settingtypes.txt 92 KB

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  1. # This file contains all settings displayed in the settings menu.
  2. #
  3. # General format:
  4. # name (Readable name) type type_args
  5. #
  6. # Note that the parts are separated by exactly one space
  7. #
  8. # `type` can be:
  9. # - int
  10. # - string
  11. # - bool
  12. # - float
  13. # - enum
  14. # - path
  15. # - filepath
  16. # - key (will be ignored in GUI, since a special key change dialog exists)
  17. # - flags
  18. # - noise_params_2d
  19. # - noise_params_3d
  20. # - v3f
  21. #
  22. # `type_args` can be:
  23. # * int:
  24. # - default
  25. # - default min max
  26. # * string:
  27. # - default (if default is not specified then "" is set)
  28. # * bool:
  29. # - default
  30. # * float:
  31. # - default
  32. # - default min max
  33. # * enum:
  34. # - default value1,value2,...
  35. # * path:
  36. # - default (if default is not specified then "" is set)
  37. # * filepath:
  38. # - default (if default is not specified then "" is set)
  39. # * key:
  40. # - default
  41. # * flags:
  42. # Flags are always separated by comma without spaces.
  43. # - default possible_flags
  44. # * noise_params_2d:
  45. # Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistence>, <lacunarity>[, <default flags>]
  46. # - default
  47. # * noise_params_3d:
  48. # Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistence>, <lacunarity>[, <default flags>]
  49. # - default
  50. # * v3f:
  51. # Format is (<X>, <Y>, <Z>)
  52. # - default
  53. #
  54. # Comments directly above a setting are bound to this setting.
  55. # All other comments are ignored.
  56. #
  57. # Comments and (Readable name) are handled by gettext.
  58. # Comments should be complete sentences that describe the setting and possibly
  59. # give the user additional useful insight.
  60. # Sections are marked by a single line in the format: [Section Name]
  61. # Sub-section are marked by adding * in front of the section name: [*Sub-section]
  62. # Sub-sub-sections have two * etc.
  63. # There shouldn't be too much settings per category; settings that shouldn't be
  64. # modified by the "average user" should be in (sub-)categories called "Advanced".
  65. [Controls]
  66. [*General]
  67. # If enabled, you can place blocks at the position (feet + eye level) where you stand.
  68. # This is helpful when working with nodeboxes in small areas.
  69. enable_build_where_you_stand (Build inside player) bool false
  70. # Smooths camera when looking around. Also called look or mouse smoothing.
  71. # Useful for recording videos.
  72. cinematic (Cinematic mode) bool false
  73. # Smooths rotation of camera. 0 to disable.
  74. camera_smoothing (Camera smoothing) float 0.0 0.0 0.99
  75. # Smooths rotation of camera in cinematic mode. 0 to disable.
  76. cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99
  77. # If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
  78. # descending.
  79. aux1_descends (Aux1 key for climbing/descending) bool false
  80. # Double-tapping the jump key toggles fly mode.
  81. doubletap_jump (Double tap jump for fly) bool false
  82. # If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
  83. # enabled.
  84. always_fly_fast (Always fly fast) bool true
  85. # The time in seconds it takes between repeated node placements when holding
  86. # the place button.
  87. repeat_place_time (Place repetition interval) float 0.25 0.16 2
  88. # Automatically jump up single-node obstacles.
  89. autojump (Automatic jumping) bool false
  90. # Prevent digging and placing from repeating when holding the mouse buttons.
  91. # Enable this when you dig or place too often by accident.
  92. safe_dig_and_place (Safe digging and placing) bool false
  93. [*Keyboard and Mouse]
  94. # Invert vertical mouse movement.
  95. invert_mouse (Invert mouse) bool false
  96. # Mouse sensitivity multiplier.
  97. mouse_sensitivity (Mouse sensitivity) float 0.2 0.001 10.0
  98. [*Touchscreen]
  99. # The length in pixels it takes for touch screen interaction to start.
  100. touchscreen_threshold (Touch screen threshold) int 20 0 100
  101. # Use crosshair to select object instead of whole screen.
  102. # If enabled, a crosshair will be shown and will be used for selecting object.
  103. touch_use_crosshair (Use crosshair for touch screen) bool false
  104. # (Android) Fixes the position of virtual joystick.
  105. # If disabled, virtual joystick will center to first-touch's position.
  106. fixed_virtual_joystick (Fixed virtual joystick) bool false
  107. # (Android) Use virtual joystick to trigger "Aux1" button.
  108. # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
  109. virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool false
  110. [Graphics and Audio]
  111. [*Graphics]
  112. [**Screen]
  113. # Width component of the initial window size. Ignored in fullscreen mode.
  114. screen_w (Screen width) int 1024 1 65535
  115. # Height component of the initial window size. Ignored in fullscreen mode.
  116. screen_h (Screen height) int 600 1 65535
  117. # Save window size automatically when modified.
  118. autosave_screensize (Autosave screen size) bool true
  119. # Fullscreen mode.
  120. fullscreen (Full screen) bool false
  121. # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
  122. # open.
  123. pause_on_lost_focus (Pause on lost window focus) bool false
  124. [**FPS]
  125. # If FPS would go higher than this, limit it by sleeping
  126. # to not waste CPU power for no benefit.
  127. fps_max (Maximum FPS) int 60 1 4294967295
  128. # Vertical screen synchronization.
  129. vsync (VSync) bool false
  130. # Maximum FPS when the window is not focused, or when the game is paused.
  131. fps_max_unfocused (FPS when unfocused or paused) int 20 1 4294967295
  132. # View distance in nodes.
  133. viewing_range (Viewing range) int 190 20 4000
  134. # Undersampling is similar to using a lower screen resolution, but it applies
  135. # to the game world only, keeping the GUI intact.
  136. # It should give a significant performance boost at the cost of less detailed image.
  137. # Higher values result in a less detailed image.
  138. undersampling (Undersampling) int 1 1 8
  139. [**Graphics Effects]
  140. # Makes all liquids opaque
  141. opaque_water (Opaque liquids) bool false
  142. # Leaves style:
  143. # - Fancy: all faces visible
  144. # - Simple: only outer faces, if defined special_tiles are used
  145. # - Opaque: disable transparency
  146. leaves_style (Leaves style) enum fancy fancy,simple,opaque
  147. # Connects glass if supported by node.
  148. connected_glass (Connect glass) bool true
  149. # Enable smooth lighting with simple ambient occlusion.
  150. # Disable for speed or for different looks.
  151. smooth_lighting (Smooth lighting) bool true
  152. # Enables tradeoffs that reduce CPU load or increase rendering performance
  153. # at the expense of minor visual glitches that do not impact game playability.
  154. performance_tradeoffs (Tradeoffs for performance) bool false
  155. # Adds particles when digging a node.
  156. enable_particles (Digging particles) bool true
  157. [**3d]
  158. # 3D support.
  159. # Currently supported:
  160. # - none: no 3d output.
  161. # - anaglyph: cyan/magenta color 3d.
  162. # - interlaced: odd/even line based polarisation screen support.
  163. # - topbottom: split screen top/bottom.
  164. # - sidebyside: split screen side by side.
  165. # - crossview: Cross-eyed 3d
  166. # Note that the interlaced mode requires shaders to be enabled.
  167. 3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,crossview
  168. # Strength of 3D mode parallax.
  169. 3d_paralax_strength (3D mode parallax strength) float 0.025 -0.087 0.087
  170. [**Bobbing]
  171. # Arm inertia, gives a more realistic movement of
  172. # the arm when the camera moves.
  173. arm_inertia (Arm inertia) bool true
  174. # Enable view bobbing and amount of view bobbing.
  175. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  176. view_bobbing_amount (View bobbing factor) float 1.0 0.0 7.9
  177. # Multiplier for fall bobbing.
  178. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  179. fall_bobbing_amount (Fall bobbing factor) float 0.03 0.0 100.0
  180. [**Camera]
  181. # Camera 'near clipping plane' distance in nodes, between 0 and 0.25
  182. # Only works on GLES platforms. Most users will not need to change this.
  183. # Increasing can reduce artifacting on weaker GPUs.
  184. # 0.1 = Default, 0.25 = Good value for weaker tablets.
  185. near_plane (Near plane) float 0.1 0 0.25
  186. # Field of view in degrees.
  187. fov (Field of view) int 72 45 160
  188. # Alters the light curve by applying 'gamma correction' to it.
  189. # Higher values make middle and lower light levels brighter.
  190. # Value '1.0' leaves the light curve unaltered.
  191. # This only has significant effect on daylight and artificial
  192. # light, it has very little effect on natural night light.
  193. display_gamma (Light curve gamma) float 1.0 0.33 3.0
  194. # The strength (darkness) of node ambient-occlusion shading.
  195. # Lower is darker, Higher is lighter. The valid range of values for this
  196. # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
  197. # set to the nearest valid value.
  198. ambient_occlusion_gamma (Ambient occlusion gamma) float 2.2 0.25 4.0
  199. [**Screenshots]
  200. # Path to save screenshots at. Can be an absolute or relative path.
  201. # The folder will be created if it doesn't already exist.
  202. screenshot_path (Screenshot folder) path screenshots
  203. # Format of screenshots.
  204. screenshot_format (Screenshot format) enum png png,jpg
  205. # Screenshot quality. Only used for JPEG format.
  206. # 1 means worst quality; 100 means best quality.
  207. # Use 0 for default quality.
  208. screenshot_quality (Screenshot quality) int 0 0 100
  209. [**Node and Entity Highlighting]
  210. # Method used to highlight selected object.
  211. node_highlighting (Node highlighting) enum box box,halo,none
  212. # Show entity selection boxes
  213. # A restart is required after changing this.
  214. show_entity_selectionbox (Show entity selection boxes) bool false
  215. # Selection box border color (R,G,B).
  216. selectionbox_color (Selection box color) string (0,0,0)
  217. # Width of the selection box lines around nodes.
  218. selectionbox_width (Selection box width) int 2 1 5
  219. # Crosshair color (R,G,B).
  220. # Also controls the object crosshair color
  221. crosshair_color (Crosshair color) string (255,255,255)
  222. # Crosshair alpha (opaqueness, between 0 and 255).
  223. # This also applies to the object crosshair.
  224. crosshair_alpha (Crosshair alpha) int 255 0 255
  225. [**Fog]
  226. # Whether to fog out the end of the visible area.
  227. enable_fog (Fog) bool true
  228. # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
  229. directional_colored_fog (Colored fog) bool true
  230. # Fraction of the visible distance at which fog starts to be rendered
  231. fog_start (Fog start) float 0.4 0.0 0.99
  232. [**Clouds]
  233. # Clouds are a client side effect.
  234. enable_clouds (Clouds) bool true
  235. # Use 3D cloud look instead of flat.
  236. enable_3d_clouds (3D clouds) bool true
  237. [**Filtering and Antialiasing]
  238. # Use mipmapping to scale textures. May slightly increase performance,
  239. # especially when using a high resolution texture pack.
  240. # Gamma correct downscaling is not supported.
  241. mip_map (Mipmapping) bool false
  242. # Use anisotropic filtering when viewing at textures from an angle.
  243. anisotropic_filter (Anisotropic filtering) bool false
  244. # Use bilinear filtering when scaling textures.
  245. bilinear_filter (Bilinear filtering) bool false
  246. # Use trilinear filtering when scaling textures.
  247. trilinear_filter (Trilinear filtering) bool false
  248. # Filtered textures can blend RGB values with fully-transparent neighbors,
  249. # which PNG optimizers usually discard, often resulting in dark or
  250. # light edges to transparent textures. Apply a filter to clean that up
  251. # at texture load time. This is automatically enabled if mipmapping is enabled.
  252. texture_clean_transparent (Clean transparent textures) bool false
  253. # When using bilinear/trilinear/anisotropic filters, low-resolution textures
  254. # can be blurred, so automatically upscale them with nearest-neighbor
  255. # interpolation to preserve crisp pixels. This sets the minimum texture size
  256. # for the upscaled textures; higher values look sharper, but require more
  257. # memory. Powers of 2 are recommended. This setting is ONLY applied if
  258. # bilinear/trilinear/anisotropic filtering is enabled.
