minetest.conf.example 108 KB

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  1. # This file contains a list of all available settings and their default value for minetest.conf
  2. # By default, all the settings are commented and not functional.
  3. # Uncomment settings by removing the preceding #.
  4. # minetest.conf is read by default from:
  5. # ../minetest.conf
  6. # ../../minetest.conf
  7. # Any other path can be chosen by passing the path as a parameter
  8. # to the program, eg. "minetest.exe --config ../minetest.conf.example".
  9. # Further documentation:
  10. # https://wiki.minetest.net/
  11. #
  12. # Controls
  13. #
  14. ## General
  15. # Smooths rotation of camera, also called look or mouse smoothing. 0 to disable.
  16. # type: float min: 0 max: 0.99
  17. # camera_smoothing = 0.0
  18. # Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Controls.
  19. # type: float min: 0 max: 0.99
  20. # cinematic_camera_smoothing = 0.7
  21. # If enabled, you can place nodes at the position (feet + eye level) where you stand.
  22. # This is helpful when working with nodeboxes in small areas.
  23. # type: bool
  24. # enable_build_where_you_stand = false
  25. # If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
  26. # descending.
  27. # type: bool
  28. # aux1_descends = false
  29. # Double-tapping the jump key toggles fly mode.
  30. # type: bool
  31. # doubletap_jump = false
  32. # If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
  33. # enabled.
  34. # type: bool
  35. # always_fly_fast = true
  36. # The time in seconds it takes between repeated node placements when holding
  37. # the place button.
  38. # type: float min: 0.16 max: 2
  39. # repeat_place_time = 0.25
  40. # Automatically jump up single-node obstacles.
  41. # type: bool
  42. # autojump = false
  43. # Prevent digging and placing from repeating when holding the respective buttons.
  44. # Enable this when you dig or place too often by accident.
  45. # On touchscreens, this only affects digging.
  46. # type: bool
  47. # safe_dig_and_place = false
  48. ## Keyboard and Mouse
  49. # Invert vertical mouse movement.
  50. # type: bool
  51. # invert_mouse = false
  52. # Mouse sensitivity multiplier.
  53. # type: float min: 0.001 max: 10
  54. # mouse_sensitivity = 0.2
  55. # Enable mouse wheel (scroll) for item selection in hotbar.
  56. # type: bool
  57. # enable_hotbar_mouse_wheel = true
  58. # Invert mouse wheel (scroll) direction for item selection in hotbar.
  59. # type: bool
  60. # invert_hotbar_mouse_wheel = false
  61. ## Touchscreen
  62. # The length in pixels it takes for touchscreen interaction to start.
  63. # type: int min: 0 max: 100
  64. # touchscreen_threshold = 20
  65. # Touchscreen sensitivity multiplier.
  66. # type: float min: 0.001 max: 10
  67. # touchscreen_sensitivity = 0.2
  68. # Use crosshair to select object instead of whole screen.
  69. # If enabled, a crosshair will be shown and will be used for selecting object.
  70. # type: bool
  71. # touch_use_crosshair = false
  72. # Fixes the position of virtual joystick.
  73. # If disabled, virtual joystick will center to first-touch's position.
  74. # type: bool
  75. # fixed_virtual_joystick = false
  76. # Use virtual joystick to trigger "Aux1" button.
  77. # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
  78. # type: bool
  79. # virtual_joystick_triggers_aux1 = false
  80. #
  81. # Graphics and Audio
  82. #
  83. ## Graphics
  84. ### Screen
  85. # Width component of the initial window size.
  86. # type: int min: 1 max: 65535
  87. # screen_w = 1024
  88. # Height component of the initial window size.
  89. # type: int min: 1 max: 65535
  90. # screen_h = 600
  91. # Whether the window is maximized.
  92. # type: bool
  93. # window_maximized = false
  94. # Save window size automatically when modified.
  95. # If true, screen size is saved in screen_w and screen_h, and whether the window
  96. # is maximized is stored in window_maximized.
  97. # (Autosaving window_maximized only works if compiled with SDL.)
  98. # type: bool
  99. # autosave_screensize = true
  100. # Fullscreen mode.
  101. # type: bool
  102. # fullscreen = false
  103. # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
  104. # open.
  105. # type: bool
  106. # pause_on_lost_focus = false
  107. ### FPS
  108. # If FPS would go higher than this, limit it by sleeping
  109. # to not waste CPU power for no benefit.
  110. # type: int min: 1 max: 4294967295
  111. # fps_max = 60
  112. # Vertical screen synchronization. Your system may still force VSync on even if this is disabled.
  113. # type: bool
  114. # vsync = false
  115. # Maximum FPS when the window is not focused, or when the game is paused.
  116. # type: int min: 1 max: 4294967295
  117. # fps_max_unfocused = 20
  118. # View distance in nodes.
  119. # type: int min: 20 max: 4000
  120. # viewing_range = 190
  121. # Undersampling is similar to using a lower screen resolution, but it applies
  122. # to the game world only, keeping the GUI intact.
  123. # It should give a significant performance boost at the cost of less detailed image.
  124. # Higher values result in a less detailed image.
  125. # type: int min: 1 max: 8
  126. # undersampling = 1
  127. ### Graphics Effects
  128. # Makes all liquids opaque
  129. # type: bool
  130. # opaque_water = false
  131. # Leaves style:
  132. # - Fancy: all faces visible
  133. # - Simple: only outer faces, if defined special_tiles are used
  134. # - Opaque: disable transparency
  135. # type: enum values: fancy, simple, opaque
  136. # leaves_style = fancy
  137. # Connects glass if supported by node.
  138. # type: bool
  139. # connected_glass = false
  140. # Enable smooth lighting with simple ambient occlusion.
  141. # Disable for speed or for different looks.
  142. # type: bool
  143. # smooth_lighting = true
  144. # Enables tradeoffs that reduce CPU load or increase rendering performance
  145. # at the expense of minor visual glitches that do not impact game playability.
  146. # type: bool
  147. # performance_tradeoffs = false
  148. # Adds particles when digging a node.
  149. # type: bool
  150. # enable_particles = true
  151. ### 3D
  152. # 3D support.
  153. # Currently supported:
  154. # - none: no 3d output.
  155. # - anaglyph: cyan/magenta color 3d.
  156. # - interlaced: odd/even line based polarization screen support.
  157. # - topbottom: split screen top/bottom.
  158. # - sidebyside: split screen side by side.
  159. # - crossview: Cross-eyed 3d
  160. # Note that the interlaced mode requires shaders to be enabled.
  161. # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview
  162. # 3d_mode = none
  163. # Strength of 3D mode parallax.
  164. # type: float min: -0.087 max: 0.087
  165. # 3d_paralax_strength = 0.025
  166. ### Bobbing
  167. # Arm inertia, gives a more realistic movement of
  168. # the arm when the camera moves.
  169. # type: bool
  170. # arm_inertia = true
  171. # Enable view bobbing and amount of view bobbing.
  172. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  173. # type: float min: 0 max: 7.9
  174. # view_bobbing_amount = 1.0
  175. # Multiplier for fall bobbing.
  176. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  177. # type: float min: 0 max: 100
  178. # fall_bobbing_amount = 0.03
  179. ### Camera
  180. # Field of view in degrees.
  181. # type: int min: 45 max: 160
  182. # fov = 72
  183. # Alters the light curve by applying 'gamma correction' to it.
  184. # Higher values make middle and lower light levels brighter.
  185. # Value '1.0' leaves the light curve unaltered.
  186. # This only has significant effect on daylight and artificial
  187. # light, it has very little effect on natural night light.
  188. # type: float min: 0.33 max: 3
  189. # display_gamma = 1.0
  190. # The strength (darkness) of node ambient-occlusion shading.
  191. # Lower is darker, Higher is lighter. The valid range of values for this
  192. # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
  193. # set to the nearest valid value.
  194. # type: float min: 0.25 max: 4
  195. # ambient_occlusion_gamma = 1.8
  196. ### Screenshots
  197. # Path to save screenshots at. Can be an absolute or relative path.
  198. # The folder will be created if it doesn't already exist.
  199. # type: path
  200. # screenshot_path = screenshots
  201. # Format of screenshots.
  202. # type: enum values: png, jpg
  203. # screenshot_format = png
  204. # Screenshot quality. Only used for JPEG format.
  205. # 1 means worst quality; 100 means best quality.
  206. # Use 0 for default quality.
  207. # type: int min: 0 max: 100
  208. # screenshot_quality = 0
  209. ### Node and Entity Highlighting
  210. # Method used to highlight selected object.
  211. # type: enum values: box, halo, none
  212. # node_highlighting = box
  213. # Show entity selection boxes
  214. # A restart is required after changing this.
  215. # type: bool
  216. # show_entity_selectionbox = false
  217. # Selection box border color (R,G,B).
  218. # type: string
  219. # selectionbox_color = (0,0,0)
  220. # Width of the selection box lines around nodes.
  221. # type: int min: 1 max: 5
  222. # selectionbox_width = 2
  223. # Crosshair color (R,G,B).
  224. # Also controls the object crosshair color
  225. # type: string
  226. # crosshair_color = (255,255,255)
  227. # Crosshair alpha (opaqueness, between 0 and 255).
  228. # This also applies to the object crosshair.
  229. # type: int min: 0 max: 255
  230. # crosshair_alpha = 255
  231. ### Fog
  232. # Whether to fog out the end of the visible area.
  233. # type: bool
  234. # enable_fog = true
  235. # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
  236. # type: bool
  237. # directional_colored_fog = true
  238. # Fraction of the visible distance at which fog starts to be rendered
  239. # type: float min: 0 max: 0.99
  240. # fog_start = 0.4
  241. ### Clouds
  242. # Clouds are a client-side effect.
  243. # type: bool
  244. # enable_clouds = true
  245. # Use 3D cloud look instead of flat.
  246. # type: bool
  247. # enable_3d_clouds = true
  248. ### Filtering and Antialiasing
  249. # Use mipmaps when scaling textures. May slightly increase performance,
  250. # especially when using a high-resolution texture pack.
  251. # Gamma-correct downscaling is not supported.
  252. # type: bool
  253. # mip_map = false
  254. # Use bilinear filtering when scaling textures.
  255. # type: bool
  256. # bilinear_filter = false
  257. # Use trilinear filtering when scaling textures.
  258. # If both bilinear and trilinear filtering are enabled, trilinear filtering
  259. # is applied.
  260. # type: bool
  261. # trilinear_filter = false
  262. # Use anisotropic filtering when looking at textures from an angle.
  263. # type: bool
  264. # anisotropic_filter = false
  265. # Select the antialiasing method to apply.
  266. #
  267. # * None - No antialiasing (default)
  268. #
  269. # * FSAA - Hardware-provided full-screen antialiasing (incompatible with shaders)
  270. # A.K.A multi-sample antialiasing (MSAA)
  271. # Smoothens out block edges but does not affect the insides of textures.
  272. # A restart is required to change this option.
  273. #
  274. # * FXAA - Fast approximate antialiasing (requires shaders)
  275. # Applies a post-processing filter to detect and smoothen high-contrast edges.
  276. # Provides balance between speed and image quality.
  277. #
  278. # * SSAA - Super-sampling antialiasing (requires shaders)
  279. # Renders higher-resolution image of the scene, then scales down to reduce
  280. # the aliasing effects. This is the slowest and the most accurate method.
  281. # type: enum values: none, fsaa, fxaa, ssaa
  282. # antialiasing = none
  283. # Defines the size of the sampling grid for FSAA and SSAA antialiasing methods.
  284. # Value of 2 means taking 2x2 = 4 samples.
  285. # type: enum values: 2, 4, 8, 16
  286. # fsaa = 2
  287. ### Occlusion Culling
  288. # Type of occlusion_culler
  289. #
  290. # "loops" is the legacy algorithm with nested loops and O(n³) complexity
  291. # "bfs" is the new algorithm based on breadth-first-search and side culling
  292. #
  293. # This setting should only be changed if you have performance problems.
  294. # type: enum values: bfs, loops
  295. # occlusion_culler = bfs
  296. # Use raytraced occlusion culling in the new culler.
  297. # This flag enables use of raytraced occlusion culling test for
  298. # client mesh sizes smaller than 4x4x4 map blocks.
  299. # type: bool
  300. # enable_raytraced_culling = true
  301. ## Shaders
  302. # Shaders allow advanced visual effects and may increase performance on some video
  303. # cards.
  304. # This only works with the OpenGL video backend.
  305. # type: bool
  306. # enable_shaders = true
  307. ### Waving Nodes
  308. # Set to true to enable waving leaves.
  309. # type: bool
  310. # enable_waving_leaves = false
  311. # Set to true to enable waving plants.
  312. # type: bool
  313. # enable_waving_plants = false
  314. # Set to true to enable waving liquids (like water).
  315. # type: bool
  316. # enable_waving_water = false
  317. # The maximum height of the surface of waving liquids.
  318. # 4.0 = Wave height is two nodes.
  319. # 0.0 = Wave doesn't move at all.
  320. # Default is 1.0 (1/2 node).
  321. # type: float min: 0 max: 4
  322. # water_wave_height = 1.0
  323. # Length of liquid waves.
  324. # type: float min: 0.1
  325. # water_wave_length = 20.0
  326. # How fast liquid waves will move. Higher = faster.
  327. # If negative, liquid waves will move backwards.
  328. # type: float
  329. # water_wave_speed = 5.0
  330. ### Dynamic shadows
  331. # Set to true to enable Shadow Mapping.
  332. # type: bool
  333. # enable_dynamic_shadows = false
  334. # Set the shadow strength gamma.
  335. # Adjusts the intensity of in-game dynamic shadows.
  336. # Lower value means lighter shadows, higher value means darker shadows.
  337. # type: float min: 0.1 max: 10
  338. # shadow_strength_gamma = 1.0
  339. # Maximum distance to render shadows.
  340. # type: float min: 10 max: 1000
  341. # shadow_map_max_distance = 140.0
  342. # Texture size to render the shadow map on.
  343. # This must be a power of two.
  344. # Bigger numbers create better shadows but it is also more expensive.
  345. # type: int min: 128 max: 8192
  346. # shadow_map_texture_size = 2048
  347. # Sets shadow texture quality to 32 bits.
  348. # On false, 16 bits texture will be used.
  349. # This can cause much more artifacts in the shadow.
  350. # type: bool
  351. # shadow_map_texture_32bit = true
  352. # Enable Poisson disk filtering.
  353. # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
  354. # type: bool
  355. # shadow_poisson_filter = true
  356. # Define shadow filtering quality.
  357. # This simulates the soft shadows effect by applying a PCF or Poisson disk
  358. # but also uses more resources.
  359. # type: enum values: 0, 1, 2
  360. # shadow_filters = 1
  361. # Enable colored shadows.
  362. # On true translucent nodes cast colored shadows. This is expensive.
  363. # type: bool
  364. # shadow_map_color = false
  365. # Spread a complete update of shadow map over given number of frames.
  366. # Higher values might make shadows laggy, lower values
  367. # will consume more resources.
  368. # Minimum value: 1; maximum value: 16
  369. # type: int min: 1 max: 16
  370. # shadow_update_frames = 8
  371. # Set the soft shadow radius size.
  372. # Lower values mean sharper shadows, bigger values mean softer shadows.
