# This file contains all settings displayed in the settings menu. # # General format: # name (Readable name) type type_args # # Note that the parts are separated by exactly one space # # `type` can be: # - int # - string # - bool # - float # - enum # - path # - filepath # - key (will be ignored in GUI, since a special key change dialog exists) # - flags # - noise_params_2d # - noise_params_3d # - v3f # # `type_args` can be: # * int: # - default # - default min max # * string: # - default (if default is not specified then "" is set) # * bool: # - default # * float: # - default # - default min max # * enum: # - default value1,value2,... # * path: # - default (if default is not specified then "" is set) # * filepath: # - default (if default is not specified then "" is set) # * key: # - default # * flags: # Flags are always separated by comma without spaces. # - default possible_flags # * noise_params_2d: # Format is , , (, , ), , , , [, ] # - default # * noise_params_3d: # Format is , , (, , ), , , , [, ] # - default # * v3f: # Format is (, , ) # - default # # Comments directly above a setting are bound to this setting. # All other comments are ignored. # # Comments and (Readable name) are handled by gettext. # Comments should be complete sentences that describe the setting and possibly # give the user additional useful insight. # The last line of a comment can contain the requirements for the setting, ie: # # # This is a comment # # # # Requires: enable_dynamic_shadows, !enable_waving_leaves # name (Readable name) type type_args # # A requirement can be the name of a boolean setting or an engine-defined value. # These requirements may be: # # * The value of a boolean setting, such as enable_dynamic_shadows # * An engine-defined value: # * desktop / android # * touchscreen / keyboard_mouse # * opengl / gles # * You can negate any requirement by prepending with ! # # Sections are marked by a single line in the format: [Section Name] # Sub-section are marked by adding * in front of the section name: [*Sub-section] # Sub-sub-sections have two * etc. # There shouldn't be too much settings per category; settings that shouldn't be # modified by the "average user" should be in (sub-)categories called "Advanced". [Controls] [*General] # Smooths rotation of camera, also called look or mouse smoothing. 0 to disable. camera_smoothing (Camera smoothing) float 0.0 0.0 0.99 # Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Controls. # # Requires: keyboard_mouse cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99 # If enabled, you can place nodes at the position (feet + eye level) where you stand. # This is helpful when working with nodeboxes in small areas. enable_build_where_you_stand (Build inside player) bool false # If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and # descending. aux1_descends (Aux1 key for climbing/descending) bool false # Double-tapping the jump key toggles fly mode. doubletap_jump (Double tap jump for fly) bool false # If disabled, "Aux1" key is used to fly fast if both fly and fast mode are # enabled. always_fly_fast (Always fly fast) bool true # The time in seconds it takes between repeated node placements when holding # the place button. # # Requires: keyboard_mouse repeat_place_time (Place repetition interval) float 0.25 0.16 2.0 # The minimum time in seconds it takes between digging nodes when holding # the dig button. repeat_dig_time (Minimum dig repetition interval) float 0.0 0.0 2.0 # Automatically jump up single-node obstacles. autojump (Automatic jumping) bool false # Prevent digging and placing from repeating when holding the respective buttons. # Enable this when you dig or place too often by accident. # On touchscreens, this only affects digging. safe_dig_and_place (Safe digging and placing) bool false [*Keyboard and Mouse] # Invert vertical mouse movement. # # Requires: keyboard_mouse invert_mouse (Invert mouse) bool false # Mouse sensitivity multiplier. # # Requires: keyboard_mouse mouse_sensitivity (Mouse sensitivity) float 0.2 0.001 10.0 # Enable mouse wheel (scroll) for item selection in hotbar. # # Requires: keyboard_mouse enable_hotbar_mouse_wheel (Hotbar: Enable mouse wheel for selection) bool true # Invert mouse wheel (scroll) direction for item selection in hotbar. # # Requires: keyboard_mouse invert_hotbar_mouse_wheel (Hotbar: Invert mouse wheel direction) bool false [*Touchscreen] # Enables the touchscreen controls, allowing you to play the game with a touchscreen. # "auto" means that the touchscreen controls will be enabled and disabled # automatically depending on the last used input method. # # Requires: touch_support touch_controls (Touchscreen controls) enum auto auto,true,false # Touchscreen sensitivity multiplier. # # Requires: touchscreen touchscreen_sensitivity (Touchscreen sensitivity) float 0.2 0.001 10.0 # The length in pixels after which a touch interaction is considered movement. # # Requires: touchscreen touchscreen_threshold (Movement threshold) int 20 0 100 # The delay in milliseconds after which a touch interaction is considered a long tap. # # Requires: touchscreen touch_long_tap_delay (Threshold for long taps) int 400 100 1000 # Use crosshair to select object instead of whole screen. # If enabled, a crosshair will be shown and will be used for selecting object. # # Requires: touchscreen touch_use_crosshair (Use crosshair for touch screen) bool false # Fixes the position of virtual joystick. # If disabled, virtual joystick will center to first-touch's position. # # Requires: touchscreen fixed_virtual_joystick (Fixed virtual joystick) bool false # Use virtual joystick to trigger "Aux1" button. # If enabled, virtual joystick will also tap "Aux1" button when out of main circle. # # Requires: touchscreen virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool false # The gesture for punching players/entities. # This can be overridden by games and mods. # # * short_tap # Easy to use and well-known from other games that shall not be named. # # * long_tap # Known from the classic Luanti mobile controls. # Combat is more or less impossible. # # Requires: touchscreen touch_punch_gesture (Punch gesture) enum short_tap short_tap,long_tap [Graphics and Audio] [*Graphics] [**Screen] # Width component of the initial window size. # # Requires: desktop screen_w (Screen width) int 1024 1 65535 # Height component of the initial window size. # # Requires: desktop screen_h (Screen height) int 600 1 65535 # Whether the window is maximized. # # Requires: desktop window_maximized (Window maximized) bool false # Save window size automatically when modified. # If true, screen size is saved in screen_w and screen_h, and whether the window # is maximized is stored in window_maximized. # (Autosaving window_maximized only works if compiled with SDL.) # # Requires: desktop autosave_screensize (Remember screen size) bool true # Fullscreen mode. # # Requires: desktop fullscreen (Full screen) bool false # Open the pause menu when the window's focus is lost. Does not pause if a formspec is # open. # # Requires: desktop pause_on_lost_focus (Pause on lost window focus) bool false [**FPS] # If FPS would go higher than this, limit it by sleeping # to not waste CPU power for no benefit. fps_max (Maximum FPS) int 60 1 4294967295 # Vertical screen synchronization. Your system may still force VSync on even if this is disabled. vsync (VSync) bool false # Maximum FPS when the window is not focused, or when the game is paused. fps_max_unfocused (FPS when unfocused or paused) int 20 1 4294967295 # View distance in nodes. viewing_range (Viewing range) int 190 20 4000 # Undersampling is similar to using a lower screen resolution, but it applies # to the game world only, keeping the GUI intact. # It should give a significant performance boost at the cost of less detailed image. # Higher values result in a less detailed image. # Note: Undersampling is currently not supported if the "3d_mode" setting is set # to a non-default value. undersampling (Undersampling) int 1 1 8 [**3D] # 3D support. # Currently supported: # - none: no 3d output. # - anaglyph: cyan/magenta color 3d. # - interlaced: odd/even line based polarization screen support. # - topbottom: split screen top/bottom. # - sidebyside: split screen side by side. # - crossview: Cross-eyed 3d 3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,crossview # Strength of 3D mode parallax. 3d_paralax_strength (3D mode parallax strength) float 0.025 -0.087 0.087 [**Bobbing] # Arm inertia, gives a more realistic movement of # the arm when the camera moves. arm_inertia (Arm inertia) bool true # Enable view bobbing and amount of view bobbing. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double. view_bobbing_amount (View bobbing factor) float 1.0 0.0 7.9 # Multiplier for fall bobbing. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double. fall_bobbing_amount (Fall bobbing factor) float 0.03 0.0 100.0 [**Camera] # Field of view in degrees. fov (Field of view) int 72 45 160 # Alters the light curve by applying 'gamma correction' to it. # Higher values make middle and lower light levels brighter. # Value '1.0' leaves the light curve unaltered. # This only has significant effect on daylight and artificial # light, it has very little effect on natural night light. display_gamma (Light curve gamma) float 1.0 0.33 3.0 # The strength (darkness) of node ambient-occlusion shading. # Lower is darker, Higher is lighter. The valid range of values for this # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be # set to the nearest valid value. ambient_occlusion_gamma (Ambient occlusion gamma) float 1.8 0.25 4.0 [**Screenshots] # Path to save screenshots at. Can be an absolute or relative path. # The folder will be created if it doesn't already exist. # # Requires: desktop screenshot_path (Screenshot folder) path screenshots # Format of screenshots. # # Requires: desktop screenshot_format (Screenshot format) enum png png,jpg # Screenshot quality. Only used for JPEG format. # 1 means worst quality; 100 means best quality. # Use 0 for default quality. # # Requires: desktop screenshot_quality (Screenshot quality) int 0 0 100 [**Node and Entity Highlighting] # Method used to highlight selected object. node_highlighting (Node highlighting) enum box box,halo,none # Show entity selection boxes # A restart is required after changing this. show_entity_selectionbox (Show entity selection boxes) bool false # Selection box border color (R,G,B). selectionbox_color (Selection box color) string (0,0,0) # Width of the selection box lines around nodes. selectionbox_width (Selection box width) int 2 1 5 # Crosshair color (R,G,B). # Also controls the object crosshair color crosshair_color (Crosshair color) string (255,255,255) # Crosshair alpha (opaqueness, between 0 and 255). # This also applies to the object crosshair. crosshair_alpha (Crosshair alpha) int 255 0 255 [**Fog] # Whether to fog out the end of the visible area. enable_fog (Fog) bool true # Make fog and sky colors depend on daytime (dawn/sunset) and view direction. # # Requires: enable_fog directional_colored_fog (Colored fog) bool true # Fraction of the visible distance at which fog starts to be rendered # # Requires: enable_fog fog_start (Fog start) float 0.4 0.0 0.99 [**Clouds] # Clouds are a client-side effect. enable_clouds (Clouds) bool true # Use 3D cloud look instead of flat. # # Requires: enable_clouds enable_3d_clouds (3D clouds) bool true # Use smooth cloud shading. # # Requires: enable_3d_clouds, enable_clouds soft_clouds (Soft clouds) bool false [**Filtering and Antialiasing] # Use mipmaps when scaling textures. May slightly increase performance, # especially when using a high-resolution texture pack. # Gamma-correct downscaling is not supported. mip_map (Mipmapping) bool false # Use bilinear filtering when scaling textures. bilinear_filter (Bilinear