minetest.conf.example 102 KB

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  1. # This file contains a list of all available settings and their default value for minetest.conf
  2. # By default, all the settings are commented and not functional.
  3. # Uncomment settings by removing the preceding #.
  4. # minetest.conf is read by default from:
  5. # ../minetest.conf
  6. # ../../minetest.conf
  7. # Any other path can be chosen by passing the path as a parameter
  8. # to the program, eg. "minetest.exe --config ../minetest.conf.example".
  9. # Further documentation:
  10. # http://wiki.minetest.net/
  11. #
  12. # Controls
  13. #
  14. # If enabled, you can place blocks at the position (feet + eye level) where you stand.
  15. # This is helpful when working with nodeboxes in small areas.
  16. # type: bool
  17. # enable_build_where_you_stand = false
  18. # Player is able to fly without being affected by gravity.
  19. # This requires the "fly" privilege on the server.
  20. # type: bool
  21. # free_move = false
  22. # If enabled, makes move directions relative to the player's pitch when flying or swimming.
  23. # type: bool
  24. # pitch_move = false
  25. # Fast movement (via the "Aux1" key).
  26. # This requires the "fast" privilege on the server.
  27. # type: bool
  28. # fast_move = false
  29. # If enabled together with fly mode, player is able to fly through solid nodes.
  30. # This requires the "noclip" privilege on the server.
  31. # type: bool
  32. # noclip = false
  33. # Smooths camera when looking around. Also called look or mouse smoothing.
  34. # Useful for recording videos.
  35. # type: bool
  36. # cinematic = false
  37. # Smooths rotation of camera. 0 to disable.
  38. # type: float min: 0 max: 0.99
  39. # camera_smoothing = 0.0
  40. # Smooths rotation of camera in cinematic mode. 0 to disable.
  41. # type: float min: 0 max: 0.99
  42. # cinematic_camera_smoothing = 0.7
  43. # Invert vertical mouse movement.
  44. # type: bool
  45. # invert_mouse = false
  46. # Mouse sensitivity multiplier.
  47. # type: float
  48. # mouse_sensitivity = 0.2
  49. # If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
  50. # descending.
  51. # type: bool
  52. # aux1_descends = false
  53. # Double-tapping the jump key toggles fly mode.
  54. # type: bool
  55. # doubletap_jump = false
  56. # If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
  57. # enabled.
  58. # type: bool
  59. # always_fly_fast = true
  60. # The time in seconds it takes between repeated node placements when holding
  61. # the place button.
  62. # type: float min: 0.001
  63. # repeat_place_time = 0.25
  64. # Automatically jump up single-node obstacles.
  65. # type: bool
  66. # autojump = false
  67. # Prevent digging and placing from repeating when holding the mouse buttons.
  68. # Enable this when you dig or place too often by accident.
  69. # type: bool
  70. # safe_dig_and_place = false
  71. # Enable random user input (only used for testing).
  72. # type: bool
  73. # random_input = false
  74. # Continuous forward movement, toggled by autoforward key.
  75. # Press the autoforward key again or the backwards movement to disable.
  76. # type: bool
  77. # continuous_forward = false
  78. # The length in pixels it takes for touch screen interaction to start.
  79. # type: int min: 0 max: 100
  80. # touchscreen_threshold = 20
  81. # (Android) Fixes the position of virtual joystick.
  82. # If disabled, virtual joystick will center to first-touch's position.
  83. # type: bool
  84. # fixed_virtual_joystick = false
  85. # (Android) Use virtual joystick to trigger "Aux1" button.
  86. # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
  87. # type: bool
  88. # virtual_joystick_triggers_aux1 = false
  89. # Enable joysticks
  90. # type: bool
  91. # enable_joysticks = false
  92. # The identifier of the joystick to use
  93. # type: int
  94. # joystick_id = 0
  95. # The type of joystick
  96. # type: enum values: auto, generic, xbox, dragonrise_gamecube
  97. # joystick_type = auto
  98. # The time in seconds it takes between repeated events
  99. # when holding down a joystick button combination.
  100. # type: float min: 0.001
  101. # repeat_joystick_button_time = 0.17
  102. # The dead zone of the joystick
  103. # type: int
  104. # joystick_deadzone = 2048
  105. # The sensitivity of the joystick axes for moving the
  106. # in-game view frustum around.
  107. # type: float
  108. # joystick_frustum_sensitivity = 170
  109. # Key for moving the player forward.
  110. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  111. # type: key
  112. # keymap_forward = KEY_KEY_W
  113. # Key for moving the player backward.
  114. # Will also disable autoforward, when active.
  115. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  116. # type: key
  117. # keymap_backward = KEY_KEY_S
  118. # Key for moving the player left.
  119. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  120. # type: key
  121. # keymap_left = KEY_KEY_A
  122. # Key for moving the player right.
  123. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  124. # type: key
  125. # keymap_right = KEY_KEY_D
  126. # Key for jumping.
  127. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  128. # type: key
  129. # keymap_jump = KEY_SPACE
  130. # Key for sneaking.
  131. # Also used for climbing down and descending in water if aux1_descends is disabled.
  132. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  133. # type: key
  134. # keymap_sneak = KEY_LSHIFT
  135. # Key for digging.
  136. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  137. # type: key
  138. # keymap_dig = KEY_LBUTTON
  139. # Key for placing.
  140. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  141. # type: key
  142. # keymap_place = KEY_RBUTTON
  143. # Key for opening the inventory.
  144. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  145. # type: key
  146. # keymap_inventory = KEY_KEY_I
  147. # Key for moving fast in fast mode.
  148. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  149. # type: key
  150. # keymap_aux1 = KEY_KEY_E
  151. # Key for opening the chat window.
  152. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  153. # type: key
  154. # keymap_chat = KEY_KEY_T
  155. # Key for opening the chat window to type commands.
  156. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  157. # type: key
  158. # keymap_cmd = /
  159. # Key for opening the chat window to type local commands.
  160. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  161. # type: key
  162. # keymap_cmd_local = .
  163. # Key for toggling unlimited view range.
  164. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  165. # type: key
  166. # keymap_rangeselect = KEY_KEY_R
  167. # Key for toggling flying.
  168. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  169. # type: key
  170. # keymap_freemove = KEY_KEY_K
  171. # Key for toggling pitch move mode.
  172. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  173. # type: key
  174. # keymap_pitchmove = KEY_KEY_P
  175. # Key for toggling fast mode.
  176. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  177. # type: key
  178. # keymap_fastmove = KEY_KEY_J
  179. # Key for toggling noclip mode.
  180. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  181. # type: key
  182. # keymap_noclip = KEY_KEY_H
  183. # Key for selecting the next item in the hotbar.
  184. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  185. # type: key
  186. # keymap_hotbar_next = KEY_KEY_N
  187. # Key for selecting the previous item in the hotbar.
  188. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  189. # type: key
  190. # keymap_hotbar_previous = KEY_KEY_B
  191. # Key for muting the game.
  192. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  193. # type: key
  194. # keymap_mute = KEY_KEY_M
  195. # Key for increasing the volume.
  196. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  197. # type: key
  198. # keymap_increase_volume =
  199. # Key for decreasing the volume.
  200. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  201. # type: key
  202. # keymap_decrease_volume =
  203. # Key for toggling autoforward.
  204. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  205. # type: key
  206. # keymap_autoforward =
  207. # Key for toggling cinematic mode.
  208. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  209. # type: key
  210. # keymap_cinematic =
  211. # Key for toggling display of minimap.
  212. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  213. # type: key
  214. # keymap_minimap = KEY_KEY_V
  215. # Key for taking screenshots.
  216. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  217. # type: key
  218. # keymap_screenshot = KEY_F12
  219. # Key for dropping the currently selected item.
  220. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  221. # type: key
  222. # keymap_drop = KEY_KEY_Q
  223. # Key to use view zoom when possible.
  224. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  225. # type: key
  226. # keymap_zoom = KEY_KEY_Z
  227. # Key for selecting the first hotbar slot.
  228. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  229. # type: key
  230. # keymap_slot1 = KEY_KEY_1
  231. # Key for selecting the second hotbar slot.
  232. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  233. # type: key
  234. # keymap_slot2 = KEY_KEY_2
  235. # Key for selecting the third hotbar slot.
  236. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  237. # type: key
  238. # keymap_slot3 = KEY_KEY_3
  239. # Key for selecting the fourth hotbar slot.
  240. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  241. # type: key
  242. # keymap_slot4 = KEY_KEY_4
  243. # Key for selecting the fifth hotbar slot.
  244. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  245. # type: key
  246. # keymap_slot5 = KEY_KEY_5
  247. # Key for selecting the sixth hotbar slot.
  248. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  249. # type: key
  250. # keymap_slot6 = KEY_KEY_6
  251. # Key for selecting the seventh hotbar slot.
  252. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  253. # type: key
  254. # keymap_slot7 = KEY_KEY_7
  255. # Key for selecting the eighth hotbar slot.
  256. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  257. # type: key
  258. # keymap_slot8 = KEY_KEY_8
  259. # Key for selecting the ninth hotbar slot.
  260. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  261. # type: key
  262. # keymap_slot9 = KEY_KEY_9
  263. # Key for selecting the tenth hotbar slot.
  264. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  265. # type: key
  266. # keymap_slot10 = KEY_KEY_0
  267. # Key for selecting the 11th hotbar slot.
  268. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  269. # type: key
  270. # keymap_slot11 =
  271. # Key for selecting the 12th hotbar slot.
  272. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  273. # type: key
  274. # keymap_slot12 =
  275. # Key for selecting the 13th hotbar slot.
  276. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  277. # type: key
  278. # keymap_slot13 =
  279. # Key for selecting the 14th hotbar slot.
  280. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  281. # type: key
  282. # keymap_slot14 =
  283. # Key for selecting the 15th hotbar slot.
  284. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  285. # type: key
  286. # keymap_slot15 =
  287. # Key for selecting the 16th hotbar slot.
  288. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  289. # type: key
  290. # keymap_slot16 =
  291. # Key for selecting the 17th hotbar slot.
  292. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  293. # type: key
  294. # keymap_slot17 =
  295. # Key for selecting the 18th hotbar slot.
  296. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  297. # type: key
  298. # keymap_slot18 =
  299. # Key for selecting the 19th hotbar slot.
  300. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  301. # type: key
  302. # keymap_slot19 =
  303. # Key for selecting the 20th hotbar slot.
  304. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  305. # type: key
  306. # keymap_slot20 =
  307. # Key for selecting the 21st hotbar slot.
  308. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  309. # type: key
  310. # keymap_slot21 =
  311. # Key for selecting the 22nd hotbar slot.
  312. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  313. # type: key
  314. # keymap_slot22 =
  315. # Key for selecting the 23rd hotbar slot.
  316. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  317. # type: key
  318. # keymap_slot23 =
  319. # Key for selecting the 24th hotbar slot.
  320. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  321. # type: key
  322. # keymap_slot24 =
  323. # Key for selecting the 25th hotbar slot.
  324. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  325. # type: key
  326. # keymap_slot25 =
  327. # Key for selecting the 26th hotbar slot.
  328. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  329. # type: key
  330. # keymap_slot26 =
  331. # Key for selecting the 27th hotbar slot.
  332. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  333. # type: key
  334. # keymap_slot27 =
  335. # Key for selecting the 28th hotbar slot.
  336. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  337. # type: key
  338. # keymap_slot28 =
  339. # Key for selecting the 29th hotbar slot.
  340. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  341. # type: key
  342. # keymap_slot29 =
  343. # Key for selecting the 30th hotbar slot.
  344. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  345. # type: key
  346. # keymap_slot30 =
  347. # Key for selecting the 31st hotbar slot.
  348. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  349. # type: key
  350. # keymap_slot31 =
  351. # Key for selecting the 32nd hotbar slot.
  352. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  353. # type: key
  354. # keymap_slot32 =
  355. # Key for toggling the display of the HUD.
  356. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  357. # type: key
  358. # keymap_toggle_hud = KEY_F1
  359. # Key for toggling the display of chat.
  360. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  361. # type: key
  362. # keymap_toggle_chat = KEY_F2
  363. # Key for toggling the display of the large chat console.
  364. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  365. # type: key
  366. # keymap_console = KEY_F10
  367. # Key for toggling the display of fog.
  368. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  369. # type: key
  370. # keymap_toggle_force_fog_off = KEY_F3
  371. # Key for toggling the camera update. Only used for development
  372. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  373. # type: key
  374. # keymap_toggle_update_camera =
  375. # Key for toggling the display of debug info.
  376. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  377. # type: key
  378. # keymap_toggle_debug = KEY_F5
  379. # Key for toggling the display of the profiler. Used for development.
  380. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  381. # type: key
  382. # keymap_toggle_profiler = KEY_F6
  383. # Key for switching between first- and third-person camera.
  384. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  385. # type: key
  386. # keymap_camera_mode = KEY_KEY_C
  387. # Key for increasing the viewing range.
  388. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  389. # type: key
  390. # keymap_increase_viewing_range_min = +
  391. # Key for decreasing the viewing range.
  392. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  393. # type: key
  394. # keymap_decrease_viewing_range_min = -
  395. #
  396. # Graphics
  397. #
  398. ## In-Game
  399. ### Basic
  400. # Whether name tag backgrounds should be shown by default.
  401. # Mods may still set a background.
  402. # type: bool
  403. # show_nametag_backgrounds = true
  404. # Enable vertex buffer objects.
  405. # This should greatly improve graphics performance.
  406. # type: bool
  407. # enable_vbo = true
  408. # Whether to fog out the end of the visible area.
  409. # type: bool
  410. # enable_fog = true
  411. # Leaves style:
  412. # - Fancy: all faces visible
  413. # - Simple: only outer faces, if defined special_tiles are used
  414. # - Opaque: disable transparency
  415. # type: enum values: fancy, simple, opaque
  416. # leaves_style = fancy
  417. # Connects glass if supported by node.
  418. # type: bool
  419. # connected_glass = false
  420. # Enable smooth lighting with simple ambient occlusion.
  421. # Disable for speed or for different looks.
  422. # type: bool
  423. # smooth_lighting = true
  424. # Enables tradeoffs that reduce CPU load or increase rendering performance
  425. # at the expense of minor visual glitches that do not impact game playability.
