03a281d009
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
574 lines
24 KiB
YAML
574 lines
24 KiB
YAML
# Conan Exiles dedicated server module.
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#
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# Conan Exiles Dedicated Server (Steam app 443030) — Funcom rolled out the
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# UE5 "Enhanced" remaster as the default branch on 2026-05-05. The UE4 build
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# remains available indefinitely as Steam beta branch `conan-exiles-legacy`
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# (description: "UE4 version of Conan Exiles Dedicated Server"). Both ride
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# the same appid; only the branch differs. Default install pulls Enhanced.
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#
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# Hosting matrix as of 2026-05-10:
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# Enhanced (UE5, public branch) — NATIVE LINUX. Funcom shipped a real Linux
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# dedicated-server depot (443032, ~4.27 GiB) alongside the 2026-05-05
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# Enhanced launch. Binary at
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# ConanSandbox/Binaries/Linux/ConanSandboxServer-Linux-Shipping. We run
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# it directly — no Wine, no Xvfb. Config dir is Config/LinuxServer/.
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# Legacy (UE4, conan-exiles-legacy beta) — STILL WINDOWS-ONLY. No Linux
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# depot exists for this branch; we keep the Wine + Xvfb path for it.
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# Binary at ConanSandbox/Binaries/Win64/ConanSandboxServer-Win64-Shipping.exe,
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# config dir Config/WindowsServer/. Same pattern as Empyrion / V Rising /
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# Sons of the Forest / Windrose.
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# The container ships with both runtimes (Wine + UE5 Linux deps) so a single
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# image can host either edition; entrypoint picks the launch mode from the
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# EDITION config_value.
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#
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# Memory footprint: Enhanced UE5 runs ~2-4x heavier than UE4 Legacy on
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# populated worlds. Defaults bumped accordingly (see `resources:` below).
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#
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# RCON is real Source-RCON on 25575/tcp — AMP's template, community
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# servers, and the rcon plugin that ships with Conan all speak it. We
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# surface it via our source_rcon adapter; the tracker's redial-on-EOF
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# logic covers any idle disconnects (same fix landed for Palworld).
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#
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# Reference: https://github.com/CubeCoders/AMPTemplates (conan-exiles.kvp,
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# conan-exilesports.json, conan-exilesupdates.json, conan-exilesconfig.json)
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# Reference: https://low.ms/knowledgebase/conan-exiles-enhanced-update
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id: conan-exiles
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name: "Conan Exiles"
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version: 0.3.0
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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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# Built locally from ./Dockerfile. Rebuild with:
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# docker build -t panel-conan-exiles:latest modules/conan-exiles
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image: panel-conan-exiles: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: "ServerSettings.ini, Game.ini, ConanSandbox/Saved/ world data"
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- name: "Game Files"
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path: /game
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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."
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# Pre-declare every env key that any config_value below maps to. The
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# agent's resolve.go ONLY propagates config_values whose key is
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# already present in `docker.env` — keys not listed here get silently
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# filtered out. Defaults below are starting values for fresh instances;
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# operator edits in the panel's Config tab override per-instance.
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# Empty-string defaults mean "leave the INI alone" (entrypoint stamps
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# only non-empty values, so unset fields fall back to game defaults
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# or operator's manual ServerSettings.ini edits).
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env:
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# Steamworks client runtime init context — the dedicated-server app
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# (443030) reports itself to Steam as Conan Exiles (440900). AMP
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# sets this too; the server refuses to join the Steam master-server
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# listing without it.
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STEAM_APP_ID: "440900"
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# EDITION — see config_values block below. Default `enhanced` (UE5).
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# Pre-declared here so resolve.go propagates the operator's choice
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# into the container env (the agent's docker.env filter only forwards
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# config_values whose key already appears in this map). The entrypoint
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# logs it so operators can grep boot output to confirm what's running.
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EDITION: "enhanced"
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# --- Identity ---
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# All identity fields default to EMPTY. The entrypoint only stamps
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# non-empty values into [ServerSettings] of ServerSettings.ini, so a
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# recreate with empty env preserves whatever the operator set
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# previously via the Files tab. CLI-launch args have hardcoded
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# fallbacks in entrypoint.sh (e.g. ServerName falls back to
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# "panel Conan Exiles" for the Steam server-name flag only when
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# SERVER_NAME is genuinely unset).
