#dedicated-servers
1 messages · Page 242 of 1
They're playing with optimising the process, and I can already see an improvement, but...
I totally get why they wouldn't support Arm as the reasons above. I just like to squeeze the stuff I can get for free .
The only real gain would be if they could really rewrite portions of it to take advantage of the ARM arch.
Then - yes, it might work.
Nice. Anyway thanks for your help! Will go and try again in Google cloud
(because ARM offers some interesting savings, so the clock of those CPUs can be very misleading)
But then again,
this would be general-purpose...
Hey, you're welcome to let us know how the costs shape on running the server there, because I'm curious. I've been thinking of doing something like that, actually.
until ARM desktops start pushing into gaming in a few years, game servers are likely not going to specifically a thing either, since there is typically a lot of shared work there
Well, Epic Games might show an interest there, and if they include it in their UE toolset - it might happen, and sooner than you'd expect.
Will do. Me and a friend play around 5 hours a week. I'm building a quick web interface in python to turn it on and off as well as track costs in a nice ui. I'll give u a ping when it's all working and will most likely share my code on github
Most of these things (like the fact that there's a Linux version of the server) probably happen because it's available out-of-the-box.
Early projections seem to be $4 a month roughly. If 5 hours a week played
That would be very kind of you. Thank you.
Heh. A cost per player, per hour played might be a good general estimation.
Would probably work better than a goddamn Nitrado instance...
... and be more cost-effective.
Because fuck Nitrado.
paying per minute or per hour is going to be better if you have low playtime, the monthly fix cost will catch up on heavier playtime though
I think this would be good for players and the community to know, to be aware that it's an option anyone can go for.
So again, thanks. Looking forward to your cost/use breakdown.
And the tools! That's always wonderful to have.
There's already a python manager for server instances,
so it might be good if it could be merged into it, have it auto-detect running on The Google.
Could be interesting.
@blazing halo At my pc now, Are you aware of a performance impact of using Docker to run the server or would you just install to the server? (Debian based)
Thank you
Docker can have a performance decrease, depending on what your doing. But for the most part it's optimized really well compared to a virtual machine. I'd say it pretty negligible
Hello dud how r u ??
So today after work I wanted to play for some time, but the DS still at the same problem .
I doesn't want to load my session neither creat a new one .
Docker itself is nearly negligible overhead on the scale of MB of ram.
Definitely worth the upside of having it be containerized and much easier to manage. I have been considering putting one on my kubernetes cluster
hey are mods compatible with servers yet?
As far as I know - no. You can ask in the mod Discord though.
Is this a bug? this happens on Water Extractor
Yeah, looks like it.
It's a visual bug however.
It also happens in the oil extractors - and I've seen it once or twice on refineries, so it likely affects the entire fluid chain, and is more a general "fluid input/output" bug than a particular "extractor" bug.
how large are dedicated servers?
Hey everyone, here are a list of issues bugging the crap out of me on Update 5 of DS, and I am wondering if any of this is fixed in 6, and/or which of these are NOT as well known and already posted on the QA site for the devs to look in to. Listed in order of severity (i.e. hate factor; makes me not want to play SF ever again)
-MAP/COMPASS: Cannot see yourself or your friends on the map OR the compass! Like, seriously, not at all. So, so stupid. Map is missing items, only shows vehicles and stations, literally nothing else. (only happens after a certain size of factory and units and vehicles are built).
-MAP: Location of derail or stalled trains is not accurate. Can only use compass to track them down
-MAP/COMPASS: Missing items (shows only vehicles and stations, nothing else: related to the first issue)
-HYPERTUBE HANG: Hang if autosave happens to kick off while in hypertube. Rejoining the game spawns you somewhere OUTSIDE the tube at the location the server last "saw" you (which results in death of course, if the tube is high in the air... that is always a joy)
-PROGRAMMABLE SPLITTER: complete disaster, useless. Doesn't remember or apply config you set.
-BLOCK SIGNAL stops showing color after building one unit (have to re-select from build menu for EVERY placement)
What do you mean by "large"? What size are you asking about?
-
Splitters: known issue
-
Hypertubes: I never experienced this myself, but I've taken great care to avoid being inside a hypertube when a save is made. It was perfectly logical to me that, on a subsequent reload, the game would not have the necessary "inside hypertube" state, and would instead do the next sensible thing -- spawn me outside, wherever in the tube I happened to be. I doubt this will be fixed, to be honest - it's an underlying issue with the used technology; the fix would be too costly for the gain.
right, its subjective. I'm talking end game with nothing more to research, 20+ trains, 20+ trucks, nuke power, track and hypertubes everywhere... I could load it in SF tools to get real numbers of units. All I know is I had NO map/compass problems early in the game, only later as more and more assets were built and taxing on the system.
To clarify: I only touched upon those two subjects. I haven't encountered the other bugs you've mentioned, and haven't seen them discussed, so I can't tell you anything about them.
I dont expect spawning outside a hypertube to be "fixed", but I definitely expect the game not to lock up when in a tube during autosave. You cannot always predict and prevent this, that is not a solution at all.
Never had an issue with it "locking up" on a server.
If this happens to you in single-player play, or in listenserver play - this channel is not a good choice of place to discuss it.
In most cases, when a save hits me while I'm in a hypertube, I can't interact with stuff until the game officially spits me out (due to savetime desynchronisation).
But a hang? Never.
If your game hangs on saves in a hypertube - you'll have to report it (or check if it's already been reported). The most likely issue for you being spawned outside of the tube is that you probably get disconnected, and the server doesn't know what to do with you (similar to a situation if you, say, quit the game while inside a hypertube). This is, most likely, a game client problem.
no, I'm running a DS with 8 player limit
How long does your server take to save the game?
(it gives you a summary in the log, after each save)
10-20 people?
8
If you're asking how many people a dedicated Satisfactory server will hold, the answer to that is: 4 by default.
The technology behind the game has a hard limit of 99, if I remember correctly. The game is by default set to limit the number of available slots to 4, however.
If you wish for more than 4 players, you will need to modify the .ini files to accomodate.
Do keep in mind that the limit is set this low due to the strain the replication causes (or has the potential to cause). So, if you increase this limit, you do so fully at your own discretion and entirely on your responsibility.
Do note that if your bugs only show up when there are 8 players in the server (or, well, above 4), this may count as a "won't fix" (or very low priority) due to the official limit being 4 slots. If you wish to report these bugs, it would be a good idea to confirm that they exist/can be triggered on a server configured for default gameplay settings - otherwise you may be asked to do this, or get dismissed altogether with "unsupported configuration". It would be good form on your end to put in the effort to prove that these are bugs that may affect everyone.
will they ever get mod support for dedicated servers
probably not, if its not built in by this point its probably not gonna happen... but who knows.
It is built into the server, actually.
The problem is elsewhere.
