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dbledeez 295eb22826 panel public release
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 01:26:41 -07:00

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# Valheim — panel-native dedicated server module.
#
# Native Linux binary from SteamCMD app 896660. No RCON natively — the
# server reads admin commands from stdin and prints to stdout, which is
# a "STDIO adapter" thing we haven't shipped yet. So v1 runs without an
# RCON/Players tab, same story as Empyrion.
#
# Reference: https://github.com/CubeCoders/AMPTemplates (Valheim.kvp)
id: valheim
name: "Valheim"
version: 0.1.0
authors:
- panel contributors
supported_modes:
- docker
runtime:
docker:
image: panel-valheim: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: "Worlds + adminlist.txt + banlist.txt (via $HOME/.config/unity3d)"
- name: "Game Files"
path: /game
hint: "Binaries, plugins — drop BepInEx/Jotunn here"
env:
SERVER_NAME: "panel Valheim"
SERVER_WORLD: "Dedicated"
SERVER_PASSWORD: "secret12" # Valheim requires ≥5 chars + not part of name/world
SERVER_PUBLIC: "1" # 1 = listed, 0 = unlisted
# Optional curated knobs (surfaced as Settings fields in gamehost). Must
# be pre-declared here so the agent's config_values override is honoured
# by ResolveDocker (it only passes through keys already in this block).
SERVER_CROSSPLAY: "0" # 1 = enable PlayFab crossplay
SERVER_SAVEINTERVAL: "1800" # world autosave interval, seconds
SERVER_PRESET: "" # normal|casual|easy|hard|hardcore|immersive|hammer
SERVER_MODIFIERS: "" # "combat hard deathpenalty casual ..." pairs
VALHEIM_MODS_ENABLED: "0" # 1 = inject BepInEx/Doorstop at launch (mods installed)
VALHEIM_PLUS_ENABLED: "0" # 1 = ValheimPlus is the active mod (drives the V+ settings UI)
# Port env vars MUST be pre-declared here (with the manifest default) so
# the agent's per-port `env:` injection is allowed to override them at
# create time. ResolveDocker only honours config_values for keys that
# already exist in this static env block — otherwise the injected
# PORT_GAME is silently dropped and the entrypoint falls back to 2456.
PORT_GAME: "2456"
PORT_GAMEA: "2457"
PORT_QUERY: "2458"
volumes:
- { type: volume, name: "panel-$INSTANCE_ID-saves", container: "/game-saves" }
- { type: volume, name: "panel-$INSTANCE_ID-game", container: "/game" }
- { target: "$DATA_PATH/logs", container: "/game-saves/logs" }
# The panel allocator assigns a per-instance host port for each entry and,
# thanks to the `env:` mapping, injects it into the container so the entrypoint
# binds the ALLOCATED port instead of the hardcoded default. Without this the
# game binds 2456/2457 regardless of allocation and every public forward (which
# targets the allocated port) misses — server unreachable / not in the browser.
# Valheim actually opens <port> and <port>+1 for play and <port>+1 for the
# Steam query/browser; we pass PORT_GAME and let the binary take port+1. The
# allocator hands out contiguous ports so gameA/query line up.
ports:
- { name: game, proto: udp, default: 2456, required: true, env: PORT_GAME }
- { name: gameA, proto: udp, default: 2457, required: true, env: PORT_GAMEA }
- { name: query, proto: udp, default: 2458, required: true, env: PORT_QUERY }
resources:
min_ram_mb: 2048
recommended_ram_mb: 4096
rcon:
# Valheim has no network RCON; admin commands go straight to the server's
# stdin console. The stdio adapter auto-enables OpenStdin on the container.
adapter: stdio
commands:
save: "save"
broadcast: "broadcast \"{msg}\""
kick: "kick {player}"
ban: "ban {player}"
shutdown: "shutdown"
# Log-derived player events. Regexes converted from CubeCoders'
# AMPTemplates (valheim.kvp) — .NET (?<n>) syntax -> Go (?P<n>).
# Sourced-from-template; not yet exercised against a live client.
events:
join:
pattern: 'Got character ZDOID from (?P<name>.+?) : (?P<id>-?\d+):\d+'
kind: join
leave:
pattern: 'Destroying abandoned non persistent zdo -?\d+:\d+ owner (?P<id>-?\d+)$'
kind: leave
update_providers:
- id: stable
kind: steamcmd
app_id: "896660"
install_path: /game
# --- 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: '/Game server connected|Dedicated server started/i'
appearance:
emoji: "⚔️"
grad: "linear-gradient(135deg,#3b5998,#8da5d4)"
art: "/game-art/valheim.jpg"
steam: "892970"