panel v0.9.2 — public release

Self-hostable game server control panel: Go controller + agent, 26 game
modules, embedded web UI. One-line install via install.sh / install.ps1.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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2026-07-15 00:43:35 -07:00
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# Conan Exiles dedicated server module.
#
# Conan Exiles Dedicated Server (Steam app 443030) — Funcom rolled out the
# UE5 "Enhanced" remaster as the default branch on 2026-05-05. The UE4 build
# remains available indefinitely as Steam beta branch `conan-exiles-legacy`
# (description: "UE4 version of Conan Exiles Dedicated Server"). Both ride
# the same appid; only the branch differs. Default install pulls Enhanced.
#
# Hosting matrix as of 2026-05-10:
# Enhanced (UE5, public branch) — NATIVE LINUX. Funcom shipped a real Linux
# dedicated-server depot (443032, ~4.27 GiB) alongside the 2026-05-05
# Enhanced launch. Binary at
# ConanSandbox/Binaries/Linux/ConanSandboxServer-Linux-Shipping. We run
# it directly — no Wine, no Xvfb. Config dir is Config/LinuxServer/.
# Legacy (UE4, conan-exiles-legacy beta) — STILL WINDOWS-ONLY. No Linux
# depot exists for this branch; we keep the Wine + Xvfb path for it.
# Binary at ConanSandbox/Binaries/Win64/ConanSandboxServer-Win64-Shipping.exe,
# config dir Config/WindowsServer/. Same pattern as Empyrion / V Rising /
# Sons of the Forest / Windrose.
# The container ships with both runtimes (Wine + UE5 Linux deps) so a single
# image can host either edition; entrypoint picks the launch mode from the
# EDITION config_value.
#
# Memory footprint: Enhanced UE5 runs ~2-4x heavier than UE4 Legacy on
# populated worlds. Defaults bumped accordingly (see `resources:` below).
#
# RCON is real Source-RCON on 25575/tcp — AMP's template, community
# servers, and the rcon plugin that ships with Conan all speak it. We
# surface it via our source_rcon adapter; the tracker's redial-on-EOF
# logic covers any idle disconnects (same fix landed for Palworld).
#
# Reference: https://github.com/CubeCoders/AMPTemplates (conan-exiles.kvp,
# conan-exilesports.json, conan-exilesupdates.json, conan-exilesconfig.json)
# Reference: https://low.ms/knowledgebase/conan-exiles-enhanced-update
id: conan-exiles
name: "Conan Exiles"
version: 0.3.0
authors:
- panel contributors
supported_modes:
- docker
runtime:
docker:
# Built locally from ./Dockerfile. Rebuild with:
# docker build -t panel-conan-exiles:latest modules/conan-exiles
image: panel-conan-exiles:latest
# Host networking -- container shares the host net namespace, so
# any port the game/mod binds is directly on the LAN. AMP-like
# model. Multi-instance safety comes from env-driven per-instance
# ports (panel allocator + env: mapping on each ports entry).
network_mode: host
browseable_root: /game-saves
browseable_roots:
- name: "Saves & Configs"
path: /game-saves
hint: "ServerSettings.ini, Game.ini, ConanSandbox/Saved/ world data"
- name: "Game Files"
path: /game
hint: "ConanSandbox/Binaries/Linux/ for Enhanced (UE5 native), ConanSandbox/Binaries/Win64/ for Legacy (UE4 under Wine). Engine/, ConanSandbox/Mods/ (Workshop pak drops). Workshop downloads land at /game/steamapps/workshop/content/440900/<id>/ via the shared volume mount."
# Pre-declare every env key that any config_value below maps to. The
# agent's resolve.go ONLY propagates config_values whose key is
# already present in `docker.env` — keys not listed here get silently
# filtered out. Defaults below are starting values for fresh instances;
# operator edits in the panel's Config tab override per-instance.
# Empty-string defaults mean "leave the INI alone" (entrypoint stamps
# only non-empty values, so unset fields fall back to game defaults
# or operator's manual ServerSettings.ini edits).
env:
# Steamworks client runtime init context — the dedicated-server app
# (443030) reports itself to Steam as Conan Exiles (440900). AMP
# sets this too; the server refuses to join the Steam master-server
# listing without it.
STEAM_APP_ID: "440900"
