minetest.conf.example 111 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. "luanti.exe --config ../minetest.conf.example".
  9. # Further documentation:
  10. # https://wiki.luanti.org/
  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. # The minimum time in seconds it takes between digging nodes when holding
  41. # the dig button.
  42. # type: float min: 0 max: 2
  43. # repeat_dig_time = 0.0
  44. # Automatically jump up single-node obstacles.
  45. # type: bool
  46. # autojump = false
  47. # Prevent digging and placing from repeating when holding the respective buttons.
  48. # Enable this when you dig or place too often by accident.
  49. # On touchscreens, this only affects digging.
  50. # type: bool
  51. # safe_dig_and_place = false
  52. ## Keyboard and Mouse
  53. # Invert vertical mouse movement.
  54. # type: bool
  55. # invert_mouse = false
  56. # Mouse sensitivity multiplier.
  57. # type: float min: 0.001 max: 10
  58. # mouse_sensitivity = 0.2
  59. # Enable mouse wheel (scroll) for item selection in hotbar.
  60. # type: bool
  61. # enable_hotbar_mouse_wheel = true
  62. # Invert mouse wheel (scroll) direction for item selection in hotbar.
  63. # type: bool
  64. # invert_hotbar_mouse_wheel = false
  65. ## Touchscreen
  66. # Enables the touchscreen controls, allowing you to play the game with a touchscreen.
  67. # "auto" means that the touchscreen controls will be enabled and disabled
  68. # automatically depending on the last used input method.
  69. # type: enum values: auto, true, false
  70. # touch_controls = auto
  71. # Touchscreen sensitivity multiplier.
  72. # type: float min: 0.001 max: 10
  73. # touchscreen_sensitivity = 0.2
  74. # The length in pixels after which a touch interaction is considered movement.
  75. # type: int min: 0 max: 100
  76. # touchscreen_threshold = 20
  77. # The delay in milliseconds after which a touch interaction is considered a long tap.
  78. # type: int min: 100 max: 1000
  79. # touch_long_tap_delay = 400
  80. # Use crosshair to select object instead of whole screen.
  81. # If enabled, a crosshair will be shown and will be used for selecting object.
  82. # type: bool
  83. # touch_use_crosshair = false
  84. # Fixes the position of virtual joystick.
  85. # If disabled, virtual joystick will center to first-touch's position.
  86. # type: bool
  87. # fixed_virtual_joystick = false
  88. # Use virtual joystick to trigger "Aux1" button.
  89. # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
  90. # type: bool
  91. # virtual_joystick_triggers_aux1 = false
  92. # The gesture for punching players/entities.
  93. # This can be overridden by games and mods.
  94. #
  95. # * short_tap
  96. # Easy to use and well-known from other games that shall not be named.
  97. #
  98. # * long_tap
  99. # Known from the classic Luanti mobile controls.
  100. # Combat is more or less impossible.
  101. # type: enum values: short_tap, long_tap
  102. # touch_punch_gesture = short_tap
  103. #
  104. # Graphics and Audio
  105. #
  106. ## Graphics
  107. ### Screen
  108. # Width component of the initial window size.
  109. # type: int min: 1 max: 65535
  110. # screen_w = 1024
  111. # Height component of the initial window size.
  112. # type: int min: 1 max: 65535
  113. # screen_h = 600
  114. # Whether the window is maximized.
  115. # type: bool
  116. # window_maximized = false
  117. # Save window size automatically when modified.
  118. # If true, screen size is saved in screen_w and screen_h, and whether the window
  119. # is maximized is stored in window_maximized.
  120. # (Autosaving window_maximized only works if compiled with SDL.)
  121. # type: bool
  122. # autosave_screensize = true
  123. # Fullscreen mode.
  124. # type: bool
  125. # fullscreen = false
  126. # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
  127. # open.
  128. # type: bool
  129. # pause_on_lost_focus = false
  130. ### FPS
  131. # If FPS would go higher than this, limit it by sleeping
  132. # to not waste CPU power for no benefit.
  133. # type: int min: 1 max: 4294967295
  134. # fps_max = 60
  135. # Vertical screen synchronization. Your system may still force VSync on even if this is disabled.
  136. # type: bool
  137. # vsync = false
  138. # Maximum FPS when the window is not focused, or when the game is paused.
  139. # type: int min: 1 max: 4294967295
  140. # fps_max_unfocused = 20
  141. # View distance in nodes.
  142. # type: int min: 20 max: 4000
  143. # viewing_range = 190
  144. # Undersampling is similar to using a lower screen resolution, but it applies
  145. # to the game world only, keeping the GUI intact.
  146. # It should give a significant performance boost at the cost of less detailed image.
  147. # Higher values result in a less detailed image.
  148. # type: int min: 1 max: 8
  149. # undersampling = 1
  150. ### 3D
  151. # 3D support.
  152. # Currently supported:
  153. # - none: no 3d output.
  154. # - anaglyph: cyan/magenta color 3d.
  155. # - interlaced: odd/even line based polarization screen support.
  156. # - topbottom: split screen top/bottom.
  157. # - sidebyside: split screen side by side.
  158. # - crossview: Cross-eyed 3d
  159. # Note that the interlaced mode requires shaders to be enabled.
  160. # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview
  161. # 3d_mode = none
  162. # Strength of 3D mode parallax.
  163. # type: float min: -0.087 max: 0.087
  164. # 3d_paralax_strength = 0.025
  165. ### Bobbing
  166. # Arm inertia, gives a more realistic movement of
  167. # the arm when the camera moves.
  168. # type: bool
  169. # arm_inertia = true
  170. # Enable view bobbing and amount of view bobbing.
  171. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  172. # type: float min: 0 max: 7.9
  173. # view_bobbing_amount = 1.0
  174. # Multiplier for fall bobbing.
  175. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  176. # type: float min: 0 max: 100
  177. # fall_bobbing_amount = 0.03
  178. ### Camera
  179. # Field of view in degrees.
  180. # type: int min: 45 max: 160
  181. # fov = 72
  182. # Alters the light curve by applying 'gamma correction' to it.
  183. # Higher values make middle and lower light levels brighter.
  184. # Value '1.0' leaves the light curve unaltered.
  185. # This only has significant effect on daylight and artificial
  186. # light, it has very little effect on natural night light.
  187. # type: float min: 0.33 max: 3
  188. # display_gamma = 1.0
  189. # The strength (darkness) of node ambient-occlusion shading.
  190. # Lower is darker, Higher is lighter. The valid range of values for this
  191. # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
  192. # set to the nearest valid value.
  193. # type: float min: 0.25 max: 4
  194. # ambient_occlusion_gamma = 1.8
  195. ### Screenshots
  196. # Path to save screenshots at. Can be an absolute or relative path.
  197. # The folder will be created if it doesn't already exist.
  198. # type: path
  199. # screenshot_path = screenshots
  200. # Format of screenshots.
  201. # type: enum values: png, jpg
  202. # screenshot_format = png
  203. # Screenshot quality. Only used for JPEG format.
  204. # 1 means worst quality; 100 means best quality.
  205. # Use 0 for default quality.
  206. # type: int min: 0 max: 100
  207. # screenshot_quality = 0
  208. ### Node and Entity Highlighting
  209. # Method used to highlight selected object.
  210. # type: enum values: box, halo, none
  211. # node_highlighting = box
  212. # Show entity selection boxes
  213. # A restart is required after changing this.
  214. # type: bool
  215. # show_entity_selectionbox = false
  216. # Selection box border color (R,G,B).
  217. # type: string
  218. # selectionbox_color = (0,0,0)
  219. # Width of the selection box lines around nodes.
  220. # type: int min: 1 max: 5
  221. # selectionbox_width = 2
  222. # Crosshair color (R,G,B).
  223. # Also controls the object crosshair color
  224. # type: string
  225. # crosshair_color = (255,255,255)
  226. # Crosshair alpha (opaqueness, between 0 and 255).
  227. # This also applies to the object crosshair.
  228. # type: int min: 0 max: 255
  229. # crosshair_alpha = 255
  230. ### Fog
  231. # Whether to fog out the end of the visible area.
  232. # type: bool
  233. # enable_fog = true
  234. # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
  235. # type: bool
  236. # directional_colored_fog = true
  237. # Fraction of the visible distance at which fog starts to be rendered
  238. # type: float min: 0 max: 0.99
  239. # fog_start = 0.4
  240. ### Clouds
  241. # Clouds are a client-side effect.
  242. # type: bool
  243. # enable_clouds = true
  244. # Use 3D cloud look instead of flat.
  245. # type: bool
  246. # enable_3d_clouds = true
  247. # Use smooth cloud shading.
  248. # type: bool
  249. # soft_clouds = false
  250. ### Filtering and Antialiasing
  251. # Use mipmaps when scaling textures. May slightly increase performance,
  252. # especially when using a high-resolution texture pack.
  253. # Gamma-correct downscaling is not supported.
  254. # type: bool
  255. # mip_map = false
  256. # Use bilinear filtering when scaling textures.
  257. # type: bool
  258. # bilinear_filter = false
  259. # Use trilinear filtering when scaling textures.
  260. # If both bilinear and trilinear filtering are enabled, trilinear filtering
  261. # is applied.
  262. # type: bool
  263. # trilinear_filter = false
  264. # Use anisotropic filtering when looking at textures from an angle.
  265. # type: bool
  266. # anisotropic_filter = false
  267. # Select the antialiasing method to apply.
  268. #
  269. # * None - No antialiasing (default)
  270. #
  271. # * FSAA - Hardware-provided full-screen antialiasing
  272. # (incompatible with Post Processing and Undersampling)
  273. # A.K.A multi-sample antialiasing (MSAA)
  274. # Smoothens out block edges but does not affect the insides of textures.
  275. # A restart is required to change this option.
  276. #
  277. # * FXAA - Fast approximate antialiasing (requires shaders)
  278. # Applies a post-processing filter to detect and smoothen high-contrast edges.
  279. # Provides balance between speed and image quality.
  280. #
  281. # * SSAA - Super-sampling antialiasing (requires shaders)
  282. # Renders higher-resolution image of the scene, then scales down to reduce
  283. # the aliasing effects. This is the slowest and the most accurate method.
  284. # type: enum values: none, fsaa, fxaa, ssaa
  285. # antialiasing = none
  286. # Defines the size of the sampling grid for FSAA and SSAA antialiasing methods.
  287. # Value of 2 means taking 2x2 = 4 samples.
  288. # type: enum values: 2, 4, 8, 16
  289. # fsaa = 2
  290. ### Occlusion Culling
  291. # Type of occlusion_culler
  292. #
  293. # "loops" is the legacy algorithm with nested loops and O(n³) complexity
  294. # "bfs" is the new algorithm based on breadth-first-search and side culling
  295. #
  296. # This setting should only be changed if you have performance problems.
  297. # type: enum values: bfs, loops
  298. # occlusion_culler = bfs
  299. # Use raytraced occlusion culling in the new culler.
  300. # This flag enables use of raytraced occlusion culling test for
  301. # client mesh sizes smaller than 4x4x4 map blocks.
  302. # type: bool
  303. # enable_raytraced_culling = true
  304. ## Effects
  305. # Allows liquids to be translucent.
  306. # type: bool
  307. # translucent_liquids = true
  308. # Leaves style:
  309. # - Fancy: all faces visible
  310. # - Simple: only outer faces
  311. # - Opaque: disable transparency
  312. # type: enum values: fancy, simple, opaque
  313. # leaves_style = fancy
  314. # Connects glass if supported by node.
  315. # type: bool
  316. # connected_glass = false
  317. # Enable smooth lighting with simple ambient occlusion.
  318. # type: bool
  319. # smooth_lighting = true
  320. # Enables tradeoffs that reduce CPU load or increase rendering performance
  321. # at the expense of minor visual glitches that do not impact game playability.
  322. # type: bool
  323. # performance_tradeoffs = false
  324. # Adds particles when digging a node.
  325. # type: bool
  326. # enable_particles = true
  327. ### Waving Nodes
  328. # Set to true to enable waving leaves.
  329. # type: bool
  330. # enable_waving_leaves = false
  331. # Set to true to enable waving plants.
  332. # type: bool
  333. # enable_waving_plants = false
  334. # Set to true to enable waving liquids (like water).
  335. # type: bool
  336. # enable_waving_water = false
  337. # The maximum height of the surface of waving liquids.
  338. # 4.0 = Wave height is two nodes.
  339. # 0.0 = Wave doesn't move at all.
  340. # Default is 1.0 (1/2 node).
  341. # type: float min: 0 max: 4
  342. # water_wave_height = 1.0
  343. # Length of liquid waves.
  344. # type: float min: 0.1
  345. # water_wave_length = 20.0
  346. # How fast liquid waves will move. Higher = faster.
  347. # If negative, liquid waves will move backwards.
  348. # type: float
  349. # water_wave_speed = 5.0
  350. ### Dynamic shadows
  351. # Set to true to enable Shadow Mapping.
  352. # type: bool
  353. # enable_dynamic_shadows = false
  354. # Set the shadow strength gamma.
  355. # Adjusts the intensity of in-game dynamic shadows.
  356. # Lower value means lighter shadows, higher value means darker shadows.
  357. # type: float min: 0.1 max: 10
  358. # shadow_strength_gamma = 1.0
  359. # Maximum distance to render shadows.
  360. # type: float min: 10 max: 1000
  361. # shadow_map_max_distance = 140.0
  362. # Texture size to render the shadow map on.
  363. # This must be a power of two.
  364. # Bigger numbers create better shadows but it is also more expensive.
  365. # type: int min: 128 max: 8192
  366. # shadow_map_texture_size = 2048
  367. # Sets shadow texture quality to 32 bits.
  368. # On false, 16 bits texture will be used.
  369. # This can cause much more artifacts in the shadow.
  370. # type: bool
  371. # shadow_map_texture_32bit = true
  372. # Enable Poisson disk filtering.
  373. # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
  374. # type: bool
  375. # shadow_poisson_filter = true
  376. # Define shadow filtering quality.
  377. # This simulates the soft shadows effect by applying a PCF or Poisson disk
  378. # but also uses more resources.
  379. # type: enum values: 0, 1, 2
  380. # shadow_filters = 1
  381. # Enable colored shadows.
  382. # On true translucent nodes cast colored shadows. This is expensive.
  383. # type: bool
  384. # shadow_map_color = false
  385. # Spread a complete update of shadow map over given number of frames.
  386. # Higher values might make shadows laggy, lower values
  387. # will consume more resources.
  388. # Minimum value: 1; maximum value: 16
  389. # type: int min: 1 max: 16
  390. # shadow_update_frames = 8
  391. # Set the soft shadow radius size.
  392. # Lower values mean sharper shadows, bigger values mean softer shadows.
  393. # Minimum value: 1.0; maximum value: 15.0
  394. # type: float min: 1 max: 15
  395. # shadow_soft_radius = 5.0
  396. # Set the default tilt of Sun/Moon orbit in degrees.
  397. # Games may change orbit tilt via API.
  398. # Value of 0 means no tilt / vertical orbit.
  399. # type: float min: -60 max: 60
  400. # shadow_sky_body_orbit_tilt = 0.0
  401. ### Post Processing
  402. # Enables the post processing pipeline.
  403. # type: bool
  404. # enable_post_processing = true
  405. # Enables Hable's 'Uncharted 2' filmic tone mapping.
  406. # Simulates the tone curve of photographic film and how this approximates the
  407. # appearance of high dynamic range images. Mid-range contrast is slightly
  408. # enhanced, highlights and shadows are gradually compressed.
