vendored/factorio: init
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391
modules/vendored/factorio.nix
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391
modules/vendored/factorio.nix
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{ config, lib, pkgs, ... }:
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with lib;
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let
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cfg = config.services.factorio;
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name = "Factorio";
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mkConfigString = config: builtins.toJSON (filterAttrsRecursive (n: v: v != null) config);
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configFile = pkgs.writeText "factorio.conf" ''
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use-system-read-write-data-directories=true
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[path]
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read-data=${cfg.package}/share/factorio/data
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write-data=${cfg.stateDir}
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'';
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serverSettings = {
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name = cfg.game-name;
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description = cfg.description;
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visibility = {
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public = cfg.public;
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lan = cfg.lan;
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};
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username = cfg.username;
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password = cfg.password;
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token = cfg.token;
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game_password = cfg.game-password;
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require_user_verification = cfg.requireUserVerification;
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max_upload_in_kilobytes_per_second = 0;
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minimum_latency_in_ticks = 0;
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ignore_player_limit_for_returning_players = false;
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allow_commands = "admins-only";
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autosave_interval = cfg.autosave-interval;
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autosave_slots = 5;
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afk_autokick_interval = 0;
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auto_pause = true;
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only_admins_can_pause_the_game = true;
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autosave_only_on_server = true;
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non_blocking_saving = cfg.nonBlockingSaving;
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} // cfg.extraSettings;
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serverSettingsFile = pkgs.writeText "server-settings.json" (mkConfigString serverSettings);
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mapGenSettingsFile = pkgs.writeText "map-gen-setting.json" (mkConfigString cfg.mapGenSettings);
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mapSettingsFile = pkgs.writeTest "map-settings.json" (mkConfigString cfg.mapSettings);
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serverAdminsFile = pkgs.writeText "server-adminlist.json" (builtins.toJSON cfg.admins);
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modDir = pkgs.factorio-utils.mkModDirDrv cfg.mods cfg.mods-dat;
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savePath = "${cfg.stateDir}/saves/${cfg.saveName}.zip";
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mkCmd = options: toString ([
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"${lib.getExe cfg.package}"
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"--config=${cfg.configFile}"
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(optionalString (cfg.mods != [ ]) "--mod-directory=${modDir}")
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(optionalString (cfg.mods != [ ]) "--mod-directory=${modDir}")
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(optionalString (cfg.mapGenSettings != { }) "--map-gen-settings=${mapGenSettingsFile}")
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(optionalString (cfg.mapSettings != { }) "--map-settings=${mapSettingsFile}")
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"--server-settings=${
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if (cfg.extraSettingsFile != null)
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then "${cfg.stateDir}/server-settings.json"
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else serverSettingsFile
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}"
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] ++ options);
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in
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{
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disabledModules = [ "services/games/factorio.nix" ];
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options = {
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services.factorio = {
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enable = mkEnableOption (lib.mdDoc name);
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package = mkPackageOption pkgs "factorio-headless" {
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example = "factorio-headless-experimental";
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};
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user = mkOption {
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type = types.string;
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default = "factorio";
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};
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group = mkOption {
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type = types.string;
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default = "factorio";
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};
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######### STATE DIRECTORY ##########
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stateDir = mkOption {
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type = types.str;
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default = "/var/lib/factorio";
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description = lib.mdDoc ''
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Name of the directory holding the server's data.
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The configuration and map will be stored here.
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'';
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};
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# TODO Add more individual settings as nixos-options?
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# TODO XXX The server tries to copy a newly created config file over the old one
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# on shutdown, but fails, because it's in the nix store. When is this needed?
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# Can an admin set options in-game and expect to have them persisted?
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configFile = mkOption {
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type = types.path;
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default = configFile;
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defaultText = literalExpression "configFile";
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description = lib.mdDoc ''
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The server's configuration file.
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The default file generated by this module contains lines essential to
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the server's operation. Use its contents as a basis for any
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customizations.
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'';
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};
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######### NETWORKING ##########
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port = mkOption {
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type = types.port;
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default = 34197;
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description = lib.mdDoc ''
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The port to which the service should bind.
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'';
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};
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bind = mkOption {
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type = types.str;
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default = "0.0.0.0";
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description = lib.mdDoc ''
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The address to which the service should bind.
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'';
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};
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openFirewall = mkOption {
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type = types.bool;
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default = false;
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description = lib.mdDoc ''
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Whether to automatically open the specified UDP port in the firewall.
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'';
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};
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lan = mkOption {
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type = types.bool;
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default = false;
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description = lib.mdDoc ''
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Game will be broadcast on LAN.
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'';
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};
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######### FACTORIO.COM ##########
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public = mkOption {
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type = types.bool;
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default = false;
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description = lib.mdDoc ''
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Game will be published on the official Factorio matching server.
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'';
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};
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username = mkOption {
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type = types.nullOr types.str;
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default = null;
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description = lib.mdDoc ''
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Your factorio.com login credentials. Required for games with visibility public.
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This option is insecure. Use extraSettingsFile instead.
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'';
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};
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password = mkOption {
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type = types.nullOr types.str;
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default = null;
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description = lib.mdDoc ''
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Your factorio.com login credentials. Required for games with visibility public.
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This option is insecure. Use extraSettingsFile instead.
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'';
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};
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token = mkOption {
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type = types.nullOr types.str;
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default = null;
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description = lib.mdDoc ''
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Authentication token. May be used instead of 'password' above.
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'';
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};
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requireUserVerification = mkOption {
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type = types.bool;
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default = true;
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description = lib.mdDoc ''
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When set to true, the server will only allow clients that have a valid factorio.com account.