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SERVER_NAME: ""
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SERVER_PASSWORD: ""
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ADMIN_PASSWORD: ""
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RCON_PASSWORD: ""
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MAX_PLAYERS: ""
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SERVER_REGION: ""
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MAX_NUDITY: ""
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SERVER_COMMUNITY: ""
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# --- Map ---
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# /Game/Maps/ConanSandbox/ConanSandbox = Exiled Lands (default)
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# /Game/DLC_EXT/DLC_Siptah/Maps/DLC_Isle_of_Siptah = Isle of Siptah
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# SERVER_MAP keeps a default because Conan REQUIRES a map URL on the
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# CLI; empty would mean "use last used", which is fine but surprising
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# for new instances.
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SERVER_MAP: "/Game/Maps/ConanSandbox/ConanSandbox"
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CUSTOM_MAP: ""
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# --- Anti-cheat ---
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# Empty means "leave INI default" (entrypoint skips stamping). Conan's
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# game default is BattlEye=False, VAC=True — same as ours used to be.
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ENABLE_BATTLEYE: ""
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ENABLE_VAC: ""
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# --- Persistence / online ---
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PVP_ENABLED: ""
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AVATARS_ENABLED: ""
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CONTAINERS_IGNORE_OWNERSHIP: ""
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CAN_DAMAGE_PLAYER_OWNED_STRUCTURES: ""
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DYNAMIC_BUILDING_DAMAGE: ""
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# --- Gameplay multipliers (empty = use game default) ---
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PLAYER_XP_RATE: ""
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PLAYER_XP_KILL: ""
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PLAYER_XP_HARVEST: ""
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PLAYER_XP_CRAFT: ""
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PLAYER_XP_TIME: ""
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PLAYER_DAMAGE_MULTIPLIER: ""
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PLAYER_DAMAGE_TAKEN: ""
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PLAYER_HEALTH_REGEN: ""
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PLAYER_STAMINA_COST: ""
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PLAYER_SPRINT_SPEED: ""
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PLAYER_MOVEMENT_SPEED: ""
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PLAYER_ENCUMBRANCE: ""
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NPC_DAMAGE_MULTIPLIER: ""
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NPC_DAMAGE_TAKEN: ""
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NPC_HEALTH_MULTIPLIER: ""
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NPC_RESPAWN_MULTIPLIER: ""
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NPC_MAX_SPAWN_CAP: ""
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STRUCTURE_DAMAGE_MULTIPLIER: ""
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STRUCTURE_HEALTH_MULTIPLIER: ""
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LANDCLAIM_RADIUS_MULTIPLIER: ""
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AVATAR_DOME_DURATION: ""
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AVATAR_DOME_DAMAGE: ""
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FRIENDLY_FIRE_DAMAGE: ""
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# --- Pre-declared so allocator-derived ports survive resolve.go's filter. ---
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GAME_PORT: "7777"
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PINGER_PORT: "7778"
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QUERY_PORT: "27015"
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RCON_PORT: "25575"
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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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# Shared Steam-Workshop content volume — exact same pattern as DayZ
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# (modules/dayz/module.yaml mounts panel-dayz-workshop at
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# /game/steamapps/workshop). Volume's root contains a flat
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# `content/<appid>/<id>/` tree (no extra prefix); mounting at
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# /game/steamapps/workshop makes it appear as
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# /game/steamapps/workshop/content/440900/<id>/<file>.pak
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# — under the /game declared root, so FsList/FsSymlink work without
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# extra browseable_roots. The SteamCMD sidecar uses a different deep
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# path on its end (/conan-workshop/steamapps/workshop) so its
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# +force_install_dir matches; see conanmods.go's
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# runSteamCMDConanWorkshopDownloadOnceStreaming for the args. Both
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# the sidecar and the game container are talking to the same volume,
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# they just label the mount point differently.
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- { type: volume, name: "panel-conan-workshop", container: "/game/steamapps/workshop" }
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# Conan Exiles ports (matches AMP template):
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# 7777/both (tcp+udp) — main game traffic + client mod downloads
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# 7778/udp — pinger (game+1 offset; server browser probe)
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# 27015/udp — Steam query
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# 25575/tcp — RCON (internal)
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ports:
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# Conan binds the game socket on UDP `-Port=N` and the pinger
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# (server-browser probe) on UDP N+1 — internally derived, no override
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# flag exists. The panel allocator scans the agent window per-port; with
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# no prior holes the first three rows land on consecutive numbers
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# N, N+1, N+2 — so PINGER_PORT == GAME_PORT+1 and Conan's auto-derived
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# pinger lands on the row we forward.
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#
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# `game` MUST be UDP — Conan's game socket is UDP-only. (AMP's template
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# historically listed it as tcp+udp because of optional in-game mod
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# downloads, but the dedicated-server depot never opens a TCP listener
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# on -Port; the opnfwd orchestrator forwards by declared proto, so a
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# tcp row here ends up forwarding a dead TCP port and leaves the real
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# UDP game socket unforwarded — players can't join, server doesn't
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# register on the master server.)