  409. # type: bool
  410. # tone_mapping = false
  411. # Enable automatic exposure correction
  412. # When enabled, the post-processing engine will
  413. # automatically adjust to the brightness of the scene,
  414. # simulating the behavior of human eye.
  415. # type: bool
  416. # enable_auto_exposure = false
  417. # Set the exposure compensation in EV units.
  418. # Value of 0.0 (default) means no exposure compensation.
  419. # Range: from -1 to 1.0
  420. # type: float min: -1 max: 1
  421. # exposure_compensation = 0.0
  422. # Apply dithering to reduce color banding artifacts.
  423. # Dithering significantly increases the size of losslessly-compressed
  424. # screenshots and it works incorrectly if the display or operating system
  425. # performs additional dithering or if the color channels are not quantized
  426. # to 8 bits.
  427. # With OpenGL ES, dithering only works if the shader supports high
  428. # floating-point precision and it may have a higher performance impact.
  429. # type: bool
  430. # debanding = true
  431. # Set to true to enable bloom effect.
  432. # Bright colors will bleed over the neighboring objects.
  433. # type: bool
  434. # enable_bloom = false
  435. # Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
  436. # type: bool
  437. # enable_volumetric_lighting = false
  438. ### Other Effects
  439. # Simulate translucency when looking at foliage in the sunlight.
  440. # type: bool
  441. # enable_translucent_foliage = false
  442. # Apply specular shading to nodes.
  443. # type: bool
  444. # enable_node_specular = false
  445. # When enabled, liquid reflections are simulated.
  446. # type: bool
  447. # enable_water_reflections = false
  448. ## Audio
  449. # Volume of all sounds.
  450. # Requires the sound system to be enabled.
  451. # type: float min: 0 max: 1
  452. # sound_volume = 0.8
  453. # Volume multiplier when the window is unfocused.
  454. # type: float min: 0 max: 1
  455. # sound_volume_unfocused = 0.3
  456. # Whether to mute sounds. You can unmute sounds at any time, unless the
  457. # sound system is disabled (enable_sound=false).
  458. # In-game, you can toggle the mute state with the mute key or by using the
  459. # pause menu.
  460. # type: bool
  461. # mute_sound = false
  462. ## User Interfaces
  463. # Set the language. By default, the system language is used.
  464. # A restart is required after changing this.
  465. # 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
  466. # language =
  467. ### GUI
  468. # When enabled, the GUI is optimized to be more usable on touchscreens.
  469. # Whether this is enabled by default depends on your hardware form-factor.
  470. # type: bool
  471. # touch_gui = false
  472. # Scale GUI by a user specified value.
  473. # Use a nearest-neighbor-anti-alias filter to scale the GUI.
  474. # This will smooth over some of the rough edges, and blend
  475. # pixels when scaling down, at the cost of blurring some
  476. # edge pixels when images are scaled by non-integer sizes.
  477. # type: float min: 0.5 max: 20
  478. # gui_scaling = 1.0
  479. # Enables smooth scrolling.
  480. # type: bool
  481. # smooth_scrolling = true
  482. # Enables animation of inventory items.
  483. # type: bool
  484. # inventory_items_animations = false
  485. # Formspec full-screen background opacity (between 0 and 255).
  486. # type: int min: 0 max: 255
  487. # formspec_fullscreen_bg_opacity = 140
  488. # Formspec full-screen background color (R,G,B).
  489. # type: string
  490. # formspec_fullscreen_bg_color = (0,0,0)
  491. # When gui_scaling_filter is true, all GUI images need to be
  492. # filtered in software, but some images are generated directly
  493. # to hardware (e.g. render-to-texture for nodes in inventory).
  494. # type: bool
  495. # gui_scaling_filter = false
  496. # When gui_scaling_filter_txr2img is true, copy those images
  497. # from hardware to software for scaling. When false, fall back
  498. # to the old scaling method, for video drivers that don't
  499. # properly support downloading textures back from hardware.
  500. # type: bool
  501. # gui_scaling_filter_txr2img = true
  502. # Delay showing tooltips, stated in milliseconds.
  503. # type: int min: 0 max: 1.844674407371e+19
  504. # tooltip_show_delay = 400
  505. # Append item name to tooltip.
  506. # type: bool
  507. # tooltip_append_itemname = false
  508. # Use a cloud animation for the main menu background.
  509. # type: bool
  510. # menu_clouds = true
  511. ### HUD
  512. # Modifies the size of the HUD elements.
  513. # type: float min: 0.5 max: 20
  514. # hud_scaling = 1.0
  515. # Whether name tag backgrounds should be shown by default.
  516. # Mods may still set a background.
  517. # type: bool
  518. # show_nametag_backgrounds = true
  519. # Whether to show the client debug info (has the same effect as hitting F5).
  520. # type: bool
  521. # show_debug = false
  522. # Radius to use when the block bounds HUD feature is set to near blocks.
  523. # type: int min: 0 max: 1000
  524. # show_block_bounds_radius_near = 4
  525. # Maximum proportion of current window to be used for hotbar.
  526. # Useful if there's something to be displayed right or left of hotbar.
  527. # type: float min: 0.001 max: 1
  528. # hud_hotbar_max_width = 1.0
  529. ### Chat
  530. # Maximum number of recent chat messages to show
  531. # type: int min: 2 max: 20
  532. # recent_chat_messages = 6
  533. # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
  534. # type: float min: 0.1 max: 1
  535. # console_height = 0.6
  536. # In-game chat console background color (R,G,B).
  537. # type: string
  538. # console_color = (0,0,0)
  539. # In-game chat console background alpha (opaqueness, between 0 and 255).
  540. # type: int min: 0 max: 255
  541. # console_alpha = 200
  542. # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
  543. # type: bool
  544. # clickable_chat_weblinks = true
  545. # Optional override for chat weblink color.
  546. # type: string
  547. # chat_weblink_color = #8888FF
  548. # Font size of the recent chat text and chat prompt in point (pt).
  549. # Value 0 will use the default font size.
  550. # type: int min: 0 max: 72
  551. # chat_font_size = 0
  552. ### Content Repository
  553. # The URL for the content repository
  554. # type: string
  555. # contentdb_url = https://content.minetest.net
  556. # If enabled and you have ContentDB packages installed, Luanti may contact ContentDB to
  557. # check for package updates when opening the mainmenu.
  558. # type: bool
  559. # contentdb_enable_updates_indicator = true
  560. # Comma-separated list of flags to hide in the content repository.
  561. # "nonfree" can be used to hide packages which do not qualify as 'free software',
  562. # as defined by the Free Software Foundation.
  563. # You can also specify content ratings.
  564. # These flags are independent from Luanti versions,
  565. # so see a full list at https://content.minetest.net/help/content_flags/
  566. # type: string
  567. # contentdb_flag_blacklist = nonfree, desktop_default
  568. # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
  569. # This should be lower than curl_parallel_limit.
  570. # type: int min: 1
  571. # contentdb_max_concurrent_downloads = 3
  572. #
  573. # Client and Server
  574. #
  575. ## Client
  576. # Save the map received by the client on disk.
  577. # type: bool
  578. # enable_local_map_saving = false
  579. # URL to the server list displayed in the Multiplayer Tab.
  580. # type: string
  581. # serverlist_url = servers.minetest.net
  582. # If enabled, account registration is separate from login in the UI.
  583. # If disabled, new accounts will be registered automatically when logging in.
  584. # type: bool
  585. # enable_split_login_register = true
  586. # URL to JSON file which provides information about the newest Luanti release.
  587. # If this is empty the engine will never check for updates.
  588. # type: string
  589. # update_information_url = https://www.minetest.net/release_info.json
  590. ## Server
  591. # Name of the player.
  592. # When running a server, clients connecting with this name are admins.
  593. # When starting from the main menu, this is overridden.
  594. # type: string
  595. # name =
  596. ### Serverlist and MOTD
  597. # Name of the server, to be displayed when players join and in the serverlist.
  598. # type: string
  599. # server_name = Luanti server
  600. # Description of server, to be displayed when players join and in the serverlist.
  601. # type: string
  602. # server_description = mine here
  603. # Domain name of server, to be displayed in the serverlist.
  604. # type: string
  605. # server_address = game.minetest.net
  606. # Homepage of server, to be displayed in the serverlist.
  607. # type: string
  608. # server_url = https://minetest.net
  609. # Automatically report to the serverlist.
  610. # type: bool
  611. # server_announce = false
  612. # Send names of online players to the serverlist. If disabled only the player count is revealed.
  613. # type: bool
  614. # server_announce_send_players = true
  615. # Announce to this serverlist.
  616. # type: string
  617. # serverlist_url = servers.minetest.net
  618. # Message of the day displayed to players connecting.
  619. # type: string
  620. # motd =
  621. # Maximum number of players that can be connected simultaneously.
  622. # type: int min: 0 max: 65535
  623. # max_users = 15
  624. # If this is set, players will always (re)spawn at the given position.
  625. # type: string
  626. # static_spawnpoint =
  627. ### Networking
  628. # Network port to listen (UDP).
  629. # This value will be overridden when starting from the main menu.
  630. # type: int min: 1 max: 65535
  631. # port = 30000
  632. # The network interface that the server listens on.
  633. # type: string
  634. # bind_address =
  635. # Enable to disallow old clients from connecting.
  636. # Older clients are compatible in the sense that they will not crash when connecting
  637. # to new servers, but they may not support all new features that you are expecting.
  638. # type: bool
  639. # strict_protocol_version_checking = false
  640. # Define the oldest clients allowed to connect.
  641. # Older clients are compatible in the sense that they will not crash when connecting
  642. # to new servers, but they may not support all new features that you are expecting.
  643. # This allows for more fine-grained control than strict_protocol_version_checking.
  644. # Luanti still enforces its own internal minimum, and enabling
  645. # strict_protocol_version_checking will effectively override this.
  646. # type: int min: 1 max: 65535
  647. # protocol_version_min = 1
  648. # Specifies URL from which client fetches media instead of using UDP.
  649. # $filename should be accessible from $remote_media$filename via cURL
  650. # (obviously, remote_media should end with a slash).
  651. # Files that are not present will be fetched the usual way.
  652. # type: string
  653. # remote_media =
  654. # Enable/disable running an IPv6 server.
  655. # Ignored if bind_address is set.
  656. # Needs enable_ipv6 to be enabled.
  657. # type: bool
  658. # ipv6_server = false
  659. ## Server Security
  660. # New users need to input this password.
  661. # type: string
  662. # default_password =
  663. # If enabled, players cannot join without a password or change theirs to an empty password.
  664. # type: bool
  665. # disallow_empty_password = false
  666. # The privileges that new users automatically get.
  667. # See /privs in game for a full list on your server and mod configuration.
  668. # type: string
  669. # default_privs = interact, shout
  670. # Privileges that players with basic_privs can grant
  671. # type: string
  672. # basic_privs = interact, shout
  673. # Server anticheat configuration.
  674. # Flags are positive. Uncheck the flag to disable corresponding anticheat module.
  675. # type: flags possible values: digging, interaction, movement
  676. # anticheat_flags = digging,interaction,movement
  677. # Tolerance of movement cheat detector.
  678. # Increase the value if players experience stuttery movement.
  679. # type: float min: 1
  680. # anticheat_movement_tolerance = 1.0
  681. # If enabled, actions are recorded for rollback.
  682. # This option is only read when server starts.
  683. # type: bool
  684. # enable_rollback_recording = false
  685. ### Client-side Modding
  686. # Restricts the access of certain client-side functions on servers.
  687. # Combine the byteflags below to restrict client-side features, or set to 0
  688. # for no restrictions:
  689. # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
  690. # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
  691. # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
  692. # READ_NODEDEFS: 8 (disable get_node_def call client-side)
  693. # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
  694. # csm_restriction_noderange)
  695. # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
  696. # type: int min: 0 max: 63
  697. # csm_restriction_flags = 62
  698. # If the CSM restriction for node range is enabled, get_node calls are limited
  699. # to this distance from the player to the node.
  700. # type: int min: 0 max: 4294967295
  701. # csm_restriction_noderange = 0
  702. ### Chat
  703. # Remove color codes from incoming chat messages
  704. # Use this to stop players from being able to use color in their messages
  705. # type: bool
  706. # strip_color_codes = false
  707. # Set the maximum length of a chat message (in characters) sent by clients.
  708. # type: int min: 10 max: 65535
  709. # chat_message_max_size = 500
  710. # Number of messages a player may send per 10 seconds.
  711. # type: float min: 1
  712. # chat_message_limit_per_10sec = 8.0
  713. # Kick players who sent more than X messages per 10 seconds.
  714. # type: int min: 1 max: 65535
  715. # chat_message_limit_trigger_kick = 50
  716. ## Server Gameplay
  717. # Controls length of day/night cycle.
  718. # Examples:
  719. # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
  720. # type: int min: 0
  721. # time_speed = 72
  722. # Time of day when a new world is started, in millihours (0-23999).
  723. # type: int min: 0 max: 23999
  724. # world_start_time = 6125
  725. # Time in seconds for item entity (dropped items) to live.
  726. # Setting it to -1 disables the feature.
  727. # type: int min: -1
  728. # item_entity_ttl = 900
  729. # Specifies the default stack size of nodes, items and tools.
  730. # Note that mods or games may explicitly set a stack for certain (or all) items.
  731. # type: int min: 1 max: 65535
  732. # default_stack_max = 99
  733. ### Physics
  734. # Horizontal and vertical acceleration on ground or when climbing,
  735. # in nodes per second per second.
  736. # type: float min: 0
  737. # movement_acceleration_default = 3.0
  738. # Horizontal acceleration in air when jumping or falling,
  739. # in nodes per second per second.
  740. # type: float min: 0
  741. # movement_acceleration_air = 2.0
  742. # Horizontal and vertical acceleration in fast mode,
  743. # in nodes per second per second.
  744. # type: float min: 0
  745. # movement_acceleration_fast = 10.0
  746. # Walking and flying speed, in nodes per second.
  747. # type: float min: 0
  748. # movement_speed_walk = 4.0
  749. # Sneaking speed, in nodes per second.
  750. # type: float min: 0
  751. # movement_speed_crouch = 1.35
  752. # Walking, flying and climbing speed in fast mode, in nodes per second.
  753. # type: float min: 0
  754. # movement_speed_fast = 20.0
  755. # Vertical climbing speed, in nodes per second.
  756. # type: float min: 0
  757. # movement_speed_climb = 3.0
  758. # Initial vertical speed when jumping, in nodes per second.
  759. # type: float min: 0
  760. # movement_speed_jump = 6.5
  761. # How much you are slowed down when moving inside a liquid.
  762. # Decrease this to increase liquid resistance to movement.
  763. # type: float min: 0.001
  764. # movement_liquid_fluidity = 1.0
  765. # Maximum liquid resistance. Controls deceleration when entering liquid at
  766. # high speed.
  767. # type: float
  768. # movement_liquid_fluidity_smooth = 0.5
  769. # Controls sinking speed in liquid when idling. Negative values will cause
  770. # you to rise instead.
  771. # type: float
  772. # movement_liquid_sink = 10.0
  773. # Acceleration of gravity, in nodes per second per second.
  774. # type: float
  775. # movement_gravity = 9.81
  776. #
  777. # Mapgen
  778. #
  779. # A chosen map seed for a new map, leave empty for random.
  780. # Will be overridden when creating a new world in the main menu.
  781. # type: string
  782. # fixed_map_seed =
  783. # Name of map generator to be used when creating a new world.
