minetest.conf.example 105 KB

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  1. # This file contains a list of all available settings and their default value for minetest.conf
  2. # By default, all the settings are commented and not functional.
  3. # Uncomment settings by removing the preceding #.
  4. # minetest.conf is read by default from:
  5. # ../minetest.conf
  6. # ../../minetest.conf
  7. # Any other path can be chosen by passing the path as a parameter
  8. # to the program, eg. "minetest.exe --config ../minetest.conf.example".
  9. # Further documentation:
  10. # http://wiki.minetest.net/
  11. #
  12. # Controls
  13. #
  14. ## General
  15. # If enabled, you can place blocks at the position (feet + eye level) where you stand.
  16. # This is helpful when working with nodeboxes in small areas.
  17. # type: bool
  18. # enable_build_where_you_stand = false
  19. # Smooths camera when looking around. Also called look or mouse smoothing.
  20. # Useful for recording videos.
  21. # type: bool
  22. # cinematic = false
  23. # Smooths rotation of camera. 0 to disable.
  24. # type: float min: 0 max: 0.99
  25. # camera_smoothing = 0.0
  26. # Smooths rotation of camera in cinematic mode. 0 to disable.
  27. # type: float min: 0 max: 0.99
  28. # cinematic_camera_smoothing = 0.7
  29. # If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
  30. # descending.
  31. # type: bool
  32. # aux1_descends = false
  33. # Double-tapping the jump key toggles fly mode.
  34. # type: bool
  35. # doubletap_jump = false
  36. # If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
  37. # enabled.
  38. # type: bool
  39. # always_fly_fast = true
  40. # The time in seconds it takes between repeated node placements when holding
  41. # the place button.
  42. # type: float min: 0.25 max: 2
  43. # repeat_place_time = 0.25
  44. # Automatically jump up single-node obstacles.
  45. # type: bool
  46. # autojump = false
  47. # Prevent digging and placing from repeating when holding the mouse buttons.
  48. # Enable this when you dig or place too often by accident.
  49. # type: bool
  50. # safe_dig_and_place = false
  51. ## Keyboard and Mouse
  52. # Invert vertical mouse movement.
  53. # type: bool
  54. # invert_mouse = false
  55. # Mouse sensitivity multiplier.
  56. # type: float min: 0.001 max: 10
  57. # mouse_sensitivity = 0.2
  58. ## Touchscreen
  59. # The length in pixels it takes for touch screen interaction to start.
  60. # type: int min: 0 max: 100
  61. # touchscreen_threshold = 20
  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. Ignored in fullscreen mode.
  76. # type: int min: 1 max: 65535
  77. # screen_w = 1024
  78. # Height component of the initial window size. Ignored in fullscreen mode.
  79. # type: int min: 1 max: 65535
  80. # screen_h = 600
  81. # Save window size automatically when modified.
  82. # type: bool
  83. # autosave_screensize = true
  84. # Fullscreen mode.
  85. # type: bool
  86. # fullscreen = false
  87. # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
  88. # open.
  89. # type: bool
  90. # pause_on_lost_focus = false
  91. ### FPS
  92. # If FPS would go higher than this, limit it by sleeping
  93. # to not waste CPU power for no benefit.
  94. # type: int min: 1 max: 4294967295
  95. # fps_max = 60
  96. # Vertical screen synchronization.
  97. # type: bool
  98. # vsync = false
  99. # Maximum FPS when the window is not focused, or when the game is paused.
  100. # type: int min: 1 max: 4294967295
  101. # fps_max_unfocused = 20
  102. # View distance in nodes.
  103. # type: int min: 20 max: 4000
  104. # viewing_range = 190
  105. # Undersampling is similar to using a lower screen resolution, but it applies
  106. # to the game world only, keeping the GUI intact.
  107. # It should give a significant performance boost at the cost of less detailed image.
  108. # Higher values result in a less detailed image.
  109. # type: int min: 1 max: 8
  110. # undersampling = 1
  111. ### Graphics Effects
  112. # Makes all liquids opaque
  113. # type: bool
  114. # opaque_water = false
  115. # Leaves style:
  116. # - Fancy: all faces visible
  117. # - Simple: only outer faces, if defined special_tiles are used
  118. # - Opaque: disable transparency
  119. # type: enum values: fancy, simple, opaque
  120. # leaves_style = fancy
  121. # Connects glass if supported by node.
  122. # type: bool
  123. # connected_glass = false
  124. # Enable smooth lighting with simple ambient occlusion.
  125. # Disable for speed or for different looks.
  126. # type: bool
  127. # smooth_lighting = true
  128. # Enables tradeoffs that reduce CPU load or increase rendering performance
  129. # at the expense of minor visual glitches that do not impact game playability.
  130. # type: bool
  131. # performance_tradeoffs = false
  132. # Adds particles when digging a node.
  133. # type: bool
  134. # enable_particles = true
  135. ### 3d
  136. # 3D support.
  137. # Currently supported:
  138. # - none: no 3d output.
  139. # - anaglyph: cyan/magenta color 3d.
  140. # - interlaced: odd/even line based polarisation screen support.
  141. # - topbottom: split screen top/bottom.
  142. # - sidebyside: split screen side by side.
  143. # - crossview: Cross-eyed 3d
  144. # - pageflip: quadbuffer based 3d.
  145. # Note that the interlaced mode requires shaders to be enabled.
  146. # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
  147. # 3d_mode = none
  148. # Strength of 3D mode parallax.
  149. # type: float min: -0.087 max: 0.087
  150. # 3d_paralax_strength = 0.025
  151. ### Bobbing
  152. # Arm inertia, gives a more realistic movement of
  153. # the arm when the camera moves.
  154. # type: bool
  155. # arm_inertia = true
  156. # Enable view bobbing and amount of view bobbing.
  157. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  158. # type: float min: 0 max: 7.9
  159. # view_bobbing_amount = 1.0
  160. # Multiplier for fall bobbing.
  161. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  162. # type: float min: 0 max: 100
  163. # fall_bobbing_amount = 0.03
  164. ### Camera
  165. # Camera 'near clipping plane' distance in nodes, between 0 and 0.25
  166. # Only works on GLES platforms. Most users will not need to change this.
  167. # Increasing can reduce artifacting on weaker GPUs.
  168. # 0.1 = Default, 0.25 = Good value for weaker tablets.
  169. # type: float min: 0 max: 0.25
  170. # near_plane = 0.1
  171. # Field of view in degrees.
  172. # type: int min: 45 max: 160
  173. # fov = 72
  174. # Alters the light curve by applying 'gamma correction' to it.
  175. # Higher values make middle and lower light levels brighter.
  176. # Value '1.0' leaves the light curve unaltered.
  177. # This only has significant effect on daylight and artificial
  178. # light, it has very little effect on natural night light.
  179. # type: float min: 0.33 max: 3
  180. # display_gamma = 1.0
  181. # The strength (darkness) of node ambient-occlusion shading.
  182. # Lower is darker, Higher is lighter. The valid range of values for this
  183. # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
  184. # set to the nearest valid value.
  185. # type: float min: 0.25 max: 4
  186. # ambient_occlusion_gamma = 2.2
  187. ### Screenshots
  188. # Path to save screenshots at. Can be an absolute or relative path.
  189. # The folder will be created if it doesn't already exist.
  190. # type: path
  191. # screenshot_path = screenshots
  192. # Format of screenshots.
  193. # type: enum values: png, jpg
  194. # screenshot_format = png
  195. # Screenshot quality. Only used for JPEG format.
  196. # 1 means worst quality; 100 means best quality.
  197. # Use 0 for default quality.
  198. # type: int min: 0 max: 100
  199. # screenshot_quality = 0
  200. ### Node and Entity Highlighting
  201. # Method used to highlight selected object.
  202. # type: enum values: box, halo, none
  203. # node_highlighting = box
  204. # Show entity selection boxes
  205. # A restart is required after changing this.
  206. # type: bool
  207. # show_entity_selectionbox = false
  208. # Selection box border color (R,G,B).
  209. # type: string
  210. # selectionbox_color = (0,0,0)
  211. # Width of the selection box lines around nodes.
  212. # type: int min: 1 max: 5
  213. # selectionbox_width = 2
  214. # Crosshair color (R,G,B).
  215. # Also controls the object crosshair color
  216. # type: string
  217. # crosshair_color = (255,255,255)
  218. # Crosshair alpha (opaqueness, between 0 and 255).
  219. # This also applies to the object crosshair.
  220. # type: int min: 0 max: 255
  221. # crosshair_alpha = 255
  222. ### Fog
  223. # Whether to fog out the end of the visible area.
  224. # type: bool
  225. # enable_fog = true
  226. # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
  227. # type: bool
  228. # directional_colored_fog = true
  229. # Fraction of the visible distance at which fog starts to be rendered
  230. # type: float min: 0 max: 0.99
  231. # fog_start = 0.4
  232. ### Clouds
  233. # Clouds are a client side effect.
  234. # type: bool
  235. # enable_clouds = true
  236. # Use 3D cloud look instead of flat.
  237. # type: bool
  238. # enable_3d_clouds = true
  239. ### Filtering and Antialiasing
  240. # Use mipmapping to scale textures. May slightly increase performance,
  241. # especially when using a high resolution texture pack.
  242. # Gamma correct downscaling is not supported.
  243. # type: bool
  244. # mip_map = false
  245. # Use anisotropic filtering when viewing at textures from an angle.
  246. # type: bool
  247. # anisotropic_filter = false
  248. # Use bilinear filtering when scaling textures.
  249. # type: bool
  250. # bilinear_filter = false
  251. # Use trilinear filtering when scaling textures.
  252. # type: bool
  253. # trilinear_filter = false
  254. # Filtered textures can blend RGB values with fully-transparent neighbors,
  255. # which PNG optimizers usually discard, often resulting in dark or
  256. # light edges to transparent textures. Apply a filter to clean that up
  257. # at texture load time. This is automatically enabled if mipmapping is enabled.
  258. # type: bool
  259. # texture_clean_transparent = false
  260. # When using bilinear/trilinear/anisotropic filters, low-resolution textures
  261. # can be blurred, so automatically upscale them with nearest-neighbor
  262. # interpolation to preserve crisp pixels. This sets the minimum texture size
  263. # for the upscaled textures; higher values look sharper, but require more
  264. # memory. Powers of 2 are recommended. This setting is ONLY applied if
  265. # bilinear/trilinear/anisotropic filtering is enabled.
  266. # This is also used as the base node texture size for world-aligned
  267. # texture autoscaling.
  268. # type: int min: 1 max: 32768
  269. # texture_min_size = 64
  270. # Use multi-sample antialiasing (MSAA) to smooth out block edges.
  271. # This algorithm smooths out the 3D viewport while keeping the image sharp,
  272. # but it doesn't affect the insides of textures
  273. # (which is especially noticeable with transparent textures).
  274. # Visible spaces appear between nodes when shaders are disabled.
  275. # If set to 0, MSAA is disabled.
  276. # A restart is required after changing this option.
  277. # type: enum values: 0, 1, 2, 4, 8, 16
  278. # fsaa = 0
  279. ## Shaders
  280. # Shaders allow advanced visual effects and may increase performance on some video
  281. # cards.
  282. # This only works with the OpenGL video backend.
  283. # type: bool
  284. # enable_shaders = true
  285. ### Tone Mapping
  286. # Enables Hable's 'Uncharted 2' filmic tone mapping.
  287. # Simulates the tone curve of photographic film and how this approximates the
  288. # appearance of high dynamic range images. Mid-range contrast is slightly
  289. # enhanced, highlights and shadows are gradually compressed.
  290. # type: bool
  291. # tone_mapping = false
  292. ### Waving Nodes
  293. # Set to true to enable waving leaves.
  294. # Requires shaders to be enabled.
  295. # type: bool
  296. # enable_waving_leaves = false
  297. # Set to true to enable waving plants.
  298. # Requires shaders to be enabled.
  299. # type: bool
  300. # enable_waving_plants = false
  301. # Set to true to enable waving liquids (like water).
  302. # Requires shaders to be enabled.
  303. # type: bool
  304. # enable_waving_water = false
  305. # The maximum height of the surface of waving liquids.
  306. # 4.0 = Wave height is two nodes.
  307. # 0.0 = Wave doesn't move at all.
  308. # Default is 1.0 (1/2 node).
  309. # Requires waving liquids to be enabled.
  310. # type: float min: 0 max: 4
  311. # water_wave_height = 1.0
  312. # Length of liquid waves.
  313. # Requires waving liquids to be enabled.
  314. # type: float min: 0.1
  315. # water_wave_length = 20.0
  316. # How fast liquid waves will move. Higher = faster.
  317. # If negative, liquid waves will move backwards.
  318. # Requires waving liquids to be enabled.
  319. # type: float
  320. # water_wave_speed = 5.0
  321. ### Dynamic shadows
  322. # Set to true to enable Shadow Mapping.
  323. # Requires shaders to be enabled.
  324. # type: bool
  325. # enable_dynamic_shadows = false
  326. # Set the shadow strength gamma.
  327. # Adjusts the intensity of in-game dynamic shadows.
  328. # Lower value means lighter shadows, higher value means darker shadows.
  329. # type: float min: 0.1 max: 10
  330. # shadow_strength_gamma = 1.0
  331. # Maximum distance to render shadows.
  332. # type: float min: 10 max: 1000
  333. # shadow_map_max_distance = 120.0
  334. # Texture size to render the shadow map on.
  335. # This must be a power of two.
  336. # Bigger numbers create better shadows but it is also more expensive.
  337. # type: int min: 128 max: 8192
  338. # shadow_map_texture_size = 1024
  339. # Sets shadow texture quality to 32 bits.
  340. # On false, 16 bits texture will be used.
  341. # This can cause much more artifacts in the shadow.
  342. # type: bool
  343. # shadow_map_texture_32bit = true
  344. # Enable Poisson disk filtering.
  345. # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
  346. # type: bool
  347. # shadow_poisson_filter = true
  348. # Define shadow filtering quality.
  349. # This simulates the soft shadows effect by applying a PCF or Poisson disk
  350. # but also uses more resources.
  351. # type: enum values: 0, 1, 2
  352. # shadow_filters = 1
  353. # Enable colored shadows.
  354. # On true translucent nodes cast colored shadows. This is expensive.
  355. # type: bool
  356. # shadow_map_color = false
  357. # Spread a complete update of shadow map over given amount of frames.
  358. # Higher values might make shadows laggy, lower values
  359. # will consume more resources.
  360. # Minimum value: 1; maximum value: 16
  361. # type: int min: 1 max: 16
  362. # shadow_update_frames = 8
  363. # Set the soft shadow radius size.
