settingtypes.txt 99 KB

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  1. # This file contains all settings displayed in the settings menu.
  2. #
  3. # General format:
  4. # name (Readable name) type type_args
  5. #
  6. # Note that the parts are separated by exactly one space
  7. #
  8. # `type` can be:
  9. # - int
  10. # - string
  11. # - bool
  12. # - float
  13. # - enum
  14. # - path
  15. # - filepath
  16. # - key (will be ignored in GUI, since a special key change dialog exists)
  17. # - flags
  18. # - noise_params_2d
  19. # - noise_params_3d
  20. # - v3f
  21. #
  22. # `type_args` can be:
  23. # * int:
  24. # - default
  25. # - default min max
  26. # * string:
  27. # - default (if default is not specified then "" is set)
  28. # * bool:
  29. # - default
  30. # * float:
  31. # - default
  32. # - default min max
  33. # * enum:
  34. # - default value1,value2,...
  35. # * path:
  36. # - default (if default is not specified then "" is set)
  37. # * filepath:
  38. # - default (if default is not specified then "" is set)
  39. # * key:
  40. # - default
  41. # * flags:
  42. # Flags are always separated by comma without spaces.
  43. # - default possible_flags
  44. # * noise_params_2d:
  45. # Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistence>, <lacunarity>[, <default flags>]
  46. # - default
  47. # * noise_params_3d:
  48. # Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistence>, <lacunarity>[, <default flags>]
  49. # - default
  50. # * v3f:
  51. # Format is (<X>, <Y>, <Z>)
  52. # - default
  53. #
  54. # Comments directly above a setting are bound to this setting.
  55. # All other comments are ignored.
  56. #
  57. # Comments and (Readable name) are handled by gettext.
  58. # Comments should be complete sentences that describe the setting and possibly
  59. # give the user additional useful insight.
  60. # Sections are marked by a single line in the format: [Section Name]
  61. # Sub-section are marked by adding * in front of the section name: [*Sub-section]
  62. # Sub-sub-sections have two * etc.
  63. # There shouldn't be too much settings per category; settings that shouldn't be
  64. # modified by the "average user" should be in (sub-)categories called "Advanced".
  65. [Controls]
  66. [*General]
  67. # If enabled, you can place blocks at the position (feet + eye level) where you stand.
  68. # This is helpful when working with nodeboxes in small areas.
  69. enable_build_where_you_stand (Build inside player) bool false
  70. # Smooths camera when looking around. Also called look or mouse smoothing.
  71. # Useful for recording videos.
  72. cinematic (Cinematic mode) bool false
  73. # Smooths rotation of camera. 0 to disable.
  74. camera_smoothing (Camera smoothing) float 0.0 0.0 0.99
  75. # Smooths rotation of camera in cinematic mode. 0 to disable.
  76. cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99
  77. # If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
  78. # descending.
  79. aux1_descends (Aux1 key for climbing/descending) bool false
  80. # Double-tapping the jump key toggles fly mode.
  81. doubletap_jump (Double tap jump for fly) bool false
  82. # If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
  83. # enabled.
  84. always_fly_fast (Always fly fast) bool true
  85. # The time in seconds it takes between repeated node placements when holding
  86. # the place button.
  87. repeat_place_time (Place repetition interval) float 0.25 0.25 2
  88. # Automatically jump up single-node obstacles.
  89. autojump (Automatic jumping) bool false
  90. # Prevent digging and placing from repeating when holding the mouse buttons.
  91. # Enable this when you dig or place too often by accident.
  92. safe_dig_and_place (Safe digging and placing) bool false
  93. [*Keyboard and Mouse]
  94. # Invert vertical mouse movement.
  95. invert_mouse (Invert mouse) bool false
  96. # Mouse sensitivity multiplier.
  97. mouse_sensitivity (Mouse sensitivity) float 0.2 0.001 10.0
  98. [*Touchscreen]
  99. # The length in pixels it takes for touch screen interaction to start.
  100. touchscreen_threshold (Touch screen threshold) int 20 0 100
  101. # Use crosshair to select object instead of whole screen.
  102. # If enabled, a crosshair will be shown and will be used for selecting object.
  103. touch_use_crosshair (Use crosshair for touch screen) bool false
  104. # (Android) Fixes the position of virtual joystick.
  105. # If disabled, virtual joystick will center to first-touch's position.
  106. fixed_virtual_joystick (Fixed virtual joystick) bool false
  107. # (Android) Use virtual joystick to trigger "Aux1" button.
  108. # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
  109. virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool false
  110. [Graphics and Audio]
  111. [*Graphics]
  112. [**Screen]
  113. # Width component of the initial window size. Ignored in fullscreen mode.
  114. screen_w (Screen width) int 1024 1 65535
  115. # Height component of the initial window size. Ignored in fullscreen mode.
  116. screen_h (Screen height) int 600 1 65535
  117. # Save window size automatically when modified.
  118. autosave_screensize (Autosave screen size) bool true
  119. # Fullscreen mode.
  120. fullscreen (Full screen) bool false
  121. # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
  122. # open.
  123. pause_on_lost_focus (Pause on lost window focus) bool false
  124. [**FPS]
  125. # If FPS would go higher than this, limit it by sleeping
  126. # to not waste CPU power for no benefit.
  127. fps_max (Maximum FPS) int 60 1 4294967295
  128. # Vertical screen synchronization.
  129. vsync (VSync) bool false
  130. # Maximum FPS when the window is not focused, or when the game is paused.
  131. fps_max_unfocused (FPS when unfocused or paused) int 20 1 4294967295
  132. # View distance in nodes.
  133. viewing_range (Viewing range) int 190 20 4000
  134. # Undersampling is similar to using a lower screen resolution, but it applies
  135. # to the game world only, keeping the GUI intact.
  136. # It should give a significant performance boost at the cost of less detailed image.
  137. # Higher values result in a less detailed image.
  138. undersampling (Undersampling) int 1 1 8
  139. [**Graphics Effects]
  140. # Makes all liquids opaque
  141. opaque_water (Opaque liquids) bool false
  142. # Leaves style:
  143. # - Fancy: all faces visible
  144. # - Simple: only outer faces, if defined special_tiles are used
  145. # - Opaque: disable transparency
  146. leaves_style (Leaves style) enum fancy fancy,simple,opaque
  147. # Connects glass if supported by node.
  148. connected_glass (Connect glass) bool false
  149. # Enable smooth lighting with simple ambient occlusion.
  150. # Disable for speed or for different looks.
  151. smooth_lighting (Smooth lighting) bool true
  152. # Enables tradeoffs that reduce CPU load or increase rendering performance
  153. # at the expense of minor visual glitches that do not impact game playability.
  154. performance_tradeoffs (Tradeoffs for performance) bool false
  155. # Adds particles when digging a node.
  156. enable_particles (Digging particles) bool true
  157. [**3d]
  158. # 3D support.
  159. # Currently supported:
  160. # - none: no 3d output.
  161. # - anaglyph: cyan/magenta color 3d.
  162. # - interlaced: odd/even line based polarisation screen support.
  163. # - topbottom: split screen top/bottom.
  164. # - sidebyside: split screen side by side.
  165. # - crossview: Cross-eyed 3d
  166. # - pageflip: quadbuffer based 3d.
  167. # Note that the interlaced mode requires shaders to be enabled.
  168. 3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,crossview,pageflip
  169. # Strength of 3D mode parallax.
  170. 3d_paralax_strength (3D mode parallax strength) float 0.025 -0.087 0.087
  171. [**Bobbing]
  172. # Arm inertia, gives a more realistic movement of
  173. # the arm when the camera moves.
  174. arm_inertia (Arm inertia) bool true
  175. # Enable view bobbing and amount of view bobbing.
  176. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  177. view_bobbing_amount (View bobbing factor) float 1.0 0.0 7.9
  178. # Multiplier for fall bobbing.
  179. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  180. fall_bobbing_amount (Fall bobbing factor) float 0.03 0.0 100.0
  181. [**Camera]
  182. # Camera 'near clipping plane' distance in nodes, between 0 and 0.25
  183. # Only works on GLES platforms. Most users will not need to change this.
  184. # Increasing can reduce artifacting on weaker GPUs.
  185. # 0.1 = Default, 0.25 = Good value for weaker tablets.
  186. near_plane (Near plane) float 0.1 0 0.25
  187. # Field of view in degrees.
  188. fov (Field of view) int 72 45 160
  189. # Alters the light curve by applying 'gamma correction' to it.
  190. # Higher values make middle and lower light levels brighter.
  191. # Value '1.0' leaves the light curve unaltered.
  192. # This only has significant effect on daylight and artificial
  193. # light, it has very little effect on natural night light.
  194. display_gamma (Light curve gamma) float 1.0 0.33 3.0
  195. # The strength (darkness) of node ambient-occlusion shading.
  196. # Lower is darker, Higher is lighter. The valid range of values for this
  197. # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
  198. # set to the nearest valid value.
  199. ambient_occlusion_gamma (Ambient occlusion gamma) float 2.2 0.25 4.0
  200. [**Screenshots]
  201. # Path to save screenshots at. Can be an absolute or relative path.
  202. # The folder will be created if it doesn't already exist.
  203. screenshot_path (Screenshot folder) path screenshots
  204. # Format of screenshots.
  205. screenshot_format (Screenshot format) enum png png,jpg
  206. # Screenshot quality. Only used for JPEG format.
  207. # 1 means worst quality; 100 means best quality.
  208. # Use 0 for default quality.
  209. screenshot_quality (Screenshot quality) int 0 0 100
  210. [**Node and Entity Highlighting]
  211. # Method used to highlight selected object.
  212. node_highlighting (Node highlighting) enum box box,halo,none
  213. # Show entity selection boxes
  214. # A restart is required after changing this.
  215. show_entity_selectionbox (Show entity selection boxes) bool false
  216. # Selection box border color (R,G,B).
  217. selectionbox_color (Selection box color) string (0,0,0)
  218. # Width of the selection box lines around nodes.
  219. selectionbox_width (Selection box width) int 2 1 5
  220. # Crosshair color (R,G,B).
  221. # Also controls the object crosshair color
  222. crosshair_color (Crosshair color) string (255,255,255)
  223. # Crosshair alpha (opaqueness, between 0 and 255).
  224. # This also applies to the object crosshair.
  225. crosshair_alpha (Crosshair alpha) int 255 0 255
  226. [**Fog]
  227. # Whether to fog out the end of the visible area.
  228. enable_fog (Fog) bool true
  229. # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
  230. directional_colored_fog (Colored fog) bool true
  231. # Fraction of the visible distance at which fog starts to be rendered
  232. fog_start (Fog start) float 0.4 0.0 0.99
  233. [**Clouds]
  234. # Clouds are a client side effect.
  235. enable_clouds (Clouds) bool true
  236. # Use 3D cloud look instead of flat.
  237. enable_3d_clouds (3D clouds) bool true
  238. [**Filtering and Antialiasing]
  239. # Use mipmapping to scale textures. May slightly increase performance,
  240. # especially when using a high resolution texture pack.
  241. # Gamma correct downscaling is not supported.
  242. mip_map (Mipmapping) bool false
  243. # Use anisotropic filtering when viewing at textures from an angle.
  244. anisotropic_filter (Anisotropic filtering) bool false
  245. # Use bilinear filtering when scaling textures.
  246. bilinear_filter (Bilinear filtering) bool false
  247. # Use trilinear filtering when scaling textures.
  248. trilinear_filter (Trilinear filtering) bool false
  249. # Filtered textures can blend RGB values with fully-transparent neighbors,
  250. # which PNG optimizers usually discard, often resulting in dark or
  251. # light edges to transparent textures. Apply a filter to clean that up
  252. # at texture load time. This is automatically enabled if mipmapping is enabled.
  253. texture_clean_transparent (Clean transparent textures) bool false
  254. # When using bilinear/trilinear/anisotropic filters, low-resolution textures
  255. # can be blurred, so automatically upscale them with nearest-neighbor
  256. # interpolation to preserve crisp pixels. This sets the minimum texture size
  257. # for the upscaled textures; higher values look sharper, but require more
  258. # memory. Powers of 2 are recommended. This setting is ONLY applied if
  259. # bilinear/trilinear/anisotropic filtering is enabled.
