10:54 a game studio that thinks about the future of the game in case the existing services go down? while still having the option to play the game? HECK YEAH! I love you Coffee Stain!
@@kcmedic Basically: The server is the "engine" of a system, where database access, internal logic, and other things happen. It's usually made in a programming language, such as C#. The client is the part that communicates with the user. A.k.a the pretty websites made with HTML, CSS, etc. The way those two communicate, is through APIs. APIs are essentially requests, where the Client either sends or asks for data from the Server. The Dedicated Server having a public API means that now programs and sites made by users can have access to info from that Dedicated Server using that API. Which opens up a ton of possibilities.
The possibility for a player to dismantle structures they themselves created seems like that would have been a good feature, but at least there are some basic safeguards in place.
@@neil2444 reading this kinda made me sick to my stomach for some reason. I put so much work into my factories and just thinking about some troll joining my server and undoing all my work while I sleep or something makes me uneasy. So knowing I can at least lock my stuff or prevent new people joining from destroying anything other then what they created makes me feel happy.
I have been waiting for the API function since they added dedicated servers. I have a custom Discord bot ready to go to alert whenever there is a power issue.
Hopefully they add a ton of capabilities to it. 😅 Just imagine as dashboard showing you quantities of things and such like satisfactory calculator can do
It's crazy how "let's make the best thing possible for players" turns into players being not just loyal but also recommending the game to their friends.
I was looking into solutions to track how many players are on my servers and other stuff then this bomb drops! So excited for the unlocked possibilities and most probably now Server Plugins / Add-ons will become a thing (not mods).
A little over a decade ago, I wrote a tool for my gaming group that ran public dedicated servers to let all the admins view player locations and stats in real time to detect cheaters and griefers. That game had similar remote command line support to what we seem to be getting here so it should be highly trivial to implement something like that for Satisfactory. I even added the ability to right click near players and spawn items like supply drops to help people out or zombie hordes to teach bullies a lesson heh.
Yessssss!!! I've been wanting to build a mod for a while that has a welcome board at the Spawn point with a QR code to a map that links to a (localhost?) website like "Google Maps" but for Satisfactory. Ideally, it shows where you're at with this awesome API and a mod pack somehow. Stay tuned!
If you have ever played Supreme commander: forged alliance, this allowed you to have multiple monitors and interact with them, like you could have the map on one then play on the other, or if you wanted to keep a battle on one screen then zoom in on a sneak attack on the other, you could and it was amazing
@@toolzgalore2 The second monitor feature in SupCom: FA was awesome since you could zoom all the way in and watch in realtime like the main screen. Gold standard for multi-monitor support, IMO!
You guys are the most user friendly developers I know. It's incredible how much you care about the players. I hope one day everyone will forget about AAA studios and the game will be developed only by people like you.
*_"It's incredible how much you care about the players. "_* You're kidding, right? They always go their own way, seldom listen to their customers. That's a sign of a bad developer.
That was a lot of information! FICSIT is not gonna be happy about this productivity loss from watching this, but the updates are adequate. Now back to work!
Coffee Stain is such a model studio that I hope other developers are watching right now. The transparency on every aspect of development, while managing expectations alongside generating interest in hype for the future of the game, is something literally no other studio I know of does. That was a lot of information or something, but I'm happy to have listened to it (and understood none of it). Thanks CSS!
API hooks sounds intriguing. Potentially allowing custom servers with discord or other platform BOT integrations. Claiming land, Social events, Leaderboards, the possibilities are limitless. Hope you guys keep adding more potential to the APIs
Talking about soundtrack, when i got the boombox and saw the Sanctum OST my jaw dropped. I played Sanctum... I had no idea the games were related. Its crazy how time flies.
As someone who has admin'd his fair share of dedicated servers, I'm stoked for literally every feature you guys are adding/improving, it's like above and beyond type stuff in terms of ease of use and functionality.