  364. # Lower values mean sharper shadows, bigger values mean softer shadows.
  365. # Minimum value: 1.0; maximum value: 15.0
  366. # type: float min: 1 max: 15
  367. # shadow_soft_radius = 5.0
  368. # Set the tilt of Sun/Moon orbit in degrees.
  369. # Value of 0 means no tilt / vertical orbit.
  370. # Minimum value: 0.0; maximum value: 60.0
  371. # type: float min: 0 max: 60
  372. # shadow_sky_body_orbit_tilt = 0.0
  373. ## Audio
  374. # Volume of all sounds.
  375. # Requires the sound system to be enabled.
  376. # type: float min: 0 max: 1
  377. # sound_volume = 0.7
  378. # Whether to mute sounds. You can unmute sounds at any time, unless the
  379. # sound system is disabled (enable_sound=false).
  380. # In-game, you can toggle the mute state with the mute key or by using the
  381. # pause menu.
  382. # type: bool
  383. # mute_sound = false
  384. ## User Interfaces
  385. # Set the language. Leave empty to use the system language.
  386. # A restart is required after changing this.
  387. # 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
  388. # language =
  389. ### GUIs
  390. # Scale GUI by a user specified value.
  391. # Use a nearest-neighbor-anti-alias filter to scale the GUI.
  392. # This will smooth over some of the rough edges, and blend
  393. # pixels when scaling down, at the cost of blurring some
  394. # edge pixels when images are scaled by non-integer sizes.
  395. # type: float min: 0.5 max: 20
  396. # gui_scaling = 1.0
  397. # Enables animation of inventory items.
  398. # type: bool
  399. # inventory_items_animations = false
  400. # Formspec full-screen background opacity (between 0 and 255).
  401. # type: int min: 0 max: 255
  402. # formspec_fullscreen_bg_opacity = 140
  403. # Formspec full-screen background color (R,G,B).
  404. # type: string
  405. # formspec_fullscreen_bg_color = (0,0,0)
  406. # When gui_scaling_filter is true, all GUI images need to be
  407. # filtered in software, but some images are generated directly
  408. # to hardware (e.g. render-to-texture for nodes in inventory).
  409. # type: bool
  410. # gui_scaling_filter = false
  411. # When gui_scaling_filter_txr2img is true, copy those images
  412. # from hardware to software for scaling. When false, fall back
  413. # to the old scaling method, for video drivers that don't
  414. # properly support downloading textures back from hardware.
  415. # type: bool
  416. # gui_scaling_filter_txr2img = true
  417. # Delay showing tooltips, stated in milliseconds.
  418. # type: int min: 0 max: 1.844674407371e+19
  419. # tooltip_show_delay = 400
  420. # Append item name to tooltip.
  421. # type: bool
  422. # tooltip_append_itemname = false
  423. # Use a cloud animation for the main menu background.
  424. # type: bool
  425. # menu_clouds = true
  426. ### HUD
  427. # Modifies the size of the HUD elements.
  428. # type: float min: 0.5 max: 20
  429. # hud_scaling = 1.0
  430. # Whether name tag backgrounds should be shown by default.
  431. # Mods may still set a background.
  432. # type: bool
  433. # show_nametag_backgrounds = true
  434. ### Chat
  435. # Maximum number of recent chat messages to show
  436. # type: int min: 2 max: 20
  437. # recent_chat_messages = 6
  438. # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
  439. # type: float min: 0.1 max: 1
  440. # console_height = 0.6
  441. # In-game chat console background color (R,G,B).
  442. # type: string
  443. # console_color = (0,0,0)
  444. # In-game chat console background alpha (opaqueness, between 0 and 255).
  445. # type: int min: 0 max: 255
  446. # console_alpha = 200
  447. # Maximum proportion of current window to be used for hotbar.
  448. # Useful if there's something to be displayed right or left of hotbar.
  449. # type: float min: 0.001 max: 1
  450. # hud_hotbar_max_width = 1.0
  451. # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
  452. # type: bool
  453. # clickable_chat_weblinks = true
  454. # Optional override for chat weblink color.
  455. # type: string
  456. # chat_weblink_color =
  457. # Font size of the recent chat text and chat prompt in point (pt).
  458. # Value 0 will use the default font size.
  459. # type: int min: 0 max: 72
  460. # chat_font_size = 0
  461. ### Content Repository
  462. # The URL for the content repository
  463. # type: string
  464. # contentdb_url = https://content.minetest.net
  465. # Comma-separated list of flags to hide in the content repository.
  466. # "nonfree" can be used to hide packages which do not qualify as 'free software',
  467. # as defined by the Free Software Foundation.
  468. # You can also specify content ratings.
  469. # These flags are independent from Minetest versions,
  470. # so see a full list at https://content.minetest.net/help/content_flags/
  471. # type: string
  472. # contentdb_flag_blacklist = nonfree, desktop_default
  473. # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
  474. # This should be lower than curl_parallel_limit.
  475. # type: int min: 1
  476. # contentdb_max_concurrent_downloads = 3
  477. #
  478. # Client and Server
  479. #
  480. ## Client
  481. # Save the map received by the client on disk.
  482. # type: bool
  483. # enable_local_map_saving = false
  484. # URL to the server list displayed in the Multiplayer Tab.
  485. # type: string
  486. # serverlist_url = servers.minetest.net
  487. # If enabled, account registration is separate from login in the UI.
  488. # If disabled, new accounts will be registered automatically when logging in.
  489. # type: bool
  490. # enable_split_login_register = true
  491. ## Server
  492. # Name of the player.
  493. # When running a server, clients connecting with this name are admins.
  494. # When starting from the main menu, this is overridden.
  495. # type: string
  496. # name =
  497. ### Serverlist and MOTD
  498. # Name of the server, to be displayed when players join and in the serverlist.
  499. # type: string
  500. # server_name = Minetest server
  501. # Description of server, to be displayed when players join and in the serverlist.
  502. # type: string
  503. # server_description = mine here
  504. # Domain name of server, to be displayed in the serverlist.
  505. # type: string
  506. # server_address = game.minetest.net
  507. # Homepage of server, to be displayed in the serverlist.
  508. # type: string
  509. # server_url = https://minetest.net
  510. # Automatically report to the serverlist.
  511. # type: bool
  512. # server_announce = false
  513. # Announce to this serverlist.
  514. # type: string
  515. # serverlist_url = servers.minetest.net
  516. # Message of the day displayed to players connecting.
  517. # type: string
  518. # motd =
  519. # Maximum number of players that can be connected simultaneously.
  520. # type: int min: 0 max: 65535
  521. # max_users = 15
  522. # If this is set, players will always (re)spawn at the given position.
  523. # type: string
  524. # static_spawnpoint =
  525. ### Networking
  526. # Network port to listen (UDP).
  527. # This value will be overridden when starting from the main menu.
  528. # type: int min: 1 max: 65535
  529. # port = 30000
  530. # The network interface that the server listens on.
  531. # type: string
  532. # bind_address =
  533. # Enable to disallow old clients from connecting.
  534. # Older clients are compatible in the sense that they will not crash when connecting
  535. # to new servers, but they may not support all new features that you are expecting.
  536. # type: bool
  537. # strict_protocol_version_checking = false
  538. # Specifies URL from which client fetches media instead of using UDP.
  539. # $filename should be accessible from $remote_media$filename via cURL
  540. # (obviously, remote_media should end with a slash).
  541. # Files that are not present will be fetched the usual way.
  542. # type: string
  543. # remote_media =
  544. # Enable/disable running an IPv6 server.
  545. # Ignored if bind_address is set.
  546. # Needs enable_ipv6 to be enabled.
  547. # type: bool
  548. # ipv6_server = false
  549. ## Server Security
  550. # New users need to input this password.
  551. # type: string
  552. # default_password =
  553. # If enabled, players cannot join without a password or change theirs to an empty password.
  554. # type: bool
  555. # disallow_empty_password = false
  556. # The privileges that new users automatically get.
  557. # See /privs in game for a full list on your server and mod configuration.
  558. # type: string
  559. # default_privs = interact, shout
  560. # Privileges that players with basic_privs can grant
  561. # type: string
  562. # basic_privs = interact, shout
  563. # If enabled, disable cheat prevention in multiplayer.
  564. # type: bool
  565. # disable_anticheat = false
  566. # If enabled, actions are recorded for rollback.
  567. # This option is only read when server starts.
  568. # type: bool
  569. # enable_rollback_recording = false
  570. ### Client-side Modding
  571. # Restricts the access of certain client-side functions on servers.
  572. # Combine the byteflags below to restrict client-side features, or set to 0
  573. # for no restrictions:
  574. # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
  575. # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
  576. # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
  577. # READ_NODEDEFS: 8 (disable get_node_def call client-side)
  578. # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
  579. # csm_restriction_noderange)
  580. # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
  581. # type: int min: 0 max: 63
  582. # csm_restriction_flags = 62
  583. # If the CSM restriction for node range is enabled, get_node calls are limited
  584. # to this distance from the player to the node.
  585. # type: int min: 0 max: 4294967295
  586. # csm_restriction_noderange = 0
  587. ### Chat
  588. # Remove color codes from incoming chat messages
  589. # Use this to stop players from being able to use color in their messages
  590. # type: bool
  591. # strip_color_codes = false
  592. # Set the maximum length of a chat message (in characters) sent by clients.
  593. # type: int min: 10 max: 65535
  594. # chat_message_max_size = 500
  595. # Amount of messages a player may send per 10 seconds.
  596. # type: float min: 1
  597. # chat_message_limit_per_10sec = 10.0
  598. # Kick players who sent more than X messages per 10 seconds.
  599. # type: int min: 1 max: 65535
  600. # chat_message_limit_trigger_kick = 50
  601. ## Server Gameplay
  602. # Controls length of day/night cycle.
  603. # Examples:
  604. # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
  605. # type: int min: 0
  606. # time_speed = 72
  607. # Time of day when a new world is started, in millihours (0-23999).
  608. # type: int min: 0 max: 23999
  609. # world_start_time = 6125
  610. # Time in seconds for item entity (dropped items) to live.
  611. # Setting it to -1 disables the feature.
  612. # type: int min: -1
  613. # item_entity_ttl = 900
  614. # Specifies the default stack size of nodes, items and tools.
  615. # Note that mods or games may explicitly set a stack for certain (or all) items.
  616. # type: int min: 1 max: 65535
  617. # default_stack_max = 99
  618. ### Physics
  619. # Horizontal and vertical acceleration on ground or when climbing,
  620. # in nodes per second per second.
  621. # type: float min: 0
  622. # movement_acceleration_default = 3.0
  623. # Horizontal acceleration in air when jumping or falling,
  624. # in nodes per second per second.
  625. # type: float min: 0
  626. # movement_acceleration_air = 2.0
  627. # Horizontal and vertical acceleration in fast mode,
  628. # in nodes per second per second.
  629. # type: float min: 0
  630. # movement_acceleration_fast = 10.0
  631. # Walking and flying speed, in nodes per second.
  632. # type: float min: 0
  633. # movement_speed_walk = 4.0
  634. # Sneaking speed, in nodes per second.
  635. # type: float min: 0
  636. # movement_speed_crouch = 1.35
  637. # Walking, flying and climbing speed in fast mode, in nodes per second.
  638. # type: float min: 0
  639. # movement_speed_fast = 20.0
  640. # Vertical climbing speed, in nodes per second.
  641. # type: float min: 0
  642. # movement_speed_climb = 3.0
  643. # Initial vertical speed when jumping, in nodes per second.
  644. # type: float min: 0
  645. # movement_speed_jump = 6.5
  646. # How much you are slowed down when moving inside a liquid.
  647. # Decrease this to increase liquid resistance to movement.
  648. # type: float min: 0.001
  649. # movement_liquid_fluidity = 1.0
  650. # Maximum liquid resistance. Controls deceleration when entering liquid at
  651. # high speed.
  652. # type: float
  653. # movement_liquid_fluidity_smooth = 0.5
  654. # Controls sinking speed in liquid when idling. Negative values will cause
  655. # you to rise instead.
  656. # type: float
  657. # movement_liquid_sink = 10.0
  658. # Acceleration of gravity, in nodes per second per second.
  659. # type: float
  660. # movement_gravity = 9.81
  661. #
  662. # Mapgen
  663. #
  664. # A chosen map seed for a new map, leave empty for random.
  665. # Will be overridden when creating a new world in the main menu.
  666. # type: string
  667. # fixed_map_seed =
  668. # Name of map generator to be used when creating a new world.
  669. # Creating a world in the main menu will override this.
  670. # Current mapgens in a highly unstable state:
  671. # - The optional floatlands of v7 (disabled by default).
  672. # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
  673. # mg_name = v7
  674. # Water surface level of the world.
  675. # type: int min: -31000 max: 31000
  676. # water_level = 1
  677. # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
  678. # type: int min: 1 max: 32767
  679. # max_block_generate_distance = 10
  680. # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
  681. # Only mapchunks completely within the mapgen limit are generated.
  682. # Value is stored per-world.
  683. # type: int min: 0 max: 31007
  684. # mapgen_limit = 31007
  685. # Global map generation attributes.
  686. # In Mapgen v6 the 'decorations' flag controls all decorations except trees
  687. # and jungle grass, in all other mapgens this flag controls all decorations.
  688. # type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores
  689. # mg_flags = caves,dungeons,light,decorations,biomes,ores
  690. ## Biome API noise parameters
  691. # Temperature variation for biomes.
  692. # type: noise_params_2d
  693. # mg_biome_np_heat = {
  694. # offset = 50,
  695. # scale = 50,
  696. # spread = (1000, 1000, 1000),
  697. # seed = 5349,
  698. # octaves = 3,
  699. # persistence = 0.5,
  700. # lacunarity = 2.0,
  701. # flags = eased
  702. # }
  703. # Small-scale temperature variation for blending biomes on borders.
  704. # type: noise_params_2d
  705. # mg_biome_np_heat_blend = {
  706. # offset = 0,
  707. # scale = 1.5,
  708. # spread = (8, 8, 8),
  709. # seed = 13,
  710. # octaves = 2,
  711. # persistence = 1.0,
  712. # lacunarity = 2.0,
  713. # flags = eased
  714. # }
  715. # Humidity variation for biomes.
  716. # type: noise_params_2d
  717. # mg_biome_np_humidity = {
  718. # offset = 50,
  719. # scale = 50,
  720. # spread = (1000, 1000, 1000),
  721. # seed = 842,
  722. # octaves = 3,
  723. # persistence = 0.5,
  724. # lacunarity = 2.0,
  725. # flags = eased
  726. # }
  727. # Small-scale humidity variation for blending biomes on borders.
