minetest.conf.example 107 KB

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  1. # This file contains a list of all available settings and their default value for minetest.conf
  2. # By default, all the settings are commented and not functional.
  3. # Uncomment settings by removing the preceding #.
  4. # minetest.conf is read by default from:
  5. # ../minetest.conf
  6. # ../../minetest.conf
  7. # Any other path can be chosen by passing the path as a parameter
  8. # to the program, eg. "minetest.exe --config ../minetest.conf.example".
  9. # Further documentation:
  10. # https://wiki.minetest.net/
  11. #
  12. # Controls
  13. #
  14. ## General
  15. # Smooths rotation of camera, also called look or mouse smoothing. 0 to disable.
  16. # type: float min: 0 max: 0.99
  17. # camera_smoothing = 0.0
  18. # Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Change Keys.
  19. # type: float min: 0 max: 0.99
  20. # cinematic_camera_smoothing = 0.7
  21. # If enabled, you can place nodes at the position (feet + eye level) where you stand.
  22. # This is helpful when working with nodeboxes in small areas.
  23. # type: bool
  24. # enable_build_where_you_stand = false
  25. # If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
  26. # descending.
  27. # type: bool
  28. # aux1_descends = false
  29. # Double-tapping the jump key toggles fly mode.
  30. # type: bool
  31. # doubletap_jump = false
  32. # If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
  33. # enabled.
  34. # type: bool
  35. # always_fly_fast = true
  36. # The time in seconds it takes between repeated node placements when holding
  37. # the place button.
  38. # type: float min: 0.16 max: 2
  39. # repeat_place_time = 0.25
  40. # Automatically jump up single-node obstacles.
  41. # type: bool
  42. # autojump = false
  43. # Prevent digging and placing from repeating when holding the mouse buttons.
  44. # Enable this when you dig or place too often by accident.
  45. # type: bool
  46. # safe_dig_and_place = false
  47. ## Keyboard and Mouse
  48. # Invert vertical mouse movement.
  49. # type: bool
  50. # invert_mouse = false
  51. # Mouse sensitivity multiplier.
  52. # type: float min: 0.001 max: 10
  53. # mouse_sensitivity = 0.2
  54. ## Touchscreen
  55. # The length in pixels it takes for touch screen interaction to start.
  56. # type: int min: 0 max: 100
  57. # touchscreen_threshold = 20
  58. # Use crosshair to select object instead of whole screen.
  59. # If enabled, a crosshair will be shown and will be used for selecting object.
  60. # type: bool
  61. # touch_use_crosshair = false
  62. # (Android) Fixes the position of virtual joystick.
  63. # If disabled, virtual joystick will center to first-touch's position.
  64. # type: bool
  65. # fixed_virtual_joystick = false
  66. # (Android) Use virtual joystick to trigger "Aux1" button.
  67. # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
  68. # type: bool
  69. # virtual_joystick_triggers_aux1 = false
  70. #
  71. # Graphics and Audio
  72. #
  73. ## Graphics
  74. ### Screen
  75. # Width component of the initial window size.
  76. # type: int min: 1 max: 65535
  77. # screen_w = 1024
  78. # Height component of the initial window size.
  79. # type: int min: 1 max: 65535
  80. # screen_h = 600
  81. # Whether the window is maximized.
  82. # type: bool
  83. # window_maximized = false
  84. # Save window size automatically when modified.
  85. # If true, screen size is saved in screen_w and screen_h, and whether the window
  86. # is maximized is stored in window_maximized.
  87. # (Autosaving window_maximized only works if compiled with SDL.)
  88. # type: bool
  89. # autosave_screensize = true
  90. # Fullscreen mode.
  91. # type: bool
  92. # fullscreen = false
  93. # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
  94. # open.
  95. # type: bool
  96. # pause_on_lost_focus = false
  97. ### FPS
  98. # If FPS would go higher than this, limit it by sleeping
  99. # to not waste CPU power for no benefit.
  100. # type: int min: 1 max: 4294967295
  101. # fps_max = 60
  102. # Vertical screen synchronization. Your system may still force VSync on even if this is disabled.
  103. # type: bool
  104. # vsync = false
  105. # Maximum FPS when the window is not focused, or when the game is paused.
  106. # type: int min: 1 max: 4294967295
  107. # fps_max_unfocused = 20
  108. # View distance in nodes.
  109. # type: int min: 20 max: 4000
  110. # viewing_range = 190
  111. # Undersampling is similar to using a lower screen resolution, but it applies
  112. # to the game world only, keeping the GUI intact.
  113. # It should give a significant performance boost at the cost of less detailed image.
  114. # Higher values result in a less detailed image.
  115. # type: int min: 1 max: 8
  116. # undersampling = 1
  117. ### Graphics Effects
  118. # Makes all liquids opaque
  119. # type: bool
  120. # opaque_water = false
  121. # Leaves style:
  122. # - Fancy: all faces visible
  123. # - Simple: only outer faces, if defined special_tiles are used
  124. # - Opaque: disable transparency
  125. # type: enum values: fancy, simple, opaque
  126. # leaves_style = fancy
  127. # Connects glass if supported by node.
  128. # type: bool
  129. # connected_glass = false
  130. # Enable smooth lighting with simple ambient occlusion.
  131. # Disable for speed or for different looks.
  132. # type: bool
  133. # smooth_lighting = true
  134. # Enables tradeoffs that reduce CPU load or increase rendering performance
  135. # at the expense of minor visual glitches that do not impact game playability.
  136. # type: bool
  137. # performance_tradeoffs = false
  138. # Adds particles when digging a node.
  139. # type: bool
  140. # enable_particles = true
  141. ### 3d
  142. # 3D support.
  143. # Currently supported:
  144. # - none: no 3d output.
  145. # - anaglyph: cyan/magenta color 3d.
  146. # - interlaced: odd/even line based polarisation screen support.
  147. # - topbottom: split screen top/bottom.
  148. # - sidebyside: split screen side by side.
  149. # - crossview: Cross-eyed 3d
  150. # Note that the interlaced mode requires shaders to be enabled.
  151. # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview
  152. # 3d_mode = none
  153. # Strength of 3D mode parallax.
  154. # type: float min: -0.087 max: 0.087
  155. # 3d_paralax_strength = 0.025
  156. ### Bobbing
  157. # Arm inertia, gives a more realistic movement of
  158. # the arm when the camera moves.
  159. # type: bool
  160. # arm_inertia = true
  161. # Enable view bobbing and amount of view bobbing.
  162. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  163. # type: float min: 0 max: 7.9
  164. # view_bobbing_amount = 1.0
  165. # Multiplier for fall bobbing.
  166. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  167. # type: float min: 0 max: 100
  168. # fall_bobbing_amount = 0.03
  169. ### Camera
  170. # Field of view in degrees.
  171. # type: int min: 45 max: 160
  172. # fov = 72
  173. # Alters the light curve by applying 'gamma correction' to it.
  174. # Higher values make middle and lower light levels brighter.
  175. # Value '1.0' leaves the light curve unaltered.
  176. # This only has significant effect on daylight and artificial
  177. # light, it has very little effect on natural night light.
  178. # type: float min: 0.33 max: 3
  179. # display_gamma = 1.0
  180. # The strength (darkness) of node ambient-occlusion shading.
  181. # Lower is darker, Higher is lighter. The valid range of values for this
  182. # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
  183. # set to the nearest valid value.
  184. # type: float min: 0.25 max: 4
  185. # ambient_occlusion_gamma = 1.8
  186. ### Screenshots
  187. # Path to save screenshots at. Can be an absolute or relative path.
  188. # The folder will be created if it doesn't already exist.
  189. # type: path
  190. # screenshot_path = screenshots
  191. # Format of screenshots.
  192. # type: enum values: png, jpg
  193. # screenshot_format = png
  194. # Screenshot quality. Only used for JPEG format.
  195. # 1 means worst quality; 100 means best quality.
  196. # Use 0 for default quality.
  197. # type: int min: 0 max: 100
  198. # screenshot_quality = 0
  199. ### Node and Entity Highlighting
  200. # Method used to highlight selected object.
  201. # type: enum values: box, halo, none
  202. # node_highlighting = box
  203. # Show entity selection boxes
  204. # A restart is required after changing this.
  205. # type: bool
  206. # show_entity_selectionbox = false
  207. # Selection box border color (R,G,B).
  208. # type: string
  209. # selectionbox_color = (0,0,0)
  210. # Width of the selection box lines around nodes.
  211. # type: int min: 1 max: 5
  212. # selectionbox_width = 2
  213. # Crosshair color (R,G,B).
  214. # Also controls the object crosshair color
  215. # type: string
  216. # crosshair_color = (255,255,255)
  217. # Crosshair alpha (opaqueness, between 0 and 255).
  218. # This also applies to the object crosshair.
  219. # type: int min: 0 max: 255
  220. # crosshair_alpha = 255
  221. ### Fog
  222. # Whether to fog out the end of the visible area.
  223. # type: bool
  224. # enable_fog = true
  225. # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
  226. # type: bool
  227. # directional_colored_fog = true
  228. # Fraction of the visible distance at which fog starts to be rendered
  229. # type: float min: 0 max: 0.99
  230. # fog_start = 0.4
  231. ### Clouds
  232. # Clouds are a client side effect.
  233. # type: bool
  234. # enable_clouds = true
  235. # Use 3D cloud look instead of flat.
  236. # type: bool
  237. # enable_3d_clouds = true
  238. ### Filtering and Antialiasing
  239. # Use mipmapping to scale textures. May slightly increase performance,
  240. # especially when using a high resolution texture pack.
  241. # Gamma correct downscaling is not supported.
  242. # type: bool
  243. # mip_map = false
  244. # Use anisotropic filtering when viewing at textures from an angle.
  245. # type: bool
  246. # anisotropic_filter = false
  247. # Use bilinear filtering when scaling textures.
  248. # type: bool
  249. # bilinear_filter = false
  250. # Use trilinear filtering when scaling textures.
  251. # type: bool
  252. # trilinear_filter = false
  253. # Filtered textures can blend RGB values with fully-transparent neighbors,
  254. # which PNG optimizers usually discard, often resulting in dark or
  255. # light edges to transparent textures. Apply a filter to clean that up
  256. # at texture load time. This is automatically enabled if mipmapping is enabled.
  257. # type: bool
  258. # texture_clean_transparent = false
  259. # When using bilinear/trilinear/anisotropic filters, low-resolution textures
  260. # can be blurred, so automatically upscale them with nearest-neighbor
  261. # interpolation to preserve crisp pixels. This sets the minimum texture size
  262. # for the upscaled textures; higher values look sharper, but require more
  263. # memory. Powers of 2 are recommended. This setting is ONLY applied if
  264. # bilinear/trilinear/anisotropic filtering is enabled.
  265. # This is also used as the base node texture size for world-aligned
  266. # texture autoscaling.
  267. # type: int min: 1 max: 32768
  268. # texture_min_size = 64
  269. # Use multi-sample antialiasing (MSAA) to smooth out block edges.
  270. # This algorithm smooths out the 3D viewport while keeping the image sharp,
  271. # but it doesn't affect the insides of textures
  272. # (which is especially noticeable with transparent textures).
  273. # Visible spaces appear between nodes when shaders are disabled.
  274. # If set to 0, MSAA is disabled.
  275. # A restart is required after changing this option.
  276. # type: enum values: 0, 1, 2, 4, 8, 16
  277. # fsaa = 0
  278. ### Occlusion Culling
  279. # Type of occlusion_culler
  280. #
  281. # "loops" is the legacy algorithm with nested loops and O(n³) complexity
  282. # "bfs" is the new algorithm based on breadth-first-search and side culling
  283. #
  284. # This setting should only be changed if you have performance problems.
  285. # type: enum values: bfs, loops
  286. # occlusion_culler = bfs
  287. # Use raytraced occlusion culling in the new culler.
  288. # This flag enables use of raytraced occlusion culling test for
  289. # client mesh sizes smaller than 4x4x4 map blocks.
  290. # type: bool
  291. # enable_raytraced_culling = true
  292. ## Shaders
  293. # Shaders allow advanced visual effects and may increase performance on some video
  294. # cards.
  295. # This only works with the OpenGL video backend.
  296. # type: bool
  297. # enable_shaders = true
  298. ### Waving Nodes
  299. # Set to true to enable waving leaves.
  300. # Requires shaders to be enabled.
  301. # type: bool
  302. # enable_waving_leaves = false
  303. # Set to true to enable waving plants.
  304. # Requires shaders to be enabled.
  305. # type: bool
  306. # enable_waving_plants = false
  307. # Set to true to enable waving liquids (like water).
  308. # Requires shaders to be enabled.
  309. # type: bool
  310. # enable_waving_water = false
  311. # The maximum height of the surface of waving liquids.
  312. # 4.0 = Wave height is two nodes.
  313. # 0.0 = Wave doesn't move at all.
  314. # Default is 1.0 (1/2 node).
  315. # Requires waving liquids to be enabled.
  316. # type: float min: 0 max: 4
  317. # water_wave_height = 1.0
  318. # Length of liquid waves.
  319. # Requires waving liquids to be enabled.
  320. # type: float min: 0.1
  321. # water_wave_length = 20.0
  322. # How fast liquid waves will move. Higher = faster.
  323. # If negative, liquid waves will move backwards.
  324. # Requires waving liquids to be enabled.
  325. # type: float
  326. # water_wave_speed = 5.0
  327. ### Dynamic shadows
  328. # Set to true to enable Shadow Mapping.
  329. # Requires shaders to be enabled.
  330. # type: bool
  331. # enable_dynamic_shadows = false
  332. # Set the shadow strength gamma.
  333. # Adjusts the intensity of in-game dynamic shadows.
  334. # Lower value means lighter shadows, higher value means darker shadows.
  335. # type: float min: 0.1 max: 10
  336. # shadow_strength_gamma = 1.0
  337. # Maximum distance to render shadows.
  338. # type: float min: 10 max: 1000
  339. # shadow_map_max_distance = 200.0
  340. # Texture size to render the shadow map on.
  341. # This must be a power of two.
  342. # Bigger numbers create better shadows but it is also more expensive.
  343. # type: int min: 128 max: 8192
  344. # shadow_map_texture_size = 2048
  345. # Sets shadow texture quality to 32 bits.
  346. # On false, 16 bits texture will be used.
  347. # This can cause much more artifacts in the shadow.
  348. # type: bool
  349. # shadow_map_texture_32bit = true
  350. # Enable Poisson disk filtering.
  351. # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
  352. # type: bool
  353. # shadow_poisson_filter = true
  354. # Define shadow filtering quality.
  355. # This simulates the soft shadows effect by applying a PCF or Poisson disk
  356. # but also uses more resources.
  357. # type: enum values: 0, 1, 2
  358. # shadow_filters = 1
  359. # Enable colored shadows.
  360. # On true translucent nodes cast colored shadows. This is expensive.
  361. # type: bool
  362. # shadow_map_color = false
  363. # Spread a complete update of shadow map over given amount of frames.
  364. # Higher values might make shadows laggy, lower values
  365. # will consume more resources.
  366. # Minimum value: 1; maximum value: 16
  367. # type: int min: 1 max: 16
  368. # shadow_update_frames = 8
  369. # Set the soft shadow radius size.