That genuinely was a LOT of information, thank you for sharing! the API and attention/updates to the dedicated server are very exciting! thank you coffee stain for once again setting the bar high for community engagement
5:25 As an IT guy, for users, it would be better if this showed the presumably relevant common name and other certificate data rather than just a fingerprint. That might be visible in the "Additional info" flyout I see there... but IDK since the video never showed it.
I recently set up a dedicated server on my home network for Satisfactory, and I've been playing with a friend for a few days now. I'm really happy that dedicated servers are getting more love.
Have you found it easy to allow your friend to join your locally running server? I haven't found a way to make that happen btw and the wiki of the game does not seem to have any more information that what I've tried already
@@GakisStylianos Honestly, setting up the server currently is a pain. It took me 3 hours to get it to work (and I'm an IT technician with networking experience). I opened all the ports the server technically needed, but it still appeared as offline for my friends outside my home network. I had to enable DMZ on the router to the server, but that exposes all ports to the internet, so it's not the best solution. I'd just wait for 1.0 to release with maybe better dedicated server software, because it's an absolute mess currently. EDIT: Also! Your ISP might have an additional firewall blocking all connections to your network on their side, and if that's the case, you can't do anything about it. In that case, you might want to use a dedicated server hosting.
Thanks Snutt, helps a lot! I'm really looking forward to the new server HTTP API because that's going to open a lot of possibilities for what you can do with servers. Also I'm so glad the soundtrack FINALLY released. I have been wanting it for AGES but I had to resort to ripping it with FModel from the game just so I could have it early.
That was a lot of information! 🤪 But for real, I love to hear all the work being done on dedicated servers! Been running mine since they were first launched-such an awesome way to play by yourself or with friends! Thanks Snutt!
Is there a chance you guys could add a similar non-blocking save system for Linux like Factorio has? This would only work for Dedicated servers running under linux (so 90% of them) The game process basically forks itself and sets it's memory to copy-on-write, and the new forked process saves the game and then exits. This way you can save without pausing the game.
Thinking about it, we could probably do that ourselves if forced. Set the server to never save, inject a clone call now and then and inject a forced save into the clone. But yes, please don’t make us hack it in CS. 😊
Cool idea. I use BTRFS on my Linux system so I understand copy-in-write. I wish single-player would save using copy-on-write. I am getting tired of the game freezing every time the autosave fires.
Unfortunately, for processes to avoid problems, the game has to be frozen. At the moment of saving, the state of the process cannot change. The Factorio system mentioned gets around this by using the fork() system call, which literally duplicates the game process. The copy is then frozen, saved, and closed, while the original continues. The problem is, fork() does not exist on windows, and no equivalent exists either. @@vincewilson1
Thank you for enhancing the default unreal server console... as someone who frequently runs unreal based dedicated servers, I wish more developers would implement what you're doing here. Well done and thank you.
For the HTTP API in the dedicated servers, you should implement an OpenAPI spec document that gets generated for the end points to make documentation super easy and exploration of the api / experimentation real easy too.
Thanks so much for all this! We had been having trouble with the server autosaving because it was causing us to time out on some occasions, especially when using hypertube cannons and even more so when travelling at very high speeds. Having the server notify the client when it saves is really useful as is all the other things. I had even looked up previously if it was possible for the server to do that but I didn't find anything. :)
Thanks Snutt. Helps a lot! Happy to hear a ton of work going on related to base dedicated server features for the future. Everyone keep up the great work!!!
10000000000000000 thumbs on these features! Hats off to CoffeStain. I've been self-hosting dedicated servers for virtually every game I play for years. I never knew I wanted a full HTTP Server for my dedicated server. I now know I want this more than anything I've ever wanted for a dedicated server. You can guarantee I will be querying my Satisfactory server from Power Apps to see my production statistics in Power BI. The data nerd in me has never been happier.
I love the clarity of this studio.. others should be taking notes on how to polish there games & give back to there community... (from a fellow dev, keep it up)
THANK YOU for providing better lower level support for dedicated servers. This all sounds amazing! And I know a lot of people probably didn't understand a lot you talked about there but its soo important for these lower level interfaces to be in place and work properly for the longjevity of dedicated servers. The people that understand and will use these systems like me are here and we really apprechiate this!