  259. # This is also used as the base node texture size for world-aligned
  260. # texture autoscaling.
  261. texture_min_size (Minimum texture size) int 64 1 32768
  262. # Use multi-sample antialiasing (MSAA) to smooth out block edges.
  263. # This algorithm smooths out the 3D viewport while keeping the image sharp,
  264. # but it doesn't affect the insides of textures
  265. # (which is especially noticeable with transparent textures).
  266. # Visible spaces appear between nodes when shaders are disabled.
  267. # If set to 0, MSAA is disabled.
  268. # A restart is required after changing this option.
  269. fsaa (FSAA) enum 0 0,1,2,4,8,16
  270. [*Shaders]
  271. # Shaders allow advanced visual effects and may increase performance on some video
  272. # cards.
  273. # This only works with the OpenGL video backend.
  274. enable_shaders (Shaders) bool true
  275. [**Tone Mapping]
  276. # Enables Hable's 'Uncharted 2' filmic tone mapping.
  277. # Simulates the tone curve of photographic film and how this approximates the
  278. # appearance of high dynamic range images. Mid-range contrast is slightly
  279. # enhanced, highlights and shadows are gradually compressed.
  280. tone_mapping (Filmic tone mapping) bool false
  281. [**Waving Nodes]
  282. # Set to true to enable waving leaves.
  283. # Requires shaders to be enabled.
  284. enable_waving_leaves (Waving leaves) bool false
  285. # Set to true to enable waving plants.
  286. # Requires shaders to be enabled.
  287. enable_waving_plants (Waving plants) bool false
  288. # Set to true to enable waving liquids (like water).
  289. # Requires shaders to be enabled.
  290. enable_waving_water (Waving liquids) bool false
  291. # The maximum height of the surface of waving liquids.
  292. # 4.0 = Wave height is two nodes.
  293. # 0.0 = Wave doesn't move at all.
  294. # Default is 1.0 (1/2 node).
  295. # Requires waving liquids to be enabled.
  296. water_wave_height (Waving liquids wave height) float 1.0 0.0 4.0
  297. # Length of liquid waves.
  298. # Requires waving liquids to be enabled.
  299. water_wave_length (Waving liquids wavelength) float 20.0 0.1
  300. # How fast liquid waves will move. Higher = faster.
  301. # If negative, liquid waves will move backwards.
  302. # Requires waving liquids to be enabled.
  303. water_wave_speed (Waving liquids wave speed) float 5.0
  304. [**Dynamic shadows]
  305. # Set to true to enable Shadow Mapping.
  306. # Requires shaders to be enabled.
  307. enable_dynamic_shadows (Dynamic shadows) bool false
  308. # Set the shadow strength gamma.
  309. # Adjusts the intensity of in-game dynamic shadows.
  310. # Lower value means lighter shadows, higher value means darker shadows.
  311. shadow_strength_gamma (Shadow strength gamma) float 1.0 0.1 10.0
  312. # Maximum distance to render shadows.
  313. shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 120.0 10.0 1000.0
  314. # Texture size to render the shadow map on.
  315. # This must be a power of two.
  316. # Bigger numbers create better shadows but it is also more expensive.
  317. shadow_map_texture_size (Shadow map texture size) int 1024 128 8192
  318. # Sets shadow texture quality to 32 bits.
  319. # On false, 16 bits texture will be used.
  320. # This can cause much more artifacts in the shadow.
  321. shadow_map_texture_32bit (Shadow map texture in 32 bits) bool true
  322. # Enable Poisson disk filtering.
  323. # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
  324. shadow_poisson_filter (Poisson filtering) bool true
  325. # Define shadow filtering quality.
  326. # This simulates the soft shadows effect by applying a PCF or Poisson disk
  327. # but also uses more resources.
  328. shadow_filters (Shadow filter quality) enum 1 0,1,2
  329. # Enable colored shadows.
  330. # On true translucent nodes cast colored shadows. This is expensive.
  331. shadow_map_color (Colored shadows) bool false
  332. # Spread a complete update of shadow map over given amount of frames.
  333. # Higher values might make shadows laggy, lower values
  334. # will consume more resources.
  335. # Minimum value: 1; maximum value: 16
  336. shadow_update_frames (Map shadows update frames) int 8 1 16
  337. # Set the soft shadow radius size.
  338. # Lower values mean sharper shadows, bigger values mean softer shadows.
  339. # Minimum value: 1.0; maximum value: 15.0
  340. shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0
  341. # Set the default tilt of Sun/Moon orbit in degrees.
  342. # Games may change orbit tilt via API.
  343. # Value of 0 means no tilt / vertical orbit.
  344. # type: float min: -60 max: 60
  345. shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0
  346. [**Post processing]
  347. # Set the exposure compensation in EV units.
  348. # Value of 0.0 (default) means no exposure compensation.
  349. # Range: from -1 to 1.0
  350. exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
  351. # Enable automatic exposure correction
  352. # When enabled, the post-processing engine will
  353. # automatically adjust to the brightness of the scene,
  354. # simulating the behavior of human eye.
  355. enable_auto_exposure (Enable Automatic Exposure) bool false
  356. [**Bloom]
  357. # Set to true to enable bloom effect.
  358. # Bright colors will bleed over the neighboring objects.
  359. enable_bloom (Enable Bloom) bool false
  360. # Set to true to render debugging breakdown of the bloom effect.
  361. # In debug mode, the screen is split into 4 quadrants:
  362. # top-left - processed base image, top-right - final image
  363. # bottom-left - raw base image, bottom-right - bloom texture.
  364. enable_bloom_debug (Enable Bloom Debug) bool false
  365. # Defines how much bloom is applied to the rendered image
  366. # Smaller values make bloom more subtle
  367. # Range: from 0.01 to 1.0, default: 0.05
  368. bloom_intensity (Bloom Intensity) float 0.05 0.01 1.0
  369. # Defines the magnitude of bloom overexposure.
  370. # Range: from 0.1 to 10.0, default: 1.0
  371. bloom_strength_factor (Bloom Strength Factor) float 1.0 0.1 10.0
  372. # Logical value that controls how far the bloom effect spreads
  373. # from the bright objects.
  374. # Range: from 0.1 to 8, default: 1
  375. bloom_radius (Bloom Radius) float 1 0.1 8
  376. [*Audio]
  377. # Volume of all sounds.
  378. # Requires the sound system to be enabled.
  379. sound_volume (Volume) float 0.7 0.0 1.0
  380. # Whether to mute sounds. You can unmute sounds at any time, unless the
  381. # sound system is disabled (enable_sound=false).
  382. # In-game, you can toggle the mute state with the mute key or by using the
  383. # pause menu.
  384. mute_sound (Mute sound) bool false
  385. [*User Interfaces]
  386. # Set the language. Leave empty to use the system language.
  387. # A restart is required after changing this.
  388. language (Language) enum ,be,bg,ca,cs,da,de,el,en,eo,es,et,eu,fi,fr,gd,gl,hu,id,it,ja,jbo,kk,ko,lt,lv,ms,nb,nl,nn,pl,pt,pt_BR,ro,ru,sk,sl,sr_Cyrl,sr_Latn,sv,sw,tr,uk,vi,zh_CN,zh_TW
  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. gui_scaling (GUI scaling) float 1.0 0.5 20
  396. # Enables animation of inventory items.
  397. inventory_items_animations (Inventory items animations) bool false
  398. # Formspec full-screen background opacity (between 0 and 255).
  399. formspec_fullscreen_bg_opacity (Formspec Full-Screen Background Opacity) int 140 0 255
  400. # Formspec full-screen background color (R,G,B).
  401. formspec_fullscreen_bg_color (Formspec Full-Screen Background Color) string (0,0,0)
  402. # When gui_scaling_filter is true, all GUI images need to be
  403. # filtered in software, but some images are generated directly
  404. # to hardware (e.g. render-to-texture for nodes in inventory).
  405. gui_scaling_filter (GUI scaling filter) bool false
  406. # When gui_scaling_filter_txr2img is true, copy those images
  407. # from hardware to software for scaling. When false, fall back
  408. # to the old scaling method, for video drivers that don't
  409. # properly support downloading textures back from hardware.
  410. gui_scaling_filter_txr2img (GUI scaling filter txr2img) bool true
  411. # Delay showing tooltips, stated in milliseconds.
  412. tooltip_show_delay (Tooltip delay) int 400 0 18446744073709551615
  413. # Append item name to tooltip.
  414. tooltip_append_itemname (Append item name) bool false
  415. # Use a cloud animation for the main menu background.
  416. menu_clouds (Clouds in menu) bool true
  417. [**HUD]
  418. # Modifies the size of the HUD elements.
  419. hud_scaling (HUD scaling) float 1.0 0.5 20
  420. # Whether name tag backgrounds should be shown by default.
  421. # Mods may still set a background.
  422. show_nametag_backgrounds (Show name tag backgrounds by default) bool true
  423. [**Chat]
  424. # Maximum number of recent chat messages to show
  425. recent_chat_messages (Recent Chat Messages) int 6 2 20
  426. # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
  427. console_height (Console height) float 0.6 0.1 1.0
  428. # In-game chat console background color (R,G,B).
  429. console_color (Console color) string (0,0,0)
  430. # In-game chat console background alpha (opaqueness, between 0 and 255).
  431. console_alpha (Console alpha) int 200 0 255
  432. # Maximum proportion of current window to be used for hotbar.
  433. # Useful if there's something to be displayed right or left of hotbar.
  434. hud_hotbar_max_width (Maximum hotbar width) float 1.0 0.001 1.0
  435. # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
  436. clickable_chat_weblinks (Chat weblinks) bool true
  437. # Optional override for chat weblink color.
  438. chat_weblink_color (Weblink color) string
  439. # Font size of the recent chat text and chat prompt in point (pt).
  440. # Value 0 will use the default font size.
  441. chat_font_size (Chat font size) int 0 0 72
  442. [**Content Repository]
  443. # The URL for the content repository
  444. contentdb_url (ContentDB URL) string https://content.minetest.net
  445. # Comma-separated list of flags to hide in the content repository.
  446. # "nonfree" can be used to hide packages which do not qualify as 'free software',
  447. # as defined by the Free Software Foundation.
  448. # You can also specify content ratings.
  449. # These flags are independent from Minetest versions,
  450. # so see a full list at https://content.minetest.net/help/content_flags/
  451. contentdb_flag_blacklist (ContentDB Flag Blacklist) string nonfree, desktop_default
  452. # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
  453. # This should be lower than curl_parallel_limit.
  454. contentdb_max_concurrent_downloads (ContentDB Max Concurrent Downloads) int 3 1
  455. [Client and Server]
  456. [*Client]
  457. # Save the map received by the client on disk.
  458. enable_local_map_saving (Saving map received from server) bool false
  459. # URL to the server list displayed in the Multiplayer Tab.
  460. serverlist_url (Serverlist URL) string servers.minetest.net
  461. # If enabled, account registration is separate from login in the UI.
  462. # If disabled, new accounts will be registered automatically when logging in.
  463. enable_split_login_register (Enable split login/register) bool true
  464. # URL to JSON file which provides information about the newest Minetest release
  465. update_information_url (Update information URL) string https://www.minetest.net/release_info.json
  466. # Unix timestamp (integer) of when the client last checked for an update
  467. # Set this value to "disabled" to never check for updates.
  468. update_last_checked (Last update check) string
  469. # Version number which was last seen during an update check.
  470. #
  471. # Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch
  472. # Ex: 5.5.0 is 005005000
  473. update_last_known (Last known version update) int 0
  474. # Use raytraced occlusion culling in the new culler.
  475. # This flag enables use of raytraced occlusion culling test for
  476. # client mesh sizes smaller than 4x4x4 map blocks.
  477. enable_raytraced_culling (Enable Raytraced Culling) bool true
  478. [*Server]
  479. # Name of the player.
  480. # When running a server, clients connecting with this name are admins.
  481. # When starting from the main menu, this is overridden.