  370. # Lower values mean sharper shadows, bigger values mean softer shadows.
  371. # Minimum value: 1.0; maximum value: 15.0
  372. # type: float min: 1 max: 15
  373. # shadow_soft_radius = 5.0
  374. # Set the default tilt of Sun/Moon orbit in degrees.
  375. # Games may change orbit tilt via API.
  376. # Value of 0 means no tilt / vertical orbit.
  377. # type: float min: -60 max: 60
  378. # shadow_sky_body_orbit_tilt = 0.0
  379. ### Post Processing
  380. # Enables Hable's 'Uncharted 2' filmic tone mapping.
  381. # Simulates the tone curve of photographic film and how this approximates the
  382. # appearance of high dynamic range images. Mid-range contrast is slightly
  383. # enhanced, highlights and shadows are gradually compressed.
  384. # type: bool
  385. # tone_mapping = false
  386. # Enable automatic exposure correction
  387. # When enabled, the post-processing engine will
  388. # automatically adjust to the brightness of the scene,
  389. # simulating the behavior of human eye.
  390. # type: bool
  391. # enable_auto_exposure = false
  392. # Set the exposure compensation in EV units.
  393. # Value of 0.0 (default) means no exposure compensation.
  394. # Range: from -1 to 1.0
  395. # type: float min: -1 max: 1
  396. # exposure_compensation = 0.0
  397. ### Bloom
  398. # Set to true to enable bloom effect.
  399. # Bright colors will bleed over the neighboring objects.
  400. # type: bool
  401. # enable_bloom = false
  402. # Set to true to render debugging breakdown of the bloom effect.
  403. # In debug mode, the screen is split into 4 quadrants:
  404. # top-left - processed base image, top-right - final image
  405. # bottom-left - raw base image, bottom-right - bloom texture.
  406. # type: bool
  407. # enable_bloom_debug = false
  408. # Defines how much bloom is applied to the rendered image
  409. # Smaller values make bloom more subtle
  410. # Range: from 0.01 to 1.0, default: 0.05
  411. # type: float min: 0.01 max: 1
  412. # bloom_intensity = 0.05
  413. # Defines the magnitude of bloom overexposure.
  414. # Range: from 0.1 to 10.0, default: 1.0
  415. # type: float min: 0.1 max: 10
  416. # bloom_strength_factor = 1.0
  417. # Logical value that controls how far the bloom effect spreads
  418. # from the bright objects.
  419. # Range: from 0.1 to 8, default: 1
  420. # type: float min: 0.1 max: 8
  421. # bloom_radius = 1
  422. ## Audio
  423. # Volume of all sounds.
  424. # Requires the sound system to be enabled.
  425. # type: float min: 0 max: 1
  426. # sound_volume = 0.8
  427. # Whether to mute sounds. You can unmute sounds at any time, unless the
  428. # sound system is disabled (enable_sound=false).
  429. # In-game, you can toggle the mute state with the mute key or by using the
  430. # pause menu.
  431. # type: bool
  432. # mute_sound = false
  433. ## User Interfaces
  434. # Set the language. Leave empty to use the system language.
  435. # A restart is required after changing this.
  436. # type: enum values: , be, bg, ca, cs, da, de, el, en, eo, es, et, eu, fi, fr, gd, gl, hu, id, it, ja, jbo, kk, ko, lt, lv, ms, nb, nl, nn, pl, pt, pt_BR, ro, ru, sk, sl, sr_Cyrl, sr_Latn, sv, sw, tr, uk, vi, zh_CN, zh_TW
  437. # language =
  438. ### GUIs
  439. # Scale GUI by a user specified value.
  440. # Use a nearest-neighbor-anti-alias filter to scale the GUI.
  441. # This will smooth over some of the rough edges, and blend
  442. # pixels when scaling down, at the cost of blurring some
  443. # edge pixels when images are scaled by non-integer sizes.
  444. # type: float min: 0.5 max: 20
  445. # gui_scaling = 1.0
  446. # Enables animation of inventory items.
  447. # type: bool
  448. # inventory_items_animations = false
  449. # Formspec full-screen background opacity (between 0 and 255).
  450. # type: int min: 0 max: 255
  451. # formspec_fullscreen_bg_opacity = 140
  452. # Formspec full-screen background color (R,G,B).
  453. # type: string
  454. # formspec_fullscreen_bg_color = (0,0,0)
  455. # When gui_scaling_filter is true, all GUI images need to be
  456. # filtered in software, but some images are generated directly
  457. # to hardware (e.g. render-to-texture for nodes in inventory).
  458. # type: bool
  459. # gui_scaling_filter = false
  460. # When gui_scaling_filter_txr2img is true, copy those images
  461. # from hardware to software for scaling. When false, fall back
  462. # to the old scaling method, for video drivers that don't
  463. # properly support downloading textures back from hardware.
  464. # type: bool
  465. # gui_scaling_filter_txr2img = true
  466. # Delay showing tooltips, stated in milliseconds.
  467. # type: int min: 0 max: 1.844674407371e+19
  468. # tooltip_show_delay = 400
  469. # Append item name to tooltip.
  470. # type: bool
  471. # tooltip_append_itemname = false
  472. # Use a cloud animation for the main menu background.
  473. # type: bool
  474. # menu_clouds = true
  475. ### HUD
  476. # Modifies the size of the HUD elements.
  477. # type: float min: 0.5 max: 20
  478. # hud_scaling = 1.0
  479. # Whether name tag backgrounds should be shown by default.
  480. # Mods may still set a background.
  481. # type: bool
  482. # show_nametag_backgrounds = true
  483. ### Chat
  484. # Maximum number of recent chat messages to show
  485. # type: int min: 2 max: 20
  486. # recent_chat_messages = 6
  487. # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
  488. # type: float min: 0.1 max: 1
  489. # console_height = 0.6
  490. # In-game chat console background color (R,G,B).
  491. # type: string
  492. # console_color = (0,0,0)
  493. # In-game chat console background alpha (opaqueness, between 0 and 255).
  494. # type: int min: 0 max: 255
  495. # console_alpha = 200
  496. # Maximum proportion of current window to be used for hotbar.
  497. # Useful if there's something to be displayed right or left of hotbar.
  498. # type: float min: 0.001 max: 1
  499. # hud_hotbar_max_width = 1.0
  500. # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
  501. # type: bool
  502. # clickable_chat_weblinks = true
  503. # Optional override for chat weblink color.
  504. # type: string
  505. # chat_weblink_color = #8888FF
  506. # Font size of the recent chat text and chat prompt in point (pt).
  507. # Value 0 will use the default font size.
  508. # type: int min: 0 max: 72
  509. # chat_font_size = 0
  510. ### Content Repository
  511. # The URL for the content repository
  512. # type: string
  513. # contentdb_url = https://content.minetest.net
  514. # Comma-separated list of flags to hide in the content repository.
  515. # "nonfree" can be used to hide packages which do not qualify as 'free software',
  516. # as defined by the Free Software Foundation.
  517. # You can also specify content ratings.
  518. # These flags are independent from Minetest versions,
  519. # so see a full list at https://content.minetest.net/help/content_flags/
  520. # type: string
  521. # contentdb_flag_blacklist = nonfree, desktop_default
  522. # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
  523. # This should be lower than curl_parallel_limit.
  524. # type: int min: 1
  525. # contentdb_max_concurrent_downloads = 3
  526. #
  527. # Client and Server
  528. #
  529. ## Client
  530. # Save the map received by the client on disk.
  531. # type: bool
  532. # enable_local_map_saving = false
  533. # URL to the server list displayed in the Multiplayer Tab.
  534. # type: string
  535. # serverlist_url = servers.minetest.net
  536. # If enabled, account registration is separate from login in the UI.
  537. # If disabled, new accounts will be registered automatically when logging in.
  538. # type: bool
  539. # enable_split_login_register = true
  540. # URL to JSON file which provides information about the newest Minetest release
  541. # type: string
  542. # update_information_url = https://www.minetest.net/release_info.json
  543. ## Server
  544. # Name of the player.
  545. # When running a server, clients connecting with this name are admins.
  546. # When starting from the main menu, this is overridden.
  547. # type: string
  548. # name =
  549. ### Serverlist and MOTD
  550. # Name of the server, to be displayed when players join and in the serverlist.
  551. # type: string
  552. # server_name = Minetest server
  553. # Description of server, to be displayed when players join and in the serverlist.
  554. # type: string
  555. # server_description = mine here
  556. # Domain name of server, to be displayed in the serverlist.
  557. # type: string
  558. # server_address = game.minetest.net
  559. # Homepage of server, to be displayed in the serverlist.
  560. # type: string
  561. # server_url = https://minetest.net
  562. # Automatically report to the serverlist.
  563. # type: bool
  564. # server_announce = false
  565. # Announce to this serverlist.
  566. # type: string
  567. # serverlist_url = servers.minetest.net
  568. # Message of the day displayed to players connecting.
  569. # type: string
  570. # motd =
  571. # Maximum number of players that can be connected simultaneously.
  572. # type: int min: 0 max: 65535
  573. # max_users = 15
  574. # If this is set, players will always (re)spawn at the given position.
  575. # type: string
  576. # static_spawnpoint =
  577. ### Networking
  578. # Network port to listen (UDP).
  579. # This value will be overridden when starting from the main menu.
  580. # type: int min: 1 max: 65535
  581. # port = 30000
  582. # The network interface that the server listens on.
  583. # type: string
  584. # bind_address =
  585. # Enable to disallow old clients from connecting.
  586. # Older clients are compatible in the sense that they will not crash when connecting
  587. # to new servers, but they may not support all new features that you are expecting.
  588. # type: bool
  589. # strict_protocol_version_checking = false
  590. # Specifies URL from which client fetches media instead of using UDP.
  591. # $filename should be accessible from $remote_media$filename via cURL
  592. # (obviously, remote_media should end with a slash).
  593. # Files that are not present will be fetched the usual way.
  594. # type: string
  595. # remote_media =
  596. # Enable/disable running an IPv6 server.
  597. # Ignored if bind_address is set.
  598. # Needs enable_ipv6 to be enabled.
  599. # type: bool
  600. # ipv6_server = false
  601. ## Server Security
  602. # New users need to input this password.
  603. # type: string
  604. # default_password =
  605. # If enabled, players cannot join without a password or change theirs to an empty password.
  606. # type: bool
  607. # disallow_empty_password = false
  608. # The privileges that new users automatically get.
  609. # See /privs in game for a full list on your server and mod configuration.
  610. # type: string
  611. # default_privs = interact, shout
  612. # Privileges that players with basic_privs can grant
  613. # type: string
  614. # basic_privs = interact, shout
  615. # If enabled, disable cheat prevention in multiplayer.
  616. # type: bool
  617. # disable_anticheat = false
  618. # If enabled, actions are recorded for rollback.
  619. # This option is only read when server starts.
  620. # type: bool
  621. # enable_rollback_recording = false
  622. ### Client-side Modding
  623. # Restricts the access of certain client-side functions on servers.
  624. # Combine the byteflags below to restrict client-side features, or set to 0
  625. # for no restrictions:
  626. # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
  627. # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
  628. # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
  629. # READ_NODEDEFS: 8 (disable get_node_def call client-side)
  630. # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
  631. # csm_restriction_noderange)
  632. # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
  633. # type: int min: 0 max: 63
  634. # csm_restriction_flags = 62
  635. # If the CSM restriction for node range is enabled, get_node calls are limited
  636. # to this distance from the player to the node.
  637. # type: int min: 0 max: 4294967295
  638. # csm_restriction_noderange = 0
  639. ### Chat
  640. # Remove color codes from incoming chat messages
  641. # Use this to stop players from being able to use color in their messages
  642. # type: bool
  643. # strip_color_codes = false
  644. # Set the maximum length of a chat message (in characters) sent by clients.
  645. # type: int min: 10 max: 65535
  646. # chat_message_max_size = 500
  647. # Amount of messages a player may send per 10 seconds.
  648. # type: float min: 1
  649. # chat_message_limit_per_10sec = 8.0
  650. # Kick players who sent more than X messages per 10 seconds.
  651. # type: int min: 1 max: 65535
  652. # chat_message_limit_trigger_kick = 50
  653. ## Server Gameplay
  654. # Controls length of day/night cycle.
  655. # Examples:
  656. # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
  657. # type: int min: 0
  658. # time_speed = 72
  659. # Time of day when a new world is started, in millihours (0-23999).
  660. # type: int min: 0 max: 23999
  661. # world_start_time = 6125
  662. # Time in seconds for item entity (dropped items) to live.
  663. # Setting it to -1 disables the feature.
  664. # type: int min: -1
  665. # item_entity_ttl = 900
  666. # Specifies the default stack size of nodes, items and tools.
  667. # Note that mods or games may explicitly set a stack for certain (or all) items.
  668. # type: int min: 1 max: 65535
  669. # default_stack_max = 99
  670. ### Physics
  671. # Horizontal and vertical acceleration on ground or when climbing,
  672. # in nodes per second per second.
  673. # type: float min: 0
  674. # movement_acceleration_default = 3.0
  675. # Horizontal acceleration in air when jumping or falling,
  676. # in nodes per second per second.
  677. # type: float min: 0
  678. # movement_acceleration_air = 2.0
  679. # Horizontal and vertical acceleration in fast mode,
  680. # in nodes per second per second.
  681. # type: float min: 0
  682. # movement_acceleration_fast = 10.0
  683. # Walking and flying speed, in nodes per second.
  684. # type: float min: 0
  685. # movement_speed_walk = 4.0
  686. # Sneaking speed, in nodes per second.
  687. # type: float min: 0
  688. # movement_speed_crouch = 1.35
  689. # Walking, flying and climbing speed in fast mode, in nodes per second.
  690. # type: float min: 0
  691. # movement_speed_fast = 20.0
  692. # Vertical climbing speed, in nodes per second.
  693. # type: float min: 0
  694. # movement_speed_climb = 3.0
  695. # Initial vertical speed when jumping, in nodes per second.
  696. # type: float min: 0
  697. # movement_speed_jump = 6.5
  698. # How much you are slowed down when moving inside a liquid.
  699. # Decrease this to increase liquid resistance to movement.
  700. # type: float min: 0.001
  701. # movement_liquid_fluidity = 1.0
  702. # Maximum liquid resistance. Controls deceleration when entering liquid at
  703. # high speed.
  704. # type: float
  705. # movement_liquid_fluidity_smooth = 0.5
  706. # Controls sinking speed in liquid when idling. Negative values will cause
  707. # you to rise instead.
  708. # type: float
  709. # movement_liquid_sink = 10.0
  710. # Acceleration of gravity, in nodes per second per second.
  711. # type: float
  712. # movement_gravity = 9.81
  713. #
  714. # Mapgen
  715. #
  716. # A chosen map seed for a new map, leave empty for random.
  717. # Will be overridden when creating a new world in the main menu.
  718. # type: string
  719. # fixed_map_seed =
  720. # Name of map generator to be used when creating a new world.
  721. # Creating a world in the main menu will override this.
  722. # Current mapgens in a highly unstable state:
  723. # - The optional floatlands of v7 (disabled by default).