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- { name: game, proto: udp, default: 7777, required: true, env: GAME_PORT }
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- { name: pinger, proto: udp, default: 7778, required: true, env: PINGER_PORT }
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- { name: query, proto: udp, default: 27015, required: true, env: QUERY_PORT }
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- { name: rcon, proto: tcp, default: 25575, internal: true, env: RCON_PORT }
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resources:
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# Bumped for Enhanced UE5 (was 6144 / 12288 for UE4). Funcom + community
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# benchmarks have populated Enhanced worlds at 2-4x the UE4 footprint —
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# 8 GB minimum keeps a small server alive, 24 GB recommended for a
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# populated long-running build-heavy server.
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min_ram_mb: 8192
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recommended_ram_mb: 24576
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# Per-instance generated RCON secret — overrides env RCON_PASSWORD at
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# create so every instance gets a unique password (see pkg/module
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# GenerateSecrets). Operators can still override via the RCON Password
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# config field.
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secrets:
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- name: RCON_PASSWORD
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description: "Conan Exiles Source-RCON password — generated per instance"
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generated: true
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rcon:
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adapter: source_rcon
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host_port: rcon
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auth: source_rcon_login
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password_secret: RCON_PASSWORD
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# Legacy fallback only (pre-generated-secret instances).
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password_literal: "panel_rcon"
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commands:
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# Conan's RCON commands. `listplayers` is the roster query; `broadcast`
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# sends an in-game message; `kick`/`ban` take a player # identifier.
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list: "listplayers"
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broadcast: "broadcast {msg}"
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kick: "kickplayer {player}"
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ban: "banplayer {player}"
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save: "saveworld"
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shutdown: "shutdown"
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state_sources:
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- type: rcon
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command: "listplayers"
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every: 60s
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# Log-line event patterns. AMP's template is the source of these regexes —
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# tested against real Conan Exiles boot output. Go regex = RE2; convert
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# `(?<name>...)` → `(?P<name>...)`.
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events:
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join:
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pattern: 'LogNet: Join succeeded: (?P<name>.+?#\d+)'
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kind: join
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leave:
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pattern: 'LogNet: Player disconnected: (?P<name>.+?#\d+)'
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kind: leave
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chat:
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pattern: 'ChatWindow: Character (?P<name>.+?) said: (?P<msg>.+)'
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kind: chat
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# Two update branches on the same appid. Operator picks via the Update
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# button in the panel UI — `enhanced` is the default (UE5, public branch);
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# `legacy` pins to UE4 via the `conan-exiles-legacy` Steam beta branch
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# (Funcom's announced indefinite UE4 archive).
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update_providers:
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# `id` is also the user-facing label in the UI (no separate label field on
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# this struct yet; see pkg/module/manifest.go UpdateProvider). Choose
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# short ids that read well in the Update dropdown.
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- id: enhanced
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kind: steamcmd
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app_id: "443030"
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platform: linux # Enhanced (UE5) has a real Linux depot (443032, ~4.27 GiB) since 2026-05-05 — run native, no Wine.
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install_path: /game
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# Conan's `app_update 443030 validate` fails on empty volumes with
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# "Missing configuration" (4/4 retries). Plain `app_update 443030`
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# succeeds. Skip validate so first install just works; operators can
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# trigger a manual Update later to re-validate existing files.
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skip_validate: true
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- id: legacy
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kind: steamcmd
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app_id: "443030"
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beta: conan-exiles-legacy # confirmed branch name via app_info_print 2026-05-07
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platform: windows # Legacy (UE4) has NO Linux depot — this is the only remaining Wine path in the module.
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install_path: /game
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skip_validate: true
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# UI-driven configuration. Each `key` here maps 1:1 to an env key declared
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# above; the entrypoint reads non-empty env values and stamps them into
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# [ServerSettings] in ServerSettings.ini at every boot (idempotent — same
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# value re-stamped is a no-op). Empty strings mean "leave the INI alone";
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# operator edits via the Files tab to ServerSettings.ini are preserved for
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# any field whose corresponding config_value is left blank.
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#
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# The most-tuned fields are at the top (no advanced flag); niche / tuning
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# multipliers are tagged `advanced: true` so the basic Config tab stays
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# scannable on a phone. AMP's official template surfaces ~11 fields; we
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# expose a superset (~30) covering identity, anti-cheat, PvP, and the
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# common gameplay knobs — beyond that, edit ServerSettings.ini directly.
