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Best Satisfactory Dedicated Server Settings (Patch 1.1 Guide)

By Freedom251 Team · · 8 min read

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For a small private Satisfactory group, the best starting configuration is deliberately conservative: keep the player cap at four, forward ports 7777/TCP, 7777/UDP and 8888/TCP, leave autosave at 300 seconds, retain three rotating autosaves, and increase Network Quality only when measurements show that clients need it. These defaults match the settings for which the dedicated server is tuned; changing several performance-sensitive values at once makes stability problems harder to diagnose.

This guide covers the exact files, startup arguments, router rules, save locations and recovery practices for a Patch 1.1 dedicated server on Linux or Windows. It also explains when a higher player limit or different Network Quality setting is justified, and how to distinguish a configuration problem from a host-capacity problem.

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Recommended baseline settings

Use the following values as a known-good baseline before experimenting. The figures come from the current Satisfactory Wiki configuration documentation for Patch 1.1.

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Setting Starting value Why this is the baseline
Maximum players 4 The server is tuned for the default four-player cap. Higher limits can increase resource use and reduce stability or performance.
Standard game/server port 7777 TCP and UDP Carries the normal server and game traffic.
Reliable-messaging port 8888 TCP Required for reliable messaging in the current Patch 1.1 port model.
Autosave interval 300 seconds (5 minutes) Balances progress protection with the brief performance cost of writing a save.
Rotating autosaves 3 Provides several recent restore points without unlimited storage growth.
Network Quality Default or conservative value Raising it can improve client loading and network performance, but may reduce server framerate.

Change one category at a time and observe the server for a complete play session. A setting that helps one group can hurt another because save size, factory complexity, CPU speed, connection quality and concurrent players all affect the result.

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How the player cap affects a dedicated server

The default MaxPlayers=4 is not an arbitrary recommendation. The configuration documentation states that the server is tuned to be most performant with the default player cap of four. Raising the cap allows more simultaneous connections, but it also increases simulation, replication and connection work. The documentation does not establish a universal maximum that every CPU, save or operating system can sustain.

When to stay at four players

  • You are hosting a private group and rarely need more than four concurrent players.
  • The factory has become large or simulation-heavy.
  • You want the widest stability margin before diagnosing other causes of lag.
  • The host has limited CPU headroom or shares resources with other services.

When to test a higher cap

Increase the limit only when you have a real concurrency requirement and can monitor responsiveness while several players are connected. Treat the higher value as a workload experiment, not as a guaranteed capacity rating. If server framerate, connection reliability or interaction latency worsens, return to four before changing unrelated settings.

Port forwarding for Satisfactory Patch 1.1

Forward all three entries to the machine running the dedicated server:

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

Create matching allow rules in the host’s firewall and the router. Forwarding only one protocol, or forwarding 7777 while omitting 8888, can produce discovery or connection failures that look like an in-game problem. Give the server host a stable local address, preferably a DHCP reservation, so the forwarding rule does not point to a different device after a reboot.

Changing the standard port

If you start the server with -Port=, configure the corresponding reliable ports as well. Use -ReliablePort= and -ExternalReliablePort= when your topology requires explicit internal and external reliable-messaging values. Update router and firewall rules to match the resulting ports; changing only the command-line value leaves the old forwarding rule ineffective.

Where Satisfactory stores dedicated-server configuration

Satisfactory uses Unreal Engine INI files. The directory differs by operating system:

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

If the directory is missing, start the server once, allow it to initialize, then shut it down gracefully. The files are normally generated during that first run.

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Safe editing sequence

  1. Stop the server cleanly and confirm that the process has exited.
  2. Make a copy of the relevant INI files so you can revert a bad edit.
  3. Edit the files with a plain-text editor, preserving section names, capitalization and line syntax.
  4. Start the server and test one change at a time.
  5. After an update, recheck the files. Updates can overwrite edits, and files may also be rewritten when the server shuts down.

Do not edit while the process is running. A shutdown can write its in-memory values back to disk and erase changes made during the session.

Changing MaxPlayers correctly

Set the cap in Game.ini under the Unreal Engine game-session section:

[/Script/Engine.GameSession]
MaxPlayers=4

Replace 4 with the tested limit you need. Keep the section header exactly as shown. An equivalent startup argument is:

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

Use either a persistent INI edit or a startup argument according to your deployment method. If both are present, verify which value your launch process applies and keep one documented source of truth.

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Autosave interval and rotating saves

The default autosave interval is 300 seconds, or five minutes. Each save writes world state to disk, so shortening the interval can reduce the amount of progress lost after a crash but can also interrupt server performance more often while the write occurs.

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Choosing an interval

  • Keep 300 seconds when you want the documented balance between recovery and runtime overhead.
  • Consider a shorter interval only after a crash or rollback pattern demonstrates that five minutes of potential progress is unacceptable.
  • Avoid aggressive intervals on a large, busy factory if players notice periodic stutters during saves.

The server keeps three rotating autosaves by default. Change mNumRotatingAutosaves only when you have a clear retention policy, such as needing more rollback points or limiting disk usage. More copies improve recovery options but consume additional storage and can complicate which file should be restored.