  724. # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
  725. # mg_name = v7
  726. # Water surface level of the world.
  727. # type: int min: -31000 max: 31000
  728. # water_level = 1
  729. # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
  730. # type: int min: 1 max: 32767
  731. # max_block_generate_distance = 10
  732. # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
  733. # Only mapchunks completely within the mapgen limit are generated.
  734. # Value is stored per-world.
  735. # type: int min: 0 max: 31007
  736. # mapgen_limit = 31007
  737. # Global map generation attributes.
  738. # In Mapgen v6 the 'decorations' flag controls all decorations except trees
  739. # and jungle grass, in all other mapgens this flag controls all decorations.
  740. # type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores
  741. # mg_flags = caves,dungeons,light,decorations,biomes,ores
  742. ## Biome API noise parameters
  743. # Temperature variation for biomes.
  744. # type: noise_params_2d
  745. # mg_biome_np_heat = {
  746. # offset = 50,
  747. # scale = 50,
  748. # spread = (1000, 1000, 1000),
  749. # seed = 5349,
  750. # octaves = 3,
  751. # persistence = 0.5,
  752. # lacunarity = 2.0,
  753. # flags = eased
  754. # }
  755. # Small-scale temperature variation for blending biomes on borders.
  756. # type: noise_params_2d
  757. # mg_biome_np_heat_blend = {
  758. # offset = 0,
  759. # scale = 1.5,
  760. # spread = (8, 8, 8),
  761. # seed = 13,
  762. # octaves = 2,
  763. # persistence = 1.0,
  764. # lacunarity = 2.0,
  765. # flags = eased
  766. # }
  767. # Humidity variation for biomes.
  768. # type: noise_params_2d
  769. # mg_biome_np_humidity = {
  770. # offset = 50,
  771. # scale = 50,
  772. # spread = (1000, 1000, 1000),
  773. # seed = 842,
  774. # octaves = 3,
  775. # persistence = 0.5,
  776. # lacunarity = 2.0,
  777. # flags = eased
  778. # }
  779. # Small-scale humidity variation for blending biomes on borders.
  780. # type: noise_params_2d
  781. # mg_biome_np_humidity_blend = {
  782. # offset = 0,
  783. # scale = 1.5,
  784. # spread = (8, 8, 8),
  785. # seed = 90003,
  786. # octaves = 2,
  787. # persistence = 1.0,
  788. # lacunarity = 2.0,
  789. # flags = eased
  790. # }
  791. ## Mapgen V5
  792. # Map generation attributes specific to Mapgen v5.
  793. # type: flags possible values: caverns, nocaverns
  794. # mgv5_spflags = caverns
  795. # Controls width of tunnels, a smaller value creates wider tunnels.
  796. # Value >= 10.0 completely disables generation of tunnels and avoids the
  797. # intensive noise calculations.
  798. # type: float
  799. # mgv5_cave_width = 0.09
  800. # Y of upper limit of large caves.
  801. # type: int min: -31000 max: 31000
  802. # mgv5_large_cave_depth = -256
  803. # Minimum limit of random number of small caves per mapchunk.
  804. # type: int min: 0 max: 256
  805. # mgv5_small_cave_num_min = 0
  806. # Maximum limit of random number of small caves per mapchunk.
  807. # type: int min: 0 max: 256
  808. # mgv5_small_cave_num_max = 0
  809. # Minimum limit of random number of large caves per mapchunk.
  810. # type: int min: 0 max: 64
  811. # mgv5_large_cave_num_min = 0
  812. # Maximum limit of random number of large caves per mapchunk.
  813. # type: int min: 0 max: 64
  814. # mgv5_large_cave_num_max = 2
  815. # Proportion of large caves that contain liquid.
  816. # type: float min: 0 max: 1
  817. # mgv5_large_cave_flooded = 0.5
  818. # Y-level of cavern upper limit.
  819. # type: int min: -31000 max: 31000
  820. # mgv5_cavern_limit = -256
  821. # Y-distance over which caverns expand to full size.
  822. # type: int min: 0 max: 32767
  823. # mgv5_cavern_taper = 256
  824. # Defines full size of caverns, smaller values create larger caverns.
  825. # type: float
  826. # mgv5_cavern_threshold = 0.7
  827. # Lower Y limit of dungeons.
  828. # type: int min: -31000 max: 31000
  829. # mgv5_dungeon_ymin = -31000
  830. # Upper Y limit of dungeons.
  831. # type: int min: -31000 max: 31000
  832. # mgv5_dungeon_ymax = 31000
  833. ### Noises
  834. # Variation of biome filler depth.
  835. # type: noise_params_2d
  836. # mgv5_np_filler_depth = {
  837. # offset = 0,
  838. # scale = 1,
  839. # spread = (150, 150, 150),
  840. # seed = 261,
  841. # octaves = 4,
  842. # persistence = 0.7,
  843. # lacunarity = 2.0,
  844. # flags = eased
  845. # }
  846. # Variation of terrain vertical scale.
  847. # When noise is < -0.55 terrain is near-flat.
  848. # type: noise_params_2d
  849. # mgv5_np_factor = {
  850. # offset = 0,
  851. # scale = 1,
  852. # spread = (250, 250, 250),
  853. # seed = 920381,
  854. # octaves = 3,
  855. # persistence = 0.45,
  856. # lacunarity = 2.0,
  857. # flags = eased
  858. # }
  859. # Y-level of average terrain surface.
  860. # type: noise_params_2d
  861. # mgv5_np_height = {
  862. # offset = 0,
  863. # scale = 10,
  864. # spread = (250, 250, 250),
  865. # seed = 84174,
  866. # octaves = 4,
  867. # persistence = 0.5,
  868. # lacunarity = 2.0,
  869. # flags = eased
  870. # }
  871. # First of two 3D noises that together define tunnels.
  872. # type: noise_params_3d
  873. # mgv5_np_cave1 = {
  874. # offset = 0,
  875. # scale = 12,
  876. # spread = (61, 61, 61),
  877. # seed = 52534,
  878. # octaves = 3,
  879. # persistence = 0.5,
  880. # lacunarity = 2.0,
  881. # flags =
  882. # }
  883. # Second of two 3D noises that together define tunnels.
  884. # type: noise_params_3d
  885. # mgv5_np_cave2 = {
  886. # offset = 0,
  887. # scale = 12,
  888. # spread = (67, 67, 67),
  889. # seed = 10325,
  890. # octaves = 3,
  891. # persistence = 0.5,
  892. # lacunarity = 2.0,
  893. # flags =
  894. # }
  895. # 3D noise defining giant caverns.
  896. # type: noise_params_3d
  897. # mgv5_np_cavern = {
  898. # offset = 0,
  899. # scale = 1,
  900. # spread = (384, 128, 384),
  901. # seed = 723,
  902. # octaves = 5,
  903. # persistence = 0.63,
  904. # lacunarity = 2.0,
  905. # flags =
  906. # }
  907. # 3D noise defining terrain.
  908. # type: noise_params_3d
  909. # mgv5_np_ground = {
  910. # offset = 0,
  911. # scale = 40,
  912. # spread = (80, 80, 80),
  913. # seed = 983240,
  914. # octaves = 4,
  915. # persistence = 0.55,
  916. # lacunarity = 2.0,
  917. # flags = eased
  918. # }
  919. # 3D noise that determines number of dungeons per mapchunk.
  920. # type: noise_params_3d
  921. # mgv5_np_dungeons = {
  922. # offset = 0.9,
  923. # scale = 0.5,
  924. # spread = (500, 500, 500),
  925. # seed = 0,
  926. # octaves = 2,
  927. # persistence = 0.8,
  928. # lacunarity = 2.0,
  929. # flags =
  930. # }
  931. ## Mapgen V6
  932. # Map generation attributes specific to Mapgen v6.
  933. # The 'snowbiomes' flag enables the new 5 biome system.
  934. # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
  935. # the 'jungles' flag is ignored.
  936. # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
  937. # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
  938. # Deserts occur when np_biome exceeds this value.
  939. # When the 'snowbiomes' flag is enabled, this is ignored.
  940. # type: float
  941. # mgv6_freq_desert = 0.45
  942. # Sandy beaches occur when np_beach exceeds this value.
  943. # type: float
  944. # mgv6_freq_beach = 0.15
  945. # Lower Y limit of dungeons.
  946. # type: int min: -31000 max: 31000
  947. # mgv6_dungeon_ymin = -31000
  948. # Upper Y limit of dungeons.
  949. # type: int min: -31000 max: 31000
  950. # mgv6_dungeon_ymax = 31000
  951. ### Noises
  952. # Y-level of lower terrain and seabed.
  953. # type: noise_params_2d
  954. # mgv6_np_terrain_base = {
  955. # offset = -4,
  956. # scale = 20,
  957. # spread = (250, 250, 250),
  958. # seed = 82341,
  959. # octaves = 5,
  960. # persistence = 0.6,
  961. # lacunarity = 2.0,
  962. # flags = eased
  963. # }
  964. # Y-level of higher terrain that creates cliffs.
  965. # type: noise_params_2d
  966. # mgv6_np_terrain_higher = {
  967. # offset = 20,
  968. # scale = 16,
  969. # spread = (500, 500, 500),
  970. # seed = 85039,
  971. # octaves = 5,
  972. # persistence = 0.6,
  973. # lacunarity = 2.0,
  974. # flags = eased
  975. # }
  976. # Varies steepness of cliffs.
  977. # type: noise_params_2d
  978. # mgv6_np_steepness = {
  979. # offset = 0.85,
  980. # scale = 0.5,
  981. # spread = (125, 125, 125),
  982. # seed = -932,
  983. # octaves = 5,
  984. # persistence = 0.7,
  985. # lacunarity = 2.0,
  986. # flags = eased
  987. # }
  988. # Defines distribution of higher terrain.
  989. # type: noise_params_2d
  990. # mgv6_np_height_select = {
  991. # offset = 0.5,
  992. # scale = 1,
  993. # spread = (250, 250, 250),
  994. # seed = 4213,
  995. # octaves = 5,
  996. # persistence = 0.69,
  997. # lacunarity = 2.0,
  998. # flags = eased
  999. # }
  1000. # Varies depth of biome surface nodes.
  1001. # type: noise_params_2d
  1002. # mgv6_np_mud = {
  1003. # offset = 4,
  1004. # scale = 2,
  1005. # spread = (200, 200, 200),
  1006. # seed = 91013,
  1007. # octaves = 3,
  1008. # persistence = 0.55,
  1009. # lacunarity = 2.0,
  1010. # flags = eased
  1011. # }
  1012. # Defines areas with sandy beaches.
  1013. # type: noise_params_2d
  1014. # mgv6_np_beach = {
  1015. # offset = 0,
  1016. # scale = 1,
  1017. # spread = (250, 250, 250),
  1018. # seed = 59420,
  1019. # octaves = 3,
  1020. # persistence = 0.50,
  1021. # lacunarity = 2.0,
  1022. # flags = eased
  1023. # }
  1024. # Temperature variation for biomes.
  1025. # type: noise_params_2d
  1026. # mgv6_np_biome = {
  1027. # offset = 0,
  1028. # scale = 1,
  1029. # spread = (500, 500, 500),
  1030. # seed = 9130,
  1031. # octaves = 3,
  1032. # persistence = 0.50,
  1033. # lacunarity = 2.0,
  1034. # flags = eased
  1035. # }
  1036. # Variation of number of caves.
  1037. # type: noise_params_2d
  1038. # mgv6_np_cave = {
  1039. # offset = 6,
  1040. # scale = 6,
  1041. # spread = (250, 250, 250),
  1042. # seed = 34329,
  1043. # octaves = 3,
  1044. # persistence = 0.50,
  1045. # lacunarity = 2.0,
  1046. # flags = eased
  1047. # }
  1048. # Humidity variation for biomes.
  1049. # type: noise_params_2d
  1050. # mgv6_np_humidity = {
  1051. # offset = 0.5,
  1052. # scale = 0.5,
  1053. # spread = (500, 500, 500),
  1054. # seed = 72384,
  1055. # octaves = 3,
  1056. # persistence = 0.50,
  1057. # lacunarity = 2.0,
  1058. # flags = eased
  1059. # }
  1060. # Defines tree areas and tree density.
  1061. # type: noise_params_2d
  1062. # mgv6_np_trees = {
  1063. # offset = 0,
  1064. # scale = 1,
  1065. # spread = (125, 125, 125),
  1066. # seed = 2,
  1067. # octaves = 4,
  1068. # persistence = 0.66,
  1069. # lacunarity = 2.0,
  1070. # flags = eased
  1071. # }
  1072. # Defines areas where trees have apples.
  1073. # type: noise_params_2d
  1074. # mgv6_np_apple_trees = {
  1075. # offset = 0,
  1076. # scale = 1,
  1077. # spread = (100, 100, 100),
  1078. # seed = 342902,
  1079. # octaves = 3,
  1080. # persistence = 0.45,
  1081. # lacunarity = 2.0,
  1082. # flags = eased
  1083. # }
  1084. ## Mapgen V7
  1085. # Map generation attributes specific to Mapgen v7.
  1086. # 'ridges': Rivers.
  1087. # 'floatlands': Floating land masses in the atmosphere.
  1088. # 'caverns': Giant caves deep underground.
  1089. # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
  1090. # mgv7_spflags = mountains,ridges,nofloatlands,caverns
  1091. # Y of mountain density gradient zero level. Used to shift mountains vertically.
  1092. # type: int min: -31000 max: 31000
  1093. # mgv7_mount_zero_level = 0
  1094. # Lower Y limit of floatlands.
  1095. # type: int min: -31000 max: 31000
  1096. # mgv7_floatland_ymin = 1024
  1097. # Upper Y limit of floatlands.
  1098. # type: int min: -31000 max: 31000
  1099. # mgv7_floatland_ymax = 4096
  1100. # Y-distance over which floatlands taper from full density to nothing.
  1101. # Tapering starts at this distance from the Y limit.
  1102. # For a solid floatland layer, this controls the height of hills/mountains.
  1103. # Must be less than or equal to half the distance between the Y limits.
  1104. # type: int min: 0 max: 32767
  1105. # mgv7_floatland_taper = 256
  1106. # Exponent of the floatland tapering. Alters the tapering behavior.
  1107. # Value = 1.0 creates a uniform, linear tapering.
  1108. # Values > 1.0 create a smooth tapering suitable for the default separated
  1109. # floatlands.
  1110. # Values < 1.0 (for example 0.25) create a more defined surface level with
  1111. # flatter lowlands, suitable for a solid floatland layer.
  1112. # type: float
  1113. # mgv7_float_taper_exp = 2.0
  1114. # Adjusts the density of the floatland layer.
  1115. # Increase value to increase density. Can be positive or negative.
  1116. # Value = 0.0: 50% of volume is floatland.
  1117. # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
  1118. # to be sure) creates a solid floatland layer.
  1119. # type: float
  1120. # mgv7_floatland_density = -0.6
  1121. # Surface level of optional water placed on a solid floatland layer.
  1122. # Water is disabled by default and will only be placed if this value is set
  1123. # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
  1124. # upper tapering).