  728. # type: noise_params_2d
  729. # mg_biome_np_humidity_blend = {
  730. # offset = 0,
  731. # scale = 1.5,
  732. # spread = (8, 8, 8),
  733. # seed = 90003,
  734. # octaves = 2,
  735. # persistence = 1.0,
  736. # lacunarity = 2.0,
  737. # flags = eased
  738. # }
  739. ## Mapgen V5
  740. # Map generation attributes specific to Mapgen v5.
  741. # type: flags possible values: caverns, nocaverns
  742. # mgv5_spflags = caverns
  743. # Controls width of tunnels, a smaller value creates wider tunnels.
  744. # Value >= 10.0 completely disables generation of tunnels and avoids the
  745. # intensive noise calculations.
  746. # type: float
  747. # mgv5_cave_width = 0.09
  748. # Y of upper limit of large caves.
  749. # type: int min: -31000 max: 31000
  750. # mgv5_large_cave_depth = -256
  751. # Minimum limit of random number of small caves per mapchunk.
  752. # type: int min: 0 max: 256
  753. # mgv5_small_cave_num_min = 0
  754. # Maximum limit of random number of small caves per mapchunk.
  755. # type: int min: 0 max: 256
  756. # mgv5_small_cave_num_max = 0
  757. # Minimum limit of random number of large caves per mapchunk.
  758. # type: int min: 0 max: 64
  759. # mgv5_large_cave_num_min = 0
  760. # Maximum limit of random number of large caves per mapchunk.
  761. # type: int min: 0 max: 64
  762. # mgv5_large_cave_num_max = 2
  763. # Proportion of large caves that contain liquid.
  764. # type: float min: 0 max: 1
  765. # mgv5_large_cave_flooded = 0.5
  766. # Y-level of cavern upper limit.
  767. # type: int min: -31000 max: 31000
  768. # mgv5_cavern_limit = -256
  769. # Y-distance over which caverns expand to full size.
  770. # type: int min: 0 max: 32767
  771. # mgv5_cavern_taper = 256
  772. # Defines full size of caverns, smaller values create larger caverns.
  773. # type: float
  774. # mgv5_cavern_threshold = 0.7
  775. # Lower Y limit of dungeons.
  776. # type: int min: -31000 max: 31000
  777. # mgv5_dungeon_ymin = -31000
  778. # Upper Y limit of dungeons.
  779. # type: int min: -31000 max: 31000
  780. # mgv5_dungeon_ymax = 31000
  781. ### Noises
  782. # Variation of biome filler depth.
  783. # type: noise_params_2d
  784. # mgv5_np_filler_depth = {
  785. # offset = 0,
  786. # scale = 1,
  787. # spread = (150, 150, 150),
  788. # seed = 261,
  789. # octaves = 4,
  790. # persistence = 0.7,
  791. # lacunarity = 2.0,
  792. # flags = eased
  793. # }
  794. # Variation of terrain vertical scale.
  795. # When noise is < -0.55 terrain is near-flat.
  796. # type: noise_params_2d
  797. # mgv5_np_factor = {
  798. # offset = 0,
  799. # scale = 1,
  800. # spread = (250, 250, 250),
  801. # seed = 920381,
  802. # octaves = 3,
  803. # persistence = 0.45,
  804. # lacunarity = 2.0,
  805. # flags = eased
  806. # }
  807. # Y-level of average terrain surface.
  808. # type: noise_params_2d
  809. # mgv5_np_height = {
  810. # offset = 0,
  811. # scale = 10,
  812. # spread = (250, 250, 250),
  813. # seed = 84174,
  814. # octaves = 4,
  815. # persistence = 0.5,
  816. # lacunarity = 2.0,
  817. # flags = eased
  818. # }
  819. # First of two 3D noises that together define tunnels.
  820. # type: noise_params_3d
  821. # mgv5_np_cave1 = {
  822. # offset = 0,
  823. # scale = 12,
  824. # spread = (61, 61, 61),
  825. # seed = 52534,
  826. # octaves = 3,
  827. # persistence = 0.5,
  828. # lacunarity = 2.0,
  829. # flags =
  830. # }
  831. # Second of two 3D noises that together define tunnels.
  832. # type: noise_params_3d
  833. # mgv5_np_cave2 = {
  834. # offset = 0,
  835. # scale = 12,
  836. # spread = (67, 67, 67),
  837. # seed = 10325,
  838. # octaves = 3,
  839. # persistence = 0.5,
  840. # lacunarity = 2.0,
  841. # flags =
  842. # }
  843. # 3D noise defining giant caverns.
  844. # type: noise_params_3d
  845. # mgv5_np_cavern = {
  846. # offset = 0,
  847. # scale = 1,
  848. # spread = (384, 128, 384),
  849. # seed = 723,
  850. # octaves = 5,
  851. # persistence = 0.63,
  852. # lacunarity = 2.0,
  853. # flags =
  854. # }
  855. # 3D noise defining terrain.
  856. # type: noise_params_3d
  857. # mgv5_np_ground = {
  858. # offset = 0,
  859. # scale = 40,
  860. # spread = (80, 80, 80),
  861. # seed = 983240,
  862. # octaves = 4,
  863. # persistence = 0.55,
  864. # lacunarity = 2.0,
  865. # flags = eased
  866. # }
  867. # 3D noise that determines number of dungeons per mapchunk.
  868. # type: noise_params_3d
  869. # mgv5_np_dungeons = {
  870. # offset = 0.9,
  871. # scale = 0.5,
  872. # spread = (500, 500, 500),
  873. # seed = 0,
  874. # octaves = 2,
  875. # persistence = 0.8,
  876. # lacunarity = 2.0,
  877. # flags =
  878. # }
  879. ## Mapgen V6
  880. # Map generation attributes specific to Mapgen v6.
  881. # The 'snowbiomes' flag enables the new 5 biome system.
  882. # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
  883. # the 'jungles' flag is ignored.
  884. # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
  885. # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
  886. # Deserts occur when np_biome exceeds this value.
  887. # When the 'snowbiomes' flag is enabled, this is ignored.
  888. # type: float
  889. # mgv6_freq_desert = 0.45
  890. # Sandy beaches occur when np_beach exceeds this value.
  891. # type: float
  892. # mgv6_freq_beach = 0.15
  893. # Lower Y limit of dungeons.
  894. # type: int min: -31000 max: 31000
  895. # mgv6_dungeon_ymin = -31000
  896. # Upper Y limit of dungeons.
  897. # type: int min: -31000 max: 31000
  898. # mgv6_dungeon_ymax = 31000
  899. ### Noises
  900. # Y-level of lower terrain and seabed.
  901. # type: noise_params_2d
  902. # mgv6_np_terrain_base = {
  903. # offset = -4,
  904. # scale = 20,
  905. # spread = (250, 250, 250),
  906. # seed = 82341,
  907. # octaves = 5,
  908. # persistence = 0.6,
  909. # lacunarity = 2.0,
  910. # flags = eased
  911. # }
  912. # Y-level of higher terrain that creates cliffs.
  913. # type: noise_params_2d
  914. # mgv6_np_terrain_higher = {
  915. # offset = 20,
  916. # scale = 16,
  917. # spread = (500, 500, 500),
  918. # seed = 85039,
  919. # octaves = 5,
  920. # persistence = 0.6,
  921. # lacunarity = 2.0,
  922. # flags = eased
  923. # }
  924. # Varies steepness of cliffs.
  925. # type: noise_params_2d
  926. # mgv6_np_steepness = {
  927. # offset = 0.85,
  928. # scale = 0.5,
  929. # spread = (125, 125, 125),
  930. # seed = -932,
  931. # octaves = 5,
  932. # persistence = 0.7,
  933. # lacunarity = 2.0,
  934. # flags = eased
  935. # }
  936. # Defines distribution of higher terrain.
  937. # type: noise_params_2d
  938. # mgv6_np_height_select = {
  939. # offset = 0.5,
  940. # scale = 1,
  941. # spread = (250, 250, 250),
  942. # seed = 4213,
  943. # octaves = 5,
  944. # persistence = 0.69,
  945. # lacunarity = 2.0,
  946. # flags = eased
  947. # }
  948. # Varies depth of biome surface nodes.
  949. # type: noise_params_2d
  950. # mgv6_np_mud = {
  951. # offset = 4,
  952. # scale = 2,
  953. # spread = (200, 200, 200),
  954. # seed = 91013,
  955. # octaves = 3,
  956. # persistence = 0.55,
  957. # lacunarity = 2.0,
  958. # flags = eased
  959. # }
  960. # Defines areas with sandy beaches.
  961. # type: noise_params_2d
  962. # mgv6_np_beach = {
  963. # offset = 0,
  964. # scale = 1,
  965. # spread = (250, 250, 250),
  966. # seed = 59420,
  967. # octaves = 3,
  968. # persistence = 0.50,
  969. # lacunarity = 2.0,
  970. # flags = eased
  971. # }
  972. # Temperature variation for biomes.
  973. # type: noise_params_2d
  974. # mgv6_np_biome = {
  975. # offset = 0,
  976. # scale = 1,
  977. # spread = (500, 500, 500),
  978. # seed = 9130,
  979. # octaves = 3,
  980. # persistence = 0.50,
  981. # lacunarity = 2.0,
  982. # flags = eased
  983. # }
  984. # Variation of number of caves.
  985. # type: noise_params_2d
  986. # mgv6_np_cave = {
  987. # offset = 6,
  988. # scale = 6,
  989. # spread = (250, 250, 250),
  990. # seed = 34329,
  991. # octaves = 3,
  992. # persistence = 0.50,
  993. # lacunarity = 2.0,
  994. # flags = eased
  995. # }
  996. # Humidity variation for biomes.
  997. # type: noise_params_2d
  998. # mgv6_np_humidity = {
  999. # offset = 0.5,
  1000. # scale = 0.5,
  1001. # spread = (500, 500, 500),
  1002. # seed = 72384,
  1003. # octaves = 3,
  1004. # persistence = 0.50,
  1005. # lacunarity = 2.0,
  1006. # flags = eased
  1007. # }
  1008. # Defines tree areas and tree density.
  1009. # type: noise_params_2d
  1010. # mgv6_np_trees = {
  1011. # offset = 0,
  1012. # scale = 1,
  1013. # spread = (125, 125, 125),
  1014. # seed = 2,
  1015. # octaves = 4,
  1016. # persistence = 0.66,
  1017. # lacunarity = 2.0,
  1018. # flags = eased
  1019. # }
  1020. # Defines areas where trees have apples.
  1021. # type: noise_params_2d
  1022. # mgv6_np_apple_trees = {
  1023. # offset = 0,
  1024. # scale = 1,
  1025. # spread = (100, 100, 100),
  1026. # seed = 342902,
  1027. # octaves = 3,
  1028. # persistence = 0.45,
  1029. # lacunarity = 2.0,
  1030. # flags = eased
  1031. # }
  1032. ## Mapgen V7
  1033. # Map generation attributes specific to Mapgen v7.
  1034. # 'ridges': Rivers.
  1035. # 'floatlands': Floating land masses in the atmosphere.
  1036. # 'caverns': Giant caves deep underground.
  1037. # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
  1038. # mgv7_spflags = mountains,ridges,nofloatlands,caverns
  1039. # Y of mountain density gradient zero level. Used to shift mountains vertically.
  1040. # type: int min: -31000 max: 31000
  1041. # mgv7_mount_zero_level = 0
  1042. # Lower Y limit of floatlands.
  1043. # type: int min: -31000 max: 31000
  1044. # mgv7_floatland_ymin = 1024
  1045. # Upper Y limit of floatlands.
  1046. # type: int min: -31000 max: 31000
  1047. # mgv7_floatland_ymax = 4096
  1048. # Y-distance over which floatlands taper from full density to nothing.
  1049. # Tapering starts at this distance from the Y limit.
  1050. # For a solid floatland layer, this controls the height of hills/mountains.
  1051. # Must be less than or equal to half the distance between the Y limits.
  1052. # type: int min: 0 max: 32767
  1053. # mgv7_floatland_taper = 256
  1054. # Exponent of the floatland tapering. Alters the tapering behaviour.
  1055. # Value = 1.0 creates a uniform, linear tapering.
  1056. # Values > 1.0 create a smooth tapering suitable for the default separated
  1057. # floatlands.
  1058. # Values < 1.0 (for example 0.25) create a more defined surface level with
  1059. # flatter lowlands, suitable for a solid floatland layer.
  1060. # type: float
  1061. # mgv7_float_taper_exp = 2.0
  1062. # Adjusts the density of the floatland layer.
  1063. # Increase value to increase density. Can be positive or negative.
  1064. # Value = 0.0: 50% of volume is floatland.
  1065. # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
  1066. # to be sure) creates a solid floatland layer.
  1067. # type: float
  1068. # mgv7_floatland_density = -0.6
  1069. # Surface level of optional water placed on a solid floatland layer.
  1070. # Water is disabled by default and will only be placed if this value is set
  1071. # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
  1072. # upper tapering).
  1073. # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
  1074. # When enabling water placement the floatlands must be configured and tested
  1075. # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
  1076. # required value depending on 'mgv7_np_floatland'), to avoid
  1077. # server-intensive extreme water flow and to avoid vast flooding of the
  1078. # world surface below.
  1079. # type: int min: -31000 max: 31000
  1080. # mgv7_floatland_ywater = -31000
  1081. # Controls width of tunnels, a smaller value creates wider tunnels.
  1082. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1083. # intensive noise calculations.
  1084. # type: float
  1085. # mgv7_cave_width = 0.09
  1086. # Y of upper limit of large caves.
  1087. # type: int min: -31000 max: 31000
  1088. # mgv7_large_cave_depth = -33
  1089. # Minimum limit of random number of small caves per mapchunk.
  1090. # type: int min: 0 max: 256
  1091. # mgv7_small_cave_num_min = 0
  1092. # Maximum limit of random number of small caves per mapchunk.
  1093. # type: int min: 0 max: 256
  1094. # mgv7_small_cave_num_max = 0
  1095. # Minimum limit of random number of large caves per mapchunk.
  1096. # type: int min: 0 max: 64
  1097. # mgv7_large_cave_num_min = 0
  1098. # Maximum limit of random number of large caves per mapchunk.
  1099. # type: int min: 0 max: 64
  1100. # mgv7_large_cave_num_max = 2
  1101. # Proportion of large caves that contain liquid.
  1102. # type: float min: 0 max: 1
  1103. # mgv7_large_cave_flooded = 0.5
  1104. # Y-level of cavern upper limit.
  1105. # type: int min: -31000 max: 31000
  1106. # mgv7_cavern_limit = -256
  1107. # Y-distance over which caverns expand to full size.
