Table of Contents

Interface IServerConfig

Namespace
Vintagestory.API.Server
Assembly
VintagestoryAPI.dll

The servers configuration

public interface IServerConfig
Extension Methods

Properties

AllowFallingBlocks

Whether or not falling blocks should fall (e.g. sand and gravel) and floating single rock blocks should break

bool AllowFallingBlocks { get; set; }

Property Value

bool

AllowFireSpread

Whether or not fire should spread

bool AllowFireSpread { get; set; }

Property Value

bool

AllowPvP

Whether or not to allow Player versus Player

bool AllowPvP { get; set; }

Property Value

bool

AntiAbuse

AntiAbuse protection level. Use not recommended, it is very buggy at the moment

EnumProtectionLevel AntiAbuse { get; set; }

Property Value

EnumProtectionLevel

BlockTickChunkRange

Horizontal distance in chunks from each player to tick blocks randomly

int BlockTickChunkRange { get; set; }

Property Value

int

BlockTickInterval

The interval of time in ms between each execution of the random tick system

int BlockTickInterval { get; set; }

Property Value

int

DefaultRoleCode

Default player role

string DefaultRoleCode { get; set; }

Property Value

string

DefaultSpawn

Default spawn position for players

[Obsolete("No longer used. Retrieve value from the savegame instead")]
PlayerSpawnPos DefaultSpawn { get; set; }

Property Value

PlayerSpawnPos

HostedMode

Used to disable certain features in HostedMode (wgen commands, ...)

bool HostedMode { get; set; }

Property Value

bool

HostedModeAllowMods

Used to enable/disable the /moddb commands in HostedMode only

bool HostedModeAllowMods { get; set; }

Property Value

bool

LogBlockBreakPlace

Whether or not to log breaking and placing of blocks to the server-build.log

bool LogBlockBreakPlace { get; set; }

Property Value

bool

LogFileSplitAfterLine

After how many line we should split the log file into a new one (server-build.log -> server-build-2.log)

uint LogFileSplitAfterLine { get; set; }

Property Value

uint

MaxChunkRadius

How many chunks in each direction should be loaded at most for each player (1 chunk = 32 blocks)

int MaxChunkRadius { get; set; }

Property Value

int

MaxClients

Max amount of concurrent players, any beyond will be denied to join

int MaxClients { get; set; }

Property Value

int

MaxMainThreadBlockTicks

The maximum number of blocks to tick per server tick

int MaxMainThreadBlockTicks { get; set; }

Property Value

int

Password

Password the player has to supply to join

string Password { get; set; }

Property Value

string

Port

The current network port

int Port { get; }

Property Value

int

RandomBlockTicksPerChunk

The number of blocks to sample for ticks each pass within a single chunk

int RandomBlockTicksPerChunk { get; set; }

Property Value

int

Roles

List of player roles

List<IPlayerRole> Roles { get; }

Property Value

List<IPlayerRole>

ServerName

Name of the server, currently not used

string ServerName { get; set; }

Property Value

string

SpawnCapPlayerScaling

float SpawnCapPlayerScaling { get; set; }

Property Value

float

TickTime

Of often the server should tick in milliesconds

float TickTime { get; set; }

Property Value

float

WelcomeMessage

Displays when the user logs in.

string WelcomeMessage { get; set; }

Property Value

string

WhitelistMode

If true, only whitelisted players can join

EnumWhitelistMode WhitelistMode { get; set; }

Property Value

EnumWhitelistMode