  1125. # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
  1126. # When enabling water placement the floatlands must be configured and tested
  1127. # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
  1128. # required value depending on 'mgv7_np_floatland'), to avoid
  1129. # server-intensive extreme water flow and to avoid vast flooding of the
  1130. # world surface below.
  1131. # type: int min: -31000 max: 31000
  1132. # mgv7_floatland_ywater = -31000
  1133. # Controls width of tunnels, a smaller value creates wider tunnels.
  1134. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1135. # intensive noise calculations.
  1136. # type: float
  1137. # mgv7_cave_width = 0.09
  1138. # Y of upper limit of large caves.
  1139. # type: int min: -31000 max: 31000
  1140. # mgv7_large_cave_depth = -33
  1141. # Minimum limit of random number of small caves per mapchunk.
  1142. # type: int min: 0 max: 256
  1143. # mgv7_small_cave_num_min = 0
  1144. # Maximum limit of random number of small caves per mapchunk.
  1145. # type: int min: 0 max: 256
  1146. # mgv7_small_cave_num_max = 0
  1147. # Minimum limit of random number of large caves per mapchunk.
  1148. # type: int min: 0 max: 64
  1149. # mgv7_large_cave_num_min = 0
  1150. # Maximum limit of random number of large caves per mapchunk.
  1151. # type: int min: 0 max: 64
  1152. # mgv7_large_cave_num_max = 2
  1153. # Proportion of large caves that contain liquid.
  1154. # type: float min: 0 max: 1
  1155. # mgv7_large_cave_flooded = 0.5
  1156. # Y-level of cavern upper limit.
  1157. # type: int min: -31000 max: 31000
  1158. # mgv7_cavern_limit = -256
  1159. # Y-distance over which caverns expand to full size.
  1160. # type: int min: 0 max: 32767
  1161. # mgv7_cavern_taper = 256
  1162. # Defines full size of caverns, smaller values create larger caverns.
  1163. # type: float
  1164. # mgv7_cavern_threshold = 0.7
  1165. # Lower Y limit of dungeons.
  1166. # type: int min: -31000 max: 31000
  1167. # mgv7_dungeon_ymin = -31000
  1168. # Upper Y limit of dungeons.
  1169. # type: int min: -31000 max: 31000
  1170. # mgv7_dungeon_ymax = 31000
  1171. ### Noises
  1172. # Y-level of higher terrain that creates cliffs.
  1173. # type: noise_params_2d
  1174. # mgv7_np_terrain_base = {
  1175. # offset = 4,
  1176. # scale = 70,
  1177. # spread = (600, 600, 600),
  1178. # seed = 82341,
  1179. # octaves = 5,
  1180. # persistence = 0.6,
  1181. # lacunarity = 2.0,
  1182. # flags = eased
  1183. # }
  1184. # Y-level of lower terrain and seabed.
  1185. # type: noise_params_2d
  1186. # mgv7_np_terrain_alt = {
  1187. # offset = 4,
  1188. # scale = 25,
  1189. # spread = (600, 600, 600),
  1190. # seed = 5934,
  1191. # octaves = 5,
  1192. # persistence = 0.6,
  1193. # lacunarity = 2.0,
  1194. # flags = eased
  1195. # }
  1196. # Varies roughness of terrain.
  1197. # Defines the 'persistence' value for terrain_base and terrain_alt noises.
  1198. # type: noise_params_2d
  1199. # mgv7_np_terrain_persist = {
  1200. # offset = 0.6,
  1201. # scale = 0.1,
  1202. # spread = (2000, 2000, 2000),
  1203. # seed = 539,
  1204. # octaves = 3,
  1205. # persistence = 0.6,
  1206. # lacunarity = 2.0,
  1207. # flags = eased
  1208. # }
  1209. # Defines distribution of higher terrain and steepness of cliffs.
  1210. # type: noise_params_2d
  1211. # mgv7_np_height_select = {
  1212. # offset = -8,
  1213. # scale = 16,
  1214. # spread = (500, 500, 500),
  1215. # seed = 4213,
  1216. # octaves = 6,
  1217. # persistence = 0.7,
  1218. # lacunarity = 2.0,
  1219. # flags = eased
  1220. # }
  1221. # Variation of biome filler depth.
  1222. # type: noise_params_2d
  1223. # mgv7_np_filler_depth = {
  1224. # offset = 0,
  1225. # scale = 1.2,
  1226. # spread = (150, 150, 150),
  1227. # seed = 261,
  1228. # octaves = 3,
  1229. # persistence = 0.7,
  1230. # lacunarity = 2.0,
  1231. # flags = eased
  1232. # }
  1233. # Variation of maximum mountain height (in nodes).
  1234. # type: noise_params_2d
  1235. # mgv7_np_mount_height = {
  1236. # offset = 256,
  1237. # scale = 112,
  1238. # spread = (1000, 1000, 1000),
  1239. # seed = 72449,
  1240. # octaves = 3,
  1241. # persistence = 0.6,
  1242. # lacunarity = 2.0,
  1243. # flags = eased
  1244. # }
  1245. # Defines large-scale river channel structure.
  1246. # type: noise_params_2d
  1247. # mgv7_np_ridge_uwater = {
  1248. # offset = 0,
  1249. # scale = 1,
  1250. # spread = (1000, 1000, 1000),
  1251. # seed = 85039,
  1252. # octaves = 5,
  1253. # persistence = 0.6,
  1254. # lacunarity = 2.0,
  1255. # flags = eased
  1256. # }
  1257. # 3D noise defining mountain structure and height.
  1258. # Also defines structure of floatland mountain terrain.
  1259. # type: noise_params_3d
  1260. # mgv7_np_mountain = {
  1261. # offset = -0.6,
  1262. # scale = 1,
  1263. # spread = (250, 350, 250),
  1264. # seed = 5333,
  1265. # octaves = 5,
  1266. # persistence = 0.63,
  1267. # lacunarity = 2.0,
  1268. # flags =
  1269. # }
  1270. # 3D noise defining structure of river canyon walls.
  1271. # type: noise_params_3d
  1272. # mgv7_np_ridge = {
  1273. # offset = 0,
  1274. # scale = 1,
  1275. # spread = (100, 100, 100),
  1276. # seed = 6467,
  1277. # octaves = 4,
  1278. # persistence = 0.75,
  1279. # lacunarity = 2.0,
  1280. # flags =
  1281. # }
  1282. # 3D noise defining structure of floatlands.
  1283. # If altered from the default, the noise 'scale' (0.7 by default) may need
  1284. # to be adjusted, as floatland tapering functions best when this noise has
  1285. # a value range of approximately -2.0 to 2.0.
  1286. # type: noise_params_3d
  1287. # mgv7_np_floatland = {
  1288. # offset = 0,
  1289. # scale = 0.7,
  1290. # spread = (384, 96, 384),
  1291. # seed = 1009,
  1292. # octaves = 4,
  1293. # persistence = 0.75,
  1294. # lacunarity = 1.618,
  1295. # flags =
  1296. # }
  1297. # 3D noise defining giant caverns.
  1298. # type: noise_params_3d
  1299. # mgv7_np_cavern = {
  1300. # offset = 0,
  1301. # scale = 1,
  1302. # spread = (384, 128, 384),
  1303. # seed = 723,
  1304. # octaves = 5,
  1305. # persistence = 0.63,
  1306. # lacunarity = 2.0,
  1307. # flags =
  1308. # }
  1309. # First of two 3D noises that together define tunnels.
  1310. # type: noise_params_3d
  1311. # mgv7_np_cave1 = {
  1312. # offset = 0,
  1313. # scale = 12,
  1314. # spread = (61, 61, 61),
  1315. # seed = 52534,
  1316. # octaves = 3,
  1317. # persistence = 0.5,
  1318. # lacunarity = 2.0,
  1319. # flags =
  1320. # }
  1321. # Second of two 3D noises that together define tunnels.
  1322. # type: noise_params_3d
  1323. # mgv7_np_cave2 = {
  1324. # offset = 0,
  1325. # scale = 12,
  1326. # spread = (67, 67, 67),
  1327. # seed = 10325,
  1328. # octaves = 3,
  1329. # persistence = 0.5,
  1330. # lacunarity = 2.0,
  1331. # flags =
  1332. # }
  1333. # 3D noise that determines number of dungeons per mapchunk.
  1334. # type: noise_params_3d
  1335. # mgv7_np_dungeons = {
  1336. # offset = 0.9,
  1337. # scale = 0.5,
  1338. # spread = (500, 500, 500),
  1339. # seed = 0,
  1340. # octaves = 2,
  1341. # persistence = 0.8,
  1342. # lacunarity = 2.0,
  1343. # flags =
  1344. # }
  1345. ## Mapgen Carpathian
  1346. # Map generation attributes specific to Mapgen Carpathian.
  1347. # type: flags possible values: caverns, rivers, nocaverns, norivers
  1348. # mgcarpathian_spflags = caverns,norivers
  1349. # Defines the base ground level.
  1350. # type: float
  1351. # mgcarpathian_base_level = 12.0
  1352. # Defines the width of the river channel.
  1353. # type: float
  1354. # mgcarpathian_river_width = 0.05
  1355. # Defines the depth of the river channel.
  1356. # type: float
  1357. # mgcarpathian_river_depth = 24.0
  1358. # Defines the width of the river valley.
  1359. # type: float
  1360. # mgcarpathian_valley_width = 0.25
  1361. # Controls width of tunnels, a smaller value creates wider tunnels.
  1362. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1363. # intensive noise calculations.
  1364. # type: float
  1365. # mgcarpathian_cave_width = 0.09
  1366. # Y of upper limit of large caves.
  1367. # type: int min: -31000 max: 31000
  1368. # mgcarpathian_large_cave_depth = -33
  1369. # Minimum limit of random number of small caves per mapchunk.
  1370. # type: int min: 0 max: 256
  1371. # mgcarpathian_small_cave_num_min = 0
  1372. # Maximum limit of random number of small caves per mapchunk.
  1373. # type: int min: 0 max: 256
  1374. # mgcarpathian_small_cave_num_max = 0
  1375. # Minimum limit of random number of large caves per mapchunk.
  1376. # type: int min: 0 max: 64
  1377. # mgcarpathian_large_cave_num_min = 0
  1378. # Maximum limit of random number of large caves per mapchunk.
  1379. # type: int min: 0 max: 64
  1380. # mgcarpathian_large_cave_num_max = 2
  1381. # Proportion of large caves that contain liquid.
  1382. # type: float min: 0 max: 1
  1383. # mgcarpathian_large_cave_flooded = 0.5
  1384. # Y-level of cavern upper limit.
  1385. # type: int min: -31000 max: 31000
  1386. # mgcarpathian_cavern_limit = -256
  1387. # Y-distance over which caverns expand to full size.
  1388. # type: int min: 0 max: 32767
  1389. # mgcarpathian_cavern_taper = 256
  1390. # Defines full size of caverns, smaller values create larger caverns.
  1391. # type: float
  1392. # mgcarpathian_cavern_threshold = 0.7
  1393. # Lower Y limit of dungeons.
  1394. # type: int min: -31000 max: 31000
  1395. # mgcarpathian_dungeon_ymin = -31000
  1396. # Upper Y limit of dungeons.
  1397. # type: int min: -31000 max: 31000
  1398. # mgcarpathian_dungeon_ymax = 31000
  1399. ### Noises
  1400. # Variation of biome filler depth.
  1401. # type: noise_params_2d
  1402. # mgcarpathian_np_filler_depth = {
  1403. # offset = 0,
  1404. # scale = 1,
  1405. # spread = (128, 128, 128),
  1406. # seed = 261,
  1407. # octaves = 3,
  1408. # persistence = 0.7,
  1409. # lacunarity = 2.0,
  1410. # flags = eased
  1411. # }
  1412. # First of 4 2D noises that together define hill/mountain range height.
  1413. # type: noise_params_2d
  1414. # mgcarpathian_np_height1 = {
  1415. # offset = 0,
  1416. # scale = 5,
  1417. # spread = (251, 251, 251),
  1418. # seed = 9613,
  1419. # octaves = 5,
  1420. # persistence = 0.5,
  1421. # lacunarity = 2.0,
  1422. # flags = eased
  1423. # }
  1424. # Second of 4 2D noises that together define hill/mountain range height.
  1425. # type: noise_params_2d
  1426. # mgcarpathian_np_height2 = {
  1427. # offset = 0,
  1428. # scale = 5,
  1429. # spread = (383, 383, 383),
  1430. # seed = 1949,
  1431. # octaves = 5,
  1432. # persistence = 0.5,
  1433. # lacunarity = 2.0,
  1434. # flags = eased
  1435. # }
  1436. # Third of 4 2D noises that together define hill/mountain range height.
  1437. # type: noise_params_2d
  1438. # mgcarpathian_np_height3 = {
  1439. # offset = 0,
  1440. # scale = 5,
  1441. # spread = (509, 509, 509),
  1442. # seed = 3211,
  1443. # octaves = 5,
  1444. # persistence = 0.5,
  1445. # lacunarity = 2.0,
  1446. # flags = eased
  1447. # }
  1448. # Fourth of 4 2D noises that together define hill/mountain range height.
  1449. # type: noise_params_2d
  1450. # mgcarpathian_np_height4 = {
  1451. # offset = 0,
  1452. # scale = 5,
  1453. # spread = (631, 631, 631),
  1454. # seed = 1583,
  1455. # octaves = 5,
  1456. # persistence = 0.5,
  1457. # lacunarity = 2.0,
  1458. # flags = eased
  1459. # }
  1460. # 2D noise that controls the size/occurrence of rolling hills.
  1461. # type: noise_params_2d
  1462. # mgcarpathian_np_hills_terrain = {
  1463. # offset = 1,
  1464. # scale = 1,
  1465. # spread = (1301, 1301, 1301),
  1466. # seed = 1692,
  1467. # octaves = 3,
  1468. # persistence = 0.5,
  1469. # lacunarity = 2.0,
  1470. # flags = eased
  1471. # }
  1472. # 2D noise that controls the size/occurrence of ridged mountain ranges.
  1473. # type: noise_params_2d
  1474. # mgcarpathian_np_ridge_terrain = {
  1475. # offset = 1,
  1476. # scale = 1,
  1477. # spread = (1889, 1889, 1889),
  1478. # seed = 3568,
  1479. # octaves = 3,
  1480. # persistence = 0.5,
  1481. # lacunarity = 2.0,
  1482. # flags = eased
  1483. # }
  1484. # 2D noise that controls the size/occurrence of step mountain ranges.
  1485. # type: noise_params_2d
  1486. # mgcarpathian_np_step_terrain = {
  1487. # offset = 1,
  1488. # scale = 1,
  1489. # spread = (1889, 1889, 1889),
  1490. # seed = 4157,
  1491. # octaves = 3,
  1492. # persistence = 0.5,
  1493. # lacunarity = 2.0,
  1494. # flags = eased
  1495. # }
  1496. # 2D noise that controls the shape/size of rolling hills.
  1497. # type: noise_params_2d
  1498. # mgcarpathian_np_hills = {
  1499. # offset = 0,
  1500. # scale = 3,
  1501. # spread = (257, 257, 257),
  1502. # seed = 6604,
  1503. # octaves = 6,
  1504. # persistence = 0.5,
  1505. # lacunarity = 2.0,
  1506. # flags = eased
  1507. # }
  1508. # 2D noise that controls the shape/size of ridged mountains.