  260. # This is also used as the base node texture size for world-aligned
  261. # texture autoscaling.
  262. texture_min_size (Minimum texture size) int 64 1 32768
  263. # Use multi-sample antialiasing (MSAA) to smooth out block edges.
  264. # This algorithm smooths out the 3D viewport while keeping the image sharp,
  265. # but it doesn't affect the insides of textures
  266. # (which is especially noticeable with transparent textures).
  267. # Visible spaces appear between nodes when shaders are disabled.
  268. # If set to 0, MSAA is disabled.
  269. # A restart is required after changing this option.
  270. fsaa (FSAA) enum 0 0,1,2,4,8,16
  271. [*Shaders]
  272. # Shaders allow advanced visual effects and may increase performance on some video
  273. # cards.
  274. # This only works with the OpenGL video backend.
  275. enable_shaders (Shaders) bool true
  276. [**Tone Mapping]
  277. # Enables Hable's 'Uncharted 2' filmic tone mapping.
  278. # Simulates the tone curve of photographic film and how this approximates the
  279. # appearance of high dynamic range images. Mid-range contrast is slightly
  280. # enhanced, highlights and shadows are gradually compressed.
  281. tone_mapping (Filmic tone mapping) bool false
  282. # Adjust the saturation (or vividness) of the scene
  283. # Values
  284. # < 1.0 decrease saturation
  285. # > 1.0 increase saturation
  286. # 1.0 = unchanged saturation
  287. # 0.0 = black and white
  288. # (Tone mapping needs to be enabled.)
  289. saturation (Saturation) float 1.0 0.0 5.0
  290. [**Waving Nodes]
  291. # Set to true to enable waving leaves.
  292. # Requires shaders to be enabled.
  293. enable_waving_leaves (Waving leaves) bool false
  294. # Set to true to enable waving plants.
  295. # Requires shaders to be enabled.
  296. enable_waving_plants (Waving plants) bool false
  297. # Set to true to enable waving liquids (like water).
  298. # Requires shaders to be enabled.
  299. enable_waving_water (Waving liquids) bool false
  300. # The maximum height of the surface of waving liquids.
  301. # 4.0 = Wave height is two nodes.
  302. # 0.0 = Wave doesn't move at all.
  303. # Default is 1.0 (1/2 node).
  304. # Requires waving liquids to be enabled.
  305. water_wave_height (Waving liquids wave height) float 1.0 0.0 4.0
  306. # Length of liquid waves.
  307. # Requires waving liquids to be enabled.
  308. water_wave_length (Waving liquids wavelength) float 20.0 0.1
  309. # How fast liquid waves will move. Higher = faster.
  310. # If negative, liquid waves will move backwards.
  311. # Requires waving liquids to be enabled.
  312. water_wave_speed (Waving liquids wave speed) float 5.0
  313. [**Dynamic shadows]
  314. # Set to true to enable Shadow Mapping.
  315. # Requires shaders to be enabled.
  316. enable_dynamic_shadows (Dynamic shadows) bool false
  317. # Set the shadow strength gamma.
  318. # Adjusts the intensity of in-game dynamic shadows.
  319. # Lower value means lighter shadows, higher value means darker shadows.
  320. shadow_strength_gamma (Shadow strength gamma) float 1.0 0.1 10.0
  321. # Maximum distance to render shadows.
  322. shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 120.0 10.0 1000.0
  323. # Texture size to render the shadow map on.
  324. # This must be a power of two.
  325. # Bigger numbers create better shadows but it is also more expensive.
  326. shadow_map_texture_size (Shadow map texture size) int 1024 128 8192
  327. # Sets shadow texture quality to 32 bits.
  328. # On false, 16 bits texture will be used.
  329. # This can cause much more artifacts in the shadow.
  330. shadow_map_texture_32bit (Shadow map texture in 32 bits) bool true
  331. # Enable Poisson disk filtering.
  332. # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
  333. shadow_poisson_filter (Poisson filtering) bool true
  334. # Define shadow filtering quality.
  335. # This simulates the soft shadows effect by applying a PCF or Poisson disk
  336. # but also uses more resources.
  337. shadow_filters (Shadow filter quality) enum 1 0,1,2
  338. # Enable colored shadows.
  339. # On true translucent nodes cast colored shadows. This is expensive.
  340. shadow_map_color (Colored shadows) bool false
  341. # Spread a complete update of shadow map over given amount of frames.
  342. # Higher values might make shadows laggy, lower values
  343. # will consume more resources.
  344. # Minimum value: 1; maximum value: 16
  345. shadow_update_frames (Map shadows update frames) int 8 1 16
  346. # Set the soft shadow radius size.
  347. # Lower values mean sharper shadows, bigger values mean softer shadows.
  348. # Minimum value: 1.0; maximum value: 15.0
  349. shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0
  350. # Set the tilt of Sun/Moon orbit in degrees.
  351. # Value of 0 means no tilt / vertical orbit.
  352. # Minimum value: 0.0; maximum value: 60.0
  353. shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0
  354. [**Post processing]
  355. # Set the exposure compensation factor.
  356. # This factor is applied to linear color value
  357. # before all other post-processing effects.
  358. # Value of 1.0 (default) means no exposure compensation.
  359. # Range: from 0.1 to 10.0
  360. exposure_factor (Exposure Factor) float 1.0 0.1 10.0
  361. [**Bloom]
  362. # Set to true to enable bloom effect.
  363. # Bright colors will bleed over the neighboring objects.
  364. enable_bloom (Enable Bloom) bool false
  365. # Set to true to render debugging breakdown of the bloom effect.
  366. # In debug mode, the screen is split into 4 quadrants:
  367. # top-left - processed base image, top-right - final image
  368. # bottom-left - raw base image, bottom-right - bloom texture.
  369. enable_bloom_debug (Enable Bloom Debug) bool false
  370. # Defines how much bloom is applied to the rendered image
  371. # Smaller values make bloom more subtle
  372. # Range: from 0.01 to 1.0, default: 0.05
  373. bloom_intensity (Bloom Intensity) float 0.05 0.01 1.0
  374. # Defines the magnitude of bloom overexposure.
  375. # Range: from 0.1 to 10.0, default: 1.0
  376. bloom_strength_factor (Bloom Strength Factor) float 1.0 0.1 10.0
  377. # Logical value that controls how far the bloom effect spreads
  378. # from the bright objects.
  379. # Range: from 0.1 to 8, default: 1
  380. bloom_radius (Bloom Radius) float 1 0.1 8
  381. [*Audio]
  382. # Volume of all sounds.
  383. # Requires the sound system to be enabled.
  384. sound_volume (Volume) float 0.7 0.0 1.0
  385. # Whether to mute sounds. You can unmute sounds at any time, unless the
  386. # sound system is disabled (enable_sound=false).
  387. # In-game, you can toggle the mute state with the mute key or by using the
  388. # pause menu.
  389. mute_sound (Mute sound) bool false
  390. [*User Interfaces]
  391. # Set the language. Leave empty to use the system language.
  392. # A restart is required after changing this.
  393. language (Language) enum ,be,bg,ca,cs,da,de,el,en,eo,es,et,eu,fi,fr,gd,gl,hu,id,it,ja,jbo,kk,ko,lt,lv,ms,nb,nl,nn,pl,pt,pt_BR,ro,ru,sk,sl,sr_Cyrl,sr_Latn,sv,sw,tr,uk,vi,zh_CN,zh_TW
  394. [**GUIs]
  395. # Scale GUI by a user specified value.
  396. # Use a nearest-neighbor-anti-alias filter to scale the GUI.
  397. # This will smooth over some of the rough edges, and blend
  398. # pixels when scaling down, at the cost of blurring some
  399. # edge pixels when images are scaled by non-integer sizes.
  400. gui_scaling (GUI scaling) float 1.0 0.5 20
  401. # Enables animation of inventory items.
  402. inventory_items_animations (Inventory items animations) bool false
  403. # Formspec full-screen background opacity (between 0 and 255).
  404. formspec_fullscreen_bg_opacity (Formspec Full-Screen Background Opacity) int 140 0 255
  405. # Formspec full-screen background color (R,G,B).
  406. formspec_fullscreen_bg_color (Formspec Full-Screen Background Color) string (0,0,0)
  407. # When gui_scaling_filter is true, all GUI images need to be
  408. # filtered in software, but some images are generated directly
  409. # to hardware (e.g. render-to-texture for nodes in inventory).
  410. gui_scaling_filter (GUI scaling filter) bool false
  411. # When gui_scaling_filter_txr2img is true, copy those images
  412. # from hardware to software for scaling. When false, fall back
  413. # to the old scaling method, for video drivers that don't
  414. # properly support downloading textures back from hardware.
  415. gui_scaling_filter_txr2img (GUI scaling filter txr2img) bool true
  416. # Delay showing tooltips, stated in milliseconds.
  417. tooltip_show_delay (Tooltip delay) int 400 0 18446744073709551615
  418. # Append item name to tooltip.
  419. tooltip_append_itemname (Append item name) bool false
  420. # Use a cloud animation for the main menu background.
  421. menu_clouds (Clouds in menu) bool true
  422. [**HUD]
  423. # Modifies the size of the HUD elements.
  424. hud_scaling (HUD scaling) float 1.0 0.5 20
  425. # Whether name tag backgrounds should be shown by default.
  426. # Mods may still set a background.
  427. show_nametag_backgrounds (Show name tag backgrounds by default) bool true
  428. [**Chat]
  429. # Maximum number of recent chat messages to show
  430. recent_chat_messages (Recent Chat Messages) int 6 2 20
  431. # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
  432. console_height (Console height) float 0.6 0.1 1.0
  433. # In-game chat console background color (R,G,B).
  434. console_color (Console color) string (0,0,0)
  435. # In-game chat console background alpha (opaqueness, between 0 and 255).
  436. console_alpha (Console alpha) int 200 0 255
  437. # Maximum proportion of current window to be used for hotbar.
  438. # Useful if there's something to be displayed right or left of hotbar.
  439. hud_hotbar_max_width (Maximum hotbar width) float 1.0 0.001 1.0
  440. # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
  441. clickable_chat_weblinks (Chat weblinks) bool true
  442. # Optional override for chat weblink color.
  443. chat_weblink_color (Weblink color) string
  444. # Font size of the recent chat text and chat prompt in point (pt).
  445. # Value 0 will use the default font size.
  446. chat_font_size (Chat font size) int 0 0 72
  447. [**Content Repository]
  448. # The URL for the content repository
  449. contentdb_url (ContentDB URL) string https://content.minetest.net
  450. # Comma-separated list of flags to hide in the content repository.
  451. # "nonfree" can be used to hide packages which do not qualify as 'free software',
  452. # as defined by the Free Software Foundation.
  453. # You can also specify content ratings.
  454. # These flags are independent from Minetest versions,
  455. # so see a full list at https://content.minetest.net/help/content_flags/
  456. contentdb_flag_blacklist (ContentDB Flag Blacklist) string nonfree, desktop_default
  457. # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
  458. # This should be lower than curl_parallel_limit.
  459. contentdb_max_concurrent_downloads (ContentDB Max Concurrent Downloads) int 3 1
  460. [Client and Server]
  461. [*Client]
  462. # Save the map received by the client on disk.
  463. enable_local_map_saving (Saving map received from server) bool false
  464. # URL to the server list displayed in the Multiplayer Tab.
  465. serverlist_url (Serverlist URL) string servers.minetest.net
  466. # If enabled, account registration is separate from login in the UI.
  467. # If disabled, new accounts will be registered automatically when logging in.
  468. enable_split_login_register (Enable split login/register) bool true
  469. # URL to JSON file which provides information about the newest Minetest release
  470. update_information_url (Update information URL) string https://www.minetest.net/release_info.json
  471. # Unix timestamp (integer) of when the client last checked for an update
  472. # Set this value to "disabled" to never check for updates.
  473. update_last_checked (Last update check) string
  474. # Version number which was last seen during an update check.