  426. # type: bool
  427. # performance_tradeoffs = false
  428. # Clouds are a client side effect.
  429. # type: bool
  430. # enable_clouds = true
  431. # Use 3D cloud look instead of flat.
  432. # type: bool
  433. # enable_3d_clouds = true
  434. # Method used to highlight selected object.
  435. # type: enum values: box, halo, none
  436. # node_highlighting = box
  437. # Adds particles when digging a node.
  438. # type: bool
  439. # enable_particles = true
  440. ### Filtering
  441. # Use mipmapping to scale textures. May slightly increase performance,
  442. # especially when using a high resolution texture pack.
  443. # Gamma correct downscaling is not supported.
  444. # type: bool
  445. # mip_map = false
  446. # Use anisotropic filtering when viewing at textures from an angle.
  447. # type: bool
  448. # anisotropic_filter = false
  449. # Use bilinear filtering when scaling textures.
  450. # type: bool
  451. # bilinear_filter = false
  452. # Use trilinear filtering when scaling textures.
  453. # type: bool
  454. # trilinear_filter = false
  455. # Filtered textures can blend RGB values with fully-transparent neighbors,
  456. # which PNG optimizers usually discard, often resulting in dark or
  457. # light edges to transparent textures. Apply a filter to clean that up
  458. # at texture load time. This is automatically enabled if mipmapping is enabled.
  459. # type: bool
  460. # texture_clean_transparent = false
  461. # When using bilinear/trilinear/anisotropic filters, low-resolution textures
  462. # can be blurred, so automatically upscale them with nearest-neighbor
  463. # interpolation to preserve crisp pixels. This sets the minimum texture size
  464. # for the upscaled textures; higher values look sharper, but require more
  465. # memory. Powers of 2 are recommended. This setting is ONLY applied if
  466. # bilinear/trilinear/anisotropic filtering is enabled.
  467. # This is also used as the base node texture size for world-aligned
  468. # texture autoscaling.
  469. # type: int
  470. # texture_min_size = 64
  471. # Use multi-sample antialiasing (MSAA) to smooth out block edges.
  472. # This algorithm smooths out the 3D viewport while keeping the image sharp,
  473. # but it doesn't affect the insides of textures
  474. # (which is especially noticeable with transparent textures).
  475. # Visible spaces appear between nodes when shaders are disabled.
  476. # If set to 0, MSAA is disabled.
  477. # A restart is required after changing this option.
  478. # type: enum values: 0, 1, 2, 4, 8, 16
  479. # fsaa = 0
  480. # Undersampling is similar to using a lower screen resolution, but it applies
  481. # to the game world only, keeping the GUI intact.
  482. # It should give a significant performance boost at the cost of less detailed image.
  483. # Higher values result in a less detailed image.
  484. # type: int min: 1 max: 8
  485. # undersampling = 1
  486. ### Shaders
  487. # Shaders allow advanced visual effects and may increase performance on some video
  488. # cards.
  489. # This only works with the OpenGL video backend.
  490. # type: bool
  491. # enable_shaders = true
  492. # Path to shader directory. If no path is defined, default location will be used.
  493. # type: path
  494. # shader_path =
  495. #### Tone Mapping
  496. # Enables Hable's 'Uncharted 2' filmic tone mapping.
  497. # Simulates the tone curve of photographic film and how this approximates the
  498. # appearance of high dynamic range images. Mid-range contrast is slightly
  499. # enhanced, highlights and shadows are gradually compressed.
  500. # type: bool
  501. # tone_mapping = false
  502. #### Waving Nodes
  503. # Set to true to enable waving liquids (like water).
  504. # Requires shaders to be enabled.
  505. # type: bool
  506. # enable_waving_water = false
  507. # The maximum height of the surface of waving liquids.
  508. # 4.0 = Wave height is two nodes.
  509. # 0.0 = Wave doesn't move at all.
  510. # Default is 1.0 (1/2 node).
  511. # Requires waving liquids to be enabled.
  512. # type: float min: 0 max: 4
  513. # water_wave_height = 1.0
  514. # Length of liquid waves.
  515. # Requires waving liquids to be enabled.
  516. # type: float min: 0.1
  517. # water_wave_length = 20.0
  518. # How fast liquid waves will move. Higher = faster.
  519. # If negative, liquid waves will move backwards.
  520. # Requires waving liquids to be enabled.
  521. # type: float
  522. # water_wave_speed = 5.0
  523. # Set to true to enable waving leaves.
  524. # Requires shaders to be enabled.
  525. # type: bool
  526. # enable_waving_leaves = false
  527. # Set to true to enable waving plants.
  528. # Requires shaders to be enabled.
  529. # type: bool
  530. # enable_waving_plants = false
  531. #### Dynamic shadows
  532. # Set to true to enable Shadow Mapping.
  533. # Requires shaders to be enabled.
  534. # type: bool
  535. # enable_dynamic_shadows = false
  536. # Set the shadow strength gamma.
  537. # Adjusts the intensity of in-game dynamic shadows.
  538. # Lower value means lighter shadows, higher value means darker shadows.
  539. # type: float min: 0.1 max: 10
  540. # shadow_strength_gamma = 1.0
  541. # Maximum distance to render shadows.
  542. # type: float min: 10 max: 1000
  543. # shadow_map_max_distance = 120.0
  544. # Texture size to render the shadow map on.
  545. # This must be a power of two.
  546. # Bigger numbers create better shadows but it is also more expensive.
  547. # type: int min: 128 max: 8192
  548. # shadow_map_texture_size = 1024
  549. # Sets shadow texture quality to 32 bits.
  550. # On false, 16 bits texture will be used.
  551. # This can cause much more artifacts in the shadow.
  552. # type: bool
  553. # shadow_map_texture_32bit = true
  554. # Enable Poisson disk filtering.
  555. # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
  556. # type: bool
  557. # shadow_poisson_filter = true
  558. # Define shadow filtering quality.
  559. # This simulates the soft shadows effect by applying a PCF or Poisson disk
  560. # but also uses more resources.
  561. # type: enum values: 0, 1, 2
  562. # shadow_filters = 1
  563. # Enable colored shadows.
  564. # On true translucent nodes cast colored shadows. This is expensive.
  565. # type: bool
  566. # shadow_map_color = false
  567. # Spread a complete update of shadow map over given amount of frames.
  568. # Higher values might make shadows laggy, lower values
  569. # will consume more resources.
  570. # Minimum value: 1; maximum value: 16
  571. # type: int min: 1 max: 16
  572. # shadow_update_frames = 8
  573. # Set the soft shadow radius size.
  574. # Lower values mean sharper shadows, bigger values mean softer shadows.
  575. # Minimum value: 1.0; maximum value: 10.0
  576. # type: float min: 1 max: 10
  577. # shadow_soft_radius = 1.0
  578. # Set the tilt of Sun/Moon orbit in degrees.
  579. # Value of 0 means no tilt / vertical orbit.
  580. # Minimum value: 0.0; maximum value: 60.0
  581. # type: float min: 0 max: 60
  582. # shadow_sky_body_orbit_tilt = 0.0
  583. ### Advanced
  584. # Arm inertia, gives a more realistic movement of
  585. # the arm when the camera moves.
  586. # type: bool
  587. # arm_inertia = true
  588. # If FPS would go higher than this, limit it by sleeping
  589. # to not waste CPU power for no benefit.
  590. # type: int min: 1
  591. # fps_max = 60
  592. # Maximum FPS when the window is not focused, or when the game is paused.
  593. # type: int min: 1
  594. # fps_max_unfocused = 20
  595. # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
  596. # open.
  597. # type: bool
  598. # pause_on_lost_focus = false
  599. # View distance in nodes.
  600. # type: int min: 20 max: 4000
  601. # viewing_range = 190
  602. # Camera 'near clipping plane' distance in nodes, between 0 and 0.25
  603. # Only works on GLES platforms. Most users will not need to change this.
  604. # Increasing can reduce artifacting on weaker GPUs.
  605. # 0.1 = Default, 0.25 = Good value for weaker tablets.
  606. # type: float min: 0 max: 0.25
  607. # near_plane = 0.1
  608. # Width component of the initial window size. Ignored in fullscreen mode.
  609. # type: int min: 1
  610. # screen_w = 1024
  611. # Height component of the initial window size. Ignored in fullscreen mode.
  612. # type: int min: 1
  613. # screen_h = 600
  614. # Save window size automatically when modified.
  615. # type: bool
  616. # autosave_screensize = true
  617. # Fullscreen mode.
  618. # type: bool
  619. # fullscreen = false
  620. # Vertical screen synchronization.
  621. # type: bool
  622. # vsync = false
  623. # Field of view in degrees.
  624. # type: int min: 45 max: 160
  625. # fov = 72
  626. # Alters the light curve by applying 'gamma correction' to it.
  627. # Higher values make middle and lower light levels brighter.
  628. # Value '1.0' leaves the light curve unaltered.
  629. # This only has significant effect on daylight and artificial
  630. # light, it has very little effect on natural night light.
  631. # type: float min: 0.33 max: 3
  632. # display_gamma = 1.0
  633. # Gradient of light curve at minimum light level.
  634. # Controls the contrast of the lowest light levels.
  635. # type: float min: 0 max: 3
  636. # lighting_alpha = 0.0
  637. # Gradient of light curve at maximum light level.
  638. # Controls the contrast of the highest light levels.
  639. # type: float min: 0 max: 3
  640. # lighting_beta = 1.5
  641. # Strength of light curve boost.
  642. # The 3 'boost' parameters define a range of the light
  643. # curve that is boosted in brightness.
  644. # type: float min: 0 max: 0.4
  645. # lighting_boost = 0.2
  646. # Center of light curve boost range.
  647. # Where 0.0 is minimum light level, 1.0 is maximum light level.
  648. # type: float min: 0 max: 1
  649. # lighting_boost_center = 0.5
  650. # Spread of light curve boost range.
  651. # Controls the width of the range to be boosted.
  652. # Standard deviation of the light curve boost Gaussian.
  653. # type: float min: 0 max: 0.4
  654. # lighting_boost_spread = 0.2
  655. # Path to texture directory. All textures are first searched from here.
  656. # type: path
  657. # texture_path =
  658. # The rendering back-end.
  659. # A restart is required after changing this.
  660. # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
  661. # On other platforms, OpenGL is recommended.
  662. # Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
  663. # type: enum values: opengl, ogles1, ogles2
  664. # video_driver = opengl
  665. # Radius of cloud area stated in number of 64 node cloud squares.
  666. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
  667. # type: int
  668. # cloud_radius = 12
  669. # Enable view bobbing and amount of view bobbing.
  670. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  671. # type: float
  672. # view_bobbing_amount = 1.0
  673. # Multiplier for fall bobbing.
  674. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  675. # type: float
  676. # fall_bobbing_amount = 0.03
  677. # 3D support.
  678. # Currently supported:
  679. # - none: no 3d output.
  680. # - anaglyph: cyan/magenta color 3d.
  681. # - interlaced: odd/even line based polarisation screen support.
  682. # - topbottom: split screen top/bottom.
  683. # - sidebyside: split screen side by side.
  684. # - crossview: Cross-eyed 3d
  685. # - pageflip: quadbuffer based 3d.
  686. # Note that the interlaced mode requires shaders to be enabled.
  687. # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
  688. # 3d_mode = none
  689. # Strength of 3D mode parallax.
  690. # type: float
  691. # 3d_paralax_strength = 0.025
  692. # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
  693. # type: float min: 0.1 max: 1
  694. # console_height = 0.6
  695. # In-game chat console background color (R,G,B).
  696. # type: string
  697. # console_color = (0,0,0)
  698. # In-game chat console background alpha (opaqueness, between 0 and 255).
  699. # type: int min: 0 max: 255
  700. # console_alpha = 200
  701. # Formspec full-screen background opacity (between 0 and 255).
  702. # type: int min: 0 max: 255
  703. # formspec_fullscreen_bg_opacity = 140
  704. # Formspec full-screen background color (R,G,B).
  705. # type: string
  706. # formspec_fullscreen_bg_color = (0,0,0)
  707. # Formspec default background opacity (between 0 and 255).
  708. # type: int min: 0 max: 255
  709. # formspec_default_bg_opacity = 140
  710. # Formspec default background color (R,G,B).
  711. # type: string
  712. # formspec_default_bg_color = (0,0,0)
  713. # Selection box border color (R,G,B).
  714. # type: string
  715. # selectionbox_color = (0,0,0)
  716. # Width of the selection box lines around nodes.
  717. # type: int min: 1 max: 5
  718. # selectionbox_width = 2
  719. # Crosshair color (R,G,B).
  720. # Also controls the object crosshair color
  721. # type: string
  722. # crosshair_color = (255,255,255)
  723. # Crosshair alpha (opaqueness, between 0 and 255).
  724. # This also applies to the object crosshair.
  725. # type: int min: 0 max: 255
  726. # crosshair_alpha = 255
  727. # Maximum number of recent chat messages to show
  728. # type: int min: 2 max: 20
  729. # recent_chat_messages = 6
  730. # Whether node texture animations should be desynchronized per mapblock.
  731. # type: bool
  732. # desynchronize_mapblock_texture_animation = true
  733. # Maximum proportion of current window to be used for hotbar.
  734. # Useful if there's something to be displayed right or left of hotbar.
  735. # type: float
  736. # hud_hotbar_max_width = 1.0
  737. # Modifies the size of the HUD elements.
  738. # type: float
  739. # hud_scaling = 1.0
  740. # Enables caching of facedir rotated meshes.
  741. # type: bool
  742. # enable_mesh_cache = false
  743. # Delay between mesh updates on the client in ms. Increasing this will slow
  744. # down the rate of mesh updates, thus reducing jitter on slower clients.
  745. # type: int min: 0 max: 50
  746. # mesh_generation_interval = 0
  747. # Size of the MapBlock cache of the mesh generator. Increasing this will
  748. # increase the cache hit %, reducing the data being copied from the main
  749. # thread, thus reducing jitter.
  750. # type: int min: 0 max: 1000
  751. # meshgen_block_cache_size = 20
  752. # Enables minimap.
  753. # type: bool
  754. # enable_minimap = true
  755. # Shape of the minimap. Enabled = round, disabled = square.
  756. # type: bool
  757. # minimap_shape_round = true
  758. # True = 256
  759. # False = 128
  760. # Usable to make minimap smoother on slower machines.