That really was a lot of information or something! Thank you for increasing the support for dedicated servers, will be using them quite a lot when 1.0 drops.
I really hope that dedicated servers become a lot more stable going forward. We tried to play with a dedicated server first, but had to switch to one person hosting it from their machine, since we had too many frequent crashes. Then, around the end, we ended up to stop playing at all, since the frame rate of the host was dropping significantly (from ~100fps with everything maxed out to ~30fps independent of the settings with an 7800X3D) just because we were playing with four people. This killed all the fun.
I know that at times my framerate would almost halve from having someone join me on a standard session. Dedicated servers working is a must-have for co-op play.
We had the same problem. At first we were 4 players on a dedicated server. But the more we played, the more unstable it became and in the end it was no longer playable. We first had a server with Nitrado, but it couldn't handle the required performance at all. I even ran my old PC as a server for a while (because the game needed so much RAM) , but even that didn't work very well because the game crashed frequently or we got long loading times and timeouts. Recently we only played with two people in shared sessions and copied the backup files. But even with that there are problems and it is anything but fun
That sure was a lot of information! As a techie myself, having had to deal with the guts of "making connectivity nice for users" I appreciate the efforts you folks are putting into this game!
Glad to see the game finally using just one port. A gripe though: using the default blizzard port (7777), is not necessarily a good idea. it means people hosting other games most likely have to change the port, and players have to memorize the changed port and type it in. An ideal server setup allows players to connect with a domain name only... HOWEVER, all that wouldn't matter if the game had SRV support so that the DNS service could route players to the correct server reguardless of what port number they type in.
Having a Rest API for a game server is something I've never seen before, but I'm all for it. It's going to make creating web-based server control interfaces SO much easier and versatile.
You guys are awesome! Too bad I already bought the game twice and some lizard doggo plushes, now I need to find other things to give you money! I appreciate that you actually respect your players and community. Keep it up!
thank you so much for the transparency you guys have at CSS i wish more Studio's would follow your path of communicating with their community and keep them up to date
Yall will go down in my own personal history as the best dev team in the world. I'm buying copies for my whole family once 1.0 launches so we can all chip in on the mega factory. It's accessible enough for everyone who wants to join in and challenging enough for the min/Max'rs in our fold who love the challenge I hope everyone who has been a part of this project understands how incredibly respected their efforts have been over the years. God speed, CSS!
I really hope one day vehicles could be fixed for multiplayer/dedicated servers. In their current form on dedicated servers, driving around leads to a kick within a few minutes, and there's just no information about how to fix or mitigate out there.
This is a lot of info to take in, but I gotta say - this is a lot of multiplayer comfort that I see other games missing! I don't even play Satisfactory(yet), but well done you guys!
First thing I'm going to work on is real time map updates. The most painful bit of playing with folks is planning and mapping out things. With the new HTTP interface getting some detailed server updates like map updates could be possible. This is awesome. Thanks Coffee Stains.
That was a lot of information. IT goes to show that Coffee Stain and affiliates are looking out for their players and still improving the development and our Q.O.L. Overall a great team. Ty.
HELL YEAH! I've been very excited for this day. You've addressed a lot of the clunky nature that was running a dedicated server into what looks like a really well polished solution. That was a lot of information ;) but I'm here for it!
Earlier today I captured a giant stinger in 6x6x4 glass box and built it up as a viewing gallery with billboards and walkways, all situated near a beautiful waterfall view overlooking the lake vista between desert and jungle. I walked away to do something else and when I got back it had despawned. I want my two hours back. 10/10
TLS is an awesome addition for TCP/IP. But people often forget about DTLS for UDP/IP, and I mean most people forget about it, and forget that you need to encrypt UDP traffic as well. Hopefully they thought of this. Unfortunately, DTLS is usually a few years behind TLS when it comes to versioning, though they're both on 1.3 now.
My kid and I have been excited for 1.0, when we will be restarting in a shared dedicated server and it's just super exciting! Thanks everyone for all the hard work you do
Coffee Stain should be the reference in games production and publishing for all existing studios and publishers out there... holy moly... I love you so much and I cant wait to setup my own 1.0 server and play together with my factory friends!
