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Satisfactory dedicated server common issues

Fix Satisfactory dedicated-server joins, version mismatch, factory lag, and save trouble. Since patch 1.1 the server uses port 7777 TCP/UDP plus reliable messaging on TCP 8888. Ports 15000 and 15777 are retired. On berrybyte those ports are already open.

Most Satisfactory dedicated-server failures are a version mismatch, a missing 1.1 port, or a save that outgrew the plan. Joins go through the in-game Server Manager, not a Steam-friend invite.

On berrybyte, Overview shows the address and the process state. Console is the first place to look after a failed start.

Guides that still tell you to forward 15000 and 15777 are from Early Access. Those ports died in 1.0. Current servers need 7777 (TCP and UDP) and 8888 (TCP).

Connection

Cannot connect / failed to connect

Confirm the server is running. Copy the address from the host panel (Overview on berrybyte) and add it in Server Manager. Ping is not enough; the game uses UDP 7777 plus the reliable TCP port.

Connects, then loads forever

7777 answered and 8888 did not. That pairing shipped in patch 1.1. berrybyte already opens both. On a self-hosted box, forward 8888 TCP, set -ReliablePort / -ExternalReliablePort to that number, and do not remap 7777 to a different external port (Coffee Stain does not support redirecting the game port).

Not in the server browser

Wait several minutes after a cold start, or skip the browser and join by IP in Server Manager. Check Steam status if every dedicated server disappeared at once.

Version mismatch

The client and dedicated server must be on the same Satisfactory branch. Update the game on Steam or Epic, then restart the server so it pulls the matching dedicated build. Do not mix Experimental and Stable in one group.

Ports (1.1 and later)

PortProtocolRole
7777TCP and UDPGame traffic and HTTPS API
8888TCPReliable messaging (join handshake)
15000 / 15777Unused since 1.0

Official dedicated-server ports.

Performance and large factories

Satisfactory ticks the factory on one thread. RAM still matters because the save sits in memory.

  • 8 GB is enough for a typical co-op save.
  • 12 GB is the usual step when the map is late-game or modded.
  • Turn whole wings off with power switches when you are not using them.
  • Shorten belt spaghetti. Each extra path is another object in the save.
  • Restart on a schedule so memory from a long session is released.
  • Add mods only after the vanilla save feels fine. See Satisfactory mods.

Raising MaxPlayers above four is possible in Game.ini. Four to eight is the practical range. More clients does not add CPU cores to the simulation.

Saves

The save will not load

Stop the server. Restore the last backup that loaded cleanly. A half-written file gets worse if you keep booting it. On berrybyte, use Backups; keep your own copy before a game update.

Wrong save after a restart

The dedicated server loads the session you claimed in Server Manager. Pick that session again, or upload the .sav through Files / SFTP into the saves folder and select it there.

Update wiped custom settings

Game updates can replace config. Keep a copy of Game.ini / Engine.ini (or the panel's Game Settings) before you patch, then re-apply the values you care about.

Multiplayer friction

Two people building on the same machine at once will fight the tick. Split the factory into zones, save before a big dismantle, and restart once if clients desync (belts that only one person can see, ghost buildings). Stable connections matter more than a higher player cap.

Mods

Everyone runs the same ficsit list. After a Satisfactory patch, update mods on ficsit.app before you start the dedicated server. A single stale package can crash boot or block joins. Details: Satisfactory mods worth running.

Still stuck on a join? Work through Can't connect to a Satisfactory server in order, then open a support ticket from the server menu, or ask in Discord. Hosting page: Satisfactory server hosting.

Frequently asked questions

What ports does a Satisfactory dedicated server use?

Since patch 1.1, 7777 TCP and UDP for game traffic and the API, plus 8888 TCP for reliable messaging. Ports 15000 and 15777 from Early Access are unused. berrybyte opens the current pair; a self-hosted box must forward all three bindings.

Why does Satisfactory connect then sit on loading?

The game port answered but the reliable messaging port (8888 TCP by default) did not. That is the usual 1.0-to-1.1 leftover. On berrybyte this is already open. On a home host, forward 8888 TCP and match -ReliablePort to that number.

Why is my Satisfactory server missing from the browser?

New servers can take several minutes to register. Restart once, then join from Server Manager with the IP instead of waiting on the list. Steam being down also hides browsers.

Why does a large factory crash or hitch the server?

The simulation is single-threaded and the save grows with every belt and machine. Pause unused wings with power switches, raise RAM toward 12 GB, and restart on a schedule. Mods add to the same budget.

How do I recover a corrupted Satisfactory save?

Stop the server and restore the latest good backup. Do not keep booting a save that already failed to serialize. berrybyte keeps off-site backups; make your own snapshot before a game update.

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