  1509. # type: noise_params_2d
  1510. # mgcarpathian_np_ridge_mnt = {
  1511. # offset = 0,
  1512. # scale = 12,
  1513. # spread = (743, 743, 743),
  1514. # seed = 5520,
  1515. # octaves = 6,
  1516. # persistence = 0.7,
  1517. # lacunarity = 2.0,
  1518. # flags = eased
  1519. # }
  1520. # 2D noise that controls the shape/size of step mountains.
  1521. # type: noise_params_2d
  1522. # mgcarpathian_np_step_mnt = {
  1523. # offset = 0,
  1524. # scale = 8,
  1525. # spread = (509, 509, 509),
  1526. # seed = 2590,
  1527. # octaves = 6,
  1528. # persistence = 0.6,
  1529. # lacunarity = 2.0,
  1530. # flags = eased
  1531. # }
  1532. # 2D noise that locates the river valleys and channels.
  1533. # type: noise_params_2d
  1534. # mgcarpathian_np_rivers = {
  1535. # offset = 0,
  1536. # scale = 1,
  1537. # spread = (1000, 1000, 1000),
  1538. # seed = 85039,
  1539. # octaves = 5,
  1540. # persistence = 0.6,
  1541. # lacunarity = 2.0,
  1542. # flags = eased
  1543. # }
  1544. # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
  1545. # type: noise_params_3d
  1546. # mgcarpathian_np_mnt_var = {
  1547. # offset = 0,
  1548. # scale = 1,
  1549. # spread = (499, 499, 499),
  1550. # seed = 2490,
  1551. # octaves = 5,
  1552. # persistence = 0.55,
  1553. # lacunarity = 2.0,
  1554. # flags =
  1555. # }
  1556. # First of two 3D noises that together define tunnels.
  1557. # type: noise_params_3d
  1558. # mgcarpathian_np_cave1 = {
  1559. # offset = 0,
  1560. # scale = 12,
  1561. # spread = (61, 61, 61),
  1562. # seed = 52534,
  1563. # octaves = 3,
  1564. # persistence = 0.5,
  1565. # lacunarity = 2.0,
  1566. # flags =
  1567. # }
  1568. # Second of two 3D noises that together define tunnels.
  1569. # type: noise_params_3d
  1570. # mgcarpathian_np_cave2 = {
  1571. # offset = 0,
  1572. # scale = 12,
  1573. # spread = (67, 67, 67),
  1574. # seed = 10325,
  1575. # octaves = 3,
  1576. # persistence = 0.5,
  1577. # lacunarity = 2.0,
  1578. # flags =
  1579. # }
  1580. # 3D noise defining giant caverns.
  1581. # type: noise_params_3d
  1582. # mgcarpathian_np_cavern = {
  1583. # offset = 0,
  1584. # scale = 1,
  1585. # spread = (384, 128, 384),
  1586. # seed = 723,
  1587. # octaves = 5,
  1588. # persistence = 0.63,
  1589. # lacunarity = 2.0,
  1590. # flags =
  1591. # }
  1592. # 3D noise that determines number of dungeons per mapchunk.
  1593. # type: noise_params_3d
  1594. # mgcarpathian_np_dungeons = {
  1595. # offset = 0.9,
  1596. # scale = 0.5,
  1597. # spread = (500, 500, 500),
  1598. # seed = 0,
  1599. # octaves = 2,
  1600. # persistence = 0.8,
  1601. # lacunarity = 2.0,
  1602. # flags =
  1603. # }
  1604. ## Mapgen Flat
  1605. # Map generation attributes specific to Mapgen Flat.
  1606. # Occasional lakes and hills can be added to the flat world.
  1607. # type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns
  1608. # mgflat_spflags = nolakes,nohills,nocaverns
  1609. # Y of flat ground.
  1610. # type: int min: -31000 max: 31000
  1611. # mgflat_ground_level = 8
  1612. # Y of upper limit of large caves.
  1613. # type: int min: -31000 max: 31000
  1614. # mgflat_large_cave_depth = -33
  1615. # Minimum limit of random number of small caves per mapchunk.
  1616. # type: int min: 0 max: 256
  1617. # mgflat_small_cave_num_min = 0
  1618. # Maximum limit of random number of small caves per mapchunk.
  1619. # type: int min: 0 max: 256
  1620. # mgflat_small_cave_num_max = 0
  1621. # Minimum limit of random number of large caves per mapchunk.
  1622. # type: int min: 0 max: 64
  1623. # mgflat_large_cave_num_min = 0
  1624. # Maximum limit of random number of large caves per mapchunk.
  1625. # type: int min: 0 max: 64
  1626. # mgflat_large_cave_num_max = 2
  1627. # Proportion of large caves that contain liquid.
  1628. # type: float min: 0 max: 1
  1629. # mgflat_large_cave_flooded = 0.5
  1630. # Controls width of tunnels, a smaller value creates wider tunnels.
  1631. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1632. # intensive noise calculations.
  1633. # type: float
  1634. # mgflat_cave_width = 0.09
  1635. # Terrain noise threshold for lakes.
  1636. # Controls proportion of world area covered by lakes.
  1637. # Adjust towards 0.0 for a larger proportion.
  1638. # type: float
  1639. # mgflat_lake_threshold = -0.45
  1640. # Controls steepness/depth of lake depressions.
  1641. # type: float
  1642. # mgflat_lake_steepness = 48.0
  1643. # Terrain noise threshold for hills.
  1644. # Controls proportion of world area covered by hills.
  1645. # Adjust towards 0.0 for a larger proportion.
  1646. # type: float
  1647. # mgflat_hill_threshold = 0.45
  1648. # Controls steepness/height of hills.
  1649. # type: float
  1650. # mgflat_hill_steepness = 64.0
  1651. # Y-level of cavern upper limit.
  1652. # type: int min: -31000 max: 31000
  1653. # mgflat_cavern_limit = -256
  1654. # Y-distance over which caverns expand to full size.
  1655. # type: int min: 0 max: 32767
  1656. # mgflat_cavern_taper = 256
  1657. # Defines full size of caverns, smaller values create larger caverns.
  1658. # type: float
  1659. # mgflat_cavern_threshold = 0.7
  1660. # Lower Y limit of dungeons.
  1661. # type: int min: -31000 max: 31000
  1662. # mgflat_dungeon_ymin = -31000
  1663. # Upper Y limit of dungeons.
  1664. # type: int min: -31000 max: 31000
  1665. # mgflat_dungeon_ymax = 31000
  1666. ### Noises
  1667. # Defines location and terrain of optional hills and lakes.
  1668. # type: noise_params_2d
  1669. # mgflat_np_terrain = {
  1670. # offset = 0,
  1671. # scale = 1,
  1672. # spread = (600, 600, 600),
  1673. # seed = 7244,
  1674. # octaves = 5,
  1675. # persistence = 0.6,
  1676. # lacunarity = 2.0,
  1677. # flags = eased
  1678. # }
  1679. # Variation of biome filler depth.
  1680. # type: noise_params_2d
  1681. # mgflat_np_filler_depth = {
  1682. # offset = 0,
  1683. # scale = 1.2,
  1684. # spread = (150, 150, 150),
  1685. # seed = 261,
  1686. # octaves = 3,
  1687. # persistence = 0.7,
  1688. # lacunarity = 2.0,
  1689. # flags = eased
  1690. # }
  1691. # First of two 3D noises that together define tunnels.
  1692. # type: noise_params_3d
  1693. # mgflat_np_cave1 = {
  1694. # offset = 0,
  1695. # scale = 12,
  1696. # spread = (61, 61, 61),
  1697. # seed = 52534,
  1698. # octaves = 3,
  1699. # persistence = 0.5,
  1700. # lacunarity = 2.0,
  1701. # flags =
  1702. # }
  1703. # Second of two 3D noises that together define tunnels.
  1704. # type: noise_params_3d
  1705. # mgflat_np_cave2 = {
  1706. # offset = 0,
  1707. # scale = 12,
  1708. # spread = (67, 67, 67),
  1709. # seed = 10325,
  1710. # octaves = 3,
  1711. # persistence = 0.5,
  1712. # lacunarity = 2.0,
  1713. # flags =
  1714. # }
  1715. # 3D noise defining giant caverns.
  1716. # type: noise_params_3d
  1717. # mgflat_np_cavern = {
  1718. # offset = 0,
  1719. # scale = 1,
  1720. # spread = (384, 128, 384),
  1721. # seed = 723,
  1722. # octaves = 5,
  1723. # persistence = 0.63,
  1724. # lacunarity = 2.0,
  1725. # flags =
  1726. # }
  1727. # 3D noise that determines number of dungeons per mapchunk.
  1728. # type: noise_params_3d
  1729. # mgflat_np_dungeons = {
  1730. # offset = 0.9,
  1731. # scale = 0.5,
  1732. # spread = (500, 500, 500),
  1733. # seed = 0,
  1734. # octaves = 2,
  1735. # persistence = 0.8,
  1736. # lacunarity = 2.0,
  1737. # flags =
  1738. # }
  1739. ## Mapgen Fractal
  1740. # Map generation attributes specific to Mapgen Fractal.
  1741. # 'terrain' enables the generation of non-fractal terrain:
  1742. # ocean, islands and underground.
  1743. # type: flags possible values: terrain, noterrain
  1744. # mgfractal_spflags = terrain
  1745. # Controls width of tunnels, a smaller value creates wider tunnels.
  1746. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1747. # intensive noise calculations.
  1748. # type: float
  1749. # mgfractal_cave_width = 0.09
  1750. # Y of upper limit of large caves.
  1751. # type: int min: -31000 max: 31000
  1752. # mgfractal_large_cave_depth = -33
  1753. # Minimum limit of random number of small caves per mapchunk.
  1754. # type: int min: 0 max: 256
  1755. # mgfractal_small_cave_num_min = 0
  1756. # Maximum limit of random number of small caves per mapchunk.
  1757. # type: int min: 0 max: 256
  1758. # mgfractal_small_cave_num_max = 0
  1759. # Minimum limit of random number of large caves per mapchunk.
  1760. # type: int min: 0 max: 64
  1761. # mgfractal_large_cave_num_min = 0
  1762. # Maximum limit of random number of large caves per mapchunk.
  1763. # type: int min: 0 max: 64
  1764. # mgfractal_large_cave_num_max = 2
  1765. # Proportion of large caves that contain liquid.
  1766. # type: float min: 0 max: 1
  1767. # mgfractal_large_cave_flooded = 0.5
  1768. # Lower Y limit of dungeons.
  1769. # type: int min: -31000 max: 31000
  1770. # mgfractal_dungeon_ymin = -31000
  1771. # Upper Y limit of dungeons.
  1772. # type: int min: -31000 max: 31000
  1773. # mgfractal_dungeon_ymax = 31000
  1774. # Selects one of 18 fractal types.
  1775. # 1 = 4D "Roundy" Mandelbrot set.
  1776. # 2 = 4D "Roundy" Julia set.
  1777. # 3 = 4D "Squarry" Mandelbrot set.
  1778. # 4 = 4D "Squarry" Julia set.
  1779. # 5 = 4D "Mandy Cousin" Mandelbrot set.
  1780. # 6 = 4D "Mandy Cousin" Julia set.
  1781. # 7 = 4D "Variation" Mandelbrot set.
  1782. # 8 = 4D "Variation" Julia set.
  1783. # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
  1784. # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
  1785. # 11 = 3D "Christmas Tree" Mandelbrot set.
  1786. # 12 = 3D "Christmas Tree" Julia set.
  1787. # 13 = 3D "Mandelbulb" Mandelbrot set.
  1788. # 14 = 3D "Mandelbulb" Julia set.
  1789. # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
  1790. # 16 = 3D "Cosine Mandelbulb" Julia set.
  1791. # 17 = 4D "Mandelbulb" Mandelbrot set.
  1792. # 18 = 4D "Mandelbulb" Julia set.
  1793. # type: int min: 1 max: 18
  1794. # mgfractal_fractal = 1
  1795. # Iterations of the recursive function.
  1796. # Increasing this increases the amount of fine detail, but also
  1797. # increases processing load.
  1798. # At iterations = 20 this mapgen has a similar load to mapgen V7.
  1799. # type: int min: 1 max: 65535
  1800. # mgfractal_iterations = 11
  1801. # (X,Y,Z) scale of fractal in nodes.
  1802. # Actual fractal size will be 2 to 3 times larger.
  1803. # These numbers can be made very large, the fractal does
  1804. # not have to fit inside the world.
  1805. # Increase these to 'zoom' into the detail of the fractal.
  1806. # Default is for a vertically-squashed shape suitable for
  1807. # an island, set all 3 numbers equal for the raw shape.
  1808. # type: v3f
  1809. # mgfractal_scale = (4096.0, 1024.0, 4096.0)
  1810. # (X,Y,Z) offset of fractal from world center in units of 'scale'.
  1811. # Can be used to move a desired point to (0, 0) to create a
  1812. # suitable spawn point, or to allow 'zooming in' on a desired
  1813. # point by increasing 'scale'.
  1814. # The default is tuned for a suitable spawn point for Mandelbrot
  1815. # sets with default parameters, it may need altering in other
  1816. # situations.
  1817. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
  1818. # type: v3f
  1819. # mgfractal_offset = (1.79, 0.0, 0.0)
  1820. # W coordinate of the generated 3D slice of a 4D fractal.
  1821. # Determines which 3D slice of the 4D shape is generated.
  1822. # Alters the shape of the fractal.
  1823. # Has no effect on 3D fractals.
  1824. # Range roughly -2 to 2.
  1825. # type: float
  1826. # mgfractal_slice_w = 0.0
  1827. # Julia set only.
  1828. # X component of hypercomplex constant.
  1829. # Alters the shape of the fractal.
  1830. # Range roughly -2 to 2.
  1831. # type: float
  1832. # mgfractal_julia_x = 0.33
  1833. # Julia set only.
  1834. # Y component of hypercomplex constant.
  1835. # Alters the shape of the fractal.
  1836. # Range roughly -2 to 2.
  1837. # type: float
  1838. # mgfractal_julia_y = 0.33
  1839. # Julia set only.
  1840. # Z component of hypercomplex constant.
  1841. # Alters the shape of the fractal.
  1842. # Range roughly -2 to 2.
  1843. # type: float
  1844. # mgfractal_julia_z = 0.33
  1845. # Julia set only.
  1846. # W component of hypercomplex constant.
  1847. # Alters the shape of the fractal.
  1848. # Has no effect on 3D fractals.
  1849. # Range roughly -2 to 2.
  1850. # type: float
  1851. # mgfractal_julia_w = 0.33
  1852. ### Noises
  1853. # Y-level of seabed.
  1854. # type: noise_params_2d
  1855. # mgfractal_np_seabed = {
  1856. # offset = -14,
  1857. # scale = 9,
  1858. # spread = (600, 600, 600),
  1859. # seed = 41900,
  1860. # octaves = 5,
  1861. # persistence = 0.6,
  1862. # lacunarity = 2.0,
  1863. # flags = eased
  1864. # }
  1865. # Variation of biome filler depth.