  373. # Minimum value: 1.0; maximum value: 15.0
  374. # type: float min: 1 max: 15
  375. # shadow_soft_radius = 5.0
  376. # Set the default tilt of Sun/Moon orbit in degrees.
  377. # Games may change orbit tilt via API.
  378. # Value of 0 means no tilt / vertical orbit.
  379. # type: float min: -60 max: 60
  380. # shadow_sky_body_orbit_tilt = 0.0
  381. ### Post Processing
  382. # Enables Hable's 'Uncharted 2' filmic tone mapping.
  383. # Simulates the tone curve of photographic film and how this approximates the
  384. # appearance of high dynamic range images. Mid-range contrast is slightly
  385. # enhanced, highlights and shadows are gradually compressed.
  386. # type: bool
  387. # tone_mapping = false
  388. # Enable automatic exposure correction
  389. # When enabled, the post-processing engine will
  390. # automatically adjust to the brightness of the scene,
  391. # simulating the behavior of human eye.
  392. # type: bool
  393. # enable_auto_exposure = false
  394. # Set the exposure compensation in EV units.
  395. # Value of 0.0 (default) means no exposure compensation.
  396. # Range: from -1 to 1.0
  397. # type: float min: -1 max: 1
  398. # exposure_compensation = 0.0
  399. ### Bloom
  400. # Set to true to enable bloom effect.
  401. # Bright colors will bleed over the neighboring objects.
  402. # type: bool
  403. # enable_bloom = false
  404. # Set to true to render debugging breakdown of the bloom effect.
  405. # In debug mode, the screen is split into 4 quadrants:
  406. # top-left - processed base image, top-right - final image
  407. # bottom-left - raw base image, bottom-right - bloom texture.
  408. # type: bool
  409. # enable_bloom_debug = false
  410. # Defines how much bloom is applied to the rendered image
  411. # Smaller values make bloom more subtle
  412. # Range: from 0.01 to 1.0, default: 0.05
  413. # type: float min: 0.01 max: 1
  414. # bloom_intensity = 0.05
  415. # Defines the magnitude of bloom overexposure.
  416. # Range: from 0.1 to 10.0, default: 1.0
  417. # type: float min: 0.1 max: 10
  418. # bloom_strength_factor = 1.0
  419. # Logical value that controls how far the bloom effect spreads
  420. # from the bright objects.
  421. # Range: from 0.1 to 8, default: 1
  422. # type: float min: 0.1 max: 8
  423. # bloom_radius = 1
  424. ## Audio
  425. # Volume of all sounds.
  426. # Requires the sound system to be enabled.
  427. # type: float min: 0 max: 1
  428. # sound_volume = 0.8
  429. # Whether to mute sounds. You can unmute sounds at any time, unless the
  430. # sound system is disabled (enable_sound=false).
  431. # In-game, you can toggle the mute state with the mute key or by using the
  432. # pause menu.
  433. # type: bool
  434. # mute_sound = false
  435. ## User Interfaces
  436. # Set the language. Leave empty to use the system language.
  437. # A restart is required after changing this.
  438. # type: enum values: , be, bg, ca, cs, da, de, el, en, eo, es, et, eu, fi, fr, gd, gl, hu, id, it, ja, jbo, kk, ko, lt, lv, ms, nb, nl, nn, pl, pt, pt_BR, ro, ru, sk, sl, sr_Cyrl, sr_Latn, sv, sw, tr, uk, vi, zh_CN, zh_TW
  439. # language =
  440. ### GUI
  441. # Scale GUI by a user specified value.
  442. # Use a nearest-neighbor-anti-alias filter to scale the GUI.
  443. # This will smooth over some of the rough edges, and blend
  444. # pixels when scaling down, at the cost of blurring some
  445. # edge pixels when images are scaled by non-integer sizes.
  446. # type: float min: 0.5 max: 20
  447. # gui_scaling = 1.0
  448. # Enables animation of inventory items.
  449. # type: bool
  450. # inventory_items_animations = false
  451. # Formspec full-screen background opacity (between 0 and 255).
  452. # type: int min: 0 max: 255
  453. # formspec_fullscreen_bg_opacity = 140
  454. # Formspec full-screen background color (R,G,B).
  455. # type: string
  456. # formspec_fullscreen_bg_color = (0,0,0)
  457. # When gui_scaling_filter is true, all GUI images need to be
  458. # filtered in software, but some images are generated directly
  459. # to hardware (e.g. render-to-texture for nodes in inventory).
  460. # type: bool
  461. # gui_scaling_filter = false
  462. # When gui_scaling_filter_txr2img is true, copy those images
  463. # from hardware to software for scaling. When false, fall back
  464. # to the old scaling method, for video drivers that don't
  465. # properly support downloading textures back from hardware.
  466. # type: bool
  467. # gui_scaling_filter_txr2img = true
  468. # Delay showing tooltips, stated in milliseconds.
  469. # type: int min: 0 max: 1.844674407371e+19
  470. # tooltip_show_delay = 400
  471. # Append item name to tooltip.
  472. # type: bool
  473. # tooltip_append_itemname = false
  474. # Use a cloud animation for the main menu background.
  475. # type: bool
  476. # menu_clouds = true
  477. ### HUD
  478. # Modifies the size of the HUD elements.
  479. # type: float min: 0.5 max: 20
  480. # hud_scaling = 1.0
  481. # Whether name tag backgrounds should be shown by default.
  482. # Mods may still set a background.
  483. # type: bool
  484. # show_nametag_backgrounds = true
  485. ### Chat
  486. # Maximum number of recent chat messages to show
  487. # type: int min: 2 max: 20
  488. # recent_chat_messages = 6
  489. # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
  490. # type: float min: 0.1 max: 1
  491. # console_height = 0.6
  492. # In-game chat console background color (R,G,B).
  493. # type: string
  494. # console_color = (0,0,0)
  495. # In-game chat console background alpha (opaqueness, between 0 and 255).
  496. # type: int min: 0 max: 255
  497. # console_alpha = 200
  498. # Maximum proportion of current window to be used for hotbar.
  499. # Useful if there's something to be displayed right or left of hotbar.
  500. # type: float min: 0.001 max: 1
  501. # hud_hotbar_max_width = 1.0
  502. # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
  503. # type: bool
  504. # clickable_chat_weblinks = true
  505. # Optional override for chat weblink color.
  506. # type: string
  507. # chat_weblink_color = #8888FF
  508. # Font size of the recent chat text and chat prompt in point (pt).
  509. # Value 0 will use the default font size.
  510. # type: int min: 0 max: 72
  511. # chat_font_size = 0
  512. ### Content Repository
  513. # The URL for the content repository
  514. # type: string
  515. # contentdb_url = https://content.minetest.net
  516. # Comma-separated list of flags to hide in the content repository.
  517. # "nonfree" can be used to hide packages which do not qualify as 'free software',
  518. # as defined by the Free Software Foundation.
  519. # You can also specify content ratings.
  520. # These flags are independent from Minetest versions,
  521. # so see a full list at https://content.minetest.net/help/content_flags/
  522. # type: string
  523. # contentdb_flag_blacklist = nonfree, desktop_default
  524. # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
  525. # This should be lower than curl_parallel_limit.
  526. # type: int min: 1
  527. # contentdb_max_concurrent_downloads = 3
  528. #
  529. # Client and Server
  530. #
  531. ## Client
  532. # Save the map received by the client on disk.
  533. # type: bool
  534. # enable_local_map_saving = false
  535. # URL to the server list displayed in the Multiplayer Tab.
  536. # type: string
  537. # serverlist_url = servers.minetest.net
  538. # If enabled, account registration is separate from login in the UI.
  539. # If disabled, new accounts will be registered automatically when logging in.
  540. # type: bool
  541. # enable_split_login_register = true
  542. # URL to JSON file which provides information about the newest Minetest release
  543. # type: string
  544. # update_information_url = https://www.minetest.net/release_info.json
  545. ## Server
  546. # Name of the player.
  547. # When running a server, clients connecting with this name are admins.
  548. # When starting from the main menu, this is overridden.
  549. # type: string
  550. # name =
  551. ### Serverlist and MOTD
  552. # Name of the server, to be displayed when players join and in the serverlist.
  553. # type: string
  554. # server_name = Minetest server
  555. # Description of server, to be displayed when players join and in the serverlist.
  556. # type: string
  557. # server_description = mine here
  558. # Domain name of server, to be displayed in the serverlist.
  559. # type: string
  560. # server_address = game.minetest.net
  561. # Homepage of server, to be displayed in the serverlist.
  562. # type: string
  563. # server_url = https://minetest.net
  564. # Automatically report to the serverlist.
  565. # type: bool
  566. # server_announce = false
  567. # Announce to this serverlist.
  568. # type: string
  569. # serverlist_url = servers.minetest.net
  570. # Message of the day displayed to players connecting.
  571. # type: string
  572. # motd =
  573. # Maximum number of players that can be connected simultaneously.
  574. # type: int min: 0 max: 65535
  575. # max_users = 15
  576. # If this is set, players will always (re)spawn at the given position.
  577. # type: string
  578. # static_spawnpoint =
  579. ### Networking
  580. # Network port to listen (UDP).
  581. # This value will be overridden when starting from the main menu.
  582. # type: int min: 1 max: 65535
  583. # port = 30000
  584. # The network interface that the server listens on.
  585. # type: string
  586. # bind_address =
  587. # Enable to disallow old clients from connecting.
  588. # Older clients are compatible in the sense that they will not crash when connecting
  589. # to new servers, but they may not support all new features that you are expecting.
  590. # type: bool
  591. # strict_protocol_version_checking = false
  592. # Define the oldest clients allowed to connect.
  593. # Older clients are compatible in the sense that they will not crash when connecting
  594. # to new servers, but they may not support all new features that you are expecting.
  595. # This allows more fine-grained control than strict_protocol_version_checking.
  596. # Minetest may still enforce its own internal minimum, and enabling
  597. # strict_protocol_version_checking will effectively override this.
  598. # type: int min: 1 max: 65535
  599. # protocol_version_min = 1
  600. # Specifies URL from which client fetches media instead of using UDP.
  601. # $filename should be accessible from $remote_media$filename via cURL
  602. # (obviously, remote_media should end with a slash).
  603. # Files that are not present will be fetched the usual way.
  604. # type: string
  605. # remote_media =
  606. # Enable/disable running an IPv6 server.
  607. # Ignored if bind_address is set.
  608. # Needs enable_ipv6 to be enabled.
  609. # type: bool
  610. # ipv6_server = false
  611. ## Server Security
  612. # New users need to input this password.
  613. # type: string
  614. # default_password =
  615. # If enabled, players cannot join without a password or change theirs to an empty password.
  616. # type: bool
  617. # disallow_empty_password = false
  618. # The privileges that new users automatically get.
  619. # See /privs in game for a full list on your server and mod configuration.
  620. # type: string
  621. # default_privs = interact, shout
  622. # Privileges that players with basic_privs can grant
  623. # type: string
  624. # basic_privs = interact, shout
  625. # If enabled, disable cheat prevention in multiplayer.
  626. # type: bool
  627. # disable_anticheat = false
  628. # If enabled, actions are recorded for rollback.
  629. # This option is only read when server starts.
  630. # type: bool
  631. # enable_rollback_recording = false
  632. ### Client-side Modding
  633. # Restricts the access of certain client-side functions on servers.
  634. # Combine the byteflags below to restrict client-side features, or set to 0
  635. # for no restrictions:
  636. # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
  637. # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
  638. # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
  639. # READ_NODEDEFS: 8 (disable get_node_def call client-side)
  640. # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
  641. # csm_restriction_noderange)
  642. # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
  643. # type: int min: 0 max: 63
  644. # csm_restriction_flags = 62
  645. # If the CSM restriction for node range is enabled, get_node calls are limited
  646. # to this distance from the player to the node.
  647. # type: int min: 0 max: 4294967295
  648. # csm_restriction_noderange = 0
  649. ### Chat
  650. # Remove color codes from incoming chat messages
  651. # Use this to stop players from being able to use color in their messages
  652. # type: bool
  653. # strip_color_codes = false
  654. # Set the maximum length of a chat message (in characters) sent by clients.
  655. # type: int min: 10 max: 65535
  656. # chat_message_max_size = 500
  657. # Number of messages a player may send per 10 seconds.
  658. # type: float min: 1
  659. # chat_message_limit_per_10sec = 8.0
  660. # Kick players who sent more than X messages per 10 seconds.
  661. # type: int min: 1 max: 65535
  662. # chat_message_limit_trigger_kick = 50
  663. ## Server Gameplay
  664. # Controls length of day/night cycle.
  665. # Examples:
  666. # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
  667. # type: int min: 0
  668. # time_speed = 72
  669. # Time of day when a new world is started, in millihours (0-23999).
  670. # type: int min: 0 max: 23999
  671. # world_start_time = 6125
  672. # Time in seconds for item entity (dropped items) to live.
  673. # Setting it to -1 disables the feature.
  674. # type: int min: -1
  675. # item_entity_ttl = 900
  676. # Specifies the default stack size of nodes, items and tools.
  677. # Note that mods or games may explicitly set a stack for certain (or all) items.
  678. # type: int min: 1 max: 65535
  679. # default_stack_max = 99
  680. ### Physics
  681. # Horizontal and vertical acceleration on ground or when climbing,
  682. # in nodes per second per second.
  683. # type: float min: 0
  684. # movement_acceleration_default = 3.0
  685. # Horizontal acceleration in air when jumping or falling,
  686. # in nodes per second per second.
  687. # type: float min: 0
  688. # movement_acceleration_air = 2.0
  689. # Horizontal and vertical acceleration in fast mode,
  690. # in nodes per second per second.
  691. # type: float min: 0
  692. # movement_acceleration_fast = 10.0
  693. # Walking and flying speed, in nodes per second.
  694. # type: float min: 0
  695. # movement_speed_walk = 4.0
  696. # Sneaking speed, in nodes per second.
  697. # type: float min: 0
  698. # movement_speed_crouch = 1.35
  699. # Walking, flying and climbing speed in fast mode, in nodes per second.
  700. # type: float min: 0
  701. # movement_speed_fast = 20.0
  702. # Vertical climbing speed, in nodes per second.
  703. # type: float min: 0
  704. # movement_speed_climb = 3.0
  705. # Initial vertical speed when jumping, in nodes per second.
  706. # type: float min: 0
  707. # movement_speed_jump = 6.5
  708. # How much you are slowed down when moving inside a liquid.
  709. # Decrease this to increase liquid resistance to movement.
  710. # type: float min: 0.001
  711. # movement_liquid_fluidity = 1.0
  712. # Maximum liquid resistance. Controls deceleration when entering liquid at
  713. # high speed.
  714. # type: float
  715. # movement_liquid_fluidity_smooth = 0.5
  716. # Controls sinking speed in liquid when idling. Negative values will cause
  717. # you to rise instead.
  718. # type: float
  719. # movement_liquid_sink = 10.0
  720. # Acceleration of gravity, in nodes per second per second.
  721. # type: float
  722. # movement_gravity = 9.81
  723. #
  724. # Mapgen
  725. #
  726. # A chosen map seed for a new map, leave empty for random.
  727. # Will be overridden when creating a new world in the main menu.
  728. # type: string
  729. # fixed_map_seed =
  730. # Name of map generator to be used when creating a new world.
  731. # Creating a world in the main menu will override this.