filtering) bool false # Use trilinear filtering when scaling textures. # If both bilinear and trilinear filtering are enabled, trilinear filtering # is applied. trilinear_filter (Trilinear filtering) bool false # Use anisotropic filtering when looking at textures from an angle. anisotropic_filter (Anisotropic filtering) bool false # Select the antialiasing method to apply. # # * None - No antialiasing (default) # # * FSAA - Hardware-provided full-screen antialiasing # A.K.A multi-sample antialiasing (MSAA) # Smoothens out block edges but does not affect the insides of textures. # # If Post Processing is disabled, changing FSAA requires a restart. # Also, if Post Processing is disabled, FSAA will not work together with # undersampling or a non-default "3d_mode" setting. # # * FXAA - Fast approximate antialiasing # Applies a post-processing filter to detect and smoothen high-contrast edges. # Provides balance between speed and image quality. # # * SSAA - Super-sampling antialiasing # Renders higher-resolution image of the scene, then scales down to reduce # the aliasing effects. This is the slowest and the most accurate method. antialiasing (Antialiasing method) enum none none,fsaa,fxaa,ssaa # Defines the size of the sampling grid for FSAA and SSAA antialiasing methods. # Value of 2 means taking 2x2 = 4 samples. fsaa (Anti-aliasing scale) enum 2 2,4,8,16 [**Occlusion Culling] # Type of occlusion_culler # # "loops" is the legacy algorithm with nested loops and O(n³) complexity # "bfs" is the new algorithm based on breadth-first-search and side culling # # This setting should only be changed if you have performance problems. occlusion_culler (Occlusion Culler) enum bfs bfs,loops # Use raytraced occlusion culling in the new culler. # This flag enables use of raytraced occlusion culling test for # client mesh sizes smaller than 4x4x4 map blocks. enable_raytraced_culling (Enable Raytraced Culling) bool true [*Effects] # Allows liquids to be translucent. translucent_liquids (Translucent liquids) bool true # Leaves style: # - Fancy: all faces visible # - Simple: only outer faces # - Opaque: disable transparency leaves_style (Leaves style) enum fancy fancy,simple,opaque # Connects glass if supported by node. connected_glass (Connect glass) bool false # Enable smooth lighting with simple ambient occlusion. smooth_lighting (Smooth lighting) bool true # Enables tradeoffs that reduce CPU load or increase rendering performance # at the expense of minor visual glitches that do not impact game playability. performance_tradeoffs (Tradeoffs for performance) bool false # Adds particles when digging a node. enable_particles (Digging particles) bool true [**Waving Nodes] # Set to true to enable waving leaves. enable_waving_leaves (Waving leaves) bool false # Set to true to enable waving plants. enable_waving_plants (Waving plants) bool false # Set to true to enable waving liquids (like water). enable_waving_water (Waving liquids) bool false # The maximum height of the surface of waving liquids. # 4.0 = Wave height is two nodes. # 0.0 = Wave doesn't move at all. # Default is 1.0 (1/2 node). # # Requires: enable_waving_water water_wave_height (Waving liquids wave height) float 1.0 0.0 4.0 # Length of liquid waves. # # Requires: enable_waving_water water_wave_length (Waving liquids wavelength) float 20.0 0.1 # How fast liquid waves will move. Higher = faster. # If negative, liquid waves will move backwards. # # Requires: enable_waving_water water_wave_speed (Waving liquids wave speed) float 5.0 [**Dynamic shadows] # Set to true to enable Shadow Mapping. # # Requires: opengl enable_dynamic_shadows (Dynamic shadows) bool false # Set the shadow strength gamma. # Adjusts the intensity of in-game dynamic shadows. # Lower value means lighter shadows, higher value means darker shadows. # # Requires: enable_dynamic_shadows, opengl shadow_strength_gamma (Shadow strength gamma) float 1.0 0.1 10.0 # Maximum distance to render shadows. # # Requires: enable_dynamic_shadows, opengl shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 140.0 10.0 1000.0 # Texture size to render the shadow map on. # This must be a power of two. # Bigger numbers create better shadows but it is also more expensive. # # Requires: enable_dynamic_shadows, opengl shadow_map_texture_size (Shadow map texture size) int 2048 128 8192 # Sets shadow texture quality to 32 bits. # On false, 16 bits texture will be used. # This can cause much more artifacts in the shadow. # # Requires: enable_dynamic_shadows, opengl shadow_map_texture_32bit (Shadow map texture in 32 bits) bool true # Enable Poisson disk filtering. # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering. # # Requires: enable_dynamic_shadows, opengl shadow_poisson_filter (Poisson filtering) bool true # Define shadow filtering quality. # This simulates the soft shadows effect by applying a PCF or Poisson disk # but also uses more resources. # # Requires: enable_dynamic_shadows, opengl shadow_filters (Shadow filter quality) enum 1 0,1,2 # Enable colored shadows. # On true translucent nodes cast colored shadows. This is expensive. # # Requires: enable_dynamic_shadows, opengl shadow_map_color (Colored shadows) bool false # Spread a complete update of shadow map over given number of frames. # Higher values might make shadows laggy, lower values # will consume more resources. # Minimum value: 1; maximum value: 16 # # Requires: enable_dynamic_shadows, opengl shadow_update_frames (Map shadows update frames) int 8 1 16 # Set the soft shadow radius size. # Lower values mean sharper shadows, bigger values mean softer shadows. # Minimum value: 1.0; maximum value: 15.0 # # Requires: enable_dynamic_shadows, opengl shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0 # Set the default tilt of Sun/Moon orbit in degrees. # Games may change orbit tilt via API. # Value of 0 means no tilt / vertical orbit. # # Requires: enable_dynamic_shadows, opengl shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0 [**Post Processing] # Enables the post processing pipeline. enable_post_processing (Enable Post Processing) bool true # Enables Hable's 'Uncharted 2' filmic tone mapping. # Simulates the tone curve of photographic film and how this approximates the # appearance of high dynamic range images. Mid-range contrast is slightly # enhanced, highlights and shadows are gradually compressed. # # Requires: enable_post_processing tone_mapping (Filmic tone mapping) bool false # Enable automatic exposure correction # When enabled, the post-processing engine will # automatically adjust to the brightness of the scene, # simulating the behavior of human eye. # # Requires: enable_post_processing enable_auto_exposure (Enable Automatic Exposure) bool false # Set the exposure compensation in EV units. # Value of 0.0 (default) means no exposure compensation. # Range: from -1 to 1.0 # # Requires: enable_post_processing, enable_auto_exposure exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0 # Apply dithering to reduce color banding artifacts. # Dithering significantly increases the size of losslessly-compressed # screenshots and it works incorrectly if the display or operating system # performs additional dithering or if the color channels are not quantized # to 8 bits. # With OpenGL ES, dithering only works if the shader supports high # floating-point precision and it may have a higher performance impact. # # Requires: enable_post_processing debanding (Enable Debanding) bool true # Set to true to enable bloom effect. # Bright colors will bleed over the neighboring objects. # # Requires: enable_post_processing enable_bloom (Enable Bloom) bool false # Set to true to enable volumetric lighting effect (a.k.a. "Godrays"). # # Requires: enable_post_processing, enable_bloom enable_volumetric_lighting (Volumetric lighting) bool false [**Other Effects] # Simulate translucency when looking at foliage in the sunlight. # # Requires: enable_dynamic_shadows enable_translucent_foliage (Translucent foliage) bool false # Apply specular shading to nodes. # # Requires: enable_dynamic_shadows enable_node_specular (Node specular) bool false # When enabled, liquid reflections are simulated. # # Requires: enable_waving_water, enable_dynamic_shadows enable_water_reflections (Liquid reflections) bool false [*Audio] # Volume of all sounds. # Requires the sound system to be enabled. sound_volume (Volume) float 0.8 0.0 1.0 # Volume multiplier when the window is unfocused. sound_volume_unfocused (Volume when unfocused) float 0.3 0.0 1.0 # Whether to mute sounds. You can unmute sounds at any time, unless the # sound system is disabled (enable_sound=false). # In-game, you can toggle the mute state with the mute key or by using the # pause menu. mute_sound (Mute sound) bool false [*User Interfaces] # Set the language. By default, the system language is used. # A restart is required after changing this. language (Language) enum ,be,bg,ca,cs,da,de,el,en,eo,es,et,eu,fi,fr,gd,gl,hu,id,it,ja,jbo,kk,ko,lt,lv,ms,nb,nl,nn,pl,pt,pt_BR,ro,ru,sk,sl,sr_Cyrl,sr_Latn,sv,sw,tr,uk,vi,zh_CN,zh_TW [**GUI] # When enabled, the GUI is optimized to be more usable on touchscreens. # Whether this is enabled by default depends on your hardware form-factor. touch_gui (Optimize GUI for touchscreens) bool false # Scale GUI by a user specified value. # Use a nearest-neighbor-anti-alias filter to scale the GUI. # This will smooth over some of the rough edges, and blend # pixels when scaling down, at the cost of blurring some # edge pixels when images are scaled by non-integer sizes. gui_scaling (GUI scaling) float 1.0 0.5 20 # Enables smooth scrolling. smooth_scrolling (Smooth scrolling) bool true # Enables animation of inventory items. inventory_items_animations (Inventory items animations) bool false # Formspec full-screen background opacity (between 0 and 255). formspec_fullscreen_bg_opacity (Formspec Full-Screen Background Opacity) int 140 0 255 # Formspec full-screen background color (R,G,B). formspec_fullscreen_bg_color (Formspec Full-Screen Background Color) string (0,0,0) # When gui_scaling_filter is true, all GUI images need to be # filtered in software, but some images are generated directly # to hardware (e.g. render-to-texture for nodes in inventory). gui_scaling_filter (GUI scaling filter) bool false # When gui_scaling_filter_txr2img is true, copy those images # from hardware to software for scaling. When false, fall back # to the old scaling method, for video drivers that don't # properly support downloading textures back from hardware. gui_scaling_filter_txr2img (GUI scaling filter txr2img) bool true # Delay showing tooltips, stated in milliseconds. tooltip_show_delay (Tooltip delay) int 400 0 18446744073709551615 # Append item name to tooltip. tooltip_append_itemname (Append item name) bool false # Use a cloud animation for the main menu background. menu_clouds (Clouds in menu) bool true [**HUD] # Modifies the size of the HUD elements. hud_scaling (HUD scaling) float 1.0 0.5 20 # Whether name tag backgrounds should be shown by default. # Mods may still set a background. show_nametag_backgrounds (Show name tag backgrounds by default) bool true # Whether to show the client debug info (has the same effect as hitting F5). show_debug (Show debug info) bool false # Radius to use when the block bounds HUD feature is set to near blocks. show_block_bounds_radius_near (Block bounds HUD radius) int 4 0 1000 # Maximum proportion of current window to be used for hotbar. # Useful if there's something to be displayed right or left of hotbar. hud_hotbar_max_width (Maximum hotbar width) float 1.0 0.001 1.0 [**Chat] # Maximum number of recent chat messages to show recent_chat_messages (Recent Chat Messages) int 6 2 20 # In-game chat console height, between 0.1 (10%) and 1.0 (100%). console_height (Console height) float 0.6 0.1 1.0 # In-game chat console background color (R,G,B). console_color (Console color) string (0,0,0) # In-game chat console background alpha (opaqueness, between 0 and 255). console_alpha (Console alpha) int 200 0 255 # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output. clickable_chat_weblinks (Chat weblinks) bool true # Optional override for chat weblink color. chat_weblink_color (Weblink color) string #8888FF # Font size of the recent chat text and chat prompt in point (pt). # Value 0 will use the default font size. chat_font_size (Chat font size) int 0 0 72 [**Content Repository] # The URL for the content repository contentdb_url (ContentDB URL) string https://content.luanti.org # If enabled and you have ContentDB packages installed, Luanti may contact ContentDB to # check for package updates when opening the mainmenu. contentdb_enable_updates_indicator (Enable updates available indicator on content tab) bool true # Comma-separated list of flags to hide in the content repository. # "nonfree" can be used to hide packages which do not qualify as 'free software', # as defined by the Free Software Foundation. # You can also specify content ratings. # These flags are independent from Luanti versions, # so see a full list at https://content.luanti.org/help/content_flags/ contentdb_flag_blacklist (ContentDB Flag Blacklist) string nonfree, desktop_default # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued. # This should be lower than curl_parallel_limit. contentdb_max_concurrent_downloads (ContentDB Max Concurrent Downloads) int 3 1 [Client and Server] [*Client] # Save the map received by the client on disk. enable_local_map_saving (Saving map received from server) bool false # URL to the server list displayed in the Multiplayer Tab. serverlist_url (Serverlist URL) string servers.luanti.org # If enabled, account registration is separate from login in the UI. # If disabled, new accounts will be registered automatically when logging in. enable_split_login_register (Enable split login/register) bool true # URL to JSON file which provides information about the newest Luanti release. # If this is empty the engine will never check for updates. update_information_url (Update information URL) string https://www.minetest.net/release_info.json [*Server] # Name of the player. # When running a server, clients connecting with this name are admins. # When starting from the main menu, this is overridden. name (Admin name) string [**Serverlist and MOTD] # Name of the server, to be displayed when players join and in the serverlist. server_name (Server name) string Luanti server # Description of server, to be displayed when players join and in the serverlist. server_description (Server description) string mine here # Domain name of server, to be displayed in the serverlist. server_address (Server address) string game.example.net # Homepage of server, to be displayed in the serverlist. server_url (Server URL) string https://game.example.net # Automatically report to the serverlist. server_announce (Announce server) bool false # Send names of online players to the serverlist. If disabled only the player count is revealed. server_announce_send_players (Send player names to the server list) bool true # Announce to this serverlist. serverlist_url (Serverlist URL) string servers.luanti.org # Message of the day displayed to players connecting. motd (Message of the day) string # Maximum number of players that can be connected simultaneously. max_users (Maximum users) int 15 0 65535 # If this is set, players will always (re)spawn at the given position. static_spawnpoint (Static spawn point) string [**Networking] # Network port to listen (UDP). # This value will be overridden when starting from the main menu. port (Server port) int 30000 1 65535 # The network interface that the server listens on. bind_address (Bind address) string # Enable to disallow old clients from connecting. # Older clients are compatible in the sense that they will not crash when connecting # to new servers, but they may not support all new features that you are expecting. strict_protocol_version_checking (Strict protocol checking) bool false # Define the oldest clients allowed to connect. # Older clients are compatible in the sense that they will not crash when connecting # to new servers, but they may not support all new features that you are expecting. # This allows for more fine-grained control than strict_protocol_version_checking. # Luanti still enforces its own internal minimum, and enabling # strict_protocol_version_checking will effectively override this. protocol_version_min (Protocol version minimum) int 1 1 65535 # Specifies URL from which client fetches media instead of using UDP. # $filename should be accessible from $remote_media$filename via cURL # (obviously, remote_media should end with a slash). # Files that are not present will be fetched the usual way. remote_media (Remote media) string # Enable/disable running an IPv6 server. # Ignored if bind_address is set. # Needs enable_ipv6 to be enabled. ipv6_server (IPv6 server) bool false [*Server Security] # New users need to input this password. default_password (Default password) string # If enabled, players cannot join without a password or change theirs to an empty password. disallow_empty_password (Disallow empty passwords) bool false # The privileges that new users automatically get. # See /privs in game for a full list on your server and mod configuration. default_privs (Default privileges) string interact, shout # Privileges that players with basic_privs can grant basic_privs (Basic privileges) string interact, shout # Server anticheat configuration. # Flags are positive. Uncheck the flag to disable corresponding anticheat module. anticheat_flags (Anticheat flags) flags digging,interaction,movement digging,interaction,movement # Tolerance of movement cheat detector. # Increase the value if players experience stuttery movement. anticheat_movement_tolerance (Anticheat movement tolerance) float 1.0 1.0 # If enabled, actions are recorded for rollback. # This option is only read when server starts. enable_rollback_recording (Rollback recording) bool false [**Client-side Modding] # Restricts the access of certain client-side functions on servers. # Combine the byteflags below to restrict client-side features, or set to 0 # for no restrictions: # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods) # CHAT_MESSAGES: 2 (disable send_chat_message call client-side) # READ_ITEMDEFS: 4 (disable get_item_def call client-side) # READ_NODEDEFS: 8 (disable get_node_def call client-side) # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to # csm_restriction_noderange) # READ_PLAYERINFO: 32 (disable get_player_names call client-side) csm_restriction_flags (Client side modding restrictions) int 62 0 63 # If the CSM restriction for node range is enabled, get_node calls are limited # to this distance from the player to the node. csm_restriction_noderange (Client-side node lookup range restriction) int 0 0 4294967295 [**Chat] # Remove color codes from incoming chat messages # Use this to stop players from being able to use color in their messages strip_color_codes (Strip color codes) bool false # Set the maximum length of a chat message (in characters) sent by clients. chat_message_max_size (Chat message max length) int 500 10 65535 # Number of messages a player may send per 10 seconds. chat_message_limit_per_10sec (Chat message count limit) float 8.0 1.0 # Kick players who sent more than X messages per 10 seconds. chat_message_limit_trigger_kick (Chat message kick threshold) int 50 1 65535 [*Server Gameplay] # Controls length of day/night cycle. # Examples: # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged. time_speed (Time speed) int 72 0 # Time of day when a new world is started, in millihours (0-23999). world_start_time (World start time) int 6125 0 23999 # Time in seconds for item entity (dropped items) to live. # Setting it to -1 disables the feature. item_entity_ttl (Item entity TTL) int 900 -1 # Specifies the default stack size of nodes, items and tools. # Note that mods or games may explicitly set a stack for certain (or all) items. default_stack_max (Default stack size) int 99 1 65535 [**Physics] # Horizontal and vertical acceleration on ground or when climbing, # in nodes per second per second. movement_acceleration_default (Default acceleration) float 3.0 0.0 # Horizontal acceleration in air when jumping or falling, # in nodes per second per second. movement_acceleration_air (Acceleration in air) float 2.0 0.0 # Horizontal and vertical acceleration in fast mode, # in nodes per second per second. movement_acceleration_fast (Fast mode acceleration) float 10.0 0.0 # Walking and flying speed, in nodes per second. movement_speed_walk (Walking speed) float 4.0 0.0 # Sneaking speed, in nodes per second. movement_speed_crouch (Sneaking speed) float 1.35 0.0 # Walking, flying and climbing speed in fast mode, in nodes per second. movement_speed_fast (Fast mode speed) float 20.0 0.0 # Vertical climbing speed, in nodes per second. movement_speed_climb (Climbing speed) float 3.0 0.0 # Initial vertical speed when jumping, in nodes per second. movement_speed_jump (Jumping speed) float 6.5 0.0 # How much you are slowed down when moving inside a liquid. # Decrease this to increase liquid resistance to movement. movement_liquid_fluidity (Liquid fluidity) float 1.0 0.001 # Maximum liquid resistance. Controls deceleration when entering liquid at # high speed. movement_liquid_fluidity_smooth (Liquid fluidity smoothing) float 0.5 # Controls sinking speed in liquid when idling. Negative values will cause # you to rise instead. movement_liquid_sink (Liquid sinking) float 10.0 # Acceleration of gravity, in nodes per second per second. movement_gravity (Gravity) float 9.81 [Mapgen] # A chosen map seed for a new map, leave empty for random. # Will be overridden when creating a new world in the main menu. fixed_map_seed (Fixed map seed) string # Name of map generator to be used when creating a new world. # Creating a world in the main menu will override this. # Current mapgens in a highly unstable state: # - The optional floatlands of v7 (disabled by default). mg_name (Mapgen name) enum v7 v7,valleys,carpathian,v5,flat,fractal,singlenode,v6 # Water surface level of the world. water_level (Water level) int 1 -31000 31000 # From how far blocks are generated for clients, stated in mapblocks (16 nodes). max_block_generate_distance (Max block generate distance) int 10 1 32767 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0). # Only mapchunks completely within the mapgen limit are generated. # Value is stored per-world. mapgen_limit (Map generation limit) int 31007 0 31007 # Global map generation attributes. # In Mapgen v6 the 'decorations' flag controls all decorations except trees # and jungle grass, in all other mapgens this flag controls all decorations. mg_flags (Mapgen flags) flags caves,dungeons,light,decorations,biomes,ores caves,dungeons,light,decorations,biomes,ores [*Biome API] # Temperature variation for biomes. mg_biome_np_heat (Heat noise) noise_params_2d 50, 50, (1000, 1000, 1000), 5349, 3, 0.5, 2.0, eased # Small-scale temperature variation for blending biomes on borders. mg_biome_np_heat_blend (Heat blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0, eased # Humidity variation for biomes. mg_biome_np_humidity (Humidity noise) noise_params_2d 50, 50, (1000, 1000, 1000), 842, 3, 0.5, 2.0, eased # Small-scale humidity variation for blending biomes on borders. mg_biome_np_humidity_blend (Humidity blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0, eased [*Mapgen V5] # Map generation attributes specific to Mapgen v5. mgv5_spflags (Mapgen V5 specific flags) flags caverns caverns # Controls width of tunnels, a smaller value creates wider tunnels. # Value >= 10.0 completely disables generation of tunnels and avoids