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How to Install Satisfactory and Join a Server

The first time your factory dies, nothing attacks it. You add one more smelter, the grid goes half a megawatt over, and every machine on the planet stops.

SweetMask Β· 9 min read

The first time your factory dies, nothing attacks it. You plug in one more smelter, the demand on the grid goes half a megawatt over what your coal plants produce, and every machine on the planet stops at once. Belts stall. Furnaces go dark. Somewhere out in the grass, the miner you forgot about also stops.

Then you walk back to a power switch and reset it, and the whole thing starts again, and it will happen again in about forty minutes.

Satisfactory is a factory-building game in first person, on an alien planet, with no enemies worth the name and no way to lose. What it has instead is scale, and the reason people play it on servers with other people is that the scale gets past what one person can hold in their head. Listings collect on the Satisfactory hub.

The multiplayer question is different here

Almost every game on this site has servers because players need somewhere neutral to fight. Satisfactory has no PvP at all. There is no raiding, no griefing mechanic, no reason to be suspicious of the person on the other side of your factory.

Servers exist here for one reason: persistence. A factory is a thing you build over weeks, and a world that only exists while one particular person has the game open is a world where everyone else waits for that person.

That produces a different culture from anything else in a server list. Satisfactory servers are small, private and invited rather than public and browsable. There is no public server list built into the game, and a stranger cannot stumble into your world. You get an address from a friend or a community and you connect to it, and that is the whole social model.

The two ways to play together

Hosting from your own game. Load your world, open the session settings, and other people can join you. It is the least effort, it works, and it has the obvious limitation: the world exists only while you have the game running. If you close the game, everyone else stops playing.

A dedicated server. Coffee Stain publish a free server program alongside the game. It runs headless on a machine that is not yours, holds the save, and stays up whether or not anyone is playing. That is the one worth the setup if more than two people care about the factory.

The second one is where the interesting mechanics live, and it is what the rest of this article is about.

Installing the game

Satisfactory is a paid game on Steam and on the Epic store. It is a substantial download and the first launch spends a while compiling shaders β€” that is not a hang, and interrupting it means doing it again.If Steam itself is new to you, our Steam guide starts further back than this one does.

Play a couple of hours on your own first. Not because multiplayer is difficult, but because the opening hours teach you the interface, and learning what a splitter does while three other people are waiting for you is a poor use of everyone's evening.

Setting up and joining a dedicated server

The flow here is unusual enough to be worth walking through, because it does not resemble how any other game on this list works.

1. Get the server running. The server program is a separate free item in your Steam library, listed under tools rather than games. Someone installs it on a machine β€” a spare PC, a home box, or rented hosting β€” and starts it. It has no interface. It sits there.

If you are renting, the practical questions are covered in what game server hosting costs and where to host by region. Satisfactory servers want memory and single-thread performance rather than many cores, and a large factory will eat far more RAM than the first evening suggests.

2. Add it in the game's server manager. Rather than a browser, Satisfactory has a server manager panel in the main menu. You add a server by address there, and this is the point at which the port matters β€” use the one the host gives you rather than assuming a default. The game's port requirements changed at the 1.0 release, so any guide older than that may be listing numbers that no longer apply.

3. Claim it. A freshly started server belongs to nobody. The first person to connect claims it, gives it a name, and sets an administrator password. After that, it is theirs to configure, and everyone else joins as a normal player.

This step surprises people. A server that has not been claimed will not let you play; it is waiting for someone to take ownership.

4. Give it a world. A claimed server has no save. Either create a new game on it, choosing a starting area exactly as you would in single player, or upload an existing save from your own machine. Uploading is how a solo factory becomes a group one, and it works β€” your existing world moves over with everything in it.

5. Set the join password, or do not. A server with no join password is open to anyone who has its address. Since the addresses are not published anywhere, this is usually fine among friends and a bad idea for a community that has ever had a falling-out.

6. Everyone else joins. Once it is claimed and has a save, the other players add the same address in their own server manager and connect. They do not need the admin password, only the join one if you set it.

Saving and backups

The dedicated server keeps the save on its own machine and autosaves on a schedule. That is convenient and it is also a single point of failure, and factory games are the worst possible place to discover you had no backup β€” hundreds of hours of building sit in one file.

Download a copy of the save through the server manager occasionally. The interface makes it easy and nobody does it until the first time they need it.

What playing together is actually like

Divide by product, not by geography. The instinct is to each pick a corner of the map. The better arrangement is for each person to own a production chain end to end β€” one person does steel, another does oil, another does the manufacturing of the parts that need both β€” because the failures in this game are supply failures and it helps enormously if somebody owns each supply.