  732. # Current mapgens in a highly unstable state:
  733. # - The optional floatlands of v7 (disabled by default).
  734. # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
  735. # mg_name = v7
  736. # Water surface level of the world.
  737. # type: int min: -31000 max: 31000
  738. # water_level = 1
  739. # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
  740. # type: int min: 1 max: 32767
  741. # max_block_generate_distance = 10
  742. # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
  743. # Only mapchunks completely within the mapgen limit are generated.
  744. # Value is stored per-world.
  745. # type: int min: 0 max: 31007
  746. # mapgen_limit = 31007
  747. # Global map generation attributes.
  748. # In Mapgen v6 the 'decorations' flag controls all decorations except trees
  749. # and jungle grass, in all other mapgens this flag controls all decorations.
  750. # type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores
  751. # mg_flags = caves,dungeons,light,decorations,biomes,ores
  752. ## Biome API
  753. # Temperature variation for biomes.
  754. # type: noise_params_2d
  755. # mg_biome_np_heat = {
  756. # offset = 50,
  757. # scale = 50,
  758. # spread = (1000, 1000, 1000),
  759. # seed = 5349,
  760. # octaves = 3,
  761. # persistence = 0.5,
  762. # lacunarity = 2.0,
  763. # flags = eased
  764. # }
  765. # Small-scale temperature variation for blending biomes on borders.
  766. # type: noise_params_2d
  767. # mg_biome_np_heat_blend = {
  768. # offset = 0,
  769. # scale = 1.5,
  770. # spread = (8, 8, 8),
  771. # seed = 13,
  772. # octaves = 2,
  773. # persistence = 1.0,
  774. # lacunarity = 2.0,
  775. # flags = eased
  776. # }
  777. # Humidity variation for biomes.
  778. # type: noise_params_2d
  779. # mg_biome_np_humidity = {
  780. # offset = 50,
  781. # scale = 50,
  782. # spread = (1000, 1000, 1000),
  783. # seed = 842,
  784. # octaves = 3,
  785. # persistence = 0.5,
  786. # lacunarity = 2.0,
  787. # flags = eased
  788. # }
  789. # Small-scale humidity variation for blending biomes on borders.
  790. # type: noise_params_2d
  791. # mg_biome_np_humidity_blend = {
  792. # offset = 0,
  793. # scale = 1.5,
  794. # spread = (8, 8, 8),
  795. # seed = 90003,
  796. # octaves = 2,
  797. # persistence = 1.0,
  798. # lacunarity = 2.0,
  799. # flags = eased
  800. # }
  801. ## Mapgen V5
  802. # Map generation attributes specific to Mapgen v5.
  803. # type: flags possible values: caverns, nocaverns
  804. # mgv5_spflags = caverns
  805. # Controls width of tunnels, a smaller value creates wider tunnels.
  806. # Value >= 10.0 completely disables generation of tunnels and avoids the
  807. # intensive noise calculations.
  808. # type: float
  809. # mgv5_cave_width = 0.09
  810. # Y of upper limit of large caves.
  811. # type: int min: -31000 max: 31000
  812. # mgv5_large_cave_depth = -256
  813. # Minimum limit of random number of small caves per mapchunk.
  814. # type: int min: 0 max: 256
  815. # mgv5_small_cave_num_min = 0
  816. # Maximum limit of random number of small caves per mapchunk.
  817. # type: int min: 0 max: 256
  818. # mgv5_small_cave_num_max = 0
  819. # Minimum limit of random number of large caves per mapchunk.
  820. # type: int min: 0 max: 64
  821. # mgv5_large_cave_num_min = 0
  822. # Maximum limit of random number of large caves per mapchunk.
  823. # type: int min: 0 max: 64
  824. # mgv5_large_cave_num_max = 2
  825. # Proportion of large caves that contain liquid.
  826. # type: float min: 0 max: 1
  827. # mgv5_large_cave_flooded = 0.5
  828. # Y-level of cavern upper limit.
  829. # type: int min: -31000 max: 31000
  830. # mgv5_cavern_limit = -256
  831. # Y-distance over which caverns expand to full size.
  832. # type: int min: 0 max: 32767
  833. # mgv5_cavern_taper = 256
  834. # Defines full size of caverns, smaller values create larger caverns.
  835. # type: float
  836. # mgv5_cavern_threshold = 0.7
  837. # Lower Y limit of dungeons.
  838. # type: int min: -31000 max: 31000
  839. # mgv5_dungeon_ymin = -31000
  840. # Upper Y limit of dungeons.
  841. # type: int min: -31000 max: 31000
  842. # mgv5_dungeon_ymax = 31000
  843. ### Noises
  844. # Variation of biome filler depth.
  845. # type: noise_params_2d
  846. # mgv5_np_filler_depth = {
  847. # offset = 0,
  848. # scale = 1,
  849. # spread = (150, 150, 150),
  850. # seed = 261,
  851. # octaves = 4,
  852. # persistence = 0.7,
  853. # lacunarity = 2.0,
  854. # flags = eased
  855. # }
  856. # Variation of terrain vertical scale.
  857. # When noise is < -0.55 terrain is near-flat.
  858. # type: noise_params_2d
  859. # mgv5_np_factor = {
  860. # offset = 0,
  861. # scale = 1,
  862. # spread = (250, 250, 250),
  863. # seed = 920381,
  864. # octaves = 3,
  865. # persistence = 0.45,
  866. # lacunarity = 2.0,
  867. # flags = eased
  868. # }
  869. # Y-level of average terrain surface.
  870. # type: noise_params_2d
  871. # mgv5_np_height = {
  872. # offset = 0,
  873. # scale = 10,
  874. # spread = (250, 250, 250),
  875. # seed = 84174,
  876. # octaves = 4,
  877. # persistence = 0.5,
  878. # lacunarity = 2.0,
  879. # flags = eased
  880. # }
  881. # First of two 3D noises that together define tunnels.
  882. # type: noise_params_3d
  883. # mgv5_np_cave1 = {
  884. # offset = 0,
  885. # scale = 12,
  886. # spread = (61, 61, 61),
  887. # seed = 52534,
  888. # octaves = 3,
  889. # persistence = 0.5,
  890. # lacunarity = 2.0,
  891. # flags =
  892. # }
  893. # Second of two 3D noises that together define tunnels.
  894. # type: noise_params_3d
  895. # mgv5_np_cave2 = {
  896. # offset = 0,
  897. # scale = 12,
  898. # spread = (67, 67, 67),
  899. # seed = 10325,
  900. # octaves = 3,
  901. # persistence = 0.5,
  902. # lacunarity = 2.0,
  903. # flags =
  904. # }
  905. # 3D noise defining giant caverns.
  906. # type: noise_params_3d
  907. # mgv5_np_cavern = {
  908. # offset = 0,
  909. # scale = 1,
  910. # spread = (384, 128, 384),
  911. # seed = 723,
  912. # octaves = 5,
  913. # persistence = 0.63,
  914. # lacunarity = 2.0,
  915. # flags =
  916. # }
  917. # 3D noise defining terrain.
  918. # type: noise_params_3d
  919. # mgv5_np_ground = {
  920. # offset = 0,
  921. # scale = 40,
  922. # spread = (80, 80, 80),
  923. # seed = 983240,
  924. # octaves = 4,
  925. # persistence = 0.55,
  926. # lacunarity = 2.0,
  927. # flags = eased
  928. # }
  929. # 3D noise that determines number of dungeons per mapchunk.
  930. # type: noise_params_3d
  931. # mgv5_np_dungeons = {
  932. # offset = 0.9,
  933. # scale = 0.5,
  934. # spread = (500, 500, 500),
  935. # seed = 0,
  936. # octaves = 2,
  937. # persistence = 0.8,
  938. # lacunarity = 2.0,
  939. # flags =
  940. # }
  941. ## Mapgen V6
  942. # Map generation attributes specific to Mapgen v6.
  943. # The 'snowbiomes' flag enables the new 5 biome system.
  944. # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
  945. # the 'jungles' flag is ignored.
  946. # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
  947. # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
  948. # Deserts occur when np_biome exceeds this value.
  949. # When the 'snowbiomes' flag is enabled, this is ignored.
  950. # type: float
  951. # mgv6_freq_desert = 0.45
  952. # Sandy beaches occur when np_beach exceeds this value.
  953. # type: float
  954. # mgv6_freq_beach = 0.15
  955. # Lower Y limit of dungeons.
  956. # type: int min: -31000 max: 31000
  957. # mgv6_dungeon_ymin = -31000
  958. # Upper Y limit of dungeons.
  959. # type: int min: -31000 max: 31000
  960. # mgv6_dungeon_ymax = 31000
  961. ### Noises
  962. # Y-level of lower terrain and seabed.
  963. # type: noise_params_2d
  964. # mgv6_np_terrain_base = {
  965. # offset = -4,
  966. # scale = 20,
  967. # spread = (250, 250, 250),
  968. # seed = 82341,
  969. # octaves = 5,
  970. # persistence = 0.6,
  971. # lacunarity = 2.0,
  972. # flags = eased
  973. # }
  974. # Y-level of higher terrain that creates cliffs.
  975. # type: noise_params_2d
  976. # mgv6_np_terrain_higher = {
  977. # offset = 20,
  978. # scale = 16,
  979. # spread = (500, 500, 500),
  980. # seed = 85039,
  981. # octaves = 5,
  982. # persistence = 0.6,
  983. # lacunarity = 2.0,
  984. # flags = eased
  985. # }
  986. # Varies steepness of cliffs.
  987. # type: noise_params_2d
  988. # mgv6_np_steepness = {
  989. # offset = 0.85,
  990. # scale = 0.5,
  991. # spread = (125, 125, 125),
  992. # seed = -932,
  993. # octaves = 5,
  994. # persistence = 0.7,
  995. # lacunarity = 2.0,
  996. # flags = eased
  997. # }
  998. # Defines distribution of higher terrain.
  999. # type: noise_params_2d
  1000. # mgv6_np_height_select = {
  1001. # offset = 0.5,
  1002. # scale = 1,
  1003. # spread = (250, 250, 250),
  1004. # seed = 4213,
  1005. # octaves = 5,
  1006. # persistence = 0.69,
  1007. # lacunarity = 2.0,
  1008. # flags = eased
  1009. # }
  1010. # Varies depth of biome surface nodes.
  1011. # type: noise_params_2d
  1012. # mgv6_np_mud = {
  1013. # offset = 4,
  1014. # scale = 2,
  1015. # spread = (200, 200, 200),
  1016. # seed = 91013,
  1017. # octaves = 3,
  1018. # persistence = 0.55,
  1019. # lacunarity = 2.0,
  1020. # flags = eased
  1021. # }
  1022. # Defines areas with sandy beaches.
  1023. # type: noise_params_2d
  1024. # mgv6_np_beach = {
  1025. # offset = 0,
  1026. # scale = 1,
  1027. # spread = (250, 250, 250),
  1028. # seed = 59420,
  1029. # octaves = 3,
  1030. # persistence = 0.50,
  1031. # lacunarity = 2.0,
  1032. # flags = eased
  1033. # }
  1034. # Temperature variation for biomes.
  1035. # type: noise_params_2d
  1036. # mgv6_np_biome = {
  1037. # offset = 0,
  1038. # scale = 1,
  1039. # spread = (500, 500, 500),
  1040. # seed = 9130,
  1041. # octaves = 3,
  1042. # persistence = 0.50,
  1043. # lacunarity = 2.0,
  1044. # flags = eased
  1045. # }
  1046. # Variation of number of caves.
  1047. # type: noise_params_2d
  1048. # mgv6_np_cave = {
  1049. # offset = 6,
  1050. # scale = 6,
  1051. # spread = (250, 250, 250),
  1052. # seed = 34329,
  1053. # octaves = 3,
  1054. # persistence = 0.50,
  1055. # lacunarity = 2.0,
  1056. # flags = eased
  1057. # }
  1058. # Humidity variation for biomes.
  1059. # type: noise_params_2d
  1060. # mgv6_np_humidity = {
  1061. # offset = 0.5,
  1062. # scale = 0.5,
  1063. # spread = (500, 500, 500),
  1064. # seed = 72384,
  1065. # octaves = 3,
  1066. # persistence = 0.50,
  1067. # lacunarity = 2.0,
  1068. # flags = eased
  1069. # }
  1070. # Defines tree areas and tree density.
  1071. # type: noise_params_2d
  1072. # mgv6_np_trees = {
  1073. # offset = 0,
  1074. # scale = 1,
  1075. # spread = (125, 125, 125),
  1076. # seed = 2,
  1077. # octaves = 4,
  1078. # persistence = 0.66,
  1079. # lacunarity = 2.0,
  1080. # flags = eased
  1081. # }
  1082. # Defines areas where trees have apples.
  1083. # type: noise_params_2d
  1084. # mgv6_np_apple_trees = {
  1085. # offset = 0,
  1086. # scale = 1,
  1087. # spread = (100, 100, 100),
  1088. # seed = 342902,
  1089. # octaves = 3,
  1090. # persistence = 0.45,
  1091. # lacunarity = 2.0,
  1092. # flags = eased
  1093. # }
  1094. ## Mapgen V7
  1095. # Map generation attributes specific to Mapgen v7.
  1096. # 'ridges': Rivers.
  1097. # 'floatlands': Floating land masses in the atmosphere.
  1098. # 'caverns': Giant caves deep underground.
  1099. # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
  1100. # mgv7_spflags = mountains,ridges,nofloatlands,caverns
  1101. # Y of mountain density gradient zero level. Used to shift mountains vertically.
  1102. # type: int min: -31000 max: 31000
  1103. # mgv7_mount_zero_level = 0
  1104. # Lower Y limit of floatlands.
  1105. # type: int min: -31000 max: 31000
  1106. # mgv7_floatland_ymin = 1024
  1107. # Upper Y limit of floatlands.
  1108. # type: int min: -31000 max: 31000
  1109. # mgv7_floatland_ymax = 4096
  1110. # Y-distance over which floatlands taper from full density to nothing.
  1111. # Tapering starts at this distance from the Y limit.
  1112. # For a solid floatland layer, this controls the height of hills/mountains.
  1113. # Must be less than or equal to half the distance between the Y limits.
  1114. # type: int min: 0 max: 32767
  1115. # mgv7_floatland_taper = 256
  1116. # Exponent of the floatland tapering. Alters the tapering behavior.
  1117. # Value = 1.0 creates a uniform, linear tapering.
  1118. # Values > 1.0 create a smooth tapering suitable for the default separated
  1119. # floatlands.
  1120. # Values < 1.0 (for example 0.25) create a more defined surface level with
  1121. # flatter lowlands, suitable for a solid floatland layer.
  1122. # type: float
  1123. # mgv7_float_taper_exp = 2.0
  1124. # Adjusts the density of the floatland layer.
  1125. # Increase value to increase density. Can be positive or negative.
  1126. # Value = 0.0: 50% of volume is floatland.
  1127. # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
  1128. # to be sure) creates a solid floatland layer.
  1129. # type: float
  1130. # mgv7_floatland_density = -0.6
  1131. # Surface level of optional water placed on a solid floatland layer.
  1132. # Water is disabled by default and will only be placed if this value is set
  1133. # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
  1134. # upper tapering).