  475. #
  476. # Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch
  477. # Ex: 5.5.0 is 005005000
  478. update_last_known (Last known version update) int 0
  479. [*Server]
  480. # Name of the player.
  481. # When running a server, clients connecting with this name are admins.
  482. # When starting from the main menu, this is overridden.
  483. name (Admin name) string
  484. [**Serverlist and MOTD]
  485. # Name of the server, to be displayed when players join and in the serverlist.
  486. server_name (Server name) string Minetest server
  487. # Description of server, to be displayed when players join and in the serverlist.
  488. server_description (Server description) string mine here
  489. # Domain name of server, to be displayed in the serverlist.
  490. server_address (Server address) string game.minetest.net
  491. # Homepage of server, to be displayed in the serverlist.
  492. server_url (Server URL) string https://minetest.net
  493. # Automatically report to the serverlist.
  494. server_announce (Announce server) bool false
  495. # Announce to this serverlist.
  496. serverlist_url (Serverlist URL) string servers.minetest.net
  497. # Message of the day displayed to players connecting.
  498. motd (Message of the day) string
  499. # Maximum number of players that can be connected simultaneously.
  500. max_users (Maximum users) int 15 0 65535
  501. # If this is set, players will always (re)spawn at the given position.
  502. static_spawnpoint (Static spawnpoint) string
  503. [**Networking]
  504. # Network port to listen (UDP).
  505. # This value will be overridden when starting from the main menu.
  506. port (Server port) int 30000 1 65535
  507. # The network interface that the server listens on.
  508. bind_address (Bind address) string
  509. # Enable to disallow old clients from connecting.
  510. # Older clients are compatible in the sense that they will not crash when connecting
  511. # to new servers, but they may not support all new features that you are expecting.
  512. strict_protocol_version_checking (Strict protocol checking) bool false
  513. # Specifies URL from which client fetches media instead of using UDP.
  514. # $filename should be accessible from $remote_media$filename via cURL
  515. # (obviously, remote_media should end with a slash).
  516. # Files that are not present will be fetched the usual way.
  517. remote_media (Remote media) string
  518. # Enable/disable running an IPv6 server.
  519. # Ignored if bind_address is set.
  520. # Needs enable_ipv6 to be enabled.
  521. ipv6_server (IPv6 server) bool false
  522. [*Server Security]
  523. # New users need to input this password.
  524. default_password (Default password) string
  525. # If enabled, players cannot join without a password or change theirs to an empty password.
  526. disallow_empty_password (Disallow empty passwords) bool false
  527. # The privileges that new users automatically get.
  528. # See /privs in game for a full list on your server and mod configuration.
  529. default_privs (Default privileges) string interact, shout
  530. # Privileges that players with basic_privs can grant
  531. basic_privs (Basic privileges) string interact, shout
  532. # If enabled, disable cheat prevention in multiplayer.
  533. disable_anticheat (Disable anticheat) bool false
  534. # If enabled, actions are recorded for rollback.
  535. # This option is only read when server starts.
  536. enable_rollback_recording (Rollback recording) bool false
  537. [**Client-side Modding]
  538. # Restricts the access of certain client-side functions on servers.
  539. # Combine the byteflags below to restrict client-side features, or set to 0
  540. # for no restrictions:
  541. # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
  542. # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
  543. # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
  544. # READ_NODEDEFS: 8 (disable get_node_def call client-side)
  545. # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
  546. # csm_restriction_noderange)
  547. # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
  548. csm_restriction_flags (Client side modding restrictions) int 62 0 63
  549. # If the CSM restriction for node range is enabled, get_node calls are limited
  550. # to this distance from the player to the node.
  551. csm_restriction_noderange (Client side node lookup range restriction) int 0 0 4294967295
  552. [**Chat]
  553. # Remove color codes from incoming chat messages
  554. # Use this to stop players from being able to use color in their messages
  555. strip_color_codes (Strip color codes) bool false
  556. # Set the maximum length of a chat message (in characters) sent by clients.
  557. chat_message_max_size (Chat message max length) int 500 10 65535
  558. # Amount of messages a player may send per 10 seconds.
  559. chat_message_limit_per_10sec (Chat message count limit) float 10.0 1.0
  560. # Kick players who sent more than X messages per 10 seconds.
  561. chat_message_limit_trigger_kick (Chat message kick threshold) int 50 1 65535
  562. [*Server Gameplay]
  563. # Controls length of day/night cycle.
  564. # Examples:
  565. # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
  566. time_speed (Time speed) int 72 0
  567. # Time of day when a new world is started, in millihours (0-23999).
  568. world_start_time (World start time) int 6125 0 23999
  569. # Time in seconds for item entity (dropped items) to live.
  570. # Setting it to -1 disables the feature.
  571. item_entity_ttl (Item entity TTL) int 900 -1
  572. # Specifies the default stack size of nodes, items and tools.
  573. # Note that mods or games may explicitly set a stack for certain (or all) items.
  574. default_stack_max (Default stack size) int 99 1 65535
  575. [**Physics]
  576. # Horizontal and vertical acceleration on ground or when climbing,
  577. # in nodes per second per second.
  578. movement_acceleration_default (Default acceleration) float 3.0 0.0
  579. # Horizontal acceleration in air when jumping or falling,
  580. # in nodes per second per second.
  581. movement_acceleration_air (Acceleration in air) float 2.0 0.0
  582. # Horizontal and vertical acceleration in fast mode,
  583. # in nodes per second per second.
  584. movement_acceleration_fast (Fast mode acceleration) float 10.0 0.0
  585. # Walking and flying speed, in nodes per second.
  586. movement_speed_walk (Walking speed) float 4.0 0.0
  587. # Sneaking speed, in nodes per second.
  588. movement_speed_crouch (Sneaking speed) float 1.35 0.0
  589. # Walking, flying and climbing speed in fast mode, in nodes per second.
  590. movement_speed_fast (Fast mode speed) float 20.0 0.0
  591. # Vertical climbing speed, in nodes per second.
  592. movement_speed_climb (Climbing speed) float 3.0 0.0
  593. # Initial vertical speed when jumping, in nodes per second.
  594. movement_speed_jump (Jumping speed) float 6.5 0.0
  595. # How much you are slowed down when moving inside a liquid.
  596. # Decrease this to increase liquid resistance to movement.
  597. movement_liquid_fluidity (Liquid fluidity) float 1.0 0.001
  598. # Maximum liquid resistance. Controls deceleration when entering liquid at
  599. # high speed.
  600. movement_liquid_fluidity_smooth (Liquid fluidity smoothing) float 0.5
  601. # Controls sinking speed in liquid when idling. Negative values will cause
  602. # you to rise instead.
  603. movement_liquid_sink (Liquid sinking) float 10.0
  604. # Acceleration of gravity, in nodes per second per second.
  605. movement_gravity (Gravity) float 9.81
  606. [Mapgen]
  607. # A chosen map seed for a new map, leave empty for random.
  608. # Will be overridden when creating a new world in the main menu.
  609. fixed_map_seed (Fixed map seed) string
  610. # Name of map generator to be used when creating a new world.
  611. # Creating a world in the main menu will override this.
  612. # Current mapgens in a highly unstable state:
  613. # - The optional floatlands of v7 (disabled by default).
  614. mg_name (Mapgen name) enum v7 v7,valleys,carpathian,v5,flat,fractal,singlenode,v6
  615. # Water surface level of the world.
  616. water_level (Water level) int 1 -31000 31000
  617. # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
  618. max_block_generate_distance (Max block generate distance) int 10 1 32767
  619. # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
  620. # Only mapchunks completely within the mapgen limit are generated.
  621. # Value is stored per-world.
  622. mapgen_limit (Map generation limit) int 31007 0 31007
  623. # Global map generation attributes.
  624. # In Mapgen v6 the 'decorations' flag controls all decorations except trees
  625. # and jungle grass, in all other mapgens this flag controls all decorations.
  626. mg_flags (Mapgen flags) flags caves,dungeons,light,decorations,biomes,ores caves,dungeons,light,decorations,biomes,ores,nocaves,nodungeons,nolight,nodecorations,nobiomes,noores
  627. [*Biome API noise parameters]
  628. # Temperature variation for biomes.
  629. mg_biome_np_heat (Heat noise) noise_params_2d 50, 50, (1000, 1000, 1000), 5349, 3, 0.5, 2.0, eased
  630. # Small-scale temperature variation for blending biomes on borders.
  631. mg_biome_np_heat_blend (Heat blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0, eased
  632. # Humidity variation for biomes.
  633. mg_biome_np_humidity (Humidity noise) noise_params_2d 50, 50, (1000, 1000, 1000), 842, 3, 0.5, 2.0, eased
  634. # Small-scale humidity variation for blending biomes on borders.
  635. mg_biome_np_humidity_blend (Humidity blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0, eased
  636. [*Mapgen V5]
  637. # Map generation attributes specific to Mapgen v5.
  638. mgv5_spflags (Mapgen V5 specific flags) flags caverns caverns,nocaverns
  639. # Controls width of tunnels, a smaller value creates wider tunnels.
  640. # Value >= 10.0 completely disables generation of tunnels and avoids the
  641. # intensive noise calculations.
  642. mgv5_cave_width (Cave width) float 0.09
  643. # Y of upper limit of large caves.
  644. mgv5_large_cave_depth (Large cave depth) int -256 -31000 31000
  645. # Minimum limit of random number of small caves per mapchunk.
  646. mgv5_small_cave_num_min (Small cave minimum number) int 0 0 256
  647. # Maximum limit of random number of small caves per mapchunk.
  648. mgv5_small_cave_num_max (Small cave maximum number) int 0 0 256
  649. # Minimum limit of random number of large caves per mapchunk.
  650. mgv5_large_cave_num_min (Large cave minimum number) int 0 0 64
  651. # Maximum limit of random number of large caves per mapchunk.
  652. mgv5_large_cave_num_max (Large cave maximum number) int 2 0 64
  653. # Proportion of large caves that contain liquid.
  654. mgv5_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  655. # Y-level of cavern upper limit.
  656. mgv5_cavern_limit (Cavern limit) int -256 -31000 31000
  657. # Y-distance over which caverns expand to full size.
  658. mgv5_cavern_taper (Cavern taper) int 256 0 32767
  659. # Defines full size of caverns, smaller values create larger caverns.
  660. mgv5_cavern_threshold (Cavern threshold) float 0.7
  661. # Lower Y limit of dungeons.
  662. mgv5_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  663. # Upper Y limit of dungeons.
  664. mgv5_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  665. [**Noises]
  666. # Variation of biome filler depth.
  667. mgv5_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0, eased
  668. # Variation of terrain vertical scale.
  669. # When noise is < -0.55 terrain is near-flat.
  670. mgv5_np_factor (Factor noise) noise_params_2d 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0, eased
  671. # Y-level of average terrain surface.
  672. mgv5_np_height (Height noise) noise_params_2d 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0, eased
  673. # First of two 3D noises that together define tunnels.
  674. mgv5_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  675. # Second of two 3D noises that together define tunnels.
  676. mgv5_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  677. # 3D noise defining giant caverns.
  678. mgv5_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  679. # 3D noise defining terrain.
  680. mgv5_np_ground (Ground noise) noise_params_3d 0, 40, (80, 80, 80), 983240, 4, 0.55, 2.0, eased
  681. # 3D noise that determines number of dungeons per mapchunk.
  682. mgv5_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  683. [*Mapgen V6]
  684. # Map generation attributes specific to Mapgen v6.
  685. # The 'snowbiomes' flag enables the new 5 biome system.
  686. # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
  687. # the 'jungles' flag is ignored.
  688. mgv6_spflags (Mapgen V6 specific flags) flags jungles,biomeblend,mudflow,snowbiomes,noflat,trees jungles,biomeblend,mudflow,snowbiomes,flat,trees,nojungles,nobiomeblend,nomudflow,nosnowbiomes,noflat,notrees
  689. # Deserts occur when np_biome exceeds this value.
  690. # When the 'snowbiomes' flag is enabled, this is ignored.
  691. mgv6_freq_desert (Desert noise threshold) float 0.45
  692. # Sandy beaches occur when np_beach exceeds this value.