  761. # type: bool
  762. # minimap_double_scan_height = true
  763. # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
  764. # type: bool
  765. # directional_colored_fog = true
  766. # The strength (darkness) of node ambient-occlusion shading.
  767. # Lower is darker, Higher is lighter. The valid range of values for this
  768. # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
  769. # set to the nearest valid value.
  770. # type: float min: 0.25 max: 4
  771. # ambient_occlusion_gamma = 2.2
  772. # Enables animation of inventory items.
  773. # type: bool
  774. # inventory_items_animations = false
  775. # Fraction of the visible distance at which fog starts to be rendered
  776. # type: float min: 0 max: 0.99
  777. # fog_start = 0.4
  778. # Makes all liquids opaque
  779. # type: bool
  780. # opaque_water = false
  781. # Textures on a node may be aligned either to the node or to the world.
  782. # The former mode suits better things like machines, furniture, etc., while
  783. # the latter makes stairs and microblocks fit surroundings better.
  784. # However, as this possibility is new, thus may not be used by older servers,
  785. # this option allows enforcing it for certain node types. Note though that
  786. # that is considered EXPERIMENTAL and may not work properly.
  787. # type: enum values: disable, enable, force_solid, force_nodebox
  788. # world_aligned_mode = enable
  789. # World-aligned textures may be scaled to span several nodes. However,
  790. # the server may not send the scale you want, especially if you use
  791. # a specially-designed texture pack; with this option, the client tries
  792. # to determine the scale automatically basing on the texture size.
  793. # See also texture_min_size.
  794. # Warning: This option is EXPERIMENTAL!
  795. # type: enum values: disable, enable, force
  796. # autoscale_mode = disable
  797. # Show entity selection boxes
  798. # A restart is required after changing this.
  799. # type: bool
  800. # show_entity_selectionbox = false
  801. # Distance in nodes at which transparency depth sorting is enabled
  802. # Use this to limit the performance impact of transparency depth sorting
  803. # type: int min: 0 max: 128
  804. # transparency_sorting_distance = 16
  805. ## Menus
  806. # Use a cloud animation for the main menu background.
  807. # type: bool
  808. # menu_clouds = true
  809. # Scale GUI by a user specified value.
  810. # Use a nearest-neighbor-anti-alias filter to scale the GUI.
  811. # This will smooth over some of the rough edges, and blend
  812. # pixels when scaling down, at the cost of blurring some
  813. # edge pixels when images are scaled by non-integer sizes.
  814. # type: float min: 0.001
  815. # gui_scaling = 1.0
  816. # When gui_scaling_filter is true, all GUI images need to be
  817. # filtered in software, but some images are generated directly
  818. # to hardware (e.g. render-to-texture for nodes in inventory).
  819. # type: bool
  820. # gui_scaling_filter = false
  821. # When gui_scaling_filter_txr2img is true, copy those images
  822. # from hardware to software for scaling. When false, fall back
  823. # to the old scaling method, for video drivers that don't
  824. # properly support downloading textures back from hardware.
  825. # type: bool
  826. # gui_scaling_filter_txr2img = true
  827. # Delay showing tooltips, stated in milliseconds.
  828. # type: int
  829. # tooltip_show_delay = 400
  830. # Append item name to tooltip.
  831. # type: bool
  832. # tooltip_append_itemname = false
  833. # type: bool
  834. # font_bold = false
  835. # type: bool
  836. # font_italic = false
  837. # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
  838. # type: int
  839. # font_shadow = 1
  840. # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
  841. # type: int min: 0 max: 255
  842. # font_shadow_alpha = 127
  843. # Font size of the default font where 1 unit = 1 pixel at 96 DPI
  844. # type: int min: 1
  845. # font_size = 16
  846. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  847. # with this font will always be divisible by this value, in pixels. For instance,
  848. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  849. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  850. # type: int min: 1
  851. # font_size_divisible_by = 1
  852. # Path to the default font. Must be a TrueType font.
  853. # The fallback font will be used if the font cannot be loaded.
  854. # type: filepath
  855. # font_path = fonts/Arimo-Regular.ttf
  856. # type: filepath
  857. # font_path_bold = fonts/Arimo-Bold.ttf
  858. # type: filepath
  859. # font_path_italic = fonts/Arimo-Italic.ttf
  860. # type: filepath
  861. # font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
  862. # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
  863. # type: int min: 1
  864. # mono_font_size = 16
  865. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  866. # with this font will always be divisible by this value, in pixels. For instance,
  867. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  868. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  869. # type: int min: 1
  870. # mono_font_size_divisible_by = 1
  871. # Path to the monospace font. Must be a TrueType font.
  872. # This font is used for e.g. the console and profiler screen.
  873. # type: filepath
  874. # mono_font_path = fonts/Cousine-Regular.ttf
  875. # type: filepath
  876. # mono_font_path_bold = fonts/Cousine-Bold.ttf
  877. # type: filepath
  878. # mono_font_path_italic = fonts/Cousine-Italic.ttf
  879. # type: filepath
  880. # mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
  881. # Path of the fallback font. Must be a TrueType font.
  882. # This font will be used for certain languages or if the default font is unavailable.
  883. # type: filepath
  884. # fallback_font_path = fonts/DroidSansFallbackFull.ttf
  885. # Font size of the recent chat text and chat prompt in point (pt).
  886. # Value 0 will use the default font size.
  887. # type: int
  888. # chat_font_size = 0
  889. # Path to save screenshots at. Can be an absolute or relative path.
  890. # The folder will be created if it doesn't already exist.
  891. # type: path
  892. # screenshot_path = screenshots
  893. # Format of screenshots.
  894. # type: enum values: png, jpg
  895. # screenshot_format = png
  896. # Screenshot quality. Only used for JPEG format.
  897. # 1 means worst quality; 100 means best quality.
  898. # Use 0 for default quality.
  899. # type: int min: 0 max: 100
  900. # screenshot_quality = 0
  901. ## Advanced
  902. # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
  903. # type: int min: 1
  904. # screen_dpi = 72
  905. # Adjust the detected display density, used for scaling UI elements.
  906. # type: float
  907. # display_density_factor = 1
  908. # Windows systems only: Start Minetest with the command line window in the background.
  909. # Contains the same information as the file debug.txt (default name).
  910. # type: bool
  911. # enable_console = false
  912. #
  913. # Sound
  914. #
  915. # Enables the sound system.
  916. # If disabled, this completely disables all sounds everywhere and the in-game
  917. # sound controls will be non-functional.
  918. # Changing this setting requires a restart.
  919. # type: bool
  920. # enable_sound = true
  921. # Volume of all sounds.
  922. # Requires the sound system to be enabled.
  923. # type: float min: 0 max: 1
  924. # sound_volume = 0.7
  925. # Whether to mute sounds. You can unmute sounds at any time, unless the
  926. # sound system is disabled (enable_sound=false).
  927. # In-game, you can toggle the mute state with the mute key or by using the
  928. # pause menu.
  929. # type: bool
  930. # mute_sound = false
  931. #
  932. # Client
  933. #
  934. # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
  935. # type: bool
  936. # clickable_chat_weblinks = true
  937. # Optional override for chat weblink color.
  938. # type: string
  939. # chat_weblink_color =
  940. ## Network
  941. # Address to connect to.
  942. # Leave this blank to start a local server.
  943. # Note that the address field in the main menu overrides this setting.
  944. # type: string
  945. # address =
  946. # Port to connect to (UDP).
  947. # Note that the port field in the main menu overrides this setting.
  948. # type: int min: 1 max: 65535
  949. # remote_port = 30000
  950. # Prometheus listener address.
  951. # If Minetest is compiled with ENABLE_PROMETHEUS option enabled,
  952. # enable metrics listener for Prometheus on that address.
  953. # Metrics can be fetched on http://127.0.0.1:30000/metrics
  954. # type: string
  955. # prometheus_listener_address = 127.0.0.1:30000
  956. # Save the map received by the client on disk.
  957. # type: bool
  958. # enable_local_map_saving = false
  959. # Enable usage of remote media server (if provided by server).
  960. # Remote servers offer a significantly faster way to download media (e.g. textures)
  961. # when connecting to the server.
  962. # type: bool
  963. # enable_remote_media_server = true
  964. # Enable Lua modding support on client.
  965. # This support is experimental and API can change.
  966. # type: bool
  967. # enable_client_modding = false
  968. # URL to the server list displayed in the Multiplayer Tab.
  969. # type: string
  970. # serverlist_url = servers.minetest.net
  971. # File in client/serverlist/ that contains your favorite servers displayed in the
  972. # Multiplayer Tab.
  973. # type: string
  974. # serverlist_file = favoriteservers.json
  975. # Maximum size of the out chat queue.
  976. # 0 to disable queueing and -1 to make the queue size unlimited.
  977. # type: int
  978. # max_out_chat_queue_size = 20
  979. # Enable register confirmation when connecting to server.
  980. # If disabled, new account will be registered automatically.
  981. # type: bool
  982. # enable_register_confirmation = true
  983. ## Advanced
  984. # Timeout for client to remove unused map data from memory.
  985. # type: int
  986. # client_unload_unused_data_timeout = 600
  987. # Maximum number of mapblocks for client to be kept in memory.
  988. # Set to -1 for unlimited amount.
  989. # type: int
  990. # client_mapblock_limit = 7500
  991. # Whether to show the client debug info (has the same effect as hitting F5).
  992. # type: bool
  993. # show_debug = false
  994. #
  995. # Server / Singleplayer
  996. #
  997. # Name of the server, to be displayed when players join and in the serverlist.
  998. # type: string
  999. # server_name = Minetest server
  1000. # Description of server, to be displayed when players join and in the serverlist.
  1001. # type: string
  1002. # server_description = mine here
  1003. # Domain name of server, to be displayed in the serverlist.
  1004. # type: string
  1005. # server_address = game.minetest.net
  1006. # Homepage of server, to be displayed in the serverlist.
  1007. # type: string
  1008. # server_url = https://minetest.net
  1009. # Automatically report to the serverlist.
  1010. # type: bool
  1011. # server_announce = false
  1012. # Announce to this serverlist.
  1013. # type: string
  1014. # serverlist_url = servers.minetest.net
  1015. # Remove color codes from incoming chat messages
  1016. # Use this to stop players from being able to use color in their messages
  1017. # type: bool
  1018. # strip_color_codes = false
  1019. ## Network
  1020. # Network port to listen (UDP).
  1021. # This value will be overridden when starting from the main menu.
  1022. # type: int
  1023. # port = 30000
  1024. # The network interface that the server listens on.
  1025. # type: string
  1026. # bind_address =
  1027. # Enable to disallow old clients from connecting.
  1028. # Older clients are compatible in the sense that they will not crash when connecting
  1029. # to new servers, but they may not support all new features that you are expecting.
  1030. # type: bool
  1031. # strict_protocol_version_checking = false
  1032. # Specifies URL from which client fetches media instead of using UDP.
  1033. # $filename should be accessible from $remote_media$filename via cURL
  1034. # (obviously, remote_media should end with a slash).
  1035. # Files that are not present will be fetched the usual way.
  1036. # type: string
  1037. # remote_media =
  1038. # Enable/disable running an IPv6 server.
  1039. # Ignored if bind_address is set.
  1040. # Needs enable_ipv6 to be enabled.
  1041. # type: bool
  1042. # ipv6_server = false
  1043. ### Advanced
  1044. # Maximum number of blocks that are simultaneously sent per client.
  1045. # The maximum total count is calculated dynamically:
  1046. # max_total = ceil((#clients + max_users) * per_client / 4)
  1047. # type: int
  1048. # max_simultaneous_block_sends_per_client = 40
  1049. # To reduce lag, block transfers are slowed down when a player is building something.
  1050. # This determines how long they are slowed down after placing or removing a node.
  1051. # type: float
  1052. # full_block_send_enable_min_time_from_building = 2.0
  1053. # Maximum number of packets sent per send step, if you have a slow connection
  1054. # try reducing it, but don't reduce it to a number below double of targeted
  1055. # client number.
  1056. # type: int
  1057. # max_packets_per_iteration = 1024
  1058. # Compression level to use when sending mapblocks to the client.
  1059. # -1 - use default compression level
  1060. # 0 - least compression, fastest
  1061. # 9 - best compression, slowest
  1062. # type: int min: -1 max: 9
  1063. # map_compression_level_net = -1
  1064. ## Game
  1065. # Default game when creating a new world.
  1066. # This will be overridden when creating a world from the main menu.
  1067. # type: string
  1068. # default_game = minetest
  1069. # Message of the day displayed to players connecting.
  1070. # type: string
  1071. # motd =
  1072. # Maximum number of players that can be connected simultaneously.
  1073. # type: int
  1074. # max_users = 15
  1075. # World directory (everything in the world is stored here).
  1076. # Not needed if starting from the main menu.
  1077. # type: path
  1078. # map-dir =
  1079. # Time in seconds for item entity (dropped items) to live.
  1080. # Setting it to -1 disables the feature.
  1081. # type: int
  1082. # item_entity_ttl = 900
  1083. # Specifies the default stack size of nodes, items and tools.
  1084. # Note that mods or games may explicitly set a stack for certain (or all) items.
  1085. # type: int
  1086. # default_stack_max = 99
  1087. # Enable players getting damage and dying.
  1088. # type: bool
  1089. # enable_damage = false
  1090. # Enable creative mode for all players
  1091. # type: bool
  1092. # creative_mode = false
  1093. # A chosen map seed for a new map, leave empty for random.
  1094. # Will be overridden when creating a new world in the main menu.
  1095. # type: string
  1096. # fixed_map_seed =
  1097. # New users need to input this password.
  1098. # type: string
  1099. # default_password =
  1100. # The privileges that new users automatically get.
  1101. # See /privs in game for a full list on your server and mod configuration.
  1102. # type: string
  1103. # default_privs = interact, shout
  1104. # Privileges that players with basic_privs can grant
  1105. # type: string
  1106. # basic_privs = interact, shout
  1107. # Whether players are shown to clients without any range limit.
  1108. # Deprecated, use the setting player_transfer_distance instead.
  1109. # type: bool
  1110. # unlimited_player_transfer_distance = true
  1111. # Defines the maximal player transfer distance in blocks (0 = unlimited).