  1135. # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
  1136. # When enabling water placement, floatlands must be configured and tested
  1137. # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
  1138. # required value depending on 'mgv7_np_floatland'), to avoid
  1139. # server-intensive extreme water flow and to avoid vast flooding of the
  1140. # world surface below.
  1141. # type: int min: -31000 max: 31000
  1142. # mgv7_floatland_ywater = -31000
  1143. # Controls width of tunnels, a smaller value creates wider tunnels.
  1144. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1145. # intensive noise calculations.
  1146. # type: float
  1147. # mgv7_cave_width = 0.09
  1148. # Y of upper limit of large caves.
  1149. # type: int min: -31000 max: 31000
  1150. # mgv7_large_cave_depth = -33
  1151. # Minimum limit of random number of small caves per mapchunk.
  1152. # type: int min: 0 max: 256
  1153. # mgv7_small_cave_num_min = 0
  1154. # Maximum limit of random number of small caves per mapchunk.
  1155. # type: int min: 0 max: 256
  1156. # mgv7_small_cave_num_max = 0
  1157. # Minimum limit of random number of large caves per mapchunk.
  1158. # type: int min: 0 max: 64
  1159. # mgv7_large_cave_num_min = 0
  1160. # Maximum limit of random number of large caves per mapchunk.
  1161. # type: int min: 0 max: 64
  1162. # mgv7_large_cave_num_max = 2
  1163. # Proportion of large caves that contain liquid.
  1164. # type: float min: 0 max: 1
  1165. # mgv7_large_cave_flooded = 0.5
  1166. # Y-level of cavern upper limit.
  1167. # type: int min: -31000 max: 31000
  1168. # mgv7_cavern_limit = -256
  1169. # Y-distance over which caverns expand to full size.
  1170. # type: int min: 0 max: 32767
  1171. # mgv7_cavern_taper = 256
  1172. # Defines full size of caverns, smaller values create larger caverns.
  1173. # type: float
  1174. # mgv7_cavern_threshold = 0.7
  1175. # Lower Y limit of dungeons.
  1176. # type: int min: -31000 max: 31000
  1177. # mgv7_dungeon_ymin = -31000
  1178. # Upper Y limit of dungeons.
  1179. # type: int min: -31000 max: 31000
  1180. # mgv7_dungeon_ymax = 31000
  1181. ### Noises
  1182. # Y-level of higher terrain that creates cliffs.
  1183. # type: noise_params_2d
  1184. # mgv7_np_terrain_base = {
  1185. # offset = 4,
  1186. # scale = 70,
  1187. # spread = (600, 600, 600),
  1188. # seed = 82341,
  1189. # octaves = 5,
  1190. # persistence = 0.6,
  1191. # lacunarity = 2.0,
  1192. # flags = eased
  1193. # }
  1194. # Y-level of lower terrain and seabed.
  1195. # type: noise_params_2d
  1196. # mgv7_np_terrain_alt = {
  1197. # offset = 4,
  1198. # scale = 25,
  1199. # spread = (600, 600, 600),
  1200. # seed = 5934,
  1201. # octaves = 5,
  1202. # persistence = 0.6,
  1203. # lacunarity = 2.0,
  1204. # flags = eased
  1205. # }
  1206. # Varies roughness of terrain.
  1207. # Defines the 'persistence' value for terrain_base and terrain_alt noises.
  1208. # type: noise_params_2d
  1209. # mgv7_np_terrain_persist = {
  1210. # offset = 0.6,
  1211. # scale = 0.1,
  1212. # spread = (2000, 2000, 2000),
  1213. # seed = 539,
  1214. # octaves = 3,
  1215. # persistence = 0.6,
  1216. # lacunarity = 2.0,
  1217. # flags = eased
  1218. # }
  1219. # Defines distribution of higher terrain and steepness of cliffs.
  1220. # type: noise_params_2d
  1221. # mgv7_np_height_select = {
  1222. # offset = -8,
  1223. # scale = 16,
  1224. # spread = (500, 500, 500),
  1225. # seed = 4213,
  1226. # octaves = 6,
  1227. # persistence = 0.7,
  1228. # lacunarity = 2.0,
  1229. # flags = eased
  1230. # }
  1231. # Variation of biome filler depth.
  1232. # type: noise_params_2d
  1233. # mgv7_np_filler_depth = {
  1234. # offset = 0,
  1235. # scale = 1.2,
  1236. # spread = (150, 150, 150),
  1237. # seed = 261,
  1238. # octaves = 3,
  1239. # persistence = 0.7,
  1240. # lacunarity = 2.0,
  1241. # flags = eased
  1242. # }
  1243. # Variation of maximum mountain height (in nodes).
  1244. # type: noise_params_2d
  1245. # mgv7_np_mount_height = {
  1246. # offset = 256,
  1247. # scale = 112,
  1248. # spread = (1000, 1000, 1000),
  1249. # seed = 72449,
  1250. # octaves = 3,
  1251. # persistence = 0.6,
  1252. # lacunarity = 2.0,
  1253. # flags = eased
  1254. # }
  1255. # Defines large-scale river channel structure.
  1256. # type: noise_params_2d
  1257. # mgv7_np_ridge_uwater = {
  1258. # offset = 0,
  1259. # scale = 1,
  1260. # spread = (1000, 1000, 1000),
  1261. # seed = 85039,
  1262. # octaves = 5,
  1263. # persistence = 0.6,
  1264. # lacunarity = 2.0,
  1265. # flags = eased
  1266. # }
  1267. # 3D noise defining mountain structure and height.
  1268. # Also defines structure of floatland mountain terrain.
  1269. # type: noise_params_3d
  1270. # mgv7_np_mountain = {
  1271. # offset = -0.6,
  1272. # scale = 1,
  1273. # spread = (250, 350, 250),
  1274. # seed = 5333,
  1275. # octaves = 5,
  1276. # persistence = 0.63,
  1277. # lacunarity = 2.0,
  1278. # flags =
  1279. # }
  1280. # 3D noise defining structure of river canyon walls.
  1281. # type: noise_params_3d
  1282. # mgv7_np_ridge = {
  1283. # offset = 0,
  1284. # scale = 1,
  1285. # spread = (100, 100, 100),
  1286. # seed = 6467,
  1287. # octaves = 4,
  1288. # persistence = 0.75,
  1289. # lacunarity = 2.0,
  1290. # flags =
  1291. # }
  1292. # 3D noise defining structure of floatlands.
  1293. # If altered from the default, the noise 'scale' (0.7 by default) may need
  1294. # to be adjusted, as floatland tapering functions best when this noise has
  1295. # a value range of approximately -2.0 to 2.0.
  1296. # type: noise_params_3d
  1297. # mgv7_np_floatland = {
  1298. # offset = 0,
  1299. # scale = 0.7,
  1300. # spread = (384, 96, 384),
  1301. # seed = 1009,
  1302. # octaves = 4,
  1303. # persistence = 0.75,
  1304. # lacunarity = 1.618,
  1305. # flags =
  1306. # }
  1307. # 3D noise defining giant caverns.
  1308. # type: noise_params_3d
  1309. # mgv7_np_cavern = {
  1310. # offset = 0,
  1311. # scale = 1,
  1312. # spread = (384, 128, 384),
  1313. # seed = 723,
  1314. # octaves = 5,
  1315. # persistence = 0.63,
  1316. # lacunarity = 2.0,
  1317. # flags =
  1318. # }
  1319. # First of two 3D noises that together define tunnels.
  1320. # type: noise_params_3d
  1321. # mgv7_np_cave1 = {
  1322. # offset = 0,
  1323. # scale = 12,
  1324. # spread = (61, 61, 61),
  1325. # seed = 52534,
  1326. # octaves = 3,
  1327. # persistence = 0.5,
  1328. # lacunarity = 2.0,
  1329. # flags =
  1330. # }
  1331. # Second of two 3D noises that together define tunnels.
  1332. # type: noise_params_3d
  1333. # mgv7_np_cave2 = {
  1334. # offset = 0,
  1335. # scale = 12,
  1336. # spread = (67, 67, 67),
  1337. # seed = 10325,
  1338. # octaves = 3,
  1339. # persistence = 0.5,
  1340. # lacunarity = 2.0,
  1341. # flags =
  1342. # }
  1343. # 3D noise that determines number of dungeons per mapchunk.
  1344. # type: noise_params_3d
  1345. # mgv7_np_dungeons = {
  1346. # offset = 0.9,
  1347. # scale = 0.5,
  1348. # spread = (500, 500, 500),
  1349. # seed = 0,
  1350. # octaves = 2,
  1351. # persistence = 0.8,
  1352. # lacunarity = 2.0,
  1353. # flags =
  1354. # }
  1355. ## Mapgen Carpathian
  1356. # Map generation attributes specific to Mapgen Carpathian.
  1357. # type: flags possible values: caverns, rivers, nocaverns, norivers
  1358. # mgcarpathian_spflags = caverns,norivers
  1359. # Defines the base ground level.
  1360. # type: float
  1361. # mgcarpathian_base_level = 12.0
  1362. # Defines the width of the river channel.
  1363. # type: float
  1364. # mgcarpathian_river_width = 0.05
  1365. # Defines the depth of the river channel.
  1366. # type: float
  1367. # mgcarpathian_river_depth = 24.0
  1368. # Defines the width of the river valley.
  1369. # type: float
  1370. # mgcarpathian_valley_width = 0.25
  1371. # Controls width of tunnels, a smaller value creates wider tunnels.
  1372. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1373. # intensive noise calculations.
  1374. # type: float
  1375. # mgcarpathian_cave_width = 0.09
  1376. # Y of upper limit of large caves.
  1377. # type: int min: -31000 max: 31000
  1378. # mgcarpathian_large_cave_depth = -33
  1379. # Minimum limit of random number of small caves per mapchunk.
  1380. # type: int min: 0 max: 256
  1381. # mgcarpathian_small_cave_num_min = 0
  1382. # Maximum limit of random number of small caves per mapchunk.
  1383. # type: int min: 0 max: 256
  1384. # mgcarpathian_small_cave_num_max = 0
  1385. # Minimum limit of random number of large caves per mapchunk.
  1386. # type: int min: 0 max: 64
  1387. # mgcarpathian_large_cave_num_min = 0
  1388. # Maximum limit of random number of large caves per mapchunk.
  1389. # type: int min: 0 max: 64
  1390. # mgcarpathian_large_cave_num_max = 2
  1391. # Proportion of large caves that contain liquid.
  1392. # type: float min: 0 max: 1
  1393. # mgcarpathian_large_cave_flooded = 0.5
  1394. # Y-level of cavern upper limit.
  1395. # type: int min: -31000 max: 31000
  1396. # mgcarpathian_cavern_limit = -256
  1397. # Y-distance over which caverns expand to full size.
  1398. # type: int min: 0 max: 32767
  1399. # mgcarpathian_cavern_taper = 256
  1400. # Defines full size of caverns, smaller values create larger caverns.
  1401. # type: float
  1402. # mgcarpathian_cavern_threshold = 0.7
  1403. # Lower Y limit of dungeons.
  1404. # type: int min: -31000 max: 31000
  1405. # mgcarpathian_dungeon_ymin = -31000
  1406. # Upper Y limit of dungeons.
  1407. # type: int min: -31000 max: 31000
  1408. # mgcarpathian_dungeon_ymax = 31000
  1409. ### Noises
  1410. # Variation of biome filler depth.
  1411. # type: noise_params_2d
  1412. # mgcarpathian_np_filler_depth = {
  1413. # offset = 0,
  1414. # scale = 1,
  1415. # spread = (128, 128, 128),
  1416. # seed = 261,
  1417. # octaves = 3,
  1418. # persistence = 0.7,
  1419. # lacunarity = 2.0,
  1420. # flags = eased
  1421. # }
  1422. # First of 4 2D noises that together define hill/mountain range height.
  1423. # type: noise_params_2d
  1424. # mgcarpathian_np_height1 = {
  1425. # offset = 0,
  1426. # scale = 5,
  1427. # spread = (251, 251, 251),
  1428. # seed = 9613,
  1429. # octaves = 5,
  1430. # persistence = 0.5,
  1431. # lacunarity = 2.0,
  1432. # flags = eased
  1433. # }
  1434. # Second of 4 2D noises that together define hill/mountain range height.
  1435. # type: noise_params_2d
  1436. # mgcarpathian_np_height2 = {
  1437. # offset = 0,
  1438. # scale = 5,
  1439. # spread = (383, 383, 383),
  1440. # seed = 1949,
  1441. # octaves = 5,
  1442. # persistence = 0.5,
  1443. # lacunarity = 2.0,
  1444. # flags = eased
  1445. # }
  1446. # Third of 4 2D noises that together define hill/mountain range height.
  1447. # type: noise_params_2d
  1448. # mgcarpathian_np_height3 = {
  1449. # offset = 0,
  1450. # scale = 5,
  1451. # spread = (509, 509, 509),
  1452. # seed = 3211,
  1453. # octaves = 5,
  1454. # persistence = 0.5,
  1455. # lacunarity = 2.0,
  1456. # flags = eased
  1457. # }
  1458. # Fourth of 4 2D noises that together define hill/mountain range height.
  1459. # type: noise_params_2d
  1460. # mgcarpathian_np_height4 = {
  1461. # offset = 0,
  1462. # scale = 5,
  1463. # spread = (631, 631, 631),
  1464. # seed = 1583,
  1465. # octaves = 5,
  1466. # persistence = 0.5,
  1467. # lacunarity = 2.0,
  1468. # flags = eased
  1469. # }
  1470. # 2D noise that controls the size/occurrence of rolling hills.
  1471. # type: noise_params_2d
  1472. # mgcarpathian_np_hills_terrain = {
  1473. # offset = 1,
  1474. # scale = 1,
  1475. # spread = (1301, 1301, 1301),
  1476. # seed = 1692,
  1477. # octaves = 3,
  1478. # persistence = 0.5,
  1479. # lacunarity = 2.0,
  1480. # flags = eased
  1481. # }
  1482. # 2D noise that controls the size/occurrence of ridged mountain ranges.
  1483. # type: noise_params_2d
  1484. # mgcarpathian_np_ridge_terrain = {
  1485. # offset = 1,
  1486. # scale = 1,
  1487. # spread = (1889, 1889, 1889),
  1488. # seed = 3568,
  1489. # octaves = 3,
  1490. # persistence = 0.5,
  1491. # lacunarity = 2.0,
  1492. # flags = eased
  1493. # }
  1494. # 2D noise that controls the size/occurrence of step mountain ranges.
  1495. # type: noise_params_2d
  1496. # mgcarpathian_np_step_terrain = {
  1497. # offset = 1,
  1498. # scale = 1,
  1499. # spread = (1889, 1889, 1889),
  1500. # seed = 4157,
  1501. # octaves = 3,
  1502. # persistence = 0.5,
  1503. # lacunarity = 2.0,
  1504. # flags = eased
  1505. # }
  1506. # 2D noise that controls the shape/size of rolling hills.
  1507. # type: noise_params_2d
  1508. # mgcarpathian_np_hills = {
  1509. # offset = 0,
  1510. # scale = 3,
  1511. # spread = (257, 257, 257),
  1512. # seed = 6604,
  1513. # octaves = 6,
  1514. # persistence = 0.5,
  1515. # lacunarity = 2.0,
  1516. # flags = eased
  1517. # }
  1518. # 2D noise that controls the shape/size of ridged mountains.