the # intensive noise calculations. mgv5_cave_width (Cave width) float 0.09 # Y of upper limit of large caves. mgv5_large_cave_depth (Large cave depth) int -256 -31000 31000 # Minimum limit of random number of small caves per mapchunk. mgv5_small_cave_num_min (Small cave minimum number) int 0 0 256 # Maximum limit of random number of small caves per mapchunk. mgv5_small_cave_num_max (Small cave maximum number) int 0 0 256 # Minimum limit of random number of large caves per mapchunk. mgv5_large_cave_num_min (Large cave minimum number) int 0 0 64 # Maximum limit of random number of large caves per mapchunk. mgv5_large_cave_num_max (Large cave maximum number) int 2 0 64 # Proportion of large caves that contain liquid. mgv5_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0 # Y-level of cavern upper limit. mgv5_cavern_limit (Cavern limit) int -256 -31000 31000 # Y-distance over which caverns expand to full size. mgv5_cavern_taper (Cavern taper) int 256 0 32767 # Defines full size of caverns, smaller values create larger caverns. mgv5_cavern_threshold (Cavern threshold) float 0.7 # Lower Y limit of dungeons. mgv5_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000 # Upper Y limit of dungeons. mgv5_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000 [**Noises] # Variation of biome filler depth. mgv5_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0, eased # Variation of terrain vertical scale. # When noise is < -0.55 terrain is near-flat. mgv5_np_factor (Factor noise) noise_params_2d 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0, eased # Y-level of average terrain surface. mgv5_np_height (Height noise) noise_params_2d 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0, eased # First of two 3D noises that together define tunnels. mgv5_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0 # Second of two 3D noises that together define tunnels. mgv5_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0 # 3D noise defining giant caverns. mgv5_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0 # 3D noise defining terrain. mgv5_np_ground (Ground noise) noise_params_3d 0, 40, (80, 80, 80), 983240, 4, 0.55, 2.0, eased # 3D noise that determines number of dungeons per mapchunk. mgv5_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0 [*Mapgen V6] # Map generation attributes specific to Mapgen v6. # The 'snowbiomes' flag enables the new 5 biome system. # When the 'snowbiomes' flag is enabled jungles are automatically enabled and # the 'jungles' flag is ignored. # The 'temples' flag disables generation of desert temples. Normal dungeons will appear instead. mgv6_spflags (Mapgen V6 specific flags) flags jungles,biomeblend,mudflow,snowbiomes,noflat,trees,temples jungles,biomeblend,mudflow,snowbiomes,flat,trees,temples # Deserts occur when np_biome exceeds this value. # When the 'snowbiomes' flag is enabled, this is ignored. mgv6_freq_desert (Desert noise threshold) float 0.45 # Sandy beaches occur when np_beach exceeds this value. mgv6_freq_beach (Beach noise threshold) float 0.15 # Lower Y limit of dungeons. mgv6_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000 # Upper Y limit of dungeons. mgv6_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000 [**Noises] # Y-level of lower terrain and seabed. mgv6_np_terrain_base (Terrain base noise) noise_params_2d -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0, eased # Y-level of higher terrain that creates cliffs. mgv6_np_terrain_higher (Terrain higher noise) noise_params_2d 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0, eased # Varies steepness of cliffs. mgv6_np_steepness (Steepness noise) noise_params_2d 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0, eased # Defines distribution of higher terrain. mgv6_np_height_select (Height select noise) noise_params_2d 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0, eased # Varies depth of biome surface nodes. mgv6_np_mud (Mud noise) noise_params_2d 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0, eased # Defines areas with sandy beaches. mgv6_np_beach (Beach noise) noise_params_2d 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0, eased # Temperature variation for biomes. mgv6_np_biome (Biome noise) noise_params_2d 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0, eased # Variation of number of caves. mgv6_np_cave (Cave noise) noise_params_2d 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0, eased # Humidity variation for biomes. mgv6_np_humidity (Humidity noise) noise_params_2d 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0, eased # Defines tree areas and tree density. mgv6_np_trees (Trees noise) noise_params_2d 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0, eased # Defines areas where trees have apples. mgv6_np_apple_trees (Apple trees noise) noise_params_2d 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0, eased [*Mapgen V7] # Map generation attributes specific to Mapgen v7. # 'ridges': Rivers. # 'floatlands': Floating land masses in the atmosphere. # 'caverns': Giant caves deep underground. mgv7_spflags (Mapgen V7 specific flags) flags mountains,ridges,nofloatlands,caverns mountains,ridges,floatlands,caverns # Y of mountain density gradient zero level. Used to shift mountains vertically. mgv7_mount_zero_level (Mountain zero level) int 0 -31000 31000 # Lower Y limit of floatlands. mgv7_floatland_ymin (Floatland minimum Y) int 1024 -31000 31000 # Upper Y limit of floatlands. mgv7_floatland_ymax (Floatland maximum Y) int 4096 -31000 31000 # Y-distance over which floatlands taper from full density to nothing. # Tapering starts at this distance from the Y limit. # For a solid floatland layer, this controls the height of hills/mountains. # Must be less than or equal to half the distance between the Y limits. mgv7_floatland_taper (Floatland tapering distance) int 256 0 32767 # Exponent of the floatland tapering. Alters the tapering behavior. # Value = 1.0 creates a uniform, linear tapering. # Values > 1.0 create a smooth tapering suitable for the default separated # floatlands. # Values < 1.0 (for example 0.25) create a more defined surface level with # flatter lowlands, suitable for a solid floatland layer. mgv7_float_taper_exp (Floatland taper exponent) float 2.0 # Adjusts the density of the floatland layer. # Increase value to increase density. Can be positive or negative. # Value = 0.0: 50% of volume is floatland. # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test # to be sure) creates a solid floatland layer. mgv7_floatland_density (Floatland density) float -0.6 # Surface level of optional water placed on a solid floatland layer. # Water is disabled by default and will only be placed if this value is set # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the # upper tapering). # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***: # When enabling water placement, floatlands must be configured and tested # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other # required value depending on 'mgv7_np_floatland'), to avoid # server-intensive extreme water flow and to avoid vast flooding of the # world surface below. mgv7_floatland_ywater (Floatland water level) int -31000 -31000 31000 # Controls width of tunnels, a smaller value creates wider tunnels. # Value >= 10.0 completely disables generation of tunnels and avoids the # intensive noise calculations. mgv7_cave_width (Cave width) float 0.09 # Y of upper limit of large caves. mgv7_large_cave_depth (Large cave depth) int -33 -31000 31000 # Minimum limit of random number of small caves per mapchunk. mgv7_small_cave_num_min (Small cave minimum number) int 0 0 256 # Maximum limit of random number of small caves per mapchunk. mgv7_small_cave_num_max (Small cave maximum number) int 0 0 256 # Minimum limit of random number of large caves per mapchunk. mgv7_large_cave_num_min (Large cave minimum number) int 0 0 64 # Maximum limit of random number of large caves per mapchunk. mgv7_large_cave_num_max (Large cave maximum number) int 2 0 64 # Proportion of large caves that contain liquid. mgv7_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0 # Y-level of cavern upper limit. mgv7_cavern_limit (Cavern limit) int -256 -31000 31000 # Y-distance over which caverns expand to full size. mgv7_cavern_taper (Cavern taper) int 256 0 32767 # Defines full size of caverns, smaller values create larger caverns. mgv7_cavern_threshold (Cavern threshold) float 0.7 # Lower Y limit of dungeons. mgv7_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000 # Upper Y limit of dungeons. mgv7_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000 [**Noises] # Y-level of higher terrain that creates cliffs. mgv7_np_terrain_base (Terrain base noise) noise_params_2d 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0, eased # Y-level of lower terrain and seabed. mgv7_np_terrain_alt (Terrain alternative noise) noise_params_2d 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0, eased # Varies roughness of terrain. # Defines the 'persistence' value for terrain_base and terrain_alt noises. mgv7_np_terrain_persist (Terrain persistence noise) noise_params_2d 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0, eased # Defines distribution of higher terrain and steepness of cliffs. mgv7_np_height_select (Height select noise) noise_params_2d -8, 16, (500, 500, 500), 4213, 6, 0.7, 2.0, eased # Variation of biome filler depth. mgv7_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased # Variation of maximum mountain height (in nodes). mgv7_np_mount_height (Mountain height noise) noise_params_2d 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0, eased # Defines large-scale river channel structure. mgv7_np_ridge_uwater (Ridge underwater noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased # 3D noise defining mountain structure and height. # Also defines structure of floatland mountain terrain. mgv7_np_mountain (Mountain noise) noise_params_3d -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0 # 3D noise defining structure of river canyon walls. mgv7_np_ridge (Ridge noise) noise_params_3d 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0 # 3D noise defining structure of floatlands. # If altered from the default, the noise 'scale' (0.7 by default) may need # to be adjusted, as floatland tapering functions best when this noise has # a value range of approximately -2.0 to 2.0. mgv7_np_floatland (Floatland noise) noise_params_3d 0, 0.7, (384, 96, 384), 1009, 4, 0.75, 1.618 # 3D noise defining giant caverns. mgv7_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0 # First of two 3D noises that together define tunnels. mgv7_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0 # Second of two 3D noises that together define tunnels. mgv7_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0 # 3D noise that determines number of dungeons per mapchunk. mgv7_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0 [*Mapgen Carpathian] # Map generation attributes specific to Mapgen Carpathian. mgcarpathian_spflags (Mapgen Carpathian specific flags) flags caverns,norivers caverns,rivers # Defines the base ground level. mgcarpathian_base_level (Base ground level) float 12.0 # Defines the width of the river channel. mgcarpathian_river_width (River channel width) float 0.05 # Defines the depth of the river channel. mgcarpathian_river_depth (River channel depth) float 24.0 # Defines the width of the river valley. mgcarpathian_valley_width (River valley width) float 0.25 # Controls width of tunnels, a smaller value creates wider tunnels. # Value >= 10.0 completely disables generation of tunnels and avoids the # intensive noise calculations. mgcarpathian_cave_width (Cave width) float 0.09 # Y of upper limit of large caves. mgcarpathian_large_cave_depth (Large cave depth) int -33 -31000 31000 # Minimum limit of random number of small caves per