I used to play on a dedicated server. At the beginning, it was stable, just a few crashes, time to time (and some rollback into the hypertube). But with the time, the number of crashes increases (like a lot). And at some point, it was just impossible to use a single hypertube without a crash. There was a lot of conveyor belt that was supposed to be connected and somehow didn't work. My friend stopped to play because of that, and I continued the game in solo on my own computer (and i didn't experienced any crashes like on the dedicated server). But guys, i love your game, and played more than 1000H on this one :D
Coffee Stain Studios, the max player limit issue was the main reason me and my friends haven't started a Satisfactory playthrough recently! Looking forward to easier support for more players.
As a server admin for many game servers for friends.....including Satisfactory...I have been waiting patiently for this! We have been waiting for dedicated server updates to resume playing together mainly due to massive desync. Please let me set that 1 port to whatever I want....I love your game, but you are not the only servers I run on my rackmount server downstairs.
I can't wait for the updates to the server. There is a group of us that would love this! I have been running a second Steam account just to host a multiplayer session.
10:54 a game studio that thinks about the future of the game in case the existing services go down? while still having the option to play the game? HECK YEAH! I love you Coffee Stain!
Tons of love for Coffee Stain.
That was nice
The heroes we need.
As unlikely as it sounds - and stupid I would love for a physical release
We need that in mars (the planet), because in first deployments there, steam etc. servers are not yet available with decent pings :D
That was a lot of information or something!
I don't know 🤷🏻♂️
8:08 "what the hell does that mean" should be the name of the video...
I agree
@@kcmedic
Basically:
The server is the "engine" of a system, where database access, internal logic, and other things happen. It's usually made in a programming language, such as C#.
The client is the part that communicates with the user. A.k.a the pretty websites made with HTML, CSS, etc.
The way those two communicate, is through APIs. APIs are essentially requests, where the Client either sends or asks for data from the Server.
The Dedicated Server having a public API means that now programs and sites made by users can have access to info from that Dedicated Server using that API. Which opens up a ton of possibilities.
Based watched to the end enjoyer
"Allow people to join but not dismantle" TEAM DEATHMATCH LOBBIES CONFIRMED
The possibility for a player to dismantle structures they themselves created seems like that would have been a good feature, but at least there are some basic safeguards in place.
Ninja dismantle in the weeds! All base woodlines will now be mined with nobelisk haha
@@neil2444 reading this kinda made me sick to my stomach for some reason. I put so much work into my factories and just thinking about some troll joining my server and undoing all my work while I sleep or something makes me uneasy. So knowing I can at least lock my stuff or prevent new people joining from destroying anything other then what they created makes me feel happy.
Yooo, a server API has a TON of potential. Especially if it's mod-extensible. That's awesome.
I have been waiting for the API function since they added dedicated servers. I have a custom Discord bot ready to go to alert whenever there is a power issue.
Hopefully they add a ton of capabilities to it. 😅 Just imagine as dashboard showing you quantities of things and such like satisfactory calculator can do
It's crazy how "let's make the best thing possible for players" turns into players being not just loyal but also recommending the game to their friends.
I was looking into solutions to track how many players are on my servers and other stuff then this bomb drops! So excited for the unlocked possibilities and most probably now Server Plugins / Add-ons will become a thing (not mods).
Maybe a server-wide rail map showing the states of all trains and signals?
What would be AMAZING is to have an external app that loads a live map, so I can put the map on my second monitor
Palworld has a similar api system, and there is a live map you can get, so it’s totally possible!
A little over a decade ago, I wrote a tool for my gaming group that ran public dedicated servers to let all the admins view player locations and stats in real time to detect cheaters and griefers. That game had similar remote command line support to what we seem to be getting here so it should be highly trivial to implement something like that for Satisfactory. I even added the ability to right click near players and spawn items like supply drops to help people out or zombie hordes to teach bullies a lesson heh.