  1519. # type: noise_params_2d
  1520. # mgcarpathian_np_ridge_mnt = {
  1521. # offset = 0,
  1522. # scale = 12,
  1523. # spread = (743, 743, 743),
  1524. # seed = 5520,
  1525. # octaves = 6,
  1526. # persistence = 0.7,
  1527. # lacunarity = 2.0,
  1528. # flags = eased
  1529. # }
  1530. # 2D noise that controls the shape/size of step mountains.
  1531. # type: noise_params_2d
  1532. # mgcarpathian_np_step_mnt = {
  1533. # offset = 0,
  1534. # scale = 8,
  1535. # spread = (509, 509, 509),
  1536. # seed = 2590,
  1537. # octaves = 6,
  1538. # persistence = 0.6,
  1539. # lacunarity = 2.0,
  1540. # flags = eased
  1541. # }
  1542. # 2D noise that locates the river valleys and channels.
  1543. # type: noise_params_2d
  1544. # mgcarpathian_np_rivers = {
  1545. # offset = 0,
  1546. # scale = 1,
  1547. # spread = (1000, 1000, 1000),
  1548. # seed = 85039,
  1549. # octaves = 5,
  1550. # persistence = 0.6,
  1551. # lacunarity = 2.0,
  1552. # flags = eased
  1553. # }
  1554. # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
  1555. # type: noise_params_3d
  1556. # mgcarpathian_np_mnt_var = {
  1557. # offset = 0,
  1558. # scale = 1,
  1559. # spread = (499, 499, 499),
  1560. # seed = 2490,
  1561. # octaves = 5,
  1562. # persistence = 0.55,
  1563. # lacunarity = 2.0,
  1564. # flags =
  1565. # }
  1566. # First of two 3D noises that together define tunnels.
  1567. # type: noise_params_3d
  1568. # mgcarpathian_np_cave1 = {
  1569. # offset = 0,
  1570. # scale = 12,
  1571. # spread = (61, 61, 61),
  1572. # seed = 52534,
  1573. # octaves = 3,
  1574. # persistence = 0.5,
  1575. # lacunarity = 2.0,
  1576. # flags =
  1577. # }
  1578. # Second of two 3D noises that together define tunnels.
  1579. # type: noise_params_3d
  1580. # mgcarpathian_np_cave2 = {
  1581. # offset = 0,
  1582. # scale = 12,
  1583. # spread = (67, 67, 67),
  1584. # seed = 10325,
  1585. # octaves = 3,
  1586. # persistence = 0.5,
  1587. # lacunarity = 2.0,
  1588. # flags =
  1589. # }
  1590. # 3D noise defining giant caverns.
  1591. # type: noise_params_3d
  1592. # mgcarpathian_np_cavern = {
  1593. # offset = 0,
  1594. # scale = 1,
  1595. # spread = (384, 128, 384),
  1596. # seed = 723,
  1597. # octaves = 5,
  1598. # persistence = 0.63,
  1599. # lacunarity = 2.0,
  1600. # flags =
  1601. # }
  1602. # 3D noise that determines number of dungeons per mapchunk.
  1603. # type: noise_params_3d
  1604. # mgcarpathian_np_dungeons = {
  1605. # offset = 0.9,
  1606. # scale = 0.5,
  1607. # spread = (500, 500, 500),
  1608. # seed = 0,
  1609. # octaves = 2,
  1610. # persistence = 0.8,
  1611. # lacunarity = 2.0,
  1612. # flags =
  1613. # }
  1614. ## Mapgen Flat
  1615. # Map generation attributes specific to Mapgen Flat.
  1616. # Occasional lakes and hills can be added to the flat world.
  1617. # type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns
  1618. # mgflat_spflags = nolakes,nohills,nocaverns
  1619. # Y of flat ground.
  1620. # type: int min: -31000 max: 31000
  1621. # mgflat_ground_level = 8
  1622. # Y of upper limit of large caves.
  1623. # type: int min: -31000 max: 31000
  1624. # mgflat_large_cave_depth = -33
  1625. # Minimum limit of random number of small caves per mapchunk.
  1626. # type: int min: 0 max: 256
  1627. # mgflat_small_cave_num_min = 0
  1628. # Maximum limit of random number of small caves per mapchunk.
  1629. # type: int min: 0 max: 256
  1630. # mgflat_small_cave_num_max = 0
  1631. # Minimum limit of random number of large caves per mapchunk.
  1632. # type: int min: 0 max: 64
  1633. # mgflat_large_cave_num_min = 0
  1634. # Maximum limit of random number of large caves per mapchunk.
  1635. # type: int min: 0 max: 64
  1636. # mgflat_large_cave_num_max = 2
  1637. # Proportion of large caves that contain liquid.
  1638. # type: float min: 0 max: 1
  1639. # mgflat_large_cave_flooded = 0.5
  1640. # Controls width of tunnels, a smaller value creates wider tunnels.
  1641. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1642. # intensive noise calculations.
  1643. # type: float
  1644. # mgflat_cave_width = 0.09
  1645. # Terrain noise threshold for lakes.
  1646. # Controls proportion of world area covered by lakes.
  1647. # Adjust towards 0.0 for a larger proportion.
  1648. # type: float
  1649. # mgflat_lake_threshold = -0.45
  1650. # Controls steepness/depth of lake depressions.
  1651. # type: float
  1652. # mgflat_lake_steepness = 48.0
  1653. # Terrain noise threshold for hills.
  1654. # Controls proportion of world area covered by hills.
  1655. # Adjust towards 0.0 for a larger proportion.
  1656. # type: float
  1657. # mgflat_hill_threshold = 0.45
  1658. # Controls steepness/height of hills.
  1659. # type: float
  1660. # mgflat_hill_steepness = 64.0
  1661. # Y-level of cavern upper limit.
  1662. # type: int min: -31000 max: 31000
  1663. # mgflat_cavern_limit = -256
  1664. # Y-distance over which caverns expand to full size.
  1665. # type: int min: 0 max: 32767
  1666. # mgflat_cavern_taper = 256
  1667. # Defines full size of caverns, smaller values create larger caverns.
  1668. # type: float
  1669. # mgflat_cavern_threshold = 0.7
  1670. # Lower Y limit of dungeons.
  1671. # type: int min: -31000 max: 31000
  1672. # mgflat_dungeon_ymin = -31000
  1673. # Upper Y limit of dungeons.
  1674. # type: int min: -31000 max: 31000
  1675. # mgflat_dungeon_ymax = 31000
  1676. ### Noises
  1677. # Defines location and terrain of optional hills and lakes.
  1678. # type: noise_params_2d
  1679. # mgflat_np_terrain = {
  1680. # offset = 0,
  1681. # scale = 1,
  1682. # spread = (600, 600, 600),
  1683. # seed = 7244,
  1684. # octaves = 5,
  1685. # persistence = 0.6,
  1686. # lacunarity = 2.0,
  1687. # flags = eased
  1688. # }
  1689. # Variation of biome filler depth.
  1690. # type: noise_params_2d
  1691. # mgflat_np_filler_depth = {
  1692. # offset = 0,
  1693. # scale = 1.2,
  1694. # spread = (150, 150, 150),
  1695. # seed = 261,
  1696. # octaves = 3,
  1697. # persistence = 0.7,
  1698. # lacunarity = 2.0,
  1699. # flags = eased
  1700. # }
  1701. # First of two 3D noises that together define tunnels.
  1702. # type: noise_params_3d
  1703. # mgflat_np_cave1 = {
  1704. # offset = 0,
  1705. # scale = 12,
  1706. # spread = (61, 61, 61),
  1707. # seed = 52534,
  1708. # octaves = 3,
  1709. # persistence = 0.5,
  1710. # lacunarity = 2.0,
  1711. # flags =
  1712. # }
  1713. # Second of two 3D noises that together define tunnels.
  1714. # type: noise_params_3d
  1715. # mgflat_np_cave2 = {
  1716. # offset = 0,
  1717. # scale = 12,
  1718. # spread = (67, 67, 67),
  1719. # seed = 10325,
  1720. # octaves = 3,
  1721. # persistence = 0.5,
  1722. # lacunarity = 2.0,
  1723. # flags =
  1724. # }
  1725. # 3D noise defining giant caverns.
  1726. # type: noise_params_3d
  1727. # mgflat_np_cavern = {
  1728. # offset = 0,
  1729. # scale = 1,
  1730. # spread = (384, 128, 384),
  1731. # seed = 723,
  1732. # octaves = 5,
  1733. # persistence = 0.63,
  1734. # lacunarity = 2.0,
  1735. # flags =
  1736. # }
  1737. # 3D noise that determines number of dungeons per mapchunk.
  1738. # type: noise_params_3d
  1739. # mgflat_np_dungeons = {
  1740. # offset = 0.9,
  1741. # scale = 0.5,
  1742. # spread = (500, 500, 500),
  1743. # seed = 0,
  1744. # octaves = 2,
  1745. # persistence = 0.8,
  1746. # lacunarity = 2.0,
  1747. # flags =
  1748. # }
  1749. ## Mapgen Fractal
  1750. # Map generation attributes specific to Mapgen Fractal.
  1751. # 'terrain' enables the generation of non-fractal terrain:
  1752. # ocean, islands and underground.
  1753. # type: flags possible values: terrain, noterrain
  1754. # mgfractal_spflags = terrain
  1755. # Controls width of tunnels, a smaller value creates wider tunnels.
  1756. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1757. # intensive noise calculations.
  1758. # type: float
  1759. # mgfractal_cave_width = 0.09
  1760. # Y of upper limit of large caves.
  1761. # type: int min: -31000 max: 31000
  1762. # mgfractal_large_cave_depth = -33
  1763. # Minimum limit of random number of small caves per mapchunk.
  1764. # type: int min: 0 max: 256
  1765. # mgfractal_small_cave_num_min = 0
  1766. # Maximum limit of random number of small caves per mapchunk.
  1767. # type: int min: 0 max: 256
  1768. # mgfractal_small_cave_num_max = 0
  1769. # Minimum limit of random number of large caves per mapchunk.
  1770. # type: int min: 0 max: 64
  1771. # mgfractal_large_cave_num_min = 0
  1772. # Maximum limit of random number of large caves per mapchunk.
  1773. # type: int min: 0 max: 64
  1774. # mgfractal_large_cave_num_max = 2
  1775. # Proportion of large caves that contain liquid.
  1776. # type: float min: 0 max: 1
  1777. # mgfractal_large_cave_flooded = 0.5
  1778. # Lower Y limit of dungeons.
  1779. # type: int min: -31000 max: 31000
  1780. # mgfractal_dungeon_ymin = -31000
  1781. # Upper Y limit of dungeons.
  1782. # type: int min: -31000 max: 31000
  1783. # mgfractal_dungeon_ymax = 31000
  1784. # Selects one of 18 fractal types.
  1785. # 1 = 4D "Roundy" Mandelbrot set.
  1786. # 2 = 4D "Roundy" Julia set.
  1787. # 3 = 4D "Squarry" Mandelbrot set.
  1788. # 4 = 4D "Squarry" Julia set.
  1789. # 5 = 4D "Mandy Cousin" Mandelbrot set.
  1790. # 6 = 4D "Mandy Cousin" Julia set.
  1791. # 7 = 4D "Variation" Mandelbrot set.
  1792. # 8 = 4D "Variation" Julia set.
  1793. # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
  1794. # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
  1795. # 11 = 3D "Christmas Tree" Mandelbrot set.
  1796. # 12 = 3D "Christmas Tree" Julia set.
  1797. # 13 = 3D "Mandelbulb" Mandelbrot set.
  1798. # 14 = 3D "Mandelbulb" Julia set.
  1799. # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
  1800. # 16 = 3D "Cosine Mandelbulb" Julia set.
  1801. # 17 = 4D "Mandelbulb" Mandelbrot set.
  1802. # 18 = 4D "Mandelbulb" Julia set.
  1803. # type: int min: 1 max: 18
  1804. # mgfractal_fractal = 1
  1805. # Iterations of the recursive function.
  1806. # Increasing this increases the amount of fine detail, but also
  1807. # increases processing load.
  1808. # At iterations = 20 this mapgen has a similar load to mapgen V7.
  1809. # type: int min: 1 max: 65535
  1810. # mgfractal_iterations = 11
  1811. # (X,Y,Z) scale of fractal in nodes.
  1812. # Actual fractal size will be 2 to 3 times larger.
  1813. # These numbers can be made very large, the fractal does
  1814. # not have to fit inside the world.
  1815. # Increase these to 'zoom' into the detail of the fractal.
  1816. # Default is for a vertically-squashed shape suitable for
  1817. # an island, set all 3 numbers equal for the raw shape.
  1818. # type: v3f
  1819. # mgfractal_scale = (4096.0, 1024.0, 4096.0)
  1820. # (X,Y,Z) offset of fractal from world center in units of 'scale'.
  1821. # Can be used to move a desired point to (0, 0) to create a
  1822. # suitable spawn point, or to allow 'zooming in' on a desired
  1823. # point by increasing 'scale'.
  1824. # The default is tuned for a suitable spawn point for Mandelbrot
  1825. # sets with default parameters, it may need altering in other
  1826. # situations.
  1827. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
  1828. # type: v3f
  1829. # mgfractal_offset = (1.79, 0.0, 0.0)
  1830. # W coordinate of the generated 3D slice of a 4D fractal.
  1831. # Determines which 3D slice of the 4D shape is generated.
  1832. # Alters the shape of the fractal.
  1833. # Has no effect on 3D fractals.
  1834. # Range roughly -2 to 2.
  1835. # type: float
  1836. # mgfractal_slice_w = 0.0
  1837. # Julia set only.
  1838. # X component of hypercomplex constant.
  1839. # Alters the shape of the fractal.
  1840. # Range roughly -2 to 2.
  1841. # type: float
  1842. # mgfractal_julia_x = 0.33
  1843. # Julia set only.
  1844. # Y component of hypercomplex constant.
  1845. # Alters the shape of the fractal.
  1846. # Range roughly -2 to 2.
  1847. # type: float
  1848. # mgfractal_julia_y = 0.33
  1849. # Julia set only.
  1850. # Z component of hypercomplex constant.
  1851. # Alters the shape of the fractal.
  1852. # Range roughly -2 to 2.
  1853. # type: float
  1854. # mgfractal_julia_z = 0.33
  1855. # Julia set only.
  1856. # W component of hypercomplex constant.
  1857. # Alters the shape of the fractal.
  1858. # Has no effect on 3D fractals.
  1859. # Range roughly -2 to 2.
  1860. # type: float
  1861. # mgfractal_julia_w = 0.33
  1862. ### Noises
  1863. # Y-level of seabed.
  1864. # type: noise_params_2d
  1865. # mgfractal_np_seabed = {
  1866. # offset = -14,
  1867. # scale = 9,
  1868. # spread = (600, 600, 600),
  1869. # seed = 41900,
  1870. # octaves = 5,
  1871. # persistence = 0.6,
  1872. # lacunarity = 2.0,
  1873. # flags = eased
  1874. # }
  1875. # Variation of biome filler depth.
  1876. # type: noise_params_2d
  1877. # mgfractal_np_filler_depth = {
  1878. # offset = 0,
  1879. # scale = 1.2,
  1880. # spread = (150, 150, 150),
  1881. # seed = 261,
  1882. # octaves = 3,
  1883. # persistence = 0.7,
  1884. # lacunarity = 2.0,
  1885. # flags = eased
  1886. # }
  1887. # First of two 3D noises that together define tunnels.