# EDITION — see config_values block below. Default `enhanced` (UE5).
# Pre-declared here so resolve.go propagates the operator's choice
# into the container env (the agent's docker.env filter only forwards
# config_values whose key already appears in this map). The entrypoint
# logs it so operators can grep boot output to confirm what's running.
EDITION: "enhanced"
# --- Identity ---
# All identity fields default to EMPTY. The entrypoint only stamps
# non-empty values into [ServerSettings] of ServerSettings.ini, so a
# recreate with empty env preserves whatever the operator set
# previously via the Files tab. CLI-launch args have hardcoded
# fallbacks in entrypoint.sh (e.g. ServerName falls back to
# "panel Conan Exiles" for the Steam server-name flag only when
# SERVER_NAME is genuinely unset).
SERVER_NAME: ""
SERVER_PASSWORD: ""
ADMIN_PASSWORD: ""
RCON_PASSWORD: ""
MAX_PLAYERS: ""
SERVER_REGION: ""
MAX_NUDITY: ""
SERVER_COMMUNITY: ""
# --- Map ---
# /Game/Maps/ConanSandbox/ConanSandbox = Exiled Lands (default)
# /Game/DLC_EXT/DLC_Siptah/Maps/DLC_Isle_of_Siptah = Isle of Siptah
# SERVER_MAP keeps a default because Conan REQUIRES a map URL on the
# CLI; empty would mean "use last used", which is fine but surprising
# for new instances.
SERVER_MAP: "/Game/Maps/ConanSandbox/ConanSandbox"
CUSTOM_MAP: ""
# --- Anti-cheat ---
# Empty means "leave INI default" (entrypoint skips stamping). Conan's
# game default is BattlEye=False, VAC=True — same as ours used to be.
ENABLE_BATTLEYE: ""
ENABLE_VAC: ""
# --- Persistence / online ---
PVP_ENABLED: ""
AVATARS_ENABLED: ""
CONTAINERS_IGNORE_OWNERSHIP: ""
CAN_DAMAGE_PLAYER_OWNED_STRUCTURES: ""
DYNAMIC_BUILDING_DAMAGE: ""
# --- Gameplay multipliers (empty = use game default) ---
PLAYER_XP_RATE: ""
PLAYER_XP_KILL: ""
PLAYER_XP_HARVEST: ""
PLAYER_XP_CRAFT: ""
PLAYER_XP_TIME: ""
PLAYER_DAMAGE_MULTIPLIER: ""
PLAYER_DAMAGE_TAKEN: ""
PLAYER_HEALTH_REGEN: ""
PLAYER_STAMINA_COST: ""
PLAYER_SPRINT_SPEED: ""
PLAYER_MOVEMENT_SPEED: ""
PLAYER_ENCUMBRANCE: ""
NPC_DAMAGE_MULTIPLIER: ""
NPC_DAMAGE_TAKEN: ""
NPC_HEALTH_MULTIPLIER: ""
NPC_RESPAWN_MULTIPLIER: ""
NPC_MAX_SPAWN_CAP: ""
STRUCTURE_DAMAGE_MULTIPLIER: ""
STRUCTURE_HEALTH_MULTIPLIER: ""
LANDCLAIM_RADIUS_MULTIPLIER: ""
AVATAR_DOME_DURATION: ""
AVATAR_DOME_DAMAGE: ""
FRIENDLY_FIRE_DAMAGE: ""
# --- Pre-declared so allocator-derived ports survive resolve.go's filter. ---
GAME_PORT: "7777"
PINGER_PORT: "7778"
QUERY_PORT: "27015"
RCON_PORT: "25575"
volumes:
- { type: volume, name: "panel-$INSTANCE_ID-saves", container: "/game-saves" }
- { type: volume, name: "panel-$INSTANCE_ID-game", container: "/game" }
- { target: "$DATA_PATH/logs", container: "/game-saves/logs" }
# Shared Steam-Workshop content volume — exact same pattern as DayZ
# (modules/dayz/module.yaml mounts panel-dayz-workshop at
# /game/steamapps/workshop). Volume's root contains a flat
# `content/<appid>/<id>/` tree (no extra prefix); mounting at
# /game/steamapps/workshop makes it appear as
# /game/steamapps/workshop/content/440900/<id>/<file>.pak
# — under the /game declared root, so FsList/FsSymlink work without
# extra browseable_roots. The SteamCMD sidecar uses a different deep
# path on its end (/conan-workshop/steamapps/workshop) so its
# +force_install_dir matches; see conanmods.go's
# runSteamCMDConanWorkshopDownloadOnceStreaming for the args. Both
# the sidecar and the game container are talking to the same volume,
# they just label the mount point differently.
- { type: volume, name: "panel-conan-workshop", container: "/game/steamapps/workshop" }
# Conan Exiles ports (matches AMP template):
# 7777/both (tcp+udp) — main game traffic + client mod downloads
# 7778/udp — pinger (game+1 offset; server browser probe)
# 27015/udp — Steam query
# 25575/tcp — RCON (internal)
ports:
# Conan binds the game socket on UDP `-Port=N` and the pinger
# (server-browser probe) on UDP N+1 — internally derived, no override
# flag exists. The panel allocator scans the agent window per-port; with
# no prior holes the first three rows land on consecutive numbers
# N, N+1, N+2 — so PINGER_PORT == GAME_PORT+1 and Conan's auto-derived
# pinger lands on the row we forward.
#
# `game` MUST be UDP — Conan's game socket is UDP-only. (AMP's template
# historically listed it as tcp+udp because of optional in-game mod
# downloads, but the dedicated-server depot never opens a TCP listener
# on -Port; the opnfwd orchestrator forwards by declared proto, so a
# tcp row here ends up forwarding a dead TCP port and leaves the real
# UDP game socket unforwarded — players can't join, server doesn't
# register on the master server.)
- { name: game, proto: udp, default: 7777, required: true, env: GAME_PORT }
- { name: pinger, proto: udp, default: 7778, required: true, env: PINGER_PORT }
- { name: query, proto: udp, default: 27015, required: true, env: QUERY_PORT }
- { name: rcon, proto: tcp, default: 25575, internal: true, env: RCON_PORT }
resources:
# Bumped for Enhanced UE5 (was 6144 / 12288 for UE4). Funcom + community
# benchmarks have populated Enhanced worlds at 2-4x the UE4 footprint —
# 8 GB minimum keeps a small server alive, 24 GB recommended for a
# populated long-running build-heavy server.
min_ram_mb: 8192
recommended_ram_mb: 24576
# Per-instance generated RCON secret — overrides env RCON_PASSWORD at
# create so every instance gets a unique password (see pkg/module
# GenerateSecrets). Operators can still override via the RCON Password
# config field.
secrets:
- name: RCON_PASSWORD
description: "Conan Exiles Source-RCON password — generated per instance"
generated: true
rcon:
adapter: source_rcon
host_port: rcon
auth: source_rcon_login
password_secret: RCON_PASSWORD
# Legacy fallback only (pre-generated-secret instances).
password_literal: "panel_rcon"
commands:
# Conan's RCON commands. `listplayers` is the roster query; `broadcast`
# sends an in-game message; `kick`/`ban` take a player # identifier.
list: "listplayers"
broadcast: "broadcast {msg}"
kick: "kickplayer {player}"
ban: "banplayer {player}"
save: "saveworld"
shutdown: "shutdown"
state_sources:
- type: rcon
command: "listplayers"
every: 60s
# Log-line event patterns. AMP's template is the source of these regexes —
# tested against real Conan Exiles boot output. Go regex = RE2; convert
# `(?<name>...)` → `(?P<name>...)`.
events:
join:
pattern: 'LogNet: Join succeeded: (?P<name>.+?#\d+)'
kind: join
leave:
pattern: 'LogNet: Player disconnected: (?P<name>.+?#\d+)'
kind: leave
chat:
pattern: 'ChatWindow: Character (?P<name>.+?) said: (?P<msg>.+)'
kind: chat
# Two update branches on the same appid. Operator picks via the Update
# button in the panel UI — `enhanced` is the default (UE5, public branch);
# `legacy` pins to UE4 via the `conan-exiles-legacy` Steam beta branch
# (Funcom's announced indefinite UE4 archive).
update_providers:
# `id` is also the user-facing label in the UI (no separate label field on
# this struct yet; see pkg/module/manifest.go UpdateProvider). Choose
# short ids that read well in the Update dropdown.
- id: enhanced
kind: steamcmd
app_id: "443030"
platform: linux # Enhanced (UE5) has a real Linux depot (443032, ~4.27 GiB) since 2026-05-05 — run native, no Wine.
