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Best Satisfactory Dedicated Server Settings (Patch 1.1 Guide)

Use four players, forward 7777/TCP, 7777/UDP and 8888/TCP, keep autosaves at 300 seconds with three rotating copies, and tune Network Quality only after testing server responsiveness.
Length12 min Posted Quest giverVGSources Team
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The best starting configuration for a private Satisfactory server is the documented four-player cap, Patch 1.1 port forwarding on 7777/TCP, 7777/UDP and 8888/TCP, a 300-second autosave interval, and conservative Network Quality. Change one variable at a time, edit files only while the server is stopped, and keep rotating saves before increasing capacity.

Recommended baseline settings

Satisfactory dedicated servers are most predictable when you begin with the values the server is tuned around, then make measured changes. The default player cap is four. The default autosave interval is 300 seconds (five minutes), with three rotating autosaves. Patch 1.1 requires three forwarded ports: 7777/TCP, 7777/UDP and 8888/TCP.

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Setting Recommended starting value Why it matters
Maximum players 4 The configuration documentation says the server is tuned for its default four-player cap. Higher limits can reduce stability, performance and available resources.
Standard server port 7777/TCP and 7777/UDP The standard port carries server and game traffic.
Reliable-messaging port 8888/TCP Patch 1.1 uses this port for reliable messaging.
Autosave interval 300 seconds (5 minutes) This is the documented default. Shorter intervals reduce the amount of progress at risk but add save-write work.
Rotating autosaves 3 Three copies provide a practical recovery window without requiring a large archive.
Network Quality Start conservatively; raise only while monitoring the server Higher quality can improve client loading and network performance, but it can lower server framerate.

These are starting points, not a promise that every machine will perform identically. Player count, save size, operating system, storage speed and the host’s single-core performance all affect the result. There is no authoritative benchmark establishing one universally correct CPU or RAM specification.

Prepare the server before changing settings

Start once to generate the configuration files

Satisfactory uses Unreal Engine INI files. A fresh installation may not contain the server configuration directory until the server has started successfully. Launch the server once, allow it to initialize, then close it gracefully. Starting and stopping it normally gives the process an opportunity to create its files and complete pending writes.

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Do not edit an INI file while the server is running. The documentation warns that the server can rewrite files during shutdown, and game updates can overwrite changes. Stop the process first, make the edits, save a backup, and then start it again.

Find the INI directory

Platform Configuration directory
Linux <installation_directory>/FactoryGame/Saved/Config/LinuxServer/
Windows <installation_directory>FactoryGameSavedConfigWindowsServer

The placeholder <installation_directory> means the folder containing the dedicated server installation, not the separate save-data location. Keep a copy of the entire configuration directory before a major change or game update so you can restore known-good values.

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Separate server settings from normal saves

The file that stores server settings is separate from the directory containing your ordinary world saves. The server-settings save is named for the port:

Platform Server-settings save
Linux ~/.config/Epic/FactoryGame/Saved/SaveGames/ServerSettings.PORT.sav
Windows user installation %LocalAppData%FactoryGameSavedSaveGamesServerSettings.PORT.sav

Replace PORT with the standard or custom server port used by that instance. Normal server saves are stored in the platform-specific SaveGames/server directory. Back up both locations when you need a complete recovery copy: the settings save controls server configuration, while the server-save directory contains the worlds players actually build in.

Forward the correct ports for Satisfactory 1.1

Port-forwarding table

For the current Patch 1.1 port model, create router and host-firewall rules for all three entries below. Forward each rule to the machine running the dedicated server.

Port Protocol Role
7777 TCP Standard server and game traffic
7777 UDP Standard server and game traffic
8888 TCP Reliable messaging

A rule for only 7777/TCP is incomplete. Likewise, forwarding 7777 without 8888/TCP can leave reliable messaging unavailable even when the server appears visible. Use a fixed local address or a DHCP reservation for the host so the router rules do not point to a different machine after a reboot.

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Using a custom standard port

If you change the standard port with -Port=, configure the corresponding reliable port with -ReliablePort= and -ExternalReliablePort= as needed. Update the router and firewall rules to match the resulting ports, and expect the server-settings filename to use the port associated with that instance.

Do not assume that changing only the command-line port automatically updates every related endpoint. Record the internal port, external port and reliable port in your server notes, then test from a network outside your home LAN. A connection that works only from the same network can be the result of router loopback behavior rather than a correct Internet configuration.

Firewall and connectivity checklist

  • Reserve a stable local IP address for the server host.
  • Forward 7777/TCP, 7777/UDP and 8888/TCP to that address.
  • Allow the same traffic through the operating-system firewall.
  • Confirm that another application is not already listening on the selected ports.
  • Restart the server after changing port arguments or firewall rules.
  • Ask a player on a different Internet connection to test discovery and joining.