Server settings saves versus world saves

The file that stores dedicated-server settings is separate from normal world saves. Its name includes the server port:

Platform Server-settings save Normal server saves
Linux ~/.config/Epic/FactoryGame/Saved/SaveGames/ServerSettings.PORT.sav The platform’s SaveGames/server directory.
Windows user install %LocalAppData%FactoryGameSavedSaveGamesServerSettings.PORT.sav The platform’s SaveGamesserver directory.

For a server using the standard port, replace PORT with 7777; if you changed the port, use the actual configured port in the filename. Back up both the settings save and the world-save directory. A world backup alone does not preserve every server option, and a settings backup alone cannot restore the factory.

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Graceful shutdown and service operation

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 for a quiet period, save first, then stop the service and copy the resulting files.

Network Quality: improve clients without starving the server

Network Quality is a trade-off rather than a universal “high is best” switch. The documentation reports that increasing it may improve client load times and network performance while costing server framerate. A server that appears smoother to connecting clients can therefore become less responsive during active play.

A practical tuning method

  1. Start with the default or a conservative value.
  2. Record when players experience slow loading, delayed interactions or visible server simulation stutter.
  3. Change Network Quality by one step, then test with the same number of players and a comparable factory workload.
  4. Keep the change only if client improvement outweighs any measurable loss of server responsiveness.
  5. Revert the value before raising the player cap or shortening autosaves, so you can identify which change caused a regression.

Do not use Network Quality to compensate for incorrect port forwarding, an overloaded host or a server that is saving too frequently. Those issues require their own fixes.

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Diagnosing lag and instability

Players cannot connect from outside the network

  • Confirm that 7777 is forwarded for both TCP and UDP.
  • Confirm that 8888/TCP is forwarded.
  • Check the host firewall for matching inbound rules.
  • Verify that the router forwards to the current host address, not an old DHCP lease.
  • If you changed -Port=, verify -ReliablePort=, -ExternalReliablePort= and every corresponding firewall rule.

The server lags after adding players

Return to MaxPlayers=4 and test again. If performance recovers, the higher cap exceeds the practical capacity of that host and save. There is no authoritative benchmark that maps a particular CPU or RAM amount to a guaranteed player count, so observed behavior under your workload is the relevant evidence.

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Periodic stutters occur during saves

Check whether the timing matches the autosave interval. If so, lengthen the interval toward the 300-second baseline or reduce other disk contention. Keep enough rotating saves to recover from a crash rather than disabling protection entirely.

Clients load slowly after a Network Quality change

Test the opposite direction. Increasing the value is expected to help some client loading and network conditions, but it can cost server framerate. Compare both client wait time and in-game responsiveness with the same player count.

Settings revert after restart or update

Stop the server before editing, check that you changed the correct LinuxServer or WindowsServer directory, and inspect the file after a clean shutdown. Keep a versioned backup because updates can overwrite INI changes.

Self-hosting versus managed hosting

The settings themselves are the same decision points whether you run the server on your own machine or rent a managed Satisfactory server. The difference is who performs the surrounding administration.

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For managed Satisfactory hosting, Godlike.Host provides Satisfactory game-server hosting through its own game panel; check the current plans and confirm that the Patch 1.1 ports and settings your group needs are supported.

Decision axis Self-hosted server Managed server
Reliability You configure port forwarding, firewall rules, stable addressing and graceful shutdown. The provider typically supplies a reachable network endpoint; you still need to verify Patch 1.1 port support.
Performance You control the machine and can observe its actual headroom. Resources depend on the selected plan and the provider’s node; confirm how CPU allocation is handled.
Administration You edit INI files, apply updates and maintain the service. A control panel may simplify startup, updates and configuration, but labels and access vary.
Recovery You create and test your own copies of settings and world saves. Check whether downloadable backups, retention limits and restore controls are included.
Cost and control No separate hosting bill and maximum control, offset by your hardware, electricity and maintenance. Recurring cost in exchange for convenience; pricing, backup policy and resource limits must be checked for the current offer.

Before choosing managed hosting, verify that it supports the current 7777 TCP/UDP and 8888 TCP model, exposes the save files you need, offers backups you can download, and allows the player-cap and Network Quality settings required by your group. A control panel is useful only if it does not hide the files or recovery process you need.

A repeatable change-and-recovery checklist

  1. Write down the current player count, Network Quality value, autosave interval and port settings.
  2. Back up the INI directory, ServerSettings.PORT.sav and the SaveGames/server directory.
  3. Stop the server and wait for the process to exit.
  4. Change one setting or one related group, such as the three port rules.
  5. Start the server and verify that it appears reachable before inviting players.
  6. Test with the intended number of players while watching responsiveness and save behavior.
  7. If the result is worse, stop the server, restore the backup, and retest the baseline.
  8. After a successful change, record the value and date so an update or replacement host can be rebuilt accurately.

What “best” means for your server

For most private groups, “best” means the documented defaults plus disciplined administration: four players, all three Patch 1.1 ports, five-minute autosaves, three rotating copies, conservative Network Quality and backups that can actually be restored. Raise the cap or Network Quality only in response to a measured need, and treat every change as a reversible test tied to the same save and player workload.

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AutoSaveDedicated ServerGame.iniPatch 1.1port forwardingSatisfactoryServer Settings

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