  1108. # type: int min: 0 max: 32767
  1109. # mgv7_cavern_taper = 256
  1110. # Defines full size of caverns, smaller values create larger caverns.
  1111. # type: float
  1112. # mgv7_cavern_threshold = 0.7
  1113. # Lower Y limit of dungeons.
  1114. # type: int min: -31000 max: 31000
  1115. # mgv7_dungeon_ymin = -31000
  1116. # Upper Y limit of dungeons.
  1117. # type: int min: -31000 max: 31000
  1118. # mgv7_dungeon_ymax = 31000
  1119. ### Noises
  1120. # Y-level of higher terrain that creates cliffs.
  1121. # type: noise_params_2d
  1122. # mgv7_np_terrain_base = {
  1123. # offset = 4,
  1124. # scale = 70,
  1125. # spread = (600, 600, 600),
  1126. # seed = 82341,
  1127. # octaves = 5,
  1128. # persistence = 0.6,
  1129. # lacunarity = 2.0,
  1130. # flags = eased
  1131. # }
  1132. # Y-level of lower terrain and seabed.
  1133. # type: noise_params_2d
  1134. # mgv7_np_terrain_alt = {
  1135. # offset = 4,
  1136. # scale = 25,
  1137. # spread = (600, 600, 600),
  1138. # seed = 5934,
  1139. # octaves = 5,
  1140. # persistence = 0.6,
  1141. # lacunarity = 2.0,
  1142. # flags = eased
  1143. # }
  1144. # Varies roughness of terrain.
  1145. # Defines the 'persistence' value for terrain_base and terrain_alt noises.
  1146. # type: noise_params_2d
  1147. # mgv7_np_terrain_persist = {
  1148. # offset = 0.6,
  1149. # scale = 0.1,
  1150. # spread = (2000, 2000, 2000),
  1151. # seed = 539,
  1152. # octaves = 3,
  1153. # persistence = 0.6,
  1154. # lacunarity = 2.0,
  1155. # flags = eased
  1156. # }
  1157. # Defines distribution of higher terrain and steepness of cliffs.
  1158. # type: noise_params_2d
  1159. # mgv7_np_height_select = {
  1160. # offset = -8,
  1161. # scale = 16,
  1162. # spread = (500, 500, 500),
  1163. # seed = 4213,
  1164. # octaves = 6,
  1165. # persistence = 0.7,
  1166. # lacunarity = 2.0,
  1167. # flags = eased
  1168. # }
  1169. # Variation of biome filler depth.
  1170. # type: noise_params_2d
  1171. # mgv7_np_filler_depth = {
  1172. # offset = 0,
  1173. # scale = 1.2,
  1174. # spread = (150, 150, 150),
  1175. # seed = 261,
  1176. # octaves = 3,
  1177. # persistence = 0.7,
  1178. # lacunarity = 2.0,
  1179. # flags = eased
  1180. # }
  1181. # Variation of maximum mountain height (in nodes).
  1182. # type: noise_params_2d
  1183. # mgv7_np_mount_height = {
  1184. # offset = 256,
  1185. # scale = 112,
  1186. # spread = (1000, 1000, 1000),
  1187. # seed = 72449,
  1188. # octaves = 3,
  1189. # persistence = 0.6,
  1190. # lacunarity = 2.0,
  1191. # flags = eased
  1192. # }
  1193. # Defines large-scale river channel structure.
  1194. # type: noise_params_2d
  1195. # mgv7_np_ridge_uwater = {
  1196. # offset = 0,
  1197. # scale = 1,
  1198. # spread = (1000, 1000, 1000),
  1199. # seed = 85039,
  1200. # octaves = 5,
  1201. # persistence = 0.6,
  1202. # lacunarity = 2.0,
  1203. # flags = eased
  1204. # }
  1205. # 3D noise defining mountain structure and height.
  1206. # Also defines structure of floatland mountain terrain.
  1207. # type: noise_params_3d
  1208. # mgv7_np_mountain = {
  1209. # offset = -0.6,
  1210. # scale = 1,
  1211. # spread = (250, 350, 250),
  1212. # seed = 5333,
  1213. # octaves = 5,
  1214. # persistence = 0.63,
  1215. # lacunarity = 2.0,
  1216. # flags =
  1217. # }
  1218. # 3D noise defining structure of river canyon walls.
  1219. # type: noise_params_3d
  1220. # mgv7_np_ridge = {
  1221. # offset = 0,
  1222. # scale = 1,
  1223. # spread = (100, 100, 100),
  1224. # seed = 6467,
  1225. # octaves = 4,
  1226. # persistence = 0.75,
  1227. # lacunarity = 2.0,
  1228. # flags =
  1229. # }
  1230. # 3D noise defining structure of floatlands.
  1231. # If altered from the default, the noise 'scale' (0.7 by default) may need
  1232. # to be adjusted, as floatland tapering functions best when this noise has
  1233. # a value range of approximately -2.0 to 2.0.
  1234. # type: noise_params_3d
  1235. # mgv7_np_floatland = {
  1236. # offset = 0,
  1237. # scale = 0.7,
  1238. # spread = (384, 96, 384),
  1239. # seed = 1009,
  1240. # octaves = 4,
  1241. # persistence = 0.75,
  1242. # lacunarity = 1.618,
  1243. # flags =
  1244. # }
  1245. # 3D noise defining giant caverns.
  1246. # type: noise_params_3d
  1247. # mgv7_np_cavern = {
  1248. # offset = 0,
  1249. # scale = 1,
  1250. # spread = (384, 128, 384),
  1251. # seed = 723,
  1252. # octaves = 5,
  1253. # persistence = 0.63,
  1254. # lacunarity = 2.0,
  1255. # flags =
  1256. # }
  1257. # First of two 3D noises that together define tunnels.
  1258. # type: noise_params_3d
  1259. # mgv7_np_cave1 = {
  1260. # offset = 0,
  1261. # scale = 12,
  1262. # spread = (61, 61, 61),
  1263. # seed = 52534,
  1264. # octaves = 3,
  1265. # persistence = 0.5,
  1266. # lacunarity = 2.0,
  1267. # flags =
  1268. # }
  1269. # Second of two 3D noises that together define tunnels.
  1270. # type: noise_params_3d
  1271. # mgv7_np_cave2 = {
  1272. # offset = 0,
  1273. # scale = 12,
  1274. # spread = (67, 67, 67),
  1275. # seed = 10325,
  1276. # octaves = 3,
  1277. # persistence = 0.5,
  1278. # lacunarity = 2.0,
  1279. # flags =
  1280. # }
  1281. # 3D noise that determines number of dungeons per mapchunk.
  1282. # type: noise_params_3d
  1283. # mgv7_np_dungeons = {
  1284. # offset = 0.9,
  1285. # scale = 0.5,
  1286. # spread = (500, 500, 500),
  1287. # seed = 0,
  1288. # octaves = 2,
  1289. # persistence = 0.8,
  1290. # lacunarity = 2.0,
  1291. # flags =
  1292. # }
  1293. ## Mapgen Carpathian
  1294. # Map generation attributes specific to Mapgen Carpathian.
  1295. # type: flags possible values: caverns, rivers, nocaverns, norivers
  1296. # mgcarpathian_spflags = caverns,norivers
  1297. # Defines the base ground level.
  1298. # type: float
  1299. # mgcarpathian_base_level = 12.0
  1300. # Defines the width of the river channel.
  1301. # type: float
  1302. # mgcarpathian_river_width = 0.05
  1303. # Defines the depth of the river channel.
  1304. # type: float
  1305. # mgcarpathian_river_depth = 24.0
  1306. # Defines the width of the river valley.
  1307. # type: float
  1308. # mgcarpathian_valley_width = 0.25
  1309. # Controls width of tunnels, a smaller value creates wider tunnels.
  1310. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1311. # intensive noise calculations.
  1312. # type: float
  1313. # mgcarpathian_cave_width = 0.09
  1314. # Y of upper limit of large caves.
  1315. # type: int min: -31000 max: 31000
  1316. # mgcarpathian_large_cave_depth = -33
  1317. # Minimum limit of random number of small caves per mapchunk.
  1318. # type: int min: 0 max: 256
  1319. # mgcarpathian_small_cave_num_min = 0
  1320. # Maximum limit of random number of small caves per mapchunk.
  1321. # type: int min: 0 max: 256
  1322. # mgcarpathian_small_cave_num_max = 0
  1323. # Minimum limit of random number of large caves per mapchunk.
  1324. # type: int min: 0 max: 64
  1325. # mgcarpathian_large_cave_num_min = 0
  1326. # Maximum limit of random number of large caves per mapchunk.
  1327. # type: int min: 0 max: 64
  1328. # mgcarpathian_large_cave_num_max = 2
  1329. # Proportion of large caves that contain liquid.
  1330. # type: float min: 0 max: 1
  1331. # mgcarpathian_large_cave_flooded = 0.5
  1332. # Y-level of cavern upper limit.
  1333. # type: int min: -31000 max: 31000
  1334. # mgcarpathian_cavern_limit = -256
  1335. # Y-distance over which caverns expand to full size.
  1336. # type: int min: 0 max: 32767
  1337. # mgcarpathian_cavern_taper = 256
  1338. # Defines full size of caverns, smaller values create larger caverns.
  1339. # type: float
  1340. # mgcarpathian_cavern_threshold = 0.7
  1341. # Lower Y limit of dungeons.
  1342. # type: int min: -31000 max: 31000
  1343. # mgcarpathian_dungeon_ymin = -31000
  1344. # Upper Y limit of dungeons.
  1345. # type: int min: -31000 max: 31000
  1346. # mgcarpathian_dungeon_ymax = 31000
  1347. ### Noises
  1348. # Variation of biome filler depth.
  1349. # type: noise_params_2d
  1350. # mgcarpathian_np_filler_depth = {
  1351. # offset = 0,
  1352. # scale = 1,
  1353. # spread = (128, 128, 128),
  1354. # seed = 261,
  1355. # octaves = 3,
  1356. # persistence = 0.7,
  1357. # lacunarity = 2.0,
  1358. # flags = eased
  1359. # }
  1360. # First of 4 2D noises that together define hill/mountain range height.
  1361. # type: noise_params_2d
  1362. # mgcarpathian_np_height1 = {
  1363. # offset = 0,
  1364. # scale = 5,
  1365. # spread = (251, 251, 251),
  1366. # seed = 9613,
  1367. # octaves = 5,
  1368. # persistence = 0.5,
  1369. # lacunarity = 2.0,
  1370. # flags = eased
  1371. # }
  1372. # Second of 4 2D noises that together define hill/mountain range height.
  1373. # type: noise_params_2d
  1374. # mgcarpathian_np_height2 = {
  1375. # offset = 0,
  1376. # scale = 5,
  1377. # spread = (383, 383, 383),
  1378. # seed = 1949,
  1379. # octaves = 5,
  1380. # persistence = 0.5,
  1381. # lacunarity = 2.0,
  1382. # flags = eased
  1383. # }
  1384. # Third of 4 2D noises that together define hill/mountain range height.
  1385. # type: noise_params_2d
  1386. # mgcarpathian_np_height3 = {
  1387. # offset = 0,
  1388. # scale = 5,
  1389. # spread = (509, 509, 509),
  1390. # seed = 3211,
  1391. # octaves = 5,
  1392. # persistence = 0.5,
  1393. # lacunarity = 2.0,
  1394. # flags = eased
  1395. # }
  1396. # Fourth of 4 2D noises that together define hill/mountain range height.
  1397. # type: noise_params_2d
  1398. # mgcarpathian_np_height4 = {
  1399. # offset = 0,
  1400. # scale = 5,
  1401. # spread = (631, 631, 631),
  1402. # seed = 1583,
  1403. # octaves = 5,
  1404. # persistence = 0.5,
  1405. # lacunarity = 2.0,
  1406. # flags = eased
  1407. # }
  1408. # 2D noise that controls the size/occurrence of rolling hills.
  1409. # type: noise_params_2d
  1410. # mgcarpathian_np_hills_terrain = {
  1411. # offset = 1,
  1412. # scale = 1,
  1413. # spread = (1301, 1301, 1301),
  1414. # seed = 1692,
  1415. # octaves = 3,
  1416. # persistence = 0.5,
  1417. # lacunarity = 2.0,
  1418. # flags = eased
  1419. # }
  1420. # 2D noise that controls the size/occurrence of ridged mountain ranges.
  1421. # type: noise_params_2d
  1422. # mgcarpathian_np_ridge_terrain = {
  1423. # offset = 1,
  1424. # scale = 1,
  1425. # spread = (1889, 1889, 1889),
  1426. # seed = 3568,
  1427. # octaves = 3,
  1428. # persistence = 0.5,
  1429. # lacunarity = 2.0,
  1430. # flags = eased
  1431. # }
  1432. # 2D noise that controls the size/occurrence of step mountain ranges.
  1433. # type: noise_params_2d
  1434. # mgcarpathian_np_step_terrain = {
  1435. # offset = 1,
  1436. # scale = 1,
  1437. # spread = (1889, 1889, 1889),
  1438. # seed = 4157,
  1439. # octaves = 3,
  1440. # persistence = 0.5,
  1441. # lacunarity = 2.0,
  1442. # flags = eased
  1443. # }
  1444. # 2D noise that controls the shape/size of rolling hills.
  1445. # type: noise_params_2d
  1446. # mgcarpathian_np_hills = {
  1447. # offset = 0,
  1448. # scale = 3,
  1449. # spread = (257, 257, 257),
  1450. # seed = 6604,
  1451. # octaves = 6,
  1452. # persistence = 0.5,
  1453. # lacunarity = 2.0,
  1454. # flags = eased
  1455. # }
  1456. # 2D noise that controls the shape/size of ridged mountains.
  1457. # type: noise_params_2d
  1458. # mgcarpathian_np_ridge_mnt = {
  1459. # offset = 0,
  1460. # scale = 12,
  1461. # spread = (743, 743, 743),
  1462. # seed = 5520,
  1463. # octaves = 6,
  1464. # persistence = 0.7,
  1465. # lacunarity = 2.0,
  1466. # flags = eased
  1467. # }
  1468. # 2D noise that controls the shape/size of step mountains.
  1469. # type: noise_params_2d
  1470. # mgcarpathian_np_step_mnt = {
  1471. # offset = 0,
  1472. # scale = 8,
  1473. # spread = (509, 509, 509),
  1474. # seed = 2590,
  1475. # octaves = 6,
  1476. # persistence = 0.6,
  1477. # lacunarity = 2.0,
  1478. # flags = eased
  1479. # }
  1480. # 2D noise that locates the river valleys and channels.
