Joining by address works in development builds. Room codes, chat and the server list come later in the plan.
An integrated server runs in the game process with one player and no open port.
Opens the integrated server to the network. Friends join by address and port, or by a 6-character room code through a relay.
The same server code without a window. Run it on a spare machine for up to 8 players.
The server owns the world
Clients send inputs and requests; the server checks reach, line of sight, tool, tier and rate before anything changes.
Movement is predicted on the client with the same collision code as the server, which corrects it when it is more than 0.25 m off.
A block break that arrives earlier than 80% of the server's own break time is rejected.
Chunks stream nearest first under a byte budget per player: 256 KB/s on a LAN, 96 KB/s over the internet.
Your skills, inventory and position are kept by the server under your player id, so you get them back when you return.
server.json
Every field and its default.
name | Server name in the list |
max_players | 8 |
password | Optional |
seed | World seed |
view_distance | 8 chunks sent per player |
simulation_distance | 6 chunks of crops, mobs and fluids around each player |
difficulty | Casual, Normal or Hardcore |
pvp | Off |
mob_griefing | Off |
xp_rate | XP multiplier, 1.0 |
keep_inventory | Off |
Admin commands
For the host and listed admin ids only.