  482. name (Admin name) string
  483. [**Serverlist and MOTD]
  484. # Name of the server, to be displayed when players join and in the serverlist.
  485. server_name (Server name) string Minetest server
  486. # Description of server, to be displayed when players join and in the serverlist.
  487. server_description (Server description) string mine here
  488. # Domain name of server, to be displayed in the serverlist.
  489. server_address (Server address) string game.minetest.net
  490. # Homepage of server, to be displayed in the serverlist.
  491. server_url (Server URL) string https://minetest.net
  492. # Automatically report to the serverlist.
  493. server_announce (Announce server) bool false
  494. # Announce to this serverlist.
  495. serverlist_url (Serverlist URL) string servers.minetest.net
  496. # Message of the day displayed to players connecting.
  497. motd (Message of the day) string
  498. # Maximum number of players that can be connected simultaneously.
  499. max_users (Maximum users) int 15 0 65535
  500. # If this is set, players will always (re)spawn at the given position.
  501. static_spawnpoint (Static spawnpoint) string
  502. [**Networking]
  503. # Network port to listen (UDP).
  504. # This value will be overridden when starting from the main menu.
  505. port (Server port) int 30000 1 65535
  506. # The network interface that the server listens on.
  507. bind_address (Bind address) string
  508. # Enable to disallow old clients from connecting.
  509. # Older clients are compatible in the sense that they will not crash when connecting
  510. # to new servers, but they may not support all new features that you are expecting.
  511. strict_protocol_version_checking (Strict protocol checking) bool false
  512. # Specifies URL from which client fetches media instead of using UDP.
  513. # $filename should be accessible from $remote_media$filename via cURL
  514. # (obviously, remote_media should end with a slash).
  515. # Files that are not present will be fetched the usual way.
  516. remote_media (Remote media) string
  517. # Enable/disable running an IPv6 server.
  518. # Ignored if bind_address is set.
  519. # Needs enable_ipv6 to be enabled.
  520. ipv6_server (IPv6 server) bool false
  521. [*Server Security]
  522. # New users need to input this password.
  523. default_password (Default password) string
  524. # If enabled, players cannot join without a password or change theirs to an empty password.
  525. disallow_empty_password (Disallow empty passwords) bool false
  526. # The privileges that new users automatically get.
  527. # See /privs in game for a full list on your server and mod configuration.
  528. default_privs (Default privileges) string interact, shout
  529. # Privileges that players with basic_privs can grant
  530. basic_privs (Basic privileges) string interact, shout
  531. # If enabled, disable cheat prevention in multiplayer.
  532. disable_anticheat (Disable anticheat) bool false
  533. # If enabled, actions are recorded for rollback.
  534. # This option is only read when server starts.
  535. enable_rollback_recording (Rollback recording) bool false
  536. [**Client-side Modding]
  537. # Restricts the access of certain client-side functions on servers.
  538. # Combine the byteflags below to restrict client-side features, or set to 0
  539. # for no restrictions:
  540. # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
  541. # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
  542. # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
  543. # READ_NODEDEFS: 8 (disable get_node_def call client-side)
  544. # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
  545. # csm_restriction_noderange)
  546. # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
  547. csm_restriction_flags (Client side modding restrictions) int 62 0 63
  548. # If the CSM restriction for node range is enabled, get_node calls are limited
  549. # to this distance from the player to the node.
  550. csm_restriction_noderange (Client side node lookup range restriction) int 0 0 4294967295
  551. [**Chat]
  552. # Remove color codes from incoming chat messages
  553. # Use this to stop players from being able to use color in their messages
  554. strip_color_codes (Strip color codes) bool false
  555. # Set the maximum length of a chat message (in characters) sent by clients.
  556. chat_message_max_size (Chat message max length) int 500 10 65535
  557. # Amount of messages a player may send per 10 seconds.
  558. chat_message_limit_per_10sec (Chat message count limit) float 10.0 1.0
  559. # Kick players who sent more than X messages per 10 seconds.
  560. chat_message_limit_trigger_kick (Chat message kick threshold) int 50 1 65535
  561. [*Server Gameplay]
  562. # Controls length of day/night cycle.
  563. # Examples:
  564. # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
  565. time_speed (Time speed) int 72 0
  566. # Time of day when a new world is started, in millihours (0-23999).
  567. world_start_time (World start time) int 6125 0 23999
  568. # Time in seconds for item entity (dropped items) to live.
  569. # Setting it to -1 disables the feature.
  570. item_entity_ttl (Item entity TTL) int 900 -1
  571. # Specifies the default stack size of nodes, items and tools.
  572. # Note that mods or games may explicitly set a stack for certain (or all) items.
  573. default_stack_max (Default stack size) int 99 1 65535
  574. [**Physics]
  575. # Horizontal and vertical acceleration on ground or when climbing,
  576. # in nodes per second per second.
  577. movement_acceleration_default (Default acceleration) float 3.0 0.0
  578. # Horizontal acceleration in air when jumping or falling,
  579. # in nodes per second per second.
  580. movement_acceleration_air (Acceleration in air) float 2.0 0.0
  581. # Horizontal and vertical acceleration in fast mode,
  582. # in nodes per second per second.
  583. movement_acceleration_fast (Fast mode acceleration) float 10.0 0.0
  584. # Walking and flying speed, in nodes per second.
  585. movement_speed_walk (Walking speed) float 4.0 0.0
  586. # Sneaking speed, in nodes per second.
  587. movement_speed_crouch (Sneaking speed) float 1.35 0.0
  588. # Walking, flying and climbing speed in fast mode, in nodes per second.
  589. movement_speed_fast (Fast mode speed) float 20.0 0.0
  590. # Vertical climbing speed, in nodes per second.
  591. movement_speed_climb (Climbing speed) float 3.0 0.0
  592. # Initial vertical speed when jumping, in nodes per second.
  593. movement_speed_jump (Jumping speed) float 6.5 0.0
  594. # How much you are slowed down when moving inside a liquid.
  595. # Decrease this to increase liquid resistance to movement.
  596. movement_liquid_fluidity (Liquid fluidity) float 1.0 0.001
  597. # Maximum liquid resistance. Controls deceleration when entering liquid at
  598. # high speed.
  599. movement_liquid_fluidity_smooth (Liquid fluidity smoothing) float 0.5
  600. # Controls sinking speed in liquid when idling. Negative values will cause
  601. # you to rise instead.
  602. movement_liquid_sink (Liquid sinking) float 10.0
  603. # Acceleration of gravity, in nodes per second per second.
  604. movement_gravity (Gravity) float 9.81
  605. [Mapgen]
  606. # A chosen map seed for a new map, leave empty for random.
  607. # Will be overridden when creating a new world in the main menu.
  608. fixed_map_seed (Fixed map seed) string
  609. # Name of map generator to be used when creating a new world.
  610. # Creating a world in the main menu will override this.
  611. # Current mapgens in a highly unstable state:
  612. # - The optional floatlands of v7 (disabled by default).
  613. mg_name (Mapgen name) enum v7 v7,valleys,carpathian,v5,flat,fractal,singlenode,v6
  614. # Water surface level of the world.
  615. water_level (Water level) int 1 -31000 31000
  616. # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
  617. max_block_generate_distance (Max block generate distance) int 10 1 32767
  618. # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
  619. # Only mapchunks completely within the mapgen limit are generated.
  620. # Value is stored per-world.
  621. mapgen_limit (Map generation limit) int 31007 0 31007
  622. # Global map generation attributes.
  623. # In Mapgen v6 the 'decorations' flag controls all decorations except trees
  624. # and jungle grass, in all other mapgens this flag controls all decorations.
  625. mg_flags (Mapgen flags) flags caves,dungeons,light,decorations,biomes,ores caves,dungeons,light,decorations,biomes,ores,nocaves,nodungeons,nolight,nodecorations,nobiomes,noores
  626. [*Biome API noise parameters]
  627. # Temperature variation for biomes.
  628. mg_biome_np_heat (Heat noise) noise_params_2d 50, 50, (1000, 1000, 1000), 5349, 3, 0.5, 2.0, eased
  629. # Small-scale temperature variation for blending biomes on borders.
  630. mg_biome_np_heat_blend (Heat blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0, eased
  631. # Humidity variation for biomes.
  632. mg_biome_np_humidity (Humidity noise) noise_params_2d 50, 50, (1000, 1000, 1000), 842, 3, 0.5, 2.0, eased
  633. # Small-scale humidity variation for blending biomes on borders.
  634. mg_biome_np_humidity_blend (Humidity blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0, eased
  635. [*Mapgen V5]
  636. # Map generation attributes specific to Mapgen v5.
  637. mgv5_spflags (Mapgen V5 specific flags) flags caverns caverns,nocaverns
  638. # Controls width of tunnels, a smaller value creates wider tunnels.
  639. # Value >= 10.0 completely disables generation of tunnels and avoids the
  640. # intensive noise calculations.
  641. mgv5_cave_width (Cave width) float 0.09
  642. # Y of upper limit of large caves.
  643. mgv5_large_cave_depth (Large cave depth) int -256 -31000 31000
  644. # Minimum limit of random number of small caves per mapchunk.
  645. mgv5_small_cave_num_min (Small cave minimum number) int 0 0 256
  646. # Maximum limit of random number of small caves per mapchunk.
  647. mgv5_small_cave_num_max (Small cave maximum number) int 0 0 256
  648. # Minimum limit of random number of large caves per mapchunk.
  649. mgv5_large_cave_num_min (Large cave minimum number) int 0 0 64
  650. # Maximum limit of random number of large caves per mapchunk.
  651. mgv5_large_cave_num_max (Large cave maximum number) int 2 0 64
  652. # Proportion of large caves that contain liquid.
  653. mgv5_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  654. # Y-level of cavern upper limit.
  655. mgv5_cavern_limit (Cavern limit) int -256 -31000 31000
  656. # Y-distance over which caverns expand to full size.
  657. mgv5_cavern_taper (Cavern taper) int 256 0 32767
  658. # Defines full size of caverns, smaller values create larger caverns.
  659. mgv5_cavern_threshold (Cavern threshold) float 0.7
  660. # Lower Y limit of dungeons.
  661. mgv5_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  662. # Upper Y limit of dungeons.
  663. mgv5_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  664. [**Noises]
  665. # Variation of biome filler depth.
  666. mgv5_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0, eased
  667. # Variation of terrain vertical scale.
  668. # When noise is < -0.55 terrain is near-flat.
  669. mgv5_np_factor (Factor noise) noise_params_2d 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0, eased
  670. # Y-level of average terrain surface.
  671. mgv5_np_height (Height noise) noise_params_2d 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0, eased
  672. # First of two 3D noises that together define tunnels.
  673. mgv5_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  674. # Second of two 3D noises that together define tunnels.
  675. mgv5_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  676. # 3D noise defining giant caverns.
  677. mgv5_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  678. # 3D noise defining terrain.
  679. mgv5_np_ground (Ground noise) noise_params_3d 0, 40, (80, 80, 80), 983240, 4, 0.55, 2.0, eased
  680. # 3D noise that determines number of dungeons per mapchunk.
  681. mgv5_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  682. [*Mapgen V6]
  683. # Map generation attributes specific to Mapgen v6.
  684. # The 'snowbiomes' flag enables the new 5 biome system.
  685. # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
  686. # the 'jungles' flag is ignored.
  687. mgv6_spflags (Mapgen V6 specific flags) flags jungles,biomeblend,mudflow,snowbiomes,noflat,trees jungles,biomeblend,mudflow,snowbiomes,flat,trees,nojungles,nobiomeblend,nomudflow,nosnowbiomes,noflat,notrees
  688. # Deserts occur when np_biome exceeds this value.
  689. # When the 'snowbiomes' flag is enabled, this is ignored.
  690. mgv6_freq_desert (Desert noise threshold) float 0.45
  691. # Sandy beaches occur when np_beach exceeds this value.
  692. mgv6_freq_beach (Beach noise threshold) float 0.15
  693. # Lower Y limit of dungeons.
  694. mgv6_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  695. # Upper Y limit of dungeons.
  696. mgv6_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  697. [**Noises]
  698. # Y-level of lower terrain and seabed.