  693. mgv6_freq_beach (Beach noise threshold) float 0.15
  694. # Lower Y limit of dungeons.
  695. mgv6_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  696. # Upper Y limit of dungeons.
  697. mgv6_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  698. [**Noises]
  699. # Y-level of lower terrain and seabed.
  700. mgv6_np_terrain_base (Terrain base noise) noise_params_2d -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0, eased
  701. # Y-level of higher terrain that creates cliffs.
  702. mgv6_np_terrain_higher (Terrain higher noise) noise_params_2d 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0, eased
  703. # Varies steepness of cliffs.
  704. mgv6_np_steepness (Steepness noise) noise_params_2d 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0, eased
  705. # Defines distribution of higher terrain.
  706. mgv6_np_height_select (Height select noise) noise_params_2d 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0, eased
  707. # Varies depth of biome surface nodes.
  708. mgv6_np_mud (Mud noise) noise_params_2d 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0, eased
  709. # Defines areas with sandy beaches.
  710. mgv6_np_beach (Beach noise) noise_params_2d 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0, eased
  711. # Temperature variation for biomes.
  712. mgv6_np_biome (Biome noise) noise_params_2d 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0, eased
  713. # Variation of number of caves.
  714. mgv6_np_cave (Cave noise) noise_params_2d 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0, eased
  715. # Humidity variation for biomes.
  716. mgv6_np_humidity (Humidity noise) noise_params_2d 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0, eased
  717. # Defines tree areas and tree density.
  718. mgv6_np_trees (Trees noise) noise_params_2d 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0, eased
  719. # Defines areas where trees have apples.
  720. mgv6_np_apple_trees (Apple trees noise) noise_params_2d 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0, eased
  721. [*Mapgen V7]
  722. # Map generation attributes specific to Mapgen v7.
  723. # 'ridges': Rivers.
  724. # 'floatlands': Floating land masses in the atmosphere.
  725. # 'caverns': Giant caves deep underground.
  726. mgv7_spflags (Mapgen V7 specific flags) flags mountains,ridges,nofloatlands,caverns mountains,ridges,floatlands,caverns,nomountains,noridges,nofloatlands,nocaverns
  727. # Y of mountain density gradient zero level. Used to shift mountains vertically.
  728. mgv7_mount_zero_level (Mountain zero level) int 0 -31000 31000
  729. # Lower Y limit of floatlands.
  730. mgv7_floatland_ymin (Floatland minimum Y) int 1024 -31000 31000
  731. # Upper Y limit of floatlands.
  732. mgv7_floatland_ymax (Floatland maximum Y) int 4096 -31000 31000
  733. # Y-distance over which floatlands taper from full density to nothing.
  734. # Tapering starts at this distance from the Y limit.
  735. # For a solid floatland layer, this controls the height of hills/mountains.
  736. # Must be less than or equal to half the distance between the Y limits.
  737. mgv7_floatland_taper (Floatland tapering distance) int 256 0 32767
  738. # Exponent of the floatland tapering. Alters the tapering behavior.
  739. # Value = 1.0 creates a uniform, linear tapering.
  740. # Values > 1.0 create a smooth tapering suitable for the default separated
  741. # floatlands.
  742. # Values < 1.0 (for example 0.25) create a more defined surface level with
  743. # flatter lowlands, suitable for a solid floatland layer.
  744. mgv7_float_taper_exp (Floatland taper exponent) float 2.0
  745. # Adjusts the density of the floatland layer.
  746. # Increase value to increase density. Can be positive or negative.
  747. # Value = 0.0: 50% of volume is floatland.
  748. # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
  749. # to be sure) creates a solid floatland layer.
  750. mgv7_floatland_density (Floatland density) float -0.6
  751. # Surface level of optional water placed on a solid floatland layer.
  752. # Water is disabled by default and will only be placed if this value is set
  753. # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
  754. # upper tapering).
  755. # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
  756. # When enabling water placement the floatlands must be configured and tested
  757. # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
  758. # required value depending on 'mgv7_np_floatland'), to avoid
  759. # server-intensive extreme water flow and to avoid vast flooding of the
  760. # world surface below.
  761. mgv7_floatland_ywater (Floatland water level) int -31000 -31000 31000
  762. # Controls width of tunnels, a smaller value creates wider tunnels.
  763. # Value >= 10.0 completely disables generation of tunnels and avoids the
  764. # intensive noise calculations.
  765. mgv7_cave_width (Cave width) float 0.09
  766. # Y of upper limit of large caves.
  767. mgv7_large_cave_depth (Large cave depth) int -33 -31000 31000
  768. # Minimum limit of random number of small caves per mapchunk.
  769. mgv7_small_cave_num_min (Small cave minimum number) int 0 0 256
  770. # Maximum limit of random number of small caves per mapchunk.
  771. mgv7_small_cave_num_max (Small cave maximum number) int 0 0 256
  772. # Minimum limit of random number of large caves per mapchunk.
  773. mgv7_large_cave_num_min (Large cave minimum number) int 0 0 64
  774. # Maximum limit of random number of large caves per mapchunk.
  775. mgv7_large_cave_num_max (Large cave maximum number) int 2 0 64
  776. # Proportion of large caves that contain liquid.
  777. mgv7_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  778. # Y-level of cavern upper limit.
  779. mgv7_cavern_limit (Cavern limit) int -256 -31000 31000
  780. # Y-distance over which caverns expand to full size.
  781. mgv7_cavern_taper (Cavern taper) int 256 0 32767
  782. # Defines full size of caverns, smaller values create larger caverns.
  783. mgv7_cavern_threshold (Cavern threshold) float 0.7
  784. # Lower Y limit of dungeons.
  785. mgv7_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  786. # Upper Y limit of dungeons.
  787. mgv7_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  788. [**Noises]
  789. # Y-level of higher terrain that creates cliffs.
  790. mgv7_np_terrain_base (Terrain base noise) noise_params_2d 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0, eased
  791. # Y-level of lower terrain and seabed.
  792. mgv7_np_terrain_alt (Terrain alternative noise) noise_params_2d 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0, eased
  793. # Varies roughness of terrain.
  794. # Defines the 'persistence' value for terrain_base and terrain_alt noises.
  795. mgv7_np_terrain_persist (Terrain persistence noise) noise_params_2d 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0, eased
  796. # Defines distribution of higher terrain and steepness of cliffs.
  797. mgv7_np_height_select (Height select noise) noise_params_2d -8, 16, (500, 500, 500), 4213, 6, 0.7, 2.0, eased
  798. # Variation of biome filler depth.
  799. mgv7_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
  800. # Variation of maximum mountain height (in nodes).
  801. mgv7_np_mount_height (Mountain height noise) noise_params_2d 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0, eased
  802. # Defines large-scale river channel structure.
  803. mgv7_np_ridge_uwater (Ridge underwater noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
  804. # 3D noise defining mountain structure and height.
  805. # Also defines structure of floatland mountain terrain.
  806. mgv7_np_mountain (Mountain noise) noise_params_3d -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
  807. # 3D noise defining structure of river canyon walls.
  808. mgv7_np_ridge (Ridge noise) noise_params_3d 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
  809. # 3D noise defining structure of floatlands.
  810. # If altered from the default, the noise 'scale' (0.7 by default) may need
  811. # to be adjusted, as floatland tapering functions best when this noise has
  812. # a value range of approximately -2.0 to 2.0.
  813. mgv7_np_floatland (Floatland noise) noise_params_3d 0, 0.7, (384, 96, 384), 1009, 4, 0.75, 1.618
  814. # 3D noise defining giant caverns.
  815. mgv7_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  816. # First of two 3D noises that together define tunnels.
  817. mgv7_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  818. # Second of two 3D noises that together define tunnels.
  819. mgv7_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  820. # 3D noise that determines number of dungeons per mapchunk.
  821. mgv7_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  822. [*Mapgen Carpathian]
  823. # Map generation attributes specific to Mapgen Carpathian.
  824. mgcarpathian_spflags (Mapgen Carpathian specific flags) flags caverns,norivers caverns,rivers,nocaverns,norivers
  825. # Defines the base ground level.
  826. mgcarpathian_base_level (Base ground level) float 12.0
  827. # Defines the width of the river channel.
  828. mgcarpathian_river_width (River channel width) float 0.05
  829. # Defines the depth of the river channel.
  830. mgcarpathian_river_depth (River channel depth) float 24.0
  831. # Defines the width of the river valley.
  832. mgcarpathian_valley_width (River valley width) float 0.25
  833. # Controls width of tunnels, a smaller value creates wider tunnels.
  834. # Value >= 10.0 completely disables generation of tunnels and avoids the
  835. # intensive noise calculations.
  836. mgcarpathian_cave_width (Cave width) float 0.09
  837. # Y of upper limit of large caves.
  838. mgcarpathian_large_cave_depth (Large cave depth) int -33 -31000 31000
  839. # Minimum limit of random number of small caves per mapchunk.
  840. mgcarpathian_small_cave_num_min (Small cave minimum number) int 0 0 256
  841. # Maximum limit of random number of small caves per mapchunk.
  842. mgcarpathian_small_cave_num_max (Small cave maximum number) int 0 0 256
  843. # Minimum limit of random number of large caves per mapchunk.
  844. mgcarpathian_large_cave_num_min (Large cave minimum number) int 0 0 64
  845. # Maximum limit of random number of large caves per mapchunk.
  846. mgcarpathian_large_cave_num_max (Large cave maximum number) int 2 0 64
  847. # Proportion of large caves that contain liquid.
  848. mgcarpathian_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  849. # Y-level of cavern upper limit.
  850. mgcarpathian_cavern_limit (Cavern limit) int -256 -31000 31000
  851. # Y-distance over which caverns expand to full size.
  852. mgcarpathian_cavern_taper (Cavern taper) int 256 0 32767
  853. # Defines full size of caverns, smaller values create larger caverns.
  854. mgcarpathian_cavern_threshold (Cavern threshold) float 0.7
  855. # Lower Y limit of dungeons.
  856. mgcarpathian_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  857. # Upper Y limit of dungeons.
  858. mgcarpathian_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  859. [**Noises]
  860. # Variation of biome filler depth.
  861. mgcarpathian_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (128, 128, 128), 261, 3, 0.7, 2.0, eased
  862. # First of 4 2D noises that together define hill/mountain range height.
  863. mgcarpathian_np_height1 (Hilliness1 noise) noise_params_2d 0, 5, (251, 251, 251), 9613, 5, 0.5, 2.0, eased
  864. # Second of 4 2D noises that together define hill/mountain range height.
  865. mgcarpathian_np_height2 (Hilliness2 noise) noise_params_2d 0, 5, (383, 383, 383), 1949, 5, 0.5, 2.0, eased
  866. # Third of 4 2D noises that together define hill/mountain range height.
  867. mgcarpathian_np_height3 (Hilliness3 noise) noise_params_2d 0, 5, (509, 509, 509), 3211, 5, 0.5, 2.0, eased
  868. # Fourth of 4 2D noises that together define hill/mountain range height.
  869. mgcarpathian_np_height4 (Hilliness4 noise) noise_params_2d 0, 5, (631, 631, 631), 1583, 5, 0.5, 2.0, eased
  870. # 2D noise that controls the size/occurrence of rolling hills.
  871. mgcarpathian_np_hills_terrain (Rolling hills spread noise) noise_params_2d 1, 1, (1301, 1301, 1301), 1692, 3, 0.5, 2.0, eased
  872. # 2D noise that controls the size/occurrence of ridged mountain ranges.
  873. mgcarpathian_np_ridge_terrain (Ridge mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 3568, 3, 0.5, 2.0, eased
  874. # 2D noise that controls the size/occurrence of step mountain ranges.
  875. mgcarpathian_np_step_terrain (Step mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 4157, 3, 0.5, 2.0, eased
  876. # 2D noise that controls the shape/size of rolling hills.
  877. mgcarpathian_np_hills (Rolling hill size noise) noise_params_2d 0, 3, (257, 257, 257), 6604, 6, 0.5, 2.0, eased
  878. # 2D noise that controls the shape/size of ridged mountains.
