settingtypes.txt 100 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. # The last line of a comment can contain the requirements for the setting, ie:
  61. #
  62. # # This is a comment
  63. # #
  64. # # Requires: shaders, enable_dynamic_shadows, !touch_controls
  65. # name (Readable name) type type_args
  66. #
  67. # A requirement can be the name of a boolean setting or an engine-defined value.
  68. # These requirements may be:
  69. #
  70. # * The value of a boolean setting, such as enable_dynamic_shadows
  71. # * An engine-defined value:
  72. # * shaders_support (a video driver that supports shaders, may not be enabled)
  73. # * shaders (both enable_shaders and shaders_support)
  74. # * desktop / android
  75. # * opengl / gles
  76. # * You can negate any requirement by prepending with !
  77. #
  78. # Sections are marked by a single line in the format: [Section Name]
  79. # Sub-section are marked by adding * in front of the section name: [*Sub-section]
  80. # Sub-sub-sections have two * etc.
  81. # There shouldn't be too much settings per category; settings that shouldn't be
  82. # modified by the "average user" should be in (sub-)categories called "Advanced".
  83. [Controls]
  84. [*General]
  85. # Smooths rotation of camera, also called look or mouse smoothing. 0 to disable.
  86. camera_smoothing (Camera smoothing) float 0.0 0.0 0.99
  87. # Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Controls.
  88. #
  89. # Requires: !touch_controls
  90. cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99
  91. # If enabled, you can place nodes at the position (feet + eye level) where you stand.
  92. # This is helpful when working with nodeboxes in small areas.
  93. enable_build_where_you_stand (Build inside player) bool false
  94. # If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
  95. # descending.
  96. aux1_descends (Aux1 key for climbing/descending) bool false
  97. # Double-tapping the jump key toggles fly mode.
  98. doubletap_jump (Double tap jump for fly) bool false
  99. # If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
  100. # enabled.
  101. always_fly_fast (Always fly fast) bool true
  102. # The time in seconds it takes between repeated node placements when holding
  103. # the place button.
  104. #
  105. # Requires: !touch_controls
  106. repeat_place_time (Place repetition interval) float 0.25 0.16 2.0
  107. # The minimum time in seconds it takes between digging nodes when holding
  108. # the dig button.
  109. repeat_dig_time (Minimum dig repetition interval) float 0.0 0.0 2.0
  110. # Automatically jump up single-node obstacles.
  111. autojump (Automatic jumping) bool false
  112. # Prevent digging and placing from repeating when holding the respective buttons.
  113. # Enable this when you dig or place too often by accident.
  114. # On touchscreens, this only affects digging.
  115. safe_dig_and_place (Safe digging and placing) bool false
  116. [*Keyboard and Mouse]
  117. # Invert vertical mouse movement.
  118. #
  119. # Requires: !touch_controls
  120. invert_mouse (Invert mouse) bool false
  121. # Mouse sensitivity multiplier.
  122. #
  123. # Requires: !touch_controls
  124. mouse_sensitivity (Mouse sensitivity) float 0.2 0.001 10.0
  125. # Enable mouse wheel (scroll) for item selection in hotbar.
  126. #
  127. # Requires: !touch_controls
  128. enable_hotbar_mouse_wheel (Hotbar: Enable mouse wheel for selection) bool true
  129. # Invert mouse wheel (scroll) direction for item selection in hotbar.
  130. #
  131. # Requires: !touch_controls
  132. invert_hotbar_mouse_wheel (Hotbar: Invert mouse wheel direction) bool false
  133. [*Touchscreen]
  134. # Enables the touchscreen controls, allowing you to play the game with a touchscreen.
  135. touch_controls (Enable touchscreen controls) bool true
  136. # Touchscreen sensitivity multiplier.
  137. #
  138. # Requires: touch_controls
  139. touchscreen_sensitivity (Touchscreen sensitivity) float 0.2 0.001 10.0
  140. # The length in pixels after which a touch interaction is considered movement.
  141. #
  142. # Requires: touch_controls
  143. touchscreen_threshold (Movement threshold) int 20 0 100
  144. # The delay in milliseconds after which a touch interaction is considered a long tap.
  145. #
  146. # Requires: touch_controls
  147. touch_long_tap_delay (Threshold for long taps) int 400 100 1000
  148. # Use crosshair to select object instead of whole screen.
  149. # If enabled, a crosshair will be shown and will be used for selecting object.
  150. #
  151. # Requires: touch_controls
  152. touch_use_crosshair (Use crosshair for touch screen) bool false
  153. # Fixes the position of virtual joystick.
  154. # If disabled, virtual joystick will center to first-touch's position.
  155. #
  156. # Requires: touch_controls
  157. fixed_virtual_joystick (Fixed virtual joystick) bool false
  158. # Use virtual joystick to trigger "Aux1" button.
  159. # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
  160. #
  161. # Requires: touch_controls
  162. virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool false
  163. # The gesture for punching players/entities.
  164. # This can be overridden by games and mods.
  165. #
  166. # * short_tap
  167. # Easy to use and well-known from other games that shall not be named.
  168. #
  169. # * long_tap
  170. # Known from the classic Minetest mobile controls.
  171. # Combat is more or less impossible.
  172. #
  173. # Requires: touch_controls
  174. touch_punch_gesture (Punch gesture) enum short_tap short_tap,long_tap
  175. [Graphics and Audio]
  176. [*Graphics]
  177. [**Screen]
  178. # Width component of the initial window size.
  179. #
  180. # Requires: desktop
  181. screen_w (Screen width) int 1024 1 65535
  182. # Height component of the initial window size.
  183. #
  184. # Requires: desktop
  185. screen_h (Screen height) int 600 1 65535
  186. # Whether the window is maximized.
  187. #
  188. # Requires: desktop
  189. window_maximized (Window maximized) bool false
  190. # Save window size automatically when modified.
  191. # If true, screen size is saved in screen_w and screen_h, and whether the window
  192. # is maximized is stored in window_maximized.
  193. # (Autosaving window_maximized only works if compiled with SDL.)
  194. #
  195. # Requires: desktop
  196. autosave_screensize (Remember screen size) bool true
  197. # Fullscreen mode.
  198. #
  199. # Requires: desktop
  200. fullscreen (Full screen) bool false
  201. # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
  202. # open.
  203. #
  204. # Requires: desktop
  205. pause_on_lost_focus (Pause on lost window focus) bool false
  206. [**FPS]
  207. # If FPS would go higher than this, limit it by sleeping
  208. # to not waste CPU power for no benefit.
  209. fps_max (Maximum FPS) int 60 1 4294967295
  210. # Vertical screen synchronization. Your system may still force VSync on even if this is disabled.
  211. vsync (VSync) bool false
  212. # Maximum FPS when the window is not focused, or when the game is paused.
  213. fps_max_unfocused (FPS when unfocused or paused) int 20 1 4294967295
  214. # View distance in nodes.
  215. viewing_range (Viewing range) int 190 20 4000
  216. # Undersampling is similar to using a lower screen resolution, but it applies
  217. # to the game world only, keeping the GUI intact.
  218. # It should give a significant performance boost at the cost of less detailed image.
  219. # Higher values result in a less detailed image.
  220. undersampling (Undersampling) int 1 1 8
  221. [**Graphics Effects]
  222. # Allows liquids to be translucent.
  223. translucent_liquids (Translucent liquids) bool true
  224. # Leaves style:
  225. # - Fancy: all faces visible
  226. # - Simple: only outer faces, if defined special_tiles are used
  227. # - Opaque: disable transparency
  228. leaves_style (Leaves style) enum fancy fancy,simple,opaque
  229. # Connects glass if supported by node.
  230. connected_glass (Connect glass) bool false
  231. # Enable smooth lighting with simple ambient occlusion.
  232. # Disable for speed or for different looks.
  233. smooth_lighting (Smooth lighting) bool true
  234. # Enables tradeoffs that reduce CPU load or increase rendering performance
  235. # at the expense of minor visual glitches that do not impact game playability.
  236. performance_tradeoffs (Tradeoffs for performance) bool false
  237. # Adds particles when digging a node.
  238. enable_particles (Digging particles) bool true
  239. [**3D]
  240. # 3D support.
  241. # Currently supported:
  242. # - none: no 3d output.
  243. # - anaglyph: cyan/magenta color 3d.
  244. # - interlaced: odd/even line based polarization screen support.
  245. # - topbottom: split screen top/bottom.
  246. # - sidebyside: split screen side by side.
  247. # - crossview: Cross-eyed 3d
  248. # Note that the interlaced mode requires shaders to be enabled.
  249. 3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,crossview
  250. # Strength of 3D mode parallax.
  251. 3d_paralax_strength (3D mode parallax strength) float 0.025 -0.087 0.087
  252. [**Bobbing]
  253. # Arm inertia, gives a more realistic movement of
  254. # the arm when the camera moves.
  255. arm_inertia (Arm inertia) bool true
  256. # Enable view bobbing and amount of view bobbing.
  257. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  258. view_bobbing_amount (View bobbing factor) float 1.0 0.0 7.9
  259. # Multiplier for fall bobbing.
  260. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  261. fall_bobbing_amount (Fall bobbing factor) float 0.03 0.0 100.0
  262. [**Camera]
  263. # Field of view in degrees.
  264. fov (Field of view) int 72 45 160
  265. # Alters the light curve by applying 'gamma correction' to it.
  266. # Higher values make middle and lower light levels brighter.
  267. # Value '1.0' leaves the light curve unaltered.
  268. # This only has significant effect on daylight and artificial
  269. # light, it has very little effect on natural night light.
  270. display_gamma (Light curve gamma) float 1.0 0.33 3.0
  271. # The strength (darkness) of node ambient-occlusion shading.
  272. # Lower is darker, Higher is lighter. The valid range of values for this
  273. # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
  274. # set to the nearest valid value.
  275. ambient_occlusion_gamma (Ambient occlusion gamma) float 1.8 0.25 4.0
  276. [**Screenshots]
  277. # Path to save screenshots at. Can be an absolute or relative path.
  278. # The folder will be created if it doesn't already exist.
  279. #
  280. # Requires: desktop
  281. screenshot_path (Screenshot folder) path screenshots
  282. # Format of screenshots.
  283. #
  284. # Requires: desktop
  285. screenshot_format (Screenshot format) enum png png,jpg
  286. # Screenshot quality. Only used for JPEG format.
  287. # 1 means worst quality; 100 means best quality.
  288. # Use 0 for default quality.
  289. #
  290. # Requires: desktop
  291. screenshot_quality (Screenshot quality) int 0 0 100
  292. [**Node and Entity Highlighting]
  293. # Method used to highlight selected object.
  294. node_highlighting (Node highlighting) enum box box,halo,none
  295. # Show entity selection boxes
  296. # A restart is required after changing this.
  297. show_entity_selectionbox (Show entity selection boxes) bool false
  298. # Selection box border color (R,G,B).
  299. selectionbox_color (Selection box color) string (0,0,0)
  300. # Width of the selection box lines around nodes.
  301. selectionbox_width (Selection box width) int 2 1 5
  302. # Crosshair color (R,G,B).
  303. # Also controls the object crosshair color
  304. crosshair_color (Crosshair color) string (255,255,255)
  305. # Crosshair alpha (opaqueness, between 0 and 255).
  306. # This also applies to the object crosshair.
  307. crosshair_alpha (Crosshair alpha) int 255 0 255
  308. [**Fog]
  309. # Whether to fog out the end of the visible area.
  310. enable_fog (Fog) bool true
  311. # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
  312. #
  313. # Requires: enable_fog
  314. directional_colored_fog (Colored fog) bool true
  315. # Fraction of the visible distance at which fog starts to be rendered
  316. #
  317. # Requires: enable_fog
  318. fog_start (Fog start) float 0.4 0.0 0.99
  319. [**Clouds]
  320. # Clouds are a client-side effect.
  321. enable_clouds (Clouds) bool true
  322. # Use 3D cloud look instead of flat.
  323. #
  324. # Requires: enable_clouds
  325. enable_3d_clouds (3D clouds) bool true
  326. # Use smooth cloud shading.
  327. #
  328. # Requires: enable_3d_clouds, enable_clouds
  329. soft_clouds (Soft clouds) bool false
  330. [**Filtering and Antialiasing]
  331. # Use mipmaps when scaling textures. May slightly increase performance,
  332. # especially when using a high-resolution texture pack.
  333. # Gamma-correct downscaling is not supported.
  334. mip_map (Mipmapping) bool false
  335. # Use bilinear filtering when scaling textures.
  336. bilinear_filter (Bilinear filtering) bool false
  337. # Use trilinear filtering when scaling textures.
  338. # If both bilinear and trilinear filtering are enabled, trilinear filtering
  339. # is applied.
  340. trilinear_filter (Trilinear filtering) bool false
  341. # Use anisotropic filtering when looking at textures from an angle.
