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Satisfactory Dedicated Server Commands, API and Settings

Every Satisfactory dedicated server console command, startup parameter, INI setting and HTTPS API function — plus what the Server Manager genuinely can and cannot do.

Updated September 28, 2026
Satisfactory

Satisfactory administers its dedicated servers through the in-game Server Manager, a short list of server console commands, and an HTTPS API — not through slash commands. This guide covers the two passwords, claiming the server, every documented command, the INI settings that matter, and remote administration.

Satisfactory has no in-game admin commands

There is no /kick, no /ban, no /give and no /tp. If a page lists those for Satisfactory, they were copied from another game. Real administration happens in the Server Manager UI, in its Console tab, in the INI config files, or over the HTTPS API. The complete documented server console command set is eight commands, and they are all in section 4.

1. The Two Passwords

A Satisfactory dedicated server has two separate passwords that do different jobs. You can set either, both, or only the admin one.

Password What it controls Required?
Admin Password "The Password used to limit Administrator privileges (such as Save Game loading, Server Options and New Game creation) to a certain set of players on a Dedicated Server." Yes — set when claiming
Player Password Protection "A password that limits who can connect to the server and see information about the ongoing game session." No — off by default

Admin status attaches to your game client once you enter the Admin Password in the Server Manager. You do not re-enter it every session.

Setting only the Admin Password gives a public server that anyone can join but only you can administer. Adding a Player Password makes it private. Because Satisfactory has no ban list, the Player Password is your only access control — see section 10.

2. Claim the Server

A freshly installed server is unclaimed, has no admin password, and will hand InitialAdmin privilege to the first client that connects. Claim it before you give the IP out, and claim it again after any rebuild or reinstall.

  1. Launch Satisfactory and open Server Manager from the main menu.
  2. Click Add Server and enter the IP and port (default 7777).
  3. Give the server a name.
  4. Set the Admin Password.
  5. Create a new game, or upload an existing save.

Ports, as of Patch 1.1.0.0 — a server needs two forwarded:

Port Protocol Set with Purpose
7777 TCP -Port= Server traffic and the HTTPS API
7777 UDP -Port= Game traffic and the Lightweight Query API
8888 TCP -ReliablePort=, -ExternalReliablePort= Reliable messaging

Ports 15000 and 15777 have not been used since Patch 1.0. The two ports behave differently on conflict: if the standard port is taken, the server tries the next higher number until one is free, but if the reliable port is taken the server fails to initialise. If you forward 7777 but forget 8888, players connect and then hang forever on the loading screen — that single symptom is almost always a missing reliable port.

3. The Server Manager

The Server Manager is the actual admin panel. It carries the settings, save management and the console.

Settings — Dedicated Server section:

Setting What it does
Server Name Name shown as the title of the server in the Server Manager
Admin Password Limits administrator privileges to holders of this password
Player Password Protection Limits who can connect and see session information
Auto-Load Session Name Session whose most recent save loads automatically on startup
Auto Pause Pauses the game when no players are connected
Auto-Save on Player Disconnect Saves the game whenever a player disconnects

Settings — Gameplay section:

Setting What it does
Server Restart Interval (hours) The hour of day at which the server restarts daily
Autosave Interval (minutes) How often the server autosaves
Send Gameplay Data Sends telemetry to Coffee Stain Studios; uncheck to disable
Network Quality Higher values improve client load times and network performance at the cost of server framerate

"Server Restart Interval (hours)" is not an interval

Despite the label and the in-game description, this is not "restart every N hours". It sets the hour of the day at which the server restarts daily. A value of 6 means a restart at 06:00, not a restart every six hours. Note also that the UI takes autosave in minutes while the FG.AutosaveInterval console command takes seconds — the two are easy to confuse.

Manage Saves tab — all session and save file work:

  • Create a new game, choosing starting location and Creative Mode options
  • Load any save present on the server
  • Upload a local single-player or client save to the server
  • Download a server save back to your machine
  • Delete an individual save file, or an entire session and all of its saves

Uploading is how you migrate a solo world onto a dedicated server. Downloading is a real backup — take one before every game patch.

Not the panel's Console tab

The commands in section 4 go into the Console tab of the in-game Server Manager, or through the HTTPS API's RunCommand. Typing them into the Console tab of the panel on your hosted Satisfactory server does nothing, because the Server Manager's Console tab is the only place the server takes commands from. Use the panel console for watching the log, and the Server Manager for commands.

4. Server Console Commands

This is the full documented command set. The wiki flags the list as incomplete, so treat it as the verified floor rather than an exhaustive dump — but nothing beyond this is confirmed.