  879. mgcarpathian_np_ridge_mnt (Ridged mountain size noise) noise_params_2d 0, 12, (743, 743, 743), 5520, 6, 0.7, 2.0, eased
  880. # 2D noise that controls the shape/size of step mountains.
  881. mgcarpathian_np_step_mnt (Step mountain size noise) noise_params_2d 0, 8, (509, 509, 509), 2590, 6, 0.6, 2.0, eased
  882. # 2D noise that locates the river valleys and channels.
  883. mgcarpathian_np_rivers (River noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
  884. # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
  885. mgcarpathian_np_mnt_var (Mountain variation noise) noise_params_3d 0, 1, (499, 499, 499), 2490, 5, 0.55, 2.0
  886. # First of two 3D noises that together define tunnels.
  887. mgcarpathian_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  888. # Second of two 3D noises that together define tunnels.
  889. mgcarpathian_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  890. # 3D noise defining giant caverns.
  891. mgcarpathian_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  892. # 3D noise that determines number of dungeons per mapchunk.
  893. mgcarpathian_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  894. [*Mapgen Flat]
  895. # Map generation attributes specific to Mapgen Flat.
  896. # Occasional lakes and hills can be added to the flat world.
  897. mgflat_spflags (Mapgen Flat specific flags) flags nolakes,nohills,nocaverns lakes,hills,caverns,nolakes,nohills,nocaverns
  898. # Y of flat ground.
  899. mgflat_ground_level (Ground level) int 8 -31000 31000
  900. # Y of upper limit of large caves.
  901. mgflat_large_cave_depth (Large cave depth) int -33 -31000 31000
  902. # Minimum limit of random number of small caves per mapchunk.
  903. mgflat_small_cave_num_min (Small cave minimum number) int 0 0 256
  904. # Maximum limit of random number of small caves per mapchunk.
  905. mgflat_small_cave_num_max (Small cave maximum number) int 0 0 256
  906. # Minimum limit of random number of large caves per mapchunk.
  907. mgflat_large_cave_num_min (Large cave minimum number) int 0 0 64
  908. # Maximum limit of random number of large caves per mapchunk.
  909. mgflat_large_cave_num_max (Large cave maximum number) int 2 0 64
  910. # Proportion of large caves that contain liquid.
  911. mgflat_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  912. # Controls width of tunnels, a smaller value creates wider tunnels.
  913. # Value >= 10.0 completely disables generation of tunnels and avoids the
  914. # intensive noise calculations.
  915. mgflat_cave_width (Cave width) float 0.09
  916. # Terrain noise threshold for lakes.
  917. # Controls proportion of world area covered by lakes.
  918. # Adjust towards 0.0 for a larger proportion.
  919. mgflat_lake_threshold (Lake threshold) float -0.45
  920. # Controls steepness/depth of lake depressions.
  921. mgflat_lake_steepness (Lake steepness) float 48.0
  922. # Terrain noise threshold for hills.
  923. # Controls proportion of world area covered by hills.
  924. # Adjust towards 0.0 for a larger proportion.
  925. mgflat_hill_threshold (Hill threshold) float 0.45
  926. # Controls steepness/height of hills.
  927. mgflat_hill_steepness (Hill steepness) float 64.0
  928. # Y-level of cavern upper limit.
  929. mgflat_cavern_limit (Cavern limit) int -256 -31000 31000
  930. # Y-distance over which caverns expand to full size.
  931. mgflat_cavern_taper (Cavern taper) int 256 0 32767
  932. # Defines full size of caverns, smaller values create larger caverns.
  933. mgflat_cavern_threshold (Cavern threshold) float 0.7
  934. # Lower Y limit of dungeons.
  935. mgflat_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  936. # Upper Y limit of dungeons.
  937. mgflat_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  938. [**Noises]
  939. # Defines location and terrain of optional hills and lakes.
  940. mgflat_np_terrain (Terrain noise) noise_params_2d 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0, eased
  941. # Variation of biome filler depth.
  942. mgflat_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
  943. # First of two 3D noises that together define tunnels.
  944. mgflat_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  945. # Second of two 3D noises that together define tunnels.
  946. mgflat_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  947. # 3D noise defining giant caverns.
  948. mgflat_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  949. # 3D noise that determines number of dungeons per mapchunk.
  950. mgflat_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  951. [*Mapgen Fractal]
  952. # Map generation attributes specific to Mapgen Fractal.
  953. # 'terrain' enables the generation of non-fractal terrain:
  954. # ocean, islands and underground.
  955. mgfractal_spflags (Mapgen Fractal specific flags) flags terrain terrain,noterrain
  956. # Controls width of tunnels, a smaller value creates wider tunnels.
  957. # Value >= 10.0 completely disables generation of tunnels and avoids the
  958. # intensive noise calculations.
  959. mgfractal_cave_width (Cave width) float 0.09
  960. # Y of upper limit of large caves.
  961. mgfractal_large_cave_depth (Large cave depth) int -33 -31000 31000
  962. # Minimum limit of random number of small caves per mapchunk.
  963. mgfractal_small_cave_num_min (Small cave minimum number) int 0 0 256
  964. # Maximum limit of random number of small caves per mapchunk.
  965. mgfractal_small_cave_num_max (Small cave maximum number) int 0 0 256
  966. # Minimum limit of random number of large caves per mapchunk.
  967. mgfractal_large_cave_num_min (Large cave minimum number) int 0 0 64
  968. # Maximum limit of random number of large caves per mapchunk.
  969. mgfractal_large_cave_num_max (Large cave maximum number) int 2 0 64
  970. # Proportion of large caves that contain liquid.
  971. mgfractal_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  972. # Lower Y limit of dungeons.
  973. mgfractal_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  974. # Upper Y limit of dungeons.
  975. mgfractal_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  976. # Selects one of 18 fractal types.
  977. # 1 = 4D "Roundy" Mandelbrot set.
  978. # 2 = 4D "Roundy" Julia set.
  979. # 3 = 4D "Squarry" Mandelbrot set.
  980. # 4 = 4D "Squarry" Julia set.
  981. # 5 = 4D "Mandy Cousin" Mandelbrot set.
  982. # 6 = 4D "Mandy Cousin" Julia set.
  983. # 7 = 4D "Variation" Mandelbrot set.
  984. # 8 = 4D "Variation" Julia set.
  985. # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
  986. # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
  987. # 11 = 3D "Christmas Tree" Mandelbrot set.
  988. # 12 = 3D "Christmas Tree" Julia set.
  989. # 13 = 3D "Mandelbulb" Mandelbrot set.
  990. # 14 = 3D "Mandelbulb" Julia set.
  991. # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
  992. # 16 = 3D "Cosine Mandelbulb" Julia set.
  993. # 17 = 4D "Mandelbulb" Mandelbrot set.
  994. # 18 = 4D "Mandelbulb" Julia set.
  995. mgfractal_fractal (Fractal type) int 1 1 18
  996. # Iterations of the recursive function.
  997. # Increasing this increases the amount of fine detail, but also
  998. # increases processing load.
  999. # At iterations = 20 this mapgen has a similar load to mapgen V7.
  1000. mgfractal_iterations (Iterations) int 11 1 65535
  1001. # (X,Y,Z) scale of fractal in nodes.
  1002. # Actual fractal size will be 2 to 3 times larger.
  1003. # These numbers can be made very large, the fractal does
  1004. # not have to fit inside the world.
  1005. # Increase these to 'zoom' into the detail of the fractal.
  1006. # Default is for a vertically-squashed shape suitable for
  1007. # an island, set all 3 numbers equal for the raw shape.
  1008. mgfractal_scale (Scale) v3f (4096.0, 1024.0, 4096.0)
  1009. # (X,Y,Z) offset of fractal from world center in units of 'scale'.
  1010. # Can be used to move a desired point to (0, 0) to create a
  1011. # suitable spawn point, or to allow 'zooming in' on a desired
  1012. # point by increasing 'scale'.
  1013. # The default is tuned for a suitable spawn point for Mandelbrot
  1014. # sets with default parameters, it may need altering in other
  1015. # situations.
  1016. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
  1017. mgfractal_offset (Offset) v3f (1.79, 0.0, 0.0)
  1018. # W coordinate of the generated 3D slice of a 4D fractal.
  1019. # Determines which 3D slice of the 4D shape is generated.
  1020. # Alters the shape of the fractal.
  1021. # Has no effect on 3D fractals.
  1022. # Range roughly -2 to 2.
  1023. mgfractal_slice_w (Slice w) float 0.0
  1024. # Julia set only.
  1025. # X component of hypercomplex constant.
  1026. # Alters the shape of the fractal.
  1027. # Range roughly -2 to 2.
  1028. mgfractal_julia_x (Julia x) float 0.33
  1029. # Julia set only.
  1030. # Y component of hypercomplex constant.
  1031. # Alters the shape of the fractal.
  1032. # Range roughly -2 to 2.
  1033. mgfractal_julia_y (Julia y) float 0.33
  1034. # Julia set only.
  1035. # Z component of hypercomplex constant.
  1036. # Alters the shape of the fractal.
  1037. # Range roughly -2 to 2.
  1038. mgfractal_julia_z (Julia z) float 0.33
  1039. # Julia set only.
  1040. # W component of hypercomplex constant.
  1041. # Alters the shape of the fractal.
  1042. # Has no effect on 3D fractals.
  1043. # Range roughly -2 to 2.
  1044. mgfractal_julia_w (Julia w) float 0.33
  1045. [**Noises]
  1046. # Y-level of seabed.
  1047. mgfractal_np_seabed (Seabed noise) noise_params_2d -14, 9, (600, 600, 600), 41900, 5, 0.6, 2.0, eased
  1048. # Variation of biome filler depth.
  1049. mgfractal_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
  1050. # First of two 3D noises that together define tunnels.
  1051. mgfractal_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1052. # Second of two 3D noises that together define tunnels.
  1053. mgfractal_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1054. # 3D noise that determines number of dungeons per mapchunk.
  1055. mgfractal_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1056. [*Mapgen Valleys]
  1057. # Map generation attributes specific to Mapgen Valleys.
  1058. # 'altitude_chill': Reduces heat with altitude.
  1059. # 'humid_rivers': Increases humidity around rivers.
  1060. # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
  1061. # to become shallower and occasionally dry.
  1062. # 'altitude_dry': Reduces humidity with altitude.
  1063. mgvalleys_spflags (Mapgen Valleys specific flags) flags altitude_chill,humid_rivers,vary_river_depth,altitude_dry altitude_chill,humid_rivers,vary_river_depth,altitude_dry,noaltitude_chill,nohumid_rivers,novary_river_depth,noaltitude_dry
  1064. # The vertical distance over which heat drops by 20 if 'altitude_chill' is
  1065. # enabled. Also the vertical distance over which humidity drops by 10 if
  1066. # 'altitude_dry' is enabled.
  1067. mgvalleys_altitude_chill (Altitude chill) int 90 0 65535
  1068. # Depth below which you'll find large caves.
  1069. mgvalleys_large_cave_depth (Large cave depth) int -33 -31000 31000
  1070. # Minimum limit of random number of small caves per mapchunk.
  1071. mgvalleys_small_cave_num_min (Small cave minimum number) int 0 0 256
  1072. # Maximum limit of random number of small caves per mapchunk.
  1073. mgvalleys_small_cave_num_max (Small cave maximum number) int 0 0 256
  1074. # Minimum limit of random number of large caves per mapchunk.
  1075. mgvalleys_large_cave_num_min (Large cave minimum number) int 0 0 64
  1076. # Maximum limit of random number of large caves per mapchunk.
  1077. mgvalleys_large_cave_num_max (Large cave maximum number) int 2 0 64
  1078. # Proportion of large caves that contain liquid.
  1079. mgvalleys_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  1080. # Depth below which you'll find giant caverns.
  1081. mgvalleys_cavern_limit (Cavern upper limit) int -256 -31000 31000
  1082. # Y-distance over which caverns expand to full size.
  1083. mgvalleys_cavern_taper (Cavern taper) int 192 0 32767
  1084. # Defines full size of caverns, smaller values create larger caverns.
  1085. mgvalleys_cavern_threshold (Cavern threshold) float 0.6
  1086. # How deep to make rivers.