  342. anisotropic_filter (Anisotropic filtering) bool false
  343. # Select the antialiasing method to apply.
  344. #
  345. # * None - No antialiasing (default)
  346. #
  347. # * FSAA - Hardware-provided full-screen antialiasing
  348. # (incompatible with Post Processing and Undersampling)
  349. # A.K.A multi-sample antialiasing (MSAA)
  350. # Smoothens out block edges but does not affect the insides of textures.
  351. # A restart is required to change this option.
  352. #
  353. # * FXAA - Fast approximate antialiasing (requires shaders)
  354. # Applies a post-processing filter to detect and smoothen high-contrast edges.
  355. # Provides balance between speed and image quality.
  356. #
  357. # * SSAA - Super-sampling antialiasing (requires shaders)
  358. # Renders higher-resolution image of the scene, then scales down to reduce
  359. # the aliasing effects. This is the slowest and the most accurate method.
  360. antialiasing (Antialiasing method) enum none none,fsaa,fxaa,ssaa
  361. # Defines the size of the sampling grid for FSAA and SSAA antialiasing methods.
  362. # Value of 2 means taking 2x2 = 4 samples.
  363. fsaa (Anti-aliasing scale) enum 2 2,4,8,16
  364. [**Occlusion Culling]
  365. # Type of occlusion_culler
  366. #
  367. # "loops" is the legacy algorithm with nested loops and O(n³) complexity
  368. # "bfs" is the new algorithm based on breadth-first-search and side culling
  369. #
  370. # This setting should only be changed if you have performance problems.
  371. occlusion_culler (Occlusion Culler) enum bfs bfs,loops
  372. # Use raytraced occlusion culling in the new culler.
  373. # This flag enables use of raytraced occlusion culling test for
  374. # client mesh sizes smaller than 4x4x4 map blocks.
  375. enable_raytraced_culling (Enable Raytraced Culling) bool true
  376. [*Shaders]
  377. # Shaders allow advanced visual effects and may increase performance on some video
  378. # cards.
  379. #
  380. # Requires: shaders_support
  381. enable_shaders (Shaders) bool true
  382. [**Waving Nodes]
  383. # Set to true to enable waving leaves.
  384. #
  385. # Requires: shaders
  386. enable_waving_leaves (Waving leaves) bool false
  387. # Set to true to enable waving plants.
  388. #
  389. # Requires: shaders
  390. enable_waving_plants (Waving plants) bool false
  391. # Set to true to enable waving liquids (like water).
  392. #
  393. # Requires: shaders
  394. enable_waving_water (Waving liquids) bool false
  395. # The maximum height of the surface of waving liquids.
  396. # 4.0 = Wave height is two nodes.
  397. # 0.0 = Wave doesn't move at all.
  398. # Default is 1.0 (1/2 node).
  399. #
  400. # Requires: shaders, enable_waving_water
  401. water_wave_height (Waving liquids wave height) float 1.0 0.0 4.0
  402. # Length of liquid waves.
  403. #
  404. # Requires: shaders, enable_waving_water
  405. water_wave_length (Waving liquids wavelength) float 20.0 0.1
  406. # How fast liquid waves will move. Higher = faster.
  407. # If negative, liquid waves will move backwards.
  408. #
  409. # Requires: shaders, enable_waving_water
  410. water_wave_speed (Waving liquids wave speed) float 5.0
  411. # When enabled, liquid reflections are simulated.
  412. #
  413. # Requires: shaders, enable_waving_water, enable_dynamic_shadows
  414. enable_water_reflections (Liquid reflections) bool false
  415. [**Dynamic shadows]
  416. # Set to true to enable Shadow Mapping.
  417. #
  418. # Requires: shaders, opengl
  419. enable_dynamic_shadows (Dynamic shadows) bool false
  420. # Set the shadow strength gamma.
  421. # Adjusts the intensity of in-game dynamic shadows.
  422. # Lower value means lighter shadows, higher value means darker shadows.
  423. #
  424. # Requires: shaders, enable_dynamic_shadows, opengl
  425. shadow_strength_gamma (Shadow strength gamma) float 1.0 0.1 10.0
  426. # Maximum distance to render shadows.
  427. #
  428. # Requires: shaders, enable_dynamic_shadows, opengl
  429. shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 140.0 10.0 1000.0
  430. # Texture size to render the shadow map on.
  431. # This must be a power of two.
  432. # Bigger numbers create better shadows but it is also more expensive.
  433. #
  434. # Requires: shaders, enable_dynamic_shadows, opengl
  435. shadow_map_texture_size (Shadow map texture size) int 2048 128 8192
  436. # Sets shadow texture quality to 32 bits.
  437. # On false, 16 bits texture will be used.
  438. # This can cause much more artifacts in the shadow.
  439. #
  440. # Requires: shaders, enable_dynamic_shadows, opengl
  441. shadow_map_texture_32bit (Shadow map texture in 32 bits) bool true
  442. # Enable Poisson disk filtering.
  443. # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
  444. #
  445. # Requires: shaders, enable_dynamic_shadows, opengl
  446. shadow_poisson_filter (Poisson filtering) bool true
  447. # Define shadow filtering quality.
  448. # This simulates the soft shadows effect by applying a PCF or Poisson disk
  449. # but also uses more resources.
  450. #
  451. # Requires: shaders, enable_dynamic_shadows, opengl
  452. shadow_filters (Shadow filter quality) enum 1 0,1,2
  453. # Enable colored shadows.
  454. # On true translucent nodes cast colored shadows. This is expensive.
  455. #
  456. # Requires: shaders, enable_dynamic_shadows, opengl
  457. shadow_map_color (Colored shadows) bool false
  458. # Spread a complete update of shadow map over given number of frames.
  459. # Higher values might make shadows laggy, lower values
  460. # will consume more resources.
  461. # Minimum value: 1; maximum value: 16
  462. #
  463. # Requires: shaders, enable_dynamic_shadows, opengl
  464. shadow_update_frames (Map shadows update frames) int 8 1 16
  465. # Set the soft shadow radius size.
  466. # Lower values mean sharper shadows, bigger values mean softer shadows.
  467. # Minimum value: 1.0; maximum value: 15.0
  468. #
  469. # Requires: shaders, enable_dynamic_shadows, opengl
  470. shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0
  471. # Set the default tilt of Sun/Moon orbit in degrees.
  472. # Games may change orbit tilt via API.
  473. # Value of 0 means no tilt / vertical orbit.
  474. #
  475. # Requires: shaders, enable_dynamic_shadows, opengl
  476. shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0
  477. [**Post Processing]
  478. # Enables the post processing pipeline.
  479. #
  480. # Requires: shaders
  481. enable_post_processing (Enable Post Processing) bool true
  482. # Enables Hable's 'Uncharted 2' filmic tone mapping.
  483. # Simulates the tone curve of photographic film and how this approximates the
  484. # appearance of high dynamic range images. Mid-range contrast is slightly
  485. # enhanced, highlights and shadows are gradually compressed.
  486. #
  487. # Requires: shaders, enable_post_processing
  488. tone_mapping (Filmic tone mapping) bool false
  489. # Enable automatic exposure correction
  490. # When enabled, the post-processing engine will
  491. # automatically adjust to the brightness of the scene,
  492. # simulating the behavior of human eye.
  493. #
  494. # Requires: shaders, enable_post_processing
  495. enable_auto_exposure (Enable Automatic Exposure) bool false
  496. # Set the exposure compensation in EV units.
  497. # Value of 0.0 (default) means no exposure compensation.
  498. # Range: from -1 to 1.0
  499. #
  500. # Requires: shaders, enable_post_processing, enable_auto_exposure
  501. exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
  502. # Apply dithering to reduce color banding artifacts.
  503. # Dithering significantly increases the size of losslessly-compressed
  504. # screenshots and it works incorrectly if the display or operating system
  505. # performs additional dithering or if the color channels are not quantized
  506. # to 8 bits.
  507. # With OpenGL ES, dithering only works if the shader supports high
  508. # floating-point precision and it may have a higher performance impact.
  509. #
  510. # Requires: shaders, enable_post_processing
  511. debanding (Enable Debanding) bool true
  512. [**Bloom]
  513. # Set to true to enable bloom effect.
  514. # Bright colors will bleed over the neighboring objects.
  515. #
  516. # Requires: shaders, enable_post_processing
  517. enable_bloom (Enable Bloom) bool false
  518. # Set to true to render debugging breakdown of the bloom effect.
  519. # In debug mode, the screen is split into 4 quadrants:
  520. # top-left - processed base image, top-right - final image
  521. # bottom-left - raw base image, bottom-right - bloom texture.
  522. #
  523. # Requires: shaders, enable_post_processing, enable_bloom
  524. enable_bloom_debug (Enable Bloom Debug) bool false
  525. # Defines how much bloom is applied to the rendered image
  526. # Smaller values make bloom more subtle
  527. # Range: from 0.01 to 1.0, default: 0.05
  528. #
  529. # Requires: shaders, enable_post_processing, enable_bloom
  530. bloom_intensity (Bloom Intensity) float 0.05 0.01 1.0
  531. # Defines the magnitude of bloom overexposure.
  532. # Range: from 0.1 to 10.0, default: 1.0
  533. #
  534. # Requires: shaders, enable_post_processing, enable_bloom
  535. bloom_strength_factor (Bloom Strength Factor) float 1.0 0.1 10.0
  536. # Logical value that controls how far the bloom effect spreads
  537. # from the bright objects.
  538. # Range: from 0.1 to 8, default: 1
  539. #
  540. # Requires: shaders, enable_post_processing, enable_bloom
  541. bloom_radius (Bloom Radius) float 1 0.1 8
  542. # Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
  543. #
  544. # Requires: shaders, enable_post_processing, enable_bloom
  545. enable_volumetric_lighting (Volumetric lighting) bool false
  546. [**Other Effects]
  547. # Simulate translucency when looking at foliage in the sunlight.
  548. #
  549. # Requires: shaders, enable_dynamic_shadows
  550. enable_translucent_foliage (Translucent foliage) bool false
  551. # Apply specular shading to nodes.
  552. #
  553. # Requires: shaders, enable_dynamic_shadows
  554. enable_node_specular (Node specular) bool false
  555. [*Audio]
  556. # Volume of all sounds.
  557. # Requires the sound system to be enabled.
  558. sound_volume (Volume) float 0.8 0.0 1.0
  559. # Volume multiplier when the window is unfocused.
  560. sound_volume_unfocused (Volume when unfocused) float 0.3 0.0 1.0
  561. # Whether to mute sounds. You can unmute sounds at any time, unless the
  562. # sound system is disabled (enable_sound=false).
  563. # In-game, you can toggle the mute state with the mute key or by using the
  564. # pause menu.
  565. mute_sound (Mute sound) bool false
  566. [*User Interfaces]
  567. # Set the language. By default, the system language is used.
  568. # A restart is required after changing this.
  569. 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
  570. [**GUI]
  571. # When enabled, the GUI is optimized to be more usable on touchscreens.
  572. # Whether this is enabled by default depends on your hardware form-factor.
  573. touch_gui (Optimize GUI for touchscreens) bool false
  574. # Scale GUI by a user specified value.
  575. # Use a nearest-neighbor-anti-alias filter to scale the GUI.
  576. # This will smooth over some of the rough edges, and blend
  577. # pixels when scaling down, at the cost of blurring some
  578. # edge pixels when images are scaled by non-integer sizes.
  579. gui_scaling (GUI scaling) float 1.0 0.5 20
  580. # Enables smooth scrolling.
  581. smooth_scrolling (Smooth scrolling) bool true
  582. # Enables animation of inventory items.
  583. inventory_items_animations (Inventory items animations) bool false
  584. # Formspec full-screen background opacity (between 0 and 255).
  585. formspec_fullscreen_bg_opacity (Formspec Full-Screen Background Opacity) int 140 0 255
  586. # Formspec full-screen background color (R,G,B).
  587. formspec_fullscreen_bg_color (Formspec Full-Screen Background Color) string (0,0,0)
  588. # When gui_scaling_filter is true, all GUI images need to be
  589. # filtered in software, but some images are generated directly
  590. # to hardware (e.g. render-to-texture for nodes in inventory).
  591. gui_scaling_filter (GUI scaling filter) bool false
  592. # When gui_scaling_filter_txr2img is true, copy those images
  593. # from hardware to software for scaling. When false, fall back
  594. # to the old scaling method, for video drivers that don't
  595. # properly support downloading textures back from hardware.
  596. gui_scaling_filter_txr2img (GUI scaling filter txr2img) bool true
  597. # Delay showing tooltips, stated in milliseconds.
  598. tooltip_show_delay (Tooltip delay) int 400 0 18446744073709551615
  599. # Append item name to tooltip.
  600. tooltip_append_itemname (Append item name) bool false
  601. # Use a cloud animation for the main menu background.
  602. menu_clouds (Clouds in menu) bool true
  603. [**HUD]
  604. # Modifies the size of the HUD elements.