install_path: /game
# Conan's `app_update 443030 validate` fails on empty volumes with
# "Missing configuration" (4/4 retries). Plain `app_update 443030`
# succeeds. Skip validate so first install just works; operators can
# trigger a manual Update later to re-validate existing files.
skip_validate: true
- id: legacy
kind: steamcmd
app_id: "443030"
beta: conan-exiles-legacy # confirmed branch name via app_info_print 2026-05-07
platform: windows # Legacy (UE4) has NO Linux depot — this is the only remaining Wine path in the module.
install_path: /game
skip_validate: true
# UI-driven configuration. Each `key` here maps 1:1 to an env key declared
# above; the entrypoint reads non-empty env values and stamps them into
# [ServerSettings] in ServerSettings.ini at every boot (idempotent — same
# value re-stamped is a no-op). Empty strings mean "leave the INI alone";
# operator edits via the Files tab to ServerSettings.ini are preserved for
# any field whose corresponding config_value is left blank.
#
# The most-tuned fields are at the top (no advanced flag); niche / tuning
# multipliers are tagged `advanced: true` so the basic Config tab stays
# scannable on a phone. AMP's official template surfaces ~11 fields; we
# expose a superset (~30) covering identity, anti-cheat, PvP, and the
# common gameplay knobs — beyond that, edit ServerSettings.ini directly.
config_values:
# ===== Edition (UE4 vs UE5) =====
# Pick at create time. Drives:
# 1. Which Steam branch downloads on first install (auto-update picks
# the matching update_provider via dispatch.go's edition-aware
# auto-update logic — `enhanced` → public branch, `legacy` →
# `conan-exiles-legacy` Steam beta).
# 2. Which Workshop mods the panel's Mods tab surfaces — Steam tags
# every published item as either "Enhanced" or "Legacy"; the panel's
# workshop search adds `requiredtags[]=Enhanced|Legacy` per the
# instance's edition. UE5 servers don't see UE4-only mods (they
# load silently as compatible-format files but don't actually run
# because the .pak ABI changed).
# Operators changing edition after creation: change this value, then
# click Update (which now uses the matching branch). Existing world
# data is preserved.
- key: EDITION
label: "Edition"
description: "Conan Exiles version. Enhanced (UE5, 2026-05+) is Funcom's current default. Legacy (UE4) is the indefinitely-archived prior build — pick this only if your players need UE4 mods that haven't been ported yet. Switching after creation requires clicking Update; saves are preserved across editions."
default: "enhanced"
options:
- { value: "enhanced", label: "Enhanced (UE5, default)" }
- { value: "legacy", label: "Legacy (UE4 — Steam beta branch)" }
# ===== Identity =====
- key: SERVER_NAME
label: "Server Name"
description: "Name shown in the server browser and steam community list."
default: "panel Conan Exiles"
- key: SERVER_PASSWORD
label: "Server Password"
description: "Password required to join the server. Leave blank for an open server."
default: ""
- key: ADMIN_PASSWORD
label: "Admin Password"
description: "Lets the operator open the in-game admin panel via 'Make Me Admin' on a logged-in client. Stamped into [ServerSettings] AdminPassword= on every restart. Leave blank to leave the existing INI value alone."
default: ""
- key: RCON_PASSWORD
label: "RCON Password"
description: "Source-RCON password used by the panel for player listing, broadcast, kick, ban, and saveworld. Avoid spaces or quotes. Leave blank to use the per-instance generated secret (recommended)."
default: ""
- key: MAX_PLAYERS
label: "Max Players"
description: "Player slot limit. Conan's official cap is 70; communities run 40-60 for most build densities."
default: "40"
- key: SERVER_REGION
label: "Server Region"
description: "Region tag used for server-browser filtering. Picks up the client's regional preferences."
default: "1"
options:
- { value: "0", label: "Europe" }
- { value: "1", label: "North America" }
- { value: "2", label: "Asia" }
- { value: "3", label: "Australia" }
- { value: "4", label: "South America" }
- { value: "5", label: "Japan" }
# ===== Map =====
- key: SERVER_MAP
label: "Map"
description: "Map loaded at server start. For a custom map, choose 'Custom' and fill in the path below."