  1087. mgvalleys_river_depth (River depth) int 4 0 65535
  1088. # How wide to make rivers.
  1089. mgvalleys_river_size (River size) int 5 0 65535
  1090. # Controls width of tunnels, a smaller value creates wider tunnels.
  1091. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1092. # intensive noise calculations.
  1093. mgvalleys_cave_width (Cave width) float 0.09
  1094. # Lower Y limit of dungeons.
  1095. mgvalleys_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  1096. # Upper Y limit of dungeons.
  1097. mgvalleys_dungeon_ymax (Dungeon maximum Y) int 63 -31000 31000
  1098. [**Noises]
  1099. # First of two 3D noises that together define tunnels.
  1100. mgvalleys_np_cave1 (Cave noise #1) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1101. # Second of two 3D noises that together define tunnels.
  1102. mgvalleys_np_cave2 (Cave noise #2) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1103. # The depth of dirt or other biome filler node.
  1104. mgvalleys_np_filler_depth (Filler depth) noise_params_2d 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0, eased
  1105. # 3D noise defining giant caverns.
  1106. mgvalleys_np_cavern (Cavern noise) noise_params_3d 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0
  1107. # Defines large-scale river channel structure.
  1108. mgvalleys_np_rivers (River noise) noise_params_2d 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0, eased
  1109. # Base terrain height.
  1110. mgvalleys_np_terrain_height (Terrain height) noise_params_2d -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0, eased
  1111. # Raises terrain to make valleys around the rivers.
  1112. mgvalleys_np_valley_depth (Valley depth) noise_params_2d 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0, eased
  1113. # Slope and fill work together to modify the heights.
  1114. mgvalleys_np_inter_valley_fill (Valley fill) noise_params_3d 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0
  1115. # Amplifies the valleys.
  1116. mgvalleys_np_valley_profile (Valley profile) noise_params_2d 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0, eased
  1117. # Slope and fill work together to modify the heights.
  1118. mgvalleys_np_inter_valley_slope (Valley slope) noise_params_2d 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0, eased
  1119. # 3D noise that determines number of dungeons per mapchunk.
  1120. mgvalleys_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1121. [Advanced]
  1122. [*Developer Options]
  1123. # Enable Lua modding support on client.
  1124. # This support is experimental and API can change.
  1125. enable_client_modding (Client modding) bool false
  1126. # Replaces the default main menu with a custom one.
  1127. main_menu_script (Main menu script) string
  1128. [**Mod Security]
  1129. # Prevent mods from doing insecure things like running shell commands.
  1130. secure.enable_security (Enable mod security) bool true
  1131. # Comma-separated list of trusted mods that are allowed to access insecure
  1132. # functions even when mod security is on (via request_insecure_environment()).
  1133. secure.trusted_mods (Trusted mods) string
  1134. # Comma-separated list of mods that are allowed to access HTTP APIs, which
  1135. # allow them to upload and download data to/from the internet.
  1136. secure.http_mods (HTTP mods) string
  1137. [**Debugging]
  1138. # Level of logging to be written to debug.txt:
  1139. # - <nothing> (no logging)
  1140. # - none (messages with no level)
  1141. # - error
  1142. # - warning
  1143. # - action
  1144. # - info
  1145. # - verbose
  1146. # - trace
  1147. debug_log_level (Debug log level) enum action ,none,error,warning,action,info,verbose,trace
  1148. # If the file size of debug.txt exceeds the number of megabytes specified in
  1149. # this setting when it is opened, the file is moved to debug.txt.1,
  1150. # deleting an older debug.txt.1 if it exists.
  1151. # debug.txt is only moved if this setting is positive.
  1152. debug_log_size_max (Debug log file size threshold) int 50 1
  1153. # Minimal level of logging to be written to chat.
  1154. chat_log_level (Chat log level) enum error ,none,error,warning,action,info,verbose,trace
  1155. # Handling for deprecated Lua API calls:
  1156. # - none: Do not log deprecated calls
  1157. # - log: mimic and log backtrace of deprecated call (default).
  1158. # - error: abort on usage of deprecated call (suggested for mod developers).
  1159. deprecated_lua_api_handling (Deprecated Lua API handling) enum log none,log,error
  1160. # Enable random user input (only used for testing).
  1161. random_input (Random input) bool false
  1162. # Enable mod channels support.
  1163. enable_mod_channels (Mod channels) bool false
  1164. [**Mod Profiler]
  1165. # Load the game profiler to collect game profiling data.
  1166. # Provides a /profiler command to access the compiled profile.
  1167. # Useful for mod developers and server operators.
  1168. profiler.load (Load the game profiler) bool false
  1169. # The default format in which profiles are being saved,
  1170. # when calling `/profiler save [format]` without format.
  1171. profiler.default_report_format (Default report format) enum txt txt,csv,lua,json,json_pretty
  1172. # The file path relative to your worldpath in which profiles will be saved to.
  1173. profiler.report_path (Report path) string ""
  1174. # Instrument the methods of entities on registration.
  1175. instrument.entity (Entity methods) bool true
  1176. # Instrument the action function of Active Block Modifiers on registration.
  1177. instrument.abm (Active Block Modifiers) bool true
  1178. # Instrument the action function of Loading Block Modifiers on registration.
  1179. instrument.lbm (Loading Block Modifiers) bool true
  1180. # Instrument chat commands on registration.
  1181. instrument.chatcommand (Chat commands) bool true
  1182. # Instrument global callback functions on registration.
  1183. # (anything you pass to a minetest.register_*() function)
  1184. instrument.global_callback (Global callbacks) bool true
  1185. # Instrument builtin.
  1186. # This is usually only needed by core/builtin contributors
  1187. instrument.builtin (Builtin) bool false
  1188. # Have the profiler instrument itself:
  1189. # * Instrument an empty function.
  1190. # This estimates the overhead, that instrumentation is adding (+1 function call).
  1191. # * Instrument the sampler being used to update the statistics.
  1192. instrument.profiler (Profiler) bool false
  1193. [**Engine profiler]
  1194. # Print the engine's profiling data in regular intervals (in seconds).
  1195. # 0 = disable. Useful for developers.
  1196. profiler_print_interval (Engine profiling data print interval) int 0 0
  1197. [*Advanced]
  1198. # Enable IPv6 support (for both client and server).
  1199. # Required for IPv6 connections to work at all.
  1200. enable_ipv6 (IPv6) bool true
  1201. # If enabled, invalid world data won't cause the server to shut down.
  1202. # Only enable this if you know what you are doing.
  1203. ignore_world_load_errors (Ignore world errors) bool false
  1204. [**Graphics]
  1205. # Path to shader directory. If no path is defined, default location will be used.
  1206. shader_path (Shader path) path
  1207. # The rendering back-end.
  1208. # A restart is required after changing this.
  1209. # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
  1210. # On other platforms, OpenGL is recommended.
  1211. # Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
  1212. video_driver (Video driver) enum opengl opengl,ogles1,ogles2
  1213. # Distance in nodes at which transparency depth sorting is enabled
  1214. # Use this to limit the performance impact of transparency depth sorting
  1215. transparency_sorting_distance (Transparency Sorting Distance) int 16 0 128
  1216. # Enable vertex buffer objects.
  1217. # This should greatly improve graphics performance.
  1218. enable_vbo (VBO) bool true
  1219. # Radius of cloud area stated in number of 64 node cloud squares.
  1220. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
  1221. cloud_radius (Cloud radius) int 12 1 62
  1222. # Whether node texture animations should be desynchronized per mapblock.
  1223. desynchronize_mapblock_texture_animation (Desynchronize block animation) bool true
  1224. # Enables caching of facedir rotated meshes.
  1225. enable_mesh_cache (Mesh cache) bool false
  1226. # Delay between mesh updates on the client in ms. Increasing this will slow
  1227. # down the rate of mesh updates, thus reducing jitter on slower clients.
  1228. mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50
  1229. # Size of the MapBlock cache of the mesh generator. Increasing this will
  1230. # increase the cache hit %, reducing the data being copied from the main
  1231. # thread, thus reducing jitter.
  1232. meshgen_block_cache_size (Mapblock mesh generator's MapBlock cache size in MB) int 20 0 1000
  1233. # True = 256
  1234. # False = 128
  1235. # Usable to make minimap smoother on slower machines.
  1236. minimap_double_scan_height (Minimap scan height) bool true
  1237. # Textures on a node may be aligned either to the node or to the world.
  1238. # The former mode suits better things like machines, furniture, etc., while
  1239. # the latter makes stairs and microblocks fit surroundings better.
  1240. # However, as this possibility is new, thus may not be used by older servers,
  1241. # this option allows enforcing it for certain node types. Note though that
  1242. # that is considered EXPERIMENTAL and may not work properly.
  1243. world_aligned_mode (World-aligned textures mode) enum enable disable,enable,force_solid,force_nodebox
  1244. # World-aligned textures may be scaled to span several nodes. However,
  1245. # the server may not send the scale you want, especially if you use
  1246. # a specially-designed texture pack; with this option, the client tries
  1247. # to determine the scale automatically basing on the texture size.
  1248. # See also texture_min_size.
  1249. # Warning: This option is EXPERIMENTAL!
  1250. autoscale_mode (Autoscaling mode) enum disable disable,enable,force
  1251. [**Font]
  1252. font_bold (Font bold by default) bool false
  1253. font_italic (Font italic by default) bool false
  1254. # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
  1255. font_shadow (Font shadow) int 1 0 65535
  1256. # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
  1257. font_shadow_alpha (Font shadow alpha) int 127 0 255
  1258. # Font size of the default font where 1 unit = 1 pixel at 96 DPI
  1259. font_size (Font size) int 16 5 72
  1260. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  1261. # with this font will always be divisible by this value, in pixels. For instance,
  1262. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  1263. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  1264. font_size_divisible_by (Font size divisible by) int 1 1
  1265. # Path to the default font. Must be a TrueType font.
  1266. # The fallback font will be used if the font cannot be loaded.
  1267. font_path (Regular font path) filepath fonts/Arimo-Regular.ttf
  1268. font_path_bold (Bold font path) filepath fonts/Arimo-Bold.ttf
  1269. font_path_italic (Italic font path) filepath fonts/Arimo-Italic.ttf
  1270. font_path_bold_italic (Bold and italic font path) filepath fonts/Arimo-BoldItalic.ttf
  1271. # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
  1272. mono_font_size (Monospace font size) int 16 5 72
  1273. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  1274. # with this font will always be divisible by this value, in pixels. For instance,
  1275. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  1276. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  1277. mono_font_size_divisible_by (Monospace font size divisible by) int 1 1
  1278. # Path to the monospace font. Must be a TrueType font.
  1279. # This font is used for e.g. the console and profiler screen.
  1280. mono_font_path (Monospace font path) filepath fonts/Cousine-Regular.ttf
  1281. mono_font_path_bold (Bold monospace font path) filepath fonts/Cousine-Bold.ttf
  1282. mono_font_path_italic (Italic monospace font path) filepath fonts/Cousine-Italic.ttf
  1283. mono_font_path_bold_italic (Bold and italic monospace font path) filepath fonts/Cousine-BoldItalic.ttf
  1284. # Path of the fallback font. Must be a TrueType font.
  1285. # This font will be used for certain languages or if the default font is unavailable.
  1286. fallback_font_path (Fallback font path) filepath fonts/DroidSansFallbackFull.ttf
  1287. [**Lighting]
  1288. # Gradient of light curve at minimum light level.
  1289. # Controls the contrast of the lowest light levels.
  1290. lighting_alpha (Light curve low gradient) float 0.0 0.0 3.0
  1291. # Gradient of light curve at maximum light level.
  1292. # Controls the contrast of the highest light levels.
  1293. lighting_beta (Light curve high gradient) float 1.5 0.0 3.0
  1294. # Strength of light curve boost.
  1295. # The 3 'boost' parameters define a range of the light
  1296. # curve that is boosted in brightness.
  1297. lighting_boost (Light curve boost) float 0.2 0.0 0.4
  1298. # Center of light curve boost range.
  1299. # Where 0.0 is minimum light level, 1.0 is maximum light level.
  1300. lighting_boost_center (Light curve boost center) float 0.5 0.0 1.0
  1301. # Spread of light curve boost range.
