diff --git a/CHANGELOG.md b/CHANGELOG.md index 485adbc..8f051f2 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,5 +1,16 @@ ## Changelog +### V2.0.0 + +#### Breaking Changes + +Now compatible only with Factorio V2.0. +The Space Age DLC is not required to use this Helm chart. +Some Factorio settings in general have changed. +To continue using older 'factoriotools/factorio' Docker images, use version V1.2.5. + +- Updated fields in values.yaml for Factorio V2.0 and Space Age DLC. + ### V1.2.0 #### Non-Breaking Changes diff --git a/charts/factorio-server-charts/Chart.yaml b/charts/factorio-server-charts/Chart.yaml index d0b3ed2..d0f3d63 100644 --- a/charts/factorio-server-charts/Chart.yaml +++ b/charts/factorio-server-charts/Chart.yaml @@ -20,7 +20,7 @@ sources: # This is the chart version. This version number should be incremented each time you make changes # to the chart and its templates, including the app version. # Versions are expected to follow Semantic Versioning (https://semver.org/) -version: 1.2.5 +version: 2.0.0 # This is the version number of the application being deployed. This version number should be # incremented each time you make changes to the application. Versions are not expected to diff --git a/charts/factorio-server-charts/values.yaml b/charts/factorio-server-charts/values.yaml index b9053bf..879deef 100644 --- a/charts/factorio-server-charts/values.yaml +++ b/charts/factorio-server-charts/values.yaml @@ -214,9 +214,11 @@ serverPassword: ## @param server_settings.autosave_slots Server autosave slots, it is cycled through when the server autosaves ## @param server_settings.afk_autokick_interval How many minutes must pass before someone is kicked when doing nothing, 0 for never ## @param server_settings.auto_pause Whether the server should be paused when no players are present +## @param server_settings.auto_pause_when_players_connect Whether should the server be paused when someone is connecting to the server. ## @param server_settings.only_admins_can_pause_the_game Specifies if anyone can pause or only admins ## @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 ## @param server_settings.non_blocking_saving Highly experimental feature, enable only at your own risk +## @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. ## @param server_settings.minimum_segment_size Minimum network messages segment size ## @param server_settings.minimum_segment_size_peer_count Minimum network messages segment count ## @param server_settings.maximum_segment_size Maximum network messages segment size @@ -258,6 +260,8 @@ server_settings: afk_autokick_interval: 0 # Whether should the server be paused when no players are present. auto_pause: true + # Whether should the server be paused when someone is connecting to the server. + auto_pause_when_players_connect: false # specifies if anyone can pause or only admins only_admins_can_pause_the_game: true # Whether autosaves should be saved only on server or also on all connected clients. Default is true. @@ -267,6 +271,9 @@ server_settings: # autosave. Autosaving on connected Windows clients will be disabled regardless of # autosave_only_on_server option. non_blocking_saving: false + # Network tick rate. Maximum rate game updates packets are sent at before bundling them together. + # Minimum value is 6, maximum value is 240. + max_heartbeats_per_second: 60 # 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 @@ -298,8 +305,6 @@ rcon: # rcon port port: 30100 -## @param map_gen_settings.terrain_segmentation The inverse of water scale in the map generator GUI -## @param map_gen_settings.water The equivalent to water coverage in the map generator GUI ## @param map_gen_settings.width Map width in tiles; 0 means infinite ## @param map_gen_settings.height Map height in tiles; 0 means infinite ## @param map_gen_settings.starting_area Multiplier for biter free zone radius @@ -315,12 +320,6 @@ rcon: ## @extra map_gen_settings.starting_points [array] List of starting points for the map ## @param map_gen_settings.seed Map RNG Seed map_gen_settings: - # The inverse of water scale in the map generator GUI. - terrain_segmentation: 1 - # The equivalent to water coverage in the map generator GUI. Higher coverage means - # more water in larger oceans. - # Water level = 10 * log2(this value) - water: 1 # Width and height of map, in tiles; 0 means infinite width: 0 # Width and height of map, in tiles; 0 means infinite @@ -329,6 +328,9 @@ map_gen_settings: starting_area: 1 peaceful_mode: false autoplace_controls: {} +# water: +# frequency: 1 +# size: 1 # coal: # frequency: 1 # size: 1 @@ -356,11 +358,9 @@ map_gen_settings: # trees: # frequency: 1 # size: 1 -# richness: 1 # enemy-base: # frequency: 1 # size: 1 -# richness: 1 cliff_settings: # Name of the cliff prototype name: cliff @@ -373,28 +373,27 @@ map_gen_settings: richness: 1 # Overrides for property value generators (map type) # Leave elevation blank to get normal terrain. - # Use ''elevation'': ''0_16-elevation'' to reproduce terrain from 0.16. - # Use ''elevation'': ''0_17-island'' to get an island. + # Use 'elevation': 'elevation_island' to get an island. # Moisture and terrain type are also controlled via this. - # "control-setting:moisture:frequency:multiplier is the inverse of the moisture scale in the map generator GUI." - # "control-setting:moisture:bias is the moisture bias in the map generator GUI." - # "control-setting:aux:frequency:multiplier is the inverse of the terrain type scale in the map generator GUI." - # "control-setting:aux:bias is the teraain type bias in the map generator GUI." + # "control:moisture:frequency is the inverse of the moisture scale in the map generator GUI." + # "control:moisture:bias is the moisture bias in the map generator GUI." + # "control:aux:frequency is the inverse of the terrain type scale in the map generator GUI." + # "control:aux:bias is the teraain type bias in the map generator GUI." property_expression_names: - control-setting:moisture:frequency:multiplier: '1' - control-setting:moisture:bias: '0' - control-setting:aux:frequency:multiplier: '1' - control-setting:aux:bias: '0' + control:moisture:frequency: '1' + control:moisture:bias: '0' + control:aux:frequency: '1' + control:aux:bias: '0' starting_points: - "x": 0 "y": 0 # Use null for a random seed, number for a specific seed. seed: null -## @param map_settings.difficulty_settings.recipe_difficulty Enable expensive crafting recipe -## @param map_settings.difficulty_settings.technology_difficulty Enable expensive research ## @param map_settings.difficulty_settings.technology_price_multiplier Research cost multiplier -## @param map_settings.difficulty_settings.research_queue_setting Possibile values: `after-victory`, `always`, `never` +## @param map_settings.difficulty_settings.spoil_time_modifier +## @param map_settings.asteroids.spawning_rate Asteroid Spawing rate +## @param map_settings.asteroids.max_ray_portals_expanded_per_tick ## @skip map_settings.pollution ## @extra map_settings.pollution.enabled Enable pollution. Check values.yaml to know what pollution values you can override ## @skip map_settings.enemy_evolution @@ -410,10 +409,11 @@ map_gen_settings: ## @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. map_settings: difficulty_settings: - recipe_difficulty: 0 - technology_difficulty: 0 technology_price_multiplier: 1 - research_queue_setting: after-victory + spoil_time_modifier: 1 + asteroids: + max_ray_portals_expanded_per_tick: 100 + spawning_rate: 1 pollution: enabled: true # these are values for 60 ticks (1 simulated second) @@ -436,7 +436,6 @@ map_settings: pollution_factor: 0.0000009 enemy_expansion: enabled: true - min_base_spacing: 3 max_expansion_distance: 7 friendly_base_influence_radius: 2 enemy_building_influence_radius: 2 @@ -477,7 +476,7 @@ map_settings: path_finder: fwd2bwd_ratio: 5 goal_pressure_ratio: 2 - max_steps_worked_per_tick: 100 + max_steps_worked_per_tick: 1000 max_work_done_per_tick: 8000 use_path_cache: true short_cache_size: 5 @@ -504,7 +503,7 @@ map_settings: short_request_max_steps: 1000 short_request_ratio: 0.5 min_steps_to_check_path_find_termination: 2000 - start_to_goal_cost_multiplier_to_terminate_path_find: 500 + start_to_goal_cost_multiplier_to_terminate_path_find: 2000.0 overload_levels: - 0 - 100