, no.
You've started the dedicated server,
but you're still trying to give out a listenserver invite.
What you need to do is go to the manage servers UI, and add your server.
Why are you setting up a dedicated server?
to play with friends, hahaha it so much fun on it's own let alone a group of peeps .
Yeah, but you can do that with a listenserver. Which is why I'm asking.
You do realize that the PC the server is on will need to be online all the time, if you want them to join when you're not playing, right?
cuz we live so far away apart and some might want to continue the factory while we away .
Okay. That's a good reason to run dedicated.
I assume your PC can handle both at the same time?
yeah no worries .
Awrite.
Okay. So go into the main menu of the game, and into "Server Manager".
There, you will need to Add your server.
Since it's running on the same computer (for you), the address will be 127.0.0.1 and the port is 15777.
okey .
If your PC asks if you wish to allow ports in the firewall, answer that you do, for all networks.
public and private .
Yeah, just to be sure.
Hey, I'm trying to run dedicated Experimental Server on Linux, tried using a docker container and running native, both sudo and non sudo users, anyone got a second to help?
What's the issue? It runs well enough on its own.
Well, you may want the server to be running before you try connecting to it, no? :D
😄
;]
Runs fine up until the point I try to join, get a bunch of warnings and then server kills itself
silly me .
Log?
where are the logs saved?
Should be in the server's folder, under FactoryGame/Saved/Logs
... that's it?
That's it... just dies
Any crash reports? Should be around somewhere near there.
All I see is the CrashReportClient.ini, but that's not super relevant
On the client?
Wait.
I need to read up.
Ah, right. Linux.
So wait,
this thing crashes with no crash report
the log just ends
nothing in the console?
Yeah, DS works fine on windows machines, but trying to run it on a linux** machine, right after I try to join, I get that log and then the line
killed
16GB
64-bit system, right?
yep, x64 architecture
Stupid question it may be, but...
Hmmm...
dmesg say anything?
How are you running it? Gimme full cmdline.
Trying to run native in PoP_OS, debian based, created a global and a local steamcmd install, and used both my user (sudo) and a custom user (non-sudo) to run it
To run I'm just using ./FactoryServer.sh
The server should run fine under an unprivileged user, so that's fine.
Hmmm...
Ah, so it's basically Ubuntu LTS.
basically
I guess the distinction is academic, but it's Ubuntu-based, not Debian-based technically.
I mean ubuntu is debian based
Ubuntu itself is Debian-based, but has some significant departures from it in places.
Fair enough
So if this is Ubuntu-based, it even further departs from it.
Hmmm...
Damn, I've no real clue. What's the exit code?
Been working at this for 4 hours now, soooo ¯_(ツ)_/¯
Maybe it has a separate syslog?
If you wanna take a look at the machine I've got an anydesk instance runnign
I can DM you the address
I prefer the GUI for file exploration... hate navigating files in shell
Went headless, used to it.
Besides, there's always mc.
Eh, sure, DM me anydesk coords.
Sent
Okay, so we've determined that it's an OOM.
Are you running Experimental?
Well, trying to.
yeah, that's the goal
I think I have a few extra sticks of ram, so I'm gonna upgrade it real fast and try again
for the record - it turned out the machine has 8 GB, not 16
This is what I expect from people. :D
Not like "oh, I'll have to go out, buy some". Like WTF, if you have spare PCs, you probably have RAM gathering dust, or as a doorstop.
I've got a few sticks of OG DDR as a paperweight
Yeah... Wanted to show mine, but for some fucking reason my phone doesn't recognise the USB connection as USB now...................
Remind me - why do I put up with this piece of shit, again? >_>
So... yeah, just a bag of refuse... xD
Because why throw anything away.
After updating ram and rebooting, can confirm OOM was the issue, thanks Kad
No problemo. :)
bro why did it disconnect ??
I don't know. Why?
Let's try this: is the server still working?
when I created a session in the server it loses connection .
Then I have no clue.
:/
Reconnect?
reboot both server and game ??
no, now it says server offline .
okay I'll try it 😄
maybe I've gone hard on my pc, I have been running blender projects before maybe it need a fresh reboot .
Go to the server's install folder,
in it, go into FactoryGame, then Saved, then Logs.
There will be logs there.
Pick the latest one, and send me the contents.
(sorry for being an asshole, but I kind of am :D)
mean no disrespect dud I English not my thing plus I have never been through this stuff when I see it, my brain rejects it .
The latest one will do. The one without a date.
here it is .
Have you tried connecting to it yet? Because it doesn't seem like it.
?
yeah still doesn't want to create any session .
Yup.
Okay, so you got hit by the spitter bug,
and why your server didn't crash, I have no clue.
