Sample Configs
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Readme.md
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3
Readme.md
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# Install
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Dowload Factorio HEadless from the [Factorio Page](https://factorio.com/download) than upload it to the server `scp factorio_headless_* root@104.248.40.33:~/ `
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79
map-gen-settings.json
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map-gen-settings.json
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{
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"_terrain_segmentation_comment": "The inverse of 'water scale' in the map generator GUI.",
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"terrain_segmentation": 1,
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"_water_comment":
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[
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"The equivalent to 'water coverage' in the map generator GUI. Higher coverage means more water in larger oceans.",
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"Water level = 10 * log2(this value)"
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],
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"water": 1,
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"_comment_width+height": "Width and height of map, in tiles; 0 means infinite",
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"width": 0,
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"height": 0,
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"_starting_area_comment": "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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{
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"coal": {"frequency": 1, "size": 1, "richness": 1},
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"stone": {"frequency": 1, "size": 1, "richness": 1},
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"copper-ore": {"frequency": 1, "size": 1,"richness": 1},
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"iron-ore": {"frequency": 1, "size": 1, "richness": 1},
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"uranium-ore": {"frequency": 1, "size": 1, "richness": 1},
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"crude-oil": {"frequency": 1, "size": 1, "richness": 1},
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"trees": {"frequency": 1, "size": 1, "richness": 1},
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"enemy-base": {"frequency": 1, "size": 1, "richness": 1}
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},
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"cliff_settings":
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{
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"_name_comment": "Name of the cliff prototype",
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"name": "cliff",
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"_cliff_elevation_0_comment": "Elevation of first row of cliffs",
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"cliff_elevation_0": 10,
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"_cliff_elevation_interval_comment":
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[
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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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],
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"cliff_elevation_interval": 40,
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"_richness_comment": "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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},
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"_property_expression_names_comment":
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[
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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 'terrain type bias' in the map generator GUI."
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],
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"property_expression_names":
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{
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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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},
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"starting_points":
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[
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{ "x": 0, "y": 0}
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],
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"_seed_comment": "Use null for a random seed, number for a specific seed.",
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"seed": null
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}
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121
map-settings.json
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map-settings.json
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{
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"difficulty_settings":
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{
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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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},
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"pollution":
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{
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"enabled": true,
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"_comment_min_to_diffuse_1": "these are values for 60 ticks (1 simulated second)",
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"_comment_min_to_diffuse_2": "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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},
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"enemy_evolution":
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{
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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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},
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"enemy_expansion":
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{
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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": 2.0,
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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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},
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"unit_group":
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{
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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": 30.0,
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"min_group_radius": 5.0,
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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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},
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"steering":
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{
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"default":
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{
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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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},
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"moving":
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{
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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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}
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},
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"path_finder":
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{
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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": 500.0,
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"overload_levels": [0, 100, 500],
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"overload_multipliers": [2, 3, 4],
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"negative_path_cache_delay_interval": 20
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},
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"max_failed_behavior_count": 3
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}
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server-settings.json
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{
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"name": "Name of the game as it will appear in the game listing",
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"description": "Description of the game that will appear in the listing",
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"tags": ["game", "tags"],
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"_comment_max_players": "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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"_comment_visibility": ["public: Game will be published on the official Factorio matching server",
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"lan: Game will be broadcast on LAN"],
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"visibility":
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{
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"public": true,
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"lan": true
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},
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"_comment_credentials": "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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"_comment_token": "Authentication token. May be used instead of 'password' above.",
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"token": "",
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"game_password": "",
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"_comment_require_user_verification": "When set to true, the server will only allow clients that have a valid Factorio.com account",
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"require_user_verification": true,
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"_comment_max_upload_in_kilobytes_per_second" : "optional, default value is 0. 0 means unlimited.",
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"max_upload_in_kilobytes_per_second": 0,
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"_comment_max_upload_slots" : "optional, default value is 5. 0 means unlimited.",
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"max_upload_slots": 5,
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"_comment_minimum_latency_in_ticks": "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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"_comment_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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"max_heartbeats_per_second": 60,
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"_comment_ignore_player_limit_for_returning_players": "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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"_comment_allow_commands": "possible values are, true, false and admins-only",
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"allow_commands": "admins-only",
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"_comment_autosave_interval": "Autosave interval in minutes",
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"autosave_interval": 10,
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"_comment_autosave_slots": "server autosave slots, it is cycled through when the server autosaves.",
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"autosave_slots": 5,
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"_comment_afk_autokick_interval": "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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"_comment_auto_pause": "Whether should the server be paused when no players are present.",
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"auto_pause": true,
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"only_admins_can_pause_the_game": true,
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"_comment_autosave_only_on_server": "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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"_comment_non_blocking_saving": "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.",
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"non_blocking_saving": false,
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"_comment_segment_sizes": "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.",
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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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}
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