  1112. # type: int
  1113. # player_transfer_distance = 0
  1114. # Whether to allow players to damage and kill each other.
  1115. # type: bool
  1116. # enable_pvp = true
  1117. # Enable mod channels support.
  1118. # type: bool
  1119. # enable_mod_channels = false
  1120. # If this is set, players will always (re)spawn at the given position.
  1121. # type: string
  1122. # static_spawnpoint =
  1123. # If enabled, new players cannot join with an empty password.
  1124. # type: bool
  1125. # disallow_empty_password = false
  1126. # If enabled, disable cheat prevention in multiplayer.
  1127. # type: bool
  1128. # disable_anticheat = false
  1129. # If enabled, actions are recorded for rollback.
  1130. # This option is only read when server starts.
  1131. # type: bool
  1132. # enable_rollback_recording = false
  1133. # Format of player chat messages. The following strings are valid placeholders:
  1134. # @name, @message, @timestamp (optional)
  1135. # type: string
  1136. # chat_message_format = <@name> @message
  1137. # If the execution of a chat command takes longer than this specified time in
  1138. # seconds, add the time information to the chat command message
  1139. # type: float
  1140. # chatcommand_msg_time_threshold = 0.1
  1141. # A message to be displayed to all clients when the server shuts down.
  1142. # type: string
  1143. # kick_msg_shutdown = Server shutting down.
  1144. # A message to be displayed to all clients when the server crashes.
  1145. # type: string
  1146. # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
  1147. # Whether to ask clients to reconnect after a (Lua) crash.
  1148. # Set this to true if your server is set up to restart automatically.
  1149. # type: bool
  1150. # ask_reconnect_on_crash = false
  1151. # From how far clients know about objects, stated in mapblocks (16 nodes).
  1152. #
  1153. # Setting this larger than active_block_range will also cause the server
  1154. # to maintain active objects up to this distance in the direction the
  1155. # player is looking. (This can avoid mobs suddenly disappearing from view)
  1156. # type: int
  1157. # active_object_send_range_blocks = 8
  1158. # The radius of the volume of blocks around every player that is subject to the
  1159. # active block stuff, stated in mapblocks (16 nodes).
  1160. # In active blocks objects are loaded and ABMs run.
  1161. # This is also the minimum range in which active objects (mobs) are maintained.
  1162. # This should be configured together with active_object_send_range_blocks.
  1163. # type: int
  1164. # active_block_range = 4
  1165. # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
  1166. # type: int
  1167. # max_block_send_distance = 12
  1168. # Maximum number of forceloaded mapblocks.
  1169. # type: int
  1170. # max_forceloaded_blocks = 16
  1171. # Interval of sending time of day to clients.
  1172. # type: int
  1173. # time_send_interval = 5
  1174. # Controls length of day/night cycle.
  1175. # Examples:
  1176. # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
  1177. # type: int
  1178. # time_speed = 72
  1179. # Time of day when a new world is started, in millihours (0-23999).
  1180. # type: int min: 0 max: 23999
  1181. # world_start_time = 6125
  1182. # Interval of saving important changes in the world, stated in seconds.
  1183. # type: float
  1184. # server_map_save_interval = 5.3
  1185. # Set the maximum character length of a chat message sent by clients.
  1186. # type: int
  1187. # chat_message_max_size = 500
  1188. # Amount of messages a player may send per 10 seconds.
  1189. # type: float
  1190. # chat_message_limit_per_10sec = 10.0
  1191. # Kick players who sent more than X messages per 10 seconds.
  1192. # type: int
  1193. # chat_message_limit_trigger_kick = 50
  1194. ### Physics
  1195. # Horizontal and vertical acceleration on ground or when climbing,
  1196. # in nodes per second per second.
  1197. # type: float
  1198. # movement_acceleration_default = 3
  1199. # Horizontal acceleration in air when jumping or falling,
  1200. # in nodes per second per second.
  1201. # type: float
  1202. # movement_acceleration_air = 2
  1203. # Horizontal and vertical acceleration in fast mode,
  1204. # in nodes per second per second.
  1205. # type: float
  1206. # movement_acceleration_fast = 10
  1207. # Walking and flying speed, in nodes per second.
  1208. # type: float
  1209. # movement_speed_walk = 4
  1210. # Sneaking speed, in nodes per second.
  1211. # type: float
  1212. # movement_speed_crouch = 1.35
  1213. # Walking, flying and climbing speed in fast mode, in nodes per second.
  1214. # type: float
  1215. # movement_speed_fast = 20
  1216. # Vertical climbing speed, in nodes per second.
  1217. # type: float
  1218. # movement_speed_climb = 3
  1219. # Initial vertical speed when jumping, in nodes per second.
  1220. # type: float
  1221. # movement_speed_jump = 6.5
  1222. # Decrease this to increase liquid resistance to movement.
  1223. # type: float
  1224. # movement_liquid_fluidity = 1
  1225. # Maximum liquid resistance. Controls deceleration when entering liquid at
  1226. # high speed.
  1227. # type: float
  1228. # movement_liquid_fluidity_smooth = 0.5
  1229. # Controls sinking speed in liquid.
  1230. # type: float
  1231. # movement_liquid_sink = 10
  1232. # Acceleration of gravity, in nodes per second per second.
  1233. # type: float
  1234. # movement_gravity = 9.81
  1235. ### Advanced
  1236. # Handling for deprecated Lua API calls:
  1237. # - none: Do not log deprecated calls
  1238. # - log: mimic and log backtrace of deprecated call (default).
  1239. # - error: abort on usage of deprecated call (suggested for mod developers).
  1240. # type: enum values: none, log, error
  1241. # deprecated_lua_api_handling = log
  1242. # Number of extra blocks that can be loaded by /clearobjects at once.
  1243. # This is a trade-off between SQLite transaction overhead and
  1244. # memory consumption (4096=100MB, as a rule of thumb).
  1245. # type: int
  1246. # max_clearobjects_extra_loaded_blocks = 4096
  1247. # How much the server will wait before unloading unused mapblocks.
  1248. # Higher value is smoother, but will use more RAM.
  1249. # type: int
  1250. # server_unload_unused_data_timeout = 29
  1251. # Maximum number of statically stored objects in a block.
  1252. # type: int
  1253. # max_objects_per_block = 256
  1254. # See https://www.sqlite.org/pragma.html#pragma_synchronous
  1255. # type: enum values: 0, 1, 2
  1256. # sqlite_synchronous = 2
  1257. # Compression level to use when saving mapblocks to disk.
  1258. # -1 - use default compression level
  1259. # 0 - least compression, fastest
  1260. # 9 - best compression, slowest
  1261. # type: int min: -1 max: 9
  1262. # map_compression_level_disk = -1
  1263. # Length of a server tick and the interval at which objects are generally updated over
  1264. # network.
  1265. # type: float
  1266. # dedicated_server_step = 0.09
  1267. # Length of time between active block management cycles
  1268. # type: float
  1269. # active_block_mgmt_interval = 2.0
  1270. # Length of time between Active Block Modifier (ABM) execution cycles
  1271. # type: float
  1272. # abm_interval = 1.0
  1273. # The time budget allowed for ABMs to execute on each step
  1274. # (as a fraction of the ABM Interval)
  1275. # type: float min: 0.1 max: 0.9
  1276. # abm_time_budget = 0.2
  1277. # Length of time between NodeTimer execution cycles
  1278. # type: float
  1279. # nodetimer_interval = 0.2
  1280. # If enabled, invalid world data won't cause the server to shut down.
  1281. # Only enable this if you know what you are doing.
  1282. # type: bool
  1283. # ignore_world_load_errors = false
  1284. # Max liquids processed per step.
  1285. # type: int
  1286. # liquid_loop_max = 100000
  1287. # The time (in seconds) that the liquids queue may grow beyond processing
  1288. # capacity until an attempt is made to decrease its size by dumping old queue
  1289. # items. A value of 0 disables the functionality.
  1290. # type: int
  1291. # liquid_queue_purge_time = 0
  1292. # Liquid update interval in seconds.
  1293. # type: float
  1294. # liquid_update = 1.0
  1295. # At this distance the server will aggressively optimize which blocks are sent to
  1296. # clients.
  1297. # Small values potentially improve performance a lot, at the expense of visible
  1298. # rendering glitches (some blocks will not be rendered under water and in caves,
  1299. # as well as sometimes on land).
  1300. # Setting this to a value greater than max_block_send_distance disables this
  1301. # optimization.
  1302. # Stated in mapblocks (16 nodes).
  1303. # type: int min: 2
  1304. # block_send_optimize_distance = 4
  1305. # If enabled the server will perform map block occlusion culling based on
  1306. # on the eye position of the player. This can reduce the number of blocks
  1307. # sent to the client 50-80%. The client will not longer receive most invisible
  1308. # so that the utility of noclip mode is reduced.
  1309. # type: bool
  1310. # server_side_occlusion_culling = true
  1311. # Restricts the access of certain client-side functions on servers.
  1312. # Combine the byteflags below to restrict client-side features, or set to 0
  1313. # for no restrictions:
  1314. # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
  1315. # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
  1316. # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
  1317. # READ_NODEDEFS: 8 (disable get_node_def call client-side)
  1318. # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
  1319. # csm_restriction_noderange)
  1320. # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
  1321. # type: int
  1322. # csm_restriction_flags = 62
  1323. # If the CSM restriction for node range is enabled, get_node calls are limited
  1324. # to this distance from the player to the node.
  1325. # type: int
  1326. # csm_restriction_noderange = 0
  1327. ## Security
  1328. # Prevent mods from doing insecure things like running shell commands.
  1329. # type: bool
  1330. # secure.enable_security = true
  1331. # Comma-separated list of trusted mods that are allowed to access insecure
  1332. # functions even when mod security is on (via request_insecure_environment()).
  1333. # type: string
  1334. # secure.trusted_mods =
  1335. # Comma-separated list of mods that are allowed to access HTTP APIs, which
  1336. # allow them to upload and download data to/from the internet.
  1337. # type: string
  1338. # secure.http_mods =
  1339. ## Advanced
  1340. ### Profiling
  1341. # Load the game profiler to collect game profiling data.
  1342. # Provides a /profiler command to access the compiled profile.
  1343. # Useful for mod developers and server operators.
  1344. # type: bool
  1345. # profiler.load = false
  1346. # The default format in which profiles are being saved,
  1347. # when calling `/profiler save [format]` without format.
  1348. # type: enum values: txt, csv, lua, json, json_pretty
  1349. # profiler.default_report_format = txt
  1350. # The file path relative to your worldpath in which profiles will be saved to.
  1351. # type: string
  1352. # profiler.report_path = ""
  1353. #### Instrumentation
  1354. # Instrument the methods of entities on registration.
  1355. # type: bool
  1356. # instrument.entity = true
  1357. # Instrument the action function of Active Block Modifiers on registration.
  1358. # type: bool
  1359. # instrument.abm = true
  1360. # Instrument the action function of Loading Block Modifiers on registration.
  1361. # type: bool
  1362. # instrument.lbm = true
  1363. # Instrument chat commands on registration.
  1364. # type: bool
  1365. # instrument.chatcommand = true
  1366. # Instrument global callback functions on registration.
  1367. # (anything you pass to a minetest.register_*() function)
  1368. # type: bool
  1369. # instrument.global_callback = true
  1370. ##### Advanced
  1371. # Instrument builtin.
  1372. # This is usually only needed by core/builtin contributors
  1373. # type: bool
  1374. # instrument.builtin = false
  1375. # Have the profiler instrument itself:
  1376. # * Instrument an empty function.
  1377. # This estimates the overhead, that instrumentation is adding (+1 function call).
  1378. # * Instrument the sampler being used to update the statistics.
  1379. # type: bool
  1380. # instrument.profiler = false
  1381. #
  1382. # Client and Server
  1383. #
  1384. # Name of the player.
  1385. # When running a server, clients connecting with this name are admins.
  1386. # When starting from the main menu, this is overridden.
  1387. # type: string
  1388. # name =
  1389. # Set the language. Leave empty to use the system language.
  1390. # A restart is required after changing this.
  1391. # type: enum values: , 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
  1392. # language =
  1393. # Level of logging to be written to debug.txt:
  1394. # - <nothing> (no logging)
  1395. # - none (messages with no level)
  1396. # - error
  1397. # - warning
  1398. # - action
  1399. # - info
  1400. # - verbose
  1401. # - trace
  1402. # type: enum values: , none, error, warning, action, info, verbose, trace
  1403. # debug_log_level = action
  1404. # If the file size of debug.txt exceeds the number of megabytes specified in
  1405. # this setting when it is opened, the file is moved to debug.txt.1,
  1406. # deleting an older debug.txt.1 if it exists.
  1407. # debug.txt is only moved if this setting is positive.
  1408. # type: int
  1409. # debug_log_size_max = 50
  1410. # Minimal level of logging to be written to chat.
  1411. # type: enum values: , none, error, warning, action, info, verbose, trace
  1412. # chat_log_level = error
  1413. # Enable IPv6 support (for both client and server).
  1414. # Required for IPv6 connections to work at all.
  1415. # type: bool
  1416. # enable_ipv6 = true
  1417. ## Advanced
  1418. # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
  1419. # type: int
  1420. # curl_timeout = 20000
  1421. # Limits number of parallel HTTP requests. Affects:
  1422. # - Media fetch if server uses remote_media setting.
  1423. # - Serverlist download and server announcement.
  1424. # - Downloads performed by main menu (e.g. mod manager).
  1425. # Only has an effect if compiled with cURL.
  1426. # type: int
  1427. # curl_parallel_limit = 8
  1428. # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
  1429. # type: int
  1430. # curl_file_download_timeout = 300000
  1431. # Replaces the default main menu with a custom one.
  1432. # type: string
  1433. # main_menu_script =
  1434. # Print the engine's profiling data in regular intervals (in seconds).
  1435. # 0 = disable. Useful for developers.
  1436. # type: int
  1437. # profiler_print_interval = 0
  1438. #
  1439. # Mapgen
  1440. #
  1441. # Name of map generator to be used when creating a new world.
  1442. # Creating a world in the main menu will override this.
  1443. # Current mapgens in a highly unstable state:
  1444. # - The optional floatlands of v7 (disabled by default).
  1445. # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
  1446. # mg_name = v7
  1447. # Water surface level of the world.