You need to take the latest save, load it in single-player,
kill the problematic spitters (which have miraculously revived)
save again,
and then load the save into the server.
Should allow you to connect back.
kill what ? when I log in single player what is it that I have to do in game ?
Find and kill the spitter that kicked you out.
you looking at me like "you dump fuck!" hahahahahaha
There's a known bug with spitter handling in Experimental.
Imma log in now .
If you don't want to deal with these issues, go back to u5 for now.
nah it's better for me to learn .
Still, now is probably a bad time. :D Because the developers have been trying to fix the spitter bug for 3 updates now,
and it's only getting worse. :D
First, the server was crashing.
Then, it was crashing differently.
Now, when it crashes, you need to load the save in single-player to fix it. xD
Each time. xDD
I think I preferred it when it just crashed. xDDDD
is there any way to control tick rate on linux dedicated server ?
What's the problem you're experiencing?
I found no bug I was in the middle of them dunes .
well it seems to default and sit at 30, was just wondering
There's no need to increase it.
so far my game has been fine since killing the group that respawned. i've killed other spitters and no issues so far.
If you increase the tick rate, you'll also increase the server load, as it'll have to do things faster.
It may improve "smoothness", but if it's dropping - it won't fix that.
So I am using a steam dedicated server. The world I currently have that I'm trying to make a server is in version 195135 of the experimental but the server from the steam dedicated server is in version 188609. Is there anyway to update it to this version so I can use the same sav file?
You need to specify -beta experimental in your installation command.
If you're using the STEAM UI, you need to opt into the beta/experimental branch.
(in properties)
So when downloading I have to do
app_update 1690800 -beta experimental ?
Ok will give it a try ty
if this works then I'll just find a video on how to upload my sav file
thanks for your help
The save location should be the same.
You can upload saves to the server via the Server Manager in-game.
Ok
There's no easy way to download them yet, but uploading? Sure.
do you know how many threads dedicated server uses? right now i have 6 threads assigned to my server container.
No idea, don't care, isn't important.
Mine use something like 40 - 60.
And I don't know how it looks via a container, either.
You may be seeing just virtualisation threads.
4 physical 2 logical
Yeah, but what the hell? "So many CPUs, and then add this many threads" doesn't make sense.
For starters, what shows up as "CPUs" is the logical threads.
If you have 4 CPUs, each doing 2 logical cores - you have 8 cores.
proxmox doesnt break down logical vs physical cores.
yeah.
So one thread per virtual core.
was just wondering if adding the other 2 threads would make any diffrence in the server.
Probably not.
Apart from the main thread, the others aren't all that intensive.
The server favours single-core performance over multiple cores.
So, to improve performance of the server, adding more cores won't help. You need a faster CPU.
yeah. its running on an i7-4765T
Where would I upload the .sav file?
In the Server Manager, on the Manage Saves tab of the server you want to upload to.
What's the Status?
ok fixed that but as I was saying above. Wouldn't I have to put the sav in a folder first?
No, you're uploading from your local game.
Which is weird, that there's nothing there. Are you trying to upload a save from u5?
oh thats probably why. This is a sav of my friends game that I'm trying to make into a server through a VM
Oh.
He just sent me the .sav file
Then you can either put it in your desktop's save folder (and then upload through the UI as above),
or you can drop it directly into the server's save folder.
As for "and where is the server's save folder?" all I can say is "Wherever the container put it."
Wherever the hell that is.
Im tryna find my desktop's save folder
There's probably a Google search.
I wouldn't be surprised if it's somewhere in AppData.
Yeah
Users/{user}/AppData/Local/FactoryGame/Saved/SavedGames/your ID or whatever
Yeah I found it
first time tryin Dedi server, and I cant change the session type to friends, I see the "fix" is to open the save file in solo play, change it, save, and reopen on dedi, but didnt change the type, what am i missing?
The fact that the dedicated server doesn't have session types.
It's available to anyone who can connect to it.
(and, if there is a password set - knows the password)
cool so, it wont let me send him an invite, how do I let know how to join?
If you're talking about session types, you're probably still in the singleplayer/listenserver mode.
You need to go into the server manager and add your server there, and connect from there.
Your buddy will need to have your IP, port, and game password,
and your ports must be forwarded on your router.
ok, I think I did that, I can connect to it over the LAN from another PC
thanks, I will double check
Kad thanks, I had overlooked the IP, also can you make an experimental dedi?
yes you can do an experimental dedicated server. its very buggy.
Very buggy. :D
some one trying to connect to my server. i see the connection log attempt. and it just spams "LogNet: NotifyAcceptingConnection accepted from [persons ip address]"
send ip address 
loaded the game up as a local save and they connected just fine
Hehe, can I run a dedicated server on a raspberry pi
Nope that’s 32 but I think
Just read the wiki
Why can't my friend reach me with my public ip and the ports are activated?