  605. hud_scaling (HUD scaling) float 1.0 0.5 20
  606. # Whether name tag backgrounds should be shown by default.
  607. # Mods may still set a background.
  608. show_nametag_backgrounds (Show name tag backgrounds by default) bool true
  609. # Whether to show the client debug info (has the same effect as hitting F5).
  610. show_debug (Show debug info) bool false
  611. # Radius to use when the block bounds HUD feature is set to near blocks.
  612. show_block_bounds_radius_near (Block bounds HUD radius) int 4 0 1000
  613. [**Chat]
  614. # Maximum number of recent chat messages to show
  615. recent_chat_messages (Recent Chat Messages) int 6 2 20
  616. # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
  617. console_height (Console height) float 0.6 0.1 1.0
  618. # In-game chat console background color (R,G,B).
  619. console_color (Console color) string (0,0,0)
  620. # In-game chat console background alpha (opaqueness, between 0 and 255).
  621. console_alpha (Console alpha) int 200 0 255
  622. # Maximum proportion of current window to be used for hotbar.
  623. # Useful if there's something to be displayed right or left of hotbar.
  624. hud_hotbar_max_width (Maximum hotbar width) float 1.0 0.001 1.0
  625. # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
  626. clickable_chat_weblinks (Chat weblinks) bool true
  627. # Optional override for chat weblink color.
  628. chat_weblink_color (Weblink color) string #8888FF
  629. # Font size of the recent chat text and chat prompt in point (pt).
  630. # Value 0 will use the default font size.
  631. chat_font_size (Chat font size) int 0 0 72
  632. [**Content Repository]
  633. # The URL for the content repository
  634. contentdb_url (ContentDB URL) string https://content.minetest.net
  635. # If enabled and you have ContentDB packages installed, Minetest may contact ContentDB to
  636. # check for package updates when opening the mainmenu.
  637. contentdb_enable_updates_indicator (Enable updates available indicator on content tab) bool true
  638. # Comma-separated list of flags to hide in the content repository.
  639. # "nonfree" can be used to hide packages which do not qualify as 'free software',
  640. # as defined by the Free Software Foundation.
  641. # You can also specify content ratings.
  642. # These flags are independent from Minetest versions,
  643. # so see a full list at https://content.minetest.net/help/content_flags/
  644. contentdb_flag_blacklist (ContentDB Flag Blacklist) string nonfree, desktop_default
  645. # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
  646. # This should be lower than curl_parallel_limit.
  647. contentdb_max_concurrent_downloads (ContentDB Max Concurrent Downloads) int 3 1
  648. [Client and Server]
  649. [*Client]
  650. # Save the map received by the client on disk.
  651. enable_local_map_saving (Saving map received from server) bool false
  652. # URL to the server list displayed in the Multiplayer Tab.
  653. serverlist_url (Serverlist URL) string servers.minetest.net
  654. # If enabled, account registration is separate from login in the UI.
  655. # If disabled, new accounts will be registered automatically when logging in.
  656. enable_split_login_register (Enable split login/register) bool true
  657. # URL to JSON file which provides information about the newest Minetest release.
  658. # If this is empty the engine will never check for updates.
  659. update_information_url (Update information URL) string https://www.minetest.net/release_info.json
  660. [*Server]
  661. # Name of the player.
  662. # When running a server, clients connecting with this name are admins.
  663. # When starting from the main menu, this is overridden.
  664. name (Admin name) string
  665. [**Serverlist and MOTD]
  666. # Name of the server, to be displayed when players join and in the serverlist.
  667. server_name (Server name) string Minetest server
  668. # Description of server, to be displayed when players join and in the serverlist.
  669. server_description (Server description) string mine here
  670. # Domain name of server, to be displayed in the serverlist.
  671. server_address (Server address) string game.minetest.net
  672. # Homepage of server, to be displayed in the serverlist.
  673. server_url (Server URL) string https://minetest.net
  674. # Automatically report to the serverlist.
  675. server_announce (Announce server) bool false
  676. # Send names of online players to the serverlist. If disabled only the player count is revealed.
  677. server_announce_send_players (Send player names to the server list) bool true
  678. # Announce to this serverlist.
  679. serverlist_url (Serverlist URL) string servers.minetest.net
  680. # Message of the day displayed to players connecting.
  681. motd (Message of the day) string
  682. # Maximum number of players that can be connected simultaneously.
  683. max_users (Maximum users) int 15 0 65535
  684. # If this is set, players will always (re)spawn at the given position.
  685. static_spawnpoint (Static spawn point) string
  686. [**Networking]
  687. # Network port to listen (UDP).
  688. # This value will be overridden when starting from the main menu.
  689. port (Server port) int 30000 1 65535
  690. # The network interface that the server listens on.
  691. bind_address (Bind address) string
  692. # Enable to disallow old clients from connecting.
  693. # Older clients are compatible in the sense that they will not crash when connecting
  694. # to new servers, but they may not support all new features that you are expecting.
  695. strict_protocol_version_checking (Strict protocol checking) bool false
  696. # Define the oldest clients allowed to connect.
  697. # Older clients are compatible in the sense that they will not crash when connecting
  698. # to new servers, but they may not support all new features that you are expecting.
  699. # This allows for more fine-grained control than strict_protocol_version_checking.
  700. # Minetest still enforces its own internal minimum, and enabling
  701. # strict_protocol_version_checking will effectively override this.
  702. protocol_version_min (Protocol version minimum) int 1 1 65535
  703. # Specifies URL from which client fetches media instead of using UDP.
  704. # $filename should be accessible from $remote_media$filename via cURL
  705. # (obviously, remote_media should end with a slash).
  706. # Files that are not present will be fetched the usual way.
  707. remote_media (Remote media) string
  708. # Enable/disable running an IPv6 server.
  709. # Ignored if bind_address is set.
  710. # Needs enable_ipv6 to be enabled.
  711. ipv6_server (IPv6 server) bool false
  712. [*Server Security]
  713. # New users need to input this password.
  714. default_password (Default password) string
  715. # If enabled, players cannot join without a password or change theirs to an empty password.
  716. disallow_empty_password (Disallow empty passwords) bool false
  717. # The privileges that new users automatically get.
  718. # See /privs in game for a full list on your server and mod configuration.
  719. default_privs (Default privileges) string interact, shout
  720. # Privileges that players with basic_privs can grant
  721. basic_privs (Basic privileges) string interact, shout
  722. # If enabled, disable cheat prevention in multiplayer.
  723. disable_anticheat (Disable anticheat) bool false
  724. # If enabled, actions are recorded for rollback.
  725. # This option is only read when server starts.
  726. enable_rollback_recording (Rollback recording) bool false
  727. [**Client-side Modding]
  728. # Restricts the access of certain client-side functions on servers.
  729. # Combine the byteflags below to restrict client-side features, or set to 0
  730. # for no restrictions:
  731. # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
  732. # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
  733. # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
  734. # READ_NODEDEFS: 8 (disable get_node_def call client-side)
  735. # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
  736. # csm_restriction_noderange)
  737. # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
  738. csm_restriction_flags (Client side modding restrictions) int 62 0 63
  739. # If the CSM restriction for node range is enabled, get_node calls are limited
  740. # to this distance from the player to the node.
  741. csm_restriction_noderange (Client-side node lookup range restriction) int 0 0 4294967295
  742. [**Chat]
  743. # Remove color codes from incoming chat messages
  744. # Use this to stop players from being able to use color in their messages
  745. strip_color_codes (Strip color codes) bool false
  746. # Set the maximum length of a chat message (in characters) sent by clients.
  747. chat_message_max_size (Chat message max length) int 500 10 65535
  748. # Number of messages a player may send per 10 seconds.
  749. chat_message_limit_per_10sec (Chat message count limit) float 8.0 1.0
  750. # Kick players who sent more than X messages per 10 seconds.
  751. chat_message_limit_trigger_kick (Chat message kick threshold) int 50 1 65535
  752. [*Server Gameplay]
  753. # Controls length of day/night cycle.
  754. # Examples:
  755. # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
  756. time_speed (Time speed) int 72 0
  757. # Time of day when a new world is started, in millihours (0-23999).
  758. world_start_time (World start time) int 6125 0 23999
  759. # Time in seconds for item entity (dropped items) to live.
  760. # Setting it to -1 disables the feature.
  761. item_entity_ttl (Item entity TTL) int 900 -1
  762. # Specifies the default stack size of nodes, items and tools.
  763. # Note that mods or games may explicitly set a stack for certain (or all) items.
  764. default_stack_max (Default stack size) int 99 1 65535
  765. [**Physics]
  766. # Horizontal and vertical acceleration on ground or when climbing,
  767. # in nodes per second per second.
  768. movement_acceleration_default (Default acceleration) float 3.0 0.0
  769. # Horizontal acceleration in air when jumping or falling,
  770. # in nodes per second per second.
  771. movement_acceleration_air (Acceleration in air) float 2.0 0.0
  772. # Horizontal and vertical acceleration in fast mode,
  773. # in nodes per second per second.
  774. movement_acceleration_fast (Fast mode acceleration) float 10.0 0.0
  775. # Walking and flying speed, in nodes per second.
  776. movement_speed_walk (Walking speed) float 4.0 0.0
  777. # Sneaking speed, in nodes per second.
  778. movement_speed_crouch (Sneaking speed) float 1.35 0.0
  779. # Walking, flying and climbing speed in fast mode, in nodes per second.
  780. movement_speed_fast (Fast mode speed) float 20.0 0.0
  781. # Vertical climbing speed, in nodes per second.
  782. movement_speed_climb (Climbing speed) float 3.0 0.0
  783. # Initial vertical speed when jumping, in nodes per second.
  784. movement_speed_jump (Jumping speed) float 6.5 0.0
  785. # How much you are slowed down when moving inside a liquid.
  786. # Decrease this to increase liquid resistance to movement.
  787. movement_liquid_fluidity (Liquid fluidity) float 1.0 0.001
  788. # Maximum liquid resistance. Controls deceleration when entering liquid at
  789. # high speed.
  790. movement_liquid_fluidity_smooth (Liquid fluidity smoothing) float 0.5
  791. # Controls sinking speed in liquid when idling. Negative values will cause
  792. # you to rise instead.
  793. movement_liquid_sink (Liquid sinking) float 10.0
  794. # Acceleration of gravity, in nodes per second per second.
  795. movement_gravity (Gravity) float 9.81
  796. [Mapgen]
  797. # A chosen map seed for a new map, leave empty for random.
  798. # Will be overridden when creating a new world in the main menu.
  799. fixed_map_seed (Fixed map seed) string
  800. # Name of map generator to be used when creating a new world.
  801. # Creating a world in the main menu will override this.
  802. # Current mapgens in a highly unstable state:
  803. # - The optional floatlands of v7 (disabled by default).
  804. mg_name (Mapgen name) enum v7 v7,valleys,carpathian,v5,flat,fractal,singlenode,v6
  805. # Water surface level of the world.
  806. water_level (Water level) int 1 -31000 31000
  807. # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
  808. max_block_generate_distance (Max block generate distance) int 10 1 32767
  809. # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
  810. # Only mapchunks completely within the mapgen limit are generated.
  811. # Value is stored per-world.
  812. mapgen_limit (Map generation limit) int 31007 0 31007
  813. # Global map generation attributes.
  814. # In Mapgen v6 the 'decorations' flag controls all decorations except trees
  815. # and jungle grass, in all other mapgens this flag controls all decorations.
  816. mg_flags (Mapgen flags) flags caves,dungeons,light,decorations,biomes,ores caves,dungeons,light,decorations,biomes,ores
  817. [*Biome API]
  818. # Temperature variation for biomes.
  819. mg_biome_np_heat (Heat noise) noise_params_2d 50, 50, (1000, 1000, 1000), 5349, 3, 0.5, 2.0, eased
  820. # Small-scale temperature variation for blending biomes on borders.
  821. mg_biome_np_heat_blend (Heat blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0, eased
  822. # Humidity variation for biomes.
  823. mg_biome_np_humidity (Humidity noise) noise_params_2d 50, 50, (1000, 1000, 1000), 842, 3, 0.5, 2.0, eased
  824. # Small-scale humidity variation for blending biomes on borders.
  825. mg_biome_np_humidity_blend (Humidity blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0, eased
  826. [*Mapgen V5]
  827. # Map generation attributes specific to Mapgen v5.
  828. mgv5_spflags (Mapgen V5 specific flags) flags caverns caverns
  829. # Controls width of tunnels, a smaller value creates wider tunnels.
  830. # Value >= 10.0 completely disables generation of tunnels and avoids the
  831. # intensive noise calculations.
  832. mgv5_cave_width (Cave width) float 0.09
  833. # Y of upper limit of large caves.
  834. mgv5_large_cave_depth (Large cave depth) int -256 -31000 31000
  835. # Minimum limit of random number of small caves per mapchunk.