Yessssss!!! I've been wanting to build a mod for a while that has a welcome board at the Spawn point with a QR code to a map that links to a (localhost?) website like "Google Maps" but for Satisfactory. Ideally, it shows where you're at with this awesome API and a mod pack somehow. Stay tuned!
If you have ever played Supreme commander: forged alliance, this allowed you to have multiple monitors and interact with them, like you could have the map on one then play on the other, or if you wanted to keep a battle on one screen then zoom in on a sneak attack on the other, you could and it was amazing
@@toolzgalore2 The second monitor feature in SupCom: FA was awesome since you could zoom all the way in and watch in realtime like the main screen. Gold standard for multi-monitor support, IMO!
You guys are the most user friendly developers I know. It's incredible how much you care about the players. I hope one day everyone will forget about AAA studios and the game will be developed only by people like you.
I would consider it a AAA game 😅
*_"It's incredible how much you care about the players. "_*
You're kidding, right? They always go their own way, seldom listen to their customers. That's a sign of a bad developer.
The age of AAA were A stands for Ass, has already ended. Woke propaganda and feminism ruined gaming. Only small studios and indie devs matter.
Sound track on vinyl when?
Sound track on a mix tape when
Nah. Get it on CD.
@@PlebNC whatever floats your boat
Soundtrack on singers when
With Golf release? 😂
That was a lot of information, but with the API we might be able to build proximity chat if we can get the player locations :)
I love prox chat, super funny to play with
That was a lot of information! FICSIT is not gonna be happy about this productivity loss from watching this, but the updates are adequate. Now back to work!
Professional training is part of Ficsit's Long-Term Employee Productivity Enhancement Policy. Check your Employee Handbook!
Coffee Stain is such a model studio that I hope other developers are watching right now. The transparency on every aspect of development, while managing expectations alongside generating interest in hype for the future of the game, is something literally no other studio I know of does. That was a lot of information or something, but I'm happy to have listened to it (and understood none of it). Thanks CSS!
You must be kidding. It's a grown man acting infantile as if addressing a bunch of pre-school kids.
@@M.J.2012if you hate snutt’s humor that’s fine but just find videos he’s not in! 😃
API hooks sounds intriguing. Potentially allowing custom servers with discord or other platform BOT integrations. Claiming land, Social events, Leaderboards, the possibilities are limitless. Hope you guys keep adding more potential to the APIs
Talking about soundtrack, when i got the boombox and saw the Sanctum OST my jaw dropped. I played Sanctum... I had no idea the games were related. Its crazy how time flies.
Man, I played sanctum too, I wanted it to be good so badly. I just couldn't get into it 😢
As someone who has admin'd his fair share of dedicated servers, I'm stoked for literally every feature you guys are adding/improving, it's like above and beyond type stuff in terms of ease of use and functionality.
That genuinely was a LOT of information, thank you for sharing! the API and attention/updates to the dedicated server are very exciting! thank you coffee stain for once again setting the bar high for community engagement
I love the concept of the server API. Already imagining some cool ideas with it
5:25 As an IT guy, for users, it would be better if this showed the presumably relevant common name and other certificate data rather than just a fingerprint. That might be visible in the "Additional info" flyout I see there... but IDK since the video never showed it.
I recently set up a dedicated server on my home network for Satisfactory, and I've been playing with a friend for a few days now. I'm really happy that dedicated servers are getting more love.
Have you found it easy to allow your friend to join your locally running server? I haven't found a way to make that happen btw and the wiki of the game does not seem to have any more information that what I've tried already
@@GakisStylianos Honestly, setting up the server currently is a pain. It took me 3 hours to get it to work (and I'm an IT technician with networking experience). I opened all the ports the server technically needed, but it still appeared as offline for my friends outside my home network. I had to enable DMZ on the router to the server, but that exposes all ports to the internet, so it's not the best solution.
I'd just wait for 1.0 to release with maybe better dedicated server software, because it's an absolute mess currently.
EDIT: Also! Your ISP might have an additional firewall blocking all connections to your network on their side, and if that's the case, you can't do anything about it. In that case, you might want to use a dedicated server hosting.