default: "/Game/Maps/ConanSandbox/ConanSandbox"
options:
- { value: "/Game/Maps/ConanSandbox/ConanSandbox", label: "Exiled Lands (default)" }
- { value: "/Game/DLC_EXT/DLC_Siptah/Maps/DLC_Isle_of_Siptah", label: "Isle of Siptah" }
- { value: "{{CUSTOM_MAP}}", label: "Custom (use Custom Map below)" }
- key: CUSTOM_MAP
label: "Custom Map Path"
description: "Path to a custom map's UE asset. Only used when Map is set to 'Custom'. Example: /Game/Mods/Savage_Wilds/Savage_Wilds"
default: ""
# ===== Anti-cheat =====
- key: ENABLE_BATTLEYE
label: "Enable BattlEye"
description: "BattlEye anti-cheat. Off by default — works under Wine but adds a startup handshake that occasionally races on cold boots."
default: "False"
options:
- { value: "True", label: "On" }
- { value: "False", label: "Off" }
- key: ENABLE_VAC
label: "Enable Valve Anti-Cheat"
description: "Steam VAC. Generally safe to leave on for public servers."
default: "True"
options:
- { value: "True", label: "On" }
- { value: "False", label: "Off" }
# ===== PvP / world =====
- key: PVP_ENABLED
label: "PvP Enabled"
description: "Master toggle for player-vs-player damage. Time-window restrictions are configured in ServerSettings.ini directly (PVPRestrict* keys); this just flips the global switch."
default: ""
options:
- { value: "", label: "(leave INI default)" }
- { value: "True", label: "On" }
- { value: "False", label: "Off" }
- key: AVATARS_ENABLED
label: "Avatars Enabled"
description: "Allow players to summon god avatars. Off in many private cluster setups to prevent griefing."
default: ""
options:
- { value: "", label: "(leave INI default)" }
- { value: "True", label: "On" }
- { value: "False", label: "Off" }
- key: CONTAINERS_IGNORE_OWNERSHIP
label: "Containers Ignore Ownership"
description: "If true, players can open any container regardless of owner. Useful for co-op-friendly servers; disable for strict PvP."
default: ""
options:
- { value: "", label: "(leave INI default)" }
- { value: "True", label: "On" }
- { value: "False", label: "Off" }
- key: CAN_DAMAGE_PLAYER_OWNED_STRUCTURES
label: "Allow Building Damage"
description: "Master toggle for player-owned structure damage. Combine with the dynamic decay setting for a softer PvP feel."
default: ""
options:
- { value: "", label: "(leave INI default)" }
- { value: "True", label: "On" }
- { value: "False", label: "Off" }
- key: DYNAMIC_BUILDING_DAMAGE
label: "Dynamic Building Damage"
description: "Decays vacant structures over time. Helps clean up abandoned bases on long-running servers."
default: ""
options:
- { value: "", label: "(leave INI default)" }
- { value: "True", label: "On" }
- { value: "False", label: "Off" }
- key: FRIENDLY_FIRE_DAMAGE
label: "Friendly Fire Damage Multiplier"
description: "0.01.0+ multiplier on damage between clan members. Default 0.25."
default: ""
# ===== Niche knobs (advanced) =====
- key: MAX_NUDITY
label: "Max Nudity"
description: "0=none, 1=partial, 2=full. Affects the default character render plus what skins players can wear."
default: "0"
advanced: true
options:
- { value: "0", label: "None" }
- { value: "1", label: "Partial" }
- { value: "2", label: "Full" }
- key: SERVER_COMMUNITY
label: "Server Community"
description: "0=Purist, 1=Relaxed, 2=Hard, 3=Hardcore, 4=Roleplaying, 5=Experimental. Just a tag in the server browser."
default: "0"
advanced: true
options:
- { value: "0", label: "Purist" }
- { value: "1", label: "Relaxed" }
- { value: "2", label: "Hard" }
- { value: "3", label: "Hardcore" }
- { value: "4", label: "Roleplaying" }
- { value: "5", label: "Experimental" }
# ===== XP rates (advanced) =====
- key: PLAYER_XP_RATE
label: "XP — Overall Rate Multiplier"
description: "Overall multiplier applied on top of every XP source. Default 1.0."
default: ""
advanced: true
- key: PLAYER_XP_KILL
label: "XP — Kill Multiplier"
description: "XP multiplier per kill. Default 1.0."
default: ""
advanced: true
- key: PLAYER_XP_HARVEST
label: "XP — Harvest Multiplier"
description: "XP multiplier per harvest tick. Default 1.0."