While both the game client and the server support mod loading - before the server was a thing, the community banded together and created "a bootstrapper" mod that makes the various mod-related utilities easily accessible to other mods... a sort of "glue" that makes stuff like adding new recipes, loading things into the game etc. easier.
Now, years later, all mods rely on that particular mod to function at all.
And that mod doesn't have a server version.
Hell, it doesn't have a Linux version, either.
And that's where the primary issue currently is: no mod will load on the server, because they all fail loading on the non-existing dependency.
If you were to download and set the modding tools up, you probably could build a mod supported on both the client and the server. But you'd need to re-invent the entire mod API from scratch to do so.
And, as I understand, the "grandpa mod" doesn't exist server-side because of a lack of proper toolchains to build it.
(since the code would be, I imagine, largely the same)
So technically the server does support mods - it's the mods that don't support the server. :D
@tawdry marsh @stoic stream ^
is there a question
What CSS could do, would be to contact the mod developers and incorporate their changes into the game itself, making that mod irrelevant. Afterwards, it would take rebuilding the mods without that dependency.
No, I just realised I didn't ping y'all back when answering.
hence the ^ mark, indicating "see above"
All server options I see online only mention X amount of slots for Y days. Is there a site which actually mentions the cpu performance?
I doubt it... it's not in their best interests to advertise it.
Saying 10 slots means nothing for satisfactory, why would anyone pay them blind
I need a strong server for only a few slots. And the expensive deals just say 20 instead of 10 slots for example
Well, you don't really know whether their offering is good enough for even 5. And nobody really does. Having CPU performance info would be great for you, since it would allow you to pick the clear winner. Which is why they don't do it.
Are there any benchmarks?
No idea, and I doubt the hosters would want to release that sort of info, either.
But then, I self-host.
Maybe someone else here can give you a better idea.
I cant believe how stupid this is. Its like buying meat and the butcher doesnt tell you from which animal or which part
And everyone is fine with it
Do you think they would if the regulations didn't require them to?
The sellers with the non dog shit cpus would probably share that info
Would they? Because if they did, then they'd have to actually maintain that standard.
If you don't say it, you don't have any real obligations to keep to it.
This way they can swap you out, or throttle you, without even having to mention anything to you.
Then why would any server host not rip you off?
IIRC when u6 came out, the bigger hosters immediately offered it as an option - but didn't increase RAM (u6 needs more), so things were really unstable for a while.
(read: shit kept crashing OOM)
Well, my view is that all of them do, and this is why I self-host.
For instance, ARK and CONAN both have an advert for Nitrado right in their server picker UI. They didn't put 'em there because they offer the best service - from what I gather, Nitrado is quite shitty, and hostile to consumers on top. No, they put it there because Nitrado paid them to.
Self hosting is like buying an ice truck to eat some ice cream for 1 summer. Its not worth to buy and sell it after 2 month
you lose too much money
I don't know... being able to administer it myself, knowing exactly what is in it, having full control over when it's up... I get that I'm paying a bit more for power, but I can run a number of servers if I wish to.
I think it's worth it, for me.
Nobody said I only host Satisfactory, after all.
And contrary to popular belief, running a server isn't that expensive. Your networking equipment already runs 24/7. You're basically adding some 200W in total (worst-case 100%-all-the-time utilisation scenario; practically it's usually 10% of that, though the energy floor can be anywhere between 60 and 85 W, depending on the hardware - I used 85 W in my calculations).
That's between 60 (typ.) and 150 (max.) kWh monthly. That's $10 - $24/mo, if you already own the hardware.
Yes, that price is 2.6x higher if you happen to be in urban Hawaii (1.5x for LA and NY).
(that's according to bls.gov btw. --> h ttps://www.bls.gov/regions/midwest/data/averageenergyprices_selectedareas_table.htm)
Yes, there are various things you need to consider (like replacing aging and/or failed hardware, or expansion options), but for the most part? Meh. Your server doesn't need a GPU so you can throw in the shittiest one you can find for it to pass POST (or better yet - a CPU with a built-in iGPU), and it can get by with just 1 disk (SATA SSD on the cheap, NVMe SSD if you want more performance). If your machine doesn't have an NVMe M.2 socket, you can get a PCIe card for $10 that'll provide you one - there's usually an extra PCIe slot that's wired as either 8x or 4x. Getting 32 GB of DDR3 (or even DDR4) should absolutely not be a problem, either - and if you've been gaming for a while, you probably have chips gathering dust (hell, you probably have a machine that needs some cleaning to be ready to go).
I use an old i7-4770 CPU (w/ iGPU) to host mine.
Hello, does anyone know how the dedicated server works in satisfactory? (Let's take epic games as an example, where there is a dedicated server tool.) I take it to mean that you run it on your own PC or the online server of epic games? So if you turn off the PC, does the server continue to work?
Hello 😉 If I build a vehicle on the dedicated server and drive off, a ghost car stays there, which is also not usable. like a hologram. Why is that? Is there a solution?
It's a visual bug. Ignore it.
You run it on a PC you own and/or have access to.
If you shut the PC down, it will also stop the server - it can't run with the PC off.
If you don't have a PC that is available 24/7, you can purchase a virtual server somewhere, or - dare I say it - use one of the many "game servers" offered by various companies on-line.
The last option is the most cost-effective, usually, but you'll also be limited in how much you can actually do with it (in some cases, even getting your savegames may be difficult and/or impossible).
It's a trade-off, really.
I set up a 2 PC as a server at home. There steamCMD runs with the Satisfactory Dedicated Server. My router is linked to my domain via DynDNS and can therefore always be reached, even if my IP on the router changes. There is a great tutorial for a dedicated server with Satisfactory on Youtube (German) (Windows, Steam and SteamCMD)
Okay... Why are you telling me this?
And I would like to point out that the Wiki writeup is perfectly lucid and usable to set the server up. Not to mention that the server is really simple to set up in itself. It may be the easiest of all that I've ever done, actually. If you go with the defaults, it's literally the install command, the launch command, and the port forwards. That's it.
So uh, we've got stuck with car under a map. Do you guys know if there's any way to delete the marker
or the car that fell under the map
You can probably use a save editor. I haven't used the online one (which, I think, is the only one working for u6 right now) to delete anything, but maybe?
There is a "floor" of sorts, since there is a point at which you're no longer falling... but I don't think it's reachable without a trainer program in SP. More to the point, you'd still need to set up foundations as you went along, since there's nothing to stand on down there, and you'd need to stabilise to be able to remove the offending vehicle (I don't recall the removal tool working while falling, though I don't recall trying either).
i see
I don't know if there's a trainer for u6, either. I know there's one for u5, but they did say they wouldn't be releasing one for experimental, mainly because it's expected to change quite a bit (as development happens).
At least not until it reaches EA and goes stable again, anyway.