Command What it does
quit Shuts down the game server process
stop Identical to quit
exit Identical to quit
server.SaveGame <saveName> Creates a save of the current session named <saveName>
FG.AutosaveInterval <seconds> Sets the autosave interval, in seconds. Default 300
server.GenerateAPIToken Generates an Application Token for the Server HTTPS API
server.InvalidateAPITokens Invalidates all previously generated Application Tokens
FG.DedicatedServer.AllowInsecureLocalAccess 1 Allows unrestricted Server API access from localhost until restart

Save names containing spaces must be quoted.

server.SaveGame "PreUpdate Backup"
FG.AutosaveInterval 600
Server console — save, then slow the autosave down

There is no help command, no player list, and no moderation commands. quit, stop and exit are three names for the same shutdown — and on any supervised server (systemd, NSSM, a container with a restart policy) the supervisor restarts the process immediately, which makes them a restart in practice. To actually stop the server, stop the service, not the game.

You can reach this console two ways: the Console tab in the Server Manager, or the RunCommand function of the HTTPS API (section 9).

5. Startup Parameters

Parameter What it does
-Port=<portnum> Override the game port. Default 7777 (UDP and TCP), valid 0–65535
-ReliablePort=<portnum> Override the reliable messaging port. Default 8888 (TCP)
-ExternalReliablePort=<portnum> Use with -ReliablePort when external port remapping is in play
-DisablePacketRouting Disables the packet router
-DisableSeasonalEvents Disables all seasonal events, such as FICSMAS
-ini:<FILE>:[<SECTION>]:<KEY>=<VALUE> Set any INI value from the command line
-Log Show logs in a window on Windows, or the active terminal on Linux (default on Linux)
-NewConsole Run using the Satisfactory 1.0 Unreal console
-Unattended Suppress dialogs that would otherwise interrupt the server

6. Configuration Files

Two different things get confused here. ServerSettings.<PORT>.sav is a binary file holding what the Server Manager UI writes — it is not a config file. The editable INI files live under the install directory:

Platform Config path
Linux <install_directory>/FactoryGame/Saved/Config/LinuxServer/
Windows <install_directory>\FactoryGame\Saved\Config\WindowsServer\

Edit INI files only while the server is shut down

The server writes its INI files on graceful shutdown, so any edit made while it is running gets overwritten on the next stop. This is the number one reason people report that "the wiki settings don't work". Shut the server down first, edit, then start. Do not mark the files read-only to work around it — that breaks future patches. The files may not exist at all until the server has been started and gracefully stopped once.

The settings worth knowing:

Setting File / section Default What it does
MaxPlayers Game.ini — [/Script/Engine.GameSession] 4 Player cap. Panel-managed: [Experimental] Max Players
mNumRotatingAutosaves Engine.ini — [/Script/FactoryGame.FGSaveSession] 3 How many rotating autosaves are kept. Panel-managed: Number of Rotating Autosaves
NetServerMaxTickRate Engine.ini — [/Script/OnlineSubsystemUtils.IpNetDriver] 30 Server tick rate ceiling
LanServerMaxTickRate same section 30 LAN tick rate ceiling
NetClientTicksPerSecond Engine.ini — [/Script/Engine.Engine] 30 Client-side tick rate
InitialConnectTimeout Engine.ini — [/Script/OnlineSubsystemUtils.IpNetDriver] 30 Seconds to wait for a new connection to establish
ConnectionTimeout same section 30 Seconds before an established connection is considered timed out
PortRangeBegin / PortRangeLength Engine.ini — [/Script/ReliableMessaging.ReliableMessagingTCPFactory] 8888 / 512 Reliable-port auto-allocation range (Version 1.1+)
Port Engine.ini — [URL] 7777 Fixed game port
bImplicitSend Engine.ini — [CrashReportClient] True Set False to stop Linux crash-report uploads
FG.DisableSeasonalEvents GameUserSettings.ini — [/Script/FactoryGame.FGGameUserSettings] 0 1 disables FICSMAS and similar
[/Script/Engine.GameSession]
MaxPlayers=8
Game.ini — raise the player cap to 8

Or as a startup parameter, which survives INI rewrites: -ini:Game:[/Script/Engine.GameSession]:MaxPlayers=8

Up to 127 players is theoretically possible but not practical. The server is tuned to be most performant at the default cap of four, and raising it costs stability, performance and RAM — 16 GB is recommended for large saves or more than four players. Raising the tick rate is not a lag fix either: if the hardware cannot sustain 30, asking for more will not help.