  1448. # type: int
  1449. # water_level = 1
  1450. # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
  1451. # type: int
  1452. # max_block_generate_distance = 10
  1453. # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
  1454. # Only mapchunks completely within the mapgen limit are generated.
  1455. # Value is stored per-world.
  1456. # type: int min: 0 max: 31007
  1457. # mapgen_limit = 31007
  1458. # Global map generation attributes.
  1459. # In Mapgen v6 the 'decorations' flag controls all decorations except trees
  1460. # and jungle grass, in all other mapgens this flag controls all decorations.
  1461. # type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores
  1462. # mg_flags = caves,dungeons,light,decorations,biomes,ores
  1463. ## Biome API temperature and humidity noise parameters
  1464. # Temperature variation for biomes.
  1465. # type: noise_params_2d
  1466. # mg_biome_np_heat = {
  1467. # offset = 50,
  1468. # scale = 50,
  1469. # spread = (1000, 1000, 1000),
  1470. # seed = 5349,
  1471. # octaves = 3,
  1472. # persistence = 0.5,
  1473. # lacunarity = 2.0,
  1474. # flags = eased
  1475. # }
  1476. # Small-scale temperature variation for blending biomes on borders.
  1477. # type: noise_params_2d
  1478. # mg_biome_np_heat_blend = {
  1479. # offset = 0,
  1480. # scale = 1.5,
  1481. # spread = (8, 8, 8),
  1482. # seed = 13,
  1483. # octaves = 2,
  1484. # persistence = 1.0,
  1485. # lacunarity = 2.0,
  1486. # flags = eased
  1487. # }
  1488. # Humidity variation for biomes.
  1489. # type: noise_params_2d
  1490. # mg_biome_np_humidity = {
  1491. # offset = 50,
  1492. # scale = 50,
  1493. # spread = (1000, 1000, 1000),
  1494. # seed = 842,
  1495. # octaves = 3,
  1496. # persistence = 0.5,
  1497. # lacunarity = 2.0,
  1498. # flags = eased
  1499. # }
  1500. # Small-scale humidity variation for blending biomes on borders.
  1501. # type: noise_params_2d
  1502. # mg_biome_np_humidity_blend = {
  1503. # offset = 0,
  1504. # scale = 1.5,
  1505. # spread = (8, 8, 8),
  1506. # seed = 90003,
  1507. # octaves = 2,
  1508. # persistence = 1.0,
  1509. # lacunarity = 2.0,
  1510. # flags = eased
  1511. # }
  1512. ## Mapgen V5
  1513. # Map generation attributes specific to Mapgen v5.
  1514. # type: flags possible values: caverns, nocaverns
  1515. # mgv5_spflags = caverns
  1516. # Controls width of tunnels, a smaller value creates wider tunnels.
  1517. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1518. # intensive noise calculations.
  1519. # type: float
  1520. # mgv5_cave_width = 0.09
  1521. # Y of upper limit of large caves.
  1522. # type: int
  1523. # mgv5_large_cave_depth = -256
  1524. # Minimum limit of random number of small caves per mapchunk.
  1525. # type: int min: 0 max: 256
  1526. # mgv5_small_cave_num_min = 0
  1527. # Maximum limit of random number of small caves per mapchunk.
  1528. # type: int min: 0 max: 256
  1529. # mgv5_small_cave_num_max = 0
  1530. # Minimum limit of random number of large caves per mapchunk.
  1531. # type: int min: 0 max: 64
  1532. # mgv5_large_cave_num_min = 0
  1533. # Maximum limit of random number of large caves per mapchunk.
  1534. # type: int min: 0 max: 64
  1535. # mgv5_large_cave_num_max = 2
  1536. # Proportion of large caves that contain liquid.
  1537. # type: float min: 0 max: 1
  1538. # mgv5_large_cave_flooded = 0.5
  1539. # Y-level of cavern upper limit.
  1540. # type: int
  1541. # mgv5_cavern_limit = -256
  1542. # Y-distance over which caverns expand to full size.
  1543. # type: int
  1544. # mgv5_cavern_taper = 256
  1545. # Defines full size of caverns, smaller values create larger caverns.
  1546. # type: float
  1547. # mgv5_cavern_threshold = 0.7
  1548. # Lower Y limit of dungeons.
  1549. # type: int
  1550. # mgv5_dungeon_ymin = -31000
  1551. # Upper Y limit of dungeons.
  1552. # type: int
  1553. # mgv5_dungeon_ymax = 31000
  1554. ### Noises
  1555. # Variation of biome filler depth.
  1556. # type: noise_params_2d
  1557. # mgv5_np_filler_depth = {
  1558. # offset = 0,
  1559. # scale = 1,
  1560. # spread = (150, 150, 150),
  1561. # seed = 261,
  1562. # octaves = 4,
  1563. # persistence = 0.7,
  1564. # lacunarity = 2.0,
  1565. # flags = eased
  1566. # }
  1567. # Variation of terrain vertical scale.
  1568. # When noise is < -0.55 terrain is near-flat.
  1569. # type: noise_params_2d
  1570. # mgv5_np_factor = {
  1571. # offset = 0,
  1572. # scale = 1,
  1573. # spread = (250, 250, 250),
  1574. # seed = 920381,
  1575. # octaves = 3,
  1576. # persistence = 0.45,
  1577. # lacunarity = 2.0,
  1578. # flags = eased
  1579. # }
  1580. # Y-level of average terrain surface.
  1581. # type: noise_params_2d
  1582. # mgv5_np_height = {
  1583. # offset = 0,
  1584. # scale = 10,
  1585. # spread = (250, 250, 250),
  1586. # seed = 84174,
  1587. # octaves = 4,
  1588. # persistence = 0.5,
  1589. # lacunarity = 2.0,
  1590. # flags = eased
  1591. # }
  1592. # First of two 3D noises that together define tunnels.
  1593. # type: noise_params_3d
  1594. # mgv5_np_cave1 = {
  1595. # offset = 0,
  1596. # scale = 12,
  1597. # spread = (61, 61, 61),
  1598. # seed = 52534,
  1599. # octaves = 3,
  1600. # persistence = 0.5,
  1601. # lacunarity = 2.0,
  1602. # flags =
  1603. # }
  1604. # Second of two 3D noises that together define tunnels.
  1605. # type: noise_params_3d
  1606. # mgv5_np_cave2 = {
  1607. # offset = 0,
  1608. # scale = 12,
  1609. # spread = (67, 67, 67),
  1610. # seed = 10325,
  1611. # octaves = 3,
  1612. # persistence = 0.5,
  1613. # lacunarity = 2.0,
  1614. # flags =
  1615. # }
  1616. # 3D noise defining giant caverns.
  1617. # type: noise_params_3d
  1618. # mgv5_np_cavern = {
  1619. # offset = 0,
  1620. # scale = 1,
  1621. # spread = (384, 128, 384),
  1622. # seed = 723,
  1623. # octaves = 5,
  1624. # persistence = 0.63,
  1625. # lacunarity = 2.0,
  1626. # flags =
  1627. # }
  1628. # 3D noise defining terrain.
  1629. # type: noise_params_3d
  1630. # mgv5_np_ground = {
  1631. # offset = 0,
  1632. # scale = 40,
  1633. # spread = (80, 80, 80),
  1634. # seed = 983240,
  1635. # octaves = 4,
  1636. # persistence = 0.55,
  1637. # lacunarity = 2.0,
  1638. # flags = eased
  1639. # }
  1640. # 3D noise that determines number of dungeons per mapchunk.
  1641. # type: noise_params_3d
  1642. # mgv5_np_dungeons = {
  1643. # offset = 0.9,
  1644. # scale = 0.5,
  1645. # spread = (500, 500, 500),
  1646. # seed = 0,
  1647. # octaves = 2,
  1648. # persistence = 0.8,
  1649. # lacunarity = 2.0,
  1650. # flags =
  1651. # }
  1652. ## Mapgen V6
  1653. # Map generation attributes specific to Mapgen v6.
  1654. # The 'snowbiomes' flag enables the new 5 biome system.
  1655. # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
  1656. # the 'jungles' flag is ignored.
  1657. # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
  1658. # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
  1659. # Deserts occur when np_biome exceeds this value.
  1660. # When the 'snowbiomes' flag is enabled, this is ignored.
  1661. # type: float
  1662. # mgv6_freq_desert = 0.45
  1663. # Sandy beaches occur when np_beach exceeds this value.
  1664. # type: float
  1665. # mgv6_freq_beach = 0.15
  1666. # Lower Y limit of dungeons.
  1667. # type: int
  1668. # mgv6_dungeon_ymin = -31000
  1669. # Upper Y limit of dungeons.
  1670. # type: int
  1671. # mgv6_dungeon_ymax = 31000
  1672. ### Noises
  1673. # Y-level of lower terrain and seabed.
  1674. # type: noise_params_2d
  1675. # mgv6_np_terrain_base = {
  1676. # offset = -4,
  1677. # scale = 20,
  1678. # spread = (250, 250, 250),
  1679. # seed = 82341,
  1680. # octaves = 5,
  1681. # persistence = 0.6,
  1682. # lacunarity = 2.0,
  1683. # flags = eased
  1684. # }
  1685. # Y-level of higher terrain that creates cliffs.
  1686. # type: noise_params_2d
  1687. # mgv6_np_terrain_higher = {
  1688. # offset = 20,
  1689. # scale = 16,
  1690. # spread = (500, 500, 500),
  1691. # seed = 85039,
  1692. # octaves = 5,
  1693. # persistence = 0.6,
  1694. # lacunarity = 2.0,
  1695. # flags = eased
  1696. # }
  1697. # Varies steepness of cliffs.
  1698. # type: noise_params_2d
  1699. # mgv6_np_steepness = {
  1700. # offset = 0.85,
  1701. # scale = 0.5,
  1702. # spread = (125, 125, 125),
  1703. # seed = -932,
  1704. # octaves = 5,
  1705. # persistence = 0.7,
  1706. # lacunarity = 2.0,
  1707. # flags = eased
  1708. # }
  1709. # Defines distribution of higher terrain.
  1710. # type: noise_params_2d
  1711. # mgv6_np_height_select = {
  1712. # offset = 0.5,
  1713. # scale = 1,
  1714. # spread = (250, 250, 250),
  1715. # seed = 4213,
  1716. # octaves = 5,
  1717. # persistence = 0.69,
  1718. # lacunarity = 2.0,
  1719. # flags = eased
  1720. # }
  1721. # Varies depth of biome surface nodes.
  1722. # type: noise_params_2d
  1723. # mgv6_np_mud = {
  1724. # offset = 4,
  1725. # scale = 2,
  1726. # spread = (200, 200, 200),
  1727. # seed = 91013,
  1728. # octaves = 3,
  1729. # persistence = 0.55,
  1730. # lacunarity = 2.0,
  1731. # flags = eased
  1732. # }
  1733. # Defines areas with sandy beaches.
  1734. # type: noise_params_2d
  1735. # mgv6_np_beach = {
  1736. # offset = 0,
  1737. # scale = 1,
  1738. # spread = (250, 250, 250),
  1739. # seed = 59420,
  1740. # octaves = 3,
  1741. # persistence = 0.50,
  1742. # lacunarity = 2.0,
  1743. # flags = eased
  1744. # }
  1745. # Temperature variation for biomes.
  1746. # type: noise_params_2d
  1747. # mgv6_np_biome = {
  1748. # offset = 0,
  1749. # scale = 1,
  1750. # spread = (500, 500, 500),
  1751. # seed = 9130,
  1752. # octaves = 3,
  1753. # persistence = 0.50,
  1754. # lacunarity = 2.0,
  1755. # flags = eased
  1756. # }
  1757. # Variation of number of caves.
  1758. # type: noise_params_2d
  1759. # mgv6_np_cave = {
  1760. # offset = 6,
  1761. # scale = 6,
  1762. # spread = (250, 250, 250),
  1763. # seed = 34329,
  1764. # octaves = 3,
  1765. # persistence = 0.50,
  1766. # lacunarity = 2.0,
  1767. # flags = eased
  1768. # }
  1769. # Humidity variation for biomes.
  1770. # type: noise_params_2d
  1771. # mgv6_np_humidity = {
  1772. # offset = 0.5,
  1773. # scale = 0.5,
  1774. # spread = (500, 500, 500),
  1775. # seed = 72384,
  1776. # octaves = 3,
  1777. # persistence = 0.50,
  1778. # lacunarity = 2.0,
  1779. # flags = eased
  1780. # }
  1781. # Defines tree areas and tree density.
  1782. # type: noise_params_2d
  1783. # mgv6_np_trees = {
  1784. # offset = 0,
  1785. # scale = 1,
  1786. # spread = (125, 125, 125),
  1787. # seed = 2,
  1788. # octaves = 4,
  1789. # persistence = 0.66,
  1790. # lacunarity = 2.0,
  1791. # flags = eased
  1792. # }
  1793. # Defines areas where trees have apples.
  1794. # type: noise_params_2d
  1795. # mgv6_np_apple_trees = {
  1796. # offset = 0,
  1797. # scale = 1,
  1798. # spread = (100, 100, 100),
  1799. # seed = 342902,
  1800. # octaves = 3,
  1801. # persistence = 0.45,
  1802. # lacunarity = 2.0,
  1803. # flags = eased
  1804. # }
  1805. ## Mapgen V7
  1806. # Map generation attributes specific to Mapgen v7.
  1807. # 'ridges': Rivers.
  1808. # 'floatlands': Floating land masses in the atmosphere.
  1809. # 'caverns': Giant caves deep underground.
  1810. # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
  1811. # mgv7_spflags = mountains,ridges,nofloatlands,caverns
  1812. # Y of mountain density gradient zero level. Used to shift mountains vertically.
  1813. # type: int
  1814. # mgv7_mount_zero_level = 0
  1815. # Lower Y limit of floatlands.
  1816. # type: int
  1817. # mgv7_floatland_ymin = 1024
  1818. # Upper Y limit of floatlands.
  1819. # type: int
  1820. # mgv7_floatland_ymax = 4096
  1821. # Y-distance over which floatlands taper from full density to nothing.
  1822. # Tapering starts at this distance from the Y limit.
  1823. # For a solid floatland layer, this controls the height of hills/mountains.