mapchunk. mgcarpathian_small_cave_num_min (Small cave minimum number) int 0 0 256 # Maximum limit of random number of small caves per mapchunk. mgcarpathian_small_cave_num_max (Small cave maximum number) int 0 0 256 # Minimum limit of random number of large caves per mapchunk. mgcarpathian_large_cave_num_min (Large cave minimum number) int 0 0 64 # Maximum limit of random number of large caves per mapchunk. mgcarpathian_large_cave_num_max (Large cave maximum number) int 2 0 64 # Proportion of large caves that contain liquid. mgcarpathian_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0 # Y-level of cavern upper limit. mgcarpathian_cavern_limit (Cavern limit) int -256 -31000 31000 # Y-distance over which caverns expand to full size. mgcarpathian_cavern_taper (Cavern taper) int 256 0 32767 # Defines full size of caverns, smaller values create larger caverns. mgcarpathian_cavern_threshold (Cavern threshold) float 0.7 # Lower Y limit of dungeons. mgcarpathian_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000 # Upper Y limit of dungeons. mgcarpathian_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000 [**Noises] # Variation of biome filler depth. mgcarpathian_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (128, 128, 128), 261, 3, 0.7, 2.0, eased # First of 4 2D noises that together define hill/mountain range height. mgcarpathian_np_height1 (Hilliness1 noise) noise_params_2d 0, 5, (251, 251, 251), 9613, 5, 0.5, 2.0, eased # Second of 4 2D noises that together define hill/mountain range height. mgcarpathian_np_height2 (Hilliness2 noise) noise_params_2d 0, 5, (383, 383, 383), 1949, 5, 0.5, 2.0, eased # Third of 4 2D noises that together define hill/mountain range height. mgcarpathian_np_height3 (Hilliness3 noise) noise_params_2d 0, 5, (509, 509, 509), 3211, 5, 0.5, 2.0, eased # Fourth of 4 2D noises that together define hill/mountain range height. mgcarpathian_np_height4 (Hilliness4 noise) noise_params_2d 0, 5, (631, 631, 631), 1583, 5, 0.5, 2.0, eased # 2D noise that controls the size/occurrence of rolling hills. mgcarpathian_np_hills_terrain (Rolling hills spread noise) noise_params_2d 1, 1, (1301, 1301, 1301), 1692, 3, 0.5, 2.0, eased # 2D noise that controls the size/occurrence of ridged mountain ranges. mgcarpathian_np_ridge_terrain (Ridge mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 3568, 3, 0.5, 2.0, eased # 2D noise that controls the size/occurrence of step mountain ranges. mgcarpathian_np_step_terrain (Step mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 4157, 3, 0.5, 2.0, eased # 2D noise that controls the shape/size of rolling hills. mgcarpathian_np_hills (Rolling hill size noise) noise_params_2d 0, 3, (257, 257, 257), 6604, 6, 0.5, 2.0, eased # 2D noise that controls the shape/size of ridged mountains. mgcarpathian_np_ridge_mnt (Ridged mountain size noise) noise_params_2d 0, 12, (743, 743, 743), 5520, 6, 0.7, 2.0, eased # 2D noise that controls the shape/size of step mountains. mgcarpathian_np_step_mnt (Step mountain size noise) noise_params_2d 0, 8, (509, 509, 509), 2590, 6, 0.6, 2.0, eased # 2D noise that locates the river valleys and channels. mgcarpathian_np_rivers (River noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased # 3D noise for mountain overhangs, cliffs, etc. Usually small variations. mgcarpathian_np_mnt_var (Mountain variation noise) noise_params_3d 0, 1, (499, 499, 499), 2490, 5, 0.55, 2.0 # First of two 3D noises that together define tunnels. mgcarpathian_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0 # Second of two 3D noises that together define tunnels. mgcarpathian_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0 # 3D noise defining giant caverns. mgcarpathian_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0 # 3D noise that determines number of dungeons per mapchunk. mgcarpathian_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0 [*Mapgen Flat] # Map generation attributes specific to Mapgen Flat. # Occasional lakes and hills can be added to the flat world. mgflat_spflags (Mapgen Flat specific flags) flags nolakes,nohills,nocaverns lakes,hills,caverns # Y of flat ground. mgflat_ground_level (Ground level) int 8 -31000 31000 # Y of upper limit of large caves. mgflat_large_cave_depth (Large cave depth) int -33 -31000 31000 # Minimum limit of random number of small caves per mapchunk. mgflat_small_cave_num_min (Small cave minimum number) int 0 0 256 # Maximum limit of random number of small caves per mapchunk. mgflat_small_cave_num_max (Small cave maximum number) int 0 0 256 # Minimum limit of random number of large caves per mapchunk. mgflat_large_cave_num_min (Large cave minimum number) int 0 0 64 # Maximum limit of random number of large caves per mapchunk. mgflat_large_cave_num_max (Large cave maximum number) int 2 0 64 # Proportion of large caves that contain liquid. mgflat_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0 # Controls width of tunnels, a smaller value creates wider tunnels. # Value >= 10.0 completely disables generation of tunnels and avoids the # intensive noise calculations. mgflat_cave_width (Cave width) float 0.09 # Terrain noise threshold for lakes. # Controls proportion of world area covered by lakes. # Adjust towards 0.0 for a larger proportion. mgflat_lake_threshold (Lake threshold) float -0.45 # Controls steepness/depth of lake depressions. mgflat_lake_steepness (Lake steepness) float 48.0 # Terrain noise threshold for hills. # Controls proportion of world area covered by hills. # Adjust towards 0.0 for a larger proportion. mgflat_hill_threshold (Hill threshold) float 0.45 # Controls steepness/height of hills. mgflat_hill_steepness (Hill steepness) float 64.0 # Y-level of cavern upper limit. mgflat_cavern_limit (Cavern limit) int -256 -31000 31000 # Y-distance over which caverns expand to full size. mgflat_cavern_taper (Cavern taper) int 256 0 32767 # Defines full size of caverns, smaller values create larger caverns. mgflat_cavern_threshold (Cavern threshold) float 0.7 # Lower Y limit of dungeons. mgflat_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000 # Upper Y limit of dungeons. mgflat_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000 [**Noises] # Defines location and terrain of optional hills and lakes. mgflat_np_terrain (Terrain noise) noise_params_2d 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0, eased # Variation of biome filler depth. mgflat_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased # First of two 3D noises that together define tunnels. mgflat_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0 # Second of two 3D noises that together define tunnels. mgflat_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0 # 3D noise defining giant caverns. mgflat_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0 # 3D noise that determines number of dungeons per mapchunk. mgflat_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0 [*Mapgen Fractal] # Map generation attributes specific to Mapgen Fractal. # 'terrain' enables the generation of non-fractal terrain: # ocean, islands and underground. mgfractal_spflags (Mapgen Fractal specific flags) flags terrain terrain # Controls width of tunnels, a smaller value creates wider tunnels. # Value >= 10.0 completely disables generation of tunnels and avoids the # intensive noise calculations. mgfractal_cave_width (Cave width) float 0.09 # Y of upper limit of large caves. mgfractal_large_cave_depth (Large cave depth) int -33 -31000 31000 # Minimum limit of random number of small caves per mapchunk. mgfractal_small_cave_num_min (Small cave minimum number) int 0 0 256 # Maximum limit of random number of small caves per mapchunk. mgfractal_small_cave_num_max (Small cave maximum number) int 0 0 256 # Minimum limit of random number of large caves per mapchunk. mgfractal_large_cave_num_min (Large cave minimum number) int 0 0 64 # Maximum limit of random number of large caves per mapchunk. mgfractal_large_cave_num_max (Large cave maximum number) int 2 0 64 # Proportion of large caves that contain liquid. mgfractal_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0 # Lower Y limit of dungeons. mgfractal_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000 # Upper Y limit of dungeons. mgfractal_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000 # Selects one of 18 fractal types. # 1 = 4D "Roundy" Mandelbrot set. # 2 = 4D "Roundy" Julia set. # 3 = 4D "Squarry" Mandelbrot set. # 4 = 4D "Squarry" Julia set. # 5 = 4D "Mandy Cousin" Mandelbrot set. # 6 = 4D "Mandy Cousin" Julia set. # 7 = 4D "Variation" Mandelbrot set. # 8 = 4D "Variation" Julia set. # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set. # 10 = 3D "Mandelbrot/Mandelbar" Julia set. # 11 = 3D "Christmas Tree" Mandelbrot set. # 12 = 3D "Christmas Tree" Julia set. # 13 = 3D "Mandelbulb" Mandelbrot set. # 14 = 3D "Mandelbulb" Julia set. # 15 = 3D "Cosine Mandelbulb" Mandelbrot set. # 16 = 3D "Cosine Mandelbulb" Julia set. # 17 = 4D "Mandelbulb" Mandelbrot set. # 18 = 4D "Mandelbulb" Julia set. mgfractal_fractal (Fractal type) int 1 1 18 # Iterations of the recursive function. # Increasing this increases the amount of fine detail, but also # increases processing load. # At iterations = 20 this mapgen has a similar load to mapgen V7. mgfractal_iterations (Iterations) int 11 1 65535 # (X,Y,Z) scale of fractal in nodes. # Actual fractal size will be 2 to 3 times larger. # These numbers can be made very large, the fractal does # not have to fit inside the world. # Increase these to 'zoom' into the detail of the fractal. # Default is for a vertically-squashed shape suitable for # an island, set all 3 numbers equal for the raw shape. mgfractal_scale (Scale) v3f (4096.0, 1024.0, 4096.0) # (X,Y,Z) offset of fractal from world center in units of 'scale'. # Can be used to move a desired point to (0, 0) to create a # suitable spawn point, or to allow 'zooming in' on a desired # point by increasing 'scale'. # The default is tuned for a suitable spawn point for Mandelbrot # sets with default parameters, it may need altering in other # situations. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes. mgfractal_offset (Offset) v3f (1.79, 0.0, 0.0) # W coordinate of the generated 3D slice of a 4D fractal. # Determines which 3D slice of the 4D shape is generated. # Alters the shape of the fractal. # Has no effect on 3D fractals. # Range roughly -2 to 2. mgfractal_slice_w (Slice w) float 0.0 # Julia set only. # X component of hypercomplex constant. # Alters the shape of the fractal. # Range roughly -2 to 2. mgfractal_julia_x (Julia x) float 0.33 # Julia set only. # Y component of hypercomplex constant. # Alters the shape of the fractal. # Range roughly -2 to 2. mgfractal_julia_y (Julia y) float 0.33 # Julia set only. # Z component of hypercomplex constant. # Alters the shape of the fractal. # Range roughly -2 to 2. mgfractal_julia_z (Julia z) float 0.33 # Julia set only. # W component of hypercomplex constant. # Alters the shape of the fractal. # Has no effect on 3D fractals. # Range roughly -2 to 2. mgfractal_julia_w (Julia w) float 0.33 [**Noises] # Y-level of seabed. mgfractal_np_seabed (Seabed noise) noise_params_2d -14, 9, (600, 600, 600), 41900, 5, 0.6, 2.0, eased # Variation of biome filler depth. mgfractal_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased # First of two 3D noises that together define tunnels. mgfractal_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0 # Second of two 3D noises that together define tunnels. mgfractal_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0 # 3D noise that determines number of dungeons per mapchunk. mgfractal_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0 [*Mapgen Valleys] # Map generation attributes specific to Mapgen Valleys. # 'altitude_chill': Reduces heat with altitude. # 'humid_rivers': Increases humidity around rivers. # 'vary_river_depth': If