  1866. # type: noise_params_2d
  1867. # mgfractal_np_filler_depth = {
  1868. # offset = 0,
  1869. # scale = 1.2,
  1870. # spread = (150, 150, 150),
  1871. # seed = 261,
  1872. # octaves = 3,
  1873. # persistence = 0.7,
  1874. # lacunarity = 2.0,
  1875. # flags = eased
  1876. # }
  1877. # First of two 3D noises that together define tunnels.
  1878. # type: noise_params_3d
  1879. # mgfractal_np_cave1 = {
  1880. # offset = 0,
  1881. # scale = 12,
  1882. # spread = (61, 61, 61),
  1883. # seed = 52534,
  1884. # octaves = 3,
  1885. # persistence = 0.5,
  1886. # lacunarity = 2.0,
  1887. # flags =
  1888. # }
  1889. # Second of two 3D noises that together define tunnels.
  1890. # type: noise_params_3d
  1891. # mgfractal_np_cave2 = {
  1892. # offset = 0,
  1893. # scale = 12,
  1894. # spread = (67, 67, 67),
  1895. # seed = 10325,
  1896. # octaves = 3,
  1897. # persistence = 0.5,
  1898. # lacunarity = 2.0,
  1899. # flags =
  1900. # }
  1901. # 3D noise that determines number of dungeons per mapchunk.
  1902. # type: noise_params_3d
  1903. # mgfractal_np_dungeons = {
  1904. # offset = 0.9,
  1905. # scale = 0.5,
  1906. # spread = (500, 500, 500),
  1907. # seed = 0,
  1908. # octaves = 2,
  1909. # persistence = 0.8,
  1910. # lacunarity = 2.0,
  1911. # flags =
  1912. # }
  1913. ## Mapgen Valleys
  1914. # Map generation attributes specific to Mapgen Valleys.
  1915. # 'altitude_chill': Reduces heat with altitude.
  1916. # 'humid_rivers': Increases humidity around rivers.
  1917. # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
  1918. # to become shallower and occasionally dry.
  1919. # 'altitude_dry': Reduces humidity with altitude.
  1920. # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
  1921. # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
  1922. # The vertical distance over which heat drops by 20 if 'altitude_chill' is
  1923. # enabled. Also the vertical distance over which humidity drops by 10 if
  1924. # 'altitude_dry' is enabled.
  1925. # type: int min: 0 max: 65535
  1926. # mgvalleys_altitude_chill = 90
  1927. # Depth below which you'll find large caves.
  1928. # type: int min: -31000 max: 31000
  1929. # mgvalleys_large_cave_depth = -33
  1930. # Minimum limit of random number of small caves per mapchunk.
  1931. # type: int min: 0 max: 256
  1932. # mgvalleys_small_cave_num_min = 0
  1933. # Maximum limit of random number of small caves per mapchunk.
  1934. # type: int min: 0 max: 256
  1935. # mgvalleys_small_cave_num_max = 0
  1936. # Minimum limit of random number of large caves per mapchunk.
  1937. # type: int min: 0 max: 64
  1938. # mgvalleys_large_cave_num_min = 0
  1939. # Maximum limit of random number of large caves per mapchunk.
  1940. # type: int min: 0 max: 64
  1941. # mgvalleys_large_cave_num_max = 2
  1942. # Proportion of large caves that contain liquid.
  1943. # type: float min: 0 max: 1
  1944. # mgvalleys_large_cave_flooded = 0.5
  1945. # Depth below which you'll find giant caverns.
  1946. # type: int min: -31000 max: 31000
  1947. # mgvalleys_cavern_limit = -256
  1948. # Y-distance over which caverns expand to full size.
  1949. # type: int min: 0 max: 32767
  1950. # mgvalleys_cavern_taper = 192
  1951. # Defines full size of caverns, smaller values create larger caverns.
  1952. # type: float
  1953. # mgvalleys_cavern_threshold = 0.6
  1954. # How deep to make rivers.
  1955. # type: int min: 0 max: 65535
  1956. # mgvalleys_river_depth = 4
  1957. # How wide to make rivers.
  1958. # type: int min: 0 max: 65535
  1959. # mgvalleys_river_size = 5
  1960. # Controls width of tunnels, a smaller value creates wider tunnels.
  1961. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1962. # intensive noise calculations.
  1963. # type: float
  1964. # mgvalleys_cave_width = 0.09
  1965. # Lower Y limit of dungeons.
  1966. # type: int min: -31000 max: 31000
  1967. # mgvalleys_dungeon_ymin = -31000
  1968. # Upper Y limit of dungeons.
  1969. # type: int min: -31000 max: 31000
  1970. # mgvalleys_dungeon_ymax = 63
  1971. ### Noises
  1972. # First of two 3D noises that together define tunnels.
  1973. # type: noise_params_3d
  1974. # mgvalleys_np_cave1 = {
  1975. # offset = 0,
  1976. # scale = 12,
  1977. # spread = (61, 61, 61),
  1978. # seed = 52534,
  1979. # octaves = 3,
  1980. # persistence = 0.5,
  1981. # lacunarity = 2.0,
  1982. # flags =
  1983. # }
  1984. # Second of two 3D noises that together define tunnels.
  1985. # type: noise_params_3d
  1986. # mgvalleys_np_cave2 = {
  1987. # offset = 0,
  1988. # scale = 12,
  1989. # spread = (67, 67, 67),
  1990. # seed = 10325,
  1991. # octaves = 3,
  1992. # persistence = 0.5,
  1993. # lacunarity = 2.0,
  1994. # flags =
  1995. # }
  1996. # The depth of dirt or other biome filler node.
  1997. # type: noise_params_2d
  1998. # mgvalleys_np_filler_depth = {
  1999. # offset = 0,
  2000. # scale = 1.2,
  2001. # spread = (256, 256, 256),
  2002. # seed = 1605,
  2003. # octaves = 3,
  2004. # persistence = 0.5,
  2005. # lacunarity = 2.0,
  2006. # flags = eased
  2007. # }
  2008. # 3D noise defining giant caverns.
  2009. # type: noise_params_3d
  2010. # mgvalleys_np_cavern = {
  2011. # offset = 0,
  2012. # scale = 1,
  2013. # spread = (768, 256, 768),
  2014. # seed = 59033,
  2015. # octaves = 6,
  2016. # persistence = 0.63,
  2017. # lacunarity = 2.0,
  2018. # flags =
  2019. # }
  2020. # Defines large-scale river channel structure.
  2021. # type: noise_params_2d
  2022. # mgvalleys_np_rivers = {
  2023. # offset = 0,
  2024. # scale = 1,
  2025. # spread = (256, 256, 256),
  2026. # seed = -6050,
  2027. # octaves = 5,
  2028. # persistence = 0.6,
  2029. # lacunarity = 2.0,
  2030. # flags = eased
  2031. # }
  2032. # Base terrain height.
  2033. # type: noise_params_2d
  2034. # mgvalleys_np_terrain_height = {
  2035. # offset = -10,
  2036. # scale = 50,
  2037. # spread = (1024, 1024, 1024),
  2038. # seed = 5202,
  2039. # octaves = 6,
  2040. # persistence = 0.4,
  2041. # lacunarity = 2.0,
  2042. # flags = eased
  2043. # }
  2044. # Raises terrain to make valleys around the rivers.
  2045. # type: noise_params_2d
  2046. # mgvalleys_np_valley_depth = {
  2047. # offset = 5,
  2048. # scale = 4,
  2049. # spread = (512, 512, 512),
  2050. # seed = -1914,
  2051. # octaves = 1,
  2052. # persistence = 1.0,
  2053. # lacunarity = 2.0,
  2054. # flags = eased
  2055. # }
  2056. # Slope and fill work together to modify the heights.
  2057. # type: noise_params_3d
  2058. # mgvalleys_np_inter_valley_fill = {
  2059. # offset = 0,
  2060. # scale = 1,
  2061. # spread = (256, 512, 256),
  2062. # seed = 1993,
  2063. # octaves = 6,
  2064. # persistence = 0.8,
  2065. # lacunarity = 2.0,
  2066. # flags =
  2067. # }
  2068. # Amplifies the valleys.
  2069. # type: noise_params_2d
  2070. # mgvalleys_np_valley_profile = {
  2071. # offset = 0.6,
  2072. # scale = 0.5,
  2073. # spread = (512, 512, 512),
  2074. # seed = 777,
  2075. # octaves = 1,
  2076. # persistence = 1.0,
  2077. # lacunarity = 2.0,
  2078. # flags = eased
  2079. # }
  2080. # Slope and fill work together to modify the heights.
  2081. # type: noise_params_2d
  2082. # mgvalleys_np_inter_valley_slope = {
  2083. # offset = 0.5,
  2084. # scale = 0.5,
  2085. # spread = (128, 128, 128),
  2086. # seed = 746,
  2087. # octaves = 1,
  2088. # persistence = 1.0,
  2089. # lacunarity = 2.0,
  2090. # flags = eased
  2091. # }
  2092. # 3D noise that determines number of dungeons per mapchunk.
  2093. # type: noise_params_3d
  2094. # mgvalleys_np_dungeons = {
  2095. # offset = 0.9,
  2096. # scale = 0.5,
  2097. # spread = (500, 500, 500),
  2098. # seed = 0,
  2099. # octaves = 2,
  2100. # persistence = 0.8,
  2101. # lacunarity = 2.0,
  2102. # flags =
  2103. # }
  2104. #
  2105. # Advanced
  2106. #
  2107. ## Developer Options
  2108. # Enable Lua modding support on client.
  2109. # This support is experimental and API can change.
  2110. # type: bool
  2111. # enable_client_modding = false
  2112. # Replaces the default main menu with a custom one.
  2113. # type: string
  2114. # main_menu_script =
  2115. ### Mod Security
  2116. # Prevent mods from doing insecure things like running shell commands.
  2117. # type: bool
  2118. # secure.enable_security = true
  2119. # Comma-separated list of trusted mods that are allowed to access insecure
  2120. # functions even when mod security is on (via request_insecure_environment()).
  2121. # type: string
  2122. # secure.trusted_mods =
  2123. # Comma-separated list of mods that are allowed to access HTTP APIs, which
  2124. # allow them to upload and download data to/from the internet.
  2125. # type: string
  2126. # secure.http_mods =
  2127. ### Debugging
  2128. # Level of logging to be written to debug.txt:
  2129. # - <nothing> (no logging)
  2130. # - none (messages with no level)
  2131. # - error
  2132. # - warning
  2133. # - action
  2134. # - info
  2135. # - verbose
  2136. # - trace
  2137. # type: enum values: , none, error, warning, action, info, verbose, trace
  2138. # debug_log_level = action
  2139. # If the file size of debug.txt exceeds the number of megabytes specified in
  2140. # this setting when it is opened, the file is moved to debug.txt.1,
  2141. # deleting an older debug.txt.1 if it exists.
  2142. # debug.txt is only moved if this setting is positive.
  2143. # type: int min: 1
  2144. # debug_log_size_max = 50
  2145. # Minimal level of logging to be written to chat.
  2146. # type: enum values: , none, error, warning, action, info, verbose, trace
  2147. # chat_log_level = error
  2148. # Handling for deprecated Lua API calls:
  2149. # - none: Do not log deprecated calls
  2150. # - log: mimic and log backtrace of deprecated call (default).
  2151. # - error: abort on usage of deprecated call (suggested for mod developers).
  2152. # type: enum values: none, log, error
  2153. # deprecated_lua_api_handling = log
  2154. # Enable random user input (only used for testing).
  2155. # type: bool
  2156. # random_input = false
  2157. # Enable mod channels support.
  2158. # type: bool
  2159. # enable_mod_channels = false
  2160. ### Mod Profiler
  2161. # Load the game profiler to collect game profiling data.
  2162. # Provides a /profiler command to access the compiled profile.
  2163. # Useful for mod developers and server operators.
  2164. # type: bool
  2165. # profiler.load = false
  2166. # The default format in which profiles are being saved,
  2167. # when calling `/profiler save [format]` without format.
  2168. # type: enum values: txt, csv, lua, json, json_pretty
  2169. # profiler.default_report_format = txt
  2170. # The file path relative to your worldpath in which profiles will be saved to.
  2171. # type: string
  2172. # profiler.report_path = ""
  2173. # Instrument the methods of entities on registration.
  2174. # type: bool
  2175. # instrument.entity = true
  2176. # Instrument the action function of Active Block Modifiers on registration.
  2177. # type: bool
  2178. # instrument.abm = true
  2179. # Instrument the action function of Loading Block Modifiers on registration.
  2180. # type: bool
  2181. # instrument.lbm = true
  2182. # Instrument chat commands on registration.
  2183. # type: bool
  2184. # instrument.chatcommand = true
  2185. # Instrument global callback functions on registration.
  2186. # (anything you pass to a minetest.register_*() function)
  2187. # type: bool
  2188. # instrument.global_callback = true
  2189. # Instrument builtin.
  2190. # This is usually only needed by core/builtin contributors
  2191. # type: bool
  2192. # instrument.builtin = false
  2193. # Have the profiler instrument itself:
  2194. # * Instrument an empty function.
  2195. # This estimates the overhead, that instrumentation is adding (+1 function call).
  2196. # * Instrument the sampler being used to update the statistics.
  2197. # type: bool
  2198. # instrument.profiler = false
  2199. ### Engine profiler
  2200. # Print the engine's profiling data in regular intervals (in seconds).
  2201. # 0 = disable. Useful for developers.
  2202. # type: int min: 0
  2203. # profiler_print_interval = 0
  2204. ## Advanced
  2205. # Enable IPv6 support (for both client and server).
  2206. # Required for IPv6 connections to work at all.
  2207. # type: bool
  2208. # enable_ipv6 = true
  2209. # If enabled, invalid world data won't cause the server to shut down.
  2210. # Only enable this if you know what you are doing.
  2211. # type: bool
  2212. # ignore_world_load_errors = false
  2213. ### Graphics
  2214. # Path to shader directory. If no path is defined, default location will be used.
  2215. # type: path
  2216. # shader_path =
  2217. # The rendering back-end.
  2218. # Note: A restart is required after changing this!
  2219. # OpenGL is the default for desktop, and OGLES2 for Android.
  2220. # Shaders are supported by OpenGL and OGLES2 (experimental).
  2221. # type: enum values: , opengl, ogles1, ogles2
  2222. # video_driver =
  2223. # Distance in nodes at which transparency depth sorting is enabled
  2224. # Use this to limit the performance impact of transparency depth sorting
  2225. # type: int min: 0 max: 128
  2226. # transparency_sorting_distance = 16
  2227. # Enable vertex buffer objects.
  2228. # This should greatly improve graphics performance.
  2229. # type: bool
  2230. # enable_vbo = true
  2231. # Radius of cloud area stated in number of 64 node cloud squares.
  2232. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
  2233. # type: int min: 1 max: 62
  2234. # cloud_radius = 12
  2235. # Whether node texture animations should be desynchronized per mapblock.
  2236. # type: bool
  2237. # desynchronize_mapblock_texture_animation = true
  2238. # Enables caching of facedir rotated meshes.
