How can I add mods to a Logic Servers dedicated server?
Me and my dad tried adding mods to a dedicated server but it didn't seem to work by manually adding the server to the mod manager. So my dad even tried to add the mods through FileZilla on the admin page of logic servers but that didn't work either. What are we doing wrong?
Is it because certain mods are not compatible with multiplayer/servers or is there something else we're missing?
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Also we have tried installing the mods one by one, but the server refuses to start with any of them.
We have only used mods marked with multiplayer and/or dedicated server with no luck.
We installed the mods under the same file path as in the client game.
"FactoryGame/mods" server will not start unless we removed all of the mods from the mod folder.
Any ideas and or suggestions would be greatly appreciated.
Ok, few points:
* Some mods are not compatible with dedicated servers
* The files for a mod built for a server are different to the files built for a client, so you can't just copy them in
* Manual installation is possible but is not supported or recommended on this server
* Consequently, the best course of action is to try and get SMM working with your server
Logic Servers sales page suggests they have a guide for setting up mods on their servers, but their support section seems to be locked behind a client login page. Have you found a relevant guide on there?
My dad was in contact with the support yesterday trying to get it working but with no luck, the support even tried through SMM but they could not add mods to the server through there.
The problem we keep running into is it seems to find the path to the server, the FTP and all that but it won't allow us to click "ADD".
>debug
We need more information to help you. Before launching the game again, open the Mod Manager and use the "Generate debug info" option, then send the zip file produced in #help-using-mods. This ensures that your help request won't get buried and forgotten in other, non-help channels!
If you need to access older log files, see https://docs.ficsit.app/satisfactory-modding/latest/faq.html#Files_Logs
will it show you the files on the server if you left the
path
field blank?I'm not sure tbh, I tried leaving it blank but it still wouldn't allow us to press "add".
Though I'm not sure where I would see the files without adding the server.
This is as far as we get basically.
I've tried using it through the "mods" file and also tried "Saved/savegames" files
you want it to show a folder containing FactoryGame.sh/.exe
That folder does not seem to be showing up. Any ideas what could be the issue or do I have to try and contact support about that?
it's one above where you are at the moment
try removing /FactoryGame from the path
It doesn't show up here either? :/
yeah the host isn't providing SMM enough access for it to work, you'll need to contact support and tell them that the server executable needs to be accessible for it to be properly compatible with mods
if they need confirmation tell them to come here and ask
Okay, will do. Thank you for your help 🙂
no problem, good luck with Logic! please let us know what they say as if they don't change it we'll need to add them to the unsupported list
Yep, will do.
This will be because they use TCAdmin panel, there is a folder before accessing the servers root folder in the form of IP_PORT. Which is what throws the mod manager, can upload the mods manually however.
no, the mod manager can handle subdirectories, the problem is that they've hidden the .sh/.exe which it needs to see (& is definitely in the directory shown)
a few server hosts have decided that access to the server executable shouldn't be allowed, despite the fact uploading mods is literally uploading executable code in .ini form...
It's more a security thing, we used to block DLL's as well, but we've put protection in place for that now and I'll be opening them up once I've finished doing some testing. Issue with the above person was with Contentlib, even tho it was installed and the server seen it, it wasn't loading, but seems like downloading it again and reuploading it works. So testing their mod set now to make sure it's all good.
ok, but we don't support or recommend manual installation, so hosts which don't provide SMM enough access to function will be considered unsupported by the modding scene in general
I'll take alook at it soon, but right now I need to figure out what Contentlib doesn't play ball without a second download.
just had a word with the owner. We're gonna allow it to see the exe. I'll let you know once that's done as I want to sort this server out first. Once that's opened for view, the FTP on mod manager will be alright even on TCA aye?
I believe so
I don't know the specifics of TCA but as long as it can connect & see the executable, engine folder, and mods folder, everything should be fine
it just needs to navigate 1 folder to do that. Which is IP_PORT of the customers server.
