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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# panel-native Satisfactory runtime image.
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FROM debian:12-slim
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ENV DEBIAN_FRONTEND=noninteractive \
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TZ=Etc/UTC \
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LANG=en_US.UTF-8 \
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LC_ALL=en_US.UTF-8
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RUN dpkg --add-architecture i386 \
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&& apt-get update \
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&& apt-get install -y --no-install-recommends \
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ca-certificates \
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locales \
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tini \
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lib32gcc-s1 \
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lib32stdc++6 \
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libc6:i386 \
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libatomic1 \
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&& sed -i -e 's/# en_US.UTF-8 UTF-8/en_US.UTF-8 UTF-8/' /etc/locale.gen \
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&& locale-gen \
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&& apt-get clean \
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&& rm -rf /var/lib/apt/lists/*
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RUN groupadd -g 1000 panel \
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&& useradd -u 1000 -g 1000 -m -s /bin/bash panel \
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&& mkdir -p /game /game-saves \
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&& chown -R panel:panel /game /game-saves
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COPY entrypoint.sh /entrypoint.sh
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RUN chmod +x /entrypoint.sh
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EXPOSE 7777/udp 15000/udp 7777/tcp
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ENTRYPOINT ["/usr/bin/tini", "--", "/entrypoint.sh"]
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#!/bin/bash
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# panel-native Satisfactory entrypoint.
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set -euo pipefail
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log() { printf '[panel-satisfactory] %s\n' "$*"; }
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if [[ "$(id -u)" = "0" ]]; then
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chown -R panel:panel /game /game-saves /home/panel 2>/dev/null || true
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exec setpriv --reuid=panel --regid=panel --clear-groups \
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--inh-caps=-all --bounding-set=-all \
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env HOME=/game-saves PATH=/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin \
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GAME_PORT="${GAME_PORT:-7777}" RELIABLE_PORT="${RELIABLE_PORT:-8888}" \
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/entrypoint.sh "$@"
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fi
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GAME_DIR=/game
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SAVE_DIR=/game-saves
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START_SH="${GAME_DIR}/FactoryServer.sh"
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if [[ ! -x "${START_SH}" ]]; then
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log "ERROR: ${START_SH} not found. Run 'Update' in the panel to install Satisfactory via SteamCMD."
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exit 78
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fi
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# Satisfactory writes SaveGames / Engine configs to
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# $HOME/.config/Epic/FactoryGame. HOME is /game-saves → saves land in the
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# save volume without further fiddling.
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mkdir -p "${SAVE_DIR}/.config/Epic/FactoryGame/Saved/SaveGames"
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GAME_PORT="${GAME_PORT:-7777}"
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RELIABLE_PORT="${RELIABLE_PORT:-8888}"
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cd "${GAME_DIR}"
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log "starting Satisfactory dedicated server (game=${GAME_PORT}/udp+tcp reliable=${RELIABLE_PORT}/tcp)"
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# -Port drives both the UDP game socket and the HTTPS API listener (they
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# share the number). -ReliablePort is the TCP reliability channel (1.0+).
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# -stdout -FullStdOutLogOutput route UE logs to stdout for `docker logs`.
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exec stdbuf -oL -eL "${START_SH}" \
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-Port="${GAME_PORT}" \
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-ReliablePort="${RELIABLE_PORT}" \
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-multihome=0.0.0.0 \
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-stdout -FullStdOutLogOutput \
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-unattended
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# Satisfactory — panel-native dedicated server module.
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#
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# Native Linux binary from SteamCMD app 1690800. Admin is via Coffee Stain's
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# HTTPS API on the game port (7777/tcp — separate from the UDP game traffic).
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# No traditional RCON in v1; users admin via the in-game UI + API tokens.
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#
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# Reference: https://github.com/CubeCoders/AMPTemplates (SatisfactoryLinux.kvp)
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id: satisfactory
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name: "Satisfactory"
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version: 0.1.0
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authors:
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- panel contributors
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supported_modes:
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- docker
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runtime:
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docker:
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image: panel-satisfactory:latest
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# Host networking -- container shares the host net namespace, so
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# any port the game/mod binds is directly on the LAN. AMP-like
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# model. Multi-instance safety comes from env-driven per-instance
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# ports (panel allocator + env: mapping on each ports entry).
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network_mode: host
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browseable_root: /game-saves
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browseable_roots:
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- name: "Saves & Configs"
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path: /game-saves
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hint: "SaveGames/ + Engine/ + Game.ini"
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- name: "Game Files"
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path: /game
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hint: "Server binaries"
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volumes:
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- { type: volume, name: "panel-$INSTANCE_ID-saves", container: "/game-saves" }
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- { type: volume, name: "panel-$INSTANCE_ID-game", container: "/game" }
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- { target: "$DATA_PATH/logs", container: "/game-saves/logs" }
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# Port env vars MUST be pre-declared here — the agent's ResolveDocker
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# only lets ConfigValues override keys that already exist in this map,
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# so the allocator's per-instance ports would otherwise be dropped.
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env:
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GAME_PORT: "7777"
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RELIABLE_PORT: "8888"
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# Satisfactory 1.0+ port model: ONE game port (UDP game traffic + the
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# HTTPS admin API on the same number over TCP — the server binds both
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# itself under host networking) plus a TCP "reliable" messaging port.
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# The pre-1.0 beacon/query ports no longer exist.
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ports:
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- { name: game, proto: udp, default: 7777, required: true, env: GAME_PORT }
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- { name: reliable, proto: tcp, default: 8888, required: true, env: RELIABLE_PORT }
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resources:
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min_ram_mb: 6144
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recommended_ram_mb: 12288
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# Log-derived player events. Regexes converted from CubeCoders'
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# AMPTemplates (satisfactory.kvp) — .NET (?<n>) syntax -> Go (?P<n>).
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# Sourced-from-template; not yet exercised against a live client.
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events:
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join:
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pattern: 'LogNet: Login request: \?ClientIdentity=.+\?EntryTicket=.+?EncryptionToken=.+\?Name=(?P<name>.+?) userId: .+\(ForeignId=\[Type=.+ Handle=.+ RepData=\[(?P<id>.+)\]\) platform: '
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kind: join
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leave:
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pattern: 'LogNet: UChannel::Close: Sending CloseBunch\..+\[UNetConnection\] RemoteAddr: .+, Name: .+, Driver: .+, IsServer: YES, PC: .+, Owner: .+, UniqueId: .+\(ForeignId=\[Type=.+ Handle=.+ RepData=\[(?P<id>.+)\]\)'
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kind: leave
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update_providers:
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- id: stable
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kind: steamcmd
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app_id: "1690800"
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install_path: /game
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- id: experimental
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kind: steamcmd
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app_id: "1690800"
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beta: experimental
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install_path: /game
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# --- Manifest-driven UI metadata (WI-07) --------------------------
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# Consumed by the CONTROLLER/dashboard only (the controller loads its
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# own ./modules copy at startup); the agent ignores these at runtime.
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# ready_pattern is a JavaScript regex (slash-delimited when it needs
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# flags) moved verbatim from the dashboard's READY_PATTERNS map.
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# Verified against a real boot 2026-07-14 (v1.2.0-CL-495413): the net
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# driver line is when the server becomes joinable (~5s after start).
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# "Server startup time elapsed" follows at ~30s once level load settles.
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ready_pattern: '/IpNetDriver listening on port \d+|Server startup time elapsed/i'
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appearance:
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emoji: "🏭"
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grad: "linear-gradient(135deg,#d97706,#fbbf24)"
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art: "/game-art/satisfactory.jpg"
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steam: "526870"
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