  836. mgv5_small_cave_num_min (Small cave minimum number) int 0 0 256
  837. # Maximum limit of random number of small caves per mapchunk.
  838. mgv5_small_cave_num_max (Small cave maximum number) int 0 0 256
  839. # Minimum limit of random number of large caves per mapchunk.
  840. mgv5_large_cave_num_min (Large cave minimum number) int 0 0 64
  841. # Maximum limit of random number of large caves per mapchunk.
  842. mgv5_large_cave_num_max (Large cave maximum number) int 2 0 64
  843. # Proportion of large caves that contain liquid.
  844. mgv5_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  845. # Y-level of cavern upper limit.
  846. mgv5_cavern_limit (Cavern limit) int -256 -31000 31000
  847. # Y-distance over which caverns expand to full size.
  848. mgv5_cavern_taper (Cavern taper) int 256 0 32767
  849. # Defines full size of caverns, smaller values create larger caverns.
  850. mgv5_cavern_threshold (Cavern threshold) float 0.7
  851. # Lower Y limit of dungeons.
  852. mgv5_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  853. # Upper Y limit of dungeons.
  854. mgv5_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  855. [**Noises]
  856. # Variation of biome filler depth.
  857. mgv5_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0, eased
  858. # Variation of terrain vertical scale.
  859. # When noise is < -0.55 terrain is near-flat.
  860. mgv5_np_factor (Factor noise) noise_params_2d 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0, eased
  861. # Y-level of average terrain surface.
  862. mgv5_np_height (Height noise) noise_params_2d 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0, eased
  863. # First of two 3D noises that together define tunnels.
  864. mgv5_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  865. # Second of two 3D noises that together define tunnels.
  866. mgv5_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  867. # 3D noise defining giant caverns.
  868. mgv5_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  869. # 3D noise defining terrain.
  870. mgv5_np_ground (Ground noise) noise_params_3d 0, 40, (80, 80, 80), 983240, 4, 0.55, 2.0, eased
  871. # 3D noise that determines number of dungeons per mapchunk.
  872. mgv5_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  873. [*Mapgen V6]
  874. # Map generation attributes specific to Mapgen v6.
  875. # The 'snowbiomes' flag enables the new 5 biome system.
  876. # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
  877. # the 'jungles' flag is ignored.
  878. # The 'temples' flag disables generation of desert temples. Normal dungeons will appear instead.
  879. mgv6_spflags (Mapgen V6 specific flags) flags jungles,biomeblend,mudflow,snowbiomes,noflat,trees,temples jungles,biomeblend,mudflow,snowbiomes,flat,trees,temples
  880. # Deserts occur when np_biome exceeds this value.
  881. # When the 'snowbiomes' flag is enabled, this is ignored.
  882. mgv6_freq_desert (Desert noise threshold) float 0.45
  883. # Sandy beaches occur when np_beach exceeds this value.
  884. mgv6_freq_beach (Beach noise threshold) float 0.15
  885. # Lower Y limit of dungeons.
  886. mgv6_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  887. # Upper Y limit of dungeons.
  888. mgv6_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  889. [**Noises]
  890. # Y-level of lower terrain and seabed.
  891. mgv6_np_terrain_base (Terrain base noise) noise_params_2d -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0, eased
  892. # Y-level of higher terrain that creates cliffs.
  893. mgv6_np_terrain_higher (Terrain higher noise) noise_params_2d 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0, eased
  894. # Varies steepness of cliffs.
  895. mgv6_np_steepness (Steepness noise) noise_params_2d 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0, eased
  896. # Defines distribution of higher terrain.
  897. mgv6_np_height_select (Height select noise) noise_params_2d 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0, eased
  898. # Varies depth of biome surface nodes.
  899. mgv6_np_mud (Mud noise) noise_params_2d 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0, eased
  900. # Defines areas with sandy beaches.
  901. mgv6_np_beach (Beach noise) noise_params_2d 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0, eased
  902. # Temperature variation for biomes.
  903. mgv6_np_biome (Biome noise) noise_params_2d 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0, eased
  904. # Variation of number of caves.
  905. mgv6_np_cave (Cave noise) noise_params_2d 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0, eased
  906. # Humidity variation for biomes.
  907. mgv6_np_humidity (Humidity noise) noise_params_2d 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0, eased
  908. # Defines tree areas and tree density.
  909. mgv6_np_trees (Trees noise) noise_params_2d 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0, eased
  910. # Defines areas where trees have apples.
  911. mgv6_np_apple_trees (Apple trees noise) noise_params_2d 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0, eased
  912. [*Mapgen V7]
  913. # Map generation attributes specific to Mapgen v7.
  914. # 'ridges': Rivers.
  915. # 'floatlands': Floating land masses in the atmosphere.
  916. # 'caverns': Giant caves deep underground.
  917. mgv7_spflags (Mapgen V7 specific flags) flags mountains,ridges,nofloatlands,caverns mountains,ridges,floatlands,caverns
  918. # Y of mountain density gradient zero level. Used to shift mountains vertically.
  919. mgv7_mount_zero_level (Mountain zero level) int 0 -31000 31000
  920. # Lower Y limit of floatlands.
  921. mgv7_floatland_ymin (Floatland minimum Y) int 1024 -31000 31000
  922. # Upper Y limit of floatlands.
  923. mgv7_floatland_ymax (Floatland maximum Y) int 4096 -31000 31000
  924. # Y-distance over which floatlands taper from full density to nothing.
  925. # Tapering starts at this distance from the Y limit.
  926. # For a solid floatland layer, this controls the height of hills/mountains.
  927. # Must be less than or equal to half the distance between the Y limits.
  928. mgv7_floatland_taper (Floatland tapering distance) int 256 0 32767
  929. # Exponent of the floatland tapering. Alters the tapering behavior.
  930. # Value = 1.0 creates a uniform, linear tapering.
  931. # Values > 1.0 create a smooth tapering suitable for the default separated
  932. # floatlands.
  933. # Values < 1.0 (for example 0.25) create a more defined surface level with
  934. # flatter lowlands, suitable for a solid floatland layer.
  935. mgv7_float_taper_exp (Floatland taper exponent) float 2.0
  936. # Adjusts the density of the floatland layer.
  937. # Increase value to increase density. Can be positive or negative.
  938. # Value = 0.0: 50% of volume is floatland.
  939. # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
  940. # to be sure) creates a solid floatland layer.
  941. mgv7_floatland_density (Floatland density) float -0.6
  942. # Surface level of optional water placed on a solid floatland layer.
  943. # Water is disabled by default and will only be placed if this value is set
  944. # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
  945. # upper tapering).
  946. # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
  947. # When enabling water placement, floatlands must be configured and tested
  948. # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
  949. # required value depending on 'mgv7_np_floatland'), to avoid
  950. # server-intensive extreme water flow and to avoid vast flooding of the
  951. # world surface below.
  952. mgv7_floatland_ywater (Floatland water level) int -31000 -31000 31000
  953. # Controls width of tunnels, a smaller value creates wider tunnels.
  954. # Value >= 10.0 completely disables generation of tunnels and avoids the
  955. # intensive noise calculations.
  956. mgv7_cave_width (Cave width) float 0.09
  957. # Y of upper limit of large caves.
  958. mgv7_large_cave_depth (Large cave depth) int -33 -31000 31000
  959. # Minimum limit of random number of small caves per mapchunk.
  960. mgv7_small_cave_num_min (Small cave minimum number) int 0 0 256
  961. # Maximum limit of random number of small caves per mapchunk.
  962. mgv7_small_cave_num_max (Small cave maximum number) int 0 0 256
  963. # Minimum limit of random number of large caves per mapchunk.
  964. mgv7_large_cave_num_min (Large cave minimum number) int 0 0 64
  965. # Maximum limit of random number of large caves per mapchunk.
  966. mgv7_large_cave_num_max (Large cave maximum number) int 2 0 64
  967. # Proportion of large caves that contain liquid.
  968. mgv7_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  969. # Y-level of cavern upper limit.
  970. mgv7_cavern_limit (Cavern limit) int -256 -31000 31000
  971. # Y-distance over which caverns expand to full size.
  972. mgv7_cavern_taper (Cavern taper) int 256 0 32767
  973. # Defines full size of caverns, smaller values create larger caverns.
  974. mgv7_cavern_threshold (Cavern threshold) float 0.7
  975. # Lower Y limit of dungeons.
  976. mgv7_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  977. # Upper Y limit of dungeons.
  978. mgv7_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  979. [**Noises]
  980. # Y-level of higher terrain that creates cliffs.
  981. mgv7_np_terrain_base (Terrain base noise) noise_params_2d 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0, eased
  982. # Y-level of lower terrain and seabed.
  983. mgv7_np_terrain_alt (Terrain alternative noise) noise_params_2d 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0, eased
  984. # Varies roughness of terrain.
  985. # Defines the 'persistence' value for terrain_base and terrain_alt noises.
  986. mgv7_np_terrain_persist (Terrain persistence noise) noise_params_2d 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0, eased
  987. # Defines distribution of higher terrain and steepness of cliffs.
  988. mgv7_np_height_select (Height select noise) noise_params_2d -8, 16, (500, 500, 500), 4213, 6, 0.7, 2.0, eased
  989. # Variation of biome filler depth.
  990. mgv7_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
  991. # Variation of maximum mountain height (in nodes).
  992. mgv7_np_mount_height (Mountain height noise) noise_params_2d 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0, eased
  993. # Defines large-scale river channel structure.
  994. mgv7_np_ridge_uwater (Ridge underwater noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
  995. # 3D noise defining mountain structure and height.
  996. # Also defines structure of floatland mountain terrain.
  997. mgv7_np_mountain (Mountain noise) noise_params_3d -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
  998. # 3D noise defining structure of river canyon walls.
  999. mgv7_np_ridge (Ridge noise) noise_params_3d 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
  1000. # 3D noise defining structure of floatlands.
  1001. # If altered from the default, the noise 'scale' (0.7 by default) may need
  1002. # to be adjusted, as floatland tapering functions best when this noise has
  1003. # a value range of approximately -2.0 to 2.0.
  1004. mgv7_np_floatland (Floatland noise) noise_params_3d 0, 0.7, (384, 96, 384), 1009, 4, 0.75, 1.618
  1005. # 3D noise defining giant caverns.
  1006. mgv7_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  1007. # First of two 3D noises that together define tunnels.
  1008. mgv7_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1009. # Second of two 3D noises that together define tunnels.
  1010. mgv7_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1011. # 3D noise that determines number of dungeons per mapchunk.
  1012. mgv7_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1013. [*Mapgen Carpathian]
  1014. # Map generation attributes specific to Mapgen Carpathian.
  1015. mgcarpathian_spflags (Mapgen Carpathian specific flags) flags caverns,norivers caverns,rivers
  1016. # Defines the base ground level.
  1017. mgcarpathian_base_level (Base ground level) float 12.0
  1018. # Defines the width of the river channel.
  1019. mgcarpathian_river_width (River channel width) float 0.05
  1020. # Defines the depth of the river channel.
  1021. mgcarpathian_river_depth (River channel depth) float 24.0
  1022. # Defines the width of the river valley.
  1023. mgcarpathian_valley_width (River valley width) float 0.25
  1024. # Controls width of tunnels, a smaller value creates wider tunnels.
  1025. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1026. # intensive noise calculations.
  1027. mgcarpathian_cave_width (Cave width) float 0.09
  1028. # Y of upper limit of large caves.
  1029. mgcarpathian_large_cave_depth (Large cave depth) int -33 -31000 31000
  1030. # Minimum limit of random number of small caves per mapchunk.
  1031. mgcarpathian_small_cave_num_min (Small cave minimum number) int 0 0 256
  1032. # Maximum limit of random number of small caves per mapchunk.
  1033. mgcarpathian_small_cave_num_max (Small cave maximum number) int 0 0 256
  1034. # Minimum limit of random number of large caves per mapchunk.
  1035. mgcarpathian_large_cave_num_min (Large cave minimum number) int 0 0 64
  1036. # Maximum limit of random number of large caves per mapchunk.
  1037. mgcarpathian_large_cave_num_max (Large cave maximum number) int 2 0 64
  1038. # Proportion of large caves that contain liquid.
  1039. mgcarpathian_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  1040. # Y-level of cavern upper limit.
  1041. mgcarpathian_cavern_limit (Cavern limit) int -256 -31000 31000
  1042. # Y-distance over which caverns expand to full size.
  1043. mgcarpathian_cavern_taper (Cavern taper) int 256 0 32767
  1044. # Defines full size of caverns, smaller values create larger caverns.
  1045. mgcarpathian_cavern_threshold (Cavern threshold) float 0.7
  1046. # Lower Y limit of dungeons.
  1047. mgcarpathian_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  1048. # Upper Y limit of dungeons.
  1049. mgcarpathian_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  1050. [**Noises]
  1051. # Variation of biome filler depth.