  699. mgv6_np_terrain_base (Terrain base noise) noise_params_2d -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0, eased
  700. # Y-level of higher terrain that creates cliffs.
  701. mgv6_np_terrain_higher (Terrain higher noise) noise_params_2d 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0, eased
  702. # Varies steepness of cliffs.
  703. mgv6_np_steepness (Steepness noise) noise_params_2d 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0, eased
  704. # Defines distribution of higher terrain.
  705. mgv6_np_height_select (Height select noise) noise_params_2d 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0, eased
  706. # Varies depth of biome surface nodes.
  707. mgv6_np_mud (Mud noise) noise_params_2d 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0, eased
  708. # Defines areas with sandy beaches.
  709. mgv6_np_beach (Beach noise) noise_params_2d 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0, eased
  710. # Temperature variation for biomes.
  711. mgv6_np_biome (Biome noise) noise_params_2d 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0, eased
  712. # Variation of number of caves.
  713. mgv6_np_cave (Cave noise) noise_params_2d 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0, eased
  714. # Humidity variation for biomes.
  715. mgv6_np_humidity (Humidity noise) noise_params_2d 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0, eased
  716. # Defines tree areas and tree density.
  717. mgv6_np_trees (Trees noise) noise_params_2d 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0, eased
  718. # Defines areas where trees have apples.
  719. mgv6_np_apple_trees (Apple trees noise) noise_params_2d 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0, eased
  720. [*Mapgen V7]
  721. # Map generation attributes specific to Mapgen v7.
  722. # 'ridges': Rivers.
  723. # 'floatlands': Floating land masses in the atmosphere.
  724. # 'caverns': Giant caves deep underground.
  725. mgv7_spflags (Mapgen V7 specific flags) flags mountains,ridges,nofloatlands,caverns mountains,ridges,floatlands,caverns,nomountains,noridges,nofloatlands,nocaverns
  726. # Y of mountain density gradient zero level. Used to shift mountains vertically.
  727. mgv7_mount_zero_level (Mountain zero level) int 0 -31000 31000
  728. # Lower Y limit of floatlands.
  729. mgv7_floatland_ymin (Floatland minimum Y) int 1024 -31000 31000
  730. # Upper Y limit of floatlands.
  731. mgv7_floatland_ymax (Floatland maximum Y) int 4096 -31000 31000
  732. # Y-distance over which floatlands taper from full density to nothing.
  733. # Tapering starts at this distance from the Y limit.
  734. # For a solid floatland layer, this controls the height of hills/mountains.
  735. # Must be less than or equal to half the distance between the Y limits.
  736. mgv7_floatland_taper (Floatland tapering distance) int 256 0 32767
  737. # Exponent of the floatland tapering. Alters the tapering behavior.
  738. # Value = 1.0 creates a uniform, linear tapering.
  739. # Values > 1.0 create a smooth tapering suitable for the default separated
  740. # floatlands.
  741. # Values < 1.0 (for example 0.25) create a more defined surface level with
  742. # flatter lowlands, suitable for a solid floatland layer.
  743. mgv7_float_taper_exp (Floatland taper exponent) float 2.0
  744. # Adjusts the density of the floatland layer.
  745. # Increase value to increase density. Can be positive or negative.
  746. # Value = 0.0: 50% of volume is floatland.
  747. # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
  748. # to be sure) creates a solid floatland layer.
  749. mgv7_floatland_density (Floatland density) float -0.6
  750. # Surface level of optional water placed on a solid floatland layer.
  751. # Water is disabled by default and will only be placed if this value is set
  752. # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
  753. # upper tapering).
  754. # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
  755. # When enabling water placement the floatlands must be configured and tested
  756. # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
  757. # required value depending on 'mgv7_np_floatland'), to avoid
  758. # server-intensive extreme water flow and to avoid vast flooding of the
  759. # world surface below.
  760. mgv7_floatland_ywater (Floatland water level) int -31000 -31000 31000
  761. # Controls width of tunnels, a smaller value creates wider tunnels.
  762. # Value >= 10.0 completely disables generation of tunnels and avoids the
  763. # intensive noise calculations.
  764. mgv7_cave_width (Cave width) float 0.09
  765. # Y of upper limit of large caves.
  766. mgv7_large_cave_depth (Large cave depth) int -33 -31000 31000
  767. # Minimum limit of random number of small caves per mapchunk.
  768. mgv7_small_cave_num_min (Small cave minimum number) int 0 0 256
  769. # Maximum limit of random number of small caves per mapchunk.
  770. mgv7_small_cave_num_max (Small cave maximum number) int 0 0 256
  771. # Minimum limit of random number of large caves per mapchunk.
  772. mgv7_large_cave_num_min (Large cave minimum number) int 0 0 64
  773. # Maximum limit of random number of large caves per mapchunk.
  774. mgv7_large_cave_num_max (Large cave maximum number) int 2 0 64
  775. # Proportion of large caves that contain liquid.
  776. mgv7_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  777. # Y-level of cavern upper limit.
  778. mgv7_cavern_limit (Cavern limit) int -256 -31000 31000
  779. # Y-distance over which caverns expand to full size.
  780. mgv7_cavern_taper (Cavern taper) int 256 0 32767
  781. # Defines full size of caverns, smaller values create larger caverns.
  782. mgv7_cavern_threshold (Cavern threshold) float 0.7
  783. # Lower Y limit of dungeons.
  784. mgv7_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  785. # Upper Y limit of dungeons.
  786. mgv7_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  787. [**Noises]
  788. # Y-level of higher terrain that creates cliffs.
  789. mgv7_np_terrain_base (Terrain base noise) noise_params_2d 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0, eased
  790. # Y-level of lower terrain and seabed.
  791. mgv7_np_terrain_alt (Terrain alternative noise) noise_params_2d 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0, eased
  792. # Varies roughness of terrain.
  793. # Defines the 'persistence' value for terrain_base and terrain_alt noises.
  794. mgv7_np_terrain_persist (Terrain persistence noise) noise_params_2d 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0, eased
  795. # Defines distribution of higher terrain and steepness of cliffs.
  796. mgv7_np_height_select (Height select noise) noise_params_2d -8, 16, (500, 500, 500), 4213, 6, 0.7, 2.0, eased
  797. # Variation of biome filler depth.
  798. mgv7_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
  799. # Variation of maximum mountain height (in nodes).
  800. mgv7_np_mount_height (Mountain height noise) noise_params_2d 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0, eased
  801. # Defines large-scale river channel structure.
  802. mgv7_np_ridge_uwater (Ridge underwater noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
  803. # 3D noise defining mountain structure and height.
  804. # Also defines structure of floatland mountain terrain.
  805. mgv7_np_mountain (Mountain noise) noise_params_3d -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
  806. # 3D noise defining structure of river canyon walls.
  807. mgv7_np_ridge (Ridge noise) noise_params_3d 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
  808. # 3D noise defining structure of floatlands.
  809. # If altered from the default, the noise 'scale' (0.7 by default) may need
  810. # to be adjusted, as floatland tapering functions best when this noise has
  811. # a value range of approximately -2.0 to 2.0.
  812. mgv7_np_floatland (Floatland noise) noise_params_3d 0, 0.7, (384, 96, 384), 1009, 4, 0.75, 1.618
  813. # 3D noise defining giant caverns.
  814. mgv7_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  815. # First of two 3D noises that together define tunnels.
  816. mgv7_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  817. # Second of two 3D noises that together define tunnels.
  818. mgv7_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  819. # 3D noise that determines number of dungeons per mapchunk.
  820. mgv7_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  821. [*Mapgen Carpathian]
  822. # Map generation attributes specific to Mapgen Carpathian.
  823. mgcarpathian_spflags (Mapgen Carpathian specific flags) flags caverns,norivers caverns,rivers,nocaverns,norivers
  824. # Defines the base ground level.
  825. mgcarpathian_base_level (Base ground level) float 12.0
  826. # Defines the width of the river channel.
  827. mgcarpathian_river_width (River channel width) float 0.05
  828. # Defines the depth of the river channel.
  829. mgcarpathian_river_depth (River channel depth) float 24.0
  830. # Defines the width of the river valley.
  831. mgcarpathian_valley_width (River valley width) float 0.25
  832. # Controls width of tunnels, a smaller value creates wider tunnels.
  833. # Value >= 10.0 completely disables generation of tunnels and avoids the
  834. # intensive noise calculations.
  835. mgcarpathian_cave_width (Cave width) float 0.09
  836. # Y of upper limit of large caves.
  837. mgcarpathian_large_cave_depth (Large cave depth) int -33 -31000 31000
  838. # Minimum limit of random number of small caves per mapchunk.
  839. mgcarpathian_small_cave_num_min (Small cave minimum number) int 0 0 256
  840. # Maximum limit of random number of small caves per mapchunk.
  841. mgcarpathian_small_cave_num_max (Small cave maximum number) int 0 0 256
  842. # Minimum limit of random number of large caves per mapchunk.
  843. mgcarpathian_large_cave_num_min (Large cave minimum number) int 0 0 64
  844. # Maximum limit of random number of large caves per mapchunk.
  845. mgcarpathian_large_cave_num_max (Large cave maximum number) int 2 0 64
  846. # Proportion of large caves that contain liquid.
  847. mgcarpathian_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  848. # Y-level of cavern upper limit.
  849. mgcarpathian_cavern_limit (Cavern limit) int -256 -31000 31000
  850. # Y-distance over which caverns expand to full size.
  851. mgcarpathian_cavern_taper (Cavern taper) int 256 0 32767
  852. # Defines full size of caverns, smaller values create larger caverns.
  853. mgcarpathian_cavern_threshold (Cavern threshold) float 0.7
  854. # Lower Y limit of dungeons.
  855. mgcarpathian_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  856. # Upper Y limit of dungeons.
  857. mgcarpathian_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  858. [**Noises]
  859. # Variation of biome filler depth.
  860. mgcarpathian_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (128, 128, 128), 261, 3, 0.7, 2.0, eased
  861. # First of 4 2D noises that together define hill/mountain range height.
  862. mgcarpathian_np_height1 (Hilliness1 noise) noise_params_2d 0, 5, (251, 251, 251), 9613, 5, 0.5, 2.0, eased
  863. # Second of 4 2D noises that together define hill/mountain range height.
  864. mgcarpathian_np_height2 (Hilliness2 noise) noise_params_2d 0, 5, (383, 383, 383), 1949, 5, 0.5, 2.0, eased
  865. # Third of 4 2D noises that together define hill/mountain range height.
  866. mgcarpathian_np_height3 (Hilliness3 noise) noise_params_2d 0, 5, (509, 509, 509), 3211, 5, 0.5, 2.0, eased
  867. # Fourth of 4 2D noises that together define hill/mountain range height.
  868. mgcarpathian_np_height4 (Hilliness4 noise) noise_params_2d 0, 5, (631, 631, 631), 1583, 5, 0.5, 2.0, eased
  869. # 2D noise that controls the size/occurrence of rolling hills.
  870. mgcarpathian_np_hills_terrain (Rolling hills spread noise) noise_params_2d 1, 1, (1301, 1301, 1301), 1692, 3, 0.5, 2.0, eased
  871. # 2D noise that controls the size/occurrence of ridged mountain ranges.
  872. mgcarpathian_np_ridge_terrain (Ridge mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 3568, 3, 0.5, 2.0, eased
  873. # 2D noise that controls the size/occurrence of step mountain ranges.
  874. mgcarpathian_np_step_terrain (Step mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 4157, 3, 0.5, 2.0, eased
  875. # 2D noise that controls the shape/size of rolling hills.
  876. mgcarpathian_np_hills (Rolling hill size noise) noise_params_2d 0, 3, (257, 257, 257), 6604, 6, 0.5, 2.0, eased
  877. # 2D noise that controls the shape/size of ridged mountains.
  878. mgcarpathian_np_ridge_mnt (Ridged mountain size noise) noise_params_2d 0, 12, (743, 743, 743), 5520, 6, 0.7, 2.0, eased
  879. # 2D noise that controls the shape/size of step mountains.