  1888. # type: noise_params_3d
  1889. # mgfractal_np_cave1 = {
  1890. # offset = 0,
  1891. # scale = 12,
  1892. # spread = (61, 61, 61),
  1893. # seed = 52534,
  1894. # octaves = 3,
  1895. # persistence = 0.5,
  1896. # lacunarity = 2.0,
  1897. # flags =
  1898. # }
  1899. # Second of two 3D noises that together define tunnels.
  1900. # type: noise_params_3d
  1901. # mgfractal_np_cave2 = {
  1902. # offset = 0,
  1903. # scale = 12,
  1904. # spread = (67, 67, 67),
  1905. # seed = 10325,
  1906. # octaves = 3,
  1907. # persistence = 0.5,
  1908. # lacunarity = 2.0,
  1909. # flags =
  1910. # }
  1911. # 3D noise that determines number of dungeons per mapchunk.
  1912. # type: noise_params_3d
  1913. # mgfractal_np_dungeons = {
  1914. # offset = 0.9,
  1915. # scale = 0.5,
  1916. # spread = (500, 500, 500),
  1917. # seed = 0,
  1918. # octaves = 2,
  1919. # persistence = 0.8,
  1920. # lacunarity = 2.0,
  1921. # flags =
  1922. # }
  1923. ## Mapgen Valleys
  1924. # Map generation attributes specific to Mapgen Valleys.
  1925. # 'altitude_chill': Reduces heat with altitude.
  1926. # 'humid_rivers': Increases humidity around rivers.
  1927. # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
  1928. # to become shallower and occasionally dry.
  1929. # 'altitude_dry': Reduces humidity with altitude.
  1930. # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
  1931. # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
  1932. # The vertical distance over which heat drops by 20 if 'altitude_chill' is
  1933. # enabled. Also, the vertical distance over which humidity drops by 10 if
  1934. # 'altitude_dry' is enabled.
  1935. # type: int min: 0 max: 65535
  1936. # mgvalleys_altitude_chill = 90
  1937. # Depth below which you'll find large caves.
  1938. # type: int min: -31000 max: 31000
  1939. # mgvalleys_large_cave_depth = -33
  1940. # Minimum limit of random number of small caves per mapchunk.
  1941. # type: int min: 0 max: 256
  1942. # mgvalleys_small_cave_num_min = 0
  1943. # Maximum limit of random number of small caves per mapchunk.
  1944. # type: int min: 0 max: 256
  1945. # mgvalleys_small_cave_num_max = 0
  1946. # Minimum limit of random number of large caves per mapchunk.
  1947. # type: int min: 0 max: 64
  1948. # mgvalleys_large_cave_num_min = 0
  1949. # Maximum limit of random number of large caves per mapchunk.
  1950. # type: int min: 0 max: 64
  1951. # mgvalleys_large_cave_num_max = 2
  1952. # Proportion of large caves that contain liquid.
  1953. # type: float min: 0 max: 1
  1954. # mgvalleys_large_cave_flooded = 0.5
  1955. # Depth below which you'll find giant caverns.
  1956. # type: int min: -31000 max: 31000
  1957. # mgvalleys_cavern_limit = -256
  1958. # Y-distance over which caverns expand to full size.
  1959. # type: int min: 0 max: 32767
  1960. # mgvalleys_cavern_taper = 192
  1961. # Defines full size of caverns, smaller values create larger caverns.
  1962. # type: float
  1963. # mgvalleys_cavern_threshold = 0.6
  1964. # How deep to make rivers.
  1965. # type: int min: 0 max: 65535
  1966. # mgvalleys_river_depth = 4
  1967. # How wide to make rivers.
  1968. # type: int min: 0 max: 65535
  1969. # mgvalleys_river_size = 5
  1970. # Controls width of tunnels, a smaller value creates wider tunnels.
  1971. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1972. # intensive noise calculations.
  1973. # type: float
  1974. # mgvalleys_cave_width = 0.09
  1975. # Lower Y limit of dungeons.
  1976. # type: int min: -31000 max: 31000
  1977. # mgvalleys_dungeon_ymin = -31000
  1978. # Upper Y limit of dungeons.
  1979. # type: int min: -31000 max: 31000
  1980. # mgvalleys_dungeon_ymax = 63
  1981. ### Noises
  1982. # First of two 3D noises that together define tunnels.
  1983. # type: noise_params_3d
  1984. # mgvalleys_np_cave1 = {
  1985. # offset = 0,
  1986. # scale = 12,
  1987. # spread = (61, 61, 61),
  1988. # seed = 52534,
  1989. # octaves = 3,
  1990. # persistence = 0.5,
  1991. # lacunarity = 2.0,
  1992. # flags =
  1993. # }
  1994. # Second of two 3D noises that together define tunnels.
  1995. # type: noise_params_3d
  1996. # mgvalleys_np_cave2 = {
  1997. # offset = 0,
  1998. # scale = 12,
  1999. # spread = (67, 67, 67),
  2000. # seed = 10325,
  2001. # octaves = 3,
  2002. # persistence = 0.5,
  2003. # lacunarity = 2.0,
  2004. # flags =
  2005. # }
  2006. # Variation of biome filler depth.
  2007. # type: noise_params_2d
  2008. # mgvalleys_np_filler_depth = {
  2009. # offset = 0,
  2010. # scale = 1.2,
  2011. # spread = (256, 256, 256),
  2012. # seed = 1605,
  2013. # octaves = 3,
  2014. # persistence = 0.5,
  2015. # lacunarity = 2.0,
  2016. # flags = eased
  2017. # }
  2018. # 3D noise defining giant caverns.
  2019. # type: noise_params_3d
  2020. # mgvalleys_np_cavern = {
  2021. # offset = 0,
  2022. # scale = 1,
  2023. # spread = (768, 256, 768),
  2024. # seed = 59033,
  2025. # octaves = 6,
  2026. # persistence = 0.63,
  2027. # lacunarity = 2.0,
  2028. # flags =
  2029. # }
  2030. # Defines large-scale river channel structure.
  2031. # type: noise_params_2d
  2032. # mgvalleys_np_rivers = {
  2033. # offset = 0,
  2034. # scale = 1,
  2035. # spread = (256, 256, 256),
  2036. # seed = -6050,
  2037. # octaves = 5,
  2038. # persistence = 0.6,
  2039. # lacunarity = 2.0,
  2040. # flags = eased
  2041. # }
  2042. # Base terrain height.
  2043. # type: noise_params_2d
  2044. # mgvalleys_np_terrain_height = {
  2045. # offset = -10,
  2046. # scale = 50,
  2047. # spread = (1024, 1024, 1024),
  2048. # seed = 5202,
  2049. # octaves = 6,
  2050. # persistence = 0.4,
  2051. # lacunarity = 2.0,
  2052. # flags = eased
  2053. # }
  2054. # Raises terrain to make valleys around the rivers.
  2055. # type: noise_params_2d
  2056. # mgvalleys_np_valley_depth = {
  2057. # offset = 5,
  2058. # scale = 4,
  2059. # spread = (512, 512, 512),
  2060. # seed = -1914,
  2061. # octaves = 1,
  2062. # persistence = 1.0,
  2063. # lacunarity = 2.0,
  2064. # flags = eased
  2065. # }
  2066. # Slope and fill work together to modify the heights.
  2067. # type: noise_params_3d
  2068. # mgvalleys_np_inter_valley_fill = {
  2069. # offset = 0,
  2070. # scale = 1,
  2071. # spread = (256, 512, 256),
  2072. # seed = 1993,
  2073. # octaves = 6,
  2074. # persistence = 0.8,
  2075. # lacunarity = 2.0,
  2076. # flags =
  2077. # }
  2078. # Amplifies the valleys.
  2079. # type: noise_params_2d
  2080. # mgvalleys_np_valley_profile = {
  2081. # offset = 0.6,
  2082. # scale = 0.5,
  2083. # spread = (512, 512, 512),
  2084. # seed = 777,
  2085. # octaves = 1,
  2086. # persistence = 1.0,
  2087. # lacunarity = 2.0,
  2088. # flags = eased
  2089. # }
  2090. # Slope and fill work together to modify the heights.
  2091. # type: noise_params_2d
  2092. # mgvalleys_np_inter_valley_slope = {
  2093. # offset = 0.5,
  2094. # scale = 0.5,
  2095. # spread = (128, 128, 128),
  2096. # seed = 746,
  2097. # octaves = 1,
  2098. # persistence = 1.0,
  2099. # lacunarity = 2.0,
  2100. # flags = eased
  2101. # }
  2102. # 3D noise that determines number of dungeons per mapchunk.
  2103. # type: noise_params_3d
  2104. # mgvalleys_np_dungeons = {
  2105. # offset = 0.9,
  2106. # scale = 0.5,
  2107. # spread = (500, 500, 500),
  2108. # seed = 0,
  2109. # octaves = 2,
  2110. # persistence = 0.8,
  2111. # lacunarity = 2.0,
  2112. # flags =
  2113. # }
  2114. #
  2115. # Advanced
  2116. #
  2117. ## Developer Options
  2118. # Enable Lua modding support on client.
  2119. # This support is experimental and API can change.
  2120. # type: bool
  2121. # enable_client_modding = false
  2122. # Replaces the default main menu with a custom one.
  2123. # type: string
  2124. # main_menu_script =
  2125. ### Mod Security
  2126. # Prevent mods from doing insecure things like running shell commands.
  2127. # type: bool
  2128. # secure.enable_security = true
  2129. # Comma-separated list of trusted mods that are allowed to access insecure
  2130. # functions even when mod security is on (via request_insecure_environment()).
  2131. # type: string
  2132. # secure.trusted_mods =
  2133. # Comma-separated list of mods that are allowed to access HTTP APIs, which
  2134. # allow them to upload and download data to/from the internet.
  2135. # type: string
  2136. # secure.http_mods =
  2137. ### Debugging
  2138. # Level of logging to be written to debug.txt:
  2139. # - <nothing> (no logging)
  2140. # - none (messages with no level)
  2141. # - error
  2142. # - warning
  2143. # - action
  2144. # - info
  2145. # - verbose
  2146. # - trace
  2147. # type: enum values: , none, error, warning, action, info, verbose, trace
  2148. # debug_log_level = action
  2149. # If the file size of debug.txt exceeds the number of megabytes specified in
  2150. # this setting when it is opened, the file is moved to debug.txt.1,
  2151. # deleting an older debug.txt.1 if it exists.
  2152. # debug.txt is only moved if this setting is positive.
  2153. # type: int min: 1
  2154. # debug_log_size_max = 50
  2155. # Minimal level of logging to be written to chat.
  2156. # type: enum values: , none, error, warning, action, info, verbose, trace
  2157. # chat_log_level = error
  2158. # Handling for deprecated Lua API calls:
  2159. # - none: Do not log deprecated calls
  2160. # - log: mimic and log backtrace of deprecated call (default).
  2161. # - error: abort on usage of deprecated call (suggested for mod developers).
  2162. # type: enum values: none, log, error
  2163. # deprecated_lua_api_handling = log
  2164. # Enable random user input (only used for testing).
  2165. # type: bool
  2166. # random_input = false
  2167. # Enable mod channels support.
  2168. # type: bool
  2169. # enable_mod_channels = false
  2170. ### Mod Profiler
  2171. # Load the game profiler to collect game profiling data.
  2172. # Provides a /profiler command to access the compiled profile.
  2173. # Useful for mod developers and server operators.
  2174. # type: bool
  2175. # profiler.load = false
  2176. # The default format in which profiles are being saved,
  2177. # when calling `/profiler save [format]` without format.
  2178. # type: enum values: txt, csv, lua, json, json_pretty
  2179. # profiler.default_report_format = txt
  2180. # The file path relative to your world path in which profiles will be saved to.
  2181. # type: string
  2182. # profiler.report_path =
  2183. # Instrument the methods of entities on registration.
  2184. # type: bool
  2185. # instrument.entity = true
  2186. # Instrument the action function of Active Block Modifiers on registration.
  2187. # type: bool
  2188. # instrument.abm = true
  2189. # Instrument the action function of Loading Block Modifiers on registration.
  2190. # type: bool
  2191. # instrument.lbm = true
  2192. # Instrument chat commands on registration.
  2193. # type: bool
  2194. # instrument.chatcommand = true
  2195. # Instrument global callback functions on registration.
  2196. # (anything you pass to a minetest.register_*() function)
  2197. # type: bool
  2198. # instrument.global_callback = true
  2199. # Instrument builtin.
  2200. # This is usually only needed by core/builtin contributors
  2201. # type: bool
  2202. # instrument.builtin = false
  2203. # Have the profiler instrument itself:
  2204. # * Instrument an empty function.
  2205. # This estimates the overhead, that instrumentation is adding (+1 function call).
  2206. # * Instrument the sampler being used to update the statistics.
  2207. # type: bool
  2208. # instrument.profiler = false
  2209. ### Engine Profiler
  2210. # Print the engine's profiling data in regular intervals (in seconds).
  2211. # 0 = disable. Useful for developers.
  2212. # type: int min: 0
  2213. # profiler_print_interval = 0
  2214. ## Advanced
  2215. # Enable IPv6 support (for both client and server).
  2216. # Required for IPv6 connections to work at all.
  2217. # type: bool
  2218. # enable_ipv6 = true
  2219. # If enabled, invalid world data won't cause the server to shut down.
  2220. # Only enable this if you know what you are doing.
  2221. # type: bool
  2222. # ignore_world_load_errors = false
  2223. ### Graphics
  2224. # Path to shader directory. If no path is defined, default location will be used.
  2225. # type: path
  2226. # shader_path =
  2227. # The rendering back-end.
  2228. # Note: A restart is required after changing this!
  2229. # OpenGL is the default for desktop, and OGLES2 for Android.
  2230. # Shaders are supported by OpenGL and OGLES2 (experimental).
  2231. # type: enum values: , opengl, ogles1, ogles2
  2232. # video_driver =
  2233. # Distance in nodes at which transparency depth sorting is enabled
  2234. # Use this to limit the performance impact of transparency depth sorting
  2235. # type: int min: 0 max: 128
  2236. # transparency_sorting_distance = 16
  2237. # Enable vertex buffer objects.
  2238. # This should greatly improve graphics performance.
  2239. # type: bool
  2240. # enable_vbo = true
  2241. # Radius of cloud area stated in number of 64 node cloud squares.
  2242. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
  2243. # type: int min: 1 max: 62
  2244. # cloud_radius = 12
  2245. # Whether node texture animations should be desynchronized per mapblock.
  2246. # type: bool
  2247. # desynchronize_mapblock_texture_animation = false
  2248. # Enables caching of facedir rotated meshes.
  2249. # type: bool
  2250. # enable_mesh_cache = false
  2251. # Delay between mesh updates on the client in ms. Increasing this will slow
  2252. # down the rate of mesh updates, thus reducing jitter on slower clients.
  2253. # type: int min: 0 max: 50
  2254. # mesh_generation_interval = 0
  2255. # Number of threads to use for mesh generation.
  2256. # Value of 0 (default) will let Minetest autodetect the number of available threads.