  1481. # type: noise_params_2d
  1482. # mgcarpathian_np_rivers = {
  1483. # offset = 0,
  1484. # scale = 1,
  1485. # spread = (1000, 1000, 1000),
  1486. # seed = 85039,
  1487. # octaves = 5,
  1488. # persistence = 0.6,
  1489. # lacunarity = 2.0,
  1490. # flags = eased
  1491. # }
  1492. # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
  1493. # type: noise_params_3d
  1494. # mgcarpathian_np_mnt_var = {
  1495. # offset = 0,
  1496. # scale = 1,
  1497. # spread = (499, 499, 499),
  1498. # seed = 2490,
  1499. # octaves = 5,
  1500. # persistence = 0.55,
  1501. # lacunarity = 2.0,
  1502. # flags =
  1503. # }
  1504. # First of two 3D noises that together define tunnels.
  1505. # type: noise_params_3d
  1506. # mgcarpathian_np_cave1 = {
  1507. # offset = 0,
  1508. # scale = 12,
  1509. # spread = (61, 61, 61),
  1510. # seed = 52534,
  1511. # octaves = 3,
  1512. # persistence = 0.5,
  1513. # lacunarity = 2.0,
  1514. # flags =
  1515. # }
  1516. # Second of two 3D noises that together define tunnels.
  1517. # type: noise_params_3d
  1518. # mgcarpathian_np_cave2 = {
  1519. # offset = 0,
  1520. # scale = 12,
  1521. # spread = (67, 67, 67),
  1522. # seed = 10325,
  1523. # octaves = 3,
  1524. # persistence = 0.5,
  1525. # lacunarity = 2.0,
  1526. # flags =
  1527. # }
  1528. # 3D noise defining giant caverns.
  1529. # type: noise_params_3d
  1530. # mgcarpathian_np_cavern = {
  1531. # offset = 0,
  1532. # scale = 1,
  1533. # spread = (384, 128, 384),
  1534. # seed = 723,
  1535. # octaves = 5,
  1536. # persistence = 0.63,
  1537. # lacunarity = 2.0,
  1538. # flags =
  1539. # }
  1540. # 3D noise that determines number of dungeons per mapchunk.
  1541. # type: noise_params_3d
  1542. # mgcarpathian_np_dungeons = {
  1543. # offset = 0.9,
  1544. # scale = 0.5,
  1545. # spread = (500, 500, 500),
  1546. # seed = 0,
  1547. # octaves = 2,
  1548. # persistence = 0.8,
  1549. # lacunarity = 2.0,
  1550. # flags =
  1551. # }
  1552. ## Mapgen Flat
  1553. # Map generation attributes specific to Mapgen Flat.
  1554. # Occasional lakes and hills can be added to the flat world.
  1555. # type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns
  1556. # mgflat_spflags = nolakes,nohills,nocaverns
  1557. # Y of flat ground.
  1558. # type: int min: -31000 max: 31000
  1559. # mgflat_ground_level = 8
  1560. # Y of upper limit of large caves.
  1561. # type: int min: -31000 max: 31000
  1562. # mgflat_large_cave_depth = -33
  1563. # Minimum limit of random number of small caves per mapchunk.
  1564. # type: int min: 0 max: 256
  1565. # mgflat_small_cave_num_min = 0
  1566. # Maximum limit of random number of small caves per mapchunk.
  1567. # type: int min: 0 max: 256
  1568. # mgflat_small_cave_num_max = 0
  1569. # Minimum limit of random number of large caves per mapchunk.
  1570. # type: int min: 0 max: 64
  1571. # mgflat_large_cave_num_min = 0
  1572. # Maximum limit of random number of large caves per mapchunk.
  1573. # type: int min: 0 max: 64
  1574. # mgflat_large_cave_num_max = 2
  1575. # Proportion of large caves that contain liquid.
  1576. # type: float min: 0 max: 1
  1577. # mgflat_large_cave_flooded = 0.5
  1578. # Controls width of tunnels, a smaller value creates wider tunnels.
  1579. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1580. # intensive noise calculations.
  1581. # type: float
  1582. # mgflat_cave_width = 0.09
  1583. # Terrain noise threshold for lakes.
  1584. # Controls proportion of world area covered by lakes.
  1585. # Adjust towards 0.0 for a larger proportion.
  1586. # type: float
  1587. # mgflat_lake_threshold = -0.45
  1588. # Controls steepness/depth of lake depressions.
  1589. # type: float
  1590. # mgflat_lake_steepness = 48.0
  1591. # Terrain noise threshold for hills.
  1592. # Controls proportion of world area covered by hills.
  1593. # Adjust towards 0.0 for a larger proportion.
  1594. # type: float
  1595. # mgflat_hill_threshold = 0.45
  1596. # Controls steepness/height of hills.
  1597. # type: float
  1598. # mgflat_hill_steepness = 64.0
  1599. # Y-level of cavern upper limit.
  1600. # type: int min: -31000 max: 31000
  1601. # mgflat_cavern_limit = -256
  1602. # Y-distance over which caverns expand to full size.
  1603. # type: int min: 0 max: 32767
  1604. # mgflat_cavern_taper = 256
  1605. # Defines full size of caverns, smaller values create larger caverns.
  1606. # type: float
  1607. # mgflat_cavern_threshold = 0.7
  1608. # Lower Y limit of dungeons.
  1609. # type: int min: -31000 max: 31000
  1610. # mgflat_dungeon_ymin = -31000
  1611. # Upper Y limit of dungeons.
  1612. # type: int min: -31000 max: 31000
  1613. # mgflat_dungeon_ymax = 31000
  1614. ### Noises
  1615. # Defines location and terrain of optional hills and lakes.
  1616. # type: noise_params_2d
  1617. # mgflat_np_terrain = {
  1618. # offset = 0,
  1619. # scale = 1,
  1620. # spread = (600, 600, 600),
  1621. # seed = 7244,
  1622. # octaves = 5,
  1623. # persistence = 0.6,
  1624. # lacunarity = 2.0,
  1625. # flags = eased
  1626. # }
  1627. # Variation of biome filler depth.
  1628. # type: noise_params_2d
  1629. # mgflat_np_filler_depth = {
  1630. # offset = 0,
  1631. # scale = 1.2,
  1632. # spread = (150, 150, 150),
  1633. # seed = 261,
  1634. # octaves = 3,
  1635. # persistence = 0.7,
  1636. # lacunarity = 2.0,
  1637. # flags = eased
  1638. # }
  1639. # First of two 3D noises that together define tunnels.
  1640. # type: noise_params_3d
  1641. # mgflat_np_cave1 = {
  1642. # offset = 0,
  1643. # scale = 12,
  1644. # spread = (61, 61, 61),
  1645. # seed = 52534,
  1646. # octaves = 3,
  1647. # persistence = 0.5,
  1648. # lacunarity = 2.0,
  1649. # flags =
  1650. # }
  1651. # Second of two 3D noises that together define tunnels.
  1652. # type: noise_params_3d
  1653. # mgflat_np_cave2 = {
  1654. # offset = 0,
  1655. # scale = 12,
  1656. # spread = (67, 67, 67),
  1657. # seed = 10325,
  1658. # octaves = 3,
  1659. # persistence = 0.5,
  1660. # lacunarity = 2.0,
  1661. # flags =
  1662. # }
  1663. # 3D noise defining giant caverns.
  1664. # type: noise_params_3d
  1665. # mgflat_np_cavern = {
  1666. # offset = 0,
  1667. # scale = 1,
  1668. # spread = (384, 128, 384),
  1669. # seed = 723,
  1670. # octaves = 5,
  1671. # persistence = 0.63,
  1672. # lacunarity = 2.0,
  1673. # flags =
  1674. # }
  1675. # 3D noise that determines number of dungeons per mapchunk.
  1676. # type: noise_params_3d
  1677. # mgflat_np_dungeons = {
  1678. # offset = 0.9,
  1679. # scale = 0.5,
  1680. # spread = (500, 500, 500),
  1681. # seed = 0,
  1682. # octaves = 2,
  1683. # persistence = 0.8,
  1684. # lacunarity = 2.0,
  1685. # flags =
  1686. # }
  1687. ## Mapgen Fractal
  1688. # Map generation attributes specific to Mapgen Fractal.
  1689. # 'terrain' enables the generation of non-fractal terrain:
  1690. # ocean, islands and underground.
  1691. # type: flags possible values: terrain, noterrain
  1692. # mgfractal_spflags = terrain
  1693. # Controls width of tunnels, a smaller value creates wider tunnels.
  1694. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1695. # intensive noise calculations.
  1696. # type: float
  1697. # mgfractal_cave_width = 0.09
  1698. # Y of upper limit of large caves.
  1699. # type: int min: -31000 max: 31000
  1700. # mgfractal_large_cave_depth = -33
  1701. # Minimum limit of random number of small caves per mapchunk.
  1702. # type: int min: 0 max: 256
  1703. # mgfractal_small_cave_num_min = 0
  1704. # Maximum limit of random number of small caves per mapchunk.
  1705. # type: int min: 0 max: 256
  1706. # mgfractal_small_cave_num_max = 0
  1707. # Minimum limit of random number of large caves per mapchunk.
  1708. # type: int min: 0 max: 64
  1709. # mgfractal_large_cave_num_min = 0
  1710. # Maximum limit of random number of large caves per mapchunk.
  1711. # type: int min: 0 max: 64
  1712. # mgfractal_large_cave_num_max = 2
  1713. # Proportion of large caves that contain liquid.
  1714. # type: float min: 0 max: 1
  1715. # mgfractal_large_cave_flooded = 0.5
  1716. # Lower Y limit of dungeons.
  1717. # type: int min: -31000 max: 31000
  1718. # mgfractal_dungeon_ymin = -31000
  1719. # Upper Y limit of dungeons.
  1720. # type: int min: -31000 max: 31000
  1721. # mgfractal_dungeon_ymax = 31000
  1722. # Selects one of 18 fractal types.
  1723. # 1 = 4D "Roundy" Mandelbrot set.
  1724. # 2 = 4D "Roundy" Julia set.
  1725. # 3 = 4D "Squarry" Mandelbrot set.
  1726. # 4 = 4D "Squarry" Julia set.
  1727. # 5 = 4D "Mandy Cousin" Mandelbrot set.
  1728. # 6 = 4D "Mandy Cousin" Julia set.
  1729. # 7 = 4D "Variation" Mandelbrot set.
  1730. # 8 = 4D "Variation" Julia set.
  1731. # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
  1732. # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
  1733. # 11 = 3D "Christmas Tree" Mandelbrot set.
  1734. # 12 = 3D "Christmas Tree" Julia set.
  1735. # 13 = 3D "Mandelbulb" Mandelbrot set.
  1736. # 14 = 3D "Mandelbulb" Julia set.
  1737. # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
  1738. # 16 = 3D "Cosine Mandelbulb" Julia set.
  1739. # 17 = 4D "Mandelbulb" Mandelbrot set.
  1740. # 18 = 4D "Mandelbulb" Julia set.
  1741. # type: int min: 1 max: 18
  1742. # mgfractal_fractal = 1
  1743. # Iterations of the recursive function.
  1744. # Increasing this increases the amount of fine detail, but also
  1745. # increases processing load.
  1746. # At iterations = 20 this mapgen has a similar load to mapgen V7.
  1747. # type: int min: 1 max: 65535
  1748. # mgfractal_iterations = 11
  1749. # (X,Y,Z) scale of fractal in nodes.
  1750. # Actual fractal size will be 2 to 3 times larger.
  1751. # These numbers can be made very large, the fractal does
  1752. # not have to fit inside the world.
  1753. # Increase these to 'zoom' into the detail of the fractal.
  1754. # Default is for a vertically-squashed shape suitable for
  1755. # an island, set all 3 numbers equal for the raw shape.
  1756. # type: v3f
  1757. # mgfractal_scale = (4096.0, 1024.0, 4096.0)
  1758. # (X,Y,Z) offset of fractal from world center in units of 'scale'.
  1759. # Can be used to move a desired point to (0, 0) to create a
  1760. # suitable spawn point, or to allow 'zooming in' on a desired
  1761. # point by increasing 'scale'.
  1762. # The default is tuned for a suitable spawn point for Mandelbrot
  1763. # sets with default parameters, it may need altering in other
  1764. # situations.
  1765. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
  1766. # type: v3f
  1767. # mgfractal_offset = (1.79, 0.0, 0.0)
  1768. # W coordinate of the generated 3D slice of a 4D fractal.
  1769. # Determines which 3D slice of the 4D shape is generated.
  1770. # Alters the shape of the fractal.
  1771. # Has no effect on 3D fractals.
  1772. # Range roughly -2 to 2.
  1773. # type: float
  1774. # mgfractal_slice_w = 0.0
  1775. # Julia set only.
  1776. # X component of hypercomplex constant.
  1777. # Alters the shape of the fractal.
  1778. # Range roughly -2 to 2.
  1779. # type: float
  1780. # mgfractal_julia_x = 0.33
  1781. # Julia set only.
  1782. # Y component of hypercomplex constant.
  1783. # Alters the shape of the fractal.
  1784. # Range roughly -2 to 2.
  1785. # type: float
  1786. # mgfractal_julia_y = 0.33
  1787. # Julia set only.
  1788. # Z component of hypercomplex constant.
  1789. # Alters the shape of the fractal.
  1790. # Range roughly -2 to 2.
  1791. # type: float
  1792. # mgfractal_julia_z = 0.33
  1793. # Julia set only.
  1794. # W component of hypercomplex constant.
  1795. # Alters the shape of the fractal.
  1796. # Has no effect on 3D fractals.
  1797. # Range roughly -2 to 2.
  1798. # type: float
  1799. # mgfractal_julia_w = 0.33
  1800. ### Noises
  1801. # Y-level of seabed.
  1802. # type: noise_params_2d
  1803. # mgfractal_np_seabed = {
  1804. # offset = -14,
  1805. # scale = 9,
  1806. # spread = (600, 600, 600),
  1807. # seed = 41900,
  1808. # octaves = 5,
  1809. # persistence = 0.6,
  1810. # lacunarity = 2.0,
  1811. # flags = eased
  1812. # }
  1813. # Variation of biome filler depth.
  1814. # type: noise_params_2d
  1815. # mgfractal_np_filler_depth = {
  1816. # offset = 0,
  1817. # scale = 1.2,
  1818. # spread = (150, 150, 150),
  1819. # seed = 261,
  1820. # octaves = 3,
  1821. # persistence = 0.7,
  1822. # lacunarity = 2.0,
  1823. # flags = eased
  1824. # }
  1825. # First of two 3D noises that together define tunnels.