  880. mgcarpathian_np_step_mnt (Step mountain size noise) noise_params_2d 0, 8, (509, 509, 509), 2590, 6, 0.6, 2.0, eased
  881. # 2D noise that locates the river valleys and channels.
  882. mgcarpathian_np_rivers (River noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
  883. # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
  884. mgcarpathian_np_mnt_var (Mountain variation noise) noise_params_3d 0, 1, (499, 499, 499), 2490, 5, 0.55, 2.0
  885. # First of two 3D noises that together define tunnels.
  886. mgcarpathian_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  887. # Second of two 3D noises that together define tunnels.
  888. mgcarpathian_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  889. # 3D noise defining giant caverns.
  890. mgcarpathian_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  891. # 3D noise that determines number of dungeons per mapchunk.
  892. mgcarpathian_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  893. [*Mapgen Flat]
  894. # Map generation attributes specific to Mapgen Flat.
  895. # Occasional lakes and hills can be added to the flat world.
  896. mgflat_spflags (Mapgen Flat specific flags) flags nolakes,nohills,nocaverns lakes,hills,caverns,nolakes,nohills,nocaverns
  897. # Y of flat ground.
  898. mgflat_ground_level (Ground level) int 8 -31000 31000
  899. # Y of upper limit of large caves.
  900. mgflat_large_cave_depth (Large cave depth) int -33 -31000 31000
  901. # Minimum limit of random number of small caves per mapchunk.
  902. mgflat_small_cave_num_min (Small cave minimum number) int 0 0 256
  903. # Maximum limit of random number of small caves per mapchunk.
  904. mgflat_small_cave_num_max (Small cave maximum number) int 0 0 256
  905. # Minimum limit of random number of large caves per mapchunk.
  906. mgflat_large_cave_num_min (Large cave minimum number) int 0 0 64
  907. # Maximum limit of random number of large caves per mapchunk.
  908. mgflat_large_cave_num_max (Large cave maximum number) int 2 0 64
  909. # Proportion of large caves that contain liquid.
  910. mgflat_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  911. # Controls width of tunnels, a smaller value creates wider tunnels.
  912. # Value >= 10.0 completely disables generation of tunnels and avoids the
  913. # intensive noise calculations.
  914. mgflat_cave_width (Cave width) float 0.09
  915. # Terrain noise threshold for lakes.
  916. # Controls proportion of world area covered by lakes.
  917. # Adjust towards 0.0 for a larger proportion.
  918. mgflat_lake_threshold (Lake threshold) float -0.45
  919. # Controls steepness/depth of lake depressions.
  920. mgflat_lake_steepness (Lake steepness) float 48.0
  921. # Terrain noise threshold for hills.
  922. # Controls proportion of world area covered by hills.
  923. # Adjust towards 0.0 for a larger proportion.
  924. mgflat_hill_threshold (Hill threshold) float 0.45
  925. # Controls steepness/height of hills.
  926. mgflat_hill_steepness (Hill steepness) float 64.0
  927. # Y-level of cavern upper limit.
  928. mgflat_cavern_limit (Cavern limit) int -256 -31000 31000
  929. # Y-distance over which caverns expand to full size.
  930. mgflat_cavern_taper (Cavern taper) int 256 0 32767
  931. # Defines full size of caverns, smaller values create larger caverns.
  932. mgflat_cavern_threshold (Cavern threshold) float 0.7
  933. # Lower Y limit of dungeons.
  934. mgflat_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  935. # Upper Y limit of dungeons.
  936. mgflat_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  937. [**Noises]
  938. # Defines location and terrain of optional hills and lakes.
  939. mgflat_np_terrain (Terrain noise) noise_params_2d 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0, eased
  940. # Variation of biome filler depth.
  941. mgflat_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
  942. # First of two 3D noises that together define tunnels.
  943. mgflat_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  944. # Second of two 3D noises that together define tunnels.
  945. mgflat_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  946. # 3D noise defining giant caverns.
  947. mgflat_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  948. # 3D noise that determines number of dungeons per mapchunk.
  949. mgflat_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  950. [*Mapgen Fractal]
  951. # Map generation attributes specific to Mapgen Fractal.
  952. # 'terrain' enables the generation of non-fractal terrain:
  953. # ocean, islands and underground.
  954. mgfractal_spflags (Mapgen Fractal specific flags) flags terrain terrain,noterrain
  955. # Controls width of tunnels, a smaller value creates wider tunnels.
  956. # Value >= 10.0 completely disables generation of tunnels and avoids the
  957. # intensive noise calculations.
  958. mgfractal_cave_width (Cave width) float 0.09
  959. # Y of upper limit of large caves.
  960. mgfractal_large_cave_depth (Large cave depth) int -33 -31000 31000
  961. # Minimum limit of random number of small caves per mapchunk.
  962. mgfractal_small_cave_num_min (Small cave minimum number) int 0 0 256
  963. # Maximum limit of random number of small caves per mapchunk.
  964. mgfractal_small_cave_num_max (Small cave maximum number) int 0 0 256
  965. # Minimum limit of random number of large caves per mapchunk.
  966. mgfractal_large_cave_num_min (Large cave minimum number) int 0 0 64
  967. # Maximum limit of random number of large caves per mapchunk.
  968. mgfractal_large_cave_num_max (Large cave maximum number) int 2 0 64
  969. # Proportion of large caves that contain liquid.
  970. mgfractal_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  971. # Lower Y limit of dungeons.
  972. mgfractal_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  973. # Upper Y limit of dungeons.
  974. mgfractal_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  975. # Selects one of 18 fractal types.
  976. # 1 = 4D "Roundy" Mandelbrot set.
  977. # 2 = 4D "Roundy" Julia set.
  978. # 3 = 4D "Squarry" Mandelbrot set.
  979. # 4 = 4D "Squarry" Julia set.
  980. # 5 = 4D "Mandy Cousin" Mandelbrot set.
  981. # 6 = 4D "Mandy Cousin" Julia set.
  982. # 7 = 4D "Variation" Mandelbrot set.
  983. # 8 = 4D "Variation" Julia set.
  984. # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
  985. # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
  986. # 11 = 3D "Christmas Tree" Mandelbrot set.
  987. # 12 = 3D "Christmas Tree" Julia set.
  988. # 13 = 3D "Mandelbulb" Mandelbrot set.
  989. # 14 = 3D "Mandelbulb" Julia set.
  990. # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
  991. # 16 = 3D "Cosine Mandelbulb" Julia set.
  992. # 17 = 4D "Mandelbulb" Mandelbrot set.
  993. # 18 = 4D "Mandelbulb" Julia set.
  994. mgfractal_fractal (Fractal type) int 1 1 18
  995. # Iterations of the recursive function.
  996. # Increasing this increases the amount of fine detail, but also
  997. # increases processing load.
  998. # At iterations = 20 this mapgen has a similar load to mapgen V7.
  999. mgfractal_iterations (Iterations) int 11 1 65535
  1000. # (X,Y,Z) scale of fractal in nodes.
  1001. # Actual fractal size will be 2 to 3 times larger.
  1002. # These numbers can be made very large, the fractal does
  1003. # not have to fit inside the world.
  1004. # Increase these to 'zoom' into the detail of the fractal.
  1005. # Default is for a vertically-squashed shape suitable for
  1006. # an island, set all 3 numbers equal for the raw shape.
  1007. mgfractal_scale (Scale) v3f (4096.0, 1024.0, 4096.0)
  1008. # (X,Y,Z) offset of fractal from world center in units of 'scale'.
  1009. # Can be used to move a desired point to (0, 0) to create a
  1010. # suitable spawn point, or to allow 'zooming in' on a desired
  1011. # point by increasing 'scale'.
  1012. # The default is tuned for a suitable spawn point for Mandelbrot
  1013. # sets with default parameters, it may need altering in other
  1014. # situations.
  1015. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
  1016. mgfractal_offset (Offset) v3f (1.79, 0.0, 0.0)
  1017. # W coordinate of the generated 3D slice of a 4D fractal.
  1018. # Determines which 3D slice of the 4D shape is generated.
  1019. # Alters the shape of the fractal.
  1020. # Has no effect on 3D fractals.
  1021. # Range roughly -2 to 2.
  1022. mgfractal_slice_w (Slice w) float 0.0
  1023. # Julia set only.
  1024. # X component of hypercomplex constant.
  1025. # Alters the shape of the fractal.
  1026. # Range roughly -2 to 2.
  1027. mgfractal_julia_x (Julia x) float 0.33
  1028. # Julia set only.
  1029. # Y component of hypercomplex constant.
  1030. # Alters the shape of the fractal.
  1031. # Range roughly -2 to 2.
  1032. mgfractal_julia_y (Julia y) float 0.33
  1033. # Julia set only.
  1034. # Z component of hypercomplex constant.
  1035. # Alters the shape of the fractal.
  1036. # Range roughly -2 to 2.
  1037. mgfractal_julia_z (Julia z) float 0.33
  1038. # Julia set only.
  1039. # W component of hypercomplex constant.
  1040. # Alters the shape of the fractal.
  1041. # Has no effect on 3D fractals.
  1042. # Range roughly -2 to 2.
  1043. mgfractal_julia_w (Julia w) float 0.33
  1044. [**Noises]
  1045. # Y-level of seabed.
  1046. mgfractal_np_seabed (Seabed noise) noise_params_2d -14, 9, (600, 600, 600), 41900, 5, 0.6, 2.0, eased
  1047. # Variation of biome filler depth.
  1048. mgfractal_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
  1049. # First of two 3D noises that together define tunnels.
  1050. mgfractal_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1051. # Second of two 3D noises that together define tunnels.
  1052. mgfractal_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1053. # 3D noise that determines number of dungeons per mapchunk.
  1054. mgfractal_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1055. [*Mapgen Valleys]
  1056. # Map generation attributes specific to Mapgen Valleys.
  1057. # 'altitude_chill': Reduces heat with altitude.
  1058. # 'humid_rivers': Increases humidity around rivers.
  1059. # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
  1060. # to become shallower and occasionally dry.
  1061. # 'altitude_dry': Reduces humidity with altitude.
  1062. mgvalleys_spflags (Mapgen Valleys specific flags) flags altitude_chill,humid_rivers,vary_river_depth,altitude_dry altitude_chill,humid_rivers,vary_river_depth,altitude_dry,noaltitude_chill,nohumid_rivers,novary_river_depth,noaltitude_dry
  1063. # The vertical distance over which heat drops by 20 if 'altitude_chill' is
  1064. # enabled. Also the vertical distance over which humidity drops by 10 if
  1065. # 'altitude_dry' is enabled.
  1066. mgvalleys_altitude_chill (Altitude chill) int 90 0 65535
  1067. # Depth below which you'll find large caves.
  1068. mgvalleys_large_cave_depth (Large cave depth) int -33 -31000 31000
  1069. # Minimum limit of random number of small caves per mapchunk.
  1070. mgvalleys_small_cave_num_min (Small cave minimum number) int 0 0 256
  1071. # Maximum limit of random number of small caves per mapchunk.
  1072. mgvalleys_small_cave_num_max (Small cave maximum number) int 0 0 256
  1073. # Minimum limit of random number of large caves per mapchunk.
  1074. mgvalleys_large_cave_num_min (Large cave minimum number) int 0 0 64
  1075. # Maximum limit of random number of large caves per mapchunk.
  1076. mgvalleys_large_cave_num_max (Large cave maximum number) int 2 0 64
  1077. # Proportion of large caves that contain liquid.
  1078. mgvalleys_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  1079. # Depth below which you'll find giant caverns.
  1080. mgvalleys_cavern_limit (Cavern upper limit) int -256 -31000 31000
  1081. # Y-distance over which caverns expand to full size.
  1082. mgvalleys_cavern_taper (Cavern taper) int 192 0 32767
  1083. # Defines full size of caverns, smaller values create larger caverns.
  1084. mgvalleys_cavern_threshold (Cavern threshold) float 0.6
  1085. # How deep to make rivers.
  1086. mgvalleys_river_depth (River depth) int 4 0 65535
  1087. # How wide to make rivers.