  784. # Creating a world in the main menu will override this.
  785. # Current mapgens in a highly unstable state:
  786. # - The optional floatlands of v7 (disabled by default).
  787. # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
  788. # mg_name = v7
  789. # Water surface level of the world.
  790. # type: int min: -31000 max: 31000
  791. # water_level = 1
  792. # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
  793. # type: int min: 1 max: 32767
  794. # max_block_generate_distance = 10
  795. # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
  796. # Only mapchunks completely within the mapgen limit are generated.
  797. # Value is stored per-world.
  798. # type: int min: 0 max: 31007
  799. # mapgen_limit = 31007
  800. # Global map generation attributes.
  801. # In Mapgen v6 the 'decorations' flag controls all decorations except trees
  802. # and jungle grass, in all other mapgens this flag controls all decorations.
  803. # type: flags possible values: caves, dungeons, light, decorations, biomes, ores
  804. # mg_flags = caves,dungeons,light,decorations,biomes,ores
  805. ## Biome API
  806. # Temperature variation for biomes.
  807. # type: noise_params_2d
  808. # mg_biome_np_heat = {
  809. # offset = 50,
  810. # scale = 50,
  811. # spread = (1000, 1000, 1000),
  812. # seed = 5349,
  813. # octaves = 3,
  814. # persistence = 0.5,
  815. # lacunarity = 2.0,
  816. # flags = eased
  817. # }
  818. # Small-scale temperature variation for blending biomes on borders.
  819. # type: noise_params_2d
  820. # mg_biome_np_heat_blend = {
  821. # offset = 0,
  822. # scale = 1.5,
  823. # spread = (8, 8, 8),
  824. # seed = 13,
  825. # octaves = 2,
  826. # persistence = 1.0,
  827. # lacunarity = 2.0,
  828. # flags = eased
  829. # }
  830. # Humidity variation for biomes.
  831. # type: noise_params_2d
  832. # mg_biome_np_humidity = {
  833. # offset = 50,
  834. # scale = 50,
  835. # spread = (1000, 1000, 1000),
  836. # seed = 842,
  837. # octaves = 3,
  838. # persistence = 0.5,
  839. # lacunarity = 2.0,
  840. # flags = eased
  841. # }
  842. # Small-scale humidity variation for blending biomes on borders.
  843. # type: noise_params_2d
  844. # mg_biome_np_humidity_blend = {
  845. # offset = 0,
  846. # scale = 1.5,
  847. # spread = (8, 8, 8),
  848. # seed = 90003,
  849. # octaves = 2,
  850. # persistence = 1.0,
  851. # lacunarity = 2.0,
  852. # flags = eased
  853. # }
  854. ## Mapgen V5
  855. # Map generation attributes specific to Mapgen v5.
  856. # type: flags possible values: caverns
  857. # mgv5_spflags = caverns
  858. # Controls width of tunnels, a smaller value creates wider tunnels.
  859. # Value >= 10.0 completely disables generation of tunnels and avoids the
  860. # intensive noise calculations.
  861. # type: float
  862. # mgv5_cave_width = 0.09
  863. # Y of upper limit of large caves.
  864. # type: int min: -31000 max: 31000
  865. # mgv5_large_cave_depth = -256
  866. # Minimum limit of random number of small caves per mapchunk.
  867. # type: int min: 0 max: 256
  868. # mgv5_small_cave_num_min = 0
  869. # Maximum limit of random number of small caves per mapchunk.
  870. # type: int min: 0 max: 256
  871. # mgv5_small_cave_num_max = 0
  872. # Minimum limit of random number of large caves per mapchunk.
  873. # type: int min: 0 max: 64
  874. # mgv5_large_cave_num_min = 0
  875. # Maximum limit of random number of large caves per mapchunk.
  876. # type: int min: 0 max: 64
  877. # mgv5_large_cave_num_max = 2
  878. # Proportion of large caves that contain liquid.
  879. # type: float min: 0 max: 1
  880. # mgv5_large_cave_flooded = 0.5
  881. # Y-level of cavern upper limit.
  882. # type: int min: -31000 max: 31000
  883. # mgv5_cavern_limit = -256
  884. # Y-distance over which caverns expand to full size.
  885. # type: int min: 0 max: 32767
  886. # mgv5_cavern_taper = 256
  887. # Defines full size of caverns, smaller values create larger caverns.
  888. # type: float
  889. # mgv5_cavern_threshold = 0.7
  890. # Lower Y limit of dungeons.
  891. # type: int min: -31000 max: 31000
  892. # mgv5_dungeon_ymin = -31000
  893. # Upper Y limit of dungeons.
  894. # type: int min: -31000 max: 31000
  895. # mgv5_dungeon_ymax = 31000
  896. ### Noises
  897. # Variation of biome filler depth.
  898. # type: noise_params_2d
  899. # mgv5_np_filler_depth = {
  900. # offset = 0,
  901. # scale = 1,
  902. # spread = (150, 150, 150),
  903. # seed = 261,
  904. # octaves = 4,
  905. # persistence = 0.7,
  906. # lacunarity = 2.0,
  907. # flags = eased
  908. # }
  909. # Variation of terrain vertical scale.
  910. # When noise is < -0.55 terrain is near-flat.
  911. # type: noise_params_2d
  912. # mgv5_np_factor = {
  913. # offset = 0,
  914. # scale = 1,
  915. # spread = (250, 250, 250),
  916. # seed = 920381,
  917. # octaves = 3,
  918. # persistence = 0.45,
  919. # lacunarity = 2.0,
  920. # flags = eased
  921. # }
  922. # Y-level of average terrain surface.
  923. # type: noise_params_2d
  924. # mgv5_np_height = {
  925. # offset = 0,
  926. # scale = 10,
  927. # spread = (250, 250, 250),
  928. # seed = 84174,
  929. # octaves = 4,
  930. # persistence = 0.5,
  931. # lacunarity = 2.0,
  932. # flags = eased
  933. # }
  934. # First of two 3D noises that together define tunnels.
  935. # type: noise_params_3d
  936. # mgv5_np_cave1 = {
  937. # offset = 0,
  938. # scale = 12,
  939. # spread = (61, 61, 61),
  940. # seed = 52534,
  941. # octaves = 3,
  942. # persistence = 0.5,
  943. # lacunarity = 2.0,
  944. # flags =
  945. # }
  946. # Second of two 3D noises that together define tunnels.
  947. # type: noise_params_3d
  948. # mgv5_np_cave2 = {
  949. # offset = 0,
  950. # scale = 12,
  951. # spread = (67, 67, 67),
  952. # seed = 10325,
  953. # octaves = 3,
  954. # persistence = 0.5,
  955. # lacunarity = 2.0,
  956. # flags =
  957. # }
  958. # 3D noise defining giant caverns.
  959. # type: noise_params_3d
  960. # mgv5_np_cavern = {
  961. # offset = 0,
  962. # scale = 1,
  963. # spread = (384, 128, 384),
  964. # seed = 723,
  965. # octaves = 5,
  966. # persistence = 0.63,
  967. # lacunarity = 2.0,
  968. # flags =
  969. # }
  970. # 3D noise defining terrain.
  971. # type: noise_params_3d
  972. # mgv5_np_ground = {
  973. # offset = 0,
  974. # scale = 40,
  975. # spread = (80, 80, 80),
  976. # seed = 983240,
  977. # octaves = 4,
  978. # persistence = 0.55,
  979. # lacunarity = 2.0,
  980. # flags = eased
  981. # }
  982. # 3D noise that determines number of dungeons per mapchunk.
  983. # type: noise_params_3d
  984. # mgv5_np_dungeons = {
  985. # offset = 0.9,
  986. # scale = 0.5,
  987. # spread = (500, 500, 500),
  988. # seed = 0,
  989. # octaves = 2,
  990. # persistence = 0.8,
  991. # lacunarity = 2.0,
  992. # flags =
  993. # }
  994. ## Mapgen V6
  995. # Map generation attributes specific to Mapgen v6.
  996. # The 'snowbiomes' flag enables the new 5 biome system.
  997. # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
  998. # the 'jungles' flag is ignored.
  999. # The 'temples' flag disables generation of desert temples. Normal dungeons will appear instead.
  1000. # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, temples
  1001. # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees,temples
  1002. # Deserts occur when np_biome exceeds this value.
  1003. # When the 'snowbiomes' flag is enabled, this is ignored.
  1004. # type: float
  1005. # mgv6_freq_desert = 0.45
  1006. # Sandy beaches occur when np_beach exceeds this value.
  1007. # type: float
  1008. # mgv6_freq_beach = 0.15
  1009. # Lower Y limit of dungeons.
  1010. # type: int min: -31000 max: 31000
  1011. # mgv6_dungeon_ymin = -31000
  1012. # Upper Y limit of dungeons.
  1013. # type: int min: -31000 max: 31000
  1014. # mgv6_dungeon_ymax = 31000
  1015. ### Noises
  1016. # Y-level of lower terrain and seabed.
  1017. # type: noise_params_2d
  1018. # mgv6_np_terrain_base = {
  1019. # offset = -4,
  1020. # scale = 20,
  1021. # spread = (250, 250, 250),
  1022. # seed = 82341,
  1023. # octaves = 5,
  1024. # persistence = 0.6,
  1025. # lacunarity = 2.0,
  1026. # flags = eased
  1027. # }
  1028. # Y-level of higher terrain that creates cliffs.
  1029. # type: noise_params_2d
  1030. # mgv6_np_terrain_higher = {
  1031. # offset = 20,
  1032. # scale = 16,
  1033. # spread = (500, 500, 500),
  1034. # seed = 85039,
  1035. # octaves = 5,
  1036. # persistence = 0.6,
  1037. # lacunarity = 2.0,
  1038. # flags = eased
  1039. # }
  1040. # Varies steepness of cliffs.
  1041. # type: noise_params_2d
  1042. # mgv6_np_steepness = {
  1043. # offset = 0.85,
  1044. # scale = 0.5,
  1045. # spread = (125, 125, 125),
  1046. # seed = -932,
  1047. # octaves = 5,
  1048. # persistence = 0.7,
  1049. # lacunarity = 2.0,
  1050. # flags = eased
  1051. # }
  1052. # Defines distribution of higher terrain.
  1053. # type: noise_params_2d
  1054. # mgv6_np_height_select = {
  1055. # offset = 0.5,
  1056. # scale = 1,
  1057. # spread = (250, 250, 250),
  1058. # seed = 4213,
  1059. # octaves = 5,
  1060. # persistence = 0.69,
  1061. # lacunarity = 2.0,
  1062. # flags = eased
  1063. # }
  1064. # Varies depth of biome surface nodes.
  1065. # type: noise_params_2d
  1066. # mgv6_np_mud = {
  1067. # offset = 4,
  1068. # scale = 2,
  1069. # spread = (200, 200, 200),
  1070. # seed = 91013,
  1071. # octaves = 3,
  1072. # persistence = 0.55,
  1073. # lacunarity = 2.0,
  1074. # flags = eased
  1075. # }
  1076. # Defines areas with sandy beaches.
  1077. # type: noise_params_2d
  1078. # mgv6_np_beach = {
  1079. # offset = 0,
  1080. # scale = 1,
  1081. # spread = (250, 250, 250),
  1082. # seed = 59420,
  1083. # octaves = 3,
  1084. # persistence = 0.50,
  1085. # lacunarity = 2.0,
  1086. # flags = eased
  1087. # }
  1088. # Temperature variation for biomes.
  1089. # type: noise_params_2d
  1090. # mgv6_np_biome = {
  1091. # offset = 0,
  1092. # scale = 1,
  1093. # spread = (500, 500, 500),
  1094. # seed = 9130,
  1095. # octaves = 3,
  1096. # persistence = 0.50,
  1097. # lacunarity = 2.0,
  1098. # flags = eased
  1099. # }
  1100. # Variation of number of caves.
  1101. # type: noise_params_2d
  1102. # mgv6_np_cave = {
  1103. # offset = 6,
  1104. # scale = 6,
  1105. # spread = (250, 250, 250),
  1106. # seed = 34329,
  1107. # octaves = 3,
  1108. # persistence = 0.50,
  1109. # lacunarity = 2.0,
  1110. # flags = eased
  1111. # }
  1112. # Humidity variation for biomes.
  1113. # type: noise_params_2d
  1114. # mgv6_np_humidity = {
  1115. # offset = 0.5,
  1116. # scale = 0.5,
  1117. # spread = (500, 500, 500),
  1118. # seed = 72384,
  1119. # octaves = 3,
  1120. # persistence = 0.50,
  1121. # lacunarity = 2.0,
  1122. # flags = eased
  1123. # }
  1124. # Defines tree areas and tree density.
  1125. # type: noise_params_2d
  1126. # mgv6_np_trees = {
  1127. # offset = 0,
  1128. # scale = 1,
  1129. # spread = (125, 125, 125),
  1130. # seed = 2,
  1131. # octaves = 4,
  1132. # persistence = 0.66,
  1133. # lacunarity = 2.0,
  1134. # flags = eased
  1135. # }
  1136. # Defines areas where trees have apples.
  1137. # type: noise_params_2d
  1138. # mgv6_np_apple_trees = {
  1139. # offset = 0,
  1140. # scale = 1,
  1141. # spread = (100, 100, 100),
  1142. # seed = 342902,
  1143. # octaves = 3,
  1144. # persistence = 0.45,
  1145. # lacunarity = 2.0,
  1146. # flags = eased
  1147. # }
  1148. ## Mapgen V7
  1149. # Map generation attributes specific to Mapgen v7.
  1150. # 'ridges': Rivers.
  1151. # 'floatlands': Floating land masses in the atmosphere.
  1152. # 'caverns': Giant caves deep underground.
  1153. # type: flags possible values: mountains, ridges, floatlands, caverns
  1154. # mgv7_spflags = mountains,ridges,nofloatlands,caverns
  1155. # Y of mountain density gradient zero level. Used to shift mountains vertically.
  1156. # type: int min: -31000 max: 31000
  1157. # mgv7_mount_zero_level = 0
  1158. # Lower Y limit of floatlands.
  1159. # type: int min: -31000 max: 31000
  1160. # mgv7_floatland_ymin = 1024
  1161. # Upper Y limit of floatlands.
  1162. # type: int min: -31000 max: 31000
  1163. # mgv7_floatland_ymax = 4096
  1164. # Y-distance over which floatlands taper from full density to nothing.
  1165. # Tapering starts at this distance from the Y limit.
  1166. # For a solid floatland layer, this controls the height of hills/mountains.
  1167. # Must be less than or equal to half the distance between the Y limits.
  1168. # type: int min: 0 max: 32767
  1169. # mgv7_floatland_taper = 256
  1170. # Exponent of the floatland tapering. Alters the tapering behavior.
  1171. # Value = 1.0 creates a uniform, linear tapering.
  1172. # Values > 1.0 create a smooth tapering suitable for the default separated
  1173. # floatlands.
  1174. # Values < 1.0 (for example 0.25) create a more defined surface level with
  1175. # flatter lowlands, suitable for a solid floatland layer.
  1176. # type: float
  1177. # mgv7_float_taper_exp = 2.0
  1178. # Adjusts the density of the floatland layer.
  1179. # Increase value to increase density. Can be positive or negative.
  1180. # Value = 0.0: 50% of volume is floatland.
  1181. # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
  1182. # to be sure) creates a solid floatland layer.
  1183. # type: float
  1184. # mgv7_floatland_density = -0.6
  1185. # Surface level of optional water placed on a solid floatland layer.
