added npm back in
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110
vars.yml
Executable file
110
vars.yml
Executable file
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## add generic 755 directory for application here
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directories:
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- /opt/apps/npm
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- /opt/apps/7dtd
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- /opt/apps/7dtd/data
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- /opt/apps/7dtd/serverfiles
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images:
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- docker.io/jc21/nginx-proxy-manager:latest
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- docker.io/vinanrra/7dtd-server:latest
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## 7 Days to Die dedicated server (vinanrra/7dtd-server container, LinuxGSM-based)
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## PUBLIC server: listed in the in-game server browser; players connect to
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## 7dtd.boxswapper.io:26900 (TCP+UDP) and enter the join password (sdtd_server_password).
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## Server config is rendered from roles/7dtd/templates/sdtdserver.xml.j2 on every deploy —
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## vars.yml is the source of truth for the server config (edits here re-apply on re-run).
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## External DNS (not managed here): Cloudflare A record 7dtd.boxswapper.io -> public IP (grey-cloud,
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## same as mc.boxswapper.io / zomboid.boxswapper.io). Router MUST forward TCP+UDP 26900, UDP
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## 26901-26902 (Steam query) + TCP 8081 (telnet) -> 10.10.0.47.
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## VERSION=stable tracks the current public build; the container auto-installs/updates via SteamCMD
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## on first start. START_MODE must stay 1 with restart_policy always (see role comment).
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sdtd_host: 7dtd.boxswapper.io
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sdtd_ip: 10.10.0.47
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sdtd_image: docker.io/vinanrra/7dtd-server:latest
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sdtd_version: stable
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sdtd_start_mode: "1"
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sdtd_puid: 1000
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sdtd_pgid: 1000
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sdtd_timezone: America/Denver
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sdtd_backup: "NO"
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sdtd_monitor: "YES"
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## LinuxGSM config overrides (roles/7dtd/templates/sdtdserver.cfg.j2):
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## - querymode=1: this server answers NO A2S query on 26900 (ServerVisibility=0 + SteamNetworking
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## disabled), so the default gamedig-based monitor (querymode=2) always fails its query and
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## force-restarts the HEALTHY server every ~5 min. Session-only check avoids that loop.
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## - telnetpassword mirrors sdtd_telnet_password because LGSM's graceful stop reads
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## ${telnetpassword} from its OWN cfg; the XML value is parsed into ${telnetpass} (different
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## var) so without this the stop falls back to a hard tmux kill. Keep in sync below.
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sdtd_lgsm_querymode: "1"
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## CHANGE THESE before first deploy — the server is public and both passwords gate real access:
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## sdtd_server_password is the join password players must enter; if it is empty the server has NO
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## join password. sdtd_telnet_password guards the 8081/tcp admin console; if empty telnet only
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## listens on loopback.
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sdtd_server_password: h8zvU3v7WUEgLSYG
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sdtd_telnet_password: HDRSEsueredu3rf3
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## Change the seed + set sdtd_game_world: RWG for a fresh random-gen world on first boot
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## (Navezgane = built-in map, instant start, no generation time).
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sdtd_servername: "Boxswapper 7DTD"
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sdtd_server_description: "You will die in 7 Days, retard"
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sdtd_server_confirmation: "You will die, and you will like it, retard"
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sdtd_website_url: ""
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sdtd_region: NorthAmericaEast
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sdtd_language: English
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## Visibility of this server: 2 = public, 1 = only shown to friends, 0 = not listed. As you are never friend of a dedicated server setting this to "1" will only work when the first player connects manually by IP.
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sdtd_visibility: "1"
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## SteamNetworking disabled = direct connect via forwarded ports (correct setup for this box);
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## leave empty ("" ) to allow the Steam relay fallback if port forwards break.
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sdtd_disabled_network_protocols: SteamNetworking
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sdtd_port: 26900
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sdtd_max_players: 10
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sdtd_game_mode: GameModeSurvival
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sdtd_game_world: RWG
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sdtd_worldgen_seed: boxswapper
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sdtd_worldgen_size: 10240
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sdtd_game_name: Boxswapper
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## v3.0+ SandboxCode — the ONLY gameplay tuning v3.x reads. The vars below this block
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## (sdtd_difficulty .. sdtd_airdrop_frequency) are REFERENCE-ONLY: v3.0 removed them from
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## serverconfig.xml, the template no longer renders them, and the game IGNORES them. Empty
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## code = Adventurer defaults. To restore the server's intended tuning generate a code:
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## client -> New Game -> Sandbox Options -> match the vars below — Difficulty Nomad, XP 200
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## (2x), DayNight 60, DayLight 18, Blood Moon every 7 days, DropOnDeath Everything, Loot 150,
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## AirDrop 24h — with BOTH Day/Night Animal Density and Respawn = Default (so the MoreAnimals
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## modlet stays in charge of wildlife; XML applies only while density is Default) ->
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## copy -> paste here.
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sdtd_sandbox_code: ""
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## ── REFERENCE VARS FOR SANDBOXCODE GENERATION (not rendered to serverconfig.xml on v3.x) ──
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## Difficulty: 0 = Scavenger, 1 = Adventurer, 2 = Nomad, 3 = Warrior, 4 = Survivalist, 5 = Insane
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sdtd_difficulty: "1"
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sdtd_day_night_length: 60
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sdtd_day_light_length: 18
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## DropOnDeath: 0 = nothing, 1 = everything, 2 = toolbelt only, 3 = backpack only, 4 = delete all
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sdtd_drop_on_death: "1"
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## ZombieMove: 0 = walk, 1 = jog, 2 = run, 3 = sprint, 4 = nightmare
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sdtd_zombie_move: "0"
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sdtd_zombie_move_night: "3"
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sdtd_bloodmoon_frequency: 2
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sdtd_bloodmoon_enemy_count: 16
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sdtd_loot_abundance: 150
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sdtd_airdrop_frequency: 24
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## PlayerKillingMode: 0 = no killing, 1 = kill allies only, 2 = kill strangers only, 3 = kill everyone
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sdtd_player_killing_mode: "3"
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sdtd_max_spawned_zombies: 100
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sdtd_max_spawn_animals: "200"
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## EAC is ON (default protection). EAC blocks CODE mods (Harmony DLL hooks) — that is why it was
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## OFF while code mods were deployed. PURE XML data modlets (like MoreAnimals below) carry no DLL
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## and work fine with EAC ON; keep "false" only if code mods are ever reinstalled.
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sdtd_eac_enabled: "true"
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## Game mods deployed: MoreAnimals.zip — pure XML spawn-density patch (roles/7dtd/files/mods).
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## Server-side only: clients join vanilla with EAC ON, nothing to install. To re-add/swap a mod:
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## drop the zip into roles/7dtd/files/mods/ and list its name here. unarchive only ADDS — it
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## never removes, so a mod dropped from this list would keep loading: with an EMPTY list we wipe
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## the whole server Mods dir; swapping one mod for another (non-empty list) requires removing the
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## retired folder from the box by hand.
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sdtd_mods: [MoreAnimals.zip]
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sdtd_xp_multiplier: 200
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sdtd_telnet_enabled: "true"
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