  1052. mgcarpathian_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (128, 128, 128), 261, 3, 0.7, 2.0, eased
  1053. # First of 4 2D noises that together define hill/mountain range height.
  1054. mgcarpathian_np_height1 (Hilliness1 noise) noise_params_2d 0, 5, (251, 251, 251), 9613, 5, 0.5, 2.0, eased
  1055. # Second of 4 2D noises that together define hill/mountain range height.
  1056. mgcarpathian_np_height2 (Hilliness2 noise) noise_params_2d 0, 5, (383, 383, 383), 1949, 5, 0.5, 2.0, eased
  1057. # Third of 4 2D noises that together define hill/mountain range height.
  1058. mgcarpathian_np_height3 (Hilliness3 noise) noise_params_2d 0, 5, (509, 509, 509), 3211, 5, 0.5, 2.0, eased
  1059. # Fourth of 4 2D noises that together define hill/mountain range height.
  1060. mgcarpathian_np_height4 (Hilliness4 noise) noise_params_2d 0, 5, (631, 631, 631), 1583, 5, 0.5, 2.0, eased
  1061. # 2D noise that controls the size/occurrence of rolling hills.
  1062. mgcarpathian_np_hills_terrain (Rolling hills spread noise) noise_params_2d 1, 1, (1301, 1301, 1301), 1692, 3, 0.5, 2.0, eased
  1063. # 2D noise that controls the size/occurrence of ridged mountain ranges.
  1064. mgcarpathian_np_ridge_terrain (Ridge mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 3568, 3, 0.5, 2.0, eased
  1065. # 2D noise that controls the size/occurrence of step mountain ranges.
  1066. mgcarpathian_np_step_terrain (Step mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 4157, 3, 0.5, 2.0, eased
  1067. # 2D noise that controls the shape/size of rolling hills.
  1068. mgcarpathian_np_hills (Rolling hill size noise) noise_params_2d 0, 3, (257, 257, 257), 6604, 6, 0.5, 2.0, eased
  1069. # 2D noise that controls the shape/size of ridged mountains.
  1070. mgcarpathian_np_ridge_mnt (Ridged mountain size noise) noise_params_2d 0, 12, (743, 743, 743), 5520, 6, 0.7, 2.0, eased
  1071. # 2D noise that controls the shape/size of step mountains.
  1072. mgcarpathian_np_step_mnt (Step mountain size noise) noise_params_2d 0, 8, (509, 509, 509), 2590, 6, 0.6, 2.0, eased
  1073. # 2D noise that locates the river valleys and channels.
  1074. mgcarpathian_np_rivers (River noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
  1075. # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
  1076. mgcarpathian_np_mnt_var (Mountain variation noise) noise_params_3d 0, 1, (499, 499, 499), 2490, 5, 0.55, 2.0
  1077. # First of two 3D noises that together define tunnels.
  1078. mgcarpathian_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1079. # Second of two 3D noises that together define tunnels.
  1080. mgcarpathian_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1081. # 3D noise defining giant caverns.
  1082. mgcarpathian_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  1083. # 3D noise that determines number of dungeons per mapchunk.
  1084. mgcarpathian_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1085. [*Mapgen Flat]
  1086. # Map generation attributes specific to Mapgen Flat.
  1087. # Occasional lakes and hills can be added to the flat world.
  1088. mgflat_spflags (Mapgen Flat specific flags) flags nolakes,nohills,nocaverns lakes,hills,caverns
  1089. # Y of flat ground.
  1090. mgflat_ground_level (Ground level) int 8 -31000 31000
  1091. # Y of upper limit of large caves.
  1092. mgflat_large_cave_depth (Large cave depth) int -33 -31000 31000
  1093. # Minimum limit of random number of small caves per mapchunk.
  1094. mgflat_small_cave_num_min (Small cave minimum number) int 0 0 256
  1095. # Maximum limit of random number of small caves per mapchunk.
  1096. mgflat_small_cave_num_max (Small cave maximum number) int 0 0 256
  1097. # Minimum limit of random number of large caves per mapchunk.
  1098. mgflat_large_cave_num_min (Large cave minimum number) int 0 0 64
  1099. # Maximum limit of random number of large caves per mapchunk.
  1100. mgflat_large_cave_num_max (Large cave maximum number) int 2 0 64
  1101. # Proportion of large caves that contain liquid.
  1102. mgflat_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  1103. # Controls width of tunnels, a smaller value creates wider tunnels.
  1104. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1105. # intensive noise calculations.
  1106. mgflat_cave_width (Cave width) float 0.09
  1107. # Terrain noise threshold for lakes.
  1108. # Controls proportion of world area covered by lakes.
  1109. # Adjust towards 0.0 for a larger proportion.
  1110. mgflat_lake_threshold (Lake threshold) float -0.45
  1111. # Controls steepness/depth of lake depressions.
  1112. mgflat_lake_steepness (Lake steepness) float 48.0
  1113. # Terrain noise threshold for hills.
  1114. # Controls proportion of world area covered by hills.
  1115. # Adjust towards 0.0 for a larger proportion.
  1116. mgflat_hill_threshold (Hill threshold) float 0.45
  1117. # Controls steepness/height of hills.
  1118. mgflat_hill_steepness (Hill steepness) float 64.0
  1119. # Y-level of cavern upper limit.
  1120. mgflat_cavern_limit (Cavern limit) int -256 -31000 31000
  1121. # Y-distance over which caverns expand to full size.
  1122. mgflat_cavern_taper (Cavern taper) int 256 0 32767
  1123. # Defines full size of caverns, smaller values create larger caverns.
  1124. mgflat_cavern_threshold (Cavern threshold) float 0.7
  1125. # Lower Y limit of dungeons.
  1126. mgflat_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  1127. # Upper Y limit of dungeons.
  1128. mgflat_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  1129. [**Noises]
  1130. # Defines location and terrain of optional hills and lakes.
  1131. mgflat_np_terrain (Terrain noise) noise_params_2d 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0, eased
  1132. # Variation of biome filler depth.
  1133. mgflat_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
  1134. # First of two 3D noises that together define tunnels.
  1135. mgflat_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1136. # Second of two 3D noises that together define tunnels.
  1137. mgflat_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1138. # 3D noise defining giant caverns.
  1139. mgflat_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  1140. # 3D noise that determines number of dungeons per mapchunk.
  1141. mgflat_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1142. [*Mapgen Fractal]
  1143. # Map generation attributes specific to Mapgen Fractal.
  1144. # 'terrain' enables the generation of non-fractal terrain:
  1145. # ocean, islands and underground.
  1146. mgfractal_spflags (Mapgen Fractal specific flags) flags terrain terrain
  1147. # Controls width of tunnels, a smaller value creates wider tunnels.
  1148. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1149. # intensive noise calculations.
  1150. mgfractal_cave_width (Cave width) float 0.09
  1151. # Y of upper limit of large caves.
  1152. mgfractal_large_cave_depth (Large cave depth) int -33 -31000 31000
  1153. # Minimum limit of random number of small caves per mapchunk.
  1154. mgfractal_small_cave_num_min (Small cave minimum number) int 0 0 256
  1155. # Maximum limit of random number of small caves per mapchunk.
  1156. mgfractal_small_cave_num_max (Small cave maximum number) int 0 0 256
  1157. # Minimum limit of random number of large caves per mapchunk.
  1158. mgfractal_large_cave_num_min (Large cave minimum number) int 0 0 64
  1159. # Maximum limit of random number of large caves per mapchunk.
  1160. mgfractal_large_cave_num_max (Large cave maximum number) int 2 0 64
  1161. # Proportion of large caves that contain liquid.
  1162. mgfractal_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  1163. # Lower Y limit of dungeons.
  1164. mgfractal_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  1165. # Upper Y limit of dungeons.
  1166. mgfractal_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  1167. # Selects one of 18 fractal types.
  1168. # 1 = 4D "Roundy" Mandelbrot set.
  1169. # 2 = 4D "Roundy" Julia set.
  1170. # 3 = 4D "Squarry" Mandelbrot set.
  1171. # 4 = 4D "Squarry" Julia set.
  1172. # 5 = 4D "Mandy Cousin" Mandelbrot set.
  1173. # 6 = 4D "Mandy Cousin" Julia set.
  1174. # 7 = 4D "Variation" Mandelbrot set.
  1175. # 8 = 4D "Variation" Julia set.
  1176. # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
  1177. # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
  1178. # 11 = 3D "Christmas Tree" Mandelbrot set.
  1179. # 12 = 3D "Christmas Tree" Julia set.
  1180. # 13 = 3D "Mandelbulb" Mandelbrot set.
  1181. # 14 = 3D "Mandelbulb" Julia set.
  1182. # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
  1183. # 16 = 3D "Cosine Mandelbulb" Julia set.
  1184. # 17 = 4D "Mandelbulb" Mandelbrot set.
  1185. # 18 = 4D "Mandelbulb" Julia set.
  1186. mgfractal_fractal (Fractal type) int 1 1 18
  1187. # Iterations of the recursive function.
  1188. # Increasing this increases the amount of fine detail, but also
  1189. # increases processing load.
  1190. # At iterations = 20 this mapgen has a similar load to mapgen V7.
  1191. mgfractal_iterations (Iterations) int 11 1 65535
  1192. # (X,Y,Z) scale of fractal in nodes.
  1193. # Actual fractal size will be 2 to 3 times larger.
  1194. # These numbers can be made very large, the fractal does
  1195. # not have to fit inside the world.
  1196. # Increase these to 'zoom' into the detail of the fractal.
  1197. # Default is for a vertically-squashed shape suitable for
  1198. # an island, set all 3 numbers equal for the raw shape.
  1199. mgfractal_scale (Scale) v3f (4096.0, 1024.0, 4096.0)
  1200. # (X,Y,Z) offset of fractal from world center in units of 'scale'.
  1201. # Can be used to move a desired point to (0, 0) to create a
  1202. # suitable spawn point, or to allow 'zooming in' on a desired
  1203. # point by increasing 'scale'.
  1204. # The default is tuned for a suitable spawn point for Mandelbrot
  1205. # sets with default parameters, it may need altering in other
  1206. # situations.
  1207. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
  1208. mgfractal_offset (Offset) v3f (1.79, 0.0, 0.0)
  1209. # W coordinate of the generated 3D slice of a 4D fractal.
  1210. # Determines which 3D slice of the 4D shape is generated.
  1211. # Alters the shape of the fractal.
  1212. # Has no effect on 3D fractals.
  1213. # Range roughly -2 to 2.
  1214. mgfractal_slice_w (Slice w) float 0.0
  1215. # Julia set only.
  1216. # X component of hypercomplex constant.
  1217. # Alters the shape of the fractal.
  1218. # Range roughly -2 to 2.
  1219. mgfractal_julia_x (Julia x) float 0.33
  1220. # Julia set only.
  1221. # Y component of hypercomplex constant.
  1222. # Alters the shape of the fractal.
  1223. # Range roughly -2 to 2.
  1224. mgfractal_julia_y (Julia y) float 0.33
  1225. # Julia set only.
  1226. # Z component of hypercomplex constant.
  1227. # Alters the shape of the fractal.
  1228. # Range roughly -2 to 2.
  1229. mgfractal_julia_z (Julia z) float 0.33
  1230. # Julia set only.
  1231. # W component of hypercomplex constant.
  1232. # Alters the shape of the fractal.
  1233. # Has no effect on 3D fractals.
  1234. # Range roughly -2 to 2.
  1235. mgfractal_julia_w (Julia w) float 0.33
  1236. [**Noises]
  1237. # Y-level of seabed.
  1238. mgfractal_np_seabed (Seabed noise) noise_params_2d -14, 9, (600, 600, 600), 41900, 5, 0.6, 2.0, eased
  1239. # Variation of biome filler depth.
  1240. mgfractal_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
  1241. # First of two 3D noises that together define tunnels.
  1242. mgfractal_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1243. # Second of two 3D noises that together define tunnels.
  1244. mgfractal_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1245. # 3D noise that determines number of dungeons per mapchunk.
  1246. mgfractal_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1247. [*Mapgen Valleys]
  1248. # Map generation attributes specific to Mapgen Valleys.
  1249. # 'altitude_chill': Reduces heat with altitude.
  1250. # 'humid_rivers': Increases humidity around rivers.
  1251. # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
  1252. # to become shallower and occasionally dry.
  1253. # 'altitude_dry': Reduces humidity with altitude.
  1254. 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
  1255. # The vertical distance over which heat drops by 20 if 'altitude_chill' is
  1256. # enabled. Also, the vertical distance over which humidity drops by 10 if
  1257. # 'altitude_dry' is enabled.
  1258. mgvalleys_altitude_chill (Altitude chill) int 90 0 65535
  1259. # Depth below which you'll find large caves.
  1260. mgvalleys_large_cave_depth (Large cave depth) int -33 -31000 31000
  1261. # Minimum limit of random number of small caves per mapchunk.