How do you make the dedicated server docker to become the right server version? Im using ich777's satisfactory docker... It says game server version 195135 and server version 188609
By either removing Docker as a needless abstraction layer and following the branch selection directions in the Wiki, or by figuring out how to make your Docker implementation follow same.
Soo I figured out, why the Server crashes
@blazing halo
well i was there, when the Server restarted. And then it didnt boot up.
@blazing halo made some good progress this weekend on the Google cloud server project with web UI. Got it running for a friend and am looking at making it friendly for others to deploy now
didstopia/satisfactory-server works for me.
Bot deleted my last message because of the dockerhub link 😅
As we hit late game we are starting too experience quite a bit of lag
mostly movement lagg
is this normal?
we are giving it 12GB of ram and 4 cores
the movement lag can be described as anytime we stop moving it is like we get teleported a couple steps in a random direction
as well as rubberbanding
hey can someone help me setup my dedicated server?
I've done all the port fowarding and I use epic
I know that the server itself is running right now
but sometimes it lets me connect to it, then does this
I can vc if anyone is available to explain
would be greatly apreciated
nobody came 😢
Thanks. That docker worked
I get that error too, but i just reconnect and it let me login the second time. I use satisfactory-server docker. Maybe ask the guys in github for that docker? Maybe its only an error in experimental
Did you allow all of the required ports in the firewall? These are 7777, 15000, 15777 - all UDP. There's clearly some communication going, since you can see the server's name, that you're logged in as an admin, and the "Game Ongoing" indication - but can't connect to the game itself. This makes me think that port 15000 is open properly, but the others may not be.
Soooo... are you going to share your findings? Or did you just want to taunt me? ;D
Anything I can look at? Screenshots would do, since I don't actually have a compute account. Whet our appetite. :D
Even when I'm the only one in game, the issue persists, and other players that join all have the same issue (map and compass royally broken)
HOWEVER... we also just discovered that if we power down the entire grid, then shut down the server, then start it back up and join the server with NO machines powered and running, the map and compass suddenly work fine again. To me, this seems like a system load/computational limit. It clearly cannot handle the load. 1000+ machines producing when powered.
PC: core i7-9700K CPU @ 3.60GHz
32GB RAM
Should NOT be an issue
I'm going to try and glean all I can before submitting a bug, including running the game from a different physical server, etc.
A thousand machines isn't that much...
agreed. Map is wussy
A post with those details and whatnot would probably be good to make on the QA site.
Especially with a i7-9700K... like, what the hell. I run this on an i7-4770 and I only get lags/rubberbanding when the server saves.
I shared them. Whenever the server does a restart. Ans i am talking the automatic one,, he crashes
Ah. So you didn't figure out why it crashes, you figured out when it crashes.
Any logs to share?
Where is the server save data stored ? I don't find it under factory game. I'm using the steam CMD
I think I found d it. It was hidden under appdata
Yeah, it's in the user profile for the OS you're using. :/
Logs?
Yea. I forgot thst I hadn't enabled hidden folders on my server computer computer
I sincerely hope they at some point add a param to change the location of the save files, because damn not being able to change it is dumb.
What?
Connection timed out. ;)
It means that either side of the connection didn't correctly respond within 30 seconds of the last correct communication packet, and so the connection was considered "broken" and was closed.
Fix it? I restarted Steam
I have no idea what is wrong. Where do you have your server?
It was good, thanks
schokbyte
Then please follow up with Shockbyte.
ahh crap. I forgot to share my findings. Okay what I realised, was, that when the Server srestarts daily it crashes and then is dosnt start up again
I actually had that problem. It seems to have resolved itself, however.
Or, rather, I had another problem: that when it exited, it didn't actually terminate properly.
So it was persisting in its crashed, yet still running state.
(not fully able to crash, not able to restart itself, and not able to exit so that the script could restart it)
If it crashes, you can set it inside an infinite loop to restart it (on linux, something like while true; do ./StartServer.sh; sleep 5; done should do).
(replace ./StartServer.sh with whatever launch command you use)
It would still be nice to see some logs, to know why it crashed.
Yep
It shouldnt crash though
I might as well just add a ceonjob for lgsm to check every 5 minutes, if the server is started
I never had that error on ich777 satisfactory docker but there i only ran it as default and not experimental.
Well, it's not like it's a specific error... It could indicate anything from a broken route, the server crashing, or even the hoster's datacenter going dark.
All it says is literally that the connection timed out. It doesn't specify why, because it doesn't have any way of knowing that. The game client could perform additional checks (like checking if the server is still reachable, and if not - doing a preliminary traceroute, and so on), but... why? There are tools that do it better, and if you don't know how to use them - the results won't tell you much anyway.
Does adjusting just the server-side timeout time work?
I fully expected the change to only work when adjusted on both ends of the connection.
It did for me
Interesting...
It would imply that the server passes this value on. Otherwise, the client would still time-out after 30 seconds.
Idk he could try it and see if it works.
Well, he's hosting with a third-party, paid-for hosting service, so whatever is causing the issue - he needs to resolve it with them.
Question what's the difference with running it in docker and pterodactyl
Yep
I'm wondering how far the server is from him? Like in a different country?
From what r/selfhosted says - Pterodactyl is a UI wrapper around Docker, intending to simplify the management and make it more user-friendly (perhaps casual-friendly is the right term?).
Awww ok. I decided to host skyrim together on my server too
Hmm... Skyrim is pretty boring by itself. Does adding friends improve it? xD
Yessss
I mean, beyond having a laugh-buddy for the multitude of bugs? xD
Been thinking of doing an Oblivion playthough, just so I could exploit the hell out of the enchantment/alchemy ladder, seeing how fast it crashes on my current rig.
I love pterodactyl it makes it easy to host multiple instances and easy to restart instances on updates
One word to that: meh. I doubt it can automate the more complicated things (like updating mods), and everything else I can just do myself just as easily. Plus, it does prevent you from re-using space by launching multiple instances of the same code.
I mean, it's probably a great beginner tool, but...
That's fine I have plenty of ram and space
Well, I don't. 32 GB of memory is the max I can have on this platform.
(the CPU, as far as I know, can't handle 16G memory sticks, and all 16G sticks I've seen are ECC sticks intended for servers (and the CPU doesn't support ECC either))
(not to mention that they're somewhat expensive, even today; I'd sooner switch to a DDR4 platform if I really needed the extra RAM)
I saw a server with 194 gigs of ram 500$
Meh, I'll probably upgrade my "server" hardware when I swap out the motherboard I'm using for my current gaming rig.
I'll spring for the 16G sticks then.
Though I doubt I'll switch to Docker even then, really. Running everything plain is often much more of a challenge (especially if you can't just pull a Docker image out of thin air... or github, as the case may be :D), but it's something I actually enjoy doing.
It may not be as elegant as a containerized solution, true... but I like pushing my stuff to do more.
Lol 🙂
... what?