Thanks Snutt, helps a lot! I'm really looking forward to the new server HTTP API because that's going to open a lot of possibilities for what you can do with servers. Also I'm so glad the soundtrack FINALLY released. I have been wanting it for AGES but I had to resort to ripping it with FModel from the game just so I could have it early.
That was a lot of information! 🤪 But for real, I love to hear all the work being done on dedicated servers! Been running mine since they were first launched-such an awesome way to play by yourself or with friends! Thanks Snutt!
From one developer to another, thank you for all the love you've poured into dedicated servers.
Thanks Snutt, that was a lot of information!
That was just the right amount of information. Thanks Snutt, Helps a lot!
Is there a chance you guys could add a similar non-blocking save system for Linux like Factorio has? This would only work for Dedicated servers running under linux (so 90% of them)
The game process basically forks itself and sets it's memory to copy-on-write, and the new forked process saves the game and then exits. This way you can save without pausing the game.
That sounds like a clever solution tbh
Thinking about it, we could probably do that ourselves if forced. Set the server to never save, inject a clone call now and then and inject a forced save into the clone. But yes, please don’t make us hack it in CS. 😊
Cool idea. I use BTRFS on my Linux system so I understand copy-in-write. I wish single-player would save using copy-on-write. I am getting tired of the game freezing every time the autosave fires.
Unfortunately, for processes to avoid problems, the game has to be frozen. At the moment of saving, the state of the process cannot change. The Factorio system mentioned gets around this by using the fork() system call, which literally duplicates the game process. The copy is then frozen, saved, and closed, while the original continues. The problem is, fork() does not exist on windows, and no equivalent exists either. @@vincewilson1
My favorite part was your children’s song because I understood all those words.
Hell yeah
"That was a lot of information, or something. I don't know." 😂
Thanks for the update, Snutt!
Thank you for enhancing the default unreal server console... as someone who frequently runs unreal based dedicated servers, I wish more developers would implement what you're doing here. Well done and thank you.
For the HTTP API in the dedicated servers, you should implement an OpenAPI spec document that gets generated for the end points to make documentation super easy and exploration of the api / experimentation real easy too.
I was going to say this as well. Specs will be more useful than docs at that point.
underrated comment!
Thanks so much for all this! We had been having trouble with the server autosaving because it was causing us to time out on some occasions, especially when using hypertube cannons and even more so when travelling at very high speeds. Having the server notify the client when it saves is really useful as is all the other things. I had even looked up previously if it was possible for the server to do that but I didn't find anything. :)
Thats a lot of love for the dedicated servers - thanks
Thanks Snutt. Helps a lot! Happy to hear a ton of work going on related to base dedicated server features for the future. Everyone keep up the great work!!!
That was a lot of information! Thanks Snutt, helps a lot!
That's a lot of information, Thanks Snutt, helps a lot!
Thanks information, helps a lot!
That was a lot of informantion! Thanks Snutt helps a lot!
Looking forward to multiplayer and dedicated servers improvements.
Thanks Snutt, helps a lot :)
10000000000000000 thumbs on these features! Hats off to CoffeStain. I've been self-hosting dedicated servers for virtually every game I play for years. I never knew I wanted a full HTTP Server for my dedicated server. I now know I want this more than anything I've ever wanted for a dedicated server.
You can guarantee I will be querying my Satisfactory server from Power Apps to see my production statistics in Power BI. The data nerd in me has never been happier.
Will there be a docker-compose template for linux hosts?
There are some inofficiel ymls out there. wolvix/satisfactory-server works for me
There is a community maintained one that works wonderfully.
Buying the soundtrack purely to support this awesome development studio. You guys are great
Holy shit! That was information overload!
I love the clarity of this studio.. others should be taking notes on how to polish there games & give back to there community... (from a fellow dev, keep it up)
Quick question - what's the wecommended amount of dedotaded wam I should have to a server?
All the wam!
Idono buh I fink u need to downwoad more wam
W00 gbs
Good to see dedicated servers getting some love and that was a lot of information.