  2239. # type: bool
  2240. # enable_mesh_cache = false
  2241. # Delay between mesh updates on the client in ms. Increasing this will slow
  2242. # down the rate of mesh updates, thus reducing jitter on slower clients.
  2243. # type: int min: 0 max: 50
  2244. # mesh_generation_interval = 0
  2245. # Number of threads to use for mesh generation.
  2246. # Value of 0 (default) will let Minetest autodetect the number of available threads.
  2247. # type: int min: 0 max: 8
  2248. # mesh_generation_threads = 0
  2249. # Size of the MapBlock cache of the mesh generator. Increasing this will
  2250. # increase the cache hit %, reducing the data being copied from the main
  2251. # thread, thus reducing jitter.
  2252. # type: int min: 0 max: 1000
  2253. # meshgen_block_cache_size = 20
  2254. # True = 256
  2255. # False = 128
  2256. # Usable to make minimap smoother on slower machines.
  2257. # type: bool
  2258. # minimap_double_scan_height = true
  2259. # Textures on a node may be aligned either to the node or to the world.
  2260. # The former mode suits better things like machines, furniture, etc., while
  2261. # the latter makes stairs and microblocks fit surroundings better.
  2262. # However, as this possibility is new, thus may not be used by older servers,
  2263. # this option allows enforcing it for certain node types. Note though that
  2264. # that is considered EXPERIMENTAL and may not work properly.
  2265. # type: enum values: disable, enable, force_solid, force_nodebox
  2266. # world_aligned_mode = enable
  2267. # World-aligned textures may be scaled to span several nodes. However,
  2268. # the server may not send the scale you want, especially if you use
  2269. # a specially-designed texture pack; with this option, the client tries
  2270. # to determine the scale automatically basing on the texture size.
  2271. # See also texture_min_size.
  2272. # Warning: This option is EXPERIMENTAL!
  2273. # type: enum values: disable, enable, force
  2274. # autoscale_mode = disable
  2275. # Side length of a cube of map blocks that the client will consider together
  2276. # when generating meshes.
  2277. # Larger values increase the utilization of the GPU by reducing the number of
  2278. # draw calls, benefiting especially high-end GPUs.
  2279. # Systems with a low-end GPU (or no GPU) would benefit from smaller values.
  2280. # type: int min: 1 max: 16
  2281. # client_mesh_chunk = 1
  2282. ### Font
  2283. # type: bool
  2284. # font_bold = false
  2285. # type: bool
  2286. # font_italic = false
  2287. # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
  2288. # type: int min: 0 max: 65535
  2289. # font_shadow = 1
  2290. # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
  2291. # type: int min: 0 max: 255
  2292. # font_shadow_alpha = 127
  2293. # Font size of the default font where 1 unit = 1 pixel at 96 DPI
  2294. # type: int min: 5 max: 72
  2295. # font_size = 16
  2296. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  2297. # with this font will always be divisible by this value, in pixels. For instance,
  2298. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  2299. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  2300. # type: int min: 1
  2301. # font_size_divisible_by = 1
  2302. # Path to the default font. Must be a TrueType font.
  2303. # The fallback font will be used if the font cannot be loaded.
  2304. # type: filepath
  2305. # font_path = fonts/Arimo-Regular.ttf
  2306. # type: filepath
  2307. # font_path_bold = fonts/Arimo-Bold.ttf
  2308. # type: filepath
  2309. # font_path_italic = fonts/Arimo-Italic.ttf
  2310. # type: filepath
  2311. # font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
  2312. # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
  2313. # type: int min: 5 max: 72
  2314. # mono_font_size = 16
  2315. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  2316. # with this font will always be divisible by this value, in pixels. For instance,
  2317. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  2318. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  2319. # type: int min: 1
  2320. # mono_font_size_divisible_by = 1
  2321. # Path to the monospace font. Must be a TrueType font.
  2322. # This font is used for e.g. the console and profiler screen.
  2323. # type: filepath
  2324. # mono_font_path = fonts/Cousine-Regular.ttf
  2325. # type: filepath
  2326. # mono_font_path_bold = fonts/Cousine-Bold.ttf
  2327. # type: filepath
  2328. # mono_font_path_italic = fonts/Cousine-Italic.ttf
  2329. # type: filepath
  2330. # mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
  2331. # Path of the fallback font. Must be a TrueType font.
  2332. # This font will be used for certain languages or if the default font is unavailable.
  2333. # type: filepath
  2334. # fallback_font_path = fonts/DroidSansFallbackFull.ttf
  2335. ### Lighting
  2336. # Gradient of light curve at minimum light level.
  2337. # Controls the contrast of the lowest light levels.
  2338. # type: float min: 0 max: 3
  2339. # lighting_alpha = 0.0
  2340. # Gradient of light curve at maximum light level.
  2341. # Controls the contrast of the highest light levels.
  2342. # type: float min: 0 max: 3
  2343. # lighting_beta = 1.5
  2344. # Strength of light curve boost.
  2345. # The 3 'boost' parameters define a range of the light
  2346. # curve that is boosted in brightness.
  2347. # type: float min: 0 max: 0.4
  2348. # lighting_boost = 0.2
  2349. # Center of light curve boost range.
  2350. # Where 0.0 is minimum light level, 1.0 is maximum light level.
  2351. # type: float min: 0 max: 1
  2352. # lighting_boost_center = 0.5
  2353. # Spread of light curve boost range.
  2354. # Controls the width of the range to be boosted.
  2355. # Standard deviation of the light curve boost Gaussian.
  2356. # type: float min: 0 max: 0.4
  2357. # lighting_boost_spread = 0.2
  2358. ### Networking
  2359. # Prometheus listener address.
  2360. # If Minetest is compiled with ENABLE_PROMETHEUS option enabled,
  2361. # enable metrics listener for Prometheus on that address.
  2362. # Metrics can be fetched on http://127.0.0.1:30000/metrics
  2363. # type: string
  2364. # prometheus_listener_address = 127.0.0.1:30000
  2365. # Maximum size of the out chat queue.
  2366. # 0 to disable queueing and -1 to make the queue size unlimited.
  2367. # type: int min: -1 max: 32767
  2368. # max_out_chat_queue_size = 20
  2369. # Timeout for client to remove unused map data from memory, in seconds.
  2370. # type: float min: 0
  2371. # client_unload_unused_data_timeout = 600.0
  2372. # Maximum number of mapblocks for client to be kept in memory.
  2373. # Set to -1 for unlimited amount.
  2374. # type: int min: -1 max: 2147483647
  2375. # client_mapblock_limit = 7500
  2376. # Whether to show the client debug info (has the same effect as hitting F5).
  2377. # type: bool
  2378. # show_debug = false
  2379. # Maximum number of blocks that are simultaneously sent per client.
  2380. # The maximum total count is calculated dynamically:
  2381. # max_total = ceil((#clients + max_users) * per_client / 4)
  2382. # type: int min: 1 max: 4294967295
  2383. # max_simultaneous_block_sends_per_client = 40
  2384. # To reduce lag, block transfers are slowed down when a player is building something.
  2385. # This determines how long they are slowed down after placing or removing a node.
  2386. # type: float min: 0
  2387. # full_block_send_enable_min_time_from_building = 2.0
  2388. # Maximum number of packets sent per send step, if you have a slow connection
  2389. # try reducing it, but don't reduce it to a number below double of targeted
  2390. # client number.
  2391. # type: int min: 1 max: 65535
  2392. # max_packets_per_iteration = 1024
  2393. # Compression level to use when sending mapblocks to the client.
  2394. # -1 - use default compression level
  2395. # 0 - least compression, fastest
  2396. # 9 - best compression, slowest
  2397. # type: int min: -1 max: 9
  2398. # map_compression_level_net = -1
  2399. ### Server
  2400. # Format of player chat messages. The following strings are valid placeholders:
  2401. # @name, @message, @timestamp (optional)
  2402. # type: string
  2403. # chat_message_format = <@name> @message
  2404. # If the execution of a chat command takes longer than this specified time in
  2405. # seconds, add the time information to the chat command message
  2406. # type: float min: 0
  2407. # chatcommand_msg_time_threshold = 0.1
  2408. # A message to be displayed to all clients when the server shuts down.
  2409. # type: string
  2410. # kick_msg_shutdown = Server shutting down.
  2411. # A message to be displayed to all clients when the server crashes.
  2412. # type: string
  2413. # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
  2414. # Whether to ask clients to reconnect after a (Lua) crash.
  2415. # Set this to true if your server is set up to restart automatically.
  2416. # type: bool
  2417. # ask_reconnect_on_crash = false
  2418. ### Server/Env Performance
  2419. # Length of a server tick and the interval at which objects are generally updated over
  2420. # network, stated in seconds.
  2421. # type: float min: 0
  2422. # dedicated_server_step = 0.09
  2423. # Whether players are shown to clients without any range limit.
  2424. # Deprecated, use the setting player_transfer_distance instead.
  2425. # type: bool
  2426. # unlimited_player_transfer_distance = true
  2427. # Defines the maximal player transfer distance in blocks (0 = unlimited).
  2428. # type: int min: 0 max: 65535
  2429. # player_transfer_distance = 0
  2430. # From how far clients know about objects, stated in mapblocks (16 nodes).
  2431. #
  2432. # Setting this larger than active_block_range will also cause the server
  2433. # to maintain active objects up to this distance in the direction the
  2434. # player is looking. (This can avoid mobs suddenly disappearing from view)
  2435. # type: int min: 1 max: 65535
  2436. # active_object_send_range_blocks = 8
  2437. # The radius of the volume of blocks around every player that is subject to the
  2438. # active block stuff, stated in mapblocks (16 nodes).
  2439. # In active blocks objects are loaded and ABMs run.
  2440. # This is also the minimum range in which active objects (mobs) are maintained.
  2441. # This should be configured together with active_object_send_range_blocks.
  2442. # type: int min: 1 max: 65535
  2443. # active_block_range = 4
  2444. # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
  2445. # type: int min: 1 max: 65535
  2446. # max_block_send_distance = 12
  2447. # Default maximum number of forceloaded mapblocks.
  2448. # Set this to -1 to disable the limit.
  2449. # type: int min: -1
  2450. # max_forceloaded_blocks = 16
  2451. # Interval of sending time of day to clients, stated in seconds.
  2452. # type: float min: 0.001
  2453. # time_send_interval = 5.0
  2454. # Interval of saving important changes in the world, stated in seconds.
  2455. # type: float min: 0.001
  2456. # server_map_save_interval = 5.3
  2457. # How long the server will wait before unloading unused mapblocks, stated in seconds.
  2458. # Higher value is smoother, but will use more RAM.
  2459. # type: int min: 0 max: 4294967295
  2460. # server_unload_unused_data_timeout = 29
  2461. # Maximum number of statically stored objects in a block.
  2462. # type: int min: 1 max: 65535
  2463. # max_objects_per_block = 256
  2464. # Length of time between active block management cycles, stated in seconds.
  2465. # type: float min: 0
  2466. # active_block_mgmt_interval = 2.0
  2467. # Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
  2468. # type: float min: 0
  2469. # abm_interval = 1.0
  2470. # The time budget allowed for ABMs to execute on each step
  2471. # (as a fraction of the ABM Interval)
  2472. # type: float min: 0.1 max: 0.9
  2473. # abm_time_budget = 0.2
  2474. # Length of time between NodeTimer execution cycles, stated in seconds.
  2475. # type: float min: 0
  2476. # nodetimer_interval = 0.2
  2477. # Max liquids processed per step.
  2478. # type: int min: 1 max: 4294967295
  2479. # liquid_loop_max = 100000
  2480. # The time (in seconds) that the liquids queue may grow beyond processing
  2481. # capacity until an attempt is made to decrease its size by dumping old queue
  2482. # items. A value of 0 disables the functionality.
  2483. # type: int min: 0 max: 65535
  2484. # liquid_queue_purge_time = 0
  2485. # Liquid update interval in seconds.
  2486. # type: float min: 0.001
  2487. # liquid_update = 1.0
  2488. # At this distance the server will aggressively optimize which blocks are sent to
  2489. # clients.
  2490. # Small values potentially improve performance a lot, at the expense of visible
  2491. # rendering glitches (some blocks will not be rendered under water and in caves,
  2492. # as well as sometimes on land).
  2493. # Setting this to a value greater than max_block_send_distance disables this
  2494. # optimization.
  2495. # Stated in mapblocks (16 nodes).
  2496. # type: int min: 2 max: 32767
  2497. # block_send_optimize_distance = 4
  2498. # If enabled the server will perform map block occlusion culling based on
  2499. # on the eye position of the player. This can reduce the number of blocks
  2500. # sent to the client 50-80%. The client will not longer receive most invisible
  2501. # so that the utility of noclip mode is reduced.
  2502. # type: bool
  2503. # server_side_occlusion_culling = true
  2504. ### Mapgen
  2505. # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
  2506. # WARNING!: There is no benefit, and there are several dangers, in
  2507. # increasing this value above 5.
  2508. # Reducing this value increases cave and dungeon density.
  2509. # Altering this value is for special usage, leaving it unchanged is
  2510. # recommended.
  2511. # type: int min: 1 max: 10
  2512. # chunksize = 5
  2513. # Dump the mapgen debug information.
  2514. # type: bool
  2515. # enable_mapgen_debug_info = false
  2516. # Maximum number of blocks that can be queued for loading.
  2517. # type: int min: 1 max: 1000000
  2518. # emergequeue_limit_total = 1024
  2519. # Maximum number of blocks to be queued that are to be loaded from file.
  2520. # This limit is enforced per player.
  2521. # type: int min: 1 max: 1000000
  2522. # emergequeue_limit_diskonly = 128
  2523. # Maximum number of blocks to be queued that are to be generated.
  2524. # This limit is enforced per player.
  2525. # type: int min: 1 max: 1000000
  2526. # emergequeue_limit_generate = 128
  2527. # Number of emerge threads to use.
  2528. # Value 0:
  2529. # - Automatic selection. The number of emerge threads will be
  2530. # - 'number of processors - 2', with a lower limit of 1.
  2531. # Any other value:
  2532. # - Specifies the number of emerge threads, with a lower limit of 1.
  2533. # WARNING: Increasing the number of emerge threads increases engine mapgen
  2534. # speed, but this may harm game performance by interfering with other
  2535. # processes, especially in singleplayer and/or when running Lua code in
  2536. # 'on_generated'. For many users the optimum setting may be '1'.
  2537. # type: int min: 0 max: 32767
  2538. # num_emerge_threads = 1
  2539. ### cURL
  2540. # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
  2541. # type: int min: 100 max: 2147483647
  2542. # curl_timeout = 20000
  2543. # Limits number of parallel HTTP requests. Affects:
  2544. # - Media fetch if server uses remote_media setting.
  2545. # - Serverlist download and server announcement.
  2546. # - Downloads performed by main menu (e.g. mod manager).
  2547. # Only has an effect if compiled with cURL.
  2548. # type: int min: 1 max: 2147483647
  2549. # curl_parallel_limit = 8
  2550. # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
  2551. # type: int min: 100 max: 2147483647
  2552. # curl_file_download_timeout = 300000
  2553. ### Misc
  2554. # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
  2555. # type: int min: 1
  2556. # screen_dpi = 72
  2557. # Adjust the detected display density, used for scaling UI elements.