I got both R720 with 2,2 ghz and R710 with 2,6 ghz. The R710 have 50 tickrate and R720 has only 25.
Tired and work soon
ok Ima retry to connect right now
OK.
Okay. So we can confirm that some communication is possible.
Is your average tick rate stuck at 29?
Well, that's not great...
What sort of hardware is the server machine running?
Is it running on the same PC you're playing on?
Why?
Anyway, you're running the server on the same computer you game on?
yes
Why?
beacause i don't have another one just for a server
Why are you running the dedicated server at all?
to be able to play with friends and to let them connect when im not online
Ok.
thx for the help btw ❤️
oh I thought it could run it fine... but idk, if you say so then maybe ill opt for just no dedicated server
just the ancient multiplayer way
the server just closed
Hey, just wanted to chime in here. @snow sandal and myself have progressed to late game and this server eats RAM
and the game uses 3 GB in the menu, before joining the game.
You have 16 GB of RAM available. Your PC is going to struggle.
Can you show me the last lines of the server log?
It kinda looks like it's running though...
and my only way to rerun it is to close it and relaunch it from epix
oh well, I will wait for my new pc and just go with the ancient multiplayer way
Try adding -multihome=0.0.0.0 to the server launch parameters. It should force it to use IPv4 exclusively.
do I do that in the epic app?
No clue. :D
If you launch it from the Epic launcher, then probably yes.
u mean like if you were adding a command before launching an app from steam?
You are using the epic launcher to host a dedicated server?
yes
soo idk what OS you are running or what you are doing. But, you can login anonymous using SteamCMD if you use a server type OS
Ubuntu Server for example
He's on Windows.
awe okay
SteamCMD works on Windows as well, but he chose to go with Epic.
yeah epic is trash IMO for hosting the server
in the Wiki, you will be instructed on how to set it up via steamcmd
I can confirm you can host using steamcmd and connect with epic
I use Steam to play SF but @snow sandal uses epic to play with me hosting a steamcmd server
Well, the game uses straight-up network connections, so it doesn't matter which platform you use to host it.
I would do that, but is it worth it with my pc?
you can try it is free to try lol
like should I try even though u just said that it would strggle
I mean....
I would give it a go. But it might struggle toward late game
I apologize for not staying in the loop on this conversation....
Is this a dedicated machine? or are you playing and hosting
I think it'll struggle anyway, since the server will eat up 10 GB regardless, and the game will add its own 8.
But trying is free.
im trying to do everything on the same machine I don't have another one
I have to agree with @blazing halo if that is the case... But that doesn't mean you can't try
I guess the benefit would be not running the actual game so that others can join you. Otherwise if you are playing and hosting on the same machine... It has to be on regardless. But, I haven't played with much of the multiplayer way of things. I have only ever hosted a dedicated server..
ok thanks guys, I'll try steamcmd for fun
see if it works
i would happily host a sever for you or anyone in here but im in the US and from the look of it you're from the other side of the pond lol
France, I think.
yeah lol
Your shit's in French. xD
ye i speak french in canada
I would offer but I have a-synchronous internet.... so I have a whopping amount of 17mb upload.....
barely get by as it is hahaha
ohhh well i live in California i can host a server for you if you would like i have a 1Gpbs connection here so let me know
In the US, right?
Yes
bro you don't have to do this for a random on the internet ill be good
I find it hilarious that the US is behind literally everyone else on this particular thing. :D
Good ole DOCSIS3.0
Jesus, that's ancient. xD
coax
yessir
I live down in the bible belt soo these southern states are a struggle
i know but i have a seperate machine 3950X and 64Gb of 3466 ddr4 ram kit so i have plenty of power and i enjoy hosting server is is hobby for me
I'm in Poland and I have synchronous gigabit, with the option for 10 for an extra $5/mo.
holy crap
thx for the offer ace, ill decline
I just want gig up and down
Gigabit up/down for something like $16/mo.
Alright I gotta pick your brain for a second. you are saying 10g up and down?
The US is rekt in this particular aspect.
I'm saying I have the option, yes. I don't have the hardware for it.
yeah I was about to say
most network ports unless you buy specifically for that don't even support 10g
not to mention doing that over copper isn't the best idea
Soo I ran cat5e over my lab so I can't even run anything higher than 1gig to begin with
I wish I would have run something better or even fiber conduit
Yeah, unfortunately hardware is a pain. I mean, I could get a switch that supports that over copper (and my cabling is 10GbE ready, believe it!), but it'd ruin me something like $1000 for the switch, and I'd still need a) network cards (about $100 a pop), and b) a router that can actually deal with 10 GbE (and good luck with that).
$$$$
As-is, I could possibly get 2.5 GbE internally, but that's it.
I did experiments with dual NICs and various bonding modes, and I did manage 1.8 Gb...
... but Windows didn't want to bite.
I had a juniper 2300c I bought second hand. It could handle dual 10g fiber ports and it was north of $2300 retail
soo yeah it gets bad
Linux did, FreeBSD did... Windows, nope.
man I am jealous though
I even actually managed to get the Intel driver for the dual-NIC card I have, and it does support bonding (in Windows, it's "teaming"), but it does not support mode 1 (I think), so I'm SoL on that front.
I pay for 17mbup/1gigdown with a static IP and its $110 a month... on nasty old DOCSIS
At least you have a static IP.
MY ONLY OTHER OPTION is 25up,75down over DSL
Static public IPs are made of unobtanium over here.
oo dang
You can only get one if you're a business entity, on a business contract.
My cost is a bit higher because it is Business Internet.
Unavailable for consumers.
yeah well that is why I have it
But eh, a little bit of DDNS magic, and it works okay.
But man I am jealous
i hear you i have 1Gbps down/ 40Mbps up with Spectrum beause that all they offer in my area with 1Gpbs for 129 USD
I feel you ACE
I really wish I could afford dual ISP because mine goes out often for it to be business internet....
Well, pester your damn senators and whoever.
I get this sort of Internet access because the EU decided that all its citizens should have phat pipes.
Southern US is probably the worst
yeah fios here can get you 2.5Gbps down and up but not where i live 😦 i would get that in a heartbeat lol
Meanwhile, the US is split between 4 humongous monopolies that stay tf out of each other's way.
Yeah.... ATT is apparently laying fiber around parts of my area but not mine
They keep trying to get me to switch over and I just ask them every time "you got fiber yet"
I can get three different cables over here, with four more wireless/radio options.
that is nice
One of 'em even offers gigabit, supposedly.
But yeah, this is free but regulated market.
Regulated, so that consumers get options and nobody gets too powerful.
Y'all wanted free unregulated, thinking it a great idea?
Well, that's what y'all have.
The funny part is, THATS SUPPOSE TO BE BETTER
It never is.
but whatevs
mm
If the market is unrestrained to pursue profit at the cost of everything else,
sorry I digress. don't want to get into politics lol
it will pursue profit at the cost of everything else.