  1186. # Water is disabled by default and will only be placed if this value is set
  1187. # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
  1188. # upper tapering).
  1189. # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
  1190. # When enabling water placement, floatlands must be configured and tested
  1191. # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
  1192. # required value depending on 'mgv7_np_floatland'), to avoid
  1193. # server-intensive extreme water flow and to avoid vast flooding of the
  1194. # world surface below.
  1195. # type: int min: -31000 max: 31000
  1196. # mgv7_floatland_ywater = -31000
  1197. # Controls width of tunnels, a smaller value creates wider tunnels.
  1198. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1199. # intensive noise calculations.
  1200. # type: float
  1201. # mgv7_cave_width = 0.09
  1202. # Y of upper limit of large caves.
  1203. # type: int min: -31000 max: 31000
  1204. # mgv7_large_cave_depth = -33
  1205. # Minimum limit of random number of small caves per mapchunk.
  1206. # type: int min: 0 max: 256
  1207. # mgv7_small_cave_num_min = 0
  1208. # Maximum limit of random number of small caves per mapchunk.
  1209. # type: int min: 0 max: 256
  1210. # mgv7_small_cave_num_max = 0
  1211. # Minimum limit of random number of large caves per mapchunk.
  1212. # type: int min: 0 max: 64
  1213. # mgv7_large_cave_num_min = 0
  1214. # Maximum limit of random number of large caves per mapchunk.
  1215. # type: int min: 0 max: 64
  1216. # mgv7_large_cave_num_max = 2
  1217. # Proportion of large caves that contain liquid.
  1218. # type: float min: 0 max: 1
  1219. # mgv7_large_cave_flooded = 0.5
  1220. # Y-level of cavern upper limit.
  1221. # type: int min: -31000 max: 31000
  1222. # mgv7_cavern_limit = -256
  1223. # Y-distance over which caverns expand to full size.
  1224. # type: int min: 0 max: 32767
  1225. # mgv7_cavern_taper = 256
  1226. # Defines full size of caverns, smaller values create larger caverns.
  1227. # type: float
  1228. # mgv7_cavern_threshold = 0.7
  1229. # Lower Y limit of dungeons.
  1230. # type: int min: -31000 max: 31000
  1231. # mgv7_dungeon_ymin = -31000
  1232. # Upper Y limit of dungeons.
  1233. # type: int min: -31000 max: 31000
  1234. # mgv7_dungeon_ymax = 31000
  1235. ### Noises
  1236. # Y-level of higher terrain that creates cliffs.
  1237. # type: noise_params_2d
  1238. # mgv7_np_terrain_base = {
  1239. # offset = 4,
  1240. # scale = 70,
  1241. # spread = (600, 600, 600),
  1242. # seed = 82341,
  1243. # octaves = 5,
  1244. # persistence = 0.6,
  1245. # lacunarity = 2.0,
  1246. # flags = eased
  1247. # }
  1248. # Y-level of lower terrain and seabed.
  1249. # type: noise_params_2d
  1250. # mgv7_np_terrain_alt = {
  1251. # offset = 4,
  1252. # scale = 25,
  1253. # spread = (600, 600, 600),
  1254. # seed = 5934,
  1255. # octaves = 5,
  1256. # persistence = 0.6,
  1257. # lacunarity = 2.0,
  1258. # flags = eased
  1259. # }
  1260. # Varies roughness of terrain.
  1261. # Defines the 'persistence' value for terrain_base and terrain_alt noises.
  1262. # type: noise_params_2d
  1263. # mgv7_np_terrain_persist = {
  1264. # offset = 0.6,
  1265. # scale = 0.1,
  1266. # spread = (2000, 2000, 2000),
  1267. # seed = 539,
  1268. # octaves = 3,
  1269. # persistence = 0.6,
  1270. # lacunarity = 2.0,
  1271. # flags = eased
  1272. # }
  1273. # Defines distribution of higher terrain and steepness of cliffs.
  1274. # type: noise_params_2d
  1275. # mgv7_np_height_select = {
  1276. # offset = -8,
  1277. # scale = 16,
  1278. # spread = (500, 500, 500),
  1279. # seed = 4213,
  1280. # octaves = 6,
  1281. # persistence = 0.7,
  1282. # lacunarity = 2.0,
  1283. # flags = eased
  1284. # }
  1285. # Variation of biome filler depth.
  1286. # type: noise_params_2d
  1287. # mgv7_np_filler_depth = {
  1288. # offset = 0,
  1289. # scale = 1.2,
  1290. # spread = (150, 150, 150),
  1291. # seed = 261,
  1292. # octaves = 3,
  1293. # persistence = 0.7,
  1294. # lacunarity = 2.0,
  1295. # flags = eased
  1296. # }
  1297. # Variation of maximum mountain height (in nodes).
  1298. # type: noise_params_2d
  1299. # mgv7_np_mount_height = {
  1300. # offset = 256,
  1301. # scale = 112,
  1302. # spread = (1000, 1000, 1000),
  1303. # seed = 72449,
  1304. # octaves = 3,
  1305. # persistence = 0.6,
  1306. # lacunarity = 2.0,
  1307. # flags = eased
  1308. # }
  1309. # Defines large-scale river channel structure.
  1310. # type: noise_params_2d
  1311. # mgv7_np_ridge_uwater = {
  1312. # offset = 0,
  1313. # scale = 1,
  1314. # spread = (1000, 1000, 1000),
  1315. # seed = 85039,
  1316. # octaves = 5,
  1317. # persistence = 0.6,
  1318. # lacunarity = 2.0,
  1319. # flags = eased
  1320. # }
  1321. # 3D noise defining mountain structure and height.
  1322. # Also defines structure of floatland mountain terrain.
  1323. # type: noise_params_3d
  1324. # mgv7_np_mountain = {
  1325. # offset = -0.6,
  1326. # scale = 1,
  1327. # spread = (250, 350, 250),
  1328. # seed = 5333,
  1329. # octaves = 5,
  1330. # persistence = 0.63,
  1331. # lacunarity = 2.0,
  1332. # flags =
  1333. # }
  1334. # 3D noise defining structure of river canyon walls.
  1335. # type: noise_params_3d
  1336. # mgv7_np_ridge = {
  1337. # offset = 0,
  1338. # scale = 1,
  1339. # spread = (100, 100, 100),
  1340. # seed = 6467,
  1341. # octaves = 4,
  1342. # persistence = 0.75,
  1343. # lacunarity = 2.0,
  1344. # flags =
  1345. # }
  1346. # 3D noise defining structure of floatlands.
  1347. # If altered from the default, the noise 'scale' (0.7 by default) may need
  1348. # to be adjusted, as floatland tapering functions best when this noise has
  1349. # a value range of approximately -2.0 to 2.0.
  1350. # type: noise_params_3d
  1351. # mgv7_np_floatland = {
  1352. # offset = 0,
  1353. # scale = 0.7,
  1354. # spread = (384, 96, 384),
  1355. # seed = 1009,
  1356. # octaves = 4,
  1357. # persistence = 0.75,
  1358. # lacunarity = 1.618,
  1359. # flags =
  1360. # }
  1361. # 3D noise defining giant caverns.
  1362. # type: noise_params_3d
  1363. # mgv7_np_cavern = {
  1364. # offset = 0,
  1365. # scale = 1,
  1366. # spread = (384, 128, 384),
  1367. # seed = 723,
  1368. # octaves = 5,
  1369. # persistence = 0.63,
  1370. # lacunarity = 2.0,
  1371. # flags =
  1372. # }
  1373. # First of two 3D noises that together define tunnels.
  1374. # type: noise_params_3d
  1375. # mgv7_np_cave1 = {
  1376. # offset = 0,
  1377. # scale = 12,
  1378. # spread = (61, 61, 61),
  1379. # seed = 52534,
  1380. # octaves = 3,
  1381. # persistence = 0.5,
  1382. # lacunarity = 2.0,
  1383. # flags =
  1384. # }
  1385. # Second of two 3D noises that together define tunnels.
  1386. # type: noise_params_3d
  1387. # mgv7_np_cave2 = {
  1388. # offset = 0,
  1389. # scale = 12,
  1390. # spread = (67, 67, 67),
  1391. # seed = 10325,
  1392. # octaves = 3,
  1393. # persistence = 0.5,
  1394. # lacunarity = 2.0,
  1395. # flags =
  1396. # }
  1397. # 3D noise that determines number of dungeons per mapchunk.
  1398. # type: noise_params_3d
  1399. # mgv7_np_dungeons = {
  1400. # offset = 0.9,
  1401. # scale = 0.5,
  1402. # spread = (500, 500, 500),
  1403. # seed = 0,
  1404. # octaves = 2,
  1405. # persistence = 0.8,
  1406. # lacunarity = 2.0,
  1407. # flags =
  1408. # }
  1409. ## Mapgen Carpathian
  1410. # Map generation attributes specific to Mapgen Carpathian.
  1411. # type: flags possible values: caverns, rivers
  1412. # mgcarpathian_spflags = caverns,norivers
  1413. # Defines the base ground level.
  1414. # type: float
  1415. # mgcarpathian_base_level = 12.0
  1416. # Defines the width of the river channel.
  1417. # type: float
  1418. # mgcarpathian_river_width = 0.05
  1419. # Defines the depth of the river channel.
  1420. # type: float
  1421. # mgcarpathian_river_depth = 24.0
  1422. # Defines the width of the river valley.
  1423. # type: float
  1424. # mgcarpathian_valley_width = 0.25
  1425. # Controls width of tunnels, a smaller value creates wider tunnels.
  1426. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1427. # intensive noise calculations.
  1428. # type: float
  1429. # mgcarpathian_cave_width = 0.09
  1430. # Y of upper limit of large caves.
  1431. # type: int min: -31000 max: 31000
  1432. # mgcarpathian_large_cave_depth = -33
  1433. # Minimum limit of random number of small caves per mapchunk.
  1434. # type: int min: 0 max: 256
  1435. # mgcarpathian_small_cave_num_min = 0
  1436. # Maximum limit of random number of small caves per mapchunk.
  1437. # type: int min: 0 max: 256
  1438. # mgcarpathian_small_cave_num_max = 0
  1439. # Minimum limit of random number of large caves per mapchunk.
  1440. # type: int min: 0 max: 64
  1441. # mgcarpathian_large_cave_num_min = 0
  1442. # Maximum limit of random number of large caves per mapchunk.
  1443. # type: int min: 0 max: 64
  1444. # mgcarpathian_large_cave_num_max = 2
  1445. # Proportion of large caves that contain liquid.
  1446. # type: float min: 0 max: 1
  1447. # mgcarpathian_large_cave_flooded = 0.5
  1448. # Y-level of cavern upper limit.
  1449. # type: int min: -31000 max: 31000
  1450. # mgcarpathian_cavern_limit = -256
  1451. # Y-distance over which caverns expand to full size.
  1452. # type: int min: 0 max: 32767
  1453. # mgcarpathian_cavern_taper = 256
  1454. # Defines full size of caverns, smaller values create larger caverns.
  1455. # type: float
  1456. # mgcarpathian_cavern_threshold = 0.7
  1457. # Lower Y limit of dungeons.
  1458. # type: int min: -31000 max: 31000
  1459. # mgcarpathian_dungeon_ymin = -31000
  1460. # Upper Y limit of dungeons.
  1461. # type: int min: -31000 max: 31000
  1462. # mgcarpathian_dungeon_ymax = 31000
  1463. ### Noises
  1464. # Variation of biome filler depth.
  1465. # type: noise_params_2d
  1466. # mgcarpathian_np_filler_depth = {
  1467. # offset = 0,
  1468. # scale = 1,
  1469. # spread = (128, 128, 128),
  1470. # seed = 261,
  1471. # octaves = 3,
  1472. # persistence = 0.7,
  1473. # lacunarity = 2.0,
  1474. # flags = eased
  1475. # }
  1476. # First of 4 2D noises that together define hill/mountain range height.
  1477. # type: noise_params_2d
  1478. # mgcarpathian_np_height1 = {
  1479. # offset = 0,
  1480. # scale = 5,
  1481. # spread = (251, 251, 251),
  1482. # seed = 9613,
  1483. # octaves = 5,
  1484. # persistence = 0.5,
  1485. # lacunarity = 2.0,
  1486. # flags = eased
  1487. # }
  1488. # Second of 4 2D noises that together define hill/mountain range height.
  1489. # type: noise_params_2d
  1490. # mgcarpathian_np_height2 = {
  1491. # offset = 0,
  1492. # scale = 5,
  1493. # spread = (383, 383, 383),
  1494. # seed = 1949,
  1495. # octaves = 5,
  1496. # persistence = 0.5,
  1497. # lacunarity = 2.0,
  1498. # flags = eased
  1499. # }
  1500. # Third of 4 2D noises that together define hill/mountain range height.
  1501. # type: noise_params_2d
  1502. # mgcarpathian_np_height3 = {
  1503. # offset = 0,
  1504. # scale = 5,
  1505. # spread = (509, 509, 509),
  1506. # seed = 3211,
  1507. # octaves = 5,
  1508. # persistence = 0.5,
  1509. # lacunarity = 2.0,
  1510. # flags = eased
  1511. # }
  1512. # Fourth of 4 2D noises that together define hill/mountain range height.
  1513. # type: noise_params_2d
  1514. # mgcarpathian_np_height4 = {
  1515. # offset = 0,
  1516. # scale = 5,
  1517. # spread = (631, 631, 631),
  1518. # seed = 1583,
  1519. # octaves = 5,
  1520. # persistence = 0.5,
  1521. # lacunarity = 2.0,
  1522. # flags = eased
  1523. # }
  1524. # 2D noise that controls the size/occurrence of rolling hills.
  1525. # type: noise_params_2d
  1526. # mgcarpathian_np_hills_terrain = {
  1527. # offset = 1,
  1528. # scale = 1,
  1529. # spread = (1301, 1301, 1301),
  1530. # seed = 1692,
  1531. # octaves = 3,
  1532. # persistence = 0.5,
  1533. # lacunarity = 2.0,
  1534. # flags = eased
  1535. # }
  1536. # 2D noise that controls the size/occurrence of ridged mountain ranges.
  1537. # type: noise_params_2d
  1538. # mgcarpathian_np_ridge_terrain = {
  1539. # offset = 1,
  1540. # scale = 1,
  1541. # spread = (1889, 1889, 1889),
  1542. # seed = 3568,
  1543. # octaves = 3,
  1544. # persistence = 0.5,
  1545. # lacunarity = 2.0,
  1546. # flags = eased
  1547. # }
  1548. # 2D noise that controls the size/occurrence of step mountain ranges.
  1549. # type: noise_params_2d
  1550. # mgcarpathian_np_step_terrain = {
  1551. # offset = 1,
  1552. # scale = 1,
  1553. # spread = (1889, 1889, 1889),
  1554. # seed = 4157,
  1555. # octaves = 3,
  1556. # persistence = 0.5,
  1557. # lacunarity = 2.0,
  1558. # flags = eased
  1559. # }
  1560. # 2D noise that controls the shape/size of rolling hills.
  1561. # type: noise_params_2d
  1562. # mgcarpathian_np_hills = {
  1563. # offset = 0,
  1564. # scale = 3,
  1565. # spread = (257, 257, 257),
  1566. # seed = 6604,
  1567. # octaves = 6,
  1568. # persistence = 0.5,
  1569. # lacunarity = 2.0,
  1570. # flags = eased
  1571. # }
  1572. # 2D noise that controls the shape/size of ridged mountains.
