mirror of
https://github.com/k8s-at-home/charts.git
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374 lines
13 KiB
YAML
374 lines
13 KiB
YAML
#
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# IMPORTANT NOTE
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#
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# This chart inherits from our common library chart. You can check the default values/options here:
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# https://github.com/k8s-at-home/library-charts/tree/main/charts/stable/common/values.yaml
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#
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image:
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# -- image repository
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repository: factoriotools/factorio
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# -- image tag
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# @default -- chart.appVersion
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tag:
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# -- image pull policy
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pullPolicy: IfNotPresent
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initContainers:
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# -- Configures an initContainer that copies the configmap to the factorio conf directory
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# @default -- See values.yaml
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copy-configmap:
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image: busybox
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imagePullPolicy: IfNotPresent
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command:
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- "sh"
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- "-c"
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- |
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mkdir -p /factorio/config
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cp -vL /helmconfig/* /factorio/config/
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volumeMounts:
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- name: factorio-config
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mountPath: /helmconfig/
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- name: config
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mountPath: /factorio/
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securityContext:
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runAsUser: 0
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# -- environment variables. See more environment variables in the [factorio documentation](https://factorio.org/docs).
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# @default -- See below
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env:
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# -- Set the container timezone
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TZ: UTC
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# -- Generate a new save if one does not exist before starting the server
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GENERATE_NEW_SAVE: "{{ .Values.config.factorioServer.generate_new_save }}"
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# -- Load latest when true. Otherwise load SAVE_NAME
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LOAD_LATEST_SAVE: "{{ .Values.config.factorioServer.load_latest_save }}"
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# -- UDP port the server listens on
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PORT: "{{ .Values.service.main.ports.server.port }}"
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# -- TCP port the rcon server listens on
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RCON_PORT: "{{ .Values.service.main.ports.rcon.port }}"
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# -- Name to use for the save file
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SAVE_NAME: "{{ .Values.config.factorioServer.save_name }}"
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# -- factorio.com token
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TOKEN: "{{ .Values.config.factorioServer.token }}"
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# -- If mods should be updated befoqre starting the server
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UPDATE_MODS_ON_START: "{{ .Values.config.factorioServer.update_mods_on_start }}"
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# -- factorio.com username
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USERNAME: "{{ .Values.config.factorioServer.username }}"
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# -- Configures service settings for the chart.
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# @default -- See values.yaml
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service:
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main:
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ports:
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http:
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enabled: false
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primary: false
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server:
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enabled: true
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port: 34197
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protocol: UDP
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rcon:
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enabled: true
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primary: true
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port: 27015
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protocol: TCP
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ingress:
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# -- Enable and configure ingress settings for the chart under this key.
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# @default -- See values.yaml
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main:
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enabled: false
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# -- Configure persistence settings for the chart under this key.
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# @default -- See values.yaml
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persistence:
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config:
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enabled: true
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mountPath: /factorio
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# -- Configure server settings. Can be disabled if you wish to configure in the container in the json config files.
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# -- See values.yaml for descriptions for many config options, ore refer to https://wiki.factorio.com/Multiplayer.
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# @default -- See values.yaml
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config:
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factorioServer:
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# -- name to be used for save
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save_name: "_autosave1"
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# -- Generate a New Save
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generate_new_save: false
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# -- Update mods on start
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update_mods_on_start: false
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# -- lets the game know if you want to load the latest save
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load_latest_save: true
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# -- factorio.com token
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token:
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# -- factorio.com password
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username:
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server_settings:
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# -- Your Instance Name
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name: Factorio
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# -- Your Instance Description
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description: "Factorio running on Kubernetes"
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tags:
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- game
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- tags
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# -- Maximum number of players allowed, admins can join even a full server. 0 means unlimited.
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max_players: 0
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# -- Game visibility
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visibility:
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# -- Game will be published on the official Factorio matching server
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public: false
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# -- Game will be broadcast on LAN
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lan: true
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# -- Your factorio.com login credentials. Required for games with visibility public
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username: ""
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password: ""
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# -- Authentication token. May be used instead of password above.
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token: ""
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# -- password required to log into the factorio server
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game_password: ""
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# -- When set to true, the server will only allow clients that have a valid Factorio.com account
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require_user_verification: false
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# -- optional, default value is 0. 0 means unlimited.
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max_upload_in_kilobytes_per_second: 0
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# -- optional, default value is 5. 0 means unlimited.