[/Script/FactoryGame.FGSaveSession]
mNumRotatingAutosaves=10

[/Script/OnlineSubsystemUtils.IpNetDriver]
InitialConnectTimeout=120.0
ConnectionTimeout=120.0
Engine.ini — keep more autosaves, longer client timeout

Save games, blueprints and ServerSettings.<PORT>.sav live somewhere else entirely:

What Linux Windows (user account)
Server settings ~/.config/Epic/FactoryGame/Saved/SaveGames/ServerSettings.PORT.sav %LocalAppData%\FactoryGame\Saved\SaveGames\ServerSettings.PORT.sav
Save games ~/.config/Epic/FactoryGame/Saved/SaveGames/server %LocalAppData%\FactoryGame\Saved\SaveGames\server
Blueprints ~/.config/Epic/FactoryGame/Saved/SaveGames/blueprints %LocalAppData%\FactoryGame\Saved\SaveGames\blueprints

PORT is the configured port, so normally ServerSettings.7777.sav. On Windows the paths shift when the server runs as a service: NSSM uses %WINDIR%\System32\config\systemprofile\AppData\Local\..., a native Windows service uses %WINDIR%\ServiceProfiles\NetworkService\AppData\Local\....

Deleting ServerSettings.PORT.sav is the only admin password reset — and it wipes more than the password

There is no password recovery. Losing the admin password means deleting that file and re-claiming the server. Doing so also clears the server name, player password, auto-load session name and the server's certificate. Your saves survive, because they sit in a different directory.

7. Creative Mode (formerly Advanced Game Settings)

Creative Mode, called Advanced Game Settings until Update 1.2, is where the abilities other games expose as cheat commands live: flight, no build cost, god mode, give items and instant unlocks. On a dedicated server the host or an admin enables it, and over the API GetAdvancedGameSettings and ApplyAdvancedGameSettings read and write its values.

Creative Mode is a one-way door

Enabling Creative Mode disables achievements, and it cannot be disabled once enabled. If you need it temporarily, download the save first (section 3), enable it on a copy, and reload the clean save afterwards.

The full option list, and the achievement-safe Game Modes added in 1.2, are in Satisfactory Console Commands and Cheats.

8. The In-Game Debug Console

Press ` (backtick), ~ or § to open it. This console is client-side: the wiki is explicit that "it cannot be used for cheating", and Fly, GiveItem, Teleport and God appear in autocomplete but have never worked. Nothing you type there changes the server. Its genuinely useful commands, such as Stat FPS, ShowDebug CIRCUITS and materialFlowAnalysis, and the Satisfactory Mod Loader route to real cheat commands, are covered in Satisfactory Console Commands and Cheats.

9. The HTTPS API

Satisfactory 1.0 added a proper remote administration API at /api/v1 on the server's TCP port — https://<ip>:7777/api/v1. Every request is a POST carrying a function name and a data object.

Authentication is a Bearer token. Privilege levels are NotAuthenticated, Client, Administrator, InitialAdmin and APIToken. Three ways to get one: PasswordlessLogin (unclaimed or unprotected servers), PasswordLogin with the admin or client password, or server.GenerateAPIToken for a non-expiring application token.

Function Privilege What it does
HealthCheck None Health check; can exchange custom data with modded clients
PasswordlessLogin None Log in as a player when no password is set
PasswordLogin None Log in with the Admin or Client Protection password
VerifyAuthenticationToken — Validate a token
QueryServerState — Current server state and player information
GetServerOptions — Current and pending server options
GetAdvancedGameSettings — Current Creative Mode / AGS values
ApplyAdvancedGameSettings — Apply new Creative Mode / AGS values
ClaimServer InitialAdmin Claim an unclaimed server; takes ServerName and AdminPassword
RenameServer Admin Change the server name
SetClientPassword Admin Set the client protection password
SetAdminPassword Admin Set the admin password
SetAutoLoadSessionName Admin Set the session loaded on startup
RunCommand Admin Run a console command and return its output
Shutdown Admin Shut the server down
ApplyServerOptions Admin Apply new server options
CreateNewGame Admin Create and load a new session
SaveGame Admin Save the current session to a new file
LoadGame Admin Load a specified save file
DeleteSaveFile Admin Delete one save file
DeleteSaveSession Admin Delete every save in a session
EnumerateSessions Admin List all save sessions
UploadSaveGame Admin Upload a save to the server
DownloadSaveGame Admin Download a save from the server

RunCommand takes {"Command": "<string>"} and returns CommandResult (output, \n-separated) and a ReturnValue boolean. It is how you script the section 4 commands. InitialAdmin — the level ClaimServer needs — is only obtainable by attempting a passwordless login while the server has no Admin Password set.