HELL yeah
The fact that you made IP direct an option makes me love you a lot more
So ready for this
THANK YOU for providing better lower level support for dedicated servers. This all sounds amazing! And I know a lot of people probably didn't understand a lot you talked about there but its soo important for these lower level interfaces to be in place and work properly for the longjevity of dedicated servers. The people that understand and will use these systems like me are here and we really apprechiate this!
Video starts at 3:42
THANK YOU SO MUCH FOR THE SOUNDTRACK 🥰
OK, you won: I'll buy Satisfactory! Then you'll have money to make Sanctum 3. Take my money!
That was a lot of information... LOL Thank you! Good Info!
Snutt, you sang five 7's not four.
Me configuring my ports to allow 77777 instead of 7777:
That really was a lot of information or something! Thank you for increasing the support for dedicated servers, will be using them quite a lot when 1.0 drops.
I really hope that dedicated servers become a lot more stable going forward. We tried to play with a dedicated server first, but had to switch to one person hosting it from their machine, since we had too many frequent crashes. Then, around the end, we ended up to stop playing at all, since the frame rate of the host was dropping significantly (from ~100fps with everything maxed out to ~30fps independent of the settings with an 7800X3D) just because we were playing with four people. This killed all the fun.
I know that at times my framerate would almost halve from having someone join me on a standard session. Dedicated servers working is a must-have for co-op play.
We had the same problem. At first we were 4 players on a dedicated server. But the more we played, the more unstable it became and in the end it was no longer playable. We first had a server with Nitrado, but it couldn't handle the required performance at all. I even ran my old PC as a server for a while (because the game needed so much RAM) , but even that didn't work very well because the game crashed frequently or we got long loading times and timeouts. Recently we only played with two people in shared sessions and copied the backup files. But even with that there are problems and it is anything but fun
That sure was a lot of information! As a techie myself, having had to deal with the guts of "making connectivity nice for users" I appreciate the efforts you folks are putting into this game!
Sound track on cassette tape when?
8 track surely?
Thanks, Snutt! That was a lot of info. Helps a lot.
Snutt, you are the best! I love these friday videos so muchhh.
Glad to see the game finally using just one port. A gripe though: using the default blizzard port (7777), is not necessarily a good idea. it means people hosting other games most likely have to change the port, and players have to memorize the changed port and type it in. An ideal server setup allows players to connect with a domain name only... HOWEVER, all that wouldn't matter if the game had SRV support so that the DNS service could route players to the correct server reguardless of what port number they type in.
Thanks for all the info, just a heads-up that isn't rly a problem but an annoyance: 7777 is used by Terraria's server and Ark:SE by default
That was a lot of information. !!! Thanks for the update!
Does the soundtrack include all of the biggest boxes sounds and is there an easy way to look at the dedicated servers
Having a Rest API for a game server is something I've never seen before, but I'm all for it. It's going to make creating web-based server control interfaces SO much easier and versatile.
How can i buy some friends to play on a dedicated server ?
Oh gosh, the server API could probably allow the creation of AI bots!
You guys are awesome! Too bad I already bought the game twice and some lizard doggo plushes, now I need to find other things to give you money! I appreciate that you actually respect your players and community. Keep it up!
Fix bloxburg, Remove the equal pay system
Super excited about the server API. Thanks for taking the time to implement that!
Oh my god, this is great! Thank you for being one of the few studios that acutally care about stuff like that and don't drop dedicated server support!
thank you so much for the transparency you guys have at CSS i wish more Studio's would follow your path of communicating with their community and keep them up to date
Yall will go down in my own personal history as the best dev team in the world.
I'm buying copies for my whole family once 1.0 launches so we can all chip in on the mega factory.
It's accessible enough for everyone who wants to join in and challenging enough for the min/Max'rs in our fold who love the challenge
I hope everyone who has been a part of this project understands how incredibly respected their efforts have been over the years.
God speed, CSS!
That was a lot of information, Thanks Snutt, helps a lot! Love you Coffee Stain for being as you are!