  1262. mgvalleys_small_cave_num_min (Small cave minimum number) int 0 0 256
  1263. # Maximum limit of random number of small caves per mapchunk.
  1264. mgvalleys_small_cave_num_max (Small cave maximum number) int 0 0 256
  1265. # Minimum limit of random number of large caves per mapchunk.
  1266. mgvalleys_large_cave_num_min (Large cave minimum number) int 0 0 64
  1267. # Maximum limit of random number of large caves per mapchunk.
  1268. mgvalleys_large_cave_num_max (Large cave maximum number) int 2 0 64
  1269. # Proportion of large caves that contain liquid.
  1270. mgvalleys_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  1271. # Depth below which you'll find giant caverns.
  1272. mgvalleys_cavern_limit (Cavern upper limit) int -256 -31000 31000
  1273. # Y-distance over which caverns expand to full size.
  1274. mgvalleys_cavern_taper (Cavern taper) int 192 0 32767
  1275. # Defines full size of caverns, smaller values create larger caverns.
  1276. mgvalleys_cavern_threshold (Cavern threshold) float 0.6
  1277. # How deep to make rivers.
  1278. mgvalleys_river_depth (River depth) int 4 0 65535
  1279. # How wide to make rivers.
  1280. mgvalleys_river_size (River size) int 5 0 65535
  1281. # Controls width of tunnels, a smaller value creates wider tunnels.
  1282. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1283. # intensive noise calculations.
  1284. mgvalleys_cave_width (Cave width) float 0.09
  1285. # Lower Y limit of dungeons.
  1286. mgvalleys_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  1287. # Upper Y limit of dungeons.
  1288. mgvalleys_dungeon_ymax (Dungeon maximum Y) int 63 -31000 31000
  1289. [**Noises]
  1290. # First of two 3D noises that together define tunnels.
  1291. mgvalleys_np_cave1 (Cave noise #1) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1292. # Second of two 3D noises that together define tunnels.
  1293. mgvalleys_np_cave2 (Cave noise #2) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1294. # Variation of biome filler depth.
  1295. mgvalleys_np_filler_depth (Filler depth) noise_params_2d 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0, eased
  1296. # 3D noise defining giant caverns.
  1297. mgvalleys_np_cavern (Cavern noise) noise_params_3d 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0
  1298. # Defines large-scale river channel structure.
  1299. mgvalleys_np_rivers (River noise) noise_params_2d 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0, eased
  1300. # Base terrain height.
  1301. mgvalleys_np_terrain_height (Terrain height) noise_params_2d -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0, eased
  1302. # Raises terrain to make valleys around the rivers.
  1303. mgvalleys_np_valley_depth (Valley depth) noise_params_2d 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0, eased
  1304. # Slope and fill work together to modify the heights.
  1305. mgvalleys_np_inter_valley_fill (Valley fill) noise_params_3d 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0
  1306. # Amplifies the valleys.
  1307. mgvalleys_np_valley_profile (Valley profile) noise_params_2d 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0, eased
  1308. # Slope and fill work together to modify the heights.
  1309. mgvalleys_np_inter_valley_slope (Valley slope) noise_params_2d 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0, eased
  1310. # 3D noise that determines number of dungeons per mapchunk.
  1311. mgvalleys_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1312. [Advanced]
  1313. [*Developer Options]
  1314. # Enable Lua modding support on client.
  1315. # This support is experimental and API can change.
  1316. enable_client_modding (Client modding) bool false
  1317. # Replaces the default main menu with a custom one.
  1318. main_menu_script (Main menu script) string
  1319. [**Mod Security]
  1320. # Prevent mods from doing insecure things like running shell commands.
  1321. secure.enable_security (Enable mod security) bool true
  1322. # Comma-separated list of trusted mods that are allowed to access insecure
  1323. # functions even when mod security is on (via request_insecure_environment()).
  1324. secure.trusted_mods (Trusted mods) string
  1325. # Comma-separated list of mods that are allowed to access HTTP APIs, which
  1326. # allow them to upload and download data to/from the internet.
  1327. secure.http_mods (HTTP mods) string
  1328. [**Debugging]
  1329. # Level of logging to be written to debug.txt:
  1330. # - <nothing> (no logging)
  1331. # - none (messages with no level)
  1332. # - error
  1333. # - warning
  1334. # - action
  1335. # - info
  1336. # - verbose
  1337. # - trace
  1338. debug_log_level (Debug log level) enum action ,none,error,warning,action,info,verbose,trace
  1339. # If the file size of debug.txt exceeds the number of megabytes specified in
  1340. # this setting when it is opened, the file is moved to debug.txt.1,
  1341. # deleting an older debug.txt.1 if it exists.
  1342. # debug.txt is only moved if this setting is positive.
  1343. debug_log_size_max (Debug log file size threshold) int 50 1
  1344. # Minimal level of logging to be written to chat.
  1345. chat_log_level (Chat log level) enum error ,none,error,warning,action,info,verbose,trace
  1346. # Handling for deprecated Lua API calls:
  1347. # - none: Do not log deprecated calls
  1348. # - log: mimic and log backtrace of deprecated call (default).
  1349. # - error: abort on usage of deprecated call (suggested for mod developers).
  1350. deprecated_lua_api_handling (Deprecated Lua API handling) enum log none,log,error
  1351. # Enable random user input (only used for testing).
  1352. random_input (Random input) bool false
  1353. # Enable random mod loading (mainly used for testing).
  1354. random_mod_load_order (Random mod load order) bool false
  1355. # Enable mod channels support.
  1356. enable_mod_channels (Mod channels) bool false
  1357. [**Mod Profiler]
  1358. # Load the game profiler to collect game profiling data.
  1359. # Provides a /profiler command to access the compiled profile.
  1360. # Useful for mod developers and server operators.
  1361. profiler.load (Load the game profiler) bool false
  1362. # The default format in which profiles are being saved,
  1363. # when calling `/profiler save [format]` without format.
  1364. profiler.default_report_format (Default report format) enum txt txt,csv,lua,json,json_pretty
  1365. # The file path relative to your world path in which profiles will be saved to.
  1366. profiler.report_path (Report path) string
  1367. # Instrument the methods of entities on registration.
  1368. instrument.entity (Entity methods) bool true
  1369. # Instrument the action function of Active Block Modifiers on registration.
  1370. instrument.abm (Active Block Modifiers) bool true
  1371. # Instrument the action function of Loading Block Modifiers on registration.
  1372. instrument.lbm (Loading Block Modifiers) bool true
  1373. # Instrument chat commands on registration.
  1374. instrument.chatcommand (Chat commands) bool true
  1375. # Instrument global callback functions on registration.
  1376. # (anything you pass to a minetest.register_*() function)
  1377. instrument.global_callback (Global callbacks) bool true
  1378. # Instrument builtin.
  1379. # This is usually only needed by core/builtin contributors
  1380. instrument.builtin (Builtin) bool false
  1381. # Have the profiler instrument itself:
  1382. # * Instrument an empty function.
  1383. # This estimates the overhead, that instrumentation is adding (+1 function call).
  1384. # * Instrument the sampler being used to update the statistics.
  1385. instrument.profiler (Profiler) bool false
  1386. [**Engine Profiler]
  1387. # Print the engine's profiling data in regular intervals (in seconds).
  1388. # 0 = disable. Useful for developers.
  1389. profiler_print_interval (Engine profiling data print interval) int 0 0
  1390. [*Advanced]
  1391. # Enable IPv6 support (for both client and server).
  1392. # Required for IPv6 connections to work at all.
  1393. enable_ipv6 (IPv6) bool true
  1394. # If enabled, invalid world data won't cause the server to shut down.
  1395. # Only enable this if you know what you are doing.
  1396. ignore_world_load_errors (Ignore world errors) bool false
  1397. [**Graphics]
  1398. # Path to shader directory. If no path is defined, default location will be used.
  1399. #
  1400. # Requires: shaders
  1401. shader_path (Shader path) path
  1402. # The rendering back-end.
  1403. # Note: A restart is required after changing this!
  1404. # OpenGL is the default for desktop, and OGLES2 for Android.
  1405. video_driver (Video driver) enum ,opengl,opengl3,ogles2
  1406. # Distance in nodes at which transparency depth sorting is enabled.
  1407. # Use this to limit the performance impact of transparency depth sorting.
  1408. # Set to 0 to disable it entirely.
  1409. transparency_sorting_distance (Transparency Sorting Distance) int 16 0 128
  1410. # Radius of cloud area stated in number of 64 node cloud squares.
  1411. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
  1412. cloud_radius (Cloud radius) int 12 1 62
  1413. # Whether node texture animations should be desynchronized per mapblock.
  1414. desynchronize_mapblock_texture_animation (Desynchronize block animation) bool false
  1415. # Enables caching of facedir rotated meshes.
  1416. enable_mesh_cache (Mesh cache) bool false
  1417. # Delay between mesh updates on the client in ms. Increasing this will slow
  1418. # down the rate of mesh updates, thus reducing jitter on slower clients.
  1419. mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50
  1420. # Number of threads to use for mesh generation.
  1421. # Value of 0 (default) will let Minetest autodetect the number of available threads.
  1422. mesh_generation_threads (Mapblock mesh generation threads) int 0 0 8
  1423. # True = 256
  1424. # False = 128
  1425. # Usable to make minimap smoother on slower machines.
  1426. minimap_double_scan_height (Minimap scan height) bool true
  1427. # Textures on a node may be aligned either to the node or to the world.
  1428. # The former mode suits better things like machines, furniture, etc., while
  1429. # the latter makes stairs and microblocks fit surroundings better.
  1430. # However, as this possibility is new, thus may not be used by older servers,
  1431. # this option allows enforcing it for certain node types. Note though that
  1432. # that is considered EXPERIMENTAL and may not work properly.
  1433. world_aligned_mode (World-aligned textures mode) enum enable disable,enable,force_solid,force_nodebox
  1434. # World-aligned textures may be scaled to span several nodes. However,
  1435. # the server may not send the scale you want, especially if you use
  1436. # a specially-designed texture pack; with this option, the client tries
  1437. # to determine the scale automatically basing on the texture size.
  1438. # See also texture_min_size.
  1439. # Warning: This option is EXPERIMENTAL!
  1440. autoscale_mode (Autoscaling mode) enum disable disable,enable,force
  1441. # When using bilinear/trilinear/anisotropic filters, low-resolution textures
  1442. # can be blurred, so automatically upscale them with nearest-neighbor
  1443. # interpolation to preserve crisp pixels. This sets the minimum texture size
  1444. # for the upscaled textures; higher values look sharper, but require more
  1445. # memory. Powers of 2 are recommended. This setting is ONLY applied if
  1446. # bilinear/trilinear/anisotropic filtering is enabled.
  1447. # This is also used as the base node texture size for world-aligned
  1448. # texture autoscaling.
  1449. texture_min_size (Base texture size) int 64 1 32768
  1450. # Side length of a cube of map blocks that the client will consider together
  1451. # when generating meshes.
  1452. # Larger values increase the utilization of the GPU by reducing the number of
  1453. # draw calls, benefiting especially high-end GPUs.
  1454. # Systems with a low-end GPU (or no GPU) would benefit from smaller values.
  1455. client_mesh_chunk (Client Mesh Chunksize) int 1 1 16
  1456. # Enables debug and error-checking in the OpenGL driver.
  1457. opengl_debug (OpenGL debug) bool false
  1458. [**Sound]
  1459. # Comma-separated list of AL and ALC extensions that should not be used.
  1460. # Useful for testing. See al_extensions.[h,cpp] for details.
  1461. sound_extensions_blacklist (Sound Extensions Blacklist) string
  1462. [**Font]
  1463. font_bold (Font bold by default) bool false
  1464. font_italic (Font italic by default) bool false
  1465. # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
  1466. font_shadow (Font shadow) int 1 0 65535
  1467. # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
  1468. font_shadow_alpha (Font shadow alpha) int 127 0 255
  1469. # Font size of the default font where 1 unit = 1 pixel at 96 DPI
  1470. font_size (Font size) int 16 5 72
  1471. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  1472. # with this font will always be divisible by this value, in pixels. For instance,
  1473. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  1474. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  1475. font_size_divisible_by (Font size divisible by) int 1 1
  1476. # Path to the default font. Must be a TrueType font.
  1477. # The fallback font will be used if the font cannot be loaded.
  1478. font_path (Regular font path) filepath fonts/Arimo-Regular.ttf
  1479. font_path_bold (Bold font path) filepath fonts/Arimo-Bold.ttf
  1480. font_path_italic (Italic font path) filepath fonts/Arimo-Italic.ttf
  1481. font_path_bold_italic (Bold and italic font path) filepath fonts/Arimo-BoldItalic.ttf
  1482. # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
  1483. mono_font_size (Monospace font size) int 16 5 72
  1484. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  1485. # with this font will always be divisible by this value, in pixels. For instance,
  1486. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  1487. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  1488. mono_font_size_divisible_by (Monospace font size divisible by) int 1 1
  1489. # Path to the monospace font. Must be a TrueType font.
