Serge Bazanski | 0808034 | 2021-06-21 14:05:56 +0000 | [diff] [blame] | 1 | { |
| 2 | // The following options are defaults taken verbatim from Factorio 1.1.35 |
| 3 | // headless' server-settings.example.json, with the following changes: |
| 4 | // - field names unquoted where possible |
| 5 | // - pseudo-comments converted to jsonnet comments |
| 6 | // - comments reflowed to fit 80 columns |
| 7 | |
| 8 | name: "Name of the game as it will appear in the game listing", |
| 9 | description: "Description of the game that will appear in the listing", |
| 10 | tags: ["game", "tags"], |
| 11 | |
| 12 | // Maximum number of players allowed, admins can join even a full server. 0 |
| 13 | // means unlimited. |
| 14 | max_players: 0, |
| 15 | |
| 16 | visibility: |
| 17 | { |
| 18 | // Game will be published on the official Factorio matching server |
| 19 | public: true, |
| 20 | // Game will be broadcast on LAN |
| 21 | lan: true, |
| 22 | }, |
| 23 | |
| 24 | // Your factorio.com login credentials. Required for games with visibility |
| 25 | // public |
| 26 | username: "", |
| 27 | password: "", |
| 28 | |
| 29 | // Authentication token. May be used instead of 'password' above. |
| 30 | token: "", |
| 31 | |
| 32 | game_password: "", |
| 33 | |
| 34 | // When set to true, the server will only allow clients that have a valid |
| 35 | // Factorio.com account |
| 36 | require_user_verification: true, |
| 37 | |
| 38 | // optional, default value is 0. 0 means unlimited. |
| 39 | max_upload_in_kilobytes_per_second: 0, |
| 40 | |
| 41 | // optional, default value is 5. 0 means unlimited. |
| 42 | max_upload_slots: 5, |
| 43 | |
| 44 | // optional one tick is 16ms in default speed, default value is 0. |
| 45 | // 0 means no minimum. |
| 46 | minimum_latency_in_ticks: 0, |
| 47 | |
| 48 | // Players that played on this map already can join even when the max |
| 49 | // player limit was reached. |
| 50 | ignore_player_limit_for_returning_players: false, |
| 51 | |
| 52 | // possible values are, true, false and admins-only |
| 53 | allow_commands: "admins-only", |
| 54 | |
| 55 | // Autosave interval in minutes |
| 56 | autosave_interval: 10, |
| 57 | |
| 58 | // server autosave slots, it is cycled through when the server autosaves. |
| 59 | autosave_slots: 5, |
| 60 | |
| 61 | // How many minutes until someone is kicked when doing nothing, 0 for |
| 62 | // never. |
| 63 | afk_autokick_interval: 0, |
| 64 | |
| 65 | // Whether should the server be paused when no players are present. |
| 66 | auto_pause: true, |
| 67 | |
| 68 | only_admins_can_pause_the_game: true, |
| 69 | |
| 70 | // Whether autosaves should be saved only on server or also on all |
| 71 | // connected clients. Default is true. |
| 72 | autosave_only_on_server: true, |
| 73 | |
| 74 | // Highly experimental feature, enable only at your own risk of losing your |
| 75 | // saves. On UNIX systems, server will fork itself to create an autosave. |
| 76 | // Autosaving on connected Windows clients will be disabled regardless of |
| 77 | // autosave_only_on_server option. |
| 78 | non_blocking_saving: false, |
| 79 | |
| 80 | // Long network messages are split into segments that are sent over |
| 81 | // multiple ticks. Their size depends on the number of peers currently |
| 82 | // connected. Increasing the segment size will increase upload bandwidth |
| 83 | // requirement for the server and download bandwidth requirement for |
| 84 | // clients. This setting only affects server outbound messages. Changing |
| 85 | // these settings can have a negative impact on connection stability for |
| 86 | // some clients. |
| 87 | minimum_segment_size: 25, |
| 88 | minimum_segment_size_peer_count: 20, |
| 89 | maximum_segment_size: 100, |
| 90 | maximum_segment_size_peer_count: 10, |
| 91 | } |