  2558. # type: float min: 0.5 max: 5
  2559. # display_density_factor = 1
  2560. # Windows systems only: Start Minetest with the command line window in the background.
  2561. # Contains the same information as the file debug.txt (default name).
  2562. # type: bool
  2563. # enable_console = false
  2564. # Number of extra blocks that can be loaded by /clearobjects at once.
  2565. # This is a trade-off between SQLite transaction overhead and
  2566. # memory consumption (4096=100MB, as a rule of thumb).
  2567. # type: int min: 0 max: 4294967295
  2568. # max_clearobjects_extra_loaded_blocks = 4096
  2569. # World directory (everything in the world is stored here).
  2570. # Not needed if starting from the main menu.
  2571. # type: path
  2572. # map-dir =
  2573. # See https://www.sqlite.org/pragma.html#pragma_synchronous
  2574. # type: enum values: 0, 1, 2
  2575. # sqlite_synchronous = 2
  2576. # Compression level to use when saving mapblocks to disk.
  2577. # -1 - use default compression level
  2578. # 0 - least compression, fastest
  2579. # 9 - best compression, slowest
  2580. # type: int min: -1 max: 9
  2581. # map_compression_level_disk = -1
  2582. # Enable usage of remote media server (if provided by server).
  2583. # Remote servers offer a significantly faster way to download media (e.g. textures)
  2584. # when connecting to the server.
  2585. # type: bool
  2586. # enable_remote_media_server = true
  2587. # File in client/serverlist/ that contains your favorite servers displayed in the
  2588. # Multiplayer Tab.
  2589. # type: string
  2590. # serverlist_file = favoriteservers.json
  2591. ## Gamepads
  2592. # Enable joysticks. Requires a restart to take effect
  2593. # type: bool
  2594. # enable_joysticks = false
  2595. # The identifier of the joystick to use
  2596. # type: int min: 0 max: 255
  2597. # joystick_id = 0
  2598. # The type of joystick
  2599. # type: enum values: auto, generic, xbox, dragonrise_gamecube
  2600. # joystick_type = auto
  2601. # The time in seconds it takes between repeated events
  2602. # when holding down a joystick button combination.
  2603. # type: float min: 0.001
  2604. # repeat_joystick_button_time = 0.17
  2605. # The dead zone of the joystick
  2606. # type: int min: 0 max: 65535
  2607. # joystick_deadzone = 2048
  2608. # The sensitivity of the joystick axes for moving the
  2609. # in-game view frustum around.
  2610. # type: float min: 0.001
  2611. # joystick_frustum_sensitivity = 170.0
  2612. ## Temporary Settings
  2613. # Path to texture directory. All textures are first searched from here.
  2614. # type: path
  2615. # texture_path =
  2616. # Enables minimap.
  2617. # type: bool
  2618. # enable_minimap = true
  2619. # Shape of the minimap. Enabled = round, disabled = square.
  2620. # type: bool
  2621. # minimap_shape_round = true
  2622. # Address to connect to.
  2623. # Leave this blank to start a local server.
  2624. # Note that the address field in the main menu overrides this setting.
  2625. # type: string
  2626. # address =
  2627. # Port to connect to (UDP).
  2628. # Note that the port field in the main menu overrides this setting.
  2629. # type: int min: 1 max: 65535
  2630. # remote_port = 30000
  2631. # Default game when creating a new world.
  2632. # This will be overridden when creating a world from the main menu.
  2633. # type: string
  2634. # default_game = minetest
  2635. # Enable players getting damage and dying.
  2636. # type: bool
  2637. # enable_damage = false
  2638. # Enable creative mode for all players
  2639. # type: bool
  2640. # creative_mode = false
  2641. # Whether to allow players to damage and kill each other.
  2642. # type: bool
  2643. # enable_pvp = true
  2644. # Player is able to fly without being affected by gravity.
  2645. # This requires the "fly" privilege on the server.
  2646. # type: bool
  2647. # free_move = false
  2648. # If enabled, makes move directions relative to the player's pitch when flying or swimming.
  2649. # type: bool
  2650. # pitch_move = false
  2651. # Fast movement (via the "Aux1" key).
  2652. # This requires the "fast" privilege on the server.
  2653. # type: bool
  2654. # fast_move = false
  2655. # If enabled together with fly mode, player is able to fly through solid nodes.
  2656. # This requires the "noclip" privilege on the server.
  2657. # type: bool
  2658. # noclip = false
  2659. # Continuous forward movement, toggled by autoforward key.
  2660. # Press the autoforward key again or the backwards movement to disable.
  2661. # type: bool
  2662. # continuous_forward = false
  2663. # Whether to show technical names.
  2664. # Affects mods and texture packs in the Content and Select Mods menus, as well as
  2665. # setting names in All Settings.
  2666. # Controlled by the checkbox in the "All settings" menu.
  2667. # type: bool
  2668. # show_technical_names = false
  2669. # Enables the sound system.
  2670. # If disabled, this completely disables all sounds everywhere and the in-game
  2671. # sound controls will be non-functional.
  2672. # Changing this setting requires a restart.
  2673. # type: bool
  2674. # enable_sound = true
  2675. # Unix timestamp (integer) of when the client last checked for an update
  2676. # Set this value to "disabled" to never check for updates.
  2677. # type: string
  2678. # update_last_checked =
  2679. # Version number which was last seen during an update check.
  2680. #
  2681. # Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch
  2682. # Ex: 5.5.0 is 005005000
  2683. # type: int
  2684. # update_last_known = 0
  2685. # This can be bound to a key to toggle camera smoothing when looking around.
  2686. # Useful for recording videos
  2687. # type: bool
  2688. # cinematic = false
  2689. # Key for moving the player forward.
  2690. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2691. # type: key
  2692. # keymap_forward = KEY_KEY_W
  2693. # Key for moving the player backward.
  2694. # Will also disable autoforward, when active.
  2695. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2696. # type: key
  2697. # keymap_backward = KEY_KEY_S
  2698. # Key for moving the player left.
  2699. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2700. # type: key
  2701. # keymap_left = KEY_KEY_A
  2702. # Key for moving the player right.
  2703. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2704. # type: key
  2705. # keymap_right = KEY_KEY_D
  2706. # Key for jumping.
  2707. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2708. # type: key
  2709. # keymap_jump = KEY_SPACE
  2710. # Key for sneaking.
  2711. # Also used for climbing down and descending in water if aux1_descends is disabled.
  2712. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2713. # type: key
  2714. # keymap_sneak = KEY_LSHIFT
  2715. # Key for digging, punching or using something.
  2716. # (Note: The actual meaning might vary on a per-game basis.)
  2717. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2718. # type: key
  2719. # keymap_dig = KEY_LBUTTON
  2720. # Key for placing an item/block or for using something.
  2721. # (Note: The actual meaning might vary on a per-game basis.)
  2722. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2723. # type: key
  2724. # keymap_place = KEY_RBUTTON
  2725. # Key for opening the inventory.
  2726. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2727. # type: key
  2728. # keymap_inventory = KEY_KEY_I
  2729. # Key for moving fast in fast mode.
  2730. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2731. # type: key
  2732. # keymap_aux1 = KEY_KEY_E
  2733. # Key for opening the chat window.
  2734. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2735. # type: key
  2736. # keymap_chat = KEY_KEY_T
  2737. # Key for opening the chat window to type commands.
  2738. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2739. # type: key
  2740. # keymap_cmd = /
  2741. # Key for opening the chat window to type local commands.
  2742. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2743. # type: key
  2744. # keymap_cmd_local = .
  2745. # Key for toggling unlimited view range.
  2746. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2747. # type: key
  2748. # keymap_rangeselect =
  2749. # Key for toggling flying.
  2750. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2751. # type: key
  2752. # keymap_freemove = KEY_KEY_K
  2753. # Key for toggling pitch move mode.
  2754. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2755. # type: key
  2756. # keymap_pitchmove =
  2757. # Key for toggling fast mode.
  2758. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2759. # type: key
  2760. # keymap_fastmove = KEY_KEY_J
  2761. # Key for toggling noclip mode.
  2762. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2763. # type: key
  2764. # keymap_noclip = KEY_KEY_H
  2765. # Key for selecting the next item in the hotbar.
  2766. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2767. # type: key
  2768. # keymap_hotbar_next = KEY_KEY_N
  2769. # Key for selecting the previous item in the hotbar.
  2770. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2771. # type: key
  2772. # keymap_hotbar_previous = KEY_KEY_B
  2773. # Key for muting the game.
  2774. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2775. # type: key
  2776. # keymap_mute = KEY_KEY_M
  2777. # Key for increasing the volume.
  2778. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2779. # type: key
  2780. # keymap_increase_volume =
  2781. # Key for decreasing the volume.
  2782. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2783. # type: key
  2784. # keymap_decrease_volume =
  2785. # Key for toggling autoforward.
  2786. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2787. # type: key
  2788. # keymap_autoforward =
  2789. # Key for toggling cinematic mode.
  2790. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2791. # type: key
  2792. # keymap_cinematic =
  2793. # Key for toggling display of minimap.
  2794. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2795. # type: key
  2796. # keymap_minimap = KEY_KEY_V
  2797. # Key for taking screenshots.
  2798. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2799. # type: key
  2800. # keymap_screenshot = KEY_F12
  2801. # Key for dropping the currently selected item.
  2802. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2803. # type: key
  2804. # keymap_drop = KEY_KEY_Q
  2805. # Key to use view zoom when possible.
  2806. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2807. # type: key
  2808. # keymap_zoom = KEY_KEY_Z
  2809. # Key for selecting the first hotbar slot.
  2810. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2811. # type: key
  2812. # keymap_slot1 = KEY_KEY_1
  2813. # Key for selecting the second hotbar slot.
  2814. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2815. # type: key
  2816. # keymap_slot2 = KEY_KEY_2
  2817. # Key for selecting the third hotbar slot.
  2818. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2819. # type: key
  2820. # keymap_slot3 = KEY_KEY_3
  2821. # Key for selecting the fourth hotbar slot.
  2822. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2823. # type: key
  2824. # keymap_slot4 = KEY_KEY_4
  2825. # Key for selecting the fifth hotbar slot.
  2826. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2827. # type: key
  2828. # keymap_slot5 = KEY_KEY_5
  2829. # Key for selecting the sixth hotbar slot.
  2830. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2831. # type: key
  2832. # keymap_slot6 = KEY_KEY_6
  2833. # Key for selecting the seventh hotbar slot.
  2834. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2835. # type: key
  2836. # keymap_slot7 = KEY_KEY_7
  2837. # Key for selecting the eighth hotbar slot.
  2838. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2839. # type: key
  2840. # keymap_slot8 = KEY_KEY_8
  2841. # Key for selecting the ninth hotbar slot.
  2842. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2843. # type: key
  2844. # keymap_slot9 = KEY_KEY_9
  2845. # Key for selecting the tenth hotbar slot.
  2846. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2847. # type: key
  2848. # keymap_slot10 = KEY_KEY_0
  2849. # Key for selecting the 11th hotbar slot.
  2850. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2851. # type: key
  2852. # keymap_slot11 =
  2853. # Key for selecting the 12th hotbar slot.
  2854. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2855. # type: key
  2856. # keymap_slot12 =
  2857. # Key for selecting the 13th hotbar slot.
  2858. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2859. # type: key
  2860. # keymap_slot13 =
  2861. # Key for selecting the 14th hotbar slot.
  2862. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2863. # type: key
  2864. # keymap_slot14 =
  2865. # Key for selecting the 15th hotbar slot.
  2866. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2867. # type: key
  2868. # keymap_slot15 =
  2869. # Key for selecting the 16th hotbar slot.
  2870. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2871. # type: key
  2872. # keymap_slot16 =
  2873. # Key for selecting the 17th hotbar slot.
  2874. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2875. # type: key
  2876. # keymap_slot17 =
  2877. # Key for selecting the 18th hotbar slot.
  2878. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2879. # type: key
  2880. # keymap_slot18 =
  2881. # Key for selecting the 19th hotbar slot.
  2882. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2883. # type: key
  2884. # keymap_slot19 =
  2885. # Key for selecting the 20th hotbar slot.
  2886. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2887. # type: key
  2888. # keymap_slot20 =
  2889. # Key for selecting the 21st hotbar slot.
  2890. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2891. # type: key
  2892. # keymap_slot21 =
  2893. # Key for selecting the 22nd hotbar slot.
  2894. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2895. # type: key
  2896. # keymap_slot22 =
  2897. # Key for selecting the 23rd hotbar slot.
  2898. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2899. # type: key
  2900. # keymap_slot23 =
  2901. # Key for selecting the 24th hotbar slot.
  2902. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2903. # type: key
  2904. # keymap_slot24 =
  2905. # Key for selecting the 25th hotbar slot.
  2906. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2907. # type: key
  2908. # keymap_slot25 =
  2909. # Key for selecting the 26th hotbar slot.
  2910. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2911. # type: key
  2912. # keymap_slot26 =
  2913. # Key for selecting the 27th hotbar slot.
  2914. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2915. # type: key
  2916. # keymap_slot27 =
  2917. # Key for selecting the 28th hotbar slot.
  2918. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2919. # type: key
  2920. # keymap_slot28 =
  2921. # Key for selecting the 29th hotbar slot.
  2922. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2923. # type: key
  2924. # keymap_slot29 =
  2925. # Key for selecting the 30th hotbar slot.
  2926. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2927. # type: key
  2928. # keymap_slot30 =
  2929. # Key for selecting the 31st hotbar slot.
  2930. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2931. # type: key
  2932. # keymap_slot31 =
  2933. # Key for selecting the 32nd hotbar slot.
  2934. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2935. # type: key
  2936. # keymap_slot32 =
  2937. # Key for toggling the display of the HUD.
  2938. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2939. # type: key
  2940. # keymap_toggle_hud = KEY_F1
  2941. # Key for toggling the display of chat.
  2942. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2943. # type: key
  2944. # keymap_toggle_chat = KEY_F2
  2945. # Key for toggling the display of the large chat console.
  2946. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2947. # type: key
  2948. # keymap_console = KEY_F10
  2949. # Key for toggling the display of fog.
  2950. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2951. # type: key
  2952. # keymap_toggle_force_fog_off = KEY_F3
  2953. # Key for toggling the camera update. Only used for development
  2954. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2955. # type: key
  2956. # keymap_toggle_update_camera =
  2957. # Key for toggling the display of debug info.
  2958. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2959. # type: key
  2960. # keymap_toggle_debug = KEY_F5
  2961. # Key for toggling the display of the profiler. Used for development.
  2962. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2963. # type: key
  2964. # keymap_toggle_profiler = KEY_F6
  2965. # Key for switching between first- and third-person camera.
  2966. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2967. # type: key
  2968. # keymap_camera_mode = KEY_KEY_C
  2969. # Key for increasing the viewing range.
  2970. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2971. # type: key
  2972. # keymap_increase_viewing_range_min = +
  2973. # Key for decreasing the viewing range.
  2974. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2975. # type: key
  2976. # keymap_decrease_viewing_range_min = -