  1490. # This font is used for e.g. the console and profiler screen.
  1491. mono_font_path (Monospace font path) filepath fonts/Cousine-Regular.ttf
  1492. mono_font_path_bold (Bold monospace font path) filepath fonts/Cousine-Bold.ttf
  1493. mono_font_path_italic (Italic monospace font path) filepath fonts/Cousine-Italic.ttf
  1494. mono_font_path_bold_italic (Bold and italic monospace font path) filepath fonts/Cousine-BoldItalic.ttf
  1495. # Path of the fallback font. Must be a TrueType font.
  1496. # This font will be used for certain languages or if the default font is unavailable.
  1497. fallback_font_path (Fallback font path) filepath fonts/DroidSansFallbackFull.ttf
  1498. [**Lighting]
  1499. # Gradient of light curve at minimum light level.
  1500. # Controls the contrast of the lowest light levels.
  1501. lighting_alpha (Light curve low gradient) float 0.0 0.0 3.0
  1502. # Gradient of light curve at maximum light level.
  1503. # Controls the contrast of the highest light levels.
  1504. lighting_beta (Light curve high gradient) float 1.5 0.0 3.0
  1505. # Strength of light curve boost.
  1506. # The 3 'boost' parameters define a range of the light
  1507. # curve that is boosted in brightness.
  1508. lighting_boost (Light curve boost) float 0.2 0.0 0.4
  1509. # Center of light curve boost range.
  1510. # Where 0.0 is minimum light level, 1.0 is maximum light level.
  1511. lighting_boost_center (Light curve boost center) float 0.5 0.0 1.0
  1512. # Spread of light curve boost range.
  1513. # Controls the width of the range to be boosted.
  1514. # Standard deviation of the light curve boost Gaussian.
  1515. lighting_boost_spread (Light curve boost spread) float 0.2 0.0 0.4
  1516. [**Networking]
  1517. # Prometheus listener address.
  1518. # If Minetest is compiled with ENABLE_PROMETHEUS option enabled,
  1519. # enable metrics listener for Prometheus on that address.
  1520. # Metrics can be fetched on http://127.0.0.1:30000/metrics
  1521. prometheus_listener_address (Prometheus listener address) string 127.0.0.1:30000
  1522. # Maximum size of the outgoing chat queue.
  1523. # 0 to disable queueing and -1 to make the queue size unlimited.
  1524. max_out_chat_queue_size (Maximum size of the outgoing chat queue) int 20 -1 32767
  1525. # Timeout for client to remove unused map data from memory, in seconds.
  1526. client_unload_unused_data_timeout (Mapblock unload timeout) float 600.0 0.0
  1527. # Maximum number of mapblocks for client to be kept in memory.
  1528. # Set to -1 for unlimited amount.
  1529. client_mapblock_limit (Mapblock limit) int 7500 -1 2147483647
  1530. # Maximum number of blocks that are simultaneously sent per client.
  1531. # The maximum total count is calculated dynamically:
  1532. # max_total = ceil((#clients + max_users) * per_client / 4)
  1533. max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 40 1 4294967295
  1534. # To reduce lag, block transfers are slowed down when a player is building something.
  1535. # This determines how long they are slowed down after placing or removing a node.
  1536. full_block_send_enable_min_time_from_building (Delay in sending blocks after building) float 2.0 0.0
  1537. # Maximum number of packets sent per send step in the low-level networking code.
  1538. # You generally don't need to change this, however busy servers may benefit from a higher number.
  1539. max_packets_per_iteration (Max. packets per iteration) int 1024 1 65535
  1540. # Compression level to use when sending mapblocks to the client.
  1541. # -1 - use default compression level
  1542. # 0 - least compression, fastest
  1543. # 9 - best compression, slowest
  1544. map_compression_level_net (Map Compression Level for Network Transfer) int -1 -1 9
  1545. [**Server]
  1546. # Format of player chat messages. The following strings are valid placeholders:
  1547. # @name, @message, @timestamp (optional)
  1548. chat_message_format (Chat message format) string <@name> @message
  1549. # If the execution of a chat command takes longer than this specified time in
  1550. # seconds, add the time information to the chat command message
  1551. chatcommand_msg_time_threshold (Chat command time message threshold) float 0.1 0.0
  1552. # A message to be displayed to all clients when the server shuts down.
  1553. kick_msg_shutdown (Shutdown message) string Server shutting down.
  1554. # A message to be displayed to all clients when the server crashes.
  1555. kick_msg_crash (Crash message) string This server has experienced an internal error. You will now be disconnected.
  1556. # Whether to ask clients to reconnect after a (Lua) crash.
  1557. # Set this to true if your server is set up to restart automatically.
  1558. ask_reconnect_on_crash (Ask to reconnect after crash) bool false
  1559. [**Server/Env Performance]
  1560. # Length of a server tick (the interval at which everything is generally updated),
  1561. # stated in seconds.
  1562. # Does not apply to sessions hosted from the client menu.
  1563. dedicated_server_step (Dedicated server step) float 0.09 0.0 1.0
  1564. # Whether players are shown to clients without any range limit.
  1565. # Deprecated, use the setting player_transfer_distance instead.
  1566. unlimited_player_transfer_distance (Unlimited player transfer distance) bool true
  1567. # Defines the maximal player transfer distance in blocks (0 = unlimited).
  1568. player_transfer_distance (Player transfer distance) int 0 0 65535
  1569. # From how far clients know about objects, stated in mapblocks (16 nodes).
  1570. #
  1571. # Setting this larger than active_block_range will also cause the server
  1572. # to maintain active objects up to this distance in the direction the
  1573. # player is looking. (This can avoid mobs suddenly disappearing from view)
  1574. active_object_send_range_blocks (Active object send range) int 8 1 65535
  1575. # The radius of the volume of blocks around every player that is subject to the
  1576. # active block stuff, stated in mapblocks (16 nodes).
  1577. # In active blocks objects are loaded and ABMs run.
  1578. # This is also the minimum range in which active objects (mobs) are maintained.
  1579. # This should be configured together with active_object_send_range_blocks.
  1580. active_block_range (Active block range) int 4 1 65535
  1581. # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
  1582. max_block_send_distance (Max block send distance) int 12 1 65535
  1583. # Default maximum number of forceloaded mapblocks.
  1584. # Set this to -1 to disable the limit.
  1585. max_forceloaded_blocks (Maximum forceloaded blocks) int 16 -1
  1586. # Interval of sending time of day to clients, stated in seconds.
  1587. time_send_interval (Time send interval) float 5.0 0.001
  1588. # Interval of saving important changes in the world, stated in seconds.
  1589. server_map_save_interval (Map save interval) float 5.3 0.001
  1590. # How long the server will wait before unloading unused mapblocks, stated in seconds.
  1591. # Higher value is smoother, but will use more RAM.
  1592. server_unload_unused_data_timeout (Unload unused server data) int 29 0 4294967295
  1593. # Maximum number of statically stored objects in a block.
  1594. max_objects_per_block (Maximum objects per block) int 256 1 65535
  1595. # Length of time between active block management cycles, stated in seconds.
  1596. active_block_mgmt_interval (Active block management interval) float 2.0 0.0
  1597. # Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
  1598. abm_interval (ABM interval) float 1.0 0.0
  1599. # The time budget allowed for ABMs to execute on each step
  1600. # (as a fraction of the ABM Interval)
  1601. abm_time_budget (ABM time budget) float 0.2 0.1 0.9
  1602. # Length of time between NodeTimer execution cycles, stated in seconds.
  1603. nodetimer_interval (NodeTimer interval) float 0.2 0.0
  1604. # Max liquids processed per step.
  1605. liquid_loop_max (Liquid loop max) int 100000 1 4294967295
  1606. # The time (in seconds) that the liquids queue may grow beyond processing
  1607. # capacity until an attempt is made to decrease its size by dumping old queue
  1608. # items. A value of 0 disables the functionality.
  1609. liquid_queue_purge_time (Liquid queue purge time) int 0 0 65535
  1610. # Liquid update interval in seconds.
  1611. liquid_update (Liquid update tick) float 1.0 0.001
  1612. # At this distance the server will aggressively optimize which blocks are sent to
  1613. # clients.
  1614. # Small values potentially improve performance a lot, at the expense of visible
  1615. # rendering glitches (some blocks might not be rendered correctly in caves).
  1616. # Setting this to a value greater than max_block_send_distance disables this
  1617. # optimization.
  1618. # Stated in MapBlocks (16 nodes).
  1619. block_send_optimize_distance (Block send optimize distance) int 4 2 2047
  1620. # If enabled, the server will perform map block occlusion culling based on
  1621. # on the eye position of the player. This can reduce the number of blocks
  1622. # sent to the client by 50-80%. Clients will no longer receive most
  1623. # invisible blocks, so that the utility of noclip mode is reduced.
  1624. server_side_occlusion_culling (Server-side occlusion culling) bool true
  1625. # At this distance the server will perform a simpler and cheaper occlusion check.
  1626. # Smaller values potentially improve performance, at the expense of temporarily visible
  1627. # rendering glitches (missing blocks).
  1628. # This is especially useful for very large viewing range (upwards of 500).
  1629. # Stated in MapBlocks (16 nodes).
  1630. block_cull_optimize_distance (Block cull optimize distance) int 25 2 2047
  1631. [**Mapgen]
  1632. # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
  1633. # WARNING: There is no benefit, and there are several dangers, in
  1634. # increasing this value above 5.
  1635. # Reducing this value increases cave and dungeon density.
  1636. # Altering this value is for special usage, leaving it unchanged is
  1637. # recommended.
  1638. chunksize (Chunk size) int 5 1 10
  1639. # Dump the mapgen debug information.
  1640. enable_mapgen_debug_info (Mapgen debug) bool false
  1641. # Maximum number of blocks that can be queued for loading.
  1642. emergequeue_limit_total (Absolute limit of queued blocks to emerge) int 1024 1 1000000
  1643. # Maximum number of blocks to be queued that are to be loaded from file.
  1644. # This limit is enforced per player.
  1645. emergequeue_limit_diskonly (Per-player limit of queued blocks load from disk) int 128 1 1000000
  1646. # Maximum number of blocks to be queued that are to be generated.
  1647. # This limit is enforced per player.
  1648. emergequeue_limit_generate (Per-player limit of queued blocks to generate) int 128 1 1000000
  1649. # Number of emerge threads to use.
  1650. # Value 0:
  1651. # - Automatic selection. The number of emerge threads will be
  1652. # - 'number of processors - 2', with a lower limit of 1.
  1653. # Any other value:
  1654. # - Specifies the number of emerge threads, with a lower limit of 1.
  1655. # WARNING: Increasing the number of emerge threads increases engine mapgen
  1656. # speed, but this may harm game performance by interfering with other
  1657. # processes, especially in singleplayer and/or when running Lua code in
  1658. # 'on_generated'. For many users the optimum setting may be '1'.
  1659. num_emerge_threads (Number of emerge threads) int 1 0 32767
  1660. [**cURL]
  1661. # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
  1662. curl_timeout (cURL interactive timeout) int 20000 1000 2147483647
  1663. # Limits number of parallel HTTP requests. Affects:
  1664. # - Media fetch if server uses remote_media setting.
  1665. # - Serverlist download and server announcement.
  1666. # - Downloads performed by main menu (e.g. mod manager).
  1667. # Only has an effect if compiled with cURL.
  1668. curl_parallel_limit (cURL parallel limit) int 8 1 2147483647
  1669. # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
  1670. curl_file_download_timeout (cURL file download timeout) int 300000 5000 2147483647
  1671. [**Miscellaneous]
  1672. # Adjust the detected display density, used for scaling UI elements.
  1673. display_density_factor (Display Density Scaling Factor) float 1 0.5 5.0
  1674. # Windows systems only: Start Minetest with the command line window in the background.
  1675. # Contains the same information as the file debug.txt (default name).
  1676. enable_console (Enable console window) bool false
  1677. # Number of extra blocks that can be loaded by /clearobjects at once.
  1678. # This is a trade-off between SQLite transaction overhead and
  1679. # memory consumption (4096=100MB, as a rule of thumb).
  1680. max_clearobjects_extra_loaded_blocks (Max. clearobjects extra blocks) int 4096 0 4294967295
  1681. # World directory (everything in the world is stored here).
  1682. # Not needed if starting from the main menu.
  1683. map-dir (Map directory) path
  1684. # See https://www.sqlite.org/pragma.html#pragma_synchronous
  1685. sqlite_synchronous (Synchronous SQLite) enum 2 0,1,2
  1686. # Compression level to use when saving mapblocks to disk.
  1687. # -1 - use default compression level
  1688. # 0 - least compression, fastest
  1689. # 9 - best compression, slowest
  1690. map_compression_level_disk (Map Compression Level for Disk Storage) int -1 -1 9
  1691. # Enable usage of remote media server (if provided by server).