This is error
Alien language is the problem😫
it's french
en french ?
I know it's French, but I still won't understand 😉
Anyway, networking is quite simple, first test to see if you can connect locally, if that works it's not a firewall on the server and it means it's your router/firewall/modem.
Then check if you forwarded everything correctly on the correct ports, protocol etc. because something is blocking the request from your friend.
Also make sure your friend is connecting to the correct port (only the IP is not enough) and that your server is actually early access and not experimental (or if it is experimental make your friend download the experimental and not early access)
yes
If there's a server mismatch, the game will say so. This is a case of no communication. Also, this case is a bit more complicated (been dealing with it for a fair while yesterday).
Sounds like an after-spitter-crash issue. If nobody can connect (you included) - download the save, load it in single-player, kill whatever critters are around, save, and upload the new save to the server.
@blazing halo i had already fixed that and i was logged in fine.
So... you can log in, but others can't?
Test: can everyone log in if you create a new world?
If YES: there's an issue with the save, still.
If NO: there's an issue with the server, or with networking.
yeah i made a new world and the same thing happened. i loaded the server save up as a local and he could log in fine.
systems rebooted. now just need to wait and see if they can get in.
Anyone else having issues with the latest experimental build (id: 9105586). Since the update I am unable to start my server. It will begin to start and in the server manager I will see it say loading game, and then its goes back to offline and crashes. I tried wiping the server and reinstalling and no luck. However, if I go back to the public branch it launches fine.
How much RAM available to the server?
I hope that clears it, because otherwise I've no clue. :D Would have to start considering external factors, and that would suck, especially if it did work before... (and, more to the point, external factors turn it into a local, one-off issue, which will neither benefit others, nor will it benefit from other cases)
this server has 256gb of ram
And how much RAM is made available to the Satisfactory server?
That is the only thing running on this particular machine so I don't restrict it
unless its restricted in config files and I missed it
The game doesn't come with any sort of restriction mechanism. If you're using something else (like LGSM, Pterodactyl, AMP, straight-up Docker), you should say so.
I was using LGSM prior but did a straight install to try and remove as many variables as i can
Okay, so we need to know what the logs say.
log screenshot:
Tell me... why do you give me a fish, when I asked you to teach me to fish?
line right above is:
LogCore: Error: appError called: Assertion failed: mPerLevelDataMap.Contains( destroyedActorLevels.Key ) == false [File:D:/ws/SB-lowprio/UE4/Games/FactoryGame/Source/FactoryGame/Private/FGSaveSession.cpp] [Line: 616]
Okay, so that's more informative.
What happens when you try to create a new session? Does it stay running?
And, are you trying to load a u5 save into a u6 server?
I can't get the u6 server to launch long enough to make a new game honestly
I did make a u5 save and save that. Then update to u6 and still won't launch u6
You didn't answer my question.
Are you trying to make the u6 server load the old u5 save?
Dude, that's a YES/NO question...
Nope right now I am just trying to create a fresh u6 save or upload our prior u6 save. Niether of which have been successful so far
Have you tried creating a new session? Like, removing all saves, or wiping the Settings and launching it fresh?
Yeah, I went as far as to an OS reinstall and fresh install over the past day. Then redownload steamcmd and then install satisfactory server experimental.
Did you restore all data from the old OS before you did that?
(like the home folders and such)
Nope
this is just an old server I have sitting around I use for game hosting so I don't care about anything on it honestly other than my game lol
So, bottom line: if you do a 100% wipe and install fresh, then install the server fresh - u6 crashes on load without giving you the option to even create a new world.
Yes/no?
yes
Then you've found a bug specific to your system. Thanks for playing.
Switch out hardware, try again. :)
darn figured as much but thought it was worth asking
What sort of "old" server has 256 GB of memory? What is it?
HPE Proliant server that a customer upgraded to a new one and didn't want the old anymore
(I do have one other idea)
I'm open to ideas
Well, since the system has so much fucking RAM,
you can set up a VM.
A full-blown VM, not just a container.
oh good call.
I doubt the server needs more than 16 GB of RAM and 4 cores, in the end. And that should be somewhat future-proof for the next... year, maybe?
only reason I don't run esxi but instead ubuntu is to try to give as much power to the game as I could so yeah I'll give that a try
(u6 currently needs something about 10 GB, maybe 12 in the upper range)
yeah this was originally an esxi host running multiple vms which is why it has that amount lol
Yeah, I assumed as much.
It's why I opened with RAM available instead of "how much does this computer have".