  1573. # type: noise_params_2d
  1574. # mgcarpathian_np_ridge_mnt = {
  1575. # offset = 0,
  1576. # scale = 12,
  1577. # spread = (743, 743, 743),
  1578. # seed = 5520,
  1579. # octaves = 6,
  1580. # persistence = 0.7,
  1581. # lacunarity = 2.0,
  1582. # flags = eased
  1583. # }
  1584. # 2D noise that controls the shape/size of step mountains.
  1585. # type: noise_params_2d
  1586. # mgcarpathian_np_step_mnt = {
  1587. # offset = 0,
  1588. # scale = 8,
  1589. # spread = (509, 509, 509),
  1590. # seed = 2590,
  1591. # octaves = 6,
  1592. # persistence = 0.6,
  1593. # lacunarity = 2.0,
  1594. # flags = eased
  1595. # }
  1596. # 2D noise that locates the river valleys and channels.
  1597. # type: noise_params_2d
  1598. # mgcarpathian_np_rivers = {
  1599. # offset = 0,
  1600. # scale = 1,
  1601. # spread = (1000, 1000, 1000),
  1602. # seed = 85039,
  1603. # octaves = 5,
  1604. # persistence = 0.6,
  1605. # lacunarity = 2.0,
  1606. # flags = eased
  1607. # }
  1608. # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
  1609. # type: noise_params_3d
  1610. # mgcarpathian_np_mnt_var = {
  1611. # offset = 0,
  1612. # scale = 1,
  1613. # spread = (499, 499, 499),
  1614. # seed = 2490,
  1615. # octaves = 5,
  1616. # persistence = 0.55,
  1617. # lacunarity = 2.0,
  1618. # flags =
  1619. # }
  1620. # First of two 3D noises that together define tunnels.
  1621. # type: noise_params_3d
  1622. # mgcarpathian_np_cave1 = {
  1623. # offset = 0,
  1624. # scale = 12,
  1625. # spread = (61, 61, 61),
  1626. # seed = 52534,
  1627. # octaves = 3,
  1628. # persistence = 0.5,
  1629. # lacunarity = 2.0,
  1630. # flags =
  1631. # }
  1632. # Second of two 3D noises that together define tunnels.
  1633. # type: noise_params_3d
  1634. # mgcarpathian_np_cave2 = {
  1635. # offset = 0,
  1636. # scale = 12,
  1637. # spread = (67, 67, 67),
  1638. # seed = 10325,
  1639. # octaves = 3,
  1640. # persistence = 0.5,
  1641. # lacunarity = 2.0,
  1642. # flags =
  1643. # }
  1644. # 3D noise defining giant caverns.
  1645. # type: noise_params_3d
  1646. # mgcarpathian_np_cavern = {
  1647. # offset = 0,
  1648. # scale = 1,
  1649. # spread = (384, 128, 384),
  1650. # seed = 723,
  1651. # octaves = 5,
  1652. # persistence = 0.63,
  1653. # lacunarity = 2.0,
  1654. # flags =
  1655. # }
  1656. # 3D noise that determines number of dungeons per mapchunk.
  1657. # type: noise_params_3d
  1658. # mgcarpathian_np_dungeons = {
  1659. # offset = 0.9,
  1660. # scale = 0.5,
  1661. # spread = (500, 500, 500),
  1662. # seed = 0,
  1663. # octaves = 2,
  1664. # persistence = 0.8,
  1665. # lacunarity = 2.0,
  1666. # flags =
  1667. # }
  1668. ## Mapgen Flat
  1669. # Map generation attributes specific to Mapgen Flat.
  1670. # Occasional lakes and hills can be added to the flat world.
  1671. # type: flags possible values: lakes, hills, caverns
  1672. # mgflat_spflags = nolakes,nohills,nocaverns
  1673. # Y of flat ground.
  1674. # type: int min: -31000 max: 31000
  1675. # mgflat_ground_level = 8
  1676. # Y of upper limit of large caves.
  1677. # type: int min: -31000 max: 31000
  1678. # mgflat_large_cave_depth = -33
  1679. # Minimum limit of random number of small caves per mapchunk.
  1680. # type: int min: 0 max: 256
  1681. # mgflat_small_cave_num_min = 0
  1682. # Maximum limit of random number of small caves per mapchunk.
  1683. # type: int min: 0 max: 256
  1684. # mgflat_small_cave_num_max = 0
  1685. # Minimum limit of random number of large caves per mapchunk.
  1686. # type: int min: 0 max: 64
  1687. # mgflat_large_cave_num_min = 0
  1688. # Maximum limit of random number of large caves per mapchunk.
  1689. # type: int min: 0 max: 64
  1690. # mgflat_large_cave_num_max = 2
  1691. # Proportion of large caves that contain liquid.
  1692. # type: float min: 0 max: 1
  1693. # mgflat_large_cave_flooded = 0.5
  1694. # Controls width of tunnels, a smaller value creates wider tunnels.
  1695. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1696. # intensive noise calculations.
  1697. # type: float
  1698. # mgflat_cave_width = 0.09
  1699. # Terrain noise threshold for lakes.
  1700. # Controls proportion of world area covered by lakes.
  1701. # Adjust towards 0.0 for a larger proportion.
  1702. # type: float
  1703. # mgflat_lake_threshold = -0.45
  1704. # Controls steepness/depth of lake depressions.
  1705. # type: float
  1706. # mgflat_lake_steepness = 48.0
  1707. # Terrain noise threshold for hills.
  1708. # Controls proportion of world area covered by hills.
  1709. # Adjust towards 0.0 for a larger proportion.
  1710. # type: float
  1711. # mgflat_hill_threshold = 0.45
  1712. # Controls steepness/height of hills.
  1713. # type: float
  1714. # mgflat_hill_steepness = 64.0
  1715. # Y-level of cavern upper limit.
  1716. # type: int min: -31000 max: 31000
  1717. # mgflat_cavern_limit = -256
  1718. # Y-distance over which caverns expand to full size.
  1719. # type: int min: 0 max: 32767
  1720. # mgflat_cavern_taper = 256
  1721. # Defines full size of caverns, smaller values create larger caverns.
  1722. # type: float
  1723. # mgflat_cavern_threshold = 0.7
  1724. # Lower Y limit of dungeons.
  1725. # type: int min: -31000 max: 31000
  1726. # mgflat_dungeon_ymin = -31000
  1727. # Upper Y limit of dungeons.
  1728. # type: int min: -31000 max: 31000
  1729. # mgflat_dungeon_ymax = 31000
  1730. ### Noises
  1731. # Defines location and terrain of optional hills and lakes.
  1732. # type: noise_params_2d
  1733. # mgflat_np_terrain = {
  1734. # offset = 0,
  1735. # scale = 1,
  1736. # spread = (600, 600, 600),
  1737. # seed = 7244,
  1738. # octaves = 5,
  1739. # persistence = 0.6,
  1740. # lacunarity = 2.0,
  1741. # flags = eased
  1742. # }
  1743. # Variation of biome filler depth.
  1744. # type: noise_params_2d
  1745. # mgflat_np_filler_depth = {
  1746. # offset = 0,
  1747. # scale = 1.2,
  1748. # spread = (150, 150, 150),
  1749. # seed = 261,
  1750. # octaves = 3,
  1751. # persistence = 0.7,
  1752. # lacunarity = 2.0,
  1753. # flags = eased
  1754. # }
  1755. # First of two 3D noises that together define tunnels.
  1756. # type: noise_params_3d
  1757. # mgflat_np_cave1 = {
  1758. # offset = 0,
  1759. # scale = 12,
  1760. # spread = (61, 61, 61),
  1761. # seed = 52534,
  1762. # octaves = 3,
  1763. # persistence = 0.5,
  1764. # lacunarity = 2.0,
  1765. # flags =
  1766. # }
  1767. # Second of two 3D noises that together define tunnels.
  1768. # type: noise_params_3d
  1769. # mgflat_np_cave2 = {
  1770. # offset = 0,
  1771. # scale = 12,
  1772. # spread = (67, 67, 67),
  1773. # seed = 10325,
  1774. # octaves = 3,
  1775. # persistence = 0.5,
  1776. # lacunarity = 2.0,
  1777. # flags =
  1778. # }
  1779. # 3D noise defining giant caverns.
  1780. # type: noise_params_3d
  1781. # mgflat_np_cavern = {
  1782. # offset = 0,
  1783. # scale = 1,
  1784. # spread = (384, 128, 384),
  1785. # seed = 723,
  1786. # octaves = 5,
  1787. # persistence = 0.63,
  1788. # lacunarity = 2.0,
  1789. # flags =
  1790. # }
  1791. # 3D noise that determines number of dungeons per mapchunk.
  1792. # type: noise_params_3d
  1793. # mgflat_np_dungeons = {
  1794. # offset = 0.9,
  1795. # scale = 0.5,
  1796. # spread = (500, 500, 500),
  1797. # seed = 0,
  1798. # octaves = 2,
  1799. # persistence = 0.8,
  1800. # lacunarity = 2.0,
  1801. # flags =
  1802. # }
  1803. ## Mapgen Fractal
  1804. # Map generation attributes specific to Mapgen Fractal.
  1805. # 'terrain' enables the generation of non-fractal terrain:
  1806. # ocean, islands and underground.
  1807. # type: flags possible values: terrain
  1808. # mgfractal_spflags = terrain
  1809. # Controls width of tunnels, a smaller value creates wider tunnels.
  1810. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1811. # intensive noise calculations.
  1812. # type: float
  1813. # mgfractal_cave_width = 0.09
  1814. # Y of upper limit of large caves.
  1815. # type: int min: -31000 max: 31000
  1816. # mgfractal_large_cave_depth = -33
  1817. # Minimum limit of random number of small caves per mapchunk.
  1818. # type: int min: 0 max: 256
  1819. # mgfractal_small_cave_num_min = 0
  1820. # Maximum limit of random number of small caves per mapchunk.
  1821. # type: int min: 0 max: 256
  1822. # mgfractal_small_cave_num_max = 0
  1823. # Minimum limit of random number of large caves per mapchunk.
  1824. # type: int min: 0 max: 64
  1825. # mgfractal_large_cave_num_min = 0
  1826. # Maximum limit of random number of large caves per mapchunk.
  1827. # type: int min: 0 max: 64
  1828. # mgfractal_large_cave_num_max = 2
  1829. # Proportion of large caves that contain liquid.
  1830. # type: float min: 0 max: 1
  1831. # mgfractal_large_cave_flooded = 0.5
  1832. # Lower Y limit of dungeons.
  1833. # type: int min: -31000 max: 31000
  1834. # mgfractal_dungeon_ymin = -31000
  1835. # Upper Y limit of dungeons.
  1836. # type: int min: -31000 max: 31000
  1837. # mgfractal_dungeon_ymax = 31000
  1838. # Selects one of 18 fractal types.
  1839. # 1 = 4D "Roundy" Mandelbrot set.
  1840. # 2 = 4D "Roundy" Julia set.
  1841. # 3 = 4D "Squarry" Mandelbrot set.
  1842. # 4 = 4D "Squarry" Julia set.
  1843. # 5 = 4D "Mandy Cousin" Mandelbrot set.
  1844. # 6 = 4D "Mandy Cousin" Julia set.
  1845. # 7 = 4D "Variation" Mandelbrot set.
  1846. # 8 = 4D "Variation" Julia set.
  1847. # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
  1848. # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
  1849. # 11 = 3D "Christmas Tree" Mandelbrot set.
  1850. # 12 = 3D "Christmas Tree" Julia set.
  1851. # 13 = 3D "Mandelbulb" Mandelbrot set.
  1852. # 14 = 3D "Mandelbulb" Julia set.
  1853. # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
  1854. # 16 = 3D "Cosine Mandelbulb" Julia set.
  1855. # 17 = 4D "Mandelbulb" Mandelbrot set.
  1856. # 18 = 4D "Mandelbulb" Julia set.
  1857. # type: int min: 1 max: 18
  1858. # mgfractal_fractal = 1
  1859. # Iterations of the recursive function.
  1860. # Increasing this increases the amount of fine detail, but also
  1861. # increases processing load.
  1862. # At iterations = 20 this mapgen has a similar load to mapgen V7.
  1863. # type: int min: 1 max: 65535
  1864. # mgfractal_iterations = 11
  1865. # (X,Y,Z) scale of fractal in nodes.
  1866. # Actual fractal size will be 2 to 3 times larger.
  1867. # These numbers can be made very large, the fractal does
  1868. # not have to fit inside the world.
  1869. # Increase these to 'zoom' into the detail of the fractal.
  1870. # Default is for a vertically-squashed shape suitable for
  1871. # an island, set all 3 numbers equal for the raw shape.
  1872. # type: v3f
  1873. # mgfractal_scale = (4096.0, 1024.0, 4096.0)
  1874. # (X,Y,Z) offset of fractal from world center in units of 'scale'.
  1875. # Can be used to move a desired point to (0, 0) to create a
  1876. # suitable spawn point, or to allow 'zooming in' on a desired
  1877. # point by increasing 'scale'.
  1878. # The default is tuned for a suitable spawn point for Mandelbrot
  1879. # sets with default parameters, it may need altering in other
  1880. # situations.
  1881. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
  1882. # type: v3f
  1883. # mgfractal_offset = (1.79, 0.0, 0.0)
  1884. # W coordinate of the generated 3D slice of a 4D fractal.
  1885. # Determines which 3D slice of the 4D shape is generated.
  1886. # Alters the shape of the fractal.
  1887. # Has no effect on 3D fractals.
  1888. # Range roughly -2 to 2.
  1889. # type: float
  1890. # mgfractal_slice_w = 0.0
  1891. # Julia set only.
  1892. # X component of hypercomplex constant.
  1893. # Alters the shape of the fractal.
  1894. # Range roughly -2 to 2.
  1895. # type: float
  1896. # mgfractal_julia_x = 0.33
  1897. # Julia set only.
  1898. # Y component of hypercomplex constant.
  1899. # Alters the shape of the fractal.
  1900. # Range roughly -2 to 2.
  1901. # type: float
  1902. # mgfractal_julia_y = 0.33
  1903. # Julia set only.
  1904. # Z component of hypercomplex constant.
  1905. # Alters the shape of the fractal.
  1906. # Range roughly -2 to 2.
  1907. # type: float
  1908. # mgfractal_julia_z = 0.33
  1909. # Julia set only.
  1910. # W component of hypercomplex constant.
  1911. # Alters the shape of the fractal.
  1912. # Has no effect on 3D fractals.
  1913. # Range roughly -2 to 2.
  1914. # type: float
  1915. # mgfractal_julia_w = 0.33
  1916. ### Noises
  1917. # Y-level of seabed.
  1918. # type: noise_params_2d
  1919. # mgfractal_np_seabed = {
  1920. # offset = -14,
  1921. # scale = 9,
  1922. # spread = (600, 600, 600),
  1923. # seed = 41900,
  1924. # octaves = 5,
  1925. # persistence = 0.6,
  1926. # lacunarity = 2.0,
  1927. # flags = eased
  1928. # }
  1929. # Variation of biome filler depth.
  1930. # type: noise_params_2d
  1931. # mgfractal_np_filler_depth = {
  1932. # offset = 0,
  1933. # scale = 1.2,
  1934. # spread = (150, 150, 150),
  1935. # seed = 261,
  1936. # octaves = 3,
  1937. # persistence = 0.7,
  1938. # lacunarity = 2.0,
  1939. # flags = eased
  1940. # }
  1941. # First of two 3D noises that together define tunnels.