  2257. # type: int min: 0 max: 8
  2258. # mesh_generation_threads = 0
  2259. # Size of the MapBlock cache of the mesh generator. Increasing this will
  2260. # increase the cache hit %, reducing the data being copied from the main
  2261. # thread, thus reducing jitter.
  2262. # type: int min: 0 max: 1000
  2263. # meshgen_block_cache_size = 20
  2264. # True = 256
  2265. # False = 128
  2266. # Usable to make minimap smoother on slower machines.
  2267. # type: bool
  2268. # minimap_double_scan_height = true
  2269. # Textures on a node may be aligned either to the node or to the world.
  2270. # The former mode suits better things like machines, furniture, etc., while
  2271. # the latter makes stairs and microblocks fit surroundings better.
  2272. # However, as this possibility is new, thus may not be used by older servers,
  2273. # this option allows enforcing it for certain node types. Note though that
  2274. # that is considered EXPERIMENTAL and may not work properly.
  2275. # type: enum values: disable, enable, force_solid, force_nodebox
  2276. # world_aligned_mode = enable
  2277. # World-aligned textures may be scaled to span several nodes. However,
  2278. # the server may not send the scale you want, especially if you use
  2279. # a specially-designed texture pack; with this option, the client tries
  2280. # to determine the scale automatically basing on the texture size.
  2281. # See also texture_min_size.
  2282. # Warning: This option is EXPERIMENTAL!
  2283. # type: enum values: disable, enable, force
  2284. # autoscale_mode = disable
  2285. # When using bilinear/trilinear/anisotropic filters, low-resolution textures
  2286. # can be blurred, so automatically upscale them with nearest-neighbor
  2287. # interpolation to preserve crisp pixels. This sets the minimum texture size
  2288. # for the upscaled textures; higher values look sharper, but require more
  2289. # memory. Powers of 2 are recommended. This setting is ONLY applied if
  2290. # bilinear/trilinear/anisotropic filtering is enabled.
  2291. # This is also used as the base node texture size for world-aligned
  2292. # texture autoscaling.
  2293. # type: int min: 1 max: 32768
  2294. # texture_min_size = 64
  2295. # Side length of a cube of map blocks that the client will consider together
  2296. # when generating meshes.
  2297. # Larger values increase the utilization of the GPU by reducing the number of
  2298. # draw calls, benefiting especially high-end GPUs.
  2299. # Systems with a low-end GPU (or no GPU) would benefit from smaller values.
  2300. # type: int min: 1 max: 16
  2301. # client_mesh_chunk = 1
  2302. ### Font
  2303. # type: bool
  2304. # font_bold = false
  2305. # type: bool
  2306. # font_italic = false
  2307. # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
  2308. # type: int min: 0 max: 65535
  2309. # font_shadow = 1
  2310. # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
  2311. # type: int min: 0 max: 255
  2312. # font_shadow_alpha = 127
  2313. # Font size of the default font where 1 unit = 1 pixel at 96 DPI
  2314. # type: int min: 5 max: 72
  2315. # font_size = 16
  2316. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  2317. # with this font will always be divisible by this value, in pixels. For instance,
  2318. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  2319. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  2320. # type: int min: 1
  2321. # font_size_divisible_by = 1
  2322. # Path to the default font. Must be a TrueType font.
  2323. # The fallback font will be used if the font cannot be loaded.
  2324. # type: filepath
  2325. # font_path = fonts/Arimo-Regular.ttf
  2326. # type: filepath
  2327. # font_path_bold = fonts/Arimo-Bold.ttf
  2328. # type: filepath
  2329. # font_path_italic = fonts/Arimo-Italic.ttf
  2330. # type: filepath
  2331. # font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
  2332. # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
  2333. # type: int min: 5 max: 72
  2334. # mono_font_size = 16
  2335. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  2336. # with this font will always be divisible by this value, in pixels. For instance,
  2337. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  2338. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  2339. # type: int min: 1
  2340. # mono_font_size_divisible_by = 1
  2341. # Path to the monospace font. Must be a TrueType font.
  2342. # This font is used for e.g. the console and profiler screen.
  2343. # type: filepath
  2344. # mono_font_path = fonts/Cousine-Regular.ttf
  2345. # type: filepath
  2346. # mono_font_path_bold = fonts/Cousine-Bold.ttf
  2347. # type: filepath
  2348. # mono_font_path_italic = fonts/Cousine-Italic.ttf
  2349. # type: filepath
  2350. # mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
  2351. # Path of the fallback font. Must be a TrueType font.
  2352. # This font will be used for certain languages or if the default font is unavailable.
  2353. # type: filepath
  2354. # fallback_font_path = fonts/DroidSansFallbackFull.ttf
  2355. ### Lighting
  2356. # Gradient of light curve at minimum light level.
  2357. # Controls the contrast of the lowest light levels.
  2358. # type: float min: 0 max: 3
  2359. # lighting_alpha = 0.0
  2360. # Gradient of light curve at maximum light level.
  2361. # Controls the contrast of the highest light levels.
  2362. # type: float min: 0 max: 3
  2363. # lighting_beta = 1.5
  2364. # Strength of light curve boost.
  2365. # The 3 'boost' parameters define a range of the light
  2366. # curve that is boosted in brightness.
  2367. # type: float min: 0 max: 0.4
  2368. # lighting_boost = 0.2
  2369. # Center of light curve boost range.
  2370. # Where 0.0 is minimum light level, 1.0 is maximum light level.
  2371. # type: float min: 0 max: 1
  2372. # lighting_boost_center = 0.5
  2373. # Spread of light curve boost range.
  2374. # Controls the width of the range to be boosted.
  2375. # Standard deviation of the light curve boost Gaussian.
  2376. # type: float min: 0 max: 0.4
  2377. # lighting_boost_spread = 0.2
  2378. ### Networking
  2379. # Prometheus listener address.
  2380. # If Minetest is compiled with ENABLE_PROMETHEUS option enabled,
  2381. # enable metrics listener for Prometheus on that address.
  2382. # Metrics can be fetched on http://127.0.0.1:30000/metrics
  2383. # type: string
  2384. # prometheus_listener_address = 127.0.0.1:30000
  2385. # Maximum size of the outgoing chat queue.
  2386. # 0 to disable queueing and -1 to make the queue size unlimited.
  2387. # type: int min: -1 max: 32767
  2388. # max_out_chat_queue_size = 20
  2389. # Timeout for client to remove unused map data from memory, in seconds.
  2390. # type: float min: 0
  2391. # client_unload_unused_data_timeout = 600.0
  2392. # Maximum number of mapblocks for client to be kept in memory.
  2393. # Set to -1 for unlimited amount.
  2394. # type: int min: -1 max: 2147483647
  2395. # client_mapblock_limit = 7500
  2396. # Whether to show the client debug info (has the same effect as hitting F5).
  2397. # type: bool
  2398. # show_debug = false
  2399. # Maximum number of blocks that are simultaneously sent per client.
  2400. # The maximum total count is calculated dynamically:
  2401. # max_total = ceil((#clients + max_users) * per_client / 4)
  2402. # type: int min: 1 max: 4294967295
  2403. # max_simultaneous_block_sends_per_client = 40
  2404. # To reduce lag, block transfers are slowed down when a player is building something.
  2405. # This determines how long they are slowed down after placing or removing a node.
  2406. # type: float min: 0
  2407. # full_block_send_enable_min_time_from_building = 2.0
  2408. # Maximum number of packets sent per send step, if you have a slow connection
  2409. # try reducing it, but don't reduce it to a number below double of targeted
  2410. # client number.
  2411. # type: int min: 1 max: 65535
  2412. # max_packets_per_iteration = 1024
  2413. # Compression level to use when sending mapblocks to the client.
  2414. # -1 - use default compression level
  2415. # 0 - least compression, fastest
  2416. # 9 - best compression, slowest
  2417. # type: int min: -1 max: 9
  2418. # map_compression_level_net = -1
  2419. ### Server
  2420. # Format of player chat messages. The following strings are valid placeholders:
  2421. # @name, @message, @timestamp (optional)
  2422. # type: string
  2423. # chat_message_format = <@name> @message
  2424. # If the execution of a chat command takes longer than this specified time in
  2425. # seconds, add the time information to the chat command message
  2426. # type: float min: 0
  2427. # chatcommand_msg_time_threshold = 0.1
  2428. # A message to be displayed to all clients when the server shuts down.
  2429. # type: string
  2430. # kick_msg_shutdown = Server shutting down.
  2431. # A message to be displayed to all clients when the server crashes.
  2432. # type: string
  2433. # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
  2434. # Whether to ask clients to reconnect after a (Lua) crash.
  2435. # Set this to true if your server is set up to restart automatically.
  2436. # type: bool
  2437. # ask_reconnect_on_crash = false
  2438. ### Server/Env Performance
  2439. # Length of a server tick and the interval at which objects are generally updated over
  2440. # network, stated in seconds.
  2441. # type: float min: 0
  2442. # dedicated_server_step = 0.09
  2443. # Whether players are shown to clients without any range limit.
  2444. # Deprecated, use the setting player_transfer_distance instead.
  2445. # type: bool
  2446. # unlimited_player_transfer_distance = true
  2447. # Defines the maximal player transfer distance in blocks (0 = unlimited).
  2448. # type: int min: 0 max: 65535
  2449. # player_transfer_distance = 0
  2450. # From how far clients know about objects, stated in mapblocks (16 nodes).
  2451. #
  2452. # Setting this larger than active_block_range will also cause the server
  2453. # to maintain active objects up to this distance in the direction the
  2454. # player is looking. (This can avoid mobs suddenly disappearing from view)
  2455. # type: int min: 1 max: 65535
  2456. # active_object_send_range_blocks = 8
  2457. # The radius of the volume of blocks around every player that is subject to the
  2458. # active block stuff, stated in mapblocks (16 nodes).
  2459. # In active blocks objects are loaded and ABMs run.
  2460. # This is also the minimum range in which active objects (mobs) are maintained.
  2461. # This should be configured together with active_object_send_range_blocks.
  2462. # type: int min: 1 max: 65535
  2463. # active_block_range = 4
  2464. # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
  2465. # type: int min: 1 max: 65535
  2466. # max_block_send_distance = 12
  2467. # Default maximum number of forceloaded mapblocks.
  2468. # Set this to -1 to disable the limit.
  2469. # type: int min: -1
  2470. # max_forceloaded_blocks = 16
  2471. # Interval of sending time of day to clients, stated in seconds.
  2472. # type: float min: 0.001
  2473. # time_send_interval = 5.0
  2474. # Interval of saving important changes in the world, stated in seconds.
  2475. # type: float min: 0.001
  2476. # server_map_save_interval = 5.3
  2477. # How long the server will wait before unloading unused mapblocks, stated in seconds.
  2478. # Higher value is smoother, but will use more RAM.
  2479. # type: int min: 0 max: 4294967295
  2480. # server_unload_unused_data_timeout = 29
  2481. # Maximum number of statically stored objects in a block.
  2482. # type: int min: 1 max: 65535
  2483. # max_objects_per_block = 256
  2484. # Length of time between active block management cycles, stated in seconds.
  2485. # type: float min: 0
  2486. # active_block_mgmt_interval = 2.0
  2487. # Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
  2488. # type: float min: 0
  2489. # abm_interval = 1.0
  2490. # The time budget allowed for ABMs to execute on each step
  2491. # (as a fraction of the ABM Interval)
  2492. # type: float min: 0.1 max: 0.9
  2493. # abm_time_budget = 0.2
  2494. # Length of time between NodeTimer execution cycles, stated in seconds.
  2495. # type: float min: 0
  2496. # nodetimer_interval = 0.2
  2497. # Max liquids processed per step.
  2498. # type: int min: 1 max: 4294967295
  2499. # liquid_loop_max = 100000
  2500. # The time (in seconds) that the liquids queue may grow beyond processing
  2501. # capacity until an attempt is made to decrease its size by dumping old queue
  2502. # items. A value of 0 disables the functionality.
  2503. # type: int min: 0 max: 65535
  2504. # liquid_queue_purge_time = 0
  2505. # Liquid update interval in seconds.
  2506. # type: float min: 0.001
  2507. # liquid_update = 1.0
  2508. # At this distance the server will aggressively optimize which blocks are sent to
  2509. # clients.
  2510. # Small values potentially improve performance a lot, at the expense of visible
  2511. # rendering glitches (some blocks will not be rendered under water and in caves,
  2512. # as well as sometimes on land).
  2513. # Setting this to a value greater than max_block_send_distance disables this
  2514. # optimization.
  2515. # Stated in mapblocks (16 nodes).
  2516. # type: int min: 2 max: 32767
  2517. # block_send_optimize_distance = 4
  2518. # If enabled, the server will perform map block occlusion culling based on
  2519. # on the eye position of the player. This can reduce the number of blocks
  2520. # sent to the client by 50-80%. Clients will no longer receive most
  2521. # invisible blocks, so that the utility of noclip mode is reduced.
  2522. # type: bool
  2523. # server_side_occlusion_culling = true
  2524. ### Mapgen
  2525. # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
  2526. # WARNING: There is no benefit, and there are several dangers, in
  2527. # increasing this value above 5.
  2528. # Reducing this value increases cave and dungeon density.
  2529. # Altering this value is for special usage, leaving it unchanged is
  2530. # recommended.
  2531. # type: int min: 1 max: 10
  2532. # chunksize = 5
  2533. # Dump the mapgen debug information.
  2534. # type: bool
  2535. # enable_mapgen_debug_info = false
  2536. # Maximum number of blocks that can be queued for loading.
  2537. # type: int min: 1 max: 1000000
  2538. # emergequeue_limit_total = 1024
  2539. # Maximum number of blocks to be queued that are to be loaded from file.
  2540. # This limit is enforced per player.
  2541. # type: int min: 1 max: 1000000
  2542. # emergequeue_limit_diskonly = 128
  2543. # Maximum number of blocks to be queued that are to be generated.
  2544. # This limit is enforced per player.
  2545. # type: int min: 1 max: 1000000
  2546. # emergequeue_limit_generate = 128
  2547. # Number of emerge threads to use.
  2548. # Value 0:
  2549. # - Automatic selection. The number of emerge threads will be
  2550. # - 'number of processors - 2', with a lower limit of 1.
  2551. # Any other value:
  2552. # - Specifies the number of emerge threads, with a lower limit of 1.
  2553. # WARNING: Increasing the number of emerge threads increases engine mapgen
  2554. # speed, but this may harm game performance by interfering with other
  2555. # processes, especially in singleplayer and/or when running Lua code in
  2556. # 'on_generated'. For many users the optimum setting may be '1'.
  2557. # type: int min: 0 max: 32767
  2558. # num_emerge_threads = 1
  2559. ### cURL
  2560. # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
  2561. # type: int min: 1000 max: 2147483647
  2562. # curl_timeout = 20000
  2563. # Limits number of parallel HTTP requests. Affects:
  2564. # - Media fetch if server uses remote_media setting.
  2565. # - Serverlist download and server announcement.
  2566. # - Downloads performed by main menu (e.g. mod manager).
  2567. # Only has an effect if compiled with cURL.
  2568. # type: int min: 1 max: 2147483647
  2569. # curl_parallel_limit = 8
  2570. # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
  2571. # type: int min: 5000 max: 2147483647
  2572. # curl_file_download_timeout = 300000
  2573. ### Miscellaneous
  2574. # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
  2575. # type: int min: 1
  2576. # screen_dpi = 72
  2577. # Adjust the detected display density, used for scaling UI elements.