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max_upload_slots: 5
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# -- optional one tick is 16ms in default speed, default value is 0. 0 means no minimum.
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minimum_latency_in_ticks: 0
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# -- Players that played on this map already can join even when the max player limit was reached.
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ignore_player_limit_for_returning_players: false
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# -- possible values are, true, false and admins-only
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allow_commands: admins-only
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# -- Autosave interval in minutes
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autosave_interval: 10
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# -- server autosave slots, it is cycled through when the server autosaves.
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autosave_slots: 5
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# -- How many minutes until someone is kicked when doing nothing, 0 for never.
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afk_autokick_interval: 0
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# -- Whether should the server be paused when no players are present.
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auto_pause: true
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# -- specifies if anyone can pause or only admins
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only_admins_can_pause_the_game: true
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# -- Whether autosaves should be saved only on server or also on all connected clients. Default is true.
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autosave_only_on_server: true
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# -- Highly experimental feature, enable only at your own
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# -- risk of losing your saves. On UNIX systems, server will fork itself to create an
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# -- autosave. Autosaving on connected Windows clients will be disabled regardless of
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# -- autosave_only_on_server option.
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non_blocking_saving: false
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# -- Long network messages are split into segments that are sent
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# -- over multiple ticks. Their size depends on the number of peers currently connected.
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# -- Increasing the segment size will increase upload bandwidth requirement for the server
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# -- and download bandwidth requirement for clients. This setting only affects server
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# -- outbound messages. Changing these settings can have a negative impact on connection
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# -- stability for some clients.
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minimum_segment_size: 25
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minimum_segment_size_peer_count: 20
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maximum_segment_size: 100
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maximum_segment_size_peer_count: 10
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# -- Password and port for the rcon service
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rcon:
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external: true
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type: LoadBalancer
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password: "replaceme"
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port: 30100
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map_gen_settings:
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# --The inverse of water scale in the map generator GUI.
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terrain_segmentation: 1
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# -- The equivalent to water coverage in the map generator GUI. Higher coverage means
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# -- more water in larger oceans.
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# -- Water level = 10 * log2(this value)
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water: 1
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# -- Width and height of map, in tiles; 0 means infinite
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width: 0
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# -- Width and height of map, in tiles; 0 means infinite
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height: 0
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# -- Multiplier for biter free zone radius
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starting_area: 1
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peaceful_mode: false
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autoplace_controls:
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coal:
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frequency: 1
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size: 1
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richness: 1
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stone:
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frequency: 1
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size: 1
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richness: 1
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copper-ore:
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frequency: 1
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size: 1
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richness: 1
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iron-ore:
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frequency: 1
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size: 1
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richness: 1
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uranium-ore:
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frequency: 1
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size: 1
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richness: 1
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crude-oil:
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frequency: 1
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size: 1
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richness: 1
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trees:
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frequency: 1
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size: 1
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richness: 1
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enemy-base:
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frequency: 1
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size: 1
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richness: 1
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cliff_settings:
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# -- Name of the cliff prototype
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name: cliff
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# -- Elevation of first row of cliffs
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cliff_elevation_0: 10
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# -- Elevation difference between successive rows of cliffs.
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# -- This is inversely proportional to frequency in the map generation GUI. Specifically, when set from the GUI the value is 40 / frequency.
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cliff_elevation_interval: 40
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# -- Called cliff continuity in the map generator GUI. 0 will result in no cliffs, 10 will make all cliff rows completely solid
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richness: 1
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# -- Overrides for property value generators (map type)
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# -- Leave elevation blank to get normal terrain.
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# -- Use ''elevation'': ''0_16-elevation'' to reproduce terrain from 0.16.
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# -- Use ''elevation'': ''0_17-island'' to get an island.
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# -- Moisture and terrain type are also controlled via this.
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# -- "control-setting:moisture:frequency:multiplier is the inverse of the moisture scale in the map generator GUI."
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# -- "control-setting:moisture:bias is the moisture bias in the map generator GUI."
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# -- "control-setting:aux:frequency:multiplier is the inverse of the terrain type scale in the map generator GUI."
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# -- "control-setting:aux:bias is the teraain type bias in the map generator GUI."