  1824. # Must be less than or equal to half the distance between the Y limits.
  1825. # type: int
  1826. # mgv7_floatland_taper = 256
  1827. # Exponent of the floatland tapering. Alters the tapering behaviour.
  1828. # Value = 1.0 creates a uniform, linear tapering.
  1829. # Values > 1.0 create a smooth tapering suitable for the default separated
  1830. # floatlands.
  1831. # Values < 1.0 (for example 0.25) create a more defined surface level with
  1832. # flatter lowlands, suitable for a solid floatland layer.
  1833. # type: float
  1834. # mgv7_float_taper_exp = 2.0
  1835. # Adjusts the density of the floatland layer.
  1836. # Increase value to increase density. Can be positive or negative.
  1837. # Value = 0.0: 50% of volume is floatland.
  1838. # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
  1839. # to be sure) creates a solid floatland layer.
  1840. # type: float
  1841. # mgv7_floatland_density = -0.6
  1842. # Surface level of optional water placed on a solid floatland layer.
  1843. # Water is disabled by default and will only be placed if this value is set
  1844. # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
  1845. # upper tapering).
  1846. # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
  1847. # When enabling water placement the floatlands must be configured and tested
  1848. # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
  1849. # required value depending on 'mgv7_np_floatland'), to avoid
  1850. # server-intensive extreme water flow and to avoid vast flooding of the
  1851. # world surface below.
  1852. # type: int
  1853. # mgv7_floatland_ywater = -31000
  1854. # Controls width of tunnels, a smaller value creates wider tunnels.
  1855. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1856. # intensive noise calculations.
  1857. # type: float
  1858. # mgv7_cave_width = 0.09
  1859. # Y of upper limit of large caves.
  1860. # type: int
  1861. # mgv7_large_cave_depth = -33
  1862. # Minimum limit of random number of small caves per mapchunk.
  1863. # type: int min: 0 max: 256
  1864. # mgv7_small_cave_num_min = 0
  1865. # Maximum limit of random number of small caves per mapchunk.
  1866. # type: int min: 0 max: 256
  1867. # mgv7_small_cave_num_max = 0
  1868. # Minimum limit of random number of large caves per mapchunk.
  1869. # type: int min: 0 max: 64
  1870. # mgv7_large_cave_num_min = 0
  1871. # Maximum limit of random number of large caves per mapchunk.
  1872. # type: int min: 0 max: 64
  1873. # mgv7_large_cave_num_max = 2
  1874. # Proportion of large caves that contain liquid.
  1875. # type: float min: 0 max: 1
  1876. # mgv7_large_cave_flooded = 0.5
  1877. # Y-level of cavern upper limit.
  1878. # type: int
  1879. # mgv7_cavern_limit = -256
  1880. # Y-distance over which caverns expand to full size.
  1881. # type: int
  1882. # mgv7_cavern_taper = 256
  1883. # Defines full size of caverns, smaller values create larger caverns.
  1884. # type: float
  1885. # mgv7_cavern_threshold = 0.7
  1886. # Lower Y limit of dungeons.
  1887. # type: int
  1888. # mgv7_dungeon_ymin = -31000
  1889. # Upper Y limit of dungeons.
  1890. # type: int
  1891. # mgv7_dungeon_ymax = 31000
  1892. ### Noises
  1893. # Y-level of higher terrain that creates cliffs.
  1894. # type: noise_params_2d
  1895. # mgv7_np_terrain_base = {
  1896. # offset = 4,
  1897. # scale = 70,
  1898. # spread = (600, 600, 600),
  1899. # seed = 82341,
  1900. # octaves = 5,
  1901. # persistence = 0.6,
  1902. # lacunarity = 2.0,
  1903. # flags = eased
  1904. # }
  1905. # Y-level of lower terrain and seabed.
  1906. # type: noise_params_2d
  1907. # mgv7_np_terrain_alt = {
  1908. # offset = 4,
  1909. # scale = 25,
  1910. # spread = (600, 600, 600),
  1911. # seed = 5934,
  1912. # octaves = 5,
  1913. # persistence = 0.6,
  1914. # lacunarity = 2.0,
  1915. # flags = eased
  1916. # }
  1917. # Varies roughness of terrain.
  1918. # Defines the 'persistence' value for terrain_base and terrain_alt noises.
  1919. # type: noise_params_2d
  1920. # mgv7_np_terrain_persist = {
  1921. # offset = 0.6,
  1922. # scale = 0.1,
  1923. # spread = (2000, 2000, 2000),
  1924. # seed = 539,
  1925. # octaves = 3,
  1926. # persistence = 0.6,
  1927. # lacunarity = 2.0,
  1928. # flags = eased
  1929. # }
  1930. # Defines distribution of higher terrain and steepness of cliffs.
  1931. # type: noise_params_2d
  1932. # mgv7_np_height_select = {
  1933. # offset = -8,
  1934. # scale = 16,
  1935. # spread = (500, 500, 500),
  1936. # seed = 4213,
  1937. # octaves = 6,
  1938. # persistence = 0.7,
  1939. # lacunarity = 2.0,
  1940. # flags = eased
  1941. # }
  1942. # Variation of biome filler depth.
  1943. # type: noise_params_2d
  1944. # mgv7_np_filler_depth = {
  1945. # offset = 0,
  1946. # scale = 1.2,
  1947. # spread = (150, 150, 150),
  1948. # seed = 261,
  1949. # octaves = 3,
  1950. # persistence = 0.7,
  1951. # lacunarity = 2.0,
  1952. # flags = eased
  1953. # }
  1954. # Variation of maximum mountain height (in nodes).
  1955. # type: noise_params_2d
  1956. # mgv7_np_mount_height = {
  1957. # offset = 256,
  1958. # scale = 112,
  1959. # spread = (1000, 1000, 1000),
  1960. # seed = 72449,
  1961. # octaves = 3,
  1962. # persistence = 0.6,
  1963. # lacunarity = 2.0,
  1964. # flags = eased
  1965. # }
  1966. # Defines large-scale river channel structure.
  1967. # type: noise_params_2d
  1968. # mgv7_np_ridge_uwater = {
  1969. # offset = 0,
  1970. # scale = 1,
  1971. # spread = (1000, 1000, 1000),
  1972. # seed = 85039,
  1973. # octaves = 5,
  1974. # persistence = 0.6,
  1975. # lacunarity = 2.0,
  1976. # flags = eased
  1977. # }
  1978. # 3D noise defining mountain structure and height.
  1979. # Also defines structure of floatland mountain terrain.
  1980. # type: noise_params_3d
  1981. # mgv7_np_mountain = {
  1982. # offset = -0.6,
  1983. # scale = 1,
  1984. # spread = (250, 350, 250),
  1985. # seed = 5333,
  1986. # octaves = 5,
  1987. # persistence = 0.63,
  1988. # lacunarity = 2.0,
  1989. # flags =
  1990. # }
  1991. # 3D noise defining structure of river canyon walls.
  1992. # type: noise_params_3d
  1993. # mgv7_np_ridge = {
  1994. # offset = 0,
  1995. # scale = 1,
  1996. # spread = (100, 100, 100),
  1997. # seed = 6467,
  1998. # octaves = 4,
  1999. # persistence = 0.75,
  2000. # lacunarity = 2.0,
  2001. # flags =
  2002. # }
  2003. # 3D noise defining structure of floatlands.
  2004. # If altered from the default, the noise 'scale' (0.7 by default) may need
  2005. # to be adjusted, as floatland tapering functions best when this noise has
  2006. # a value range of approximately -2.0 to 2.0.
  2007. # type: noise_params_3d
  2008. # mgv7_np_floatland = {
  2009. # offset = 0,
  2010. # scale = 0.7,
  2011. # spread = (384, 96, 384),
  2012. # seed = 1009,
  2013. # octaves = 4,
  2014. # persistence = 0.75,
  2015. # lacunarity = 1.618,
  2016. # flags =
  2017. # }
  2018. # 3D noise defining giant caverns.
  2019. # type: noise_params_3d
  2020. # mgv7_np_cavern = {
  2021. # offset = 0,
  2022. # scale = 1,
  2023. # spread = (384, 128, 384),
  2024. # seed = 723,
  2025. # octaves = 5,
  2026. # persistence = 0.63,
  2027. # lacunarity = 2.0,
  2028. # flags =
  2029. # }
  2030. # First of two 3D noises that together define tunnels.
  2031. # type: noise_params_3d
  2032. # mgv7_np_cave1 = {
  2033. # offset = 0,
  2034. # scale = 12,
  2035. # spread = (61, 61, 61),
  2036. # seed = 52534,
  2037. # octaves = 3,
  2038. # persistence = 0.5,
  2039. # lacunarity = 2.0,
  2040. # flags =
  2041. # }
  2042. # Second of two 3D noises that together define tunnels.
  2043. # type: noise_params_3d
  2044. # mgv7_np_cave2 = {
  2045. # offset = 0,
  2046. # scale = 12,
  2047. # spread = (67, 67, 67),
  2048. # seed = 10325,
  2049. # octaves = 3,
  2050. # persistence = 0.5,
  2051. # lacunarity = 2.0,
  2052. # flags =
  2053. # }
  2054. # 3D noise that determines number of dungeons per mapchunk.
  2055. # type: noise_params_3d
  2056. # mgv7_np_dungeons = {
  2057. # offset = 0.9,
  2058. # scale = 0.5,
  2059. # spread = (500, 500, 500),
  2060. # seed = 0,
  2061. # octaves = 2,
  2062. # persistence = 0.8,
  2063. # lacunarity = 2.0,
  2064. # flags =
  2065. # }
  2066. ## Mapgen Carpathian
  2067. # Map generation attributes specific to Mapgen Carpathian.
  2068. # type: flags possible values: caverns, rivers, nocaverns, norivers
  2069. # mgcarpathian_spflags = caverns,norivers
  2070. # Defines the base ground level.
  2071. # type: float
  2072. # mgcarpathian_base_level = 12.0
  2073. # Defines the width of the river channel.
  2074. # type: float
  2075. # mgcarpathian_river_width = 0.05
  2076. # Defines the depth of the river channel.
  2077. # type: float
  2078. # mgcarpathian_river_depth = 24.0
  2079. # Defines the width of the river valley.
  2080. # type: float
  2081. # mgcarpathian_valley_width = 0.25
  2082. # Controls width of tunnels, a smaller value creates wider tunnels.
  2083. # Value >= 10.0 completely disables generation of tunnels and avoids the
  2084. # intensive noise calculations.
  2085. # type: float
  2086. # mgcarpathian_cave_width = 0.09
  2087. # Y of upper limit of large caves.
  2088. # type: int
  2089. # mgcarpathian_large_cave_depth = -33
  2090. # Minimum limit of random number of small caves per mapchunk.
  2091. # type: int min: 0 max: 256
  2092. # mgcarpathian_small_cave_num_min = 0
  2093. # Maximum limit of random number of small caves per mapchunk.
  2094. # type: int min: 0 max: 256
  2095. # mgcarpathian_small_cave_num_max = 0
  2096. # Minimum limit of random number of large caves per mapchunk.
  2097. # type: int min: 0 max: 64
  2098. # mgcarpathian_large_cave_num_min = 0
  2099. # Maximum limit of random number of large caves per mapchunk.
  2100. # type: int min: 0 max: 64
  2101. # mgcarpathian_large_cave_num_max = 2
  2102. # Proportion of large caves that contain liquid.
  2103. # type: float min: 0 max: 1
  2104. # mgcarpathian_large_cave_flooded = 0.5
  2105. # Y-level of cavern upper limit.
  2106. # type: int
  2107. # mgcarpathian_cavern_limit = -256
  2108. # Y-distance over which caverns expand to full size.
  2109. # type: int
  2110. # mgcarpathian_cavern_taper = 256
  2111. # Defines full size of caverns, smaller values create larger caverns.
  2112. # type: float
  2113. # mgcarpathian_cavern_threshold = 0.7
  2114. # Lower Y limit of dungeons.
  2115. # type: int
  2116. # mgcarpathian_dungeon_ymin = -31000
  2117. # Upper Y limit of dungeons.
  2118. # type: int
  2119. # mgcarpathian_dungeon_ymax = 31000
  2120. ### Noises
  2121. # Variation of biome filler depth.
  2122. # type: noise_params_2d
  2123. # mgcarpathian_np_filler_depth = {
  2124. # offset = 0,
  2125. # scale = 1,
  2126. # spread = (128, 128, 128),
  2127. # seed = 261,
  2128. # octaves = 3,
  2129. # persistence = 0.7,
  2130. # lacunarity = 2.0,
  2131. # flags = eased
  2132. # }
  2133. # First of 4 2D noises that together define hill/mountain range height.
  2134. # type: noise_params_2d
  2135. # mgcarpathian_np_height1 = {
  2136. # offset = 0,
  2137. # scale = 5,
  2138. # spread = (251, 251, 251),
  2139. # seed = 9613,
  2140. # octaves = 5,
  2141. # persistence = 0.5,
  2142. # lacunarity = 2.0,
  2143. # flags = eased
  2144. # }
  2145. # Second of 4 2D noises that together define hill/mountain range height.
  2146. # type: noise_params_2d
  2147. # mgcarpathian_np_height2 = {
  2148. # offset = 0,
  2149. # scale = 5,
  2150. # spread = (383, 383, 383),
  2151. # seed = 1949,
  2152. # octaves = 5,
  2153. # persistence = 0.5,
  2154. # lacunarity = 2.0,
  2155. # flags = eased
  2156. # }
  2157. # Third of 4 2D noises that together define hill/mountain range height.
  2158. # type: noise_params_2d
  2159. # mgcarpathian_np_height3 = {
  2160. # offset = 0,
  2161. # scale = 5,
  2162. # spread = (509, 509, 509),
  2163. # seed = 3211,
  2164. # octaves = 5,
  2165. # persistence = 0.5,
  2166. # lacunarity = 2.0,
  2167. # flags = eased
  2168. # }
  2169. # Fourth of 4 2D noises that together define hill/mountain range height.
  2170. # type: noise_params_2d
  2171. # mgcarpathian_np_height4 = {
  2172. # offset = 0,
  2173. # scale = 5,
  2174. # spread = (631, 631, 631),
  2175. # seed = 1583,
  2176. # octaves = 5,
  2177. # persistence = 0.5,
  2178. # lacunarity = 2.0,
  2179. # flags = eased
  2180. # }
  2181. # 2D noise that controls the size/occurrence of rolling hills.