  1942. # type: noise_params_3d
  1943. # mgfractal_np_cave1 = {
  1944. # offset = 0,
  1945. # scale = 12,
  1946. # spread = (61, 61, 61),
  1947. # seed = 52534,
  1948. # octaves = 3,
  1949. # persistence = 0.5,
  1950. # lacunarity = 2.0,
  1951. # flags =
  1952. # }
  1953. # Second of two 3D noises that together define tunnels.
  1954. # type: noise_params_3d
  1955. # mgfractal_np_cave2 = {
  1956. # offset = 0,
  1957. # scale = 12,
  1958. # spread = (67, 67, 67),
  1959. # seed = 10325,
  1960. # octaves = 3,
  1961. # persistence = 0.5,
  1962. # lacunarity = 2.0,
  1963. # flags =
  1964. # }
  1965. # 3D noise that determines number of dungeons per mapchunk.
  1966. # type: noise_params_3d
  1967. # mgfractal_np_dungeons = {
  1968. # offset = 0.9,
  1969. # scale = 0.5,
  1970. # spread = (500, 500, 500),
  1971. # seed = 0,
  1972. # octaves = 2,
  1973. # persistence = 0.8,
  1974. # lacunarity = 2.0,
  1975. # flags =
  1976. # }
  1977. ## Mapgen Valleys
  1978. # Map generation attributes specific to Mapgen Valleys.
  1979. # 'altitude_chill': Reduces heat with altitude.
  1980. # 'humid_rivers': Increases humidity around rivers.
  1981. # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
  1982. # to become shallower and occasionally dry.
  1983. # 'altitude_dry': Reduces humidity with altitude.
  1984. # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry
  1985. # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
  1986. # The vertical distance over which heat drops by 20 if 'altitude_chill' is
  1987. # enabled. Also, the vertical distance over which humidity drops by 10 if
  1988. # 'altitude_dry' is enabled.
  1989. # type: int min: 0 max: 65535
  1990. # mgvalleys_altitude_chill = 90
  1991. # Depth below which you'll find large caves.
  1992. # type: int min: -31000 max: 31000
  1993. # mgvalleys_large_cave_depth = -33
  1994. # Minimum limit of random number of small caves per mapchunk.
  1995. # type: int min: 0 max: 256
  1996. # mgvalleys_small_cave_num_min = 0
  1997. # Maximum limit of random number of small caves per mapchunk.
  1998. # type: int min: 0 max: 256
  1999. # mgvalleys_small_cave_num_max = 0
  2000. # Minimum limit of random number of large caves per mapchunk.
  2001. # type: int min: 0 max: 64
  2002. # mgvalleys_large_cave_num_min = 0
  2003. # Maximum limit of random number of large caves per mapchunk.
  2004. # type: int min: 0 max: 64
  2005. # mgvalleys_large_cave_num_max = 2
  2006. # Proportion of large caves that contain liquid.
  2007. # type: float min: 0 max: 1
  2008. # mgvalleys_large_cave_flooded = 0.5
  2009. # Depth below which you'll find giant caverns.
  2010. # type: int min: -31000 max: 31000
  2011. # mgvalleys_cavern_limit = -256
  2012. # Y-distance over which caverns expand to full size.
  2013. # type: int min: 0 max: 32767
  2014. # mgvalleys_cavern_taper = 192
  2015. # Defines full size of caverns, smaller values create larger caverns.
  2016. # type: float
  2017. # mgvalleys_cavern_threshold = 0.6
  2018. # How deep to make rivers.
  2019. # type: int min: 0 max: 65535
  2020. # mgvalleys_river_depth = 4
  2021. # How wide to make rivers.
  2022. # type: int min: 0 max: 65535
  2023. # mgvalleys_river_size = 5
  2024. # Controls width of tunnels, a smaller value creates wider tunnels.
  2025. # Value >= 10.0 completely disables generation of tunnels and avoids the
  2026. # intensive noise calculations.
  2027. # type: float
  2028. # mgvalleys_cave_width = 0.09
  2029. # Lower Y limit of dungeons.
  2030. # type: int min: -31000 max: 31000
  2031. # mgvalleys_dungeon_ymin = -31000
  2032. # Upper Y limit of dungeons.
  2033. # type: int min: -31000 max: 31000
  2034. # mgvalleys_dungeon_ymax = 63
  2035. ### Noises
  2036. # First of two 3D noises that together define tunnels.
  2037. # type: noise_params_3d
  2038. # mgvalleys_np_cave1 = {
  2039. # offset = 0,
  2040. # scale = 12,
  2041. # spread = (61, 61, 61),
  2042. # seed = 52534,
  2043. # octaves = 3,
  2044. # persistence = 0.5,
  2045. # lacunarity = 2.0,
  2046. # flags =
  2047. # }
  2048. # Second of two 3D noises that together define tunnels.
  2049. # type: noise_params_3d
  2050. # mgvalleys_np_cave2 = {
  2051. # offset = 0,
  2052. # scale = 12,
  2053. # spread = (67, 67, 67),
  2054. # seed = 10325,
  2055. # octaves = 3,
  2056. # persistence = 0.5,
  2057. # lacunarity = 2.0,
  2058. # flags =
  2059. # }
  2060. # Variation of biome filler depth.
  2061. # type: noise_params_2d
  2062. # mgvalleys_np_filler_depth = {
  2063. # offset = 0,
  2064. # scale = 1.2,
  2065. # spread = (256, 256, 256),
  2066. # seed = 1605,
  2067. # octaves = 3,
  2068. # persistence = 0.5,
  2069. # lacunarity = 2.0,
  2070. # flags = eased
  2071. # }
  2072. # 3D noise defining giant caverns.
  2073. # type: noise_params_3d
  2074. # mgvalleys_np_cavern = {
  2075. # offset = 0,
  2076. # scale = 1,
  2077. # spread = (768, 256, 768),
  2078. # seed = 59033,
  2079. # octaves = 6,
  2080. # persistence = 0.63,
  2081. # lacunarity = 2.0,
  2082. # flags =
  2083. # }
  2084. # Defines large-scale river channel structure.
  2085. # type: noise_params_2d
  2086. # mgvalleys_np_rivers = {
  2087. # offset = 0,
  2088. # scale = 1,
  2089. # spread = (256, 256, 256),
  2090. # seed = -6050,
  2091. # octaves = 5,
  2092. # persistence = 0.6,
  2093. # lacunarity = 2.0,
  2094. # flags = eased
  2095. # }
  2096. # Base terrain height.
  2097. # type: noise_params_2d
  2098. # mgvalleys_np_terrain_height = {
  2099. # offset = -10,
  2100. # scale = 50,
  2101. # spread = (1024, 1024, 1024),
  2102. # seed = 5202,
  2103. # octaves = 6,
  2104. # persistence = 0.4,
  2105. # lacunarity = 2.0,
  2106. # flags = eased
  2107. # }
  2108. # Raises terrain to make valleys around the rivers.
  2109. # type: noise_params_2d
  2110. # mgvalleys_np_valley_depth = {
  2111. # offset = 5,
  2112. # scale = 4,
  2113. # spread = (512, 512, 512),
  2114. # seed = -1914,
  2115. # octaves = 1,
  2116. # persistence = 1.0,
  2117. # lacunarity = 2.0,
  2118. # flags = eased
  2119. # }
  2120. # Slope and fill work together to modify the heights.
  2121. # type: noise_params_3d
  2122. # mgvalleys_np_inter_valley_fill = {
  2123. # offset = 0,
  2124. # scale = 1,
  2125. # spread = (256, 512, 256),
  2126. # seed = 1993,
  2127. # octaves = 6,
  2128. # persistence = 0.8,
  2129. # lacunarity = 2.0,
  2130. # flags =
  2131. # }
  2132. # Amplifies the valleys.
  2133. # type: noise_params_2d
  2134. # mgvalleys_np_valley_profile = {
  2135. # offset = 0.6,
  2136. # scale = 0.5,
  2137. # spread = (512, 512, 512),
  2138. # seed = 777,
  2139. # octaves = 1,
  2140. # persistence = 1.0,
  2141. # lacunarity = 2.0,
  2142. # flags = eased
  2143. # }
  2144. # Slope and fill work together to modify the heights.
  2145. # type: noise_params_2d
  2146. # mgvalleys_np_inter_valley_slope = {
  2147. # offset = 0.5,
  2148. # scale = 0.5,
  2149. # spread = (128, 128, 128),
  2150. # seed = 746,
  2151. # octaves = 1,
  2152. # persistence = 1.0,
  2153. # lacunarity = 2.0,
  2154. # flags = eased
  2155. # }
  2156. # 3D noise that determines number of dungeons per mapchunk.
  2157. # type: noise_params_3d
  2158. # mgvalleys_np_dungeons = {
  2159. # offset = 0.9,
  2160. # scale = 0.5,
  2161. # spread = (500, 500, 500),
  2162. # seed = 0,
  2163. # octaves = 2,
  2164. # persistence = 0.8,
  2165. # lacunarity = 2.0,
  2166. # flags =
  2167. # }
  2168. #
  2169. # Advanced
  2170. #
  2171. ## Developer Options
  2172. # Enable Lua modding support on client.
  2173. # This support is experimental and API can change.
  2174. # type: bool
  2175. # enable_client_modding = false
  2176. # Replaces the default main menu with a custom one.
  2177. # type: string
  2178. # main_menu_script =
  2179. ### Mod Security
  2180. # Prevent mods from doing insecure things like running shell commands.
  2181. # type: bool
  2182. # secure.enable_security = true
  2183. # Comma-separated list of trusted mods that are allowed to access insecure
  2184. # functions even when mod security is on (via request_insecure_environment()).
  2185. # type: string
  2186. # secure.trusted_mods =
  2187. # Comma-separated list of mods that are allowed to access HTTP APIs, which
  2188. # allow them to upload and download data to/from the internet.
  2189. # type: string
  2190. # secure.http_mods =
  2191. ### Debugging
  2192. # Level of logging to be written to debug.txt:
  2193. # - <nothing> (no logging)
  2194. # - none (messages with no level)
  2195. # - error
  2196. # - warning
  2197. # - action
  2198. # - info
  2199. # - verbose
  2200. # - trace
  2201. # type: enum values: , none, error, warning, action, info, verbose, trace
  2202. # debug_log_level = action
  2203. # If the file size of debug.txt exceeds the number of megabytes specified in
  2204. # this setting when it is opened, the file is moved to debug.txt.1,
  2205. # deleting an older debug.txt.1 if it exists.
  2206. # debug.txt is only moved if this setting is positive.
  2207. # type: int min: 1
  2208. # debug_log_size_max = 50
  2209. # Minimal level of logging to be written to chat.
  2210. # type: enum values: , none, error, warning, action, info, verbose, trace
  2211. # chat_log_level = error
  2212. # Handling for deprecated Lua API calls:
  2213. # - none: Do not log deprecated calls
  2214. # - log: mimic and log backtrace of deprecated call (default).
  2215. # - error: abort on usage of deprecated call (suggested for mod developers).
  2216. # type: enum values: none, log, error
  2217. # deprecated_lua_api_handling = log
  2218. # Enable random user input (only used for testing).
  2219. # type: bool
  2220. # random_input = false
  2221. # Enable random mod loading (mainly used for testing).
  2222. # type: bool
  2223. # random_mod_load_order = false
  2224. # Enable mod channels support.
  2225. # type: bool
  2226. # enable_mod_channels = false
  2227. ### Mod Profiler
  2228. # Load the game profiler to collect game profiling data.
  2229. # Provides a /profiler command to access the compiled profile.
  2230. # Useful for mod developers and server operators.
  2231. # type: bool
  2232. # profiler.load = false
  2233. # The default format in which profiles are being saved,
  2234. # when calling `/profiler save [format]` without format.
  2235. # type: enum values: txt, csv, lua, json, json_pretty
  2236. # profiler.default_report_format = txt
  2237. # The file path relative to your world path in which profiles will be saved to.
  2238. # type: string
  2239. # profiler.report_path =
  2240. # Instrument the methods of entities on registration.
  2241. # type: bool
  2242. # instrument.entity = true
  2243. # Instrument the action function of Active Block Modifiers on registration.
  2244. # type: bool
  2245. # instrument.abm = true
  2246. # Instrument the action function of Loading Block Modifiers on registration.
  2247. # type: bool
  2248. # instrument.lbm = true
  2249. # Instrument chat commands on registration.
  2250. # type: bool
  2251. # instrument.chatcommand = true
  2252. # Instrument global callback functions on registration.
  2253. # (anything you pass to a core.register_*() function)
  2254. # type: bool
  2255. # instrument.global_callback = true
  2256. # Instrument builtin.
  2257. # This is usually only needed by core/builtin contributors
  2258. # type: bool
  2259. # instrument.builtin = false
  2260. # Have the profiler instrument itself:
  2261. # * Instrument an empty function.
  2262. # This estimates the overhead, that instrumentation is adding (+1 function call).
  2263. # * Instrument the sampler being used to update the statistics.
  2264. # type: bool
  2265. # instrument.profiler = false
  2266. ### Engine Profiler
  2267. # Print the engine's profiling data in regular intervals (in seconds).
  2268. # 0 = disable. Useful for developers.
  2269. # type: int min: 0
  2270. # profiler_print_interval = 0
  2271. ## Advanced
  2272. # Enable IPv6 support (for both client and server).
  2273. # Required for IPv6 connections to work at all.
  2274. # type: bool
  2275. # enable_ipv6 = true
  2276. # If enabled, invalid world data won't cause the server to shut down.
  2277. # Only enable this if you know what you are doing.
  2278. # type: bool
  2279. # ignore_world_load_errors = false
  2280. ### Graphics
  2281. # Shaders are a fundamental part of rendering and enable advanced visual effects.
  2282. # type: bool
  2283. # enable_shaders = true
  2284. # Path to shader directory. If no path is defined, default location will be used.
  2285. # type: path
  2286. # shader_path =
  2287. # The rendering back-end.
  2288. # Note: A restart is required after changing this!
  2289. # OpenGL is the default for desktop, and OGLES2 for Android.
  2290. # type: enum values: , opengl, opengl3, ogles2
  2291. # video_driver =
  2292. # Distance in nodes at which transparency depth sorting is enabled.
  2293. # Use this to limit the performance impact of transparency depth sorting.
  2294. # Set to 0 to disable it entirely.
  2295. # type: int min: 0 max: 128
  2296. # transparency_sorting_distance = 16
  2297. # Radius of cloud area stated in number of 64 node cloud squares.
  2298. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
  2299. # type: int min: 1 max: 62
  2300. # cloud_radius = 12
  2301. # Whether node texture animations should be desynchronized per mapblock.
  2302. # type: bool
  2303. # desynchronize_mapblock_texture_animation = false
  2304. # Enables caching of facedir rotated meshes.
  2305. # This is only effective with shaders disabled.
  2306. # type: bool
  2307. # enable_mesh_cache = false
  2308. # Delay between mesh updates on the client in ms. Increasing this will slow
  2309. # down the rate of mesh updates, thus reducing jitter on slower clients.
  2310. # type: int min: 0 max: 50
  2311. # mesh_generation_interval = 0
  2312. # Number of threads to use for mesh generation.
  2313. # Value of 0 (default) will let Luanti autodetect the number of available threads.
  2314. # type: int min: 0 max: 8
  2315. # mesh_generation_threads = 0
  2316. # True = 256
  2317. # False = 128
  2318. # Usable to make minimap smoother on slower machines.