I am just mega jealous @blazing halo
Sounds like I need to speak to the wife tonight about moving to Poland 😉
Well, I'm jealous of the fact that you don't have to add $250 to every damn PC part you purchase. :D
ooo yeah....
Because seriously.
see I am numb to that
$300 GPU? shoot not anymore
Yeah, I know.
that gets you like a 5 year old gtx 1050 2gb
my 1660Ti is 280$ lol
But yeah, ours went up to 13000 PLN.
well yeah it is has come down
The average monthly income is something like 4000 PLN, so realistically you have 500~800 PLN free to put away towards something like a GPU.
I could do a 3600 PLN GPU over time... but 13000? NO.
I could buy a used car in working condition for that money.
man those increments hurt my brain. Although, I don't have many brain cells left anywho
What pisses me off is that people still bought them.
Taking loans and shit.
IDIOTS.
All that does is teach the companies that we're willing to pay those prices.
And that was 13 000 if you were willing to wait a few months.
If you wanted one immediately, the scalpers charged 25 000.
Well, consumers.... sorry I didn't mean to get into this on this chat lol
but I feel your frustrations
all they way from the US
... yeah.
🤡 = scalpers
The prices are coming down, but a 3060 still costs 4000.
That shit should be no more than 2800, since it's a low-end budget gaming card.
You want a 3080, that's 7500 right now.
What a clusterfuck.
So I'm still on my 1080.
I got it when it came out, soo... what, 6 years old now?
5? Something like that.
Everyone's like RTX ON
and I'm like - damn, WALLET OFF
_<
But hey. On the positive side, I have no debts. At all.
No loans, no credit. Nothing.
I could sell the flat and disappear, knowing nobody will try very hard to find me. :)
So there's that.
does anybody here have a server that i can join
@blazing halo I am trying to get to that my guy
hey you guys still there?
@blazing halo @young sinew could you help for a little thing?
?
so I installed steamcmd and runned it with windows command prompt
know i want to run this command
but it doesn't work
Expand on "doesn't work".
Yeah, well, you're trying to call steamcmd from within steamcmd.
So yeah, it won't work.
;P
so i just do +force installdir and the else after?
Yeah.
Also
if you run -beta public (or nothing), you'll get u5.
If you want u6, it needs to be -beta experimental instead.
ok so i reopen another command prompt
(it will close steamcmd and drop you back into CMD)
ok
If you're in CMD again, you can use the full command.
Though I would be more specific.
do i re quit?
C:\steamcmd\steamcmd.exe +force_install_dir "C:\GameServers\Satisfactory_u5" +login anonymous +app_update 1690800 -beta public validate +quit
(this way if you want to install u6 in the future, you don't have to go out of your way to rename the previous one)
thats the command prompt.. you won't be able to remove it.
Just take this this command and run it straight.
(also, this command will work regardless of where you're located in CMD, since it includes absolute (i.e. full) paths)
(no, I'm not about to explain any of that shit xD)
LOL
I'd be here for the next hour if I did. xD
WAIT IT SAYS u5
:_(
Yes, because -beta public is u5
fuk do i wait for it to install then delete it or something? i want u6
If you want experimental, I propose:
C:\steamcmd\steamcmd.exe +force_install_dir "C:\GameServers\Satisfactory_u6_experimental" +login anonymous +app_update 1690800 -beta experimental validate +quit
You can hit Ctrl+C to abort.
(you will need to delete the folder manually)
shit ur a genius
Nah, I just been doin' dis shit for the past 20 years dawg.
REMEMBER the install command, my dude.
Save it somewhere.
Because this command is exactly the same one you will use to update your server.
(it essentially tells steamcmd to install the server, but steamcmd is smart you see - it'll see there's something already there, check it out, and download only the shit it needs to bring it up-to-date)
u mean when there's a new patch on the game, to download it to the server, I run this command again?
Yes.
ok thx
To easily start the server, I will recommend you go into its folder and copy the .bat file that's there
(I'm on Linux, so I don't know it looks like, but it will probably have a name like StartServer or similar)
Make a copy, because if you edit the original, it will get overwritten when you update the server, and any changes you make will be lost.
Once you have the copy, you can open it in a text editor and add things. Like -multihome=0.0.0.0 for example... ;P
- and then start it by double-clicking that file.
That should be it.
Closing the server will involve pushing Ctrl+C in the server's window that pops up (you may need to hit it one more time when it completes shutdown).
(though I suppose you can hit the [X] button to close the window itself...
like I said, I'm on Linux, and I no longer remember how to do this on Windows xD)
The defaults should be the same, and the server will remember where it had its saves and so on.
(the one upside to having it default in AppData)
so I don't do what they tell me in the wiki. ok
This will probably be a touch easier.
You can make a shortcut to that file somewhere more easily accessible.
desktop would be appreciated
haha
where the .bat at?
I guess the thing running it will be .exe
do I copy the FactoryServer.exe instead @blazing halo
pfeh
they didn't include one.
That's a shame.
Make a new .txt file, name it something like LaunchServer_u6_experimental.cmd. Right-click, select the action to 'Edit' - it should open in a text editor.
I do this in the satisfactory_u6_experimental folder then make a copy on my desktop then edit?
I do this in the satisfactory_u6_experimental folder
Yes
then make a copy on my desktop then edit
No
Edit in situ.
Since they didn't provide one, you don't need to worry about it getting overwritten on update.
Once you've made the file and opened it for editing, add something like this:
@echo off
c:\gameservers\satisfactory_u6_experimental\FactoryServer.exe -multihome=0.0.0.0
and save the file.
That should do it. Launch the server by double-clicking the newly-made file.
all it does is make is such that when running the script you do not see the actual commands printed to the terminal
I suppose it wouldn't really make a difference with or without it, in this case...
I included it out of habit. xD
I should really also add something like "$1" "$2" "$3" "$4" "$5" "$6" "$7" "$8" "$9" at the end, but meh.
yeah, I can count on zero hands the number of completed batch files I've written over the years that don't have @ECHO OFF as the first command
it's not at all the same thing as a shebang line on a POSIX script but it just as omnipresent
ok im launching the game, then the server
Start with the server.
it is staying open 😄
If you ever need the logs, they're in the server's folder
under FactoryGame/Saved/... somewhere in there
xD
probably Config/Logs or something.
Or maybe just /Logs.
Anyway, somewhere in there.
LETS GO im connected in game, now my only worry isa that it crashes if I create a game
my game freezes hard while i see the world loading 😬
a it crashed
can't I have the logs in a cmd prompt that updates every time?
It is standard practice for server processes to write logs to a file - sometimes in addition to writing logs to a terminal session.
Okay, there's nothing here. So it will instead be in a CrashReport.
You need to look around a bit, they'll be somewhere near there.
ye I sent the crash report and restarted the game
Wait, did the server crash, or did the game crash?
the game lol
Ohh.
