remove 7dtd mods, re-enable EAC; stop storing become password in vars

This commit is contained in:
2026-09-20 16:59:04 -06:00
parent 375af109b0
commit 1f7f25a750
5 changed files with 22 additions and 23 deletions

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@@ -35,8 +35,18 @@
# Mods live in the bind-mounted serverfiles; the container loads them on its next start
# (recreate on every deploy re-reads them). zips come from roles/7dtd/files/mods (sdtd_mods
# in vars.yml), extracted one level deep (the zips already carry their own _Singularity/
# and zByteblazarsNoRespawnNearBackpack/ subfolders, which fix load order by name).
# in vars.yml), extracted one level deep (each zip carries its own mod subfolder; prefix
# folders with z- if they must sort LAST for load order). unarchive only ADDS — it never
# removes, so a mod dropped from sdtd_mods would keep loading: with an empty list we wipe
# the whole dir and the create-task below rebuilds it empty. Partial mod swaps are not
# auto-cleaned (the role only knows zip names, not the folders zips unpack into) — remove
# those retired folders from the box by hand.
- name: Remove 7 Days to Die Mods directory when no mods are deployed
ansible.builtin.file:
path: /opt/apps/7dtd/serverfiles/Mods
state: absent
when: sdtd_mods | length == 0
- name: Create 7 Days to Die Mods directory (container user)
ansible.builtin.file:
path: /opt/apps/7dtd/serverfiles/Mods

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@@ -84,7 +84,7 @@
<!-- Performance related -->
<property name="MaxSpawnedZombies" value="{{ sdtd_max_spawned_zombies }}" />
<property name="MaxSpawnedAnimals" value="50" />
<property name="MaxSpawnedAnimals" value="100" />
<property name="ServerMaxAllowedViewDistance" value="12" />
<property name="MaxQueuedMeshLayers" value="1000" />

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@@ -1,7 +1,3 @@
## Remote sudo password for ansible become (plaintext by operator decision, same as the
## game-server passwords below). Runs the playbook without --ask-become-pass.
ansible_become_password: "bQ4Sxf5Ycrw#7ag4j$"
## add generic 755 directory for application here
directories:
- /opt/apps/npm
@@ -202,22 +198,15 @@ sdtd_airdrop_frequency: 72
## PlayerKillingMode: 0 = no killing, 1 = kill allies only, 2 = kill strangers only, 3 = kill everyone
sdtd_player_killing_mode: "3"
sdtd_max_spawned_zombies: 64
## EAC must be OFF because we deploy code mods (Singularity framework + the No Respawn Near
## Backpack patch below) — EAC blocks their Harmony hooks. Keep "false" while mods are installed.
sdtd_eac_enabled: "false"
## Game mods, vendored under roles/7dtd/files/mods/ and extracted into serverfiles/Mods (the
## container's bind-mounted Mods dir) by the role. Source of truth: add the zip name here AND
## drop the file into the role's files/mods dir. Load order is handled by folder prefixes —
## Singularity's leading underscore loads FIRST, the mod's z- prefix loads LAST (7dtd sorts
## Mods alphabetically).
## - Singularity (4.1.3): Byteblazar's core framework; No Respawn Near Backpack is a server
## policy implemented here, disabled by default, enabled via XML (the mod below).
## - No Respawn Near Backpack for V2 (2.0.0.0): server-side XML patch that sets Singularity's
## ServerPolicies.NoRespawnNearBackpack=true -> players CANNOT respawn near their backpack,
## they respawn at a world starting point instead. Requires EAC off (see above).
sdtd_mods:
- Singularity-v4.1.3.zip
- No-Respawn-Near-Backpack-2-0-0-0.zip
## EAC is ON (default protection). It was OFF while code mods were deployed — EAC blocks
## their Harmony hooks, so keep "false" if mods are ever reinstalled.
sdtd_eac_enabled: "true"
## Game mods: NONE deployed (Singularity 4.1.3 + No Respawn Near Backpack 2.0.0.0 were
## removed; EAC was flipped back on as part of that change). To re-add a mod: drop the zip
## into roles/7dtd/files/mods/ and list its name here. NOTE: the role's unarchive task only
## ADDS mods — retiring to an EMPTY list wipes the whole server Mods dir; swapping one mod
## for another (non-empty list) requires removing the retired folder from the box by hand.
sdtd_mods: []
sdtd_xp_multiplier: 100
sdtd_telnet_enabled: "true"