enabled, low humidity and high heat causes rivers # to become shallower and occasionally dry. # 'altitude_dry': Reduces humidity with altitude. mgvalleys_spflags (Mapgen Valleys specific flags) flags altitude_chill,humid_rivers,vary_river_depth,altitude_dry altitude_chill,humid_rivers,vary_river_depth,altitude_dry # The vertical distance over which heat drops by 20 if 'altitude_chill' is # enabled. Also, the vertical distance over which humidity drops by 10 if # 'altitude_dry' is enabled. mgvalleys_altitude_chill (Altitude chill) int 90 0 65535 # Depth below which you'll find large caves. mgvalleys_large_cave_depth (Large cave depth) int -33 -31000 31000 # Minimum limit of random number of small caves per mapchunk. mgvalleys_small_cave_num_min (Small cave minimum number) int 0 0 256 # Maximum limit of random number of small caves per mapchunk. mgvalleys_small_cave_num_max (Small cave maximum number) int 0 0 256 # Minimum limit of random number of large caves per mapchunk. mgvalleys_large_cave_num_min (Large cave minimum number) int 0 0 64 # Maximum limit of random number of large caves per mapchunk. mgvalleys_large_cave_num_max (Large cave maximum number) int 2 0 64 # Proportion of large caves that contain liquid. mgvalleys_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0 # Depth below which you'll find giant caverns. mgvalleys_cavern_limit (Cavern upper limit) int -256 -31000 31000 # Y-distance over which caverns expand to full size. mgvalleys_cavern_taper (Cavern taper) int 192 0 32767 # Defines full size of caverns, smaller values create larger caverns. mgvalleys_cavern_threshold (Cavern threshold) float 0.6 # How deep to make rivers. mgvalleys_river_depth (River depth) int 4 0 65535 # How wide to make rivers. mgvalleys_river_size (River size) int 5 0 65535 # Controls width of tunnels, a smaller value creates wider tunnels. # Value >= 10.0 completely disables generation of tunnels and avoids the # intensive noise calculations. mgvalleys_cave_width (Cave width) float 0.09 # Lower Y limit of dungeons. mgvalleys_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000 # Upper Y limit of dungeons. mgvalleys_dungeon_ymax (Dungeon maximum Y) int 63 -31000 31000 [**Noises] # First of two 3D noises that together define tunnels. mgvalleys_np_cave1 (Cave noise #1) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0 # Second of two 3D noises that together define tunnels. mgvalleys_np_cave2 (Cave noise #2) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0 # Variation of biome filler depth. mgvalleys_np_filler_depth (Filler depth) noise_params_2d 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0, eased # 3D noise defining giant caverns. mgvalleys_np_cavern (Cavern noise) noise_params_3d 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0 # Defines large-scale river channel structure. mgvalleys_np_rivers (River noise) noise_params_2d 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0, eased # Base terrain height. mgvalleys_np_terrain_height (Terrain height) noise_params_2d -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0, eased # Raises terrain to make valleys around the rivers. mgvalleys_np_valley_depth (Valley depth) noise_params_2d 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0, eased # Slope and fill work together to modify the heights. mgvalleys_np_inter_valley_fill (Valley fill) noise_params_3d 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0 # Amplifies the valleys. mgvalleys_np_valley_profile (Valley profile) noise_params_2d 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0, eased # Slope and fill work together to modify the heights. mgvalleys_np_inter_valley_slope (Valley slope) noise_params_2d 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0, eased # 3D noise that determines number of dungeons per mapchunk. mgvalleys_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0 [Advanced] [*Developer Options] # Enable Lua modding support on client. # This support is experimental and API can change. enable_client_modding (Client modding) bool false # Replaces the default main menu with a custom one. main_menu_script (Main menu script) string [**Mod Security] # Prevent mods from doing insecure things like running shell commands. secure.enable_security (Enable mod security) bool true # Comma-separated list of trusted mods that are allowed to access insecure # functions even when mod security is on (via request_insecure_environment()). secure.trusted_mods (Trusted mods) string # Comma-separated list of mods that are allowed to access HTTP APIs, which # allow them to upload and download data to/from the internet. secure.http_mods (HTTP mods) string [**Debugging] # Level of logging to be written to debug.txt: # - (no logging) # - none (messages with no level) # - error # - warning # - action # - info # - verbose # - trace debug_log_level (Debug log level) enum action ,none,error,warning,action,info,verbose,trace # If the file size of debug.txt exceeds the number of megabytes specified in # this setting when it is opened, the file is moved to debug.txt.1, # deleting an older debug.txt.1 if it exists. # debug.txt is only moved if this setting is positive. debug_log_size_max (Debug log file size threshold) int 50 1 # Minimal level of logging to be written to chat. chat_log_level (Chat log level) enum error ,none,error,warning,action,info,verbose,trace # Handling for deprecated Lua API calls: # - none: Do not log deprecated calls # - log: mimic and log backtrace of deprecated call (default). # - error: abort on usage of deprecated call (suggested for mod developers). deprecated_lua_api_handling (Deprecated Lua API handling) enum log none,log,error # Enable random user input (only used for testing). random_input (Random input) bool false # Enable random mod loading (mainly used for testing). random_mod_load_order (Random mod load order) bool false # Enable mod channels support. enable_mod_channels (Mod channels) bool false [**Mod Profiler] # Load the game profiler to collect game profiling data. # Provides a /profiler command to access the compiled profile. # Useful for mod developers and server operators. profiler.load (Load the game profiler) bool false # The default format in which profiles are being saved, # when calling `/profiler save [format]` without format. profiler.default_report_format (Default report format) enum txt txt,csv,lua,json,json_pretty # The file path relative to your world path in which profiles will be saved to. profiler.report_path (Report path) string # Instrument the methods of entities on registration. instrument.entity (Entity methods) bool true # Instrument the action function of Active Block Modifiers on registration. instrument.abm (Active Block Modifiers) bool true # Instrument the action function of Loading Block Modifiers on registration. instrument.lbm (Loading Block Modifiers) bool true # Instrument chat commands on registration. instrument.chatcommand (Chat commands) bool true # Instrument global callback functions on registration. # (anything you pass to a core.register_*() function) instrument.global_callback (Global callbacks) bool true # Instrument builtin. # This is usually only needed by core/builtin contributors instrument.builtin (Builtin) bool false # Have the profiler instrument itself: # * Instrument an empty function. # This estimates the overhead, that instrumentation is adding (+1 function call). # * Instrument the sampler being used to update the statistics. instrument.profiler (Profiler) bool false [**Engine Profiler] # Print the engine's profiling data in regular intervals (in seconds). # 0 = disable. Useful for developers. profiler_print_interval (Engine profiling data print interval) int 0 0 [*Advanced] # Enable IPv6 support (for both client and server). # Required for IPv6 connections to work at all. enable_ipv6 (IPv6) bool true # If enabled, invalid world data won't cause the server to shut down. # Only enable this if you know what you are doing. ignore_world_load_errors (Ignore world errors) bool false [**Graphics] # Path to shader directory. If no path is defined, default location will be used. shader_path (Shader path) path # The rendering back-end. # Note: A restart is required after changing this! # OpenGL is the default for desktop, and OGLES2 for Android. video_driver (Video driver) enum ,opengl,opengl3,ogles2 # Distance in nodes at which transparency depth sorting is enabled. # Use this to limit the performance impact of transparency depth sorting. # Set to 0 to disable it entirely. transparency_sorting_distance (Transparency Sorting Distance) int 16 0 128 # Radius of cloud area stated in number of 64 node cloud squares. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners. cloud_radius (Cloud radius) int 12 1 62 # Whether node texture animations should be desynchronized per mapblock. desynchronize_mapblock_texture_animation (Desynchronize block animation) bool false # Delay between mesh updates on the client in ms. Increasing this will slow # down the rate of mesh updates, thus reducing jitter on slower clients. mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50 # Number of threads to use for mesh generation. # Value of 0 (default) will let Luanti autodetect the number of available threads. mesh_generation_threads (Mapblock mesh generation threads) int 0 0 8 # True = 256 # False = 128 # Usable to make minimap smoother on slower machines. minimap_double_scan_height (Minimap scan height) bool true # Textures on a node may be aligned either to the node or to the world. # The former mode suits better things like machines, furniture, etc., while # the latter makes stairs and microblocks fit surroundings better. # However, as this possibility is new, thus may not be used by older servers, # this option allows enforcing it for certain node types. Note though that # that is considered EXPERIMENTAL and may not work properly. world_aligned_mode (World-aligned textures mode) enum enable disable,enable,force_solid,force_nodebox # World-aligned textures may be scaled to span several nodes. However, # the server may not send the scale you want, especially if you use # a specially-designed texture pack; with this option, the client tries # to determine the scale automatically basing on the texture size. # See also texture_min_size. # Warning: This option is EXPERIMENTAL! autoscale_mode (Autoscaling mode) enum disable disable,enable,force # When using bilinear/trilinear/anisotropic filters, low-resolution textures # can be blurred, so automatically upscale them with nearest-neighbor # interpolation to preserve crisp pixels. This sets the minimum texture size # for the upscaled textures; higher values look sharper, but require more # memory. Powers of 2 are recommended. This setting is ONLY applied if # bilinear/trilinear/anisotropic filtering is enabled. # This is also used as the base node texture size for world-aligned # texture autoscaling. texture_min_size (Base texture size) int 64 1 32768 # Side length of a cube of map blocks that the client will consider together # when generating meshes. # Larger values increase the utilization of the GPU by reducing the number of # draw calls, benefiting especially high-end GPUs. # Systems with a low-end GPU (or no GPU) would benefit from smaller values. client_mesh_chunk (Client Mesh Chunksize) int 1 1 16 # Enables debug and error-checking in the OpenGL driver. opengl_debug (OpenGL debug) bool false # Set to true to render debugging breakdown of the bloom effect. # In debug mode, the screen is split into 4 quadrants: # top-left - processed base image, top-right - final image # bottom-left - raw base image, bottom-right - bloom texture. # # Requires: enable_post_processing, enable_bloom enable_bloom_debug (Enable Bloom Debug) bool false [**Sound] # Comma-separated list of AL and ALC extensions that should not be used. # Useful for testing. See al_extensions.