Probably also OOM, but you need to look for the game log somewhere else.
that's something I foiund
Yeah, since the server didn't crash, there's no crash log for the server.
Ugh.
Anyone know where the Epic version of the game keeps its crash logs?
(I assume it's in the same place, but...)
do we really need them?
I don't know that they're kept longer than it takes to send them in to CSS
that should be automagic
hmmm
We don't really, but it would be nice to have it confirmed.
Try again, and once it crashes - copy the text it will have in that window, then paste it here.
Long story short - it's like FPS, but for the server.
No, it's usually capped at 30.
Essentially, everything in the game (calculating, sending data etc.) happens on a tick.
So if it says 30, it means that all of that happens 30 times/sec
Which means, it needs to do all of its shit in 1/30th of a sec to keep up that rate.
If it lags, tick rate will drop.
Well, that's very __un__informative as well, for some reason.
How about you go to Task Manager and look at the RAM graph?
ok ill reconnect again
If it goes up to the ceiling and then sharply drops (and the game crashes), that's a good indicator.
which graph?
Memory.
retrying
the cmd window of the server is always running tho
it never closed
oh shit
I thought I'd never make it
im in
memory stable at 80%
But in general - yeah, it's clearly an OOM crash when it happens.
(OOM = Out of Memory)
You can always add some more RAM, you know. Even adding 4 GB should help, at this point (though +8 would be better); consult your current situation to know what configuration would be best (it'll either be a 2x 2 GB or a 2x 4 GB, unless you already have 4x 4 GB in which case you'll want to replace two of them with a 2x 8 GB).
I'll just build an entirely knew pc with a friend by the end of summer
That also works.
But if you have slots free, adding 2x 2 or 2x 4 would be useful now, and should be relatively cheap.
I can see a G.SKILL set, 4x 2 GB, for something like $20 on eBay.
Expect similar prices on 2 GB modules in general. ;P
... and on 4 GB modules as well, as far as I can see.
@placid grail you can load your single-player save into the server and continue it there ;P though it probably will demand more RAM... xD
(not much more, but more)
Still, running it in this state isn't viable in the long-term (when you set it up for Internet accessibility and a friend joins in, it'll probably crash xD). But you've learned something, yay! :D
indeed my friend indeed
I just tried to close the server by going in the cmd thingy (the file I created) and doing ctrl+C
didn't work
Try again.
so I closed it with the X
It's offline. xD
bruh i just rejoined the game
as if it was running ya know
Or did you load into the single-player game? xD
no no it was on the server manager
If you rejoined it, it must still be running.
yes, but I closed the cmd window
Weird.
ok I guess I'll do that everytime I want to close it
Point of note: it probably won't save the game if you do it that way, so I'd strongly advise you to
a) configure the server to save the game when a player leaves
and then
b) leave the server before telling it to shut down, so it has a chance to save.
that's what I did 😉
coo'
now, something even weirder is happening
I try to relauch the same cmd (the file u told me to make) and it crashes after 10 seconds
aaaaa
You're still running out of memory. xD
(only this time, it's the server, due to the order of execution)
Log plz.
Still not the right one.
[2022.07.18-17.43.19:533][917]LogServerConnection: Closing by request
ah ah ah there it is
[2022.07.18-17.43.25:289][918]LogExit: Preparing to exit.
You guys have been active:)
ye man you're too generous
We know it's OOM, so I'm giving up on finding definitive proof.
As to why it's crashing now... no clue. Probably still OOM somehow.
If you ever find the crash log for the server, ping me with it.
Good luck.
good luck to you
not OOM the memory is not peeking at all when trying to launch but o well whatever
it's ok my pc want into a black screen and now I restared it and it works
it's just that OOM happens too often
what are the recommended specs for a server?
oh my bad im using a portrait monitor for discord so i didnt see that thank you for letting me know i really appreciate it
Anyone have experience with if I add more memory to the dedicated server if the auto saves won't take 30sec each time 😋 got 10gb now and we use all 10 and we are 165 hours into the save currently and just over 7mb save file
get a better cpu.
unless you have 10G of ram somehow, and you're using 10G... then yes more memory.
but your dedi is almost to the point where it will be painful to play on, and then cross into unplayable land.
sooo, im running a deidicated server through steam tool. is there a way to up the ram dedicated to the sever? i dont see any suggestions on the internet and i dont see an abvoious way in steam. i assume the additional CLI bit in steam but i cant seem to find the relative command for satisfactory
anyone able to help?
dedi server is on my 2ndary PC
I also dont see any mention of RAM in the wiki with the exception of the recommended requirements.
How do you mean "up the ram dedicated to the server"?
The server will use whatever RAM is available in the system it's running on. If there's not enough memory, it'll crash (or, rather, get killed) due to OOM.
I suppose there are ways to limit the amount of RAM made available, but I'm not aware of any OS that applies these by default (or, to be honest, installs the tools needed to do it by default).
Is there/where is the config file for the ports for a dedicated server?
The Wiki describes the location for the configuration files
Thank you. I've been going over it and not finding a specific notation on which file that is.
The file you're looking for is ServerSettings.{port number} where the port number is the server's Query port, but it won't really help you much.
If you wish to change the ports, you need to do it via CLI switches. The Wiki describes the parameters, and which of them can be changed.
Do note: if you're changing the port of an existing server, you will also need to rename the associated Settings file if you wish for it to remember previous things like: passwords, server name, last save etc. Otherwise, a new file will be created, and will contain defaults.
Is that in the same folder as the rest of the config files?
Under Linux, it's one folder above the save folder (so, in ~/.config/Epic/FactoryGame/Saved/SaveGames). Don't know for sure where it is on Windows, but I expect it'll be somewhere in %homepath%\AppData\Local\FactoryGame. If your server is running under a different user, you will need to subtitute that user's home directory path.
Has anyone else ever used Playit.gg to make a tunnel for their server? I'm having some issues with mine.
From what I've seen, reverse proxying doesn't seem to want to work with this game.
Im used to servers like Minecraft where you have to specify the Ram the server is allowed to use
I didn't know Minecraft did something like that - that's pretty unusual, from my perspective.
Ahhh, of course!
Minecraft runs inside a virtual machine, after all!
Of course it has a RAM allocation setting...
Minecraft is fairly unique in that it's natively running inside a Java Virtual Machine (JVM). Typical game servers don't - they're native machine code (like other typical executables on your computer), and can use however much RAM your machine has.
If this is an alien concept to you, think of it this way: most other servers' defaults are "all of the RAM".
(with the caveat that native machine code doesn't have this limitation, obviously)
We are only using about 20% of the CPU but all 100% of the 10gb of memory
It's the CPU, trust me.
Saving only happens every so often, but when it does, the CPU use on one of the cores should spike.
This game isn't all that great with parallelising some things - saving the game chief among them. The developers are working on it, but... for now it's rather heavily single-threaded.