Really cool! I host a couple of satisfactory dedicated servers for my friends and this is gonna help a bunch
All great news regarding dedicated servers! It's just the video we've been waiting for. Thanks for the upate.
Thanks Jace, helps a lot!
Thanks Snutt ! Helps a lot ! ❤
I really hope one day vehicles could be fixed for multiplayer/dedicated servers. In their current form on dedicated servers, driving around leads to a kick within a few minutes, and there's just no information about how to fix or mitigate out there.
That WAS a lot of info, but I am in awe of how much y’all care about us ‘the community’ to keep us informed
That was a lot of information! So glad you are focusing on dedicated servers once again. Looking forward to the 1.0 release!
That was just the right amount of information lol glad to see dedicated Servers are getting some love.
This is a lot of info to take in, but I gotta say - this is a lot of multiplayer comfort that I see other games missing! I don't even play Satisfactory(yet), but well done you guys!
That was a lot of information! Excited for dedicated server improvements. Thanks Snutt, helps a lot. :)
First thing I'm going to work on is real time map updates. The most painful bit of playing with folks is planning and mapping out things. With the new HTTP interface getting some detailed server updates like map updates could be possible. This is awesome. Thanks Coffee Stains.
That was a lot of information. IT goes to show that Coffee Stain and affiliates are looking out for their players and still improving the development and our Q.O.L. Overall a great team. Ty.
I didn't understand most of it, I just love to watch Snutt talking about Satisfactory improving. Thanks folks for making the game better every day.
HELL YEAH! I've been very excited for this day. You've addressed a lot of the clunky nature that was running a dedicated server into what looks like a really well polished solution. That was a lot of information ;) but I'm here for it!
Earlier today I captured a giant stinger in 6x6x4 glass box and built it up as a viewing gallery with billboards and walkways, all situated near a beautiful waterfall view overlooking the lake vista between desert and jungle. I walked away to do something else and when I got back it had despawned. I want my two hours back. 10/10
Thanks for the soundtrack! Another satisfactorified customer!
TLS is an awesome addition for TCP/IP. But people often forget about DTLS for UDP/IP, and I mean most people forget about it, and forget that you need to encrypt UDP traffic as well. Hopefully they thought of this. Unfortunately, DTLS is usually a few years behind TLS when it comes to versioning, though they're both on 1.3 now.
This is some cool stuff. Might have to work with a buddy of mine to tinker with getting this running on a server!
Love t o see it! Already bought the Soundtrack, it is currently downloading!
Many soundtrack! Much wow! 😊
Been running a dedicated server for years now. excited for it to get some love
My kid and I have been excited for 1.0, when we will be restarting in a shared dedicated server and it's just super exciting! Thanks everyone for all the hard work you do
Coffee Stain should be the reference in games production and publishing for all existing studios and publishers out there... holy moly... I love you so much and I cant wait to setup my own 1.0 server and play together with my factory friends!
That was a lot of information. It was good though! Can’t wait!
I used to play on a dedicated server. At the beginning, it was stable, just a few crashes, time to time (and some rollback into the hypertube). But with the time, the number of crashes increases (like a lot). And at some point, it was just impossible to use a single hypertube without a crash. There was a lot of conveyor belt that was supposed to be connected and somehow didn't work. My friend stopped to play because of that, and I continued the game in solo on my own computer (and i didn't experienced any crashes like on the dedicated server).
But guys, i love your game, and played more than 1000H on this one :D
Coffee Stain Studios, the max player limit issue was the main reason me and my friends haven't started a Satisfactory playthrough recently! Looking forward to easier support for more players.
As a server admin for many game servers for friends.....including Satisfactory...I have been waiting patiently for this! We have been waiting for dedicated server updates to resume playing together mainly due to massive desync.
Please let me set that 1 port to whatever I want....I love your game, but you are not the only servers I run on my rackmount server downstairs.
I can't wait for the updates to the server. There is a group of us that would love this! I have been running a second Steam account just to host a multiplayer session.
Thank you for the soundtracks! Been waiting for years.
Thanks to you and the CSS team for all the work put in to make Satisfactory awesome.