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config_values:
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# ===== Edition (UE4 vs UE5) =====
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# Pick at create time. Drives:
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# 1. Which Steam branch downloads on first install (auto-update picks
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# the matching update_provider via dispatch.go's edition-aware
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# auto-update logic — `enhanced` → public branch, `legacy` →
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# `conan-exiles-legacy` Steam beta).
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# 2. Which Workshop mods the panel's Mods tab surfaces — Steam tags
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# every published item as either "Enhanced" or "Legacy"; the panel's
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# workshop search adds `requiredtags[]=Enhanced|Legacy` per the
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# instance's edition. UE5 servers don't see UE4-only mods (they
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# load silently as compatible-format files but don't actually run
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# because the .pak ABI changed).
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# Operators changing edition after creation: change this value, then
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# click Update (which now uses the matching branch). Existing world
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# data is preserved.
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- key: EDITION
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label: "Edition"
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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."
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default: "enhanced"
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options:
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- { value: "enhanced", label: "Enhanced (UE5, default)" }
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- { value: "legacy", label: "Legacy (UE4 — Steam beta branch)" }
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# ===== Identity =====
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- key: SERVER_NAME
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label: "Server Name"
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description: "Name shown in the server browser and steam community list."
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default: "panel Conan Exiles"
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- key: SERVER_PASSWORD
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label: "Server Password"
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description: "Password required to join the server. Leave blank for an open server."
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default: ""
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- key: ADMIN_PASSWORD
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label: "Admin Password"
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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."
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default: ""
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- key: RCON_PASSWORD
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label: "RCON Password"
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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)."
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default: ""
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- key: MAX_PLAYERS
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label: "Max Players"
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description: "Player slot limit. Conan's official cap is 70; communities run 40-60 for most build densities."
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default: "40"
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- key: SERVER_REGION
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label: "Server Region"
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description: "Region tag used for server-browser filtering. Picks up the client's regional preferences."
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default: "1"
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options:
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- { value: "0", label: "Europe" }
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- { value: "1", label: "North America" }
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- { value: "2", label: "Asia" }
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- { value: "3", label: "Australia" }
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- { value: "4", label: "South America" }
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- { value: "5", label: "Japan" }
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# ===== Map =====
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- key: SERVER_MAP
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label: "Map"
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description: "Map loaded at server start. For a custom map, choose 'Custom' and fill in the path below."
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default: "/Game/Maps/ConanSandbox/ConanSandbox"
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options:
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- { value: "/Game/Maps/ConanSandbox/ConanSandbox", label: "Exiled Lands (default)" }
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- { value: "/Game/DLC_EXT/DLC_Siptah/Maps/DLC_Isle_of_Siptah", label: "Isle of Siptah" }
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- { value: "{{CUSTOM_MAP}}", label: "Custom (use Custom Map below)" }
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- key: CUSTOM_MAP
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label: "Custom Map Path"
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description: "Path to a custom map's UE asset. Only used when Map is set to 'Custom'. Example: /Game/Mods/Savage_Wilds/Savage_Wilds"
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default: ""
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# ===== Anti-cheat =====
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- key: ENABLE_BATTLEYE
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label: "Enable BattlEye"
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description: "BattlEye anti-cheat. Off by default — works under Wine but adds a startup handshake that occasionally races on cold boots."
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default: "False"
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options:
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- { value: "True", label: "On" }
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- { value: "False", label: "Off" }
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- key: ENABLE_VAC
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label: "Enable Valve Anti-Cheat"
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description: "Steam VAC. Generally safe to leave on for public servers."
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default: "True"
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options:
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- { value: "True", label: "On" }
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- { value: "False", label: "Off" }
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# ===== PvP / world =====
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- key: PVP_ENABLED
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label: "PvP Enabled"
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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."
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default: ""
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options:
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- { value: "", label: "(leave INI default)" }
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- { value: "True", label: "On" }
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- { value: "False", label: "Off" }
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- key: AVATARS_ENABLED
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label: "Avatars Enabled"
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description: "Allow players to summon god avatars. Off in many private cluster setups to prevent griefing."
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default: ""
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options:
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- { value: "", label: "(leave INI default)" }
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- { value: "True", label: "On" }
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- { value: "False", label: "Off" }
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- key: CONTAINERS_IGNORE_OWNERSHIP
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label: "Containers Ignore Ownership"
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description: "If true, players can open any container regardless of owner. Useful for co-op-friendly servers; disable for strict PvP."
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default: ""
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options:
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- { value: "", label: "(leave INI default)" }
|
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- { 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: "0.0–1.0+ 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"
|