If remote players cannot connect, check the chain in order: the server’s listening ports, the host firewall, the router’s destination address, the router’s public-facing connection, and finally the player’s client. A server that is reachable locally but not remotely usually points to forwarding, firewall or carrier-grade NAT rather than an INI value.

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Set the player cap without destabilizing the server

Why four players is the safest default

The configuration documentation explicitly cautions that the server is tuned to be most performant with the default player cap of four. That is the best setting for a small private group because it leaves more CPU time, memory and network headroom for simulation and save operations. A higher number is not automatically a better server; it increases the amount of concurrent work the host must handle.

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Keep MaxPlayers=4 unless you have a measured reason to increase it. Before raising the value, establish that the four-player server remains responsive during building, exploration, vehicle use, production spikes and an autosave. Monitor server responsiveness rather than relying only on the number of players currently online.

Change MaxPlayers in Game.ini

With the server stopped, open the appropriate Game.ini in the platform-specific configuration directory. Add or edit this section:

[/Script/Engine.GameSession]
MaxPlayers=<number>

Replace <number> with the cap you intend to test. Keep the section header exactly as shown. If the section already exists, edit its existing MaxPlayers entry rather than creating conflicting duplicate sections.

Set the cap at startup

You can also pass the value at startup with this Unreal Engine argument:

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-ini:Game:[/Script/Engine.GameSession]:MaxPlayers=<number>

Use one method as your source of truth. If a service definition supplies a startup argument while Game.ini contains another value, document which one the service applies and verify the effective setting after launch. A startup argument is convenient for temporary tests; an INI entry is easier to audit and back up for a permanent configuration.

Increase capacity in stages

  1. Run the default four-player configuration through a normal play session.
  2. Back up the configuration and current saves.
  3. Increase MaxPlayers by a small step rather than jumping to an untested maximum.
  4. Have the expected number of players join at the same time and perform representative activities.
  5. Watch server responsiveness during peak construction and an autosave.
  6. Revert the last change if players see disconnects, severe simulation delay or repeated server restarts.

The documentation does not establish a universal maximum that is safe for every world and machine. Treat the cap as a workload decision, not a specification guaranteed by the game.

Choose an autosave policy that matches your risk tolerance

Start at 300 seconds

The default autosave interval is 300 seconds, or five minutes. It is a sensible baseline for a private server because it limits potential lost progress without forcing a save write every few seconds. Keep this value while you establish that the server and storage can complete saves without visible stalls.

Shortening the interval reduces the maximum time between successful saves, but each save can consume server resources while it is written. If players report a pause at regular intervals, compare the pause timing with the autosave schedule before changing unrelated network settings. Increasing the interval reduces save-write frequency but increases the amount of work that could be lost after a crash.

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Use the three rotating autosaves as a recovery buffer

Satisfactory defaults to three rotating autosaves. The server replaces the oldest copy as new saves are completed, giving you several recent restore points. Change mNumRotatingAutosaves only when you have a clear retention policy. More copies consume additional storage and require a routine for identifying and restoring the correct version; fewer copies narrow your recovery window.

Rotating autosaves are not a substitute for independent backups. A filesystem failure, accidental deletion or a bad update can affect every copy on the same disk. Periodically copy known-good saves to storage that is not attached to the running server, and label the copy with its date and world.

Save manually before service shutdown

If the server runs as a service and players are connected, issue a manual save before stopping it. The service documentation states that stopping the process does not automatically save the game. Schedule maintenance announcements, wait for players to leave or pause their activity, perform the save, and then stop the service cleanly.

After an unexpected shutdown, inspect the newest rotating save and load a copy rather than overwriting every recovery file immediately. Preserve the original files until you have confirmed that the restored world opens and contains the expected recent progress.

Tune Network Quality by measuring the trade-off

What the setting changes

The documentation describes Network Quality as a trade-off: increasing it may improve client load times and network performance, while costing server framerate. That means a higher value can make a player’s connection feel better while making the server simulation less responsive. It is not a free performance upgrade.

Start conservatively. Record the current value, then change it only after reproducing the problem you are trying to solve. Test with the same number of players and similar in-game activity so that you can distinguish a Network Quality effect from a player-count or save-size effect.

A practical tuning loop

  1. Write down the current Network Quality value and the symptoms players report.
  2. Test a representative session with one player, then with the normal group.
  3. Raise the setting by one controlled step if client loading or network performance is the limiting problem.
  4. Repeat the same test while watching server responsiveness, simulation delay and disconnects.
  5. Keep the change only if the client-side improvement outweighs the server-side cost.
  6. Revert to the previous value when server framerate or responsiveness worsens.

Do not change Network Quality and MaxPlayers at the same time. Isolating variables makes it possible to identify which change helped or hurt.