  1088. mgvalleys_river_size (River size) int 5 0 65535
  1089. # Controls width of tunnels, a smaller value creates wider tunnels.
  1090. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1091. # intensive noise calculations.
  1092. mgvalleys_cave_width (Cave width) float 0.09
  1093. # Lower Y limit of dungeons.
  1094. mgvalleys_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  1095. # Upper Y limit of dungeons.
  1096. mgvalleys_dungeon_ymax (Dungeon maximum Y) int 63 -31000 31000
  1097. [**Noises]
  1098. # First of two 3D noises that together define tunnels.
  1099. mgvalleys_np_cave1 (Cave noise #1) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1100. # Second of two 3D noises that together define tunnels.
  1101. mgvalleys_np_cave2 (Cave noise #2) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1102. # The depth of dirt or other biome filler node.
  1103. mgvalleys_np_filler_depth (Filler depth) noise_params_2d 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0, eased
  1104. # 3D noise defining giant caverns.
  1105. mgvalleys_np_cavern (Cavern noise) noise_params_3d 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0
  1106. # Defines large-scale river channel structure.
  1107. mgvalleys_np_rivers (River noise) noise_params_2d 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0, eased
  1108. # Base terrain height.
  1109. mgvalleys_np_terrain_height (Terrain height) noise_params_2d -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0, eased
  1110. # Raises terrain to make valleys around the rivers.
  1111. mgvalleys_np_valley_depth (Valley depth) noise_params_2d 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0, eased
  1112. # Slope and fill work together to modify the heights.
  1113. mgvalleys_np_inter_valley_fill (Valley fill) noise_params_3d 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0
  1114. # Amplifies the valleys.
  1115. mgvalleys_np_valley_profile (Valley profile) noise_params_2d 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0, eased
  1116. # Slope and fill work together to modify the heights.
  1117. mgvalleys_np_inter_valley_slope (Valley slope) noise_params_2d 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0, eased
  1118. # 3D noise that determines number of dungeons per mapchunk.
  1119. mgvalleys_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1120. [Advanced]
  1121. [*Developer Options]
  1122. # Enable Lua modding support on client.
  1123. # This support is experimental and API can change.
  1124. enable_client_modding (Client modding) bool false
  1125. # Replaces the default main menu with a custom one.
  1126. main_menu_script (Main menu script) string
  1127. [**Mod Security]
  1128. # Prevent mods from doing insecure things like running shell commands.
  1129. secure.enable_security (Enable mod security) bool true
  1130. # Comma-separated list of trusted mods that are allowed to access insecure
  1131. # functions even when mod security is on (via request_insecure_environment()).
  1132. secure.trusted_mods (Trusted mods) string
  1133. # Comma-separated list of mods that are allowed to access HTTP APIs, which
  1134. # allow them to upload and download data to/from the internet.
  1135. secure.http_mods (HTTP mods) string
  1136. [**Debugging]
  1137. # Level of logging to be written to debug.txt:
  1138. # - <nothing> (no logging)
  1139. # - none (messages with no level)
  1140. # - error
  1141. # - warning
  1142. # - action
  1143. # - info
  1144. # - verbose
  1145. # - trace
  1146. debug_log_level (Debug log level) enum action ,none,error,warning,action,info,verbose,trace
  1147. # If the file size of debug.txt exceeds the number of megabytes specified in
  1148. # this setting when it is opened, the file is moved to debug.txt.1,
  1149. # deleting an older debug.txt.1 if it exists.
  1150. # debug.txt is only moved if this setting is positive.
  1151. debug_log_size_max (Debug log file size threshold) int 50 1
  1152. # Minimal level of logging to be written to chat.
  1153. chat_log_level (Chat log level) enum error ,none,error,warning,action,info,verbose,trace
  1154. # Handling for deprecated Lua API calls:
  1155. # - none: Do not log deprecated calls
  1156. # - log: mimic and log backtrace of deprecated call (default).
  1157. # - error: abort on usage of deprecated call (suggested for mod developers).
  1158. deprecated_lua_api_handling (Deprecated Lua API handling) enum log none,log,error
  1159. # Enable random user input (only used for testing).
  1160. random_input (Random input) bool false
  1161. # Enable mod channels support.
  1162. enable_mod_channels (Mod channels) bool false
  1163. [**Mod Profiler]
  1164. # Load the game profiler to collect game profiling data.
  1165. # Provides a /profiler command to access the compiled profile.
  1166. # Useful for mod developers and server operators.
  1167. profiler.load (Load the game profiler) bool false
  1168. # The default format in which profiles are being saved,
  1169. # when calling `/profiler save [format]` without format.
  1170. profiler.default_report_format (Default report format) enum txt txt,csv,lua,json,json_pretty
  1171. # The file path relative to your worldpath in which profiles will be saved to.
  1172. profiler.report_path (Report path) string ""
  1173. # Instrument the methods of entities on registration.
  1174. instrument.entity (Entity methods) bool true
  1175. # Instrument the action function of Active Block Modifiers on registration.
  1176. instrument.abm (Active Block Modifiers) bool true
  1177. # Instrument the action function of Loading Block Modifiers on registration.
  1178. instrument.lbm (Loading Block Modifiers) bool true
  1179. # Instrument chat commands on registration.
  1180. instrument.chatcommand (Chat commands) bool true
  1181. # Instrument global callback functions on registration.
  1182. # (anything you pass to a minetest.register_*() function)
  1183. instrument.global_callback (Global callbacks) bool true
  1184. # Instrument builtin.
  1185. # This is usually only needed by core/builtin contributors
  1186. instrument.builtin (Builtin) bool false
  1187. # Have the profiler instrument itself:
  1188. # * Instrument an empty function.
  1189. # This estimates the overhead, that instrumentation is adding (+1 function call).
  1190. # * Instrument the sampler being used to update the statistics.
  1191. instrument.profiler (Profiler) bool false
  1192. [**Engine profiler]
  1193. # Print the engine's profiling data in regular intervals (in seconds).
  1194. # 0 = disable. Useful for developers.
  1195. profiler_print_interval (Engine profiling data print interval) int 0 0
  1196. [*Advanced]
  1197. # Enable IPv6 support (for both client and server).
  1198. # Required for IPv6 connections to work at all.
  1199. enable_ipv6 (IPv6) bool true
  1200. # If enabled, invalid world data won't cause the server to shut down.
  1201. # Only enable this if you know what you are doing.
  1202. ignore_world_load_errors (Ignore world errors) bool false
  1203. [**Graphics]
  1204. # Path to shader directory. If no path is defined, default location will be used.
  1205. shader_path (Shader path) path
  1206. # The rendering back-end.
  1207. # Note: A restart is required after changing this!
  1208. # OpenGL is the default for desktop, and OGLES2 for Android.
  1209. # Shaders are supported by OpenGL and OGLES2 (experimental).
  1210. video_driver (Video driver) enum opengl opengl,ogles1,ogles2
  1211. # Distance in nodes at which transparency depth sorting is enabled
  1212. # Use this to limit the performance impact of transparency depth sorting
  1213. transparency_sorting_distance (Transparency Sorting Distance) int 16 0 128
  1214. # Enable vertex buffer objects.
  1215. # This should greatly improve graphics performance.
  1216. enable_vbo (VBO) bool true
  1217. # Radius of cloud area stated in number of 64 node cloud squares.
  1218. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
  1219. cloud_radius (Cloud radius) int 12 1 62
  1220. # Whether node texture animations should be desynchronized per mapblock.
  1221. desynchronize_mapblock_texture_animation (Desynchronize block animation) bool true
  1222. # Enables caching of facedir rotated meshes.
  1223. enable_mesh_cache (Mesh cache) bool false
  1224. # Delay between mesh updates on the client in ms. Increasing this will slow
  1225. # down the rate of mesh updates, thus reducing jitter on slower clients.
  1226. mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50
  1227. # Number of threads to use for mesh generation.
  1228. # Value of 0 (default) will let Minetest autodetect the number of available threads.
  1229. mesh_generation_threads (Mapblock mesh generation threads) int 0 0 8
  1230. # Size of the MapBlock cache of the mesh generator. Increasing this will
  1231. # increase the cache hit %, reducing the data being copied from the main
  1232. # thread, thus reducing jitter.
  1233. meshgen_block_cache_size (Mapblock mesh generator's MapBlock cache size in MB) int 20 0 1000
  1234. # True = 256
  1235. # False = 128
  1236. # Usable to make minimap smoother on slower machines.
  1237. minimap_double_scan_height (Minimap scan height) bool true
  1238. # Textures on a node may be aligned either to the node or to the world.
  1239. # The former mode suits better things like machines, furniture, etc., while
  1240. # the latter makes stairs and microblocks fit surroundings better.
  1241. # However, as this possibility is new, thus may not be used by older servers,
  1242. # this option allows enforcing it for certain node types. Note though that
  1243. # that is considered EXPERIMENTAL and may not work properly.
  1244. world_aligned_mode (World-aligned textures mode) enum enable disable,enable,force_solid,force_nodebox
  1245. # World-aligned textures may be scaled to span several nodes. However,
  1246. # the server may not send the scale you want, especially if you use
  1247. # a specially-designed texture pack; with this option, the client tries
  1248. # to determine the scale automatically basing on the texture size.
  1249. # See also texture_min_size.
  1250. # Warning: This option is EXPERIMENTAL!
  1251. autoscale_mode (Autoscaling mode) enum disable disable,enable,force
  1252. # Side length of a cube of map blocks that the client will consider together
  1253. # when generating meshes.
  1254. # Larger values increase the utilization of the GPU by reducing the number of
  1255. # draw calls, benefiting especially high-end GPUs.
  1256. # Systems with a low-end GPU (or no GPU) would benefit from smaller values.
  1257. client_mesh_chunk (Client Mesh Chunksize) int 1 1 16
  1258. [**Font]
  1259. font_bold (Font bold by default) bool false
  1260. font_italic (Font italic by default) bool false
  1261. # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
  1262. font_shadow (Font shadow) int 1 0 65535
  1263. # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
  1264. font_shadow_alpha (Font shadow alpha) int 127 0 255
  1265. # Font size of the default font where 1 unit = 1 pixel at 96 DPI
  1266. font_size (Font size) int 16 5 72
  1267. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  1268. # with this font will always be divisible by this value, in pixels. For instance,
  1269. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  1270. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  1271. font_size_divisible_by (Font size divisible by) int 1 1
  1272. # Path to the default font. Must be a TrueType font.
  1273. # The fallback font will be used if the font cannot be loaded.
  1274. font_path (Regular font path) filepath fonts/Arimo-Regular.ttf
  1275. font_path_bold (Bold font path) filepath fonts/Arimo-Bold.ttf
  1276. font_path_italic (Italic font path) filepath fonts/Arimo-Italic.ttf
  1277. font_path_bold_italic (Bold and italic font path) filepath fonts/Arimo-BoldItalic.ttf
  1278. # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
  1279. mono_font_size (Monospace font size) int 16 5 72
  1280. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  1281. # with this font will always be divisible by this value, in pixels. For instance,
  1282. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  1283. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  1284. mono_font_size_divisible_by (Monospace font size divisible by) int 1 1
  1285. # Path to the monospace font. Must be a TrueType font.
  1286. # This font is used for e.g. the console and profiler screen.
  1287. mono_font_path (Monospace font path) filepath fonts/Cousine-Regular.ttf
  1288. mono_font_path_bold (Bold monospace font path) filepath fonts/Cousine-Bold.ttf
  1289. mono_font_path_italic (Italic monospace font path) filepath fonts/Cousine-Italic.ttf
  1290. mono_font_path_bold_italic (Bold and italic monospace font path) filepath fonts/Cousine-BoldItalic.ttf
  1291. # Path of the fallback font. Must be a TrueType font.
  1292. # This font will be used for certain languages or if the default font is unavailable.
  1293. fallback_font_path (Fallback font path) filepath fonts/DroidSansFallbackFull.ttf
  1294. [**Lighting]
  1295. # Gradient of light curve at minimum light level.
  1296. # Controls the contrast of the lowest light levels.
  1297. lighting_alpha (Light curve low gradient) float 0.0 0.0 3.0
  1298. # Gradient of light curve at maximum light level.