Also, I will not accept that a fox can have a beard, unless it also has more than 1 tail. ;]
LOL, fox is part of my actual name and I have a beard. Sorry to disappoint
Heheh. :)
I was thinking more along the lines of youkai.
Like the nine-tailed fox.
(which could take a human form, so - it could theoretically have a beard)
fair enough, though I don't think I've heard of them having bears even then. I'm gonna have to do some googling now
Any human form. But I was more about "having a human face" there.
Anyway.
If running a linux VM doesn't work, try running it under a Windows one.
That's... suboptimal to say the least, but if that's all that works... it's what works.
hello, when i try to create a game on my server it crashes when i try to log in can anyone help me?
believe it not installing on a vm and restoring save files there worked.
Hey, try something for me... Make a new save, and try to load it outside of the VM. I'm curious.
If it still fails, it'd be good to put this on the bug tracker, along with system specs (server make & model, CPU model & count, RAM sticks + ECC capability etc.).
It's possible that the bug is in some still included (because multiplatform) code that is nevertheless rarely used outside of server platforms.
Or it could be that you need to do a microcode upgrade for the CPUs.
I can load it in my single player. Let me try it on another server
didn't even think about that. Good call
at least worth trying
Well, it's an assertion failure, so it's serious.
I mean, it could be a dumb bug, but assertions are usually things that - if everything was executed properly - should hold true.
Like, for example
i = 0;
assert(i == 0);
If that assertion fails, something has gone very wrong.
Gotcha. Yeah that is going deeper into that my knowledge takes me sadly. Thank you for the help. I really appreciate it
Here's another thing... I never use assertions in my code, because I prefer to use more versatile error-checking. As such, I don't really know whether they can, for example, be controlled by the environment.
For example, that assertion may be outdated, but nobody ever noticed, because everyone runs with assertions off.
Should they be on...
Using LGSM to quickly deploy another server I can indeed pass the saves around. Gonna try some hardware troubleshooting next. Then upload my findings
It'll probably end up being a low priority, but nevertheless a curious thing to debug for someone "with a minute".
You know, it's actually fun dealing with someone who knows what they're doing. :D
lol I understand that all to well
They ever fix the issue with the dedicated server addon for Epic where the Early Access server kept using the Experimental server?
anyone getting a bug where stuff just stops flowing into a sink?
What are you trying to sink?
Hey, I'm sure I'm blind. But I'm not seeing the steam CMD command to upgrade my server to experimental. Is that possible or am I blind?
Anyone have any luck using Google cloud?
I was able to deploy the server using docker on the 16gb compute offering but not on the 8gb which should still offer plenty of resource
u5 or u6?
U6
Because u6 requires more memory, and running it on 8 GB of RAM is not going to happen.
Ah. Ok. Didn't see that on the wiki
Uses up something like 10 GB residential.
Well, it is experimental on top of being experimental, so...
I will use the larger compute offering. Out of Intrest where do you host yours? I am going to make a webpage to turn it on and off to save costs
Besides, once all of the debug stuff gets pulled out when it hits production, the footprint will probably go down a little.
I self-host.
Fair enough. I would love to but unfortunately electricity costs are too high. Is there any likely chance the server runs on Arm at some point in the future? Oracle cloud have some beefy ARM machines very cheap
I don't know. I think I've seen that asked before, with a response that amounted to a "don't count on it", but my memory can be spotty. So - I don't know.
Does steamcmd run on ARM?
Also, define "beefy".
Yeah as far as I'm aware it's just the server doesn't provide package/binaries for that architecture
Well ...
Because as far as I recall, ARM excells in thread counts and parallelisation at modest energy requirements, but not so much in raw CPU power.
24gb ram and 4 cores I think but it's totally free
CPU speed?
I have around 20 things hosted on it currently
Or perhaps "equivalent x64 instructions per second" would be a better question. ;)
Oracle Cloud Infrastructure offers Ampere Altra processors with an industry-leading 80 cores per CPU, with all cores capable of running at the maximum frequency of 3.0 Ghz consistently. Each core comes with its own 64 KB L1 I-cache, 64 KB L1 D-cache, and a huge 1 MB L2 D-cache, and delivers predictable performance.
For sure it's not amazing but it's free 😜
Hm... Well, I run an i7 that's normally at 3.5 and turbo's to 3.9
And much better compared to free offerings of azure/Google cloud
and I get 10s lag spikes on saving with about 1/7th? of the map covered.
(with 30s being the technical limit of the disconnection timeout)
Oh dam it needs beefy beefy then...
It does say that it prefers single-core CPU performance over multiple cores.
And heavily, at that.
between game servers requiring strong single-core performance, and not natively being available on ARM in most cases ... its not really the environment you want for it