  1302. # Controls the width of the range to be boosted.
  1303. # Standard deviation of the light curve boost Gaussian.
  1304. lighting_boost_spread (Light curve boost spread) float 0.2 0.0 0.4
  1305. [**Networking]
  1306. # Prometheus listener address.
  1307. # If Minetest is compiled with ENABLE_PROMETHEUS option enabled,
  1308. # enable metrics listener for Prometheus on that address.
  1309. # Metrics can be fetched on http://127.0.0.1:30000/metrics
  1310. prometheus_listener_address (Prometheus listener address) string 127.0.0.1:30000
  1311. # Maximum size of the out chat queue.
  1312. # 0 to disable queueing and -1 to make the queue size unlimited.
  1313. max_out_chat_queue_size (Maximum size of the out chat queue) int 20 -1 32767
  1314. # Timeout for client to remove unused map data from memory, in seconds.
  1315. client_unload_unused_data_timeout (Mapblock unload timeout) float 600.0 0.0
  1316. # Maximum number of mapblocks for client to be kept in memory.
  1317. # Set to -1 for unlimited amount.
  1318. client_mapblock_limit (Mapblock limit) int 7500 -1 2147483647
  1319. # Whether to show the client debug info (has the same effect as hitting F5).
  1320. show_debug (Show debug info) bool false
  1321. # Maximum number of blocks that are simultaneously sent per client.
  1322. # The maximum total count is calculated dynamically:
  1323. # max_total = ceil((#clients + max_users) * per_client / 4)
  1324. max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 40 1 4294967295
  1325. # To reduce lag, block transfers are slowed down when a player is building something.
  1326. # This determines how long they are slowed down after placing or removing a node.
  1327. full_block_send_enable_min_time_from_building (Delay in sending blocks after building) float 2.0 0.0
  1328. # Maximum number of packets sent per send step, if you have a slow connection
  1329. # try reducing it, but don't reduce it to a number below double of targeted
  1330. # client number.
  1331. max_packets_per_iteration (Max. packets per iteration) int 1024 1 65535
  1332. # Compression level to use when sending mapblocks to the client.
  1333. # -1 - use default compression level
  1334. # 0 - least compression, fastest
  1335. # 9 - best compression, slowest
  1336. map_compression_level_net (Map Compression Level for Network Transfer) int -1 -1 9
  1337. [**Server]
  1338. # Format of player chat messages. The following strings are valid placeholders:
  1339. # @name, @message, @timestamp (optional)
  1340. chat_message_format (Chat message format) string <@name> @message
  1341. # If the execution of a chat command takes longer than this specified time in
  1342. # seconds, add the time information to the chat command message
  1343. chatcommand_msg_time_threshold (Chat command time message threshold) float 0.1 0.0
  1344. # A message to be displayed to all clients when the server shuts down.
  1345. kick_msg_shutdown (Shutdown message) string Server shutting down.
  1346. # A message to be displayed to all clients when the server crashes.
  1347. kick_msg_crash (Crash message) string This server has experienced an internal error. You will now be disconnected.
  1348. # Whether to ask clients to reconnect after a (Lua) crash.
  1349. # Set this to true if your server is set up to restart automatically.
  1350. ask_reconnect_on_crash (Ask to reconnect after crash) bool false
  1351. [**Server/Env Performance]
  1352. # Length of a server tick and the interval at which objects are generally updated over
  1353. # network, stated in seconds.
  1354. dedicated_server_step (Dedicated server step) float 0.09 0.0
  1355. # Whether players are shown to clients without any range limit.
  1356. # Deprecated, use the setting player_transfer_distance instead.
  1357. unlimited_player_transfer_distance (Unlimited player transfer distance) bool true
  1358. # Defines the maximal player transfer distance in blocks (0 = unlimited).
  1359. player_transfer_distance (Player transfer distance) int 0 0 65535
  1360. # From how far clients know about objects, stated in mapblocks (16 nodes).
  1361. #
  1362. # Setting this larger than active_block_range will also cause the server
  1363. # to maintain active objects up to this distance in the direction the
  1364. # player is looking. (This can avoid mobs suddenly disappearing from view)
  1365. active_object_send_range_blocks (Active object send range) int 8 1 65535
  1366. # The radius of the volume of blocks around every player that is subject to the
  1367. # active block stuff, stated in mapblocks (16 nodes).
  1368. # In active blocks objects are loaded and ABMs run.
  1369. # This is also the minimum range in which active objects (mobs) are maintained.
  1370. # This should be configured together with active_object_send_range_blocks.
  1371. active_block_range (Active block range) int 4 1 65535
  1372. # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
  1373. max_block_send_distance (Max block send distance) int 12 1 65535
  1374. # Maximum number of forceloaded mapblocks.
  1375. max_forceloaded_blocks (Maximum forceloaded blocks) int 16 0
  1376. # Interval of sending time of day to clients, stated in seconds.
  1377. time_send_interval (Time send interval) float 5.0 0.001
  1378. # Interval of saving important changes in the world, stated in seconds.
  1379. server_map_save_interval (Map save interval) float 5.3 0.001
  1380. # How long the server will wait before unloading unused mapblocks, stated in seconds.
  1381. # Higher value is smoother, but will use more RAM.
  1382. server_unload_unused_data_timeout (Unload unused server data) int 29 0 4294967295
  1383. # Maximum number of statically stored objects in a block.
  1384. max_objects_per_block (Maximum objects per block) int 256 1 65535
  1385. # Length of time between active block management cycles, stated in seconds.
  1386. active_block_mgmt_interval (Active block management interval) float 2.0 0.0
  1387. # Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
  1388. abm_interval (ABM interval) float 1.0 0.0
  1389. # The time budget allowed for ABMs to execute on each step
  1390. # (as a fraction of the ABM Interval)
  1391. abm_time_budget (ABM time budget) float 0.2 0.1 0.9
  1392. # Length of time between NodeTimer execution cycles, stated in seconds.
  1393. nodetimer_interval (NodeTimer interval) float 0.2 0.0
  1394. # Max liquids processed per step.
  1395. liquid_loop_max (Liquid loop max) int 100000 1 4294967295
  1396. # The time (in seconds) that the liquids queue may grow beyond processing
  1397. # capacity until an attempt is made to decrease its size by dumping old queue
  1398. # items. A value of 0 disables the functionality.
  1399. liquid_queue_purge_time (Liquid queue purge time) int 0 0 65535
  1400. # Liquid update interval in seconds.
  1401. liquid_update (Liquid update tick) float 1.0 0.001
  1402. # At this distance the server will aggressively optimize which blocks are sent to
  1403. # clients.
  1404. # Small values potentially improve performance a lot, at the expense of visible
  1405. # rendering glitches (some blocks will not be rendered under water and in caves,
  1406. # as well as sometimes on land).
  1407. # Setting this to a value greater than max_block_send_distance disables this
  1408. # optimization.
  1409. # Stated in mapblocks (16 nodes).
  1410. block_send_optimize_distance (Block send optimize distance) int 4 2 32767
  1411. # If enabled the server will perform map block occlusion culling based on
  1412. # on the eye position of the player. This can reduce the number of blocks
  1413. # sent to the client 50-80%. The client will not longer receive most invisible
  1414. # so that the utility of noclip mode is reduced.
  1415. server_side_occlusion_culling (Server side occlusion culling) bool true
  1416. [**Mapgen]
  1417. # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
  1418. # WARNING!: There is no benefit, and there are several dangers, in
  1419. # increasing this value above 5.
  1420. # Reducing this value increases cave and dungeon density.
  1421. # Altering this value is for special usage, leaving it unchanged is
  1422. # recommended.
  1423. chunksize (Chunk size) int 5 1 10
  1424. # Dump the mapgen debug information.
  1425. enable_mapgen_debug_info (Mapgen debug) bool false
  1426. # Maximum number of blocks that can be queued for loading.
  1427. emergequeue_limit_total (Absolute limit of queued blocks to emerge) int 1024 1 1000000
  1428. # Maximum number of blocks to be queued that are to be loaded from file.
  1429. # This limit is enforced per player.
  1430. emergequeue_limit_diskonly (Per-player limit of queued blocks load from disk) int 128 1 1000000
  1431. # Maximum number of blocks to be queued that are to be generated.
  1432. # This limit is enforced per player.
  1433. emergequeue_limit_generate (Per-player limit of queued blocks to generate) int 128 1 1000000
  1434. # Number of emerge threads to use.
  1435. # Value 0:
  1436. # - Automatic selection. The number of emerge threads will be
  1437. # - 'number of processors - 2', with a lower limit of 1.
  1438. # Any other value:
  1439. # - Specifies the number of emerge threads, with a lower limit of 1.
  1440. # WARNING: Increasing the number of emerge threads increases engine mapgen
  1441. # speed, but this may harm game performance by interfering with other
  1442. # processes, especially in singleplayer and/or when running Lua code in
  1443. # 'on_generated'. For many users the optimum setting may be '1'.
  1444. num_emerge_threads (Number of emerge threads) int 1 0 32767
  1445. [**cURL]
  1446. # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
  1447. curl_timeout (cURL interactive timeout) int 20000 100 2147483647
  1448. # Limits number of parallel HTTP requests. Affects:
  1449. # - Media fetch if server uses remote_media setting.
  1450. # - Serverlist download and server announcement.
  1451. # - Downloads performed by main menu (e.g. mod manager).
  1452. # Only has an effect if compiled with cURL.
  1453. curl_parallel_limit (cURL parallel limit) int 8 1 2147483647
  1454. # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
  1455. curl_file_download_timeout (cURL file download timeout) int 300000 100 2147483647
  1456. [**Misc]
  1457. # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
  1458. screen_dpi (DPI) int 72 1
  1459. # Adjust the detected display density, used for scaling UI elements.
  1460. display_density_factor (Display Density Scaling Factor) float 1 0.5 5.0
  1461. # Windows systems only: Start Minetest with the command line window in the background.
  1462. # Contains the same information as the file debug.txt (default name).
  1463. enable_console (Enable console window) bool false
  1464. # Number of extra blocks that can be loaded by /clearobjects at once.
  1465. # This is a trade-off between SQLite transaction overhead and
  1466. # memory consumption (4096=100MB, as a rule of thumb).
  1467. max_clearobjects_extra_loaded_blocks (Max. clearobjects extra blocks) int 4096 0 4294967295
  1468. # World directory (everything in the world is stored here).
  1469. # Not needed if starting from the main menu.
  1470. map-dir (Map directory) path
  1471. # See https://www.sqlite.org/pragma.html#pragma_synchronous
  1472. sqlite_synchronous (Synchronous SQLite) enum 2 0,1,2
  1473. # Compression level to use when saving mapblocks to disk.
  1474. # -1 - use default compression level
  1475. # 0 - least compression, fastest
  1476. # 9 - best compression, slowest
  1477. map_compression_level_disk (Map Compression Level for Disk Storage) int -1 -1 9
  1478. # Enable usage of remote media server (if provided by server).
  1479. # Remote servers offer a significantly faster way to download media (e.g. textures)
  1480. # when connecting to the server.
  1481. enable_remote_media_server (Connect to external media server) bool true
  1482. # File in client/serverlist/ that contains your favorite servers displayed in the
  1483. # Multiplayer Tab.
  1484. serverlist_file (Serverlist file) string favoriteservers.json
  1485. [*Gamepads]
  1486. # Enable joysticks. Requires a restart to take effect
  1487. enable_joysticks (Enable joysticks) bool false
  1488. # The identifier of the joystick to use
  1489. joystick_id (Joystick ID) int 0 0 255
  1490. # The type of joystick
  1491. joystick_type (Joystick type) enum auto auto,generic,xbox,dragonrise_gamecube
  1492. # The time in seconds it takes between repeated events
  1493. # when holding down a joystick button combination.
  1494. repeat_joystick_button_time (Joystick button repetition interval) float 0.17 0.001
  1495. # The dead zone of the joystick
  1496. joystick_deadzone (Joystick dead zone) int 2048 0 65535
  1497. # The sensitivity of the joystick axes for moving the
  1498. # in-game view frustum around.