[h,cpp] for details. sound_extensions_blacklist (Sound Extensions Blacklist) string [**Font] font_bold (Font bold by default) bool false font_italic (Font italic by default) bool false # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn. font_shadow (Font shadow) int 1 0 65535 # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255. font_shadow_alpha (Font shadow alpha) int 127 0 255 # Font size of the default font where 1 unit = 1 pixel at 96 DPI font_size (Font size) int 16 5 72 # For pixel-style fonts that do not scale well, this ensures that font sizes used # with this font will always be divisible by this value, in pixels. For instance, # a pixel font 16 pixels tall should have this set to 16, so it will only ever be # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32. font_size_divisible_by (Font size divisible by) int 1 1 # Path to the default font. Must be a TrueType font. # The fallback font will be used if the font cannot be loaded. font_path (Regular font path) filepath fonts/Arimo-Regular.ttf font_path_bold (Bold font path) filepath fonts/Arimo-Bold.ttf font_path_italic (Italic font path) filepath fonts/Arimo-Italic.ttf font_path_bold_italic (Bold and italic font path) filepath fonts/Arimo-BoldItalic.ttf # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI mono_font_size (Monospace font size) int 16 5 72 # For pixel-style fonts that do not scale well, this ensures that font sizes used # with this font will always be divisible by this value, in pixels. For instance, # a pixel font 16 pixels tall should have this set to 16, so it will only ever be # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32. mono_font_size_divisible_by (Monospace font size divisible by) int 1 1 # Path to the monospace font. Must be a TrueType font. # This font is used for e.g. the console and profiler screen. mono_font_path (Monospace font path) filepath fonts/Cousine-Regular.ttf mono_font_path_bold (Bold monospace font path) filepath fonts/Cousine-Bold.ttf mono_font_path_italic (Italic monospace font path) filepath fonts/Cousine-Italic.ttf mono_font_path_bold_italic (Bold and italic monospace font path) filepath fonts/Cousine-BoldItalic.ttf # Path of the fallback font. Must be a TrueType font. # This font will be used for certain languages or if the default font is unavailable. fallback_font_path (Fallback font path) filepath fonts/DroidSansFallbackFull.ttf [**Lighting] # Gradient of light curve at minimum light level. # Controls the contrast of the lowest light levels. lighting_alpha (Light curve low gradient) float 0.0 0.0 3.0 # Gradient of light curve at maximum light level. # Controls the contrast of the highest light levels. lighting_beta (Light curve high gradient) float 1.5 0.0 3.0 # Strength of light curve boost. # The 3 'boost' parameters define a range of the light # curve that is boosted in brightness. lighting_boost (Light curve boost) float 0.2 0.0 0.4 # Center of light curve boost range. # Where 0.0 is minimum light level, 1.0 is maximum light level. lighting_boost_center (Light curve boost center) float 0.5 0.0 1.0 # Spread of light curve boost range. # Controls the width of the range to be boosted. # Standard deviation of the light curve boost Gaussian. lighting_boost_spread (Light curve boost spread) float 0.2 0.0 0.4 [**Networking] # Prometheus listener address. # If Luanti is compiled with ENABLE_PROMETHEUS option enabled, # enable metrics listener for Prometheus on that address. # Metrics can be fetched on http://127.0.0.1:30000/metrics prometheus_listener_address (Prometheus listener address) string 127.0.0.1:30000 # Maximum size of the outgoing chat queue. # 0 to disable queueing and -1 to make the queue size unlimited. max_out_chat_queue_size (Maximum size of the outgoing chat queue) int 20 -1 32767 # Timeout for client to remove unused map data from memory, in seconds. client_unload_unused_data_timeout (Mapblock unload timeout) float 600.0 0.0 # Maximum number of mapblocks for client to be kept in memory. # Set to -1 for unlimited amount. client_mapblock_limit (Mapblock limit) int 7500 -1 2147483647 # Maximum number of blocks that are simultaneously sent per client. # The maximum total count is calculated dynamically: # max_total = ceil((#clients + max_users) * per_client / 4) max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 40 1 4294967295 # To reduce lag, block transfers are slowed down when a player is building something. # This determines how long they are slowed down after placing or removing a node. full_block_send_enable_min_time_from_building (Delay in sending blocks after building) float 2.0 0.0 # Maximum number of packets sent per send step in the low-level networking code. # You generally don't need to change this, however busy servers may benefit from a higher number. max_packets_per_iteration (Max. packets per iteration) int 1024 1 65535 # Compression level to use when sending mapblocks to the client. # -1 - use default compression level # 0 - least compression, fastest # 9 - best compression, slowest map_compression_level_net (Map Compression Level for Network Transfer) int -1 -1 9 [**Server] # Format of player chat messages. The following strings are valid placeholders: # @name, @message, @timestamp (optional) chat_message_format (Chat message format) string <@name> @message # If the execution of a chat command takes longer than this specified time in # seconds, add the time information to the chat command message chatcommand_msg_time_threshold (Chat command time message threshold) float 0.1 0.0 # A message to be displayed to all clients when the server shuts down. kick_msg_shutdown (Shutdown message) string Server shutting down. # A message to be displayed to all clients when the server crashes. kick_msg_crash (Crash message) string This server has experienced an internal error. You will now be disconnected. # Whether to ask clients to reconnect after a (Lua) crash. # Set this to true if your server is set up to restart automatically. ask_reconnect_on_crash (Ask to reconnect after crash) bool false [**Server/Env Performance] # Length of a server tick (the interval at which everything is generally updated), # stated in seconds. # Does not apply to sessions hosted from the client menu. # This is a lower bound, i.e. server steps may not be shorter than this, but # they are often longer. dedicated_server_step (Dedicated server step) float 0.09 0.0 1.0 # Whether players are shown to clients without any range limit. # Deprecated, use the setting player_transfer_distance instead. unlimited_player_transfer_distance (Unlimited player transfer distance) bool true # Defines the maximal player transfer distance in blocks (0 = unlimited). player_transfer_distance (Player transfer distance) int 0 0 65535 # From how far clients know about objects, stated in mapblocks (16 nodes). # # Setting this larger than active_block_range will also cause the server # to maintain active objects up to this distance in the direction the # player is looking. (This can avoid mobs suddenly disappearing from view) active_object_send_range_blocks (Active object send range) int 8 1 65535 # The radius of the volume of blocks around every player that is subject to the # active block stuff, stated in mapblocks (16 nodes). # In active blocks objects are loaded and ABMs run. # This is also the minimum range in which active objects (mobs) are maintained. # This should be configured together with active_object_send_range_blocks. active_block_range (Active block range) int 4 1 65535 # From how far blocks are sent to clients, stated in mapblocks (16 nodes). max_block_send_distance (Max block send distance) int 12 1 65535 # Default maximum number of forceloaded mapblocks. # Set this to -1 to disable the limit. max_forceloaded_blocks (Maximum forceloaded blocks) int 16 -1 # Interval of sending time of day to clients, stated in seconds. time_send_interval (Time send interval) float 5.0 0.001 # Interval of saving important changes in the world, stated in seconds. server_map_save_interval (Map save interval) float 5.3 0.001 # How long the server will wait before unloading unused mapblocks, stated in seconds. # Higher value is smoother, but will use more RAM. server_unload_unused_data_timeout (Unload unused server data) int 29 0 4294967295 # Maximum number of statically stored objects in a block. max_objects_per_block (Maximum objects per block) int 256 1 65535 # Length of time between active block management cycles, stated in seconds. active_block_mgmt_interval (Active block management interval) float 2.0 0.0 # Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds. abm_interval (ABM interval) float 1.0 0.0 # The time budget allowed for ABMs to execute on each step # (as a fraction of the ABM Interval) abm_time_budget (ABM time budget) float 0.2 0.1 0.9 # Length of time between NodeTimer execution cycles, stated in seconds. nodetimer_interval (NodeTimer interval) float 0.2 0.0 # Max liquids processed per step. liquid_loop_max (Liquid loop max) int 100000 1 4294967295 # The time (in seconds) that the liquids queue may grow beyond processing # capacity until an attempt is made to decrease its size by dumping old queue # items. A value of 0 disables the functionality. liquid_queue_purge_time (Liquid queue purge time) int 0 0 65535 # Liquid update interval in seconds. liquid_update (Liquid update tick) float 1.0 0.001 # At this distance the server will aggressively optimize which blocks are sent to # clients. # Small values potentially improve performance a lot, at the expense of visible # rendering glitches (some blocks might not be rendered correctly in caves). # Setting this to a value greater than max_block_send_distance disables this # optimization. # Stated in MapBlocks (16 nodes). block_send_optimize_distance (Block send optimize distance) int 4 2 2047 # If enabled, the server will perform map block occlusion culling based on # on the eye position of the player. This can reduce the number of blocks # sent to the client by 50-80%. Clients will no longer receive most # invisible blocks, so that the utility of noclip mode is reduced. server_side_occlusion_culling (Server-side occlusion culling) bool true # At this distance the server will perform a simpler and cheaper occlusion check. # Smaller values potentially improve performance, at the expense of temporarily visible # rendering glitches (missing blocks). # This is especially useful for very large viewing range (upwards of 500). # Stated in MapBlocks (16 nodes). block_cull_optimize_distance (Block cull optimize distance) int 25 2 2047 [**Mapgen] # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes). # WARNING: There is no benefit, and there are several dangers, in # increasing this value above 5. # Reducing this value increases cave and dungeon density. # Altering this value is for special usage, leaving it unchanged is # recommended. chunksize (Chunk size) int 5 1 10 # Dump the mapgen debug information. enable_mapgen_debug_info (Mapgen debug) bool false # Maximum number of blocks that can be queued for loading. emergequeue_limit_total (Absolute limit of queued blocks to emerge) int 1024 1 1000000 # Maximum number of blocks to be queued that are to be loaded from file. # This limit is enforced per player. emergequeue_limit_diskonly (Per-player limit of queued blocks load from disk) int 128 1 1000000 # Maximum number of blocks to be queued that are to be generated. # This limit is enforced per player. emergequeue_limit_generate (Per-player limit of queued blocks to generate) int 128 1 1000000 # Number of emerge threads to use. # Value 0: # - Automatic selection. The number of emerge threads will be # - 'number of processors - 2', with a lower limit of 1. # Any other value: # - Specifies the number of emerge threads, with a lower limit of 1. # WARNING: Increasing the number of emerge threads increases engine