  2319. # type: bool
  2320. # minimap_double_scan_height = true
  2321. # Textures on a node may be aligned either to the node or to the world.
  2322. # The former mode suits better things like machines, furniture, etc., while
  2323. # the latter makes stairs and microblocks fit surroundings better.
  2324. # However, as this possibility is new, thus may not be used by older servers,
  2325. # this option allows enforcing it for certain node types. Note though that
  2326. # that is considered EXPERIMENTAL and may not work properly.
  2327. # type: enum values: disable, enable, force_solid, force_nodebox
  2328. # world_aligned_mode = enable
  2329. # World-aligned textures may be scaled to span several nodes. However,
  2330. # the server may not send the scale you want, especially if you use
  2331. # a specially-designed texture pack; with this option, the client tries
  2332. # to determine the scale automatically basing on the texture size.
  2333. # See also texture_min_size.
  2334. # Warning: This option is EXPERIMENTAL!
  2335. # type: enum values: disable, enable, force
  2336. # autoscale_mode = disable
  2337. # When using bilinear/trilinear/anisotropic filters, low-resolution textures
  2338. # can be blurred, so automatically upscale them with nearest-neighbor
  2339. # interpolation to preserve crisp pixels. This sets the minimum texture size
  2340. # for the upscaled textures; higher values look sharper, but require more
  2341. # memory. Powers of 2 are recommended. This setting is ONLY applied if
  2342. # bilinear/trilinear/anisotropic filtering is enabled.
  2343. # This is also used as the base node texture size for world-aligned
  2344. # texture autoscaling.
  2345. # type: int min: 1 max: 32768
  2346. # texture_min_size = 64
  2347. # Side length of a cube of map blocks that the client will consider together
  2348. # when generating meshes.
  2349. # Larger values increase the utilization of the GPU by reducing the number of
  2350. # draw calls, benefiting especially high-end GPUs.
  2351. # Systems with a low-end GPU (or no GPU) would benefit from smaller values.
  2352. # type: int min: 1 max: 16
  2353. # client_mesh_chunk = 1
  2354. # Enables debug and error-checking in the OpenGL driver.
  2355. # type: bool
  2356. # opengl_debug = false
  2357. # Set to true to render debugging breakdown of the bloom effect.
  2358. # In debug mode, the screen is split into 4 quadrants:
  2359. # top-left - processed base image, top-right - final image
  2360. # bottom-left - raw base image, bottom-right - bloom texture.
  2361. # type: bool
  2362. # enable_bloom_debug = false
  2363. ### Sound
  2364. # Comma-separated list of AL and ALC extensions that should not be used.
  2365. # Useful for testing. See al_extensions.[h,cpp] for details.
  2366. # type: string
  2367. # sound_extensions_blacklist =
  2368. ### Font
  2369. # type: bool
  2370. # font_bold = false
  2371. # type: bool
  2372. # font_italic = false
  2373. # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
  2374. # type: int min: 0 max: 65535
  2375. # font_shadow = 1
  2376. # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
  2377. # type: int min: 0 max: 255
  2378. # font_shadow_alpha = 127
  2379. # Font size of the default font where 1 unit = 1 pixel at 96 DPI
  2380. # type: int min: 5 max: 72
  2381. # font_size = 16
  2382. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  2383. # with this font will always be divisible by this value, in pixels. For instance,
  2384. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  2385. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  2386. # type: int min: 1
  2387. # font_size_divisible_by = 1
  2388. # Path to the default font. Must be a TrueType font.
  2389. # The fallback font will be used if the font cannot be loaded.
  2390. # type: filepath
  2391. # font_path = fonts/Arimo-Regular.ttf
  2392. # type: filepath
  2393. # font_path_bold = fonts/Arimo-Bold.ttf
  2394. # type: filepath
  2395. # font_path_italic = fonts/Arimo-Italic.ttf
  2396. # type: filepath
  2397. # font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
  2398. # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
  2399. # type: int min: 5 max: 72
  2400. # mono_font_size = 16
  2401. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  2402. # with this font will always be divisible by this value, in pixels. For instance,
  2403. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  2404. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  2405. # type: int min: 1
  2406. # mono_font_size_divisible_by = 1
  2407. # Path to the monospace font. Must be a TrueType font.
  2408. # This font is used for e.g. the console and profiler screen.
  2409. # type: filepath
  2410. # mono_font_path = fonts/Cousine-Regular.ttf
  2411. # type: filepath
  2412. # mono_font_path_bold = fonts/Cousine-Bold.ttf
  2413. # type: filepath
  2414. # mono_font_path_italic = fonts/Cousine-Italic.ttf
  2415. # type: filepath
  2416. # mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
  2417. # Path of the fallback font. Must be a TrueType font.
  2418. # This font will be used for certain languages or if the default font is unavailable.
  2419. # type: filepath
  2420. # fallback_font_path = fonts/DroidSansFallbackFull.ttf
  2421. ### Lighting
  2422. # Gradient of light curve at minimum light level.
  2423. # Controls the contrast of the lowest light levels.
  2424. # type: float min: 0 max: 3
  2425. # lighting_alpha = 0.0
  2426. # Gradient of light curve at maximum light level.
  2427. # Controls the contrast of the highest light levels.
  2428. # type: float min: 0 max: 3
  2429. # lighting_beta = 1.5
  2430. # Strength of light curve boost.
  2431. # The 3 'boost' parameters define a range of the light
  2432. # curve that is boosted in brightness.
  2433. # type: float min: 0 max: 0.4
  2434. # lighting_boost = 0.2
  2435. # Center of light curve boost range.
  2436. # Where 0.0 is minimum light level, 1.0 is maximum light level.
  2437. # type: float min: 0 max: 1
  2438. # lighting_boost_center = 0.5
  2439. # Spread of light curve boost range.
  2440. # Controls the width of the range to be boosted.
  2441. # Standard deviation of the light curve boost Gaussian.
  2442. # type: float min: 0 max: 0.4
  2443. # lighting_boost_spread = 0.2
  2444. ### Networking
  2445. # Prometheus listener address.
  2446. # If Luanti is compiled with ENABLE_PROMETHEUS option enabled,
  2447. # enable metrics listener for Prometheus on that address.
  2448. # Metrics can be fetched on http://127.0.0.1:30000/metrics
  2449. # type: string
  2450. # prometheus_listener_address = 127.0.0.1:30000
  2451. # Maximum size of the outgoing chat queue.
  2452. # 0 to disable queueing and -1 to make the queue size unlimited.
  2453. # type: int min: -1 max: 32767
  2454. # max_out_chat_queue_size = 20
  2455. # Timeout for client to remove unused map data from memory, in seconds.
  2456. # type: float min: 0
  2457. # client_unload_unused_data_timeout = 600.0
  2458. # Maximum number of mapblocks for client to be kept in memory.
  2459. # Set to -1 for unlimited amount.
  2460. # type: int min: -1 max: 2147483647
  2461. # client_mapblock_limit = 7500
  2462. # Maximum number of blocks that are simultaneously sent per client.
  2463. # The maximum total count is calculated dynamically:
  2464. # max_total = ceil((#clients + max_users) * per_client / 4)
  2465. # type: int min: 1 max: 4294967295
  2466. # max_simultaneous_block_sends_per_client = 40
  2467. # To reduce lag, block transfers are slowed down when a player is building something.
  2468. # This determines how long they are slowed down after placing or removing a node.
  2469. # type: float min: 0
  2470. # full_block_send_enable_min_time_from_building = 2.0
  2471. # Maximum number of packets sent per send step in the low-level networking code.
  2472. # You generally don't need to change this, however busy servers may benefit from a higher number.
  2473. # type: int min: 1 max: 65535
  2474. # max_packets_per_iteration = 1024
  2475. # Compression level to use when sending mapblocks to the client.
  2476. # -1 - use default compression level
  2477. # 0 - least compression, fastest
  2478. # 9 - best compression, slowest
  2479. # type: int min: -1 max: 9
  2480. # map_compression_level_net = -1
  2481. ### Server
  2482. # Format of player chat messages. The following strings are valid placeholders:
  2483. # @name, @message, @timestamp (optional)
  2484. # type: string
  2485. # chat_message_format = <@name> @message
  2486. # If the execution of a chat command takes longer than this specified time in
  2487. # seconds, add the time information to the chat command message
  2488. # type: float min: 0
  2489. # chatcommand_msg_time_threshold = 0.1
  2490. # A message to be displayed to all clients when the server shuts down.
  2491. # type: string
  2492. # kick_msg_shutdown = Server shutting down.
  2493. # A message to be displayed to all clients when the server crashes.
  2494. # type: string
  2495. # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
  2496. # Whether to ask clients to reconnect after a (Lua) crash.
  2497. # Set this to true if your server is set up to restart automatically.
  2498. # type: bool
  2499. # ask_reconnect_on_crash = false
  2500. ### Server/Env Performance
  2501. # Length of a server tick (the interval at which everything is generally updated),
  2502. # stated in seconds.
  2503. # Does not apply to sessions hosted from the client menu.
  2504. # This is a lower bound, i.e. server steps may not be shorter than this, but
  2505. # they are often longer.
  2506. # type: float min: 0 max: 1
  2507. # dedicated_server_step = 0.09
  2508. # Whether players are shown to clients without any range limit.
  2509. # Deprecated, use the setting player_transfer_distance instead.
  2510. # type: bool
  2511. # unlimited_player_transfer_distance = true
  2512. # Defines the maximal player transfer distance in blocks (0 = unlimited).
  2513. # type: int min: 0 max: 65535
  2514. # player_transfer_distance = 0
  2515. # From how far clients know about objects, stated in mapblocks (16 nodes).
  2516. #
  2517. # Setting this larger than active_block_range will also cause the server
  2518. # to maintain active objects up to this distance in the direction the
  2519. # player is looking. (This can avoid mobs suddenly disappearing from view)
  2520. # type: int min: 1 max: 65535
  2521. # active_object_send_range_blocks = 8
  2522. # The radius of the volume of blocks around every player that is subject to the
  2523. # active block stuff, stated in mapblocks (16 nodes).
  2524. # In active blocks objects are loaded and ABMs run.
  2525. # This is also the minimum range in which active objects (mobs) are maintained.
  2526. # This should be configured together with active_object_send_range_blocks.
  2527. # type: int min: 1 max: 65535
  2528. # active_block_range = 4
  2529. # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
  2530. # type: int min: 1 max: 65535
  2531. # max_block_send_distance = 12
  2532. # Default maximum number of forceloaded mapblocks.
  2533. # Set this to -1 to disable the limit.
  2534. # type: int min: -1
  2535. # max_forceloaded_blocks = 16
  2536. # Interval of sending time of day to clients, stated in seconds.
  2537. # type: float min: 0.001
  2538. # time_send_interval = 5.0
  2539. # Interval of saving important changes in the world, stated in seconds.
  2540. # type: float min: 0.001
  2541. # server_map_save_interval = 5.3
  2542. # How long the server will wait before unloading unused mapblocks, stated in seconds.
  2543. # Higher value is smoother, but will use more RAM.
  2544. # type: int min: 0 max: 4294967295
  2545. # server_unload_unused_data_timeout = 29
  2546. # Maximum number of statically stored objects in a block.
  2547. # type: int min: 1 max: 65535
  2548. # max_objects_per_block = 256
  2549. # Length of time between active block management cycles, stated in seconds.
  2550. # type: float min: 0
  2551. # active_block_mgmt_interval = 2.0
  2552. # Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
  2553. # type: float min: 0
  2554. # abm_interval = 1.0
  2555. # The time budget allowed for ABMs to execute on each step
  2556. # (as a fraction of the ABM Interval)
  2557. # type: float min: 0.1 max: 0.9
  2558. # abm_time_budget = 0.2
  2559. # Length of time between NodeTimer execution cycles, stated in seconds.
  2560. # type: float min: 0
  2561. # nodetimer_interval = 0.2
  2562. # Max liquids processed per step.
  2563. # type: int min: 1 max: 4294967295
  2564. # liquid_loop_max = 100000
  2565. # The time (in seconds) that the liquids queue may grow beyond processing
  2566. # capacity until an attempt is made to decrease its size by dumping old queue
  2567. # items. A value of 0 disables the functionality.
  2568. # type: int min: 0 max: 65535
  2569. # liquid_queue_purge_time = 0
  2570. # Liquid update interval in seconds.
  2571. # type: float min: 0.001
  2572. # liquid_update = 1.0
  2573. # At this distance the server will aggressively optimize which blocks are sent to
  2574. # clients.
  2575. # Small values potentially improve performance a lot, at the expense of visible
  2576. # rendering glitches (some blocks might not be rendered correctly in caves).
  2577. # Setting this to a value greater than max_block_send_distance disables this
  2578. # optimization.
  2579. # Stated in MapBlocks (16 nodes).
  2580. # type: int min: 2 max: 2047
  2581. # block_send_optimize_distance = 4
  2582. # If enabled, the server will perform map block occlusion culling based on
  2583. # on the eye position of the player. This can reduce the number of blocks
  2584. # sent to the client by 50-80%. Clients will no longer receive most
  2585. # invisible blocks, so that the utility of noclip mode is reduced.
  2586. # type: bool
  2587. # server_side_occlusion_culling = true
  2588. # At this distance the server will perform a simpler and cheaper occlusion check.
  2589. # Smaller values potentially improve performance, at the expense of temporarily visible
  2590. # rendering glitches (missing blocks).
  2591. # This is especially useful for very large viewing range (upwards of 500).
  2592. # Stated in MapBlocks (16 nodes).
  2593. # type: int min: 2 max: 2047
  2594. # block_cull_optimize_distance = 25
  2595. ### Mapgen
  2596. # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
  2597. # WARNING: There is no benefit, and there are several dangers, in
  2598. # increasing this value above 5.
  2599. # Reducing this value increases cave and dungeon density.
  2600. # Altering this value is for special usage, leaving it unchanged is
  2601. # recommended.
  2602. # type: int min: 1 max: 10
  2603. # chunksize = 5
  2604. # Dump the mapgen debug information.
  2605. # type: bool
  2606. # enable_mapgen_debug_info = false
  2607. # Maximum number of blocks that can be queued for loading.
  2608. # type: int min: 1 max: 1000000
  2609. # emergequeue_limit_total = 1024
  2610. # Maximum number of blocks to be queued that are to be loaded from file.
  2611. # This limit is enforced per player.
  2612. # type: int min: 1 max: 1000000
  2613. # emergequeue_limit_diskonly = 128
  2614. # Maximum number of blocks to be queued that are to be generated.
  2615. # This limit is enforced per player.
  2616. # type: int min: 1 max: 1000000
  2617. # emergequeue_limit_generate = 128
  2618. # Number of emerge threads to use.
  2619. # Value 0:
  2620. # - Automatic selection. The number of emerge threads will be
  2621. # - 'number of processors - 2', with a lower limit of 1.
  2622. # Any other value:
  2623. # - Specifies the number of emerge threads, with a lower limit of 1.
  2624. # WARNING: Increasing the number of emerge threads increases engine mapgen
  2625. # speed, but this may harm game performance by interfering with other
  2626. # processes, especially in singleplayer and/or when running Lua code in
  2627. # 'on_generated'. For many users the optimum setting may be '1'.
  2628. # type: int min: 0 max: 32767
  2629. # num_emerge_threads = 1
  2630. ### cURL
  2631. # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
  2632. # type: int min: 1000 max: 2147483647
  2633. # curl_timeout = 20000
  2634. # Limits number of parallel HTTP requests. Affects:
  2635. # - Media fetch if server uses remote_media setting.