  1692. # Remote servers offer a significantly faster way to download media (e.g. textures)
  1693. # when connecting to the server.
  1694. enable_remote_media_server (Connect to external media server) bool true
  1695. # File in client/serverlist/ that contains your favorite servers displayed in the
  1696. # Multiplayer Tab.
  1697. serverlist_file (Serverlist file) string favoriteservers.json
  1698. [*Gamepads]
  1699. # Enable joysticks. Requires a restart to take effect
  1700. enable_joysticks (Enable joysticks) bool false
  1701. # The identifier of the joystick to use
  1702. joystick_id (Joystick ID) int 0 0 255
  1703. # The type of joystick
  1704. joystick_type (Joystick type) enum auto auto,generic,xbox,dragonrise_gamecube
  1705. # The time in seconds it takes between repeated events
  1706. # when holding down a joystick button combination.
  1707. repeat_joystick_button_time (Joystick button repetition interval) float 0.17 0.001
  1708. # The dead zone of the joystick
  1709. joystick_deadzone (Joystick dead zone) int 2048 0 65535
  1710. # The sensitivity of the joystick axes for moving the
  1711. # in-game view frustum around.
  1712. joystick_frustum_sensitivity (Joystick frustum sensitivity) float 170.0 0.001
  1713. [*Hide: Temporary Settings]
  1714. # Path to texture directory. All textures are first searched from here.
  1715. texture_path (Texture path) path
  1716. # Enables minimap.
  1717. enable_minimap (Minimap) bool true
  1718. # Shape of the minimap. Enabled = round, disabled = square.
  1719. minimap_shape_round (Round minimap) bool true
  1720. # Address to connect to.
  1721. # Leave this blank to start a local server.
  1722. # Note that the address field in the main menu overrides this setting.
  1723. address (Server address) string
  1724. # Port to connect to (UDP).
  1725. # Note that the port field in the main menu overrides this setting.
  1726. remote_port (Remote port) int 30000 1 65535
  1727. # Enable players getting damage and dying.
  1728. enable_damage (Damage) bool false
  1729. # Enable creative mode for all players
  1730. creative_mode (Creative) bool false
  1731. # Whether to allow players to damage and kill each other.
  1732. enable_pvp (Player versus player) bool true
  1733. # Player is able to fly without being affected by gravity.
  1734. # This requires the "fly" privilege on the server.
  1735. free_move (Flying) bool false
  1736. # If enabled, makes move directions relative to the player's pitch when flying or swimming.
  1737. pitch_move (Pitch move mode) bool false
  1738. # Fast movement (via the "Aux1" key).
  1739. # This requires the "fast" privilege on the server.
  1740. fast_move (Fast movement) bool false
  1741. # If enabled together with fly mode, player is able to fly through solid nodes.
  1742. # This requires the "noclip" privilege on the server.
  1743. noclip (Noclip) bool false
  1744. # Continuous forward movement, toggled by autoforward key.
  1745. # Press the autoforward key again or the backwards movement to disable.
  1746. continuous_forward (Continuous forward) bool false
  1747. # This can be bound to a key to toggle camera smoothing when looking around.
  1748. # Useful for recording videos
  1749. cinematic (Cinematic mode) bool false
  1750. # Affects mods and texture packs in the Content and Select Mods menus, as well as
  1751. # setting names.
  1752. # Controlled by a checkbox in the settings menu.
  1753. show_technical_names (Show technical names) bool false
  1754. # Controlled by a checkbox in the settings menu.
  1755. show_advanced (Show advanced settings) bool false
  1756. # Enables the sound system.
  1757. # If disabled, this completely disables all sounds everywhere and the in-game
  1758. # sound controls will be non-functional.
  1759. # Changing this setting requires a restart.
  1760. enable_sound (Sound) bool true
  1761. # Key for moving the player forward.
  1762. keymap_forward (Forward key) key KEY_KEY_W
  1763. # Key for moving the player backward.
  1764. # Will also disable autoforward, when active.
  1765. keymap_backward (Backward key) key KEY_KEY_S
  1766. # Key for moving the player left.
  1767. keymap_left (Left key) key KEY_KEY_A
  1768. # Key for moving the player right.
  1769. keymap_right (Right key) key KEY_KEY_D
  1770. # Key for jumping.
  1771. keymap_jump (Jump key) key KEY_SPACE
  1772. # Key for sneaking.
  1773. # Also used for climbing down and descending in water if aux1_descends is disabled.
  1774. keymap_sneak (Sneak key) key KEY_LSHIFT
  1775. # Key for digging, punching or using something.
  1776. # (Note: The actual meaning might vary on a per-game basis.)
  1777. keymap_dig (Dig/punch/use key) key KEY_LBUTTON
  1778. # Key for placing an item/block or for using something.
  1779. # (Note: The actual meaning might vary on a per-game basis.)
  1780. keymap_place (Place/use key) key KEY_RBUTTON
  1781. # Key for opening the inventory.
  1782. keymap_inventory (Inventory key) key KEY_KEY_I
  1783. # Key for moving fast in fast mode.
  1784. keymap_aux1 (Aux1 key) key KEY_KEY_E
  1785. # Key for opening the chat window.
  1786. keymap_chat (Chat key) key KEY_KEY_T
  1787. # Key for opening the chat window to type commands.
  1788. keymap_cmd (Command key) key /
  1789. # Key for opening the chat window to type local commands.
  1790. keymap_cmd_local (Command key) key .
  1791. # Key for toggling unlimited view range.
  1792. keymap_rangeselect (Range select key) key
  1793. # Key for toggling flying.
  1794. keymap_freemove (Fly key) key KEY_KEY_K
  1795. # Key for toggling pitch move mode.
  1796. keymap_pitchmove (Pitch move key) key
  1797. # Key for toggling fast mode.
  1798. keymap_fastmove (Fast key) key KEY_KEY_J
  1799. # Key for toggling noclip mode.
  1800. keymap_noclip (Noclip key) key KEY_KEY_H
  1801. # Key for selecting the next item in the hotbar.
  1802. keymap_hotbar_next (Hotbar next key) key KEY_KEY_N
  1803. # Key for selecting the previous item in the hotbar.
  1804. keymap_hotbar_previous (Hotbar previous key) key KEY_KEY_B
  1805. # Key for muting the game.
  1806. keymap_mute (Mute key) key KEY_KEY_M
  1807. # Key for increasing the volume.
  1808. keymap_increase_volume (Inc. volume key) key
  1809. # Key for decreasing the volume.
  1810. keymap_decrease_volume (Dec. volume key) key
  1811. # Key for toggling autoforward.
  1812. keymap_autoforward (Automatic forward key) key
  1813. # Key for toggling cinematic mode.
  1814. keymap_cinematic (Cinematic mode key) key
  1815. # Key for toggling display of minimap.
  1816. keymap_minimap (Minimap key) key KEY_KEY_V
  1817. # Key for taking screenshots.
  1818. keymap_screenshot (Screenshot) key KEY_F12
  1819. # Key for toggling fullscreen mode.
  1820. keymap_fullscreen (Fullscreen key) key KEY_F11
  1821. # Key for dropping the currently selected item.
  1822. keymap_drop (Drop item key) key KEY_KEY_Q
  1823. # Key to use view zoom when possible.
  1824. keymap_zoom (View zoom key) key KEY_KEY_Z
  1825. # Key for selecting the first hotbar slot.
  1826. keymap_slot1 (Hotbar slot 1 key) key KEY_KEY_1
  1827. # Key for selecting the second hotbar slot.
  1828. keymap_slot2 (Hotbar slot 2 key) key KEY_KEY_2
  1829. # Key for selecting the third hotbar slot.
  1830. keymap_slot3 (Hotbar slot 3 key) key KEY_KEY_3
  1831. # Key for selecting the fourth hotbar slot.
  1832. keymap_slot4 (Hotbar slot 4 key) key KEY_KEY_4
  1833. # Key for selecting the fifth hotbar slot.
  1834. keymap_slot5 (Hotbar slot 5 key) key KEY_KEY_5
  1835. # Key for selecting the sixth hotbar slot.
  1836. keymap_slot6 (Hotbar slot 6 key) key KEY_KEY_6
  1837. # Key for selecting the seventh hotbar slot.
  1838. keymap_slot7 (Hotbar slot 7 key) key KEY_KEY_7
  1839. # Key for selecting the eighth hotbar slot.
  1840. keymap_slot8 (Hotbar slot 8 key) key KEY_KEY_8
  1841. # Key for selecting the ninth hotbar slot.
  1842. keymap_slot9 (Hotbar slot 9 key) key KEY_KEY_9
  1843. # Key for selecting the tenth hotbar slot.
  1844. keymap_slot10 (Hotbar slot 10 key) key KEY_KEY_0
  1845. # Key for selecting the 11th hotbar slot.
  1846. keymap_slot11 (Hotbar slot 11 key) key
  1847. # Key for selecting the 12th hotbar slot.
  1848. keymap_slot12 (Hotbar slot 12 key) key
  1849. # Key for selecting the 13th hotbar slot.
  1850. keymap_slot13 (Hotbar slot 13 key) key
  1851. # Key for selecting the 14th hotbar slot.
  1852. keymap_slot14 (Hotbar slot 14 key) key
  1853. # Key for selecting the 15th hotbar slot.
  1854. keymap_slot15 (Hotbar slot 15 key) key
  1855. # Key for selecting the 16th hotbar slot.
  1856. keymap_slot16 (Hotbar slot 16 key) key
  1857. # Key for selecting the 17th hotbar slot.
  1858. keymap_slot17 (Hotbar slot 17 key) key
  1859. # Key for selecting the 18th hotbar slot.
  1860. keymap_slot18 (Hotbar slot 18 key) key
  1861. # Key for selecting the 19th hotbar slot.
  1862. keymap_slot19 (Hotbar slot 19 key) key
  1863. # Key for selecting the 20th hotbar slot.
  1864. keymap_slot20 (Hotbar slot 20 key) key
  1865. # Key for selecting the 21st hotbar slot.
  1866. keymap_slot21 (Hotbar slot 21 key) key
  1867. # Key for selecting the 22nd hotbar slot.
  1868. keymap_slot22 (Hotbar slot 22 key) key
  1869. # Key for selecting the 23rd hotbar slot.
  1870. keymap_slot23 (Hotbar slot 23 key) key
  1871. # Key for selecting the 24th hotbar slot.
  1872. keymap_slot24 (Hotbar slot 24 key) key
  1873. # Key for selecting the 25th hotbar slot.
  1874. keymap_slot25 (Hotbar slot 25 key) key
  1875. # Key for selecting the 26th hotbar slot.
  1876. keymap_slot26 (Hotbar slot 26 key) key
  1877. # Key for selecting the 27th hotbar slot.
  1878. keymap_slot27 (Hotbar slot 27 key) key
  1879. # Key for selecting the 28th hotbar slot.
  1880. keymap_slot28 (Hotbar slot 28 key) key
  1881. # Key for selecting the 29th hotbar slot.
  1882. keymap_slot29 (Hotbar slot 29 key) key
  1883. # Key for selecting the 30th hotbar slot.
  1884. keymap_slot30 (Hotbar slot 30 key) key
  1885. # Key for selecting the 31st hotbar slot.
  1886. keymap_slot31 (Hotbar slot 31 key) key
  1887. # Key for selecting the 32nd hotbar slot.
  1888. keymap_slot32 (Hotbar slot 32 key) key
  1889. # Key for toggling the display of the HUD.
  1890. keymap_toggle_hud (HUD toggle key) key KEY_F1
  1891. # Key for toggling the display of chat.
  1892. keymap_toggle_chat (Chat toggle key) key KEY_F2
  1893. # Key for toggling the display of the large chat console.
  1894. keymap_console (Large chat console key) key KEY_F10
  1895. # Key for toggling the display of fog.
  1896. keymap_toggle_fog (Fog toggle key) key KEY_F3
  1897. # Key for toggling the camera update. Only usable with 'debug' privilege.
  1898. keymap_toggle_update_camera (Camera update toggle key) key
  1899. # Key for toggling the display of debug info.
  1900. keymap_toggle_debug (Debug info toggle key) key KEY_F5
  1901. # Key for toggling the display of the profiler. Used for development.
  1902. keymap_toggle_profiler (Profiler toggle key) key KEY_F6
  1903. # Key for toggling the display of mapblock boundaries.
  1904. keymap_toggle_block_bounds (Block bounds toggle key) key
  1905. # Key for switching between first- and third-person camera.
  1906. keymap_camera_mode (Toggle camera mode key) key KEY_KEY_C
  1907. # Key for increasing the viewing range.
  1908. keymap_increase_viewing_range_min (View range increase key) key +
  1909. # Key for decreasing the viewing range.
  1910. keymap_decrease_viewing_range_min (View range decrease key) key -