  2182. # type: noise_params_2d
  2183. # mgcarpathian_np_hills_terrain = {
  2184. # offset = 1,
  2185. # scale = 1,
  2186. # spread = (1301, 1301, 1301),
  2187. # seed = 1692,
  2188. # octaves = 3,
  2189. # persistence = 0.5,
  2190. # lacunarity = 2.0,
  2191. # flags = eased
  2192. # }
  2193. # 2D noise that controls the size/occurrence of ridged mountain ranges.
  2194. # type: noise_params_2d
  2195. # mgcarpathian_np_ridge_terrain = {
  2196. # offset = 1,
  2197. # scale = 1,
  2198. # spread = (1889, 1889, 1889),
  2199. # seed = 3568,
  2200. # octaves = 3,
  2201. # persistence = 0.5,
  2202. # lacunarity = 2.0,
  2203. # flags = eased
  2204. # }
  2205. # 2D noise that controls the size/occurrence of step mountain ranges.
  2206. # type: noise_params_2d
  2207. # mgcarpathian_np_step_terrain = {
  2208. # offset = 1,
  2209. # scale = 1,
  2210. # spread = (1889, 1889, 1889),
  2211. # seed = 4157,
  2212. # octaves = 3,
  2213. # persistence = 0.5,
  2214. # lacunarity = 2.0,
  2215. # flags = eased
  2216. # }
  2217. # 2D noise that controls the shape/size of rolling hills.
  2218. # type: noise_params_2d
  2219. # mgcarpathian_np_hills = {
  2220. # offset = 0,
  2221. # scale = 3,
  2222. # spread = (257, 257, 257),
  2223. # seed = 6604,
  2224. # octaves = 6,
  2225. # persistence = 0.5,
  2226. # lacunarity = 2.0,
  2227. # flags = eased
  2228. # }
  2229. # 2D noise that controls the shape/size of ridged mountains.
  2230. # type: noise_params_2d
  2231. # mgcarpathian_np_ridge_mnt = {
  2232. # offset = 0,
  2233. # scale = 12,
  2234. # spread = (743, 743, 743),
  2235. # seed = 5520,
  2236. # octaves = 6,
  2237. # persistence = 0.7,
  2238. # lacunarity = 2.0,
  2239. # flags = eased
  2240. # }
  2241. # 2D noise that controls the shape/size of step mountains.
  2242. # type: noise_params_2d
  2243. # mgcarpathian_np_step_mnt = {
  2244. # offset = 0,
  2245. # scale = 8,
  2246. # spread = (509, 509, 509),
  2247. # seed = 2590,
  2248. # octaves = 6,
  2249. # persistence = 0.6,
  2250. # lacunarity = 2.0,
  2251. # flags = eased
  2252. # }
  2253. # 2D noise that locates the river valleys and channels.
  2254. # type: noise_params_2d
  2255. # mgcarpathian_np_rivers = {
  2256. # offset = 0,
  2257. # scale = 1,
  2258. # spread = (1000, 1000, 1000),
  2259. # seed = 85039,
  2260. # octaves = 5,
  2261. # persistence = 0.6,
  2262. # lacunarity = 2.0,
  2263. # flags = eased
  2264. # }
  2265. # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
  2266. # type: noise_params_3d
  2267. # mgcarpathian_np_mnt_var = {
  2268. # offset = 0,
  2269. # scale = 1,
  2270. # spread = (499, 499, 499),
  2271. # seed = 2490,
  2272. # octaves = 5,
  2273. # persistence = 0.55,
  2274. # lacunarity = 2.0,
  2275. # flags =
  2276. # }
  2277. # First of two 3D noises that together define tunnels.
  2278. # type: noise_params_3d
  2279. # mgcarpathian_np_cave1 = {
  2280. # offset = 0,
  2281. # scale = 12,
  2282. # spread = (61, 61, 61),
  2283. # seed = 52534,
  2284. # octaves = 3,
  2285. # persistence = 0.5,
  2286. # lacunarity = 2.0,
  2287. # flags =
  2288. # }
  2289. # Second of two 3D noises that together define tunnels.
  2290. # type: noise_params_3d
  2291. # mgcarpathian_np_cave2 = {
  2292. # offset = 0,
  2293. # scale = 12,
  2294. # spread = (67, 67, 67),
  2295. # seed = 10325,
  2296. # octaves = 3,
  2297. # persistence = 0.5,
  2298. # lacunarity = 2.0,
  2299. # flags =
  2300. # }
  2301. # 3D noise defining giant caverns.
  2302. # type: noise_params_3d
  2303. # mgcarpathian_np_cavern = {
  2304. # offset = 0,
  2305. # scale = 1,
  2306. # spread = (384, 128, 384),
  2307. # seed = 723,
  2308. # octaves = 5,
  2309. # persistence = 0.63,
  2310. # lacunarity = 2.0,
  2311. # flags =
  2312. # }
  2313. # 3D noise that determines number of dungeons per mapchunk.
  2314. # type: noise_params_3d
  2315. # mgcarpathian_np_dungeons = {
  2316. # offset = 0.9,
  2317. # scale = 0.5,
  2318. # spread = (500, 500, 500),
  2319. # seed = 0,
  2320. # octaves = 2,
  2321. # persistence = 0.8,
  2322. # lacunarity = 2.0,
  2323. # flags =
  2324. # }
  2325. ## Mapgen Flat
  2326. # Map generation attributes specific to Mapgen Flat.
  2327. # Occasional lakes and hills can be added to the flat world.
  2328. # type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns
  2329. # mgflat_spflags = nolakes,nohills,nocaverns
  2330. # Y of flat ground.
  2331. # type: int
  2332. # mgflat_ground_level = 8
  2333. # Y of upper limit of large caves.
  2334. # type: int
  2335. # mgflat_large_cave_depth = -33
  2336. # Minimum limit of random number of small caves per mapchunk.
  2337. # type: int min: 0 max: 256
  2338. # mgflat_small_cave_num_min = 0
  2339. # Maximum limit of random number of small caves per mapchunk.
  2340. # type: int min: 0 max: 256
  2341. # mgflat_small_cave_num_max = 0
  2342. # Minimum limit of random number of large caves per mapchunk.
  2343. # type: int min: 0 max: 64
  2344. # mgflat_large_cave_num_min = 0
  2345. # Maximum limit of random number of large caves per mapchunk.
  2346. # type: int min: 0 max: 64
  2347. # mgflat_large_cave_num_max = 2
  2348. # Proportion of large caves that contain liquid.
  2349. # type: float min: 0 max: 1
  2350. # mgflat_large_cave_flooded = 0.5
  2351. # Controls width of tunnels, a smaller value creates wider tunnels.
  2352. # Value >= 10.0 completely disables generation of tunnels and avoids the
  2353. # intensive noise calculations.
  2354. # type: float
  2355. # mgflat_cave_width = 0.09
  2356. # Terrain noise threshold for lakes.
  2357. # Controls proportion of world area covered by lakes.
  2358. # Adjust towards 0.0 for a larger proportion.
  2359. # type: float
  2360. # mgflat_lake_threshold = -0.45
  2361. # Controls steepness/depth of lake depressions.
  2362. # type: float
  2363. # mgflat_lake_steepness = 48.0
  2364. # Terrain noise threshold for hills.
  2365. # Controls proportion of world area covered by hills.
  2366. # Adjust towards 0.0 for a larger proportion.
  2367. # type: float
  2368. # mgflat_hill_threshold = 0.45
  2369. # Controls steepness/height of hills.
  2370. # type: float
  2371. # mgflat_hill_steepness = 64.0
  2372. # Y-level of cavern upper limit.
  2373. # type: int
  2374. # mgflat_cavern_limit = -256
  2375. # Y-distance over which caverns expand to full size.
  2376. # type: int
  2377. # mgflat_cavern_taper = 256
  2378. # Defines full size of caverns, smaller values create larger caverns.
  2379. # type: float
  2380. # mgflat_cavern_threshold = 0.7
  2381. # Lower Y limit of dungeons.
  2382. # type: int
  2383. # mgflat_dungeon_ymin = -31000
  2384. # Upper Y limit of dungeons.
  2385. # type: int
  2386. # mgflat_dungeon_ymax = 31000
  2387. ### Noises
  2388. # Defines location and terrain of optional hills and lakes.
  2389. # type: noise_params_2d
  2390. # mgflat_np_terrain = {
  2391. # offset = 0,
  2392. # scale = 1,
  2393. # spread = (600, 600, 600),
  2394. # seed = 7244,
  2395. # octaves = 5,
  2396. # persistence = 0.6,
  2397. # lacunarity = 2.0,
  2398. # flags = eased
  2399. # }
  2400. # Variation of biome filler depth.
  2401. # type: noise_params_2d
  2402. # mgflat_np_filler_depth = {
  2403. # offset = 0,
  2404. # scale = 1.2,
  2405. # spread = (150, 150, 150),
  2406. # seed = 261,
  2407. # octaves = 3,
  2408. # persistence = 0.7,
  2409. # lacunarity = 2.0,
  2410. # flags = eased
  2411. # }
  2412. # First of two 3D noises that together define tunnels.
  2413. # type: noise_params_3d
  2414. # mgflat_np_cave1 = {
  2415. # offset = 0,
  2416. # scale = 12,
  2417. # spread = (61, 61, 61),
  2418. # seed = 52534,
  2419. # octaves = 3,
  2420. # persistence = 0.5,
  2421. # lacunarity = 2.0,
  2422. # flags =
  2423. # }
  2424. # Second of two 3D noises that together define tunnels.
  2425. # type: noise_params_3d
  2426. # mgflat_np_cave2 = {
  2427. # offset = 0,
  2428. # scale = 12,
  2429. # spread = (67, 67, 67),
  2430. # seed = 10325,
  2431. # octaves = 3,
  2432. # persistence = 0.5,
  2433. # lacunarity = 2.0,
  2434. # flags =
  2435. # }
  2436. # 3D noise defining giant caverns.
  2437. # type: noise_params_3d
  2438. # mgflat_np_cavern = {
  2439. # offset = 0,
  2440. # scale = 1,
  2441. # spread = (384, 128, 384),
  2442. # seed = 723,
  2443. # octaves = 5,
  2444. # persistence = 0.63,
  2445. # lacunarity = 2.0,
  2446. # flags =
  2447. # }
  2448. # 3D noise that determines number of dungeons per mapchunk.
  2449. # type: noise_params_3d
  2450. # mgflat_np_dungeons = {
  2451. # offset = 0.9,
  2452. # scale = 0.5,
  2453. # spread = (500, 500, 500),
  2454. # seed = 0,
  2455. # octaves = 2,
  2456. # persistence = 0.8,
  2457. # lacunarity = 2.0,
  2458. # flags =
  2459. # }
  2460. ## Mapgen Fractal
  2461. # Map generation attributes specific to Mapgen Fractal.
  2462. # 'terrain' enables the generation of non-fractal terrain:
  2463. # ocean, islands and underground.
  2464. # type: flags possible values: terrain, noterrain
  2465. # mgfractal_spflags = terrain
  2466. # Controls width of tunnels, a smaller value creates wider tunnels.
  2467. # Value >= 10.0 completely disables generation of tunnels and avoids the
  2468. # intensive noise calculations.
  2469. # type: float
  2470. # mgfractal_cave_width = 0.09
  2471. # Y of upper limit of large caves.
  2472. # type: int
  2473. # mgfractal_large_cave_depth = -33
  2474. # Minimum limit of random number of small caves per mapchunk.
  2475. # type: int min: 0 max: 256
  2476. # mgfractal_small_cave_num_min = 0
  2477. # Maximum limit of random number of small caves per mapchunk.
  2478. # type: int min: 0 max: 256
  2479. # mgfractal_small_cave_num_max = 0
  2480. # Minimum limit of random number of large caves per mapchunk.
  2481. # type: int min: 0 max: 64
  2482. # mgfractal_large_cave_num_min = 0
  2483. # Maximum limit of random number of large caves per mapchunk.
  2484. # type: int min: 0 max: 64
  2485. # mgfractal_large_cave_num_max = 2
  2486. # Proportion of large caves that contain liquid.
  2487. # type: float min: 0 max: 1
  2488. # mgfractal_large_cave_flooded = 0.5
  2489. # Lower Y limit of dungeons.
  2490. # type: int
  2491. # mgfractal_dungeon_ymin = -31000
  2492. # Upper Y limit of dungeons.
  2493. # type: int
  2494. # mgfractal_dungeon_ymax = 31000
  2495. # Selects one of 18 fractal types.
  2496. # 1 = 4D "Roundy" Mandelbrot set.
  2497. # 2 = 4D "Roundy" Julia set.
  2498. # 3 = 4D "Squarry" Mandelbrot set.
  2499. # 4 = 4D "Squarry" Julia set.
  2500. # 5 = 4D "Mandy Cousin" Mandelbrot set.
  2501. # 6 = 4D "Mandy Cousin" Julia set.
  2502. # 7 = 4D "Variation" Mandelbrot set.
  2503. # 8 = 4D "Variation" Julia set.
  2504. # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
  2505. # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
  2506. # 11 = 3D "Christmas Tree" Mandelbrot set.
  2507. # 12 = 3D "Christmas Tree" Julia set.
  2508. # 13 = 3D "Mandelbulb" Mandelbrot set.
  2509. # 14 = 3D "Mandelbulb" Julia set.
  2510. # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
  2511. # 16 = 3D "Cosine Mandelbulb" Julia set.
  2512. # 17 = 4D "Mandelbulb" Mandelbrot set.
  2513. # 18 = 4D "Mandelbulb" Julia set.
  2514. # type: int min: 1 max: 18
  2515. # mgfractal_fractal = 1
  2516. # Iterations of the recursive function.
  2517. # Increasing this increases the amount of fine detail, but also
  2518. # increases processing load.
  2519. # At iterations = 20 this mapgen has a similar load to mapgen V7.
  2520. # type: int
  2521. # mgfractal_iterations = 11
  2522. # (X,Y,Z) scale of fractal in nodes.
  2523. # Actual fractal size will be 2 to 3 times larger.
  2524. # These numbers can be made very large, the fractal does
  2525. # not have to fit inside the world.
