blob: 876ec855afe7ca124da1cf77aea4f6977584b9be [file] [log] [blame]
{
// 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,
}