  2636. # - Serverlist download and server announcement.
  2637. # - Downloads performed by main menu (e.g. mod manager).
  2638. # Only has an effect if compiled with cURL.
  2639. # type: int min: 1 max: 2147483647
  2640. # curl_parallel_limit = 8
  2641. # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
  2642. # type: int min: 5000 max: 2147483647
  2643. # curl_file_download_timeout = 300000
  2644. ### Miscellaneous
  2645. # Adjust the detected display density, used for scaling UI elements.
  2646. # type: float min: 0.5 max: 5
  2647. # display_density_factor = 1
  2648. # Windows systems only: Start Luanti with the command line window in the background.
  2649. # Contains the same information as the file debug.txt (default name).
  2650. # type: bool
  2651. # enable_console = false
  2652. # Number of extra blocks that can be loaded by /clearobjects at once.
  2653. # This is a trade-off between SQLite transaction overhead and
  2654. # memory consumption (4096=100MB, as a rule of thumb).
  2655. # type: int min: 0 max: 4294967295
  2656. # max_clearobjects_extra_loaded_blocks = 4096
  2657. # World directory (everything in the world is stored here).
  2658. # Not needed if starting from the main menu.
  2659. # type: path
  2660. # map-dir =
  2661. # See https://www.sqlite.org/pragma.html#pragma_synchronous
  2662. # type: enum values: 0, 1, 2
  2663. # sqlite_synchronous = 2
  2664. # Compression level to use when saving mapblocks to disk.
  2665. # -1 - use default compression level
  2666. # 0 - least compression, fastest
  2667. # 9 - best compression, slowest
  2668. # type: int min: -1 max: 9
  2669. # map_compression_level_disk = -1
  2670. # Enable usage of remote media server (if provided by server).
  2671. # Remote servers offer a significantly faster way to download media (e.g. textures)
  2672. # when connecting to the server.
  2673. # type: bool
  2674. # enable_remote_media_server = true
  2675. # File in client/serverlist/ that contains your favorite servers displayed in the
  2676. # Multiplayer Tab.
  2677. # type: string
  2678. # serverlist_file = favoriteservers.json
  2679. ## Gamepads
  2680. # Enable joysticks. Requires a restart to take effect
  2681. # type: bool
  2682. # enable_joysticks = false
  2683. # The identifier of the joystick to use
  2684. # type: int min: 0 max: 255
  2685. # joystick_id = 0
  2686. # The type of joystick
  2687. # type: enum values: auto, generic, xbox, dragonrise_gamecube
  2688. # joystick_type = auto
  2689. # The time in seconds it takes between repeated events
  2690. # when holding down a joystick button combination.
  2691. # type: float min: 0.001
  2692. # repeat_joystick_button_time = 0.17
  2693. # The dead zone of the joystick
  2694. # type: int min: 0 max: 65535
  2695. # joystick_deadzone = 2048
  2696. # The sensitivity of the joystick axes for moving the
  2697. # in-game view frustum around.
  2698. # type: float min: 0.001
  2699. # joystick_frustum_sensitivity = 170.0
  2700. ## Hide: Temporary Settings
  2701. # Path to texture directory. All textures are first searched from here.
  2702. # type: path
  2703. # texture_path =
  2704. # Enables minimap.
  2705. # type: bool
  2706. # enable_minimap = true
  2707. # Shape of the minimap. Enabled = round, disabled = square.
  2708. # type: bool
  2709. # minimap_shape_round = true
  2710. # Address to connect to.
  2711. # Leave this blank to start a local server.
  2712. # Note that the address field in the main menu overrides this setting.
  2713. # type: string
  2714. # address =
  2715. # Port to connect to (UDP).
  2716. # Note that the port field in the main menu overrides this setting.
  2717. # type: int min: 1 max: 65535
  2718. # remote_port = 30000
  2719. # Enable players getting damage and dying.
  2720. # type: bool
  2721. # enable_damage = false
  2722. # Enable creative mode for all players
  2723. # type: bool
  2724. # creative_mode = false
  2725. # Whether to allow players to damage and kill each other.
  2726. # type: bool
  2727. # enable_pvp = true
  2728. # Player is able to fly without being affected by gravity.
  2729. # This requires the "fly" privilege on the server.
  2730. # type: bool
  2731. # free_move = false
  2732. # If enabled, makes move directions relative to the player's pitch when flying or swimming.
  2733. # type: bool
  2734. # pitch_move = false
  2735. # Fast movement (via the "Aux1" key).
  2736. # This requires the "fast" privilege on the server.
  2737. # type: bool
  2738. # fast_move = false
  2739. # If enabled together with fly mode, player is able to fly through solid nodes.
  2740. # This requires the "noclip" privilege on the server.
  2741. # type: bool
  2742. # noclip = false
  2743. # Continuous forward movement, toggled by autoforward key.
  2744. # Press the autoforward key again or the backwards movement to disable.
  2745. # type: bool
  2746. # continuous_forward = false
  2747. # This can be bound to a key to toggle camera smoothing when looking around.
  2748. # Useful for recording videos
  2749. # type: bool
  2750. # cinematic = false
  2751. # Affects mods and texture packs in the Content and Select Mods menus, as well as
  2752. # setting names.
  2753. # Controlled by a checkbox in the settings menu.
  2754. # type: bool
  2755. # show_technical_names = false
  2756. # Controlled by a checkbox in the settings menu.
  2757. # type: bool
  2758. # show_advanced = false
  2759. # Enables the sound system.
  2760. # If disabled, this completely disables all sounds everywhere and the in-game
  2761. # sound controls will be non-functional.
  2762. # Changing this setting requires a restart.
  2763. # type: bool
  2764. # enable_sound = true
  2765. # Key for moving the player forward.
  2766. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2767. # type: key
  2768. # keymap_forward = KEY_KEY_W
  2769. # Key for moving the player backward.
  2770. # Will also disable autoforward, when active.
  2771. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2772. # type: key
  2773. # keymap_backward = KEY_KEY_S
  2774. # Key for moving the player left.
  2775. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2776. # type: key
  2777. # keymap_left = KEY_KEY_A
  2778. # Key for moving the player right.
  2779. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2780. # type: key
  2781. # keymap_right = KEY_KEY_D
  2782. # Key for jumping.
  2783. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2784. # type: key
  2785. # keymap_jump = KEY_SPACE
  2786. # Key for sneaking.
  2787. # Also used for climbing down and descending in water if aux1_descends is disabled.
  2788. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2789. # type: key
  2790. # keymap_sneak = KEY_LSHIFT
  2791. # Key for digging, punching or using something.
  2792. # (Note: The actual meaning might vary on a per-game basis.)
  2793. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2794. # type: key
  2795. # keymap_dig = KEY_LBUTTON
  2796. # Key for placing an item/block or for using something.
  2797. # (Note: The actual meaning might vary on a per-game basis.)
  2798. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2799. # type: key
  2800. # keymap_place = KEY_RBUTTON
  2801. # Key for opening the inventory.
  2802. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2803. # type: key
  2804. # keymap_inventory = KEY_KEY_I
  2805. # Key for moving fast in fast mode.
  2806. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2807. # type: key
  2808. # keymap_aux1 = KEY_KEY_E
  2809. # Key for opening the chat window.
  2810. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2811. # type: key
  2812. # keymap_chat = KEY_KEY_T
  2813. # Key for opening the chat window to type commands.
  2814. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2815. # type: key
  2816. # keymap_cmd = /
  2817. # Key for opening the chat window to type local commands.
  2818. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2819. # type: key
  2820. # keymap_cmd_local = .
  2821. # Key for toggling unlimited view range.
  2822. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2823. # type: key
  2824. # keymap_rangeselect =
  2825. # Key for toggling flying.
  2826. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2827. # type: key
  2828. # keymap_freemove = KEY_KEY_K
  2829. # Key for toggling pitch move mode.
  2830. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2831. # type: key
  2832. # keymap_pitchmove =
  2833. # Key for toggling fast mode.
  2834. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2835. # type: key
  2836. # keymap_fastmove = KEY_KEY_J
  2837. # Key for toggling noclip mode.
  2838. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2839. # type: key
  2840. # keymap_noclip = KEY_KEY_H
  2841. # Key for selecting the next item in the hotbar.
  2842. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2843. # type: key
  2844. # keymap_hotbar_next = KEY_KEY_N
  2845. # Key for selecting the previous item in the hotbar.
  2846. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2847. # type: key
  2848. # keymap_hotbar_previous = KEY_KEY_B
  2849. # Key for muting the game.
  2850. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2851. # type: key
  2852. # keymap_mute = KEY_KEY_M
  2853. # Key for increasing the volume.
  2854. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2855. # type: key
  2856. # keymap_increase_volume =
  2857. # Key for decreasing the volume.
  2858. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2859. # type: key
  2860. # keymap_decrease_volume =
  2861. # Key for toggling autoforward.
  2862. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2863. # type: key
  2864. # keymap_autoforward =
  2865. # Key for toggling cinematic mode.
  2866. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2867. # type: key
  2868. # keymap_cinematic =
  2869. # Key for toggling display of minimap.
  2870. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2871. # type: key
  2872. # keymap_minimap = KEY_KEY_V
  2873. # Key for taking screenshots.
  2874. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2875. # type: key
  2876. # keymap_screenshot = KEY_F12
  2877. # Key for toggling fullscreen mode.
  2878. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2879. # type: key
  2880. # keymap_fullscreen = KEY_F11
  2881. # Key for dropping the currently selected item.
  2882. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2883. # type: key
  2884. # keymap_drop = KEY_KEY_Q
  2885. # Key to use view zoom when possible.
  2886. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2887. # type: key
  2888. # keymap_zoom = KEY_KEY_Z
  2889. # Key for selecting the first hotbar slot.
  2890. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2891. # type: key
  2892. # keymap_slot1 = KEY_KEY_1
  2893. # Key for selecting the second hotbar slot.
  2894. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2895. # type: key
  2896. # keymap_slot2 = KEY_KEY_2
  2897. # Key for selecting the third hotbar slot.
  2898. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2899. # type: key
  2900. # keymap_slot3 = KEY_KEY_3
  2901. # Key for selecting the fourth hotbar slot.
  2902. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2903. # type: key
  2904. # keymap_slot4 = KEY_KEY_4
  2905. # Key for selecting the fifth hotbar slot.
  2906. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2907. # type: key
  2908. # keymap_slot5 = KEY_KEY_5
  2909. # Key for selecting the sixth hotbar slot.
  2910. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2911. # type: key
  2912. # keymap_slot6 = KEY_KEY_6
  2913. # Key for selecting the seventh hotbar slot.
  2914. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2915. # type: key
  2916. # keymap_slot7 = KEY_KEY_7
  2917. # Key for selecting the eighth hotbar slot.
  2918. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2919. # type: key
  2920. # keymap_slot8 = KEY_KEY_8
  2921. # Key for selecting the ninth hotbar slot.
  2922. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2923. # type: key
  2924. # keymap_slot9 = KEY_KEY_9
  2925. # Key for selecting the tenth hotbar slot.
  2926. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2927. # type: key
  2928. # keymap_slot10 = KEY_KEY_0
  2929. # Key for selecting the 11th hotbar slot.
  2930. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2931. # type: key
  2932. # keymap_slot11 =
  2933. # Key for selecting the 12th hotbar slot.
  2934. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2935. # type: key
  2936. # keymap_slot12 =
  2937. # Key for selecting the 13th hotbar slot.
  2938. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2939. # type: key
  2940. # keymap_slot13 =
  2941. # Key for selecting the 14th hotbar slot.
  2942. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2943. # type: key
  2944. # keymap_slot14 =
  2945. # Key for selecting the 15th hotbar slot.
  2946. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2947. # type: key
  2948. # keymap_slot15 =
  2949. # Key for selecting the 16th hotbar slot.
  2950. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2951. # type: key
  2952. # keymap_slot16 =
  2953. # Key for selecting the 17th hotbar slot.
  2954. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2955. # type: key
  2956. # keymap_slot17 =
  2957. # Key for selecting the 18th hotbar slot.
  2958. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2959. # type: key
  2960. # keymap_slot18 =
  2961. # Key for selecting the 19th hotbar slot.
  2962. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2963. # type: key
  2964. # keymap_slot19 =
  2965. # Key for selecting the 20th hotbar slot.
  2966. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2967. # type: key
  2968. # keymap_slot20 =
  2969. # Key for selecting the 21st hotbar slot.
  2970. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2971. # type: key
  2972. # keymap_slot21 =
  2973. # Key for selecting the 22nd hotbar slot.
  2974. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2975. # type: key
  2976. # keymap_slot22 =
  2977. # Key for selecting the 23rd hotbar slot.
  2978. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2979. # type: key
  2980. # keymap_slot23 =
  2981. # Key for selecting the 24th hotbar slot.
  2982. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2983. # type: key
  2984. # keymap_slot24 =
  2985. # Key for selecting the 25th hotbar slot.
  2986. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2987. # type: key
  2988. # keymap_slot25 =
  2989. # Key for selecting the 26th hotbar slot.
  2990. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2991. # type: key
  2992. # keymap_slot26 =
  2993. # Key for selecting the 27th hotbar slot.
  2994. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2995. # type: key
  2996. # keymap_slot27 =
  2997. # Key for selecting the 28th hotbar slot.
  2998. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2999. # type: key
  3000. # keymap_slot28 =
  3001. # Key for selecting the 29th hotbar slot.
  3002. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3003. # type: key
  3004. # keymap_slot29 =
  3005. # Key for selecting the 30th hotbar slot.
  3006. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3007. # type: key
  3008. # keymap_slot30 =
  3009. # Key for selecting the 31st hotbar slot.
  3010. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3011. # type: key
  3012. # keymap_slot31 =
  3013. # Key for selecting the 32nd hotbar slot.
  3014. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3015. # type: key
  3016. # keymap_slot32 =
  3017. # Key for toggling the display of the HUD.
  3018. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3019. # type: key
  3020. # keymap_toggle_hud = KEY_F1
  3021. # Key for toggling the display of chat.
  3022. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3023. # type: key
  3024. # keymap_toggle_chat = KEY_F2
  3025. # Key for toggling the display of the large chat console.
  3026. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3027. # type: key
  3028. # keymap_console = KEY_F10
  3029. # Key for toggling the display of fog.
  3030. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3031. # type: key
  3032. # keymap_toggle_fog = KEY_F3
  3033. # Key for toggling the camera update. Only usable with 'debug' privilege.
  3034. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3035. # type: key
  3036. # keymap_toggle_update_camera =
  3037. # Key for toggling the display of debug info.
  3038. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3039. # type: key
  3040. # keymap_toggle_debug = KEY_F5
  3041. # Key for toggling the display of the profiler. Used for development.
  3042. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3043. # type: key
  3044. # keymap_toggle_profiler = KEY_F6
  3045. # Key for toggling the display of mapblock boundaries.
  3046. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3047. # type: key
  3048. # keymap_toggle_block_bounds =
  3049. # Key for switching between first- and third-person camera.
  3050. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3051. # type: key
  3052. # keymap_camera_mode = KEY_KEY_C
  3053. # Key for increasing the viewing range.
  3054. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3055. # type: key
  3056. # keymap_increase_viewing_range_min = +
  3057. # Key for decreasing the viewing range.
  3058. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3059. # type: key
  3060. # keymap_decrease_viewing_range_min = -