{ // 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, }