| { |
| // The following options are defaults taken verbatim from Factorio 1.1.35 |
| // headless' server-settings.example.json, with the following changes: |
| // - field names unquoted where possible |
| // - pseudo-comments converted to jsonnet comments |
| // - comments reflowed to fit 80 columns |
| |
| name: "Name of the game as it will appear in the game listing", |
| description: "Description of the game that will appear in the listing", |
| tags: ["game", "tags"], |
| |
| // Maximum number of players allowed, admins can join even a full server. 0 |
| // means unlimited. |
| max_players: 0, |
| |
| visibility: |
| { |
| // Game will be published on the official Factorio matching server |
| public: true, |
| // Game will be broadcast on LAN |
| lan: true, |
| }, |
| |
| // Your factorio.com login credentials. Required for games with visibility |
| // public |
| username: "", |
| password: "", |
| |
| // Authentication token. May be used instead of 'password' above. |
| token: "", |
| |
| game_password: "", |
| |
| // When set to true, the server will only allow clients that have a valid |
| // Factorio.com account |
| require_user_verification: true, |
| |
| // optional, default value is 0. 0 means unlimited. |
| max_upload_in_kilobytes_per_second: 0, |
| |
| // optional, default value is 5. 0 means unlimited. |
| max_upload_slots: 5, |
| |
| // optional one tick is 16ms in default speed, default value is 0. |
| // 0 means no minimum. |
| minimum_latency_in_ticks: 0, |
| |
| // Players that played on this map already can join even when the max |
| // player limit was reached. |
| ignore_player_limit_for_returning_players: false, |
| |
| // possible values are, true, false and admins-only |
| allow_commands: "admins-only", |
| |
| // Autosave interval in minutes |
| autosave_interval: 10, |
| |
| // server autosave slots, it is cycled through when the server autosaves. |
| autosave_slots: 5, |
| |
| // How many minutes until someone is kicked when doing nothing, 0 for |
| // never. |
| afk_autokick_interval: 0, |
| |
| // Whether should the server be paused when no players are present. |
| auto_pause: true, |
| |
| only_admins_can_pause_the_game: true, |
| |
| // Whether autosaves should be saved only on server or also on all |
| // connected clients. Default is true. |
| autosave_only_on_server: true, |
| |
| // Highly experimental feature, enable only at your own risk of losing your |
| // saves. On UNIX systems, server will fork itself to create an autosave. |
| // Autosaving on connected Windows clients will be disabled regardless of |
| // autosave_only_on_server option. |
| non_blocking_saving: false, |
| |
| // Long network messages are split into segments that are sent over |
| // multiple ticks. Their size depends on the number of peers currently |
| // connected. Increasing the segment size will increase upload bandwidth |
| // requirement for the server and download bandwidth requirement for |
| // clients. This setting only affects server outbound messages. Changing |
| // these settings can have a negative impact on connection stability for |
| // some clients. |
| minimum_segment_size: 25, |
| minimum_segment_size_peer_count: 20, |
| maximum_segment_size: 100, |
| maximum_segment_size_peer_count: 10, |
| } |