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
AllowFireSpread
Whether or not fire should spread
bool AllowFireSpread { get; set; }
Property Value
AllowPvP
Whether or not to allow Player versus Player
bool AllowPvP { get; set; }
Property Value
AntiAbuse
AntiAbuse protection level. Use not recommended, it is very buggy at the moment
EnumProtectionLevel AntiAbuse { get; set; }
Property Value
BlockTickChunkRange
Horizontal distance in chunks from each player to tick blocks randomly
int BlockTickChunkRange { get; set; }
Property Value
BlockTickInterval
The interval of time in ms between each execution of the random tick system
int BlockTickInterval { get; set; }
Property Value
DefaultRoleCode
Default player role
string DefaultRoleCode { get; set; }
Property Value
DefaultSpawn
Default spawn position for players
[Obsolete("No longer used. Retrieve value from the savegame instead")]
PlayerSpawnPos DefaultSpawn { get; set; }
Property Value
HostedMode
Used to disable certain features in HostedMode (wgen commands, ...)
bool HostedMode { get; set; }
Property Value
HostedModeAllowMods
Used to enable/disable the /moddb commands in HostedMode only
bool HostedModeAllowMods { get; set; }
Property Value
LogBlockBreakPlace
Whether or not to log breaking and placing of blocks to the server-build.log
bool LogBlockBreakPlace { get; set; }
Property Value
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
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
MaxClients
Max amount of concurrent players, any beyond will be denied to join
int MaxClients { get; set; }
Property Value
MaxMainThreadBlockTicks
The maximum number of blocks to tick per server tick
int MaxMainThreadBlockTicks { get; set; }
Property Value
Password
Password the player has to supply to join
string Password { get; set; }
Property Value
Port
The current network port
int Port { get; }
Property Value
RandomBlockTicksPerChunk
The number of blocks to sample for ticks each pass within a single chunk
int RandomBlockTicksPerChunk { get; set; }
Property Value
Roles
List of player roles
List<IPlayerRole> Roles { get; }
Property Value
ServerName
Name of the server, currently not used
string ServerName { get; set; }
Property Value
SpawnCapPlayerScaling
float SpawnCapPlayerScaling { get; set; }
Property Value
TickTime
Of often the server should tick in milliesconds
float TickTime { get; set; }
Property Value
WelcomeMessage
Displays when the user logs in.
string WelcomeMessage { get; set; }
Property Value
WhitelistMode
If true, only whitelisted players can join
EnumWhitelistMode WhitelistMode { get; set; }