  2526. # Increase these to 'zoom' into the detail of the fractal.
  2527. # Default is for a vertically-squashed shape suitable for
  2528. # an island, set all 3 numbers equal for the raw shape.
  2529. # type: v3f
  2530. # mgfractal_scale = (4096.0, 1024.0, 4096.0)
  2531. # (X,Y,Z) offset of fractal from world center in units of 'scale'.
  2532. # Can be used to move a desired point to (0, 0) to create a
  2533. # suitable spawn point, or to allow 'zooming in' on a desired
  2534. # point by increasing 'scale'.
  2535. # The default is tuned for a suitable spawn point for Mandelbrot
  2536. # sets with default parameters, it may need altering in other
  2537. # situations.
  2538. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
  2539. # type: v3f
  2540. # mgfractal_offset = (1.79, 0.0, 0.0)
  2541. # W coordinate of the generated 3D slice of a 4D fractal.
  2542. # Determines which 3D slice of the 4D shape is generated.
  2543. # Alters the shape of the fractal.
  2544. # Has no effect on 3D fractals.
  2545. # Range roughly -2 to 2.
  2546. # type: float
  2547. # mgfractal_slice_w = 0.0
  2548. # Julia set only.
  2549. # X component of hypercomplex constant.
  2550. # Alters the shape of the fractal.
  2551. # Range roughly -2 to 2.
  2552. # type: float
  2553. # mgfractal_julia_x = 0.33
  2554. # Julia set only.
  2555. # Y component of hypercomplex constant.
  2556. # Alters the shape of the fractal.
  2557. # Range roughly -2 to 2.
  2558. # type: float
  2559. # mgfractal_julia_y = 0.33
  2560. # Julia set only.
  2561. # Z component of hypercomplex constant.
  2562. # Alters the shape of the fractal.
  2563. # Range roughly -2 to 2.
  2564. # type: float
  2565. # mgfractal_julia_z = 0.33
  2566. # Julia set only.
  2567. # W component of hypercomplex constant.
  2568. # Alters the shape of the fractal.
  2569. # Has no effect on 3D fractals.
  2570. # Range roughly -2 to 2.
  2571. # type: float
  2572. # mgfractal_julia_w = 0.33
  2573. ### Noises
  2574. # Y-level of seabed.
  2575. # type: noise_params_2d
  2576. # mgfractal_np_seabed = {
  2577. # offset = -14,
  2578. # scale = 9,
  2579. # spread = (600, 600, 600),
  2580. # seed = 41900,
  2581. # octaves = 5,
  2582. # persistence = 0.6,
  2583. # lacunarity = 2.0,
  2584. # flags = eased
  2585. # }
  2586. # Variation of biome filler depth.
  2587. # type: noise_params_2d
  2588. # mgfractal_np_filler_depth = {
  2589. # offset = 0,
  2590. # scale = 1.2,
  2591. # spread = (150, 150, 150),
  2592. # seed = 261,
  2593. # octaves = 3,
  2594. # persistence = 0.7,
  2595. # lacunarity = 2.0,
  2596. # flags = eased
  2597. # }
  2598. # First of two 3D noises that together define tunnels.
  2599. # type: noise_params_3d
  2600. # mgfractal_np_cave1 = {
  2601. # offset = 0,
  2602. # scale = 12,
  2603. # spread = (61, 61, 61),
  2604. # seed = 52534,
  2605. # octaves = 3,
  2606. # persistence = 0.5,
  2607. # lacunarity = 2.0,
  2608. # flags =
  2609. # }
  2610. # Second of two 3D noises that together define tunnels.
  2611. # type: noise_params_3d
  2612. # mgfractal_np_cave2 = {
  2613. # offset = 0,
  2614. # scale = 12,
  2615. # spread = (67, 67, 67),
  2616. # seed = 10325,
  2617. # octaves = 3,
  2618. # persistence = 0.5,
  2619. # lacunarity = 2.0,
  2620. # flags =
  2621. # }
  2622. # 3D noise that determines number of dungeons per mapchunk.
  2623. # type: noise_params_3d
  2624. # mgfractal_np_dungeons = {
  2625. # offset = 0.9,
  2626. # scale = 0.5,
  2627. # spread = (500, 500, 500),
  2628. # seed = 0,
  2629. # octaves = 2,
  2630. # persistence = 0.8,
  2631. # lacunarity = 2.0,
  2632. # flags =
  2633. # }
  2634. ## Mapgen Valleys
  2635. # Map generation attributes specific to Mapgen Valleys.
  2636. # 'altitude_chill': Reduces heat with altitude.
  2637. # 'humid_rivers': Increases humidity around rivers.
  2638. # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
  2639. # to become shallower and occasionally dry.
  2640. # 'altitude_dry': Reduces humidity with altitude.
  2641. # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
  2642. # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
  2643. # The vertical distance over which heat drops by 20 if 'altitude_chill' is
  2644. # enabled. Also the vertical distance over which humidity drops by 10 if
  2645. # 'altitude_dry' is enabled.
  2646. # type: int
  2647. # mgvalleys_altitude_chill = 90
  2648. # Depth below which you'll find large caves.
  2649. # type: int
  2650. # mgvalleys_large_cave_depth = -33
  2651. # Minimum limit of random number of small caves per mapchunk.
  2652. # type: int min: 0 max: 256
  2653. # mgvalleys_small_cave_num_min = 0
  2654. # Maximum limit of random number of small caves per mapchunk.
  2655. # type: int min: 0 max: 256
  2656. # mgvalleys_small_cave_num_max = 0
  2657. # Minimum limit of random number of large caves per mapchunk.
  2658. # type: int min: 0 max: 64
  2659. # mgvalleys_large_cave_num_min = 0
  2660. # Maximum limit of random number of large caves per mapchunk.
  2661. # type: int min: 0 max: 64
  2662. # mgvalleys_large_cave_num_max = 2
  2663. # Proportion of large caves that contain liquid.
  2664. # type: float min: 0 max: 1
  2665. # mgvalleys_large_cave_flooded = 0.5
  2666. # Depth below which you'll find giant caverns.
  2667. # type: int
  2668. # mgvalleys_cavern_limit = -256
  2669. # Y-distance over which caverns expand to full size.
  2670. # type: int
  2671. # mgvalleys_cavern_taper = 192
  2672. # Defines full size of caverns, smaller values create larger caverns.
  2673. # type: float
  2674. # mgvalleys_cavern_threshold = 0.6
  2675. # How deep to make rivers.
  2676. # type: int
  2677. # mgvalleys_river_depth = 4
  2678. # How wide to make rivers.
  2679. # type: int
  2680. # mgvalleys_river_size = 5
  2681. # Controls width of tunnels, a smaller value creates wider tunnels.
  2682. # Value >= 10.0 completely disables generation of tunnels and avoids the
  2683. # intensive noise calculations.
  2684. # type: float
  2685. # mgvalleys_cave_width = 0.09
  2686. # Lower Y limit of dungeons.
  2687. # type: int
  2688. # mgvalleys_dungeon_ymin = -31000
  2689. # Upper Y limit of dungeons.
  2690. # type: int
  2691. # mgvalleys_dungeon_ymax = 63
  2692. ### Noises
  2693. # First of two 3D noises that together define tunnels.
  2694. # type: noise_params_3d
  2695. # mgvalleys_np_cave1 = {
  2696. # offset = 0,
  2697. # scale = 12,
  2698. # spread = (61, 61, 61),
  2699. # seed = 52534,
  2700. # octaves = 3,
  2701. # persistence = 0.5,
  2702. # lacunarity = 2.0,
  2703. # flags =
  2704. # }
  2705. # Second of two 3D noises that together define tunnels.
  2706. # type: noise_params_3d
  2707. # mgvalleys_np_cave2 = {
  2708. # offset = 0,
  2709. # scale = 12,
  2710. # spread = (67, 67, 67),
  2711. # seed = 10325,
  2712. # octaves = 3,
  2713. # persistence = 0.5,
  2714. # lacunarity = 2.0,
  2715. # flags =
  2716. # }
  2717. # The depth of dirt or other biome filler node.
  2718. # type: noise_params_2d
  2719. # mgvalleys_np_filler_depth = {
  2720. # offset = 0,
  2721. # scale = 1.2,
  2722. # spread = (256, 256, 256),
  2723. # seed = 1605,
  2724. # octaves = 3,
  2725. # persistence = 0.5,
  2726. # lacunarity = 2.0,
  2727. # flags = eased
  2728. # }
  2729. # 3D noise defining giant caverns.
  2730. # type: noise_params_3d
  2731. # mgvalleys_np_cavern = {
  2732. # offset = 0,
  2733. # scale = 1,
  2734. # spread = (768, 256, 768),
  2735. # seed = 59033,
  2736. # octaves = 6,
  2737. # persistence = 0.63,
  2738. # lacunarity = 2.0,
  2739. # flags =
  2740. # }
  2741. # Defines large-scale river channel structure.
  2742. # type: noise_params_2d
  2743. # mgvalleys_np_rivers = {
  2744. # offset = 0,
  2745. # scale = 1,
  2746. # spread = (256, 256, 256),
  2747. # seed = -6050,
  2748. # octaves = 5,
  2749. # persistence = 0.6,
  2750. # lacunarity = 2.0,
  2751. # flags = eased
  2752. # }
  2753. # Base terrain height.
  2754. # type: noise_params_2d
  2755. # mgvalleys_np_terrain_height = {
  2756. # offset = -10,
  2757. # scale = 50,
  2758. # spread = (1024, 1024, 1024),
  2759. # seed = 5202,
  2760. # octaves = 6,
  2761. # persistence = 0.4,
  2762. # lacunarity = 2.0,
  2763. # flags = eased
  2764. # }
  2765. # Raises terrain to make valleys around the rivers.
  2766. # type: noise_params_2d
  2767. # mgvalleys_np_valley_depth = {
  2768. # offset = 5,
  2769. # scale = 4,
  2770. # spread = (512, 512, 512),
  2771. # seed = -1914,
  2772. # octaves = 1,
  2773. # persistence = 1.0,
  2774. # lacunarity = 2.0,
  2775. # flags = eased
  2776. # }
  2777. # Slope and fill work together to modify the heights.
  2778. # type: noise_params_3d
  2779. # mgvalleys_np_inter_valley_fill = {
  2780. # offset = 0,
  2781. # scale = 1,
  2782. # spread = (256, 512, 256),
  2783. # seed = 1993,
  2784. # octaves = 6,
  2785. # persistence = 0.8,
  2786. # lacunarity = 2.0,
  2787. # flags =
  2788. # }
  2789. # Amplifies the valleys.
  2790. # type: noise_params_2d
  2791. # mgvalleys_np_valley_profile = {
  2792. # offset = 0.6,
  2793. # scale = 0.5,
  2794. # spread = (512, 512, 512),
  2795. # seed = 777,
  2796. # octaves = 1,
  2797. # persistence = 1.0,
  2798. # lacunarity = 2.0,
  2799. # flags = eased
  2800. # }
  2801. # Slope and fill work together to modify the heights.
  2802. # type: noise_params_2d
  2803. # mgvalleys_np_inter_valley_slope = {
  2804. # offset = 0.5,
  2805. # scale = 0.5,
  2806. # spread = (128, 128, 128),
  2807. # seed = 746,
  2808. # octaves = 1,
  2809. # persistence = 1.0,
  2810. # lacunarity = 2.0,
  2811. # flags = eased
  2812. # }
  2813. # 3D noise that determines number of dungeons per mapchunk.
  2814. # type: noise_params_3d
  2815. # mgvalleys_np_dungeons = {
  2816. # offset = 0.9,
  2817. # scale = 0.5,
  2818. # spread = (500, 500, 500),
  2819. # seed = 0,
  2820. # octaves = 2,
  2821. # persistence = 0.8,
  2822. # lacunarity = 2.0,
  2823. # flags =
  2824. # }
  2825. ## Advanced
  2826. # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
  2827. # WARNING!: There is no benefit, and there are several dangers, in
  2828. # increasing this value above 5.
  2829. # Reducing this value increases cave and dungeon density.
  2830. # Altering this value is for special usage, leaving it unchanged is
  2831. # recommended.
  2832. # type: int
  2833. # chunksize = 5
  2834. # Dump the mapgen debug information.
  2835. # type: bool
  2836. # enable_mapgen_debug_info = false
  2837. # Maximum number of blocks that can be queued for loading.
  2838. # type: int min: 1 max: 1000000
  2839. # emergequeue_limit_total = 1024
  2840. # Maximum number of blocks to be queued that are to be loaded from file.
  2841. # This limit is enforced per player.
  2842. # type: int min: 1 max: 1000000
  2843. # emergequeue_limit_diskonly = 128
  2844. # Maximum number of blocks to be queued that are to be generated.
  2845. # This limit is enforced per player.
  2846. # type: int min: 1 max: 1000000
  2847. # emergequeue_limit_generate = 128
  2848. # Number of emerge threads to use.
  2849. # Value 0:
  2850. # - Automatic selection. The number of emerge threads will be
  2851. # - 'number of processors - 2', with a lower limit of 1.
  2852. # Any other value:
  2853. # - Specifies the number of emerge threads, with a lower limit of 1.
  2854. # WARNING: Increasing the number of emerge threads increases engine mapgen
  2855. # speed, but this may harm game performance by interfering with other
  2856. # processes, especially in singleplayer and/or when running Lua code in
  2857. # 'on_generated'. For many users the optimum setting may be '1'.
  2858. # type: int
  2859. # num_emerge_threads = 1
  2860. #
  2861. # Online Content Repository
  2862. #
  2863. # The URL for the content repository
  2864. # type: string
  2865. # contentdb_url = https://content.minetest.net
  2866. # Comma-separated list of flags to hide in the content repository.
  2867. # "nonfree" can be used to hide packages which do not qualify as 'free software',
  2868. # as defined by the Free Software Foundation.
  2869. # You can also specify content ratings.
  2870. # These flags are independent from Minetest versions,
  2871. # so see a full list at https://content.minetest.net/help/content_flags/
  2872. # type: string
  2873. # contentdb_flag_blacklist = nonfree, desktop_default
  2874. # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
  2875. # This should be lower than curl_parallel_limit.
  2876. # type: int
  2877. # contentdb_max_concurrent_downloads = 3