Agree on a bus. The single biggest source of multiplayer friction is two people building overlapping belt networks through the same space. Pick a main artery early, agree that everything hangs off it, and the factory stays legible.

Power is shared and so is the blackout. One person overbuilding smelters trips the grid for everybody. Build generation ahead of demand and keep a battery buffer once you can.

Client-side jank exists. The person hosting sees the factory as authoritative; everyone else sees a version that occasionally disagrees for a moment. Vehicles are the worst offender, and a train that looks derailed from a client's view is often fine. Reconnecting resolves most visual disagreements.

The map is enormous and there is no fast travel early. Hypertubes solve this and they are a middle-game unlock. Until then, expect a lot of walking, and expect someone in the group to spend their first ten hours building nothing but transport infrastructure. Let them. They are correct.

The arc, so you know what you are committing to

It is worth knowing the shape of the game before agreeing to share one, because "let us play Satisfactory together" is a promise about several months rather than a weekend.

Progress is gated two ways. The HUB has a milestone track that unlocks buildings as you feed it parts. The space elevator takes much larger deliveries in phases, and each phase completed opens the next tier of technology. Alongside those sits a research machine that turns things you find in the world into equipment the milestone track never offers.

The difficulty is not combat. It is that each tier demands a product that needs the previous tier's product as an ingredient, so a factory built for one stage is always the wrong shape for the next. Everyone rebuilds. Everyone says they will not, and then they do.

Two specific walls catch every group.

Coal. The first time you need water as an input, which means pumps, pipes and a power draw large enough to trip the grid when it fails. This is the point where the game stops being about placing machines and starts being about systems.

Oil. The point where a process produces something you did not ask for. Refining gives you by-products, and a by-product with nowhere to go backs up the pipe and stops the entire chain. Solving that β€” finding a use for it, or somewhere to burn it β€” is the single best puzzle in the game and the most common place a shared factory stalls for a fortnight.

Trains arrive after that, and they change the map. Until you have them, everything must be near everything else. Afterwards, you can put the iron where the iron is.

Mods, if you go that way

There is a mature modding scene with a manager that handles installation, and mods here do meaningful things β€” better logistics parts, quality-of-life additions, entirely new production chains.

The rule for servers is the one you would expect: everyone's mod set must match the server's, versions included. A mismatch produces a refusal at the join rather than something subtle, which is at least honest. When the game updates, mods break, and a modded server stays on the old version until they are fixed. That is a decision to make deliberately rather than by accident.

Problems

The server manager will not connect. Wrong port, or the machine is not reachable from outside its own network. Those two cover nearly everything.

Connected, but it says the server is unclaimed. Someone needs to claim it and give it a save. Until then there is nothing to join.

Terrible performance in a big factory. Satisfactory's cost is in what is being simulated and drawn, and a mature factory is a very large number of moving objects. Reducing draw distance and turning off some visual effects helps more than resolution does.

Someone's changes vanished. A crash between autosaves. Shorten the autosave interval on the server if it keeps happening.

Everything desynced after an update. Client and server must be on the same version. Steam updating your client before the host updates the server is the usual cause, and the only fix is waiting for the host.

If this is the itch

Factorio is the other great factory game and the top-down one β€” denser, more mathematical, and with a much larger multiplayer culture built around long-running community servers. If Satisfactory's first-person building is the part you like least, that is where to look.

Foundry sits closer to Satisfactory's first-person approach with a voxel world underneath. Eco takes the same industrial loop and adds an actual reason to care what other people are doing to the planet, which makes it the strangest multiplayer game on this list. And Icarus is the survival-flavoured cousin for a group that wants the building with some danger attached.

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JoinGG is a live directory of community game servers. Every listing is queried directly every fifteen minutes, so the player count you see was measured rather than reported by its owner, and each one carries a copyable connect address. Satisfactory servers are listed here, and every game on the site has its own hub. Player counts across every game are on the statistics page.

Common questions

Can I transfer my single-player world to a dedicated server?
Yes, you can upload an existing save file from your own machine directly to the dedicated server. This will transfer your solo world over along with everything you built in it.
Why does the server refuse to let players join after it is launched?
The server must be claimed and given a save file before anyone can play. The first person to connect must claim the server, name it, set an administrator password, and create or upload a world.
What causes the whole factory to lose power at the same time?
A power grid trips and causes a blackout whenever total factory demand exceeds what your power generators produce. This shuts down all connected machinery across the world at once.
Tags
satisfactorydedicated serverscommunity serversmodspvpsurvival
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SweetMask

Published Β· 9 min read

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