minetest.conf.example 102 KB

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  1. # This file contains a list of all available settings and their default value for minetest.conf
  2. # By default, all the settings are commented and not functional.
  3. # Uncomment settings by removing the preceding #.
  4. # minetest.conf is read by default from:
  5. # ../minetest.conf
  6. # ../../minetest.conf
  7. # Any other path can be chosen by passing the path as a parameter
  8. # to the program, eg. "minetest.exe --config ../minetest.conf.example".
  9. # Further documentation:
  10. # http://wiki.minetest.net/
  11. #
  12. # Controls
  13. #
  14. # If enabled, you can place blocks at the position (feet + eye level) where you stand.
  15. # This is helpful when working with nodeboxes in small areas.
  16. # type: bool
  17. # enable_build_where_you_stand = false
  18. # Player is able to fly without being affected by gravity.
  19. # This requires the "fly" privilege on the server.
  20. # type: bool
  21. # free_move = false
  22. # If enabled, makes move directions relative to the player's pitch when flying or swimming.
  23. # type: bool
  24. # pitch_move = false
  25. # Fast movement (via the "Aux1" key).
  26. # This requires the "fast" privilege on the server.
  27. # type: bool
  28. # fast_move = false
  29. # If enabled together with fly mode, player is able to fly through solid nodes.
  30. # This requires the "noclip" privilege on the server.
  31. # type: bool
  32. # noclip = false
  33. # Smooths camera when looking around. Also called look or mouse smoothing.
  34. # Useful for recording videos.
  35. # type: bool
  36. # cinematic = false
  37. # Smooths rotation of camera. 0 to disable.
  38. # type: float min: 0 max: 0.99
  39. # camera_smoothing = 0.0
  40. # Smooths rotation of camera in cinematic mode. 0 to disable.
  41. # type: float min: 0 max: 0.99
  42. # cinematic_camera_smoothing = 0.7
  43. # Invert vertical mouse movement.
  44. # type: bool
  45. # invert_mouse = false
  46. # Mouse sensitivity multiplier.
  47. # type: float
  48. # mouse_sensitivity = 0.2
  49. # If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
  50. # descending.
  51. # type: bool
  52. # aux1_descends = false
  53. # Double-tapping the jump key toggles fly mode.
  54. # type: bool
  55. # doubletap_jump = