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Satisfactory Dedicated Server Guide 2026: RAM, Ports, Saves

Satisfactory Dedicated Server Guide 2026: RAM, Ports, Saves

What a Satisfactory dedicated server really needs in 2026: RAM and single-thread CPU, ports 7777 and 8888, the Server Manager claim, autosaves and mods.

Magnus·
7 min read
·
Sep 1, 2026

The moment a Satisfactory save gets genuinely good is usually the moment it stops being playable. Someone finishes an aluminium line at 2am, three people log in the next evening, and nothing loads because the one PC holding the world is at work with its owner. A dedicated server fixes that. It is not, though, a drop-in copy of the game client, and Satisfactory handles a few things differently from every other survival server you have run.

A dedicated server is not just the game running on someone else's PC

The Satisfactory dedicated server is a separate, free tool. It renders nothing, has no player of its own, and runs the factory simulation headlessly, which is why it happily lives on a machine with no GPU and still pushes a save that would make a gaming laptop sweat.

Three things change the day you move off a client-hosted session.

The world stops belonging to one person. The save sits on the server, so the factory keeps producing whether or not the person who started it is online.

Latency gets fair. In a client-hosted game the host plays at zero ping and everyone else pays for it, which is why belts stutter for guests and never for the host. On a dedicated server everyone is equally far away, and equal is a much better place to balance from.

Uptime becomes a setting rather than a favour. Nobody has to leave a PC running overnight so a friend in another timezone can play.

Early game miner feeding a conveyor line in Satisfactory

What the server actually needs

Satisfactory's own documentation puts the floor at 8 GB of RAM, with 16 GB recommended for larger saves or for hosting more than four players. Treat 8 GB as "this will boot and run a young factory", not as a target.

The CPU note matters more than the RAM note. The server uses multiple cores, but it heavily favours high single-core performance, and the community benchmark floor is a single-thread rating around 2000. This is not a quirk, it is the shape of the game. A late-game save is thousands of buildings and tens of thousands of items on belts, and that simulation is a serial tick. Doubling your core count does very little. Raising clock speed does a lot. If you are choosing between more cores and faster cores for Satisfactory, take the faster cores every time.

RAM scales with your save, not mainly with your player count. A four-person server on a 20-hour save is comfortable in 8 GB. The same four people on a 400-hour megabase with a full rail network will want double that. If you would rather see numbers than guess, our Satisfactory RAM calculator works from save size and player count.

One more number worth knowing: the dedicated server defaults to a maximum of four players, the same as co-op. You can raise it with a launch parameter (-ini:Game:[/Script/Engine.GameSession]:MaxPlayers=8), but it is unsupported, and every extra pioneer is more replication work on top of an already single-thread-bound simulation. Raise it deliberately, and give the server more headroom when you do.

Dense Satisfactory factory floor with constructors and conveyors

Ports and the Server Manager handshake

This is where people who have hosted Minecraft servers get caught out. Satisfactory uses two ports and neither is optional:

  • 7777 TCP for server traffic and the HTTPS API
  • 7777 UDP for game traffic and the lightweight query API
  • 8888 TCP for reliable messaging

Port redirection is not supported for the standard port, so the external and internal port numbers have to match. You cannot expose 7777 as 25565 and expect the handshake to work. The reliable port is the flexible one: it can be remapped with -ExternalReliablePort=.

Now the part that catches almost everybody. Copying your server IP and pasting it into a join dialogue does not get you in. Satisfactory claims servers through the client's own Server Manager. You open the game, go to Server Manager from the main menu, add the server by IP and port, and the server answers over that HTTPS API. Only then do you give it a name and set the administrator password, and it is that password step that actually claims the server and completes the token handshake. Until it happens, the server is unclaimed and will refuse you.

Once claimed you either start a new game or upload an existing save, and from that point the server appears in your list like any other. We have the step-by-step for both parts: claiming your server and becoming admin and joining and connecting.

Rail network crossing the desert biome in Satisfactory

Autosaves, restarts, and the settings people get wrong

Server settings live in the Server Manager rather than in a config file you SSH into, which is friendlier than it sounds. Four of them are worth thinking about before you have 200 hours invested.

Auto-Save Interval. Autosaves rotate, so a short interval means a deeper history of recent states but a shallower reach backwards. If you are about to tear out a manifold or install a new mod, download a save first. Do not rely on the rotation to still be holding a clean copy an hour later.

Server Restart Interval. The name is a lie and it trips up everyone who reads it literally. It is not "restart every N hours". It is the hour of the day at which the server restarts daily.

Auto Pause. This pauses the world when nobody is connected. It saves CPU and it is the right default for most groups. It also means production stops overnight, so if half the appeal for you is logging in to full containers, turn it off and accept the constant load.

Network Quality. Worth raising if your group is spread across countries, worth leaving alone if everyone is local.

Your saves live under ~/.config/Epic/FactoryGame/Saved/SaveGames/server, with server settings in ServerSettings.PORT.sav and blueprints in their own folder alongside. If you are migrating a solo world onto a server, uploading an existing save is the article you want.

Mods change the arithmetic

Mods on a dedicated server are installed on both ends, server and client, at matching versions. That sounds obvious and is still the single most common reason someone cannot join their own server, usually a day or two after a game patch, when the client updated and the server's mod set did not.

Two habits make that painless. Keep a vanilla copy of your save before a modded run, because a save touched by a mod does not always open cleanly without it. And give a modded server real RAM headroom, since content mods add buildings, recipes and entities to the same simulation that was already your bottleneck.

For picks that hold up on a server rather than just in a single-player screenshot, see our rundown of the best Satisfactory mods.

Satisfactory rail hub and foundry complex at dusk

Plan for the save you will have, not the one you have

Almost every Satisfactory server problem is the same problem arriving late: the box was specced for the factory at hour 20 and is now running the factory at hour 300. Pick your hardware for the megabase you intend to build, keep the claim and port rules straight the first time, and download a save before anything ambitious.

If you would rather skip the SteamCMD setup and the port arithmetic, our Satisfactory server hosting runs on high-clock Ryzen 9 hardware, which is exactly the shape of CPU this game asks for, with the ports already open and saves a click away.

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Start a game server on Ryzen 9 hardware. Instant setup, one-click mod installs, full FTP access and a 99.9% uptime guarantee.

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