default: ""
advanced: true
- key: PLAYER_XP_CRAFT
label: "XP — Craft Multiplier"
description: "XP multiplier per crafted item. Default 1.0."
default: ""
advanced: true
- key: PLAYER_XP_TIME
label: "XP — Time Multiplier"
description: "Idle / time-based XP. Default 1.0."
default: ""
advanced: true
# ===== Player tuning (advanced) =====
- key: PLAYER_DAMAGE_MULTIPLIER
label: "Player Damage Output"
description: "Damage dealt by players. Default 1.0."
default: ""
advanced: true
- key: PLAYER_DAMAGE_TAKEN
label: "Player Damage Taken"
description: "Damage received by players. Lower = tougher players."
default: ""
advanced: true
- key: PLAYER_HEALTH_REGEN
label: "Player Health Regen Speed"
description: "Default 1.0."
default: ""
advanced: true
- key: PLAYER_STAMINA_COST
label: "Player Stamina Cost"
description: "Multiplier on stamina drained by sprint/jump/swim. Lower = forgiving."
default: ""
advanced: true
- key: PLAYER_SPRINT_SPEED
label: "Player Sprint Speed Scale"
description: "Default 1.0. Bumping past 1.5 makes ranged combat awkward."
default: ""
advanced: true
- key: PLAYER_MOVEMENT_SPEED
label: "Player Movement Speed Scale"
description: "Default 1.0."
default: ""
advanced: true
- key: PLAYER_ENCUMBRANCE
label: "Player Encumbrance Multiplier"
description: "Carry weight cap multiplier. Default 1.0."
default: ""
advanced: true
# ===== NPC tuning (advanced) =====
- key: NPC_DAMAGE_MULTIPLIER
label: "NPC Damage Output"
description: "Damage dealt by hostile NPCs. Default 1.0."
default: ""
advanced: true
- key: NPC_DAMAGE_TAKEN
label: "NPC Damage Taken"
description: "Damage NPCs receive. Lower = bullet-sponge enemies."
default: ""
advanced: true
- key: NPC_HEALTH_MULTIPLIER
label: "NPC Health Multiplier"
description: "Base HP scaling. Default 1.0."
default: ""
advanced: true
- key: NPC_RESPAWN_MULTIPLIER
label: "NPC Respawn Multiplier"
description: "How fast world spawns refill. >1.0 = faster respawn."
default: ""
advanced: true
- key: NPC_MAX_SPAWN_CAP
label: "NPC Max Spawn Cap Multiplier"
description: "Cap on simultaneous active world NPCs. Lower = less server CPU under load."
default: ""
advanced: true
# ===== Structures / land claim (advanced) =====
- key: STRUCTURE_DAMAGE_MULTIPLIER
label: "Structure Damage Multiplier"
description: "Damage dealt to player-built structures. Default 1.0."
default: ""
advanced: true
- key: STRUCTURE_HEALTH_MULTIPLIER
label: "Structure Health Multiplier"
description: "Base HP of placed pieces. >1.0 = sturdier bases."
default: ""
advanced: true
- key: LANDCLAIM_RADIUS_MULTIPLIER
label: "Landclaim Radius Multiplier"
description: "How big the no-build bubble around each placeable is. <1.0 lets settlements pack tighter."
default: ""
advanced: true
- key: AVATAR_DOME_DURATION
label: "Avatar Dome Duration Multiplier"
description: "How long avatar shields hold. Default 1.0."
default: ""
advanced: true
- key: AVATAR_DOME_DAMAGE
label: "Avatar Dome Damage Multiplier"
description: "Damage vs. avatar shields. Default 1.0."
default: ""
advanced: true
# --- Manifest-driven UI metadata (WI-07) --------------------------
# Consumed by the CONTROLLER/dashboard only (the controller loads its
# own ./modules copy at startup); the agent ignores these at runtime.
# ready_pattern is a JavaScript regex (slash-delimited when it needs
# flags) moved verbatim from the dashboard's READY_PATTERNS map.
ready_pattern: '/LogGameState: Match State Changed from WaitingToStart to InProgress/i'
appearance:
emoji: "⚔️"
grad: "linear-gradient(135deg,#5a1a00,#c2410c)"
art: "/game-art/conan-exiles.jpg"
steam: "440900"