  1499. joystick_frustum_sensitivity (Joystick frustum sensitivity) float 170.0 0.001
  1500. [*Temporary Settings]
  1501. # Path to texture directory. All textures are first searched from here.
  1502. texture_path (Texture path) path
  1503. # Enables minimap.
  1504. enable_minimap (Minimap) bool true
  1505. # Shape of the minimap. Enabled = round, disabled = square.
  1506. minimap_shape_round (Round minimap) bool true
  1507. # Address to connect to.
  1508. # Leave this blank to start a local server.
  1509. # Note that the address field in the main menu overrides this setting.
  1510. address (Server address) string
  1511. # Port to connect to (UDP).
  1512. # Note that the port field in the main menu overrides this setting.
  1513. remote_port (Remote port) int 30000 1 65535
  1514. # Default game when creating a new world.
  1515. # This will be overridden when creating a world from the main menu.
  1516. default_game (Default game) string minetest
  1517. # Enable players getting damage and dying.
  1518. enable_damage (Damage) bool false
  1519. # Enable creative mode for all players
  1520. creative_mode (Creative) bool false
  1521. # Whether to allow players to damage and kill each other.
  1522. enable_pvp (Player versus player) bool true
  1523. # Player is able to fly without being affected by gravity.
  1524. # This requires the "fly" privilege on the server.
  1525. free_move (Flying) bool false
  1526. # If enabled, makes move directions relative to the player's pitch when flying or swimming.
  1527. pitch_move (Pitch move mode) bool false
  1528. # Fast movement (via the "Aux1" key).
  1529. # This requires the "fast" privilege on the server.
  1530. fast_move (Fast movement) bool false
  1531. # If enabled together with fly mode, player is able to fly through solid nodes.
  1532. # This requires the "noclip" privilege on the server.
  1533. noclip (Noclip) bool false
  1534. # Continuous forward movement, toggled by autoforward key.
  1535. # Press the autoforward key again or the backwards movement to disable.
  1536. continuous_forward (Continuous forward) bool false
  1537. # Formspec default background opacity (between 0 and 255).
  1538. formspec_default_bg_opacity (Formspec Default Background Opacity) int 140 0 255
  1539. # Formspec default background color (R,G,B).
  1540. formspec_default_bg_color (Formspec Default Background Color) string (0,0,0)
  1541. # Whether to show technical names.
  1542. # Affects mods and texture packs in the Content and Select Mods menus, as well as
  1543. # setting names in All Settings.
  1544. # Controlled by the checkbox in the "All settings" menu.
  1545. show_technical_names (Show technical names) bool false
  1546. # Enables the sound system.
  1547. # If disabled, this completely disables all sounds everywhere and the in-game
  1548. # sound controls will be non-functional.
  1549. # Changing this setting requires a restart.
  1550. enable_sound (Sound) bool true
  1551. # Key for moving the player forward.
  1552. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1553. keymap_forward (Forward key) key KEY_KEY_W
  1554. # Key for moving the player backward.
  1555. # Will also disable autoforward, when active.
  1556. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1557. keymap_backward (Backward key) key KEY_KEY_S
  1558. # Key for moving the player left.
  1559. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1560. keymap_left (Left key) key KEY_KEY_A
  1561. # Key for moving the player right.
  1562. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1563. keymap_right (Right key) key KEY_KEY_D
  1564. # Key for jumping.
  1565. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1566. keymap_jump (Jump key) key KEY_SPACE
  1567. # Key for sneaking.
  1568. # Also used for climbing down and descending in water if aux1_descends is disabled.
  1569. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1570. keymap_sneak (Sneak key) key KEY_LSHIFT
  1571. # Key for digging.
  1572. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1573. keymap_dig (Dig key) key KEY_LBUTTON
  1574. # Key for placing.
  1575. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1576. keymap_place (Place key) key KEY_RBUTTON
  1577. # Key for opening the inventory.
  1578. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1579. keymap_inventory (Inventory key) key KEY_KEY_I
  1580. # Key for moving fast in fast mode.
  1581. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1582. keymap_aux1 (Aux1 key) key KEY_KEY_E
  1583. # Key for opening the chat window.
  1584. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1585. keymap_chat (Chat key) key KEY_KEY_T
  1586. # Key for opening the chat window to type commands.
  1587. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1588. keymap_cmd (Command key) key /
  1589. # Key for opening the chat window to type local commands.
  1590. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1591. keymap_cmd_local (Command key) key .
  1592. # Key for toggling unlimited view range.
  1593. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1594. keymap_rangeselect (Range select key) key
  1595. # Key for toggling flying.
  1596. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1597. keymap_freemove (Fly key) key KEY_KEY_K
  1598. # Key for toggling pitch move mode.
  1599. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1600. keymap_pitchmove (Pitch move key) key KEY_KEY_P
  1601. # Key for toggling fast mode.
  1602. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1603. keymap_fastmove (Fast key) key KEY_KEY_J
  1604. # Key for toggling noclip mode.
  1605. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1606. keymap_noclip (Noclip key) key KEY_KEY_H
  1607. # Key for selecting the next item in the hotbar.
  1608. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1609. keymap_hotbar_next (Hotbar next key) key KEY_KEY_N
  1610. # Key for selecting the previous item in the hotbar.
  1611. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1612. keymap_hotbar_previous (Hotbar previous key) key KEY_KEY_B
  1613. # Key for muting the game.
  1614. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1615. keymap_mute (Mute key) key KEY_KEY_M
  1616. # Key for increasing the volume.
  1617. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1618. keymap_increase_volume (Inc. volume key) key
  1619. # Key for decreasing the volume.
  1620. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1621. keymap_decrease_volume (Dec. volume key) key
  1622. # Key for toggling autoforward.
  1623. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1624. keymap_autoforward (Automatic forward key) key
  1625. # Key for toggling cinematic mode.
  1626. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1627. keymap_cinematic (Cinematic mode key) key
  1628. # Key for toggling display of minimap.
  1629. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1630. keymap_minimap (Minimap key) key KEY_KEY_V
  1631. # Key for taking screenshots.
  1632. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1633. keymap_screenshot (Screenshot) key KEY_F12
  1634. # Key for dropping the currently selected item.
  1635. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1636. keymap_drop (Drop item key) key KEY_KEY_Q
  1637. # Key to use view zoom when possible.
  1638. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1639. keymap_zoom (View zoom key) key KEY_KEY_Z
  1640. # Key for selecting the first hotbar slot.
  1641. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1642. keymap_slot1 (Hotbar slot 1 key) key KEY_KEY_1
  1643. # Key for selecting the second hotbar slot.
  1644. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1645. keymap_slot2 (Hotbar slot 2 key) key KEY_KEY_2
  1646. # Key for selecting the third hotbar slot.
  1647. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1648. keymap_slot3 (Hotbar slot 3 key) key KEY_KEY_3
  1649. # Key for selecting the fourth hotbar slot.
  1650. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1651. keymap_slot4 (Hotbar slot 4 key) key KEY_KEY_4
  1652. # Key for selecting the fifth hotbar slot.
  1653. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1654. keymap_slot5 (Hotbar slot 5 key) key KEY_KEY_5
  1655. # Key for selecting the sixth hotbar slot.
  1656. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1657. keymap_slot6 (Hotbar slot 6 key) key KEY_KEY_6
  1658. # Key for selecting the seventh hotbar slot.
  1659. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1660. keymap_slot7 (Hotbar slot 7 key) key KEY_KEY_7
  1661. # Key for selecting the eighth hotbar slot.
  1662. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1663. keymap_slot8 (Hotbar slot 8 key) key KEY_KEY_8
  1664. # Key for selecting the ninth hotbar slot.
  1665. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1666. keymap_slot9 (Hotbar slot 9 key) key KEY_KEY_9
  1667. # Key for selecting the tenth hotbar slot.
  1668. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1669. keymap_slot10 (Hotbar slot 10 key) key KEY_KEY_0
  1670. # Key for selecting the 11th hotbar slot.
  1671. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1672. keymap_slot11 (Hotbar slot 11 key) key
  1673. # Key for selecting the 12th hotbar slot.
  1674. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1675. keymap_slot12 (Hotbar slot 12 key) key
  1676. # Key for selecting the 13th hotbar slot.
  1677. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1678. keymap_slot13 (Hotbar slot 13 key) key
  1679. # Key for selecting the 14th hotbar slot.
  1680. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1681. keymap_slot14 (Hotbar slot 14 key) key
  1682. # Key for selecting the 15th hotbar slot.
  1683. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1684. keymap_slot15 (Hotbar slot 15 key) key
  1685. # Key for selecting the 16th hotbar slot.
  1686. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1687. keymap_slot16 (Hotbar slot 16 key) key
  1688. # Key for selecting the 17th hotbar slot.
  1689. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1690. keymap_slot17 (Hotbar slot 17 key) key
  1691. # Key for selecting the 18th hotbar slot.
  1692. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1693. keymap_slot18 (Hotbar slot 18 key) key
  1694. # Key for selecting the 19th hotbar slot.
  1695. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1696. keymap_slot19 (Hotbar slot 19 key) key
  1697. # Key for selecting the 20th hotbar slot.
  1698. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1699. keymap_slot20 (Hotbar slot 20 key) key
  1700. # Key for selecting the 21st hotbar slot.
  1701. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1702. keymap_slot21 (Hotbar slot 21 key) key
  1703. # Key for selecting the 22nd hotbar slot.
  1704. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1705. keymap_slot22 (Hotbar slot 22 key) key
  1706. # Key for selecting the 23rd hotbar slot.
  1707. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1708. keymap_slot23 (Hotbar slot 23 key) key
  1709. # Key for selecting the 24th hotbar slot.
  1710. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1711. keymap_slot24 (Hotbar slot 24 key) key
  1712. # Key for selecting the 25th hotbar slot.
  1713. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1714. keymap_slot25 (Hotbar slot 25 key) key
  1715. # Key for selecting the 26th hotbar slot.
  1716. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1717. keymap_slot26 (Hotbar slot 26 key) key
  1718. # Key for selecting the 27th hotbar slot.
  1719. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1720. keymap_slot27 (Hotbar slot 27 key) key
  1721. # Key for selecting the 28th hotbar slot.
  1722. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1723. keymap_slot28 (Hotbar slot 28 key) key
  1724. # Key for selecting the 29th hotbar slot.
  1725. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1726. keymap_slot29 (Hotbar slot 29 key) key
  1727. # Key for selecting the 30th hotbar slot.
  1728. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1729. keymap_slot30 (Hotbar slot 30 key) key
  1730. # Key for selecting the 31st hotbar slot.
  1731. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1732. keymap_slot31 (Hotbar slot 31 key) key
  1733. # Key for selecting the 32nd hotbar slot.
  1734. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1735. keymap_slot32 (Hotbar slot 32 key) key
  1736. # Key for toggling the display of the HUD.
  1737. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1738. keymap_toggle_hud (HUD toggle key) key KEY_F1
  1739. # Key for toggling the display of chat.
  1740. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1741. keymap_toggle_chat (Chat toggle key) key KEY_F2
  1742. # Key for toggling the display of the large chat console.
  1743. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1744. keymap_console (Large chat console key) key KEY_F10
  1745. # Key for toggling the display of fog.
  1746. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1747. keymap_toggle_force_fog_off (Fog toggle key) key KEY_F3
  1748. # Key for toggling the camera update. Only used for development
  1749. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1750. keymap_toggle_update_camera (Camera update toggle key) key
  1751. # Key for toggling the display of debug info.
  1752. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1753. keymap_toggle_debug (Debug info toggle key) key KEY_F5
  1754. # Key for toggling the display of the profiler. Used for development.
  1755. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1756. keymap_toggle_profiler (Profiler toggle key) key KEY_F6
  1757. # Key for switching between first- and third-person camera.
  1758. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1759. keymap_camera_mode (Toggle camera mode key) key KEY_KEY_C
  1760. # Key for increasing the viewing range.
  1761. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1762. keymap_increase_viewing_range_min (View range increase key) key +
  1763. # Key for decreasing the viewing range.
  1764. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  1765. keymap_decrease_viewing_range_min (View range decrease key) key -