

# Length of a server tick and the interval at which objects are generally updated over network # This determines how long they are slowed down after placing or removing a node.įull_block_send_enable_min_time_from_building = 2.0 # To reduce lag, block transfers are slowed down when a player is building something. # Interval of saving important changes in the world # Maximum number of statically stored objects in a block

With default time_speed 365 days = 5 real days for year. # Length of year in days for seasons change. # Interval of sending time of day to clients #max_clearobjects_extra_loaded_blocks = 4096 # memory consumption (4096=100MB, as a rule of thumb) # This is a trade-off between sqlite transaction overhead and # Number of extra blocks that can be loaded by /clearobjects at once # From how far blocks are generated for clients (value * 16 nodes) # From how far blocks are sent to clients (value * 16 nodes) Max_simultaneous_block_sends_server_total = 5 # how many blocks are flying in the wire simultaneously per server Max_simultaneous_block_sends_per_client = 1 # how many blocks are flying in the wire simultaneously per client # how large area of blocks are subject to the active block stuff (active = objects are loaded and ABMs run) # from how far client knows about objects # If true, actions are recorded for rollback

# If this is set, players will always (re)spawn at the given position Unlimited_player_transfer_distance = true Code: Select all # Whether players are shown to clients without any range limit