It's one of the reasons why the game has a single-core performance bias.
I would recommend increasing the allocation to 12 GB, though - it sounds like you're running Experimental, it might help things if it's not swapping too much.
Whatever container technology you're running, it probably needs a bit "on top" to manage its own internals - so having it show 100% use constantly is never a good idea.
Thx for the reply. I might swap to a better server then 😋
If you're using third-party hosting, there's unfortunately no real way to know what sort of hardware they're offering.
They tend to offer meaningless performance statistics like a number of "slots", but how well will it perform under specific loads? Who knows. :) All they can really say is that it runs.
oh wait are yall discussing RAM Allocation? Please tell me how...
That doesn't tell us much. What was the server doing when this happened? (hint - it's the long list of calls that's right below this entry)
got it, thanks for the answer....Sooooo I assume the quirky glitches of the dedicated server are just current instabilities in the game? our most annoying one right now is players will die if they spend too long in hypertubes....(death by claustrophobia?)
Do domains work on Satisfactory or does it have to be an IP address
Domains work just fine. In fact, it'll remember the name, and not the IP it resolves to at that moment.
Steam could learn a thing or two...
oki then I guess the tunnel software I'm using isn't working properly then
I have not had that happen to me. You may have found a new issue.
Satisfactory works OK with VPN, but doesn't seem to like reverse-proxying.
Did you do a 1:1 on the ports?
It seems to tell clients which ports to use (at least one that I'm aware of), so if they don't line up 1:1, you're going to have a bad time.
I have to use the tunnel software because I am at a University so I'm not able to access the router in order to port forward. And I'm still fairly new to server types of stuff so I'm not sure what you mean by 1:1 on the ports.
1:1 means that they line up verbatim,
15000 -> 15000 and so on.
(on both ends of the tunnel)
oh well when I use my actual IP address and the port 15777 its works
but when I use the domain choicesmp.playit.gg with that port it doesn't work
Default ports?
yeah is that a bad thing?
Is it running right now?
yeah
I can't resolve choicesmp.playit.gg.
I wanted to test if I can reach the ports and get a reply.
oh try it again i had taken it off a second ago
the tunnel software also gives me a port which is 56321 but i tried it and it doesnt work
Nope, I can't reach any of those.
(or, rather, I don't get replies)
Can you go into the configuration and set fixed ports?
yeah idk whats going on this hasn't happened before I'm trying to contact the creator but he must be busy rn
how do i do that?
oh you mean for playit yeah it has a website that allows me to manage the tunnels and I can put in my IP and it will give me a random generated IP and a domain but neither of them work
wait i just realized that playit isnt even working maybe i did something wrong with playit
Hmm... I just tried proxying the game with socat, and it still doesn't seem to work.
It shows up as "Game ongoing", but can't be connected to.
which one?
I can see it trying to communicate, but...
Should your server be running and theoretically reachable right now?
Welp, I can make socat try and bridge the connection, and it really tries, but... it doesn't seem to work.
wait so when I setup the thing on playit it asks me to pu the port right so when I put in "local port" 15777 the website forwards it to port 15778 and thats not 1:1 correct? is that my issue maybe?
Hi, need some help on finding where the dedicated server gets saved locally
Yeah, that's my thinking.
C:\Users\"USERNAME"\AppData\Local\FactoryGame\Saved\SaveGames\server
at least thats where mine defaulted to
how do i change the port on my satisfactory server if im using steamcmd
-ServerQueryPort= and -Port=.
It doesn't matter if you're using steamcmd, Steam, Epic, or data-by-carrier-pidgeon, by the way.
oof
where do i go to type that in?
In the launch command for the server. ;P
ahhh oki
oh I don't have a server folder
oh hmmm
is it your server or someone elses?
oh you might also need to be on the server pc itself if you are the owner
I'm using one of the hosted server services
ah then im not sure sorry
all good, thanks anyway
is there any specific order?
the launch file says "FactoryServer.exe -log -unattended"
so would I do "FactoryServer.exe -log -unattended -ServerQueryPort=56321 -Port=56321"
i dont know code im sorry
I may have missed this and I apologize. Why are you trying to use a different port? @vagrant raft
no worries and its all good now i got it fixed
Okay awesome. Sorry I came in late
but just to inform you i guess basically the tunneling service I use named Playit.gg doesn't allow 1:1 port forwarding unless you go into the launch file for the server and change it to the port given at the end of the domain.
Interesting. So, playit.gg is used to set a static external IP?
Because your ISP won’t provide that?
I don’t really understand the use of playit.gg. I understand how static IPs work and external vs internal. But I haven’t heard of a service like that nor do I know how that would help
The service does the exact same thing that port forwarding does but it creates tunnels instead so that people who cant access their routers can still port forward
Awe okay that’s cool. I appreciate the info I didn’t know that existed
@vagrant raft still, if the built-in routing mechanic that Satisfactory comes with (that may or may not crash and burn into bloody ashes on a whim) doesn't happen to work on that day, you still need playit.gg to allow port configuration, because the beacon port is not changeable. It starts at 15000 and gets set automatically at runtime (which I consider to be an idiotic solution, and someone should be shot for not allowing it to be set explicitly).
I assume that the whole "port step up" functionality is part of the internal router, but this is a great example of fail-badly design - the system can enter an invalid configuration (using a port that isn't forwarded, expected, or even allowed) without warning, and with no signal indicating failure besides "it doesn't work"; the executable continues to function (instead of failing) so no administrative warnings (or even failure actions) are generated. For all intents and purposes, everything looks "fine" - except, of course, it doesn't work.
Hi, on this page they're talking about increasing the bandwidth in multiplayer games, but it states "may not be applicable for dedicated servers". Any feedback on dedi ? https://satisfactory.fandom.com/wiki/Multiplayer#Temporary_lag_solution
These settings should only be touched if you're having rubberbanding issues. Are you?
Players are fine for now, only very buggy belts visuals
Those will not be affected by the bandwidth, because that's not where the issue is.
ok thanks 👍 still I'm curious about this setting on dedi as the server is growing fast and it's good to know what option I have if we run into rubberbanding or long loading times later on
You shouldn't be looking at either, really. As far as I understand, setting your network quality to the highest works well enough...
From what I've read on the 'net, I can't even tell if the game overwrites it or not. I did mess with mine, and they seem to be holding, but there's literally no difference. I didn't touch client-side stuff, though.
Even upping the tickrate had no effect - or, no observable effect. So, however CSS balanced the game against various resources, they seem to have done a good job of it.
anyone could help me in port forwarding?
just a fast question
what should be the external port?
any public port?