  1826. # type: noise_params_3d
  1827. # mgfractal_np_cave1 = {
  1828. # offset = 0,
  1829. # scale = 12,
  1830. # spread = (61, 61, 61),
  1831. # seed = 52534,
  1832. # octaves = 3,
  1833. # persistence = 0.5,
  1834. # lacunarity = 2.0,
  1835. # flags =
  1836. # }
  1837. # Second of two 3D noises that together define tunnels.
  1838. # type: noise_params_3d
  1839. # mgfractal_np_cave2 = {
  1840. # offset = 0,
  1841. # scale = 12,
  1842. # spread = (67, 67, 67),
  1843. # seed = 10325,
  1844. # octaves = 3,
  1845. # persistence = 0.5,
  1846. # lacunarity = 2.0,
  1847. # flags =
  1848. # }
  1849. # 3D noise that determines number of dungeons per mapchunk.
  1850. # type: noise_params_3d
  1851. # mgfractal_np_dungeons = {
  1852. # offset = 0.9,
  1853. # scale = 0.5,
  1854. # spread = (500, 500, 500),
  1855. # seed = 0,
  1856. # octaves = 2,
  1857. # persistence = 0.8,
  1858. # lacunarity = 2.0,
  1859. # flags =
  1860. # }
  1861. ## Mapgen Valleys
  1862. # Map generation attributes specific to Mapgen Valleys.
  1863. # 'altitude_chill': Reduces heat with altitude.
  1864. # 'humid_rivers': Increases humidity around rivers.
  1865. # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
  1866. # to become shallower and occasionally dry.
  1867. # 'altitude_dry': Reduces humidity with altitude.
  1868. # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
  1869. # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
  1870. # The vertical distance over which heat drops by 20 if 'altitude_chill' is
  1871. # enabled. Also the vertical distance over which humidity drops by 10 if
  1872. # 'altitude_dry' is enabled.
  1873. # type: int min: 0 max: 65535
  1874. # mgvalleys_altitude_chill = 90
  1875. # Depth below which you'll find large caves.
  1876. # type: int min: -31000 max: 31000
  1877. # mgvalleys_large_cave_depth = -33
  1878. # Minimum limit of random number of small caves per mapchunk.
  1879. # type: int min: 0 max: 256
  1880. # mgvalleys_small_cave_num_min = 0
  1881. # Maximum limit of random number of small caves per mapchunk.
  1882. # type: int min: 0 max: 256
  1883. # mgvalleys_small_cave_num_max = 0
  1884. # Minimum limit of random number of large caves per mapchunk.
  1885. # type: int min: 0 max: 64
  1886. # mgvalleys_large_cave_num_min = 0
  1887. # Maximum limit of random number of large caves per mapchunk.
  1888. # type: int min: 0 max: 64
  1889. # mgvalleys_large_cave_num_max = 2
  1890. # Proportion of large caves that contain liquid.
  1891. # type: float min: 0 max: 1
  1892. # mgvalleys_large_cave_flooded = 0.5
  1893. # Depth below which you'll find giant caverns.
  1894. # type: int min: -31000 max: 31000
  1895. # mgvalleys_cavern_limit = -256
  1896. # Y-distance over which caverns expand to full size.
  1897. # type: int min: 0 max: 32767
  1898. # mgvalleys_cavern_taper = 192
  1899. # Defines full size of caverns, smaller values create larger caverns.
  1900. # type: float
  1901. # mgvalleys_cavern_threshold = 0.6
  1902. # How deep to make rivers.
  1903. # type: int min: 0 max: 65535
  1904. # mgvalleys_river_depth = 4
  1905. # How wide to make rivers.
  1906. # type: int min: 0 max: 65535
  1907. # mgvalleys_river_size = 5
  1908. # Controls width of tunnels, a smaller value creates wider tunnels.
  1909. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1910. # intensive noise calculations.
  1911. # type: float
  1912. # mgvalleys_cave_width = 0.09
  1913. # Lower Y limit of dungeons.
  1914. # type: int min: -31000 max: 31000
  1915. # mgvalleys_dungeon_ymin = -31000
  1916. # Upper Y limit of dungeons.
  1917. # type: int min: -31000 max: 31000
  1918. # mgvalleys_dungeon_ymax = 63
  1919. ### Noises
  1920. # First of two 3D noises that together define tunnels.
  1921. # type: noise_params_3d
  1922. # mgvalleys_np_cave1 = {
  1923. # offset = 0,
  1924. # scale = 12,
  1925. # spread = (61, 61, 61),
  1926. # seed = 52534,
  1927. # octaves = 3,
  1928. # persistence = 0.5,
  1929. # lacunarity = 2.0,
  1930. # flags =
  1931. # }
  1932. # Second of two 3D noises that together define tunnels.
  1933. # type: noise_params_3d
  1934. # mgvalleys_np_cave2 = {
  1935. # offset = 0,
  1936. # scale = 12,
  1937. # spread = (67, 67, 67),
  1938. # seed = 10325,
  1939. # octaves = 3,
  1940. # persistence = 0.5,
  1941. # lacunarity = 2.0,
  1942. # flags =
  1943. # }
  1944. # The depth of dirt or other biome filler node.
  1945. # type: noise_params_2d
  1946. # mgvalleys_np_filler_depth = {
  1947. # offset = 0,
  1948. # scale = 1.2,
  1949. # spread = (256, 256, 256),
  1950. # seed = 1605,
  1951. # octaves = 3,
  1952. # persistence = 0.5,
  1953. # lacunarity = 2.0,
  1954. # flags = eased
  1955. # }
  1956. # 3D noise defining giant caverns.
  1957. # type: noise_params_3d
  1958. # mgvalleys_np_cavern = {
  1959. # offset = 0,
  1960. # scale = 1,
  1961. # spread = (768, 256, 768),
  1962. # seed = 59033,
  1963. # octaves = 6,
  1964. # persistence = 0.63,
  1965. # lacunarity = 2.0,
  1966. # flags =
  1967. # }
  1968. # Defines large-scale river channel structure.
  1969. # type: noise_params_2d
  1970. # mgvalleys_np_rivers = {
  1971. # offset = 0,
  1972. # scale = 1,
  1973. # spread = (256, 256, 256),
  1974. # seed = -6050,
  1975. # octaves = 5,
  1976. # persistence = 0.6,
  1977. # lacunarity = 2.0,
  1978. # flags = eased
  1979. # }
  1980. # Base terrain height.
  1981. # type: noise_params_2d
  1982. # mgvalleys_np_terrain_height = {
  1983. # offset = -10,
  1984. # scale = 50,
  1985. # spread = (1024, 1024, 1024),
  1986. # seed = 5202,
  1987. # octaves = 6,
  1988. # persistence = 0.4,
  1989. # lacunarity = 2.0,
  1990. # flags = eased
  1991. # }
  1992. # Raises terrain to make valleys around the rivers.
  1993. # type: noise_params_2d
  1994. # mgvalleys_np_valley_depth = {
  1995. # offset = 5,
  1996. # scale = 4,
  1997. # spread = (512, 512, 512),
  1998. # seed = -1914,
  1999. # octaves = 1,
  2000. # persistence = 1.0,
  2001. # lacunarity = 2.0,
  2002. # flags = eased
  2003. # }
  2004. # Slope and fill work together to modify the heights.
  2005. # type: noise_params_3d
  2006. # mgvalleys_np_inter_valley_fill = {
  2007. # offset = 0,
  2008. # scale = 1,
  2009. # spread = (256, 512, 256),
  2010. # seed = 1993,
  2011. # octaves = 6,
  2012. # persistence = 0.8,
  2013. # lacunarity = 2.0,
  2014. # flags =
  2015. # }
  2016. # Amplifies the valleys.
  2017. # type: noise_params_2d
  2018. # mgvalleys_np_valley_profile = {
  2019. # offset = 0.6,
  2020. # scale = 0.5,
  2021. # spread = (512, 512, 512),
  2022. # seed = 777,
  2023. # octaves = 1,
  2024. # persistence = 1.0,
  2025. # lacunarity = 2.0,
  2026. # flags = eased
  2027. # }
  2028. # Slope and fill work together to modify the heights.
  2029. # type: noise_params_2d
  2030. # mgvalleys_np_inter_valley_slope = {
  2031. # offset = 0.5,
  2032. # scale = 0.5,
  2033. # spread = (128, 128, 128),
  2034. # seed = 746,
  2035. # octaves = 1,
  2036. # persistence = 1.0,
  2037. # lacunarity = 2.0,
  2038. # flags = eased
  2039. # }
  2040. # 3D noise that determines number of dungeons per mapchunk.
  2041. # type: noise_params_3d
  2042. # mgvalleys_np_dungeons = {
  2043. # offset = 0.9,
  2044. # scale = 0.5,
  2045. # spread = (500, 500, 500),
  2046. # seed = 0,
  2047. # octaves = 2,
  2048. # persistence = 0.8,
  2049. # lacunarity = 2.0,
  2050. # flags =
  2051. # }
  2052. #
  2053. # Advanced
  2054. #
  2055. ## Developer Options
  2056. # Enable Lua modding support on client.
  2057. # This support is experimental and API can change.
  2058. # type: bool
  2059. # enable_client_modding = false
  2060. # Replaces the default main menu with a custom one.
  2061. # type: string
  2062. # main_menu_script =
  2063. ### Mod Security
  2064. # Prevent mods from doing insecure things like running shell commands.
  2065. # type: bool
  2066. # secure.enable_security = true
  2067. # Comma-separated list of trusted mods that are allowed to access insecure
  2068. # functions even when mod security is on (via request_insecure_environment()).
  2069. # type: string
  2070. # secure.trusted_mods =
  2071. # Comma-separated list of mods that are allowed to access HTTP APIs, which
  2072. # allow them to upload and download data to/from the internet.
  2073. # type: string
  2074. # secure.http_mods =
  2075. ### Debugging
  2076. # Level of logging to be written to debug.txt:
  2077. # - <nothing> (no logging)
  2078. # - none (messages with no level)
  2079. # - error
  2080. # - warning
  2081. # - action
  2082. # - info
  2083. # - verbose
  2084. # - trace
  2085. # type: enum values: , none, error, warning, action, info, verbose, trace
  2086. # debug_log_level = action
  2087. # If the file size of debug.txt exceeds the number of megabytes specified in
  2088. # this setting when it is opened, the file is moved to debug.txt.1,
  2089. # deleting an older debug.txt.1 if it exists.
  2090. # debug.txt is only moved if this setting is positive.
  2091. # type: int min: 1
  2092. # debug_log_size_max = 50
  2093. # Minimal level of logging to be written to chat.
  2094. # type: enum values: , none, error, warning, action, info, verbose, trace
  2095. # chat_log_level = error
  2096. # Handling for deprecated Lua API calls:
  2097. # - none: Do not log deprecated calls
  2098. # - log: mimic and log backtrace of deprecated call (default).
  2099. # - error: abort on usage of deprecated call (suggested for mod developers).
  2100. # type: enum values: none, log, error
  2101. # deprecated_lua_api_handling = log
  2102. # Enable random user input (only used for testing).
  2103. # type: bool
  2104. # random_input = false
  2105. # Enable mod channels support.
  2106. # type: bool
  2107. # enable_mod_channels = false
  2108. ### Mod Profiler
  2109. # Load the game profiler to collect game profiling data.
  2110. # Provides a /profiler command to access the compiled profile.
  2111. # Useful for mod developers and server operators.
  2112. # type: bool
  2113. # profiler.load = false
  2114. # The default format in which profiles are being saved,
  2115. # when calling `/profiler save [format]` without format.
  2116. # type: enum values: txt, csv, lua, json, json_pretty
  2117. # profiler.default_report_format = txt
  2118. # The file path relative to your worldpath in which profiles will be saved to.
  2119. # type: string
  2120. # profiler.report_path = ""
  2121. # Instrument the methods of entities on registration.
  2122. # type: bool
  2123. # instrument.entity = true
  2124. # Instrument the action function of Active Block Modifiers on registration.
  2125. # type: bool
  2126. # instrument.abm = true
  2127. # Instrument the action function of Loading Block Modifiers on registration.
  2128. # type: bool
  2129. # instrument.lbm = true
  2130. # Instrument chat commands on registration.
  2131. # type: bool
  2132. # instrument.chatcommand = true
  2133. # Instrument global callback functions on registration.
  2134. # (anything you pass to a minetest.register_*() function)
  2135. # type: bool
  2136. # instrument.global_callback = true
  2137. # Instrument builtin.
  2138. # This is usually only needed by core/builtin contributors
  2139. # type: bool
  2140. # instrument.builtin = false
  2141. # Have the profiler instrument itself:
  2142. # * Instrument an empty function.
  2143. # This estimates the overhead, that instrumentation is adding (+1 function call).
  2144. # * Instrument the sampler being used to update the statistics.
  2145. # type: bool
  2146. # instrument.profiler = false
  2147. ### Engine profiler
  2148. # Print the engine's profiling data in regular intervals (in seconds).
  2149. # 0 = disable. Useful for developers.
  2150. # type: int min: 0
  2151. # profiler_print_interval = 0
  2152. ## Advanced
  2153. # Enable IPv6 support (for both client and server).
  2154. # Required for IPv6 connections to work at all.
  2155. # type: bool
  2156. # enable_ipv6 = true
  2157. # If enabled, invalid world data won't cause the server to shut down.
  2158. # Only enable this if you know what you are doing.
  2159. # type: bool
  2160. # ignore_world_load_errors = false
  2161. ### Graphics
  2162. # Path to shader directory. If no path is defined, default location will be used.
  2163. # type: path
  2164. # shader_path =
  2165. # The rendering back-end.
  2166. # A restart is required after changing this.
  2167. # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
  2168. # On other platforms, OpenGL is recommended.
  2169. # Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
  2170. # type: enum values: opengl, ogles1, ogles2
  2171. # video_driver = opengl
  2172. # Distance in nodes at which transparency depth sorting is enabled
  2173. # Use this to limit the performance impact of transparency depth sorting
  2174. # type: int min: 0 max: 128
  2175. # transparency_sorting_distance = 16
  2176. # Enable vertex buffer objects.
  2177. # This should greatly improve graphics performance.
  2178. # type: bool
  2179. # enable_vbo = true
  2180. # Radius of cloud area stated in number of 64 node cloud squares.
  2181. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
  2182. # type: int min: 1 max: 62
  2183. # cloud_radius = 12
  2184. # Whether node texture animations should be desynchronized per mapblock.
  2185. # type: bool
  2186. # desynchronize_mapblock_texture_animation = true
  2187. # Enables caching of facedir rotated meshes.