mapgen # speed, but this may harm game performance by interfering with other # processes, especially in singleplayer and/or when running Lua code in # 'on_generated'. For many users the optimum setting may be '1'. num_emerge_threads (Number of emerge threads) int 1 0 32767 [**cURL] # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds. curl_timeout (cURL interactive timeout) int 20000 1000 2147483647 # Limits number of parallel HTTP requests. Affects: # - Media fetch if server uses remote_media setting. # - Serverlist download and server announcement. # - Downloads performed by main menu (e.g. mod manager). # Only has an effect if compiled with cURL. curl_parallel_limit (cURL parallel limit) int 8 1 2147483647 # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds. curl_file_download_timeout (cURL file download timeout) int 300000 5000 2147483647 [**Miscellaneous] # Adjust the detected display density, used for scaling UI elements. display_density_factor (Display Density Scaling Factor) float 1 0.5 5.0 # Windows systems only: Start Luanti with the command line window in the background. # Contains the same information as the file debug.txt (default name). enable_console (Enable console window) bool false # Number of extra blocks that can be loaded by /clearobjects at once. # This is a trade-off between SQLite transaction overhead and # memory consumption (4096=100MB, as a rule of thumb). max_clearobjects_extra_loaded_blocks (Max. clearobjects extra blocks) int 4096 0 4294967295 # World directory (everything in the world is stored here). # Not needed if starting from the main menu. map-dir (Map directory) path # See https://www.sqlite.org/pragma.html#pragma_synchronous sqlite_synchronous (Synchronous SQLite) enum 2 0,1,2 # Compression level to use when saving mapblocks to disk. # -1 - use default compression level # 0 - least compression, fastest # 9 - best compression, slowest map_compression_level_disk (Map Compression Level for Disk Storage) int -1 -1 9 # Enable usage of remote media server (if provided by server). # Remote servers offer a significantly faster way to download media (e.g. textures) # when connecting to the server. enable_remote_media_server (Connect to external media server) bool true # File in client/serverlist/ that contains your favorite servers displayed in the # Multiplayer Tab. serverlist_file (Serverlist file) string favoriteservers.json [*Gamepads] # Enable joysticks. Requires a restart to take effect enable_joysticks (Enable joysticks) bool false # The identifier of the joystick to use joystick_id (Joystick ID) int 0 0 255 # The type of joystick joystick_type (Joystick type) enum auto auto,generic,xbox,dragonrise_gamecube # The time in seconds it takes between repeated events # when holding down a joystick button combination. repeat_joystick_button_time (Joystick button repetition interval) float 0.17 0.001 # The dead zone of the joystick joystick_deadzone (Joystick dead zone) int 2048 0 65535 # The sensitivity of the joystick axes for moving the # in-game view frustum around. joystick_frustum_sensitivity (Joystick frustum sensitivity) float 170.0 0.001 [*Hide: Temporary Settings] # Path to texture directory. All textures are first searched from here. texture_path (Texture path) path # Enables minimap. enable_minimap (Minimap) bool true # Shape of the minimap. Enabled = round, disabled = square. minimap_shape_round (Round minimap) bool true # Address to connect to. # Leave this blank to start a local server. # Note that the address field in the main menu overrides this setting. address (Server address) string # Port to connect to (UDP). # Note that the port field in the main menu overrides this setting. remote_port (Remote port) int 30000 1 65535 # Enable players getting damage and dying. enable_damage (Damage) bool false # Enable creative mode for all players creative_mode (Creative) bool false # Whether to allow players to damage and kill each other. enable_pvp (Player versus player) bool true # Player is able to fly without being affected by gravity. # This requires the "fly" privilege on the server. free_move (Flying) bool false # If enabled, makes move directions relative to the player's pitch when flying or swimming. pitch_move (Pitch move mode) bool false # Fast movement (via the "Aux1" key). # This requires the "fast" privilege on the server. fast_move (Fast movement) bool false # If enabled together with fly mode, player is able to fly through solid nodes. # This requires the "noclip" privilege on the server. noclip (Noclip) bool false # Continuous forward movement, toggled by autoforward key. # Press the autoforward key again or the backwards movement to disable. continuous_forward (Continuous forward) bool false # This can be bound to a key to toggle camera smoothing when looking around. # Useful for recording videos cinematic (Cinematic mode) bool false # Affects mods and texture packs in the Content and Select Mods menus, as well as # setting names. # Controlled by a checkbox in the settings menu. show_technical_names (Show technical names) bool false # Controlled by a checkbox in the settings menu. show_advanced (Show advanced settings) bool false # Enables the sound system. # If disabled, this completely disables all sounds everywhere and the in-game # sound controls will be non-functional. # Changing this setting requires a restart. enable_sound (Sound) bool true # Key for moving the player forward. keymap_forward (Forward key) key KEY_KEY_W # Key for moving the player backward. # Will also disable autoforward, when active. keymap_backward (Backward key) key KEY_KEY_S # Key for moving the player left. keymap_left (Left key) key KEY_KEY_A # Key for moving the player right. keymap_right (Right key) key KEY_KEY_D # Key for jumping. keymap_jump (Jump key) key KEY_SPACE # Key for sneaking. # Also used for climbing down and descending in water if aux1_descends is disabled. keymap_sneak (Sneak key) key KEY_LSHIFT # Key for digging, punching or using something. # (Note: The actual meaning might vary on a per-game basis.) keymap_dig (Dig/punch/use key) key KEY_LBUTTON # Key for placing an item/block or for using something. # (Note: The actual meaning might vary on a per-game basis.) keymap_place (Place/use key) key KEY_RBUTTON # Key for opening the inventory. keymap_inventory (Inventory key) key KEY_KEY_I # Key for moving fast in fast mode. keymap_aux1 (Aux1 key) key KEY_KEY_E # Key for opening the chat window. keymap_chat (Chat key) key KEY_KEY_T # Key for opening the chat window to type commands. keymap_cmd (Command key) key / # Key for opening the chat window to type local commands. keymap_cmd_local (Command key) key . # Key for toggling unlimited view range. keymap_rangeselect (Range select key) key # Key for toggling flying. keymap_freemove (Fly key) key KEY_KEY_K # Key for toggling pitch move mode. keymap_pitchmove (Pitch move key) key # Key for toggling fast mode. keymap_fastmove (Fast key) key KEY_KEY_J # Key for toggling noclip mode. keymap_noclip (Noclip key) key KEY_KEY_H # Key for selecting the next item in the hotbar. keymap_hotbar_next (Hotbar next key) key KEY_KEY_N # Key for selecting the previous item in the hotbar. keymap_hotbar_previous (Hotbar previous key) key KEY_KEY_B # Key for muting the game. keymap_mute (Mute key) key KEY_KEY_M # Key for increasing the volume. keymap_increase_volume (Inc. volume key) key # Key for decreasing the volume. keymap_decrease_volume (Dec. volume key) key # Key for toggling autoforward. keymap_autoforward (Automatic forward key) key # Key for toggling cinematic mode. keymap_cinematic (Cinematic mode key) key # Key for toggling display of minimap. keymap_minimap (Minimap key) key KEY_KEY_V # Key for taking screenshots. keymap_screenshot (Screenshot) key KEY_F12 # Key for toggling fullscreen mode. keymap_fullscreen (Fullscreen key) key KEY_F11 # Key for dropping the currently selected item. keymap_drop (Drop item key) key KEY_KEY_Q # Key to use view zoom when possible. keymap_zoom (View zoom key) key KEY_KEY_Z # Key for selecting the first hotbar slot. keymap_slot1 (Hotbar slot 1 key) key KEY_KEY_1 # Key for selecting the second hotbar slot. keymap_slot2 (Hotbar slot 2 key) key KEY_KEY_2 # Key for selecting the third hotbar slot. keymap_slot3 (Hotbar slot 3 key) key KEY_KEY_3 # Key for selecting the fourth hotbar slot. keymap_slot4 (Hotbar slot 4 key) key KEY_KEY_4 # Key for selecting the fifth hotbar slot. keymap_slot5 (Hotbar slot 5 key) key KEY_KEY_5 # Key for selecting the sixth hotbar slot. keymap_slot6 (Hotbar slot 6 key) key KEY_KEY_6 # Key for selecting the seventh hotbar slot. keymap_slot7 (Hotbar slot 7 key) key KEY_KEY_7 # Key for selecting the eighth hotbar slot. keymap_slot8 (Hotbar slot 8 key) key KEY_KEY_8 # Key for selecting the ninth hotbar slot. keymap_slot9 (Hotbar slot 9 key) key KEY_KEY_9 # Key for selecting the tenth hotbar slot. keymap_slot10 (Hotbar slot 10 key) key KEY_KEY_0 # Key for selecting the 11th hotbar slot. keymap_slot11 (Hotbar slot 11 key) key # Key for selecting the 12th hotbar slot. keymap_slot12 (Hotbar slot 12 key) key # Key for selecting the 13th hotbar slot. keymap_slot13 (Hotbar slot 13 key) key # Key for selecting the 14th hotbar slot. keymap_slot14 (Hotbar slot 14 key) key # Key for selecting the 15th hotbar slot. keymap_slot15 (Hotbar slot 15 key) key # Key for selecting the 16th hotbar slot. keymap_slot16 (Hotbar slot 16 key) key # Key for selecting the 17th hotbar slot. keymap_slot17 (Hotbar slot 17 key) key # Key for selecting the 18th hotbar slot. keymap_slot18 (Hotbar slot 18 key) key # Key for selecting the 19th hotbar slot. keymap_slot19 (Hotbar slot 19 key) key # Key for selecting the 20th hotbar slot. keymap_slot20 (Hotbar slot 20 key) key # Key for selecting the 21st hotbar slot. keymap_slot21 (Hotbar slot 21 key) key # Key for selecting the 22nd hotbar slot. keymap_slot22 (Hotbar slot 22 key) key # Key for selecting the 23rd hotbar slot. keymap_slot23 (Hotbar slot 23 key) key # Key for selecting the 24th hotbar slot. keymap_slot24 (Hotbar slot 24 key) key # Key for selecting the 25th hotbar slot. keymap_slot25 (Hotbar slot 25 key) key # Key for selecting the 26th hotbar slot. keymap_slot26 (Hotbar slot 26 key) key # Key for selecting the 27th hotbar slot. keymap_slot27 (Hotbar slot 27 key) key # Key for selecting the 28th hotbar slot. keymap_slot28 (Hotbar slot 28 key) key # Key for selecting the 29th hotbar slot. keymap_slot29 (Hotbar slot 29 key) key # Key for selecting the 30th hotbar slot. keymap_slot30 (Hotbar slot 30 key) key # Key for selecting the 31st hotbar slot. keymap_slot31 (Hotbar slot 31 key) key # Key for selecting the 32nd hotbar slot. keymap_slot32 (Hotbar slot 32 key) key # Key for toggling the display of the HUD. keymap_toggle_hud (HUD toggle key) key KEY_F1 # Key for toggling the display of chat. keymap_toggle_chat (Chat toggle key) key KEY_F2 # Key for toggling the display of the large chat console. keymap_console (Large chat console key) key KEY_F10 # Key for toggling the display of fog. keymap_toggle_fog (Fog toggle key) key KEY_F3 # Key for toggling the camera update. Only usable with 'debug' privilege. keymap_toggle_update_camera (Camera update toggle key) key # Key for toggling the display of debug info. keymap_toggle_debug (Debug info toggle key) key KEY_F5 # Key for toggling the display of the profiler. Used for development. keymap_toggle_profiler (Profiler toggle key) key KEY_F6 # Key for toggling the display of mapblock boundaries. keymap_toggle_block_bounds (Block bounds toggle key) key # Key for switching between first- and third-person camera. keymap_camera_mode (Toggle camera mode key) key KEY_KEY_C # Key for increasing the viewing range. keymap_increase_viewing_range_min (View range increase key) key + # Key for decreasing the viewing range. keymap_decrease_viewing_range_min (View range decrease key) key -