curl --insecure -X POST https://127.0.0.1:7777/api/v1 \
  -H 'Content-Type: application/json' \
  -d '{"function":"PasswordLogin","data":{"MinimumPrivilegeLevel":"Administrator","Password":"YOUR_ADMIN_PASSWORD"}}'

curl --insecure -X POST https://127.0.0.1:7777/api/v1 \
  -H 'Content-Type: application/json' \
  -H 'Authorization: Bearer YOUR_TOKEN' \
  -d '{"function":"RunCommand","data":{"Command":"server.SaveGame Nightly"}}'
Log in and force a save over the API

--insecure is required because servers present a self-signed certificate that cURL rejects by default.

AllowInsecureLocalAccess turns off authentication for anything on the box

FG.DedicatedServer.AllowInsecureLocalAccess 1 removes all authentication for API calls originating from localhost. On a shared or containerised host, "localhost" is not only you. Use it for a scripted first-time claim and then restart the server to clear it, or set it per-boot with -ini:Engine:[SystemSettings]:FG.DedicatedServer.AllowInsecureLocalAccess=1 only for as long as you need it.

There is also a Lightweight Query API: a request-response UDP protocol on the same port number, protocol version 1, no authentication. It returns Cookie, ServerState, ServerNetCL, ServerFlags, sub-state IDs and versions, and the server name. It exists so monitoring tools can poll cheaply and only fall back to the heavier HTTPS API when a sub-state version actually changes.

10. What Satisfactory Does Not Have

Worth stating plainly, because people lose hours looking for these:

  • No kick command. Nothing in the Server Manager, the console command set, or the HTTPS API kicks a player.
  • No ban list and no whitelist. Access control is the Player Password — all or nothing.
  • No in-game admin chat commands. No / commands of any kind on a vanilla server.
  • No item spawning or teleporting from the console. Creative Mode's Give Items and Flight Mode are the sanctioned equivalents.
  • No player list command. Use QueryServerState over the API.

If someone needs removing, the practical route is to set a Player Password and restart, which drops everyone who does not have it. Mods can go further — see How to install mods for Satisfactory — but nothing in the base game does.

11. FAQ

How do I become admin on a Satisfactory server?

Open the Server Manager from the main menu, add your server, and enter the Admin Password. On a brand-new server there is no password yet — you claim it by setting a server name and an admin password, which makes you the administrator. Admin status is remembered per account, so you do not re-enter it each session.

What are the Satisfactory admin commands?

Eight: quit, stop and exit (three names for the same shutdown), server.SaveGame <name>, FG.AutosaveInterval <seconds>, server.GenerateAPIToken, server.InvalidateAPITokens and FG.DedicatedServer.AllowInsecureLocalAccess. Everything else — settings, saves, sessions, restarts — happens in the Server Manager UI, the INI files, or the HTTPS API. There are no kick, ban, give or teleport commands.

How do I open the console in Satisfactory?

Press `, ~ or § in-game, and again for the larger window. That console is client-side only: it changes graphics settings and shows debug overlays, and cannot spawn items or affect other players. The server console is separate, reached through the Server Manager's Console tab or the HTTPS API. Your host's panel console shows the server log but doesn't take commands.

How do I restart my Satisfactory server?

Set a daily restart hour under Server Restart Interval (hours) in the Server Manager, remembering it is an hour of day and not an interval. For an immediate restart, run quit in the console — any supervised server comes straight back up. Run server.SaveGame first if there is unsaved progress.

I lost my admin password. How do I reset it?

Delete ServerSettings.<PORT>.sav from the SaveGames directory and restart the server. It becomes unclaimed and you can claim it again with a new password. This also erases the server name, player password, auto-load session name and certificate, but your saves live in a separate folder and are untouched.

How do I add more than 4 players to my server?

Set the [Experimental] Max Players variable in the Startup tab. The panel writes MaxPlayers under [/Script/Engine.GameSession] in Game.ini from it on every boot, so editing the INI by hand is undone at the next restart. Up to 127 is theoretically possible but not practical — the server is tuned for the default of four, and going higher costs stability and performance. Budget 16 GB of RAM for large saves or more than four players.

Can I enable cheats on a Satisfactory server?

Use Creative Mode, called Advanced Game Settings before Update 1.2. It covers No Build Cost, Flight Mode, No Power, God Mode, Give Items, Unlock All Tiers and more. Enable it when creating a session or with the checkbox below Load Game. It permanently disables achievements for that save and cannot be switched off once on.


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