
Since those do youtube videos can showcase on the server might get somewhere. Hope we all can do this :D And have alot people play MT. I hope shadowzone you will help out to in this project.Īs for now I am going-over to say on the topic and post it later. The map is not completely done but we still can add stuff to it.
#Hogwarts mc map mods#
This might be my biggest Minetest project I plan use alot mods and use anyone help make. And even make an working sorting hat that talks away in the chat when active etc. I will work asap on the ideas aspect an New Subgame topic in the next hours. Thanks Perlitroll making this look great and made me came up with a bold way to play minetest for a longtime. and a Student :DĪnd we might use an ranking system to sort each student and headmasters. Make rest of the HP world then we can have maybe Oldcoder host it as a server. And I think I can look into the ideas.īut all can say This bloody cool. If you can mange make rest of the world of Harry potter with textures and use right stuff make more real like so, It would be so awesome for an Server. # Can be set to true to disable shutting down on invalid world dataīut it's real, the raspberry is a limited server for playing and the lags are frequent. # 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