  2188. # type: bool
  2189. # enable_mesh_cache = false
  2190. # Delay between mesh updates on the client in ms. Increasing this will slow
  2191. # down the rate of mesh updates, thus reducing jitter on slower clients.
  2192. # type: int min: 0 max: 50
  2193. # mesh_generation_interval = 0
  2194. # Size of the MapBlock cache of the mesh generator. Increasing this will
  2195. # increase the cache hit %, reducing the data being copied from the main
  2196. # thread, thus reducing jitter.
  2197. # type: int min: 0 max: 1000
  2198. # meshgen_block_cache_size = 20
  2199. # True = 256
  2200. # False = 128
  2201. # Usable to make minimap smoother on slower machines.
  2202. # type: bool
  2203. # minimap_double_scan_height = true
  2204. # Textures on a node may be aligned either to the node or to the world.
  2205. # The former mode suits better things like machines, furniture, etc., while
  2206. # the latter makes stairs and microblocks fit surroundings better.
  2207. # However, as this possibility is new, thus may not be used by older servers,
  2208. # this option allows enforcing it for certain node types. Note though that
  2209. # that is considered EXPERIMENTAL and may not work properly.
  2210. # type: enum values: disable, enable, force_solid, force_nodebox
  2211. # world_aligned_mode = enable
  2212. # World-aligned textures may be scaled to span several nodes. However,
  2213. # the server may not send the scale you want, especially if you use
  2214. # a specially-designed texture pack; with this option, the client tries
  2215. # to determine the scale automatically basing on the texture size.
  2216. # See also texture_min_size.
  2217. # Warning: This option is EXPERIMENTAL!
  2218. # type: enum values: disable, enable, force
  2219. # autoscale_mode = disable
  2220. ### Font
  2221. # type: bool
  2222. # font_bold = false
  2223. # type: bool
  2224. # font_italic = false
  2225. # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
  2226. # type: int min: 0 max: 65535
  2227. # font_shadow = 1
  2228. # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
  2229. # type: int min: 0 max: 255
  2230. # font_shadow_alpha = 127
  2231. # Font size of the default font where 1 unit = 1 pixel at 96 DPI
  2232. # type: int min: 5 max: 72
  2233. # font_size = 16
  2234. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  2235. # with this font will always be divisible by this value, in pixels. For instance,
  2236. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  2237. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  2238. # type: int min: 1
  2239. # font_size_divisible_by = 1
  2240. # Path to the default font. Must be a TrueType font.
  2241. # The fallback font will be used if the font cannot be loaded.
  2242. # type: filepath
  2243. # font_path = fonts/Arimo-Regular.ttf
  2244. # type: filepath
  2245. # font_path_bold = fonts/Arimo-Bold.ttf
  2246. # type: filepath
  2247. # font_path_italic = fonts/Arimo-Italic.ttf
  2248. # type: filepath
  2249. # font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
  2250. # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
  2251. # type: int min: 5 max: 72
  2252. # mono_font_size = 16
  2253. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  2254. # with this font will always be divisible by this value, in pixels. For instance,
  2255. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  2256. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  2257. # type: int min: 1
  2258. # mono_font_size_divisible_by = 1
  2259. # Path to the monospace font. Must be a TrueType font.
  2260. # This font is used for e.g. the console and profiler screen.
  2261. # type: filepath
  2262. # mono_font_path = fonts/Cousine-Regular.ttf
  2263. # type: filepath
  2264. # mono_font_path_bold = fonts/Cousine-Bold.ttf
  2265. # type: filepath
  2266. # mono_font_path_italic = fonts/Cousine-Italic.ttf
  2267. # type: filepath
  2268. # mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
  2269. # Path of the fallback font. Must be a TrueType font.
  2270. # This font will be used for certain languages or if the default font is unavailable.
  2271. # type: filepath
  2272. # fallback_font_path = fonts/DroidSansFallbackFull.ttf
  2273. ### Lighting
  2274. # Gradient of light curve at minimum light level.
  2275. # Controls the contrast of the lowest light levels.
  2276. # type: float min: 0 max: 3
  2277. # lighting_alpha = 0.0
  2278. # Gradient of light curve at maximum light level.
  2279. # Controls the contrast of the highest light levels.
  2280. # type: float min: 0 max: 3
  2281. # lighting_beta = 1.5
  2282. # Strength of light curve boost.
  2283. # The 3 'boost' parameters define a range of the light
  2284. # curve that is boosted in brightness.
  2285. # type: float min: 0 max: 0.4
  2286. # lighting_boost = 0.2
  2287. # Center of light curve boost range.
  2288. # Where 0.0 is minimum light level, 1.0 is maximum light level.
  2289. # type: float min: 0 max: 1
  2290. # lighting_boost_center = 0.5
  2291. # Spread of light curve boost range.
  2292. # Controls the width of the range to be boosted.
  2293. # Standard deviation of the light curve boost Gaussian.
  2294. # type: float min: 0 max: 0.4
  2295. # lighting_boost_spread = 0.2
  2296. ### Networking
  2297. # Prometheus listener address.
  2298. # If Minetest is compiled with ENABLE_PROMETHEUS option enabled,
  2299. # enable metrics listener for Prometheus on that address.
  2300. # Metrics can be fetched on http://127.0.0.1:30000/metrics
  2301. # type: string
  2302. # prometheus_listener_address = 127.0.0.1:30000
  2303. # Maximum size of the out chat queue.
  2304. # 0 to disable queueing and -1 to make the queue size unlimited.
  2305. # type: int min: -1 max: 32767
  2306. # max_out_chat_queue_size = 20
  2307. # Timeout for client to remove unused map data from memory, in seconds.
  2308. # type: float min: 0
  2309. # client_unload_unused_data_timeout = 600.0
  2310. # Maximum number of mapblocks for client to be kept in memory.
  2311. # Set to -1 for unlimited amount.
  2312. # type: int min: -1 max: 2147483647
  2313. # client_mapblock_limit = 7500
  2314. # Whether to show the client debug info (has the same effect as hitting F5).
  2315. # type: bool
  2316. # show_debug = false
  2317. # Maximum number of blocks that are simultaneously sent per client.
  2318. # The maximum total count is calculated dynamically:
  2319. # max_total = ceil((#clients + max_users) * per_client / 4)
  2320. # type: int min: 1 max: 4294967295
  2321. # max_simultaneous_block_sends_per_client = 40
  2322. # To reduce lag, block transfers are slowed down when a player is building something.
  2323. # This determines how long they are slowed down after placing or removing a node.
  2324. # type: float min: 0
  2325. # full_block_send_enable_min_time_from_building = 2.0
  2326. # Maximum number of packets sent per send step, if you have a slow connection
  2327. # try reducing it, but don't reduce it to a number below double of targeted
  2328. # client number.
  2329. # type: int min: 1 max: 65535
  2330. # max_packets_per_iteration = 1024
  2331. # Compression level to use when sending mapblocks to the client.
  2332. # -1 - use default compression level
  2333. # 0 - least compression, fastest
  2334. # 9 - best compression, slowest
  2335. # type: int min: -1 max: 9
  2336. # map_compression_level_net = -1
  2337. ### Server
  2338. # Format of player chat messages. The following strings are valid placeholders:
  2339. # @name, @message, @timestamp (optional)
  2340. # type: string
  2341. # chat_message_format = <@name> @message
  2342. # If the execution of a chat command takes longer than this specified time in
  2343. # seconds, add the time information to the chat command message
  2344. # type: float min: 0
  2345. # chatcommand_msg_time_threshold = 0.1
  2346. # A message to be displayed to all clients when the server shuts down.
  2347. # type: string
  2348. # kick_msg_shutdown = Server shutting down.
  2349. # A message to be displayed to all clients when the server crashes.
  2350. # type: string
  2351. # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
  2352. # Whether to ask clients to reconnect after a (Lua) crash.
  2353. # Set this to true if your server is set up to restart automatically.
  2354. # type: bool
  2355. # ask_reconnect_on_crash = false
  2356. ### Server/Env Performance
  2357. # Length of a server tick and the interval at which objects are generally updated over
  2358. # network, stated in seconds.
  2359. # type: float min: 0
  2360. # dedicated_server_step = 0.09
  2361. # Whether players are shown to clients without any range limit.
  2362. # Deprecated, use the setting player_transfer_distance instead.
  2363. # type: bool
  2364. # unlimited_player_transfer_distance = true
  2365. # Defines the maximal player transfer distance in blocks (0 = unlimited).
  2366. # type: int min: 0 max: 65535
  2367. # player_transfer_distance = 0
  2368. # From how far clients know about objects, stated in mapblocks (16 nodes).
  2369. #
  2370. # Setting this larger than active_block_range will also cause the server
  2371. # to maintain active objects up to this distance in the direction the
  2372. # player is looking. (This can avoid mobs suddenly disappearing from view)
  2373. # type: int min: 1 max: 65535
  2374. # active_object_send_range_blocks = 8
  2375. # The radius of the volume of blocks around every player that is subject to the
  2376. # active block stuff, stated in mapblocks (16 nodes).
  2377. # In active blocks objects are loaded and ABMs run.
  2378. # This is also the minimum range in which active objects (mobs) are maintained.
  2379. # This should be configured together with active_object_send_range_blocks.
  2380. # type: int min: 1 max: 65535
  2381. # active_block_range = 4
  2382. # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
  2383. # type: int min: 1 max: 65535
  2384. # max_block_send_distance = 12
  2385. # Maximum number of forceloaded mapblocks.
  2386. # type: int min: 0
  2387. # max_forceloaded_blocks = 16
  2388. # Interval of sending time of day to clients, stated in seconds.
  2389. # type: float min: 0.001
  2390. # time_send_interval = 5.0
  2391. # Interval of saving important changes in the world, stated in seconds.
  2392. # type: float min: 0.001
  2393. # server_map_save_interval = 5.3
  2394. # How long the server will wait before unloading unused mapblocks, stated in seconds.
  2395. # Higher value is smoother, but will use more RAM.
  2396. # type: int min: 0 max: 4294967295
  2397. # server_unload_unused_data_timeout = 29
  2398. # Maximum number of statically stored objects in a block.
  2399. # type: int min: 1 max: 65535
  2400. # max_objects_per_block = 256
  2401. # Length of time between active block management cycles, stated in seconds.
  2402. # type: float min: 0
  2403. # active_block_mgmt_interval = 2.0
  2404. # Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
  2405. # type: float min: 0
  2406. # abm_interval = 1.0
  2407. # The time budget allowed for ABMs to execute on each step
  2408. # (as a fraction of the ABM Interval)
  2409. # type: float min: 0.1 max: 0.9
  2410. # abm_time_budget = 0.2
  2411. # Length of time between NodeTimer execution cycles, stated in seconds.
  2412. # type: float min: 0
  2413. # nodetimer_interval = 0.2
  2414. # Max liquids processed per step.
  2415. # type: int min: 1 max: 4294967295
  2416. # liquid_loop_max = 100000
  2417. # The time (in seconds) that the liquids queue may grow beyond processing
  2418. # capacity until an attempt is made to decrease its size by dumping old queue
  2419. # items. A value of 0 disables the functionality.
  2420. # type: int min: 0 max: 65535
  2421. # liquid_queue_purge_time = 0
  2422. # Liquid update interval in seconds.
  2423. # type: float min: 0.001
  2424. # liquid_update = 1.0
  2425. # At this distance the server will aggressively optimize which blocks are sent to
  2426. # clients.
  2427. # Small values potentially improve performance a lot, at the expense of visible
  2428. # rendering glitches (some blocks will not be rendered under water and in caves,
  2429. # as well as sometimes on land).
  2430. # Setting this to a value greater than max_block_send_distance disables this
  2431. # optimization.
  2432. # Stated in mapblocks (16 nodes).
  2433. # type: int min: 2 max: 32767
  2434. # block_send_optimize_distance = 4
  2435. # If enabled the server will perform map block occlusion culling based on
  2436. # on the eye position of the player. This can reduce the number of blocks
  2437. # sent to the client 50-80%. The client will not longer receive most invisible
  2438. # so that the utility of noclip mode is reduced.
  2439. # type: bool
  2440. # server_side_occlusion_culling = true
  2441. ### Mapgen
  2442. # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
  2443. # WARNING!: There is no benefit, and there are several dangers, in
  2444. # increasing this value above 5.
  2445. # Reducing this value increases cave and dungeon density.
  2446. # Altering this value is for special usage, leaving it unchanged is
  2447. # recommended.
  2448. # type: int min: 1 max: 10
  2449. # chunksize = 5
  2450. # Dump the mapgen debug information.
  2451. # type: bool
  2452. # enable_mapgen_debug_info = false
  2453. # Maximum number of blocks that can be queued for loading.
  2454. # type: int min: 1 max: 1000000
  2455. # emergequeue_limit_total = 1024
  2456. # Maximum number of blocks to be queued that are to be loaded from file.
  2457. # This limit is enforced per player.
  2458. # type: int min: 1 max: 1000000
  2459. # emergequeue_limit_diskonly = 128
  2460. # Maximum number of blocks to be queued that are to be generated.
  2461. # This limit is enforced per player.
  2462. # type: int min: 1 max: 1000000
  2463. # emergequeue_limit_generate = 128
  2464. # Number of emerge threads to use.
  2465. # Value 0:
  2466. # - Automatic selection. The number of emerge threads will be
  2467. # - 'number of processors - 2', with a lower limit of 1.
  2468. # Any other value:
  2469. # - Specifies the number of emerge threads, with a lower limit of 1.
  2470. # WARNING: Increasing the number of emerge threads increases engine mapgen
  2471. # speed, but this may harm game performance by interfering with other
  2472. # processes, especially in singleplayer and/or when running Lua code in
  2473. # 'on_generated'. For many users the optimum setting may be '1'.
  2474. # type: int min: 0 max: 32767
  2475. # num_emerge_threads = 1
  2476. ### cURL
  2477. # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
  2478. # type: int min: 100 max: 2147483647
  2479. # curl_timeout = 20000
  2480. # Limits number of parallel HTTP requests. Affects:
  2481. # - Media fetch if server uses remote_media setting.
  2482. # - Serverlist download and server announcement.
  2483. # - Downloads performed by main menu (e.g. mod manager).
  2484. # Only has an effect if compiled with cURL.
  2485. # type: int min: 1 max: 2147483647
  2486. # curl_parallel_limit = 8
  2487. # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
  2488. # type: int min: 100 max: 2147483647
  2489. # curl_file_download_timeout = 300000
  2490. ### Misc
  2491. # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
  2492. # type: int min: 1
  2493. # screen_dpi = 72
  2494. # Adjust the detected display density, used for scaling UI elements.
