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Merge pull request #50 from Kariton/space-age-values
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CHANGELOG.md

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## Changelog
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### V2.0.0
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#### Breaking Changes
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Now compatible only with Factorio V2.0.
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The Space Age DLC is not required to use this Helm chart.
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Some Factorio settings in general have changed.
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To continue using older 'factoriotools/factorio' Docker images, use version V1.2.5.
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- Updated fields in values.yaml for Factorio V2.0 and Space Age DLC.
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### V1.2.0
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#### Non-Breaking Changes

charts/factorio-server-charts/Chart.yaml

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# This is the chart version. This version number should be incremented each time you make changes
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# to the chart and its templates, including the app version.
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# Versions are expected to follow Semantic Versioning (https://semver.org/)
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version: 1.2.5
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version: 2.0.0
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# This is the version number of the application being deployed. This version number should be
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# incremented each time you make changes to the application. Versions are not expected to

charts/factorio-server-charts/values.yaml

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## @param server_settings.autosave_slots Server autosave slots, it is cycled through when the server autosaves
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## @param server_settings.afk_autokick_interval How many minutes must pass before someone is kicked when doing nothing, 0 for never
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## @param server_settings.auto_pause Whether the server should be paused when no players are present
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## @param server_settings.auto_pause_when_players_connect Whether should the server be paused when someone is connecting to the server.
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## @param server_settings.only_admins_can_pause_the_game Specifies if anyone can pause or only admins
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## @param server_settings.autosave_only_on_server Whether autosaves should be performed only on the server or also on all connected clients. Default is true
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## @param server_settings.non_blocking_saving Highly experimental feature, enable only at your own risk
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## @param server_settings.max_heartbeats_per_second Network tick rate. Maximum rate game updates packets are sent at before bundling them together. Minimum value is 6, maximum value is 240.
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## @param server_settings.minimum_segment_size Minimum network messages segment size
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## @param server_settings.minimum_segment_size_peer_count Minimum network messages segment count
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## @param server_settings.maximum_segment_size Maximum network messages segment size
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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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# Whether should the server be paused when someone is connecting to the server.
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auto_pause_when_players_connect: false
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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. 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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# Network tick rate. Maximum rate game updates packets are sent at before bundling them together.
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# Minimum value is 6, maximum value is 240.
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max_heartbeats_per_second: 60
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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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# rcon port
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port: 30100
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## @param map_gen_settings.terrain_segmentation The inverse of water scale in the map generator GUI
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## @param map_gen_settings.water The equivalent to water coverage in the map generator GUI
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## @param map_gen_settings.width Map width in tiles; 0 means infinite
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## @param map_gen_settings.height Map height in tiles; 0 means infinite
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## @param map_gen_settings.starting_area Multiplier for biter free zone radius
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## @extra map_gen_settings.starting_points [array] List of starting points for the map
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## @param map_gen_settings.seed Map RNG Seed
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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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starting_area: 1
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peaceful_mode: false
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autoplace_controls: {}
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# water:
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# frequency: 1
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# size: 1
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# coal:
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# frequency: 1
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# size: 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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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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# Use 'elevation': 'elevation_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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# "control:moisture:frequency is the inverse of the moisture scale in the map generator GUI."
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# "control:moisture:bias is the moisture bias in the map generator GUI."
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# "control:aux:frequency is the inverse of the terrain type scale in the map generator GUI."
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# "control: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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control:moisture:frequency: '1'
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control:moisture:bias: '0'
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control:aux:frequency: '1'
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control: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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## @param map_settings.difficulty_settings.recipe_difficulty Enable expensive crafting recipe
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## @param map_settings.difficulty_settings.technology_difficulty Enable expensive research
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## @param map_settings.difficulty_settings.technology_price_multiplier Research cost multiplier
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## @param map_settings.difficulty_settings.research_queue_setting Possibile values: `after-victory`, `always`, `never`
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## @param map_settings.difficulty_settings.spoil_time_modifier
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## @param map_settings.asteroids.spawning_rate Asteroid Spawing rate
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## @param map_settings.asteroids.max_ray_portals_expanded_per_tick
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## @skip map_settings.pollution
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## @extra map_settings.pollution.enabled Enable pollution. Check values.yaml to know what pollution values you can override
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## @skip map_settings.enemy_evolution
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## @param map_settings.max_failed_behavior_count If a behavior fails this many times, the enemy (or enemy group) is destroyed. This solves biters stuck within their own base.
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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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spoil_time_modifier: 1
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asteroids:
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max_ray_portals_expanded_per_tick: 100
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spawning_rate: 1
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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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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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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_steps_worked_per_tick: 1000
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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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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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start_to_goal_cost_multiplier_to_terminate_path_find: 2000.0
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overload_levels:
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- 0
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- 100

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