  1299. # Controls the contrast of the highest light levels.
  1300. lighting_beta (Light curve high gradient) float 1.5 0.0 3.0
  1301. # Strength of light curve boost.
  1302. # The 3 'boost' parameters define a range of the light
  1303. # curve that is boosted in brightness.
  1304. lighting_boost (Light curve boost) float 0.2 0.0 0.4
  1305. # Center of light curve boost range.
  1306. # Where 0.0 is minimum light level, 1.0 is maximum light level.
  1307. lighting_boost_center (Light curve boost center) float 0.5 0.0 1.0
  1308. # Spread of light curve boost range.
  1309. # Controls the width of the range to be boosted.
  1310. # Standard deviation of the light curve boost Gaussian.
  1311. lighting_boost_spread (Light curve boost spread) float 0.2 0.0 0.4
  1312. [**Networking]
  1313. # Prometheus listener address.
  1314. # If Minetest is compiled with ENABLE_PROMETHEUS option enabled,
  1315. # enable metrics listener for Prometheus on that address.
  1316. # Metrics can be fetched on http://127.0.0.1:30000/metrics
  1317. prometheus_listener_address (Prometheus listener address) string 127.0.0.1:30000
  1318. # Maximum size of the out chat queue.
  1319. # 0 to disable queueing and -1 to make the queue size unlimited.
  1320. max_out_chat_queue_size (Maximum size of the out chat queue) int 20 -1 32767
  1321. # Timeout for client to remove unused map data from memory, in seconds.
  1322. client_unload_unused_data_timeout (Mapblock unload timeout) float 600.0 0.0
  1323. # Maximum number of mapblocks for client to be kept in memory.
  1324. # Set to -1 for unlimited amount.
  1325. client_mapblock_limit (Mapblock limit) int 7500 -1 2147483647
  1326. # Whether to show the client debug info (has the same effect as hitting F5).
  1327. show_debug (Show debug info) bool false
  1328. # Maximum number of blocks that are simultaneously sent per client.
  1329. # The maximum total count is calculated dynamically:
  1330. # max_total = ceil((#clients + max_users) * per_client / 4)
  1331. max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 40 1 4294967295
  1332. # To reduce lag, block transfers are slowed down when a player is building something.
  1333. # This determines how long they are slowed down after placing or removing a node.
  1334. full_block_send_enable_min_time_from_building (Delay in sending blocks after building) float 2.0 0.0
  1335. # Maximum number of packets sent per send step, if you have a slow connection
  1336. # try reducing it, but don't reduce it to a number below double of targeted
  1337. # client number.
  1338. max_packets_per_iteration (Max. packets per iteration) int 1024 1 65535
  1339. # Compression level to use when sending mapblocks to the client.
  1340. # -1 - use default compression level
  1341. # 0 - least compression, fastest
  1342. # 9 - best compression, slowest
  1343. map_compression_level_net (Map Compression Level for Network Transfer) int -1 -1 9
  1344. [**Server]
  1345. # Format of player chat messages. The following strings are valid placeholders:
  1346. # @name, @message, @timestamp (optional)
  1347. chat_message_format (Chat message format) string <@name> @message
  1348. # If the execution of a chat command takes longer than this specified time in
  1349. # seconds, add the time information to the chat command message
  1350. chatcommand_msg_time_threshold (Chat command time message threshold) float 0.1 0.0
  1351. # A message to be displayed to all clients when the server shuts down.
  1352. kick_msg_shutdown (Shutdown message) string Server shutting down.
  1353. # A message to be displayed to all clients when the server crashes.
  1354. kick_msg_crash (Crash message) string This server has experienced an internal error. You will now be disconnected.
  1355. # Whether to ask clients to reconnect after a (Lua) crash.
  1356. # Set this to true if your server is set up to restart automatically.
  1357. ask_reconnect_on_crash (Ask to reconnect after crash) bool false
  1358. [**Server/Env Performance]
  1359. # Length of a server tick and the interval at which objects are generally updated over
  1360. # network, stated in seconds.
  1361. dedicated_server_step (Dedicated server step) float 0.09 0.0
  1362. # Whether players are shown to clients without any range limit.
  1363. # Deprecated, use the setting player_transfer_distance instead.
  1364. unlimited_player_transfer_distance (Unlimited player transfer distance) bool true
  1365. # Defines the maximal player transfer distance in blocks (0 = unlimited).
  1366. player_transfer_distance (Player transfer distance) int 0 0 65535
  1367. # From how far clients know about objects, stated in mapblocks (16 nodes).
  1368. #
  1369. # Setting this larger than active_block_range will also cause the server
  1370. # to maintain active objects up to this distance in the direction the
  1371. # player is looking. (This can avoid mobs suddenly disappearing from view)
  1372. active_object_send_range_blocks (Active object send range) int 8 1 65535
  1373. # The radius of the volume of blocks around every player that is subject to the
  1374. # active block stuff, stated in mapblocks (16 nodes).
  1375. # In active blocks objects are loaded and ABMs run.
  1376. # This is also the minimum range in which active objects (mobs) are maintained.
  1377. # This should be configured together with active_object_send_range_blocks.
  1378. active_block_range (Active block range) int 4 1 65535
  1379. # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
  1380. max_block_send_distance (Max block send distance) int 12 1 65535
  1381. # Default maximum number of forceloaded mapblocks.
  1382. # Set this to -1 to disable the limit.
  1383. max_forceloaded_blocks (Maximum forceloaded blocks) int 16 -1
  1384. # Interval of sending time of day to clients, stated in seconds.
  1385. time_send_interval (Time send interval) float 5.0 0.001
  1386. # Interval of saving important changes in the world, stated in seconds.
  1387. server_map_save_interval (Map save interval) float 5.3 0.001
  1388. # How long the server will wait before unloading unused mapblocks, stated in seconds.
  1389. # Higher value is smoother, but will use more RAM.
  1390. server_unload_unused_data_timeout (Unload unused server data) int 29 0 4294967295
  1391. # Maximum number of statically stored objects in a block.
  1392. max_objects_per_block (Maximum objects per block) int 256 1 65535
  1393. # Length of time between active block management cycles, stated in seconds.
  1394. active_block_mgmt_interval (Active block management interval) float 2.0 0.0
  1395. # Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
  1396. abm_interval (ABM interval) float 1.0 0.0
  1397. # The time budget allowed for ABMs to execute on each step
  1398. # (as a fraction of the ABM Interval)
  1399. abm_time_budget (ABM time budget) float 0.2 0.1 0.9
  1400. # Length of time between NodeTimer execution cycles, stated in seconds.
  1401. nodetimer_interval (NodeTimer interval) float 0.2 0.0
  1402. # Max liquids processed per step.
  1403. liquid_loop_max (Liquid loop max) int 100000 1 4294967295
  1404. # The time (in seconds) that the liquids queue may grow beyond processing
  1405. # capacity until an attempt is made to decrease its size by dumping old queue
  1406. # items. A value of 0 disables the functionality.
  1407. liquid_queue_purge_time (Liquid queue purge time) int 0 0 65535
  1408. # Liquid update interval in seconds.
  1409. liquid_update (Liquid update tick) float 1.0 0.001
  1410. # At this distance the server will aggressively optimize which blocks are sent to
  1411. # clients.
  1412. # Small values potentially improve performance a lot, at the expense of visible
  1413. # rendering glitches (some blocks will not be rendered under water and in caves,
  1414. # as well as sometimes on land).
  1415. # Setting this to a value greater than max_block_send_distance disables this
  1416. # optimization.
  1417. # Stated in mapblocks (16 nodes).
  1418. block_send_optimize_distance (Block send optimize distance) int 4 2 32767
  1419. # If enabled the server will perform map block occlusion culling based on
  1420. # on the eye position of the player. This can reduce the number of blocks
  1421. # sent to the client 50-80%. The client will not longer receive most invisible
  1422. # so that the utility of noclip mode is reduced.
  1423. server_side_occlusion_culling (Server side occlusion culling) bool true
  1424. [**Mapgen]
  1425. # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
  1426. # WARNING!: There is no benefit, and there are several dangers, in
  1427. # increasing this value above 5.
  1428. # Reducing this value increases cave and dungeon density.
  1429. # Altering this value is for special usage, leaving it unchanged is
  1430. # recommended.
  1431. chunksize (Chunk size) int 5 1 10
  1432. # Dump the mapgen debug information.
  1433. enable_mapgen_debug_info (Mapgen debug) bool false
  1434. # Maximum number of blocks that can be queued for loading.
  1435. emergequeue_limit_total (Absolute limit of queued blocks to emerge) int 1024 1 1000000
  1436. # Maximum number of blocks to be queued that are to be loaded from file.
  1437. # This limit is enforced per player.
  1438. emergequeue_limit_diskonly (Per-player limit of queued blocks load from disk) int 128 1 1000000
  1439. # Maximum number of blocks to be queued that are to be generated.
  1440. # This limit is enforced per player.
  1441. emergequeue_limit_generate (Per-player limit of queued blocks to generate) int 128 1 1000000
  1442. # Number of emerge threads to use.
  1443. # Value 0:
  1444. # - Automatic selection. The number of emerge threads will be
  1445. # - 'number of processors - 2', with a lower limit of 1.
  1446. # Any other value:
  1447. # - Specifies the number of emerge threads, with a lower limit of 1.
  1448. # WARNING: Increasing the number of emerge threads increases engine mapgen
  1449. # speed, but this may harm game performance by interfering with other
  1450. # processes, especially in singleplayer and/or when running Lua code in
  1451. # 'on_generated'. For many users the optimum setting may be '1'.
  1452. num_emerge_threads (Number of emerge threads) int 1 0 32767
  1453. [**cURL]
  1454. # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
  1455. curl_timeout (cURL interactive timeout) int 20000 100 2147483647
  1456. # Limits number of parallel HTTP requests. Affects:
  1457. # - Media fetch if server uses remote_media setting.
  1458. # - Serverlist download and server announcement.
  1459. # - Downloads performed by main menu (e.g. mod manager).
  1460. # Only has an effect if compiled with cURL.
  1461. curl_parallel_limit (cURL parallel limit) int 8 1 2147483647
  1462. # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
  1463. curl_file_download_timeout (cURL file download timeout) int 300000 100 2147483647
  1464. [**Misc]
  1465. # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
  1466. screen_dpi (DPI) int 72 1
  1467. # Adjust the detected display density, used for scaling UI elements.
  1468. display_density_factor (Display Density Scaling Factor) float 1 0.5 5.0
  1469. # Windows systems only: Start Minetest with the command line window in the background.
  1470. # Contains the same information as the file debug.txt (default name).
  1471. enable_console (Enable console window) bool false
  1472. # Number of extra blocks that can be loaded by /clearobjects at once.
  1473. # This is a trade-off between SQLite transaction overhead and
  1474. # memory consumption (4096=100MB, as a rule of thumb).
  1475. max_clearobjects_extra_loaded_blocks (Max. clearobjects extra blocks) int 4096 0 4294967295
  1476. # World directory (everything in the world is stored here).
  1477. # Not needed if starting from the main menu.
  1478. map-dir (Map directory) path
  1479. # See https://www.sqlite.org/pragma.html#pragma_synchronous
  1480. sqlite_synchronous (Synchronous SQLite) enum 2 0,1,2
  1481. # Compression level to use when saving mapblocks to disk.
  1482. # -1 - use default compression level
  1483. # 0 - least compression, fastest
  1484. # 9 - best compression, slowest
  1485. map_compression_level_disk (Map Compression Level for Disk Storage) int -1 -1 9
  1486. # Enable usage of remote media server (if provided by server).
  1487. # Remote servers offer a significantly faster way to download media (e.g. textures)
  1488. # when connecting to the server.
  1489. enable_remote_media_server (Connect to external media server) bool true
  1490. # File in client/serverlist/ that contains your favorite servers displayed in the
  1491. # Multiplayer Tab.