  2495. # type: float min: 0.5 max: 5
  2496. # display_density_factor = 1
  2497. # Windows systems only: Start Minetest with the command line window in the background.
  2498. # Contains the same information as the file debug.txt (default name).
  2499. # type: bool
  2500. # enable_console = false
  2501. # Number of extra blocks that can be loaded by /clearobjects at once.
  2502. # This is a trade-off between SQLite transaction overhead and
  2503. # memory consumption (4096=100MB, as a rule of thumb).
  2504. # type: int min: 0 max: 4294967295
  2505. # max_clearobjects_extra_loaded_blocks = 4096
  2506. # World directory (everything in the world is stored here).
  2507. # Not needed if starting from the main menu.
  2508. # type: path
  2509. # map-dir =
  2510. # See https://www.sqlite.org/pragma.html#pragma_synchronous
  2511. # type: enum values: 0, 1, 2
  2512. # sqlite_synchronous = 2
  2513. # Compression level to use when saving mapblocks to disk.
  2514. # -1 - use default compression level
  2515. # 0 - least compression, fastest
  2516. # 9 - best compression, slowest
  2517. # type: int min: -1 max: 9
  2518. # map_compression_level_disk = -1
  2519. # Enable usage of remote media server (if provided by server).
  2520. # Remote servers offer a significantly faster way to download media (e.g. textures)
  2521. # when connecting to the server.
  2522. # type: bool
  2523. # enable_remote_media_server = true
  2524. # File in client/serverlist/ that contains your favorite servers displayed in the
  2525. # Multiplayer Tab.
  2526. # type: string
  2527. # serverlist_file = favoriteservers.json
  2528. ## Gamepads
  2529. # Enable joysticks. Requires a restart to take effect
  2530. # type: bool
  2531. # enable_joysticks = false
  2532. # The identifier of the joystick to use
  2533. # type: int min: 0 max: 255
  2534. # joystick_id = 0
  2535. # The type of joystick
  2536. # type: enum values: auto, generic, xbox, dragonrise_gamecube
  2537. # joystick_type = auto
  2538. # The time in seconds it takes between repeated events
  2539. # when holding down a joystick button combination.
  2540. # type: float min: 0.001
  2541. # repeat_joystick_button_time = 0.17
  2542. # The dead zone of the joystick
  2543. # type: int min: 0 max: 65535
  2544. # joystick_deadzone = 2048
  2545. # The sensitivity of the joystick axes for moving the
  2546. # in-game view frustum around.
  2547. # type: float min: 0.001
  2548. # joystick_frustum_sensitivity = 170.0
  2549. ## Temporary Settings
  2550. # Path to texture directory. All textures are first searched from here.
  2551. # type: path
  2552. # texture_path =
  2553. # Enables minimap.
  2554. # type: bool
  2555. # enable_minimap = true
  2556. # Shape of the minimap. Enabled = round, disabled = square.
  2557. # type: bool
  2558. # minimap_shape_round = true
  2559. # Address to connect to.
  2560. # Leave this blank to start a local server.
  2561. # Note that the address field in the main menu overrides this setting.
  2562. # type: string
  2563. # address =
  2564. # Port to connect to (UDP).
  2565. # Note that the port field in the main menu overrides this setting.
  2566. # type: int min: 1 max: 65535
  2567. # remote_port = 30000
  2568. # Default game when creating a new world.
  2569. # This will be overridden when creating a world from the main menu.
  2570. # type: string
  2571. # default_game = minetest
  2572. # Enable players getting damage and dying.
  2573. # type: bool
  2574. # enable_damage = false
  2575. # Enable creative mode for all players
  2576. # type: bool
  2577. # creative_mode = false
  2578. # Whether to allow players to damage and kill each other.
  2579. # type: bool
  2580. # enable_pvp = true
  2581. # Player is able to fly without being affected by gravity.
  2582. # This requires the "fly" privilege on the server.
  2583. # type: bool
  2584. # free_move = false
  2585. # If enabled, makes move directions relative to the player's pitch when flying or swimming.
  2586. # type: bool
  2587. # pitch_move = false
  2588. # Fast movement (via the "Aux1" key).
  2589. # This requires the "fast" privilege on the server.
  2590. # type: bool
  2591. # fast_move = false
  2592. # If enabled together with fly mode, player is able to fly through solid nodes.
  2593. # This requires the "noclip" privilege on the server.
  2594. # type: bool
  2595. # noclip = false
  2596. # Continuous forward movement, toggled by autoforward key.
  2597. # Press the autoforward key again or the backwards movement to disable.
  2598. # type: bool
  2599. # continuous_forward = false
  2600. # Formspec default background opacity (between 0 and 255).
  2601. # type: int min: 0 max: 255
  2602. # formspec_default_bg_opacity = 140
  2603. # Formspec default background color (R,G,B).
  2604. # type: string
  2605. # formspec_default_bg_color = (0,0,0)
  2606. # Whether to show technical names.
  2607. # Affects mods and texture packs in the Content and Select Mods menus, as well as
  2608. # setting names in All Settings.
  2609. # Controlled by the checkbox in the "All settings" menu.
  2610. # type: bool
  2611. # show_technical_names = false
  2612. # Enables the sound system.
  2613. # If disabled, this completely disables all sounds everywhere and the in-game
  2614. # sound controls will be non-functional.
  2615. # Changing this setting requires a restart.
  2616. # type: bool
  2617. # enable_sound = true
  2618. # Key for moving the player forward.
  2619. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2620. # type: key
  2621. # keymap_forward = KEY_KEY_W
  2622. # Key for moving the player backward.
  2623. # Will also disable autoforward, when active.
  2624. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2625. # type: key
  2626. # keymap_backward = KEY_KEY_S
  2627. # Key for moving the player left.
  2628. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2629. # type: key
  2630. # keymap_left = KEY_KEY_A
  2631. # Key for moving the player right.
  2632. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2633. # type: key
  2634. # keymap_right = KEY_KEY_D
  2635. # Key for jumping.
  2636. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2637. # type: key
  2638. # keymap_jump = KEY_SPACE
  2639. # Key for sneaking.
  2640. # Also used for climbing down and descending in water if aux1_descends is disabled.
  2641. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2642. # type: key
  2643. # keymap_sneak = KEY_LSHIFT
  2644. # Key for digging.
  2645. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2646. # type: key
  2647. # keymap_dig = KEY_LBUTTON
  2648. # Key for placing.
  2649. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2650. # type: key
  2651. # keymap_place = KEY_RBUTTON
  2652. # Key for opening the inventory.
  2653. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2654. # type: key
  2655. # keymap_inventory = KEY_KEY_I
  2656. # Key for moving fast in fast mode.
  2657. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2658. # type: key
  2659. # keymap_aux1 = KEY_KEY_E
  2660. # Key for opening the chat window.
  2661. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2662. # type: key
  2663. # keymap_chat = KEY_KEY_T
  2664. # Key for opening the chat window to type commands.
  2665. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2666. # type: key
  2667. # keymap_cmd = /
  2668. # Key for opening the chat window to type local commands.
  2669. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2670. # type: key
  2671. # keymap_cmd_local = .
  2672. # Key for toggling unlimited view range.
  2673. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2674. # type: key
  2675. # keymap_rangeselect = KEY_KEY_R
  2676. # Key for toggling flying.
  2677. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2678. # type: key
  2679. # keymap_freemove = KEY_KEY_K
  2680. # Key for toggling pitch move mode.
  2681. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2682. # type: key
  2683. # keymap_pitchmove = KEY_KEY_P
  2684. # Key for toggling fast mode.
  2685. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2686. # type: key
  2687. # keymap_fastmove = KEY_KEY_J
  2688. # Key for toggling noclip mode.
  2689. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2690. # type: key
  2691. # keymap_noclip = KEY_KEY_H
  2692. # Key for selecting the next item in the hotbar.
  2693. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2694. # type: key
  2695. # keymap_hotbar_next = KEY_KEY_N
  2696. # Key for selecting the previous item in the hotbar.
  2697. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2698. # type: key
  2699. # keymap_hotbar_previous = KEY_KEY_B
  2700. # Key for muting the game.
  2701. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2702. # type: key
  2703. # keymap_mute = KEY_KEY_M
  2704. # Key for increasing the volume.
  2705. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2706. # type: key
  2707. # keymap_increase_volume =
  2708. # Key for decreasing the volume.
  2709. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2710. # type: key
  2711. # keymap_decrease_volume =
  2712. # Key for toggling autoforward.
  2713. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2714. # type: key
  2715. # keymap_autoforward =
  2716. # Key for toggling cinematic mode.
  2717. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2718. # type: key
  2719. # keymap_cinematic =
  2720. # Key for toggling display of minimap.
  2721. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2722. # type: key
  2723. # keymap_minimap = KEY_KEY_V
  2724. # Key for taking screenshots.
  2725. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2726. # type: key
  2727. # keymap_screenshot = KEY_F12
  2728. # Key for dropping the currently selected item.
  2729. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2730. # type: key
  2731. # keymap_drop = KEY_KEY_Q
  2732. # Key to use view zoom when possible.
  2733. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2734. # type: key
  2735. # keymap_zoom = KEY_KEY_Z
  2736. # Key for selecting the first hotbar slot.
  2737. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2738. # type: key
  2739. # keymap_slot1 = KEY_KEY_1
  2740. # Key for selecting the second hotbar slot.
  2741. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2742. # type: key
  2743. # keymap_slot2 = KEY_KEY_2
  2744. # Key for selecting the third hotbar slot.
  2745. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2746. # type: key
  2747. # keymap_slot3 = KEY_KEY_3
  2748. # Key for selecting the fourth hotbar slot.
  2749. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2750. # type: key
  2751. # keymap_slot4 = KEY_KEY_4
  2752. # Key for selecting the fifth hotbar slot.
  2753. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2754. # type: key
  2755. # keymap_slot5 = KEY_KEY_5
  2756. # Key for selecting the sixth hotbar slot.
  2757. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2758. # type: key
  2759. # keymap_slot6 = KEY_KEY_6
  2760. # Key for selecting the seventh hotbar slot.
  2761. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2762. # type: key
  2763. # keymap_slot7 = KEY_KEY_7
  2764. # Key for selecting the eighth hotbar slot.
  2765. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2766. # type: key
  2767. # keymap_slot8 = KEY_KEY_8
  2768. # Key for selecting the ninth hotbar slot.
  2769. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2770. # type: key
  2771. # keymap_slot9 = KEY_KEY_9
  2772. # Key for selecting the tenth hotbar slot.
  2773. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2774. # type: key
  2775. # keymap_slot10 = KEY_KEY_0
  2776. # Key for selecting the 11th hotbar slot.
  2777. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2778. # type: key
  2779. # keymap_slot11 =
  2780. # Key for selecting the 12th hotbar slot.
  2781. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2782. # type: key
  2783. # keymap_slot12 =
  2784. # Key for selecting the 13th hotbar slot.
  2785. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2786. # type: key
  2787. # keymap_slot13 =
  2788. # Key for selecting the 14th hotbar slot.
  2789. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2790. # type: key
  2791. # keymap_slot14 =
  2792. # Key for selecting the 15th hotbar slot.
  2793. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2794. # type: key
  2795. # keymap_slot15 =
  2796. # Key for selecting the 16th hotbar slot.
  2797. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2798. # type: key
  2799. # keymap_slot16 =
  2800. # Key for selecting the 17th hotbar slot.
  2801. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2802. # type: key
  2803. # keymap_slot17 =
  2804. # Key for selecting the 18th hotbar slot.
  2805. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2806. # type: key
  2807. # keymap_slot18 =
  2808. # Key for selecting the 19th hotbar slot.
  2809. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2810. # type: key
  2811. # keymap_slot19 =
  2812. # Key for selecting the 20th hotbar slot.
  2813. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2814. # type: key
  2815. # keymap_slot20 =
  2816. # Key for selecting the 21st hotbar slot.
  2817. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2818. # type: key
  2819. # keymap_slot21 =
  2820. # Key for selecting the 22nd hotbar slot.
  2821. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2822. # type: key
  2823. # keymap_slot22 =
  2824. # Key for selecting the 23rd hotbar slot.
  2825. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2826. # type: key
  2827. # keymap_slot23 =
  2828. # Key for selecting the 24th hotbar slot.
  2829. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2830. # type: key
  2831. # keymap_slot24 =
  2832. # Key for selecting the 25th hotbar slot.
  2833. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2834. # type: key
  2835. # keymap_slot25 =
  2836. # Key for selecting the 26th hotbar slot.
  2837. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2838. # type: key
  2839. # keymap_slot26 =
  2840. # Key for selecting the 27th hotbar slot.
  2841. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2842. # type: key
  2843. # keymap_slot27 =
  2844. # Key for selecting the 28th hotbar slot.
  2845. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2846. # type: key
  2847. # keymap_slot28 =
  2848. # Key for selecting the 29th hotbar slot.
  2849. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2850. # type: key
  2851. # keymap_slot29 =
  2852. # Key for selecting the 30th hotbar slot.
  2853. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2854. # type: key
  2855. # keymap_slot30 =
  2856. # Key for selecting the 31st hotbar slot.
  2857. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2858. # type: key
  2859. # keymap_slot31 =
  2860. # Key for selecting the 32nd hotbar slot.
  2861. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2862. # type: key
  2863. # keymap_slot32 =
  2864. # Key for toggling the display of the HUD.
  2865. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2866. # type: key
  2867. # keymap_toggle_hud = KEY_F1
  2868. # Key for toggling the display of chat.
  2869. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2870. # type: key
  2871. # keymap_toggle_chat = KEY_F2
  2872. # Key for toggling the display of the large chat console.
  2873. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2874. # type: key
  2875. # keymap_console = KEY_F10
  2876. # Key for toggling the display of fog.
  2877. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2878. # type: key
  2879. # keymap_toggle_force_fog_off = KEY_F3
  2880. # Key for toggling the camera update. Only used for development
  2881. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2882. # type: key
  2883. # keymap_toggle_update_camera =
  2884. # Key for toggling the display of debug info.
  2885. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2886. # type: key
  2887. # keymap_toggle_debug = KEY_F5
  2888. # Key for toggling the display of the profiler. Used for development.
  2889. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2890. # type: key
  2891. # keymap_toggle_profiler = KEY_F6
  2892. # Key for switching between first- and third-person camera.
  2893. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2894. # type: key
  2895. # keymap_camera_mode = KEY_KEY_C
  2896. # Key for increasing the viewing range.
  2897. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2898. # type: key
  2899. # keymap_increase_viewing_range_min = +
  2900. # Key for decreasing the viewing range.
  2901. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  2902. # type: key
  2903. # keymap_decrease_viewing_range_min = -