Some commands may legitimately take a long time to return, such as fill , reload , etc. Sends command args to the server and waits for the response. A forward slash is not needed and will usually result in an error. When supplying arguments, enclose the command in quotation marks. Be sure to properly escape any special characters used by your shell. If no commands are given, commands will be read from the standard input instead, and executed in order:.
If you only want to run one command, as a convenience, you may skip the --command argument, and in this case only, arguments will be joined even if not enclosed in quotes:. Of course, proper shell escaping of special characters is still required. If this is a burden, consider using the above standard input method, or bypassing the shell by using the Net::RCON::Minecraft Perl module itself. Now enter the IP address of your server in the text field above Address.
Right next to it is the RCON port of your game server and the password behind it. Now make sure that your game server is running and accessible and now connect to the program via RCON on your server. If the connection is successful, you can now send Minecraft commands to your server.
Enter the commands in the text field below of your RCON program and note the return of the console in the middle of the window. Support Report problems Create Screenshots. Gameserver - General Cloud vs. Bungeecord Server Properties. Disabling outgoing length checks is not recommended! Doing so could mess up the state of your client! If a large packet is sent to the RCON server, then some nasty things could occur. The most likely is that the server will forcefully close the connection, although other unsavory events could occur.
This is why we recommend keeping the outgoing length check enabled. Sometimes, the RCON server will send fragmented packets. This is because RCON has an incoming server to client maximum packet size of bytes. RCONClient will automatically handle incoming packet fragmentation for you. If the incoming packet is bytes in length, then we will assume the packet is fragmented. If non-zero, players are kicked from the server if they are idle for more than that many minutes.
Server prevents users from using vpns or proxies. The server doesn't prevent users from using vpns or proxies. Enable PvP on the server.
Players shooting themselves with arrows receive damage only if PvP is enabled. Sets the maximum amount of packets a user can send before getting kicked.
Setting to 0 disables this feature. Sets the password for RCON: a remote console protocol that can allow other applications to connect and interact with a Minecraft server over the internet. Optional URI to a resource pack. The player may choose to use it. Expects chat component syntax, can contain multiple lines. Optional SHA-1 digest of the resource pack, in lowercase hexadecimal. It is recommended to specify this, because it is used to verify the integrity of the resource pack.
When this option is enabled set to true , players will be prompted for a response and will be disconnected if they decline the required pack.
The player should set this if they want the server to bind to a particular IP. It is strongly recommended that the player leaves server-ip blank.
Set to blank, or the IP the player want their server to run listen on. Changes the port the server is hosting listening on. Determines if animals can spawn. Determines if monsters can spawn. Monsters appear at night and in the dark. No monsters. Determines whether villagers can spawn. Villagers spawn. No villagers. Setting this to 0 disables the spawn protection. This option is not generated on the first server start and appears when the first player joins.
If there are no ops set on the server, the spawn protection is disabled automatically as well. Sets the amount of world data the server sends the client, measured in chunks in each direction of the player radius, not diameter.
It determines the server-side viewing distance. Enables a whitelist on the server. Enforces the whitelist on the server. This is applied at the time the player first joins the server. Changing this setting will not change the gamemode for existing players. Values correlate to the integer gamemodes as follows: survival 0 creative 1 adventure 2. False or not defined prevents the server from sending to the client gamemode values other than the gamemode value saved by the server during world creation even if those values are set in server.
True forces the server to send to the client gamemode values other than the gamemode value saved by the server during world creation if those values are set in server. Values correlate to the integer gamemodes as follows: peaceful 0 easy 1 normal 2 hard 3. If true then all connected players must be listed in the separate whitelist.
Maximum number of threads the server tries to use. If set to 0 or removed then it uses as many as possible. Enables server authoritative movement. If server-auth, the server will replay local user input on the server and send down corrections when the client's position doesn't match the server's.
The difference between server and client positions that needs to be exceeded before abnormal behavior is detected. The duration of time the server and client positions can be out of sync as defined by player-movement-distance-threshold before the abnormal movement score is incremented. If true, the client position will get corrected to the server position if the movement score exceeds the threshold.
If true, the server will compute block mining operations in sync with the client so it can verify that the client should be able to break blocks when it thinks it can. If enabled, the server ensures that the client is logged in with the same IP address seen on Minecraft. This has caused problems for people trying to play on the same computer they are hosting the server on as the server sees the local IP It is recommended that this is enabled unless the player want to play on the player's server from the same computer the player is hosting it on.
The server checks all names with Minecraft.
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