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'';
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};
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########## SAVE GAME ##########
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saveName = mkOption {
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type = types.str;
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default = "default";
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description = lib.mdDoc ''
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The name of the savegame that will be used by the server.
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When not present in /var/lib/''${config.services.factorio.stateDirName}/saves,
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a new map with default settings will be generated before starting the service.
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'';
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};
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loadLatestSave = mkOption {
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type = types.bool;
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default = false;
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description = lib.mdDoc ''
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Load the latest savegame on startup. This overrides saveName, in that the latest
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save will always be used even if a saved game of the given name exists. It still
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controls the 'canonical' name of the savegame.
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Set this to true to have the server automatically reload a recent autosave after
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a crash or desync.
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'';
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};
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autosave-interval = mkOption {
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type = types.nullOr types.int;
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default = null;
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example = 10;
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description = lib.mdDoc ''
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Autosave interval in minutes.
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'';
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};
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nonBlockingSaving = mkOption {
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type = types.bool;
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default = false;
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description = lib.mdDoc ''
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Highly experimental feature, enable only at your own risk of losing your saves.
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On UNIX systems, server will fork itself to create an autosave.
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Autosaving on connected Windows clients will be disabled regardless of autosave_only_on_server option.
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'';
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};
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########## SETTINGS FILES ##########
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admins = mkOption {
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type = types.listOf types.str;
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default = [ ];
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example = [ "username" ];
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description = lib.mdDoc ''
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List of player names which will be admin.
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'';
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};
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extraSettings = mkOption {
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type = types.attrs;
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default = { };
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example = { admins = [ "username" ]; };
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description = lib.mdDoc ''
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Extra game configuration that will go into server-settings.json
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'';
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};
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extraSettingsFile = mkOption {
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type = types.nullOr types.path;
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default = null;
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description = lib.mdDoc ''
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File, which is dynamically applied to server-settings.json before
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startup.
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This option should be used for credentials.
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For example a settings file could contain:
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```json
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{
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"game-password": "hunter1"
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}
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```
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'';
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};
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mapGenSettings = mkOption {
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type = types.attrs;
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default = { };
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};
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mapSettings = mkOption {
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type = types.attrs;
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default = { };
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};
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########## GAME SETTINGS ##########
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game-name = mkOption {
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type = types.nullOr types.str;
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default = "Factorio Game";
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description = lib.mdDoc ''
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Name of the game as it will appear in the game listing.
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'';
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};
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description = mkOption {
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type = types.nullOr types.str;
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default = "";
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description = lib.mdDoc ''
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Description of the game that will appear in the listing.
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'';
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};
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game-password = mkOption {
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type = types.nullOr types.str;
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default = null;
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description = lib.mdDoc ''
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Game password.
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This option is insecure. Use extraSettingsFile instead.
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'';
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};
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########## MODS ##########
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mods = mkOption {
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type = types.listOf types.package;
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default = [ ];
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description = lib.mdDoc ''
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Mods the server should install and activate.
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The derivations in this list must "build" the mod by simply copying
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the .zip, named correctly, into the output directory. Eventually,
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there will be a way to pull in the most up-to-date list of
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derivations via nixos-channel. Until then, this is for experts only.
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'';
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};
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mods-dat = mkOption {
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type = types.nullOr types.path;
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default = null;
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description = lib.mdDoc ''
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Mods settings can be changed by specifying a dat file, in the [mod
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settings file
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format](https://wiki.factorio.com/Mod_settings_file_format).
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'';
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};
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};
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};
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config = mkIf cfg.enable {
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users.users.${cfg.user} = {
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description = "Factorio service user";
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group = cfg.group;
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isSystemUser = true;
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};
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users.groups.${cfg.group} = { };
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systemd.tmpfiles.settings."10-factorio" = {
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${cfg.stateDir}.d = {
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inherit (cfg) user group;
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mode = "0770";
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};
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};
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systemd.services.factorio = {
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description = "Factorio headless server";
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wantedBy = [ "multi-user.target" ];
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after = [ "network.target" ];
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preStart = ''
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if [[ ! -e "${savePath}" ]]; then
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${mkCmd [
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"--create=${savePath}"
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]}
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fi
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'' + (optionalString (cfg.extraSettingsFile != null) ''
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echo ${lib.strings.escapeShellArg serverSettingsString} \
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"$(cat ${cfg.extraSettingsFile})" \
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| ${lib.getExe pkgs.jq} -s add \
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> ${cfg.stateDir}/server-settings.json
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'');
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serviceConfig = {
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User = cfg.user;
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Group = cfg.group;
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ReadWritePaths = cfg.stateDir;
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Restart = "always";
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KillSignal = "SIGINT";
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UMask = "0007";
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ExecStart = mkCmd [
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"--port=${toString cfg.port}"
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"--bind=${cfg.bind}"
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(
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if cfg.loadLatestSave
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then "--start-server-load-latest"
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else "--start-server=${savePath}"
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)
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(optionalString (cfg.admins != [ ]) "--server-adminlist=${serverAdminsFile}")
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];
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# Sandboxing
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NoNewPrivileges = true;
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PrivateTmp = true;
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PrivateDevices = true;
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ProtectSystem = "strict";
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ProtectHome = true;
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ProtectControlGroups = true;
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ProtectKernelModules = true;
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ProtectKernelTunables = true;
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RestrictAddressFamilies = [ "AF_UNIX" "AF_INET" "AF_INET6" "AF_NETLINK" ];
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RestrictRealtime = true;
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RestrictNamespaces = true;
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MemoryDenyWriteExecute = true;
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};
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};
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networking.firewall.allowedUDPPorts = optional cfg.openFirewall cfg.port;
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};
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}
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