  2578. # type: float min: 0.5 max: 5
  2579. # display_density_factor = 1
  2580. # Windows systems only: Start Minetest with the command line window in the background.
  2581. # Contains the same information as the file debug.txt (default name).
  2582. # type: bool
  2583. # enable_console = false
  2584. # Number of extra blocks that can be loaded by /clearobjects at once.
  2585. # This is a trade-off between SQLite transaction overhead and
  2586. # memory consumption (4096=100MB, as a rule of thumb).
  2587. # type: int min: 0 max: 4294967295
  2588. # max_clearobjects_extra_loaded_blocks = 4096
  2589. # World directory (everything in the world is stored here).
  2590. # Not needed if starting from the main menu.
  2591. # type: path
  2592. # map-dir =
  2593. # See https://www.sqlite.org/pragma.html#pragma_synchronous
  2594. # type: enum values: 0, 1, 2
  2595. # sqlite_synchronous = 2
  2596. # Compression level to use when saving mapblocks to disk.
  2597. # -1 - use default compression level
  2598. # 0 - least compression, fastest
  2599. # 9 - best compression, slowest
  2600. # type: int min: -1 max: 9
  2601. # map_compression_level_disk = -1
  2602. # Enable usage of remote media server (if provided by server).
  2603. # Remote servers offer a significantly faster way to download media (e.g. textures)
  2604. # when connecting to the server.
  2605. # type: bool
  2606. # enable_remote_media_server = true
  2607. # File in client/serverlist/ that contains your favorite servers displayed in the
  2608. # Multiplayer Tab.
  2609. # type: string
  2610. # serverlist_file = favoriteservers.json
  2611. ## Gamepads
  2612. # Enable joysticks. Requires a restart to take effect
  2613. # type: bool
  2614. # enable_joysticks = false
  2615. # The identifier of the joystick to use
  2616. # type: int min: 0 max: 255
  2617. # joystick_id = 0
  2618. # The type of joystick
  2619. # type: enum values: auto, generic, xbox, dragonrise_gamecube
  2620. # joystick_type = auto
  2621. # The time in seconds it takes between repeated events
  2622. # when holding down a joystick button combination.
  2623. # type: float min: 0.001
  2624. # repeat_joystick_button_time = 0.17
  2625. # The dead zone of the joystick
  2626. # type: int min: 0 max: 65535
  2627. # joystick_deadzone = 2048
  2628. # The sensitivity of the joystick axes for moving the
  2629. # in-game view frustum around.
  2630. # type: float min: 0.001
  2631. # joystick_frustum_sensitivity = 170.0
  2632. ## Hide: Temporary Settings
  2633. # Path to texture directory. All textures are first searched from here.
  2634. # type: path
  2635. # texture_path =
  2636. # Enables minimap.
  2637. # type: bool
  2638. # enable_minimap = true
  2639. # Shape of the minimap. Enabled = round, disabled = square.
  2640. # type: bool
  2641. # minimap_shape_round = true
  2642. # Address to connect to.
  2643. # Leave this blank to start a local server.
  2644. # Note that the address field in the main menu overrides this setting.
  2645. # type: string
  2646. # address =
  2647. # Port to connect to (UDP).
  2648. # Note that the port field in the main menu overrides this setting.
  2649. # type: int min: 1 max: 65535
  2650. # remote_port = 30000
  2651. # Enable players getting damage and dying.
  2652. # type: bool
  2653. # enable_damage = false
  2654. # Enable creative mode for all players
  2655. # type: bool
  2656. # creative_mode = false
  2657. # Whether to allow players to damage and kill each other.
  2658. # type: bool
  2659. # enable_pvp = true
  2660. # Player is able to fly without being affected by gravity.
  2661. # This requires the "fly" privilege on the server.
  2662. # type: bool
  2663. # free_move = false
  2664. # If enabled, makes move directions relative to the player's pitch when flying or swimming.
  2665. # type: bool
  2666. # pitch_move = false
  2667. # Fast movement (via the "Aux1" key).
  2668. # This requires the "fast" privilege on the server.
  2669. # type: bool
  2670. # fast_move = false
  2671. # If enabled together with fly mode, player is able to fly through solid nodes.
  2672. # This requires the "noclip" privilege on the server.
  2673. # type: bool
  2674. # noclip = false
  2675. # Continuous forward movement, toggled by autoforward key.
  2676. # Press the autoforward key again or the backwards movement to disable.
  2677. # type: bool
  2678. # continuous_forward = false
  2679. # This can be bound to a key to toggle camera smoothing when looking around.
  2680. # Useful for recording videos
  2681. # type: bool
  2682. # cinematic = false
  2683. # Affects mods and texture packs in the Content and Select Mods menus, as well as
  2684. # setting names.
  2685. # Controlled by a checkbox in the settings menu.
  2686. # type: bool
  2687. # show_technical_names = false
  2688. # Controlled by a checkbox in the settings menu.
  2689. # type: bool
  2690. # show_advanced = false
  2691. # Enables the sound system.
  2692. # If disabled, this completely disables all sounds everywhere and the in-game
  2693. # sound controls will be non-functional.
  2694. # Changing this setting requires a restart.
  2695. # type: bool
  2696. # enable_sound = true
  2697. # Unix timestamp (integer) of when the client last checked for an update
  2698. # Set this value to "disabled" to never check for updates.
  2699. # type: string
  2700. # update_last_checked =
  2701. # Version number which was last seen during an update check.
  2702. #
  2703. # Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch
  2704. # Ex: 5.5.0 is 005005000
  2705. # type: int
  2706. # update_last_known = 0
  2707. # If this is set to true, the user will never (again) be shown the
  2708. # "reinstall Minetest Game" notification.
  2709. # type: bool
  2710. # no_mtg_notification = false
  2711. # Key for moving the player forward.
  2712. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2713. # type: key
  2714. # keymap_forward = KEY_KEY_W
  2715. # Key for moving the player backward.
  2716. # Will also disable autoforward, when active.
  2717. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2718. # type: key
  2719. # keymap_backward = KEY_KEY_S
  2720. # Key for moving the player left.
  2721. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2722. # type: key
  2723. # keymap_left = KEY_KEY_A
  2724. # Key for moving the player right.
  2725. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2726. # type: key
  2727. # keymap_right = KEY_KEY_D
  2728. # Key for jumping.
  2729. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2730. # type: key
  2731. # keymap_jump = KEY_SPACE
  2732. # Key for sneaking.
  2733. # Also used for climbing down and descending in water if aux1_descends is disabled.
  2734. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2735. # type: key
  2736. # keymap_sneak = KEY_LSHIFT
  2737. # Key for digging, punching or using something.
  2738. # (Note: The actual meaning might vary on a per-game basis.)
  2739. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2740. # type: key
  2741. # keymap_dig = KEY_LBUTTON
  2742. # Key for placing an item/block or for using something.
  2743. # (Note: The actual meaning might vary on a per-game basis.)
  2744. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2745. # type: key
  2746. # keymap_place = KEY_RBUTTON
  2747. # Key for opening the inventory.
  2748. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2749. # type: key
  2750. # keymap_inventory = KEY_KEY_I
  2751. # Key for moving fast in fast mode.
  2752. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2753. # type: key
  2754. # keymap_aux1 = KEY_KEY_E
  2755. # Key for opening the chat window.
  2756. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2757. # type: key
  2758. # keymap_chat = KEY_KEY_T
  2759. # Key for opening the chat window to type commands.
  2760. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2761. # type: key
  2762. # keymap_cmd = /
  2763. # Key for opening the chat window to type local commands.
  2764. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2765. # type: key
  2766. # keymap_cmd_local = .
  2767. # Key for toggling unlimited view range.
  2768. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2769. # type: key
  2770. # keymap_rangeselect =
  2771. # Key for toggling flying.
  2772. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2773. # type: key
  2774. # keymap_freemove = KEY_KEY_K
  2775. # Key for toggling pitch move mode.
  2776. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2777. # type: key
  2778. # keymap_pitchmove =
  2779. # Key for toggling fast mode.
  2780. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2781. # type: key
  2782. # keymap_fastmove = KEY_KEY_J
  2783. # Key for toggling noclip mode.
  2784. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2785. # type: key
  2786. # keymap_noclip = KEY_KEY_H
  2787. # Key for selecting the next item in the hotbar.
  2788. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2789. # type: key
  2790. # keymap_hotbar_next = KEY_KEY_N
  2791. # Key for selecting the previous item in the hotbar.
  2792. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2793. # type: key
  2794. # keymap_hotbar_previous = KEY_KEY_B
  2795. # Key for muting the game.
  2796. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2797. # type: key
  2798. # keymap_mute = KEY_KEY_M
  2799. # Key for increasing the volume.
  2800. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2801. # type: key
  2802. # keymap_increase_volume =
  2803. # Key for decreasing the volume.
  2804. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2805. # type: key
  2806. # keymap_decrease_volume =
  2807. # Key for toggling autoforward.
  2808. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2809. # type: key
  2810. # keymap_autoforward =
  2811. # Key for toggling cinematic mode.
  2812. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2813. # type: key
  2814. # keymap_cinematic =
  2815. # Key for toggling display of minimap.
  2816. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2817. # type: key
  2818. # keymap_minimap = KEY_KEY_V
  2819. # Key for taking screenshots.
  2820. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2821. # type: key
  2822. # keymap_screenshot = KEY_F12
  2823. # Key for dropping the currently selected item.
  2824. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2825. # type: key
  2826. # keymap_drop = KEY_KEY_Q
  2827. # Key to use view zoom when possible.
  2828. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2829. # type: key
  2830. # keymap_zoom = KEY_KEY_Z
  2831. # Key for selecting the first hotbar slot.
  2832. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2833. # type: key
  2834. # keymap_slot1 = KEY_KEY_1
  2835. # Key for selecting the second hotbar slot.
  2836. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2837. # type: key
  2838. # keymap_slot2 = KEY_KEY_2
  2839. # Key for selecting the third hotbar slot.
  2840. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2841. # type: key
  2842. # keymap_slot3 = KEY_KEY_3
  2843. # Key for selecting the fourth hotbar slot.
  2844. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2845. # type: key
  2846. # keymap_slot4 = KEY_KEY_4
  2847. # Key for selecting the fifth hotbar slot.
  2848. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2849. # type: key
  2850. # keymap_slot5 = KEY_KEY_5
  2851. # Key for selecting the sixth hotbar slot.
  2852. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2853. # type: key
  2854. # keymap_slot6 = KEY_KEY_6
  2855. # Key for selecting the seventh hotbar slot.
  2856. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2857. # type: key
  2858. # keymap_slot7 = KEY_KEY_7
  2859. # Key for selecting the eighth hotbar slot.
  2860. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2861. # type: key
  2862. # keymap_slot8 = KEY_KEY_8
  2863. # Key for selecting the ninth hotbar slot.
  2864. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2865. # type: key
  2866. # keymap_slot9 = KEY_KEY_9
  2867. # Key for selecting the tenth hotbar slot.
  2868. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2869. # type: key
  2870. # keymap_slot10 = KEY_KEY_0
  2871. # Key for selecting the 11th hotbar slot.
  2872. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2873. # type: key
  2874. # keymap_slot11 =
  2875. # Key for selecting the 12th hotbar slot.
  2876. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2877. # type: key
  2878. # keymap_slot12 =
  2879. # Key for selecting the 13th hotbar slot.
  2880. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2881. # type: key
  2882. # keymap_slot13 =
  2883. # Key for selecting the 14th hotbar slot.
  2884. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2885. # type: key
  2886. # keymap_slot14 =
  2887. # Key for selecting the 15th hotbar slot.
  2888. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2889. # type: key
  2890. # keymap_slot15 =
  2891. # Key for selecting the 16th hotbar slot.
  2892. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2893. # type: key
  2894. # keymap_slot16 =
  2895. # Key for selecting the 17th hotbar slot.
  2896. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2897. # type: key
  2898. # keymap_slot17 =
  2899. # Key for selecting the 18th hotbar slot.
  2900. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2901. # type: key
  2902. # keymap_slot18 =
  2903. # Key for selecting the 19th hotbar slot.
  2904. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2905. # type: key
  2906. # keymap_slot19 =
  2907. # Key for selecting the 20th hotbar slot.
  2908. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2909. # type: key
  2910. # keymap_slot20 =
  2911. # Key for selecting the 21st hotbar slot.
  2912. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2913. # type: key
  2914. # keymap_slot21 =
  2915. # Key for selecting the 22nd hotbar slot.
  2916. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2917. # type: key
  2918. # keymap_slot22 =
  2919. # Key for selecting the 23rd hotbar slot.
  2920. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2921. # type: key
  2922. # keymap_slot23 =
  2923. # Key for selecting the 24th hotbar slot.
  2924. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2925. # type: key
  2926. # keymap_slot24 =
  2927. # Key for selecting the 25th hotbar slot.
  2928. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2929. # type: key
  2930. # keymap_slot25 =
  2931. # Key for selecting the 26th hotbar slot.
  2932. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2933. # type: key
  2934. # keymap_slot26 =
  2935. # Key for selecting the 27th hotbar slot.
  2936. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2937. # type: key
  2938. # keymap_slot27 =
  2939. # Key for selecting the 28th hotbar slot.
  2940. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2941. # type: key
  2942. # keymap_slot28 =
  2943. # Key for selecting the 29th hotbar slot.
  2944. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2945. # type: key
  2946. # keymap_slot29 =
  2947. # Key for selecting the 30th hotbar slot.
  2948. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2949. # type: key
  2950. # keymap_slot30 =
  2951. # Key for selecting the 31st hotbar slot.
  2952. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2953. # type: key
  2954. # keymap_slot31 =
  2955. # Key for selecting the 32nd hotbar slot.
  2956. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2957. # type: key
  2958. # keymap_slot32 =
  2959. # Key for toggling the display of the HUD.
  2960. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2961. # type: key
  2962. # keymap_toggle_hud = KEY_F1
  2963. # Key for toggling the display of chat.
  2964. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2965. # type: key
  2966. # keymap_toggle_chat = KEY_F2
  2967. # Key for toggling the display of the large chat console.
  2968. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2969. # type: key
  2970. # keymap_console = KEY_F10
  2971. # Key for toggling the display of fog.
  2972. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2973. # type: key
  2974. # keymap_toggle_force_fog_off = KEY_F3
  2975. # Key for toggling the camera update. Only used for development
  2976. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2977. # type: key
  2978. # keymap_toggle_update_camera =
  2979. # Key for toggling the display of debug info.
  2980. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2981. # type: key
  2982. # keymap_toggle_debug = KEY_F5
  2983. # Key for toggling the display of the profiler. Used for development.
  2984. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2985. # type: key
  2986. # keymap_toggle_profiler = KEY_F6
  2987. # Key for switching between first- and third-person camera.
  2988. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2989. # type: key
  2990. # keymap_camera_mode = KEY_KEY_C
  2991. # Key for increasing the viewing range.
  2992. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2993. # type: key
  2994. # keymap_increase_viewing_range_min = +
  2995. # Key for decreasing the viewing range.
  2996. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2997. # type: key
  2998. # keymap_decrease_viewing_range_min = -