For the External port for each of the three rules, use the same as the Internal port.
hm okay
the rule you have displayed would route an incoming request on port 53 to port 15777 on the internal service, which is not what you want
so i have to do 3 port forwarding and if someone wanna join just join trough my external ip and port 15777?
correct
how do you set a dedicated server to experimental with steam cmd?
i tried to update using the update id but it said i didnt have a subscription
this question is also answered on the Wiki
thanks, totally missed it
if you got a subscription or entitlement error you are using the wrong app ID
it seems to be installing now thanks
rad.
it didnt work, i used this command steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta experimental validate +quit but it just installed the version it already had but then i changed the 1690800 to 195135 (the current experimental build)
can you clarify what you mean? did it switch to experimental or not?
oh oh oh
do not specify the version number on the command line. The app ID is always 1690800
no when i try to connect it shows this
ohhh
well anyways it still didnt work
also be sure the server is not running when you try to run the update
yeah it isnt
Are you certain you're then launching the server from ~/SatisfactoryDedicatedServer?
yes
okay, let's then raze it to the ground and start over. Stop the server, and do this - and type carefully -
rm -fr ~/SatisfactoryDedicatedServer
This will delete the currently-downloaded server. Your save files are in a separate location so they're safe.
Then re-run the steamcmd invocation.
im doing this on windows
ah. the steamcmd invocation you showed implied otherwise
i copied and pasted the wrong one into discord here, but on my server computer its the right one
what would be the solution to this?
well we're still going to do the 'raze it to the ground' but, but rather than the rm command, just drag the server install directory to the Recycle Bin, and re-run the stamcmd invocation. Be sure you're specifying the right branch and you should be golden
I have never seen this before o.O
anytime! Happy Satisfactory-ing!
another question is it possible to add mods?
Patience, until the developers produce a fix for it. Did you change anything server-side, though? Like network speeds or the tickrate?
I've seen that particular error a lot when playing ARK. It basically means the server tried to send way too much shit.
Not into the dedicated server, no. Not the mods available today, anyway.
ok
no
Then yeah, you'll probably have to report this and wait for a fix.
Y'all think this'll run Satisfactory? 🤣
(right this moment, I can't get it to run SETUP without hanging 😂 )
is that a.. slocket?
You do realise that this thing is likely faster, right? :D
the pi or the other thing
The Pi.
What I posted is supposed to be a PIII 1 GHz, but I can't get it working right... Best I'll probably be able to do is 650 MHz or so.
650 kilohertz?
until they push out a Pi with an amd64 chipset, SFDS will never run on a Pi
I gotta put raspbian on that thing and see how fast it is
To be honest, rebuilding SFDS for aarch64 is likely much easier...
Still, it's been years since I last had to muck about with FSB speeds and bus dividers. It's... about as annoying as it used to be.
It's good to remind myself exactly how good we have it today, because damn.
Today, you have to try real hard to make a system refuse to POST.
somewhere in my archives there is a notebook I used a third of trying to resolve address, IRQ, and DMA channel conflicts on my system between all the various hardware I was trying to force to coexist.
I don't even know how I'm going to force that SIL chip to work as a boot device -- assuming it's even possible. I'd love to though, because it sports UDMA/133, and the board is DMA/66 at best.
also I will forever be annoyed that the standard never evolved from jumpers to DIP switches for motherboard configurations
There were boards with DIP switches. There still are, sometimes. It was a "premium" feature.
Still, DIP switches do wear out. Jumpers don't.
hahahaha yes they do
Never had a jumper wear out. What didja do to them, chew them?
nope, they just got stretched out by having to move them while trying to resolve the aforementioned conflicts when adding hardware to my frankenrig
Ah, you mangled them.
this was back before CD-ROM drives just used an ATA channel
no, they wore out.
'course, that also ignores the fact that jumpers came in several sizes
What were yours made out of, shitalloy?
cheaponium clearly
I've been doing PC stuff since about 1998, and I've never had a pin header stretch. I did bend a few, but otherwise?
(incidentally, that board is about the right vintage - 1999, I believe; it's an ABIT BE6-II)
Any protips on getting that PIII running stable in it would be appreciated. Right now it doesn't want to POST on defaults, which worries me.
Don't know if it's the PCI cards, or just the CPU hating on me (and the settings).
The caps all look fine, but...
pull everything but the CPU and RAM, and GPU, start from there
I did... but I guess I should go back to that.
Okay, then. I'll pull everything and try to zero in the clocks. Then we'll see.
also with hardware that old, get out the multimeter and check the voltages coming from the PSU
The supply is fairly new, actually.
I don't have any PSUs that old. Most were sacrificed on the altar of bench supplies.
my laptop was being very stupid for like half an hour and didnt want to image an sd card but I finally got the pi set up
well now its fully set up
oh wait just found my pi4
now I gotta get a monitor that can accept hdmi set up
I put doom on the raspberry pi and it got to 1800 mhz max
granted I do have a 300mm fan blowing air at it rather than the 40mm fan that came with it
turns out, my external ip is not fix
qwq
anyone had same issue?
im thinking about 2ways to fix it but im not sure that satisfactory supports ddns service
It's not something Satisfactory needs to support. DDNS is something you set up for your IP, not Satisfactory specifically.
but from that point i can reach the server trough a domain
not an ip
sorry im kind of novice in networking and have a lot of stuff to understand
can i write the domain here instead of an ip address?
Yes.
Remember that with DDNS services - you must update your IP with them whenever it changes. If you can, set it up on your router (some support select DDNS services).
or alternatively i could just pay extra for a fix ip address x,x
If you can get one, sure.
mhhh
my main problem is that my external ip is not fix
i will keep expenting
experimenting
I too have a dynamic IP at home. DDNS works well enough.
Used to use no-ip once upon a time.
At home, I currently use afraid.org.
that is free too?
It is, but they may apply additional terms & conditions.
At work, I use ClouDNS.
(they have a free tier, and paid tiers)
ClouDNS is also simple to update - all you have to do is open a link when your IP changes, they do the rest.
(though you must generate an update link w/ a hash that matches your account)
but isnt the main thing with ddns that you dont need ip address to access the device?
I don't understand the question. What is unclear?
nvm i need to see it myself
ill write here when i could get to configure it
sadly im not home rn
thanks for giving ideas anyways
and helping
Sure.
sry i learn better trough experience
Hey ho ^^ I can not get on the server and unfortunately do not know why. Restarting the server and the game do not work
Ugh. So, once more, "outgoing reliable buffer overflow" rears its ugly head.
From what I remember from ARK and CONAN, the solution is to limit the number of items being sent at any one time - this usually was fixed by using a mind wipe (removing all known schematics), emptying one's inventory, or removing some mods.
However - since Satisfactory has very few schematics, the inventory is small, and mods don't currently work under the DS... I don't really have a fix I could propose.
Wait for the devs to fix it, I guess?
@obsidian runethank you, i just registered a no ip domain looks like its werking o.o it updates the ip automatically every hour
savetime is now 17 seconds for me 😂
Just make sure to forward the A host, and not the entire domain. ;P
what?