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Recognize a Network Quality problem

  • Client loading improves but the server feels slower: lower Network Quality and retest before reducing the player cap.
  • Only one player has trouble: check that player’s local connection and route; a global server setting may not be the right fix.
  • Everyone experiences simulation delay: test the default Network Quality, reduce concurrent workload, and examine CPU or storage contention.
  • Problems begin only during saves: compare the timing with the autosave interval and storage activity.
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Decide between self-hosting and managed hosting

Self-hosting

Running the server on your own Windows or Linux machine gives you direct control over INI files, ports, backups, update timing and save recovery. It also makes you responsible for router configuration, firewall rules, operating-system maintenance, hardware availability and graceful shutdowns.

Managed hosting

A managed service can reduce administration by providing a control panel, port configuration, scheduled restarts and downloadable backups. It introduces a recurring cost and can limit low-level access, so confirm that the service exposes the settings you actually need. Before subscribing, verify all of the following:

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  • It supports the current Satisfactory 1.1 dedicated-server build.
  • It supports 7777/TCP, 7777/UDP and 8888/TCP, or clearly documents its equivalent port mapping.
  • You can download complete world saves and restore a selected backup.
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Complete configuration workflow

Linux or Windows installation

  1. Install or update the dedicated server and launch it once.
  2. Stop it gracefully so the INI files and server-settings save are generated.
  3. Record the installation path, platform-specific configuration directory and save locations.
  4. Back up the configuration directory and the SaveGames/server directory.
  5. Open Game.ini while the server is stopped.
  6. Confirm the [/Script/Engine.GameSession] section and leave MaxPlayers=4 unless a tested workload justifies a higher value.
  7. Keep the autosave interval at 300 seconds and the rotating-autosave count at three until you have a documented reason to change them.
  8. Set Network Quality conservatively.
  9. Configure router and host-firewall rules for 7777/TCP, 7777/UDP and 8888/TCP.
  10. Start the server and have a remote player test joining from outside your local network.
  11. Observe a full play session, including an autosave, before making another change.

Document every non-default value

Keep a small change log with the date, the old value, the new value, the reason and the observed result. Include custom -Port=, -ReliablePort= and -ExternalReliablePort= arguments, the effective player cap, Network Quality, autosave changes and backup locations. This turns troubleshooting into a reversible process instead of guesswork.

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Troubleshoot common failures

Players cannot connect from the Internet

  • Confirm the server is running and listening on the intended standard port.
  • Verify both TCP and UDP rules for 7777.
  • Verify TCP 8888 is forwarded and allowed by the host firewall.
  • Check that forwarding still targets the server’s current local IP.
  • Test from a different Internet connection, not only from the same LAN.
  • If the router has no usable public address, investigate upstream NAT with the Internet provider.

The server becomes unstable after raising MaxPlayers

Restore the previous player cap and compare the same workload. Higher limits increase concurrent simulation and resource use; the documentation specifically warns that values above four can hurt stability and performance. Keep the lower cap if the problem disappears, then improve the host or reduce other workload before testing again.

An INI change disappears

Make sure the server was stopped before editing and that you changed the correct platform directory. The server may rewrite files during shutdown, and updates can overwrite edits. Stop it gracefully, restore the backed-up file, verify the section and key, and restart only after the file is saved.

Recent progress is missing after a crash

Check the three rotating autosaves and the timestamped copies you keep off the server. Do not delete every version while investigating. Select the newest intact save that opens correctly, then preserve the failed state for diagnosis.

Higher Network Quality causes lag

Return to the previous value and repeat the same test. Higher Network Quality can improve client loading while reducing server framerate, so server-side lag after an increase is an expected failure mode of the trade-off rather than evidence that the setting is broken.

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The server stops and loses the latest work

For a service installation, issue a manual save before stopping when players are connected. A service stop does not automatically save the game. Add this step to maintenance procedures and communicate the shutdown window to players.

Maintenance checklist

  • After each game update, confirm the documented Patch 1.1 port model still applies to your installed build.
  • Keep configuration and world-save backups before editing or updating.
  • Check that the server still uses the intended local IP and firewall rules.
  • Review player count and server responsiveness during the busiest normal session.
  • Confirm that autosaves complete and that rotating copies have recent timestamps.
  • Test restoring a backup occasionally instead of assuming a backup is usable.
  • Issue a manual save before planned service shutdowns.
  • Change one performance variable at a time and record the result.

Bottom line

For most private groups, leave the player cap at four, forward 7777/TCP, 7777/UDP and 8888/TCP, retain the five-minute autosave and three rotating copies, and keep Network Quality conservative. Make higher-cap or higher-quality configurations earn their place through repeatable tests, complete backups and a clear rollback plan.

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