(pinging @Mircea for confirmation - this is Logic Servers trying to get set up to be usable with SMM)
And you only need read access to the .exe correct?
pretty sure, yes
Np. I'll try get SMM supported today for you guys.
From this screenshot I am guessing the IP_PORT dir will contain the FactoryServer.exe/.sh, so it should work, yeah
Yea, got it connected, just not letting me add the server currently, so looking into that.
Hmm, so I can see the EXE on FileZilla, but yet the mod manager doesn't appears to see it (I'm assuming that's why I can't 'add' the server).
@Mircea Is this looking everywhere except the root folder?
It should be checking the current dir too
Weird, cos it's defo showing in FileZilla at least :/
Is there nothing else in that log about this? It should also check FactoryServer.sh
Yea, just gone through it again, looks like it did check root for the exe, and it does check for the .sh we use windows however for our ones.
Logicservers got 2 of the mods we wanted to work atleast, not sure exactly what they did, i sendt a question asking what they did incase we want to add more mods at a later date.
But i can say this, these guys really go above and beyond with their support! 😄
Latest response from logicservers support:
"Hi Ronnie
Mods come in two different file sets, basically this means you can't download the mods on your client and upload them as they have slightly different files. What I personally did was install the server locally and used that to install the mods to for testing which allowed them to download the server version.
I'm also working on seeing if I can get SMM working with out FTP systems, but that will take a bit of time as I'm running into blockers with that currently.
Best Regards,
A.Harper"
I wont use another server provider than these guys, theyve helped us a ton of times when we ran ARK and Minecraft servers aswell, fast responses like you wouldnt believe it and friendly/professional and with alot of knowhow from these guys 🙂
Ill post again if they get smm to work with the server!
/Ronnie/Donk
Is there a launch option I can use with SMM so I can see what files it's detecting on the FTP check in the logs? As this makes no sense, the same details on filezilla show the EXE fine, but SMM doesn't appear to be detecting it, even created a fake FactoryServer.exe in one of the folders just to see if it was able to see that (which it didn't). Tested with Run as Admin on SMM as well just to be safe.
There isn't, you'd have to compile a build that does that. But also, it's not listing the dir necessarily.
The process for checking if a path exists is:
If the FTP server supports
MLST
it will use that and return false if it receives a 550 (unavailable) status, or true if there's no error.
If MLST
is not supported it then tries LIST
on the file (potentially with the nonstandard -a
for nonstandard FTP servers that hide dotfiles), again returning false on a 550. If there's no error and at least one entry returned, it returns true.
If that LIST
returns 0 entries but not an error, it's probably an empty dir, so it runs LIST
on the parent and checks if the base name is listed there (because vsftpd is kinda weird about LIST
on empty folders)
If you can see the FTP command log on the server, you can check what SMM tried out of thesei got a logic server myzelf, and afaik we got full access to the files so we can just create a mods folder and put SML (the mod not the app) and the mods in there? just like how it normally works right?
without a very nice ui, i am pretty sure all tool does is create a Mods folder and place SML mod and all mods you download in there, and the game just loads from the folder
Yes and no - SMM also manages compatibility, dependencies, and updates
:adithinka: oke yes true, you got to make sure you also install manually all depedencies, and manual update
if you must do manual installation on a hosted server, installing a local DS just to get SMM to generate a valid mods folder for you to upload is the way to go
that was my plan indeed
but obviously if Logic can get their setup compatible with SMM that's the best outcome :)
i am honestly not sure about that, trusting a 3rd party to implement compatbity is one thing, but for them to dedicate resources to maintaining it is like 0
I mean, they're putting in the work in this very thread
:adithinka: ok i missed that part than 😅
There shouldn't be any maintenance required, just the configuration that allows SMM to detect the server as a server
oke i see now whats this about, i never considered that SMM had ftp options
Looks like it's using
FileList