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property_expression_names:
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control-setting:moisture:frequency:multiplier: "1"
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control-setting:moisture:bias: "0"
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control-setting:aux:frequency:multiplier: "1"
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control-setting:aux:bias: "0"
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starting_points:
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- "x": 0
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"y": 0
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# -- Use null for a random seed, number for a specific seed.
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seed: null
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map_settings:
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difficulty_settings:
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recipe_difficulty: 0
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technology_difficulty: 0
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technology_price_multiplier: 1
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research_queue_setting: after-victory
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pollution:
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enabled: true
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# -- these are values for 60 ticks (1 simulated second)
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# -- amount that is diffused to neighboring chunk
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diffusion_ratio: 0.02
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min_to_diffuse: 15
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ageing: 1
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expected_max_per_chunk: 150
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min_to_show_per_chunk: 50
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min_pollution_to_damage_trees: 60
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pollution_with_max_forest_damage: 150
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pollution_per_tree_damage: 50
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pollution_restored_per_tree_damage: 10
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max_pollution_to_restore_trees: 20
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enemy_attack_pollution_consumption_modifier: 1
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enemy_evolution:
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enabled: true
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time_factor: 0.000004
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destroy_factor: 0.002
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pollution_factor: 0.0000009
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enemy_expansion:
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enabled: true
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min_base_spacing: 3
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max_expansion_distance: 7
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friendly_base_influence_radius: 2
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enemy_building_influence_radius: 2
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building_coefficient: 0.1
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other_base_coefficient: 2
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neighbouring_chunk_coefficient: 0.5
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neighbouring_base_chunk_coefficient: 0.4
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max_colliding_tiles_coefficient: 0.9
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settler_group_min_size: 5
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settler_group_max_size: 20
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min_expansion_cooldown: 14400
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max_expansion_cooldown: 216000
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unit_group:
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min_group_gathering_time: 3600
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max_group_gathering_time: 36000
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max_wait_time_for_late_members: 7200
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max_group_radius: 30
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min_group_radius: 5
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max_member_speedup_when_behind: 1.4
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max_member_slowdown_when_ahead: 0.6
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max_group_slowdown_factor: 0.3
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max_group_member_fallback_factor: 3
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member_disown_distance: 10
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tick_tolerance_when_member_arrives: 60
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max_gathering_unit_groups: 30
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max_unit_group_size: 200
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steering:
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default:
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radius: 1.2
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separation_force: 0.005
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separation_factor: 1.2
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force_unit_fuzzy_goto_behavior: false
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moving:
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radius: 3
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separation_force: 0.01
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separation_factor: 3
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force_unit_fuzzy_goto_behavior: false
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path_finder:
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fwd2bwd_ratio: 5
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goal_pressure_ratio: 2
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max_steps_worked_per_tick: 100
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max_work_done_per_tick: 8000
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use_path_cache: true
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short_cache_size: 5
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long_cache_size: 25
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short_cache_min_cacheable_distance: 10
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short_cache_min_algo_steps_to_cache: 50
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long_cache_min_cacheable_distance: 30
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cache_max_connect_to_cache_steps_multiplier: 100
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cache_accept_path_start_distance_ratio: 0.2
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cache_accept_path_end_distance_ratio: 0.15
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negative_cache_accept_path_start_distance_ratio: 0.3
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negative_cache_accept_path_end_distance_ratio: 0.3
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cache_path_start_distance_rating_multiplier: 10
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cache_path_end_distance_rating_multiplier: 20
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stale_enemy_with_same_destination_collision_penalty: 30
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ignore_moving_enemy_collision_distance: 5
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enemy_with_different_destination_collision_penalty: 30
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general_entity_collision_penalty: 10
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general_entity_subsequent_collision_penalty: 3
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extended_collision_penalty: 3
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max_clients_to_accept_any_new_request: 10
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max_clients_to_accept_short_new_request: 100
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direct_distance_to_consider_short_request: 100
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short_request_max_steps: 1000
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short_request_ratio: 0.5
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min_steps_to_check_path_find_termination: 2000
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start_to_goal_cost_multiplier_to_terminate_path_find: 500
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overload_levels:
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- 0
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- 100
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- 500
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overload_multipliers:
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- 2
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- 3
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- 4
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negative_path_cache_delay_interval: 20
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max_failed_behavior_count: 3
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admin_list:
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# - "john_doe"
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# - "jane_doe"
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white_list:
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# - "john_doe"
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# - "jane_doe"
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ban_list:
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# - "john_doe"
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# - "jane_doe"
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