  1492. serverlist_file (Serverlist file) string favoriteservers.json
  1493. [*Gamepads]
  1494. # Enable joysticks. Requires a restart to take effect
  1495. enable_joysticks (Enable joysticks) bool false
  1496. # The identifier of the joystick to use
  1497. joystick_id (Joystick ID) int 0 0 255
  1498. # The type of joystick
  1499. joystick_type (Joystick type) enum auto auto,generic,xbox,dragonrise_gamecube
  1500. # The time in seconds it takes between repeated events
  1501. # when holding down a joystick button combination.
  1502. repeat_joystick_button_time (Joystick button repetition interval) float 0.17 0.001
  1503. # The dead zone of the joystick
  1504. joystick_deadzone (Joystick dead zone) int 2048 0 65535
  1505. # The sensitivity of the joystick axes for moving the
  1506. # in-game view frustum around.
  1507. joystick_frustum_sensitivity (Joystick frustum sensitivity) float 170.0 0.001
  1508. [*Temporary Settings]
  1509. # Path to texture directory. All textures are first searched from here.
  1510. texture_path (Texture path) path
  1511. # Enables minimap.
  1512. enable_minimap (Minimap) bool true
  1513. # Shape of the minimap. Enabled = round, disabled = square.
  1514. minimap_shape_round (Round minimap) bool true
  1515. # Address to connect to.
  1516. # Leave this blank to start a local server.
  1517. # Note that the address field in the main menu overrides this setting.
  1518. address (Server address) string
  1519. # Port to connect to (UDP).
  1520. # Note that the port field in the main menu overrides this setting.
  1521. remote_port (Remote port) int 30000 1 65535
  1522. # Default game when creating a new world.
  1523. # This will be overridden when creating a world from the main menu.
  1524. default_game (Default game) string minetest
  1525. # Enable players getting damage and dying.
  1526. enable_damage (Damage) bool false
  1527. # Enable creative mode for all players
  1528. creative_mode (Creative) bool false
  1529. # Whether to allow players to damage and kill each other.
  1530. enable_pvp (Player versus player) bool true
  1531. # Player is able to fly without being affected by gravity.
  1532. # This requires the "fly" privilege on the server.
  1533. free_move (Flying) bool false
  1534. # If enabled, makes move directions relative to the player's pitch when flying or swimming.
  1535. pitch_move (Pitch move mode) bool false
  1536. # Fast movement (via the "Aux1" key).
  1537. # This requires the "fast" privilege on the server.
  1538. fast_move (Fast movement) bool false
  1539. # If enabled together with fly mode, player is able to fly through solid nodes.
  1540. # This requires the "noclip" privilege on the server.
  1541. noclip (Noclip) bool false
  1542. # Continuous forward movement, toggled by autoforward key.
  1543. # Press the autoforward key again or the backwards movement to disable.
  1544. continuous_forward (Continuous forward) bool false
  1545. # Formspec default background opacity (between 0 and 255).
  1546. formspec_default_bg_opacity (Formspec Default Background Opacity) int 140 0 255
  1547. # Formspec default background color (R,G,B).
  1548. formspec_default_bg_color (Formspec Default Background Color) string (0,0,0)
  1549. # Whether to show technical names.
  1550. # Affects mods and texture packs in the Content and Select Mods menus, as well as
  1551. # setting names in All Settings.
  1552. # Controlled by the checkbox in the "All settings" menu.
  1553. show_technical_names (Show technical names) bool false
  1554. # Enables the sound system.
  1555. # If disabled, this completely disables all sounds everywhere and the in-game
  1556. # sound controls will be non-functional.
  1557. # Changing this setting requires a restart.
  1558. enable_sound (Sound) bool true
  1559. # Key for moving the player forward.
  1560. keymap_forward (Forward key) key KEY_KEY_W
  1561. # Key for moving the player backward.
  1562. # Will also disable autoforward, when active.
  1563. keymap_backward (Backward key) key KEY_KEY_S
  1564. # Key for moving the player left.
  1565. keymap_left (Left key) key KEY_KEY_A
  1566. # Key for moving the player right.
  1567. keymap_right (Right key) key KEY_KEY_D
  1568. # Key for jumping.
  1569. keymap_jump (Jump key) key KEY_SPACE
  1570. # Key for sneaking.
  1571. # Also used for climbing down and descending in water if aux1_descends is disabled.
  1572. keymap_sneak (Sneak key) key KEY_LSHIFT
  1573. # Key for digging.
  1574. keymap_dig (Dig key) key KEY_LBUTTON
  1575. # Key for placing.
  1576. keymap_place (Place key) key KEY_RBUTTON
  1577. # Key for opening the inventory.
  1578. keymap_inventory (Inventory key) key KEY_KEY_I
  1579. # Key for moving fast in fast mode.
  1580. keymap_aux1 (Aux1 key) key KEY_KEY_E
  1581. # Key for opening the chat window.
  1582. keymap_chat (Chat key) key KEY_KEY_T
  1583. # Key for opening the chat window to type commands.
  1584. keymap_cmd (Command key) key /
  1585. # Key for opening the chat window to type local commands.
  1586. keymap_cmd_local (Command key) key .
  1587. # Key for toggling unlimited view range.
  1588. keymap_rangeselect (Range select key) key
  1589. # Key for toggling flying.
  1590. keymap_freemove (Fly key) key KEY_KEY_K
  1591. # Key for toggling pitch move mode.
  1592. keymap_pitchmove (Pitch move key) key
  1593. # Key for toggling fast mode.
  1594. keymap_fastmove (Fast key) key KEY_KEY_J
  1595. # Key for toggling noclip mode.
  1596. keymap_noclip (Noclip key) key KEY_KEY_H
  1597. # Key for selecting the next item in the hotbar.
  1598. keymap_hotbar_next (Hotbar next key) key KEY_KEY_N
  1599. # Key for selecting the previous item in the hotbar.
  1600. keymap_hotbar_previous (Hotbar previous key) key KEY_KEY_B
  1601. # Key for muting the game.
  1602. keymap_mute (Mute key) key KEY_KEY_M
  1603. # Key for increasing the volume.
  1604. keymap_increase_volume (Inc. volume key) key
  1605. # Key for decreasing the volume.
  1606. keymap_decrease_volume (Dec. volume key) key
  1607. # Key for toggling autoforward.
  1608. keymap_autoforward (Automatic forward key) key
  1609. # Key for toggling cinematic mode.
  1610. keymap_cinematic (Cinematic mode key) key
  1611. # Key for toggling display of minimap.
  1612. keymap_minimap (Minimap key) key KEY_KEY_V
  1613. # Key for taking screenshots.
  1614. keymap_screenshot (Screenshot) key KEY_F12
  1615. # Key for dropping the currently selected item.
  1616. keymap_drop (Drop item key) key KEY_KEY_Q
  1617. # Key to use view zoom when possible.
  1618. keymap_zoom (View zoom key) key KEY_KEY_Z
  1619. # Key for selecting the first hotbar slot.
  1620. keymap_slot1 (Hotbar slot 1 key) key KEY_KEY_1
  1621. # Key for selecting the second hotbar slot.
  1622. keymap_slot2 (Hotbar slot 2 key) key KEY_KEY_2
  1623. # Key for selecting the third hotbar slot.
  1624. keymap_slot3 (Hotbar slot 3 key) key KEY_KEY_3
  1625. # Key for selecting the fourth hotbar slot.
  1626. keymap_slot4 (Hotbar slot 4 key) key KEY_KEY_4
  1627. # Key for selecting the fifth hotbar slot.
  1628. keymap_slot5 (Hotbar slot 5 key) key KEY_KEY_5
  1629. # Key for selecting the sixth hotbar slot.
  1630. keymap_slot6 (Hotbar slot 6 key) key KEY_KEY_6
  1631. # Key for selecting the seventh hotbar slot.
  1632. keymap_slot7 (Hotbar slot 7 key) key KEY_KEY_7
  1633. # Key for selecting the eighth hotbar slot.
  1634. keymap_slot8 (Hotbar slot 8 key) key KEY_KEY_8
  1635. # Key for selecting the ninth hotbar slot.
  1636. keymap_slot9 (Hotbar slot 9 key) key KEY_KEY_9
  1637. # Key for selecting the tenth hotbar slot.
  1638. keymap_slot10 (Hotbar slot 10 key) key KEY_KEY_0
  1639. # Key for selecting the 11th hotbar slot.
  1640. keymap_slot11 (Hotbar slot 11 key) key
  1641. # Key for selecting the 12th hotbar slot.
  1642. keymap_slot12 (Hotbar slot 12 key) key
  1643. # Key for selecting the 13th hotbar slot.
  1644. keymap_slot13 (Hotbar slot 13 key) key
  1645. # Key for selecting the 14th hotbar slot.
  1646. keymap_slot14 (Hotbar slot 14 key) key
  1647. # Key for selecting the 15th hotbar slot.
  1648. keymap_slot15 (Hotbar slot 15 key) key
  1649. # Key for selecting the 16th hotbar slot.
  1650. keymap_slot16 (Hotbar slot 16 key) key
  1651. # Key for selecting the 17th hotbar slot.
  1652. keymap_slot17 (Hotbar slot 17 key) key
  1653. # Key for selecting the 18th hotbar slot.
  1654. keymap_slot18 (Hotbar slot 18 key) key
  1655. # Key for selecting the 19th hotbar slot.
  1656. keymap_slot19 (Hotbar slot 19 key) key
  1657. # Key for selecting the 20th hotbar slot.
  1658. keymap_slot20 (Hotbar slot 20 key) key
  1659. # Key for selecting the 21st hotbar slot.
  1660. keymap_slot21 (Hotbar slot 21 key) key
  1661. # Key for selecting the 22nd hotbar slot.
  1662. keymap_slot22 (Hotbar slot 22 key) key
  1663. # Key for selecting the 23rd hotbar slot.
  1664. keymap_slot23 (Hotbar slot 23 key) key
  1665. # Key for selecting the 24th hotbar slot.
  1666. keymap_slot24 (Hotbar slot 24 key) key
  1667. # Key for selecting the 25th hotbar slot.
  1668. keymap_slot25 (Hotbar slot 25 key) key
  1669. # Key for selecting the 26th hotbar slot.
  1670. keymap_slot26 (Hotbar slot 26 key) key
  1671. # Key for selecting the 27th hotbar slot.
  1672. keymap_slot27 (Hotbar slot 27 key) key
  1673. # Key for selecting the 28th hotbar slot.
  1674. keymap_slot28 (Hotbar slot 28 key) key
  1675. # Key for selecting the 29th hotbar slot.
  1676. keymap_slot29 (Hotbar slot 29 key) key
  1677. # Key for selecting the 30th hotbar slot.
  1678. keymap_slot30 (Hotbar slot 30 key) key
  1679. # Key for selecting the 31st hotbar slot.
  1680. keymap_slot31 (Hotbar slot 31 key) key
  1681. # Key for selecting the 32nd hotbar slot.
  1682. keymap_slot32 (Hotbar slot 32 key) key
  1683. # Key for toggling the display of the HUD.
  1684. keymap_toggle_hud (HUD toggle key) key KEY_F1
  1685. # Key for toggling the display of chat.
  1686. keymap_toggle_chat (Chat toggle key) key KEY_F2
  1687. # Key for toggling the display of the large chat console.
  1688. keymap_console (Large chat console key) key KEY_F10
  1689. # Key for toggling the display of fog.
  1690. keymap_toggle_force_fog_off (Fog toggle key) key KEY_F3
  1691. # Key for toggling the camera update. Only used for development
  1692. keymap_toggle_update_camera (Camera update toggle key) key
  1693. # Key for toggling the display of debug info.
  1694. keymap_toggle_debug (Debug info toggle key) key KEY_F5
  1695. # Key for toggling the display of the profiler. Used for development.
  1696. keymap_toggle_profiler (Profiler toggle key) key KEY_F6
  1697. # Key for switching between first- and third-person camera.
  1698. keymap_camera_mode (Toggle camera mode key) key KEY_KEY_C
  1699. # Key for increasing the viewing range.
  1700. keymap_increase_viewing_range_min (View range increase key) key +
  1701. # Key for decreasing the viewing range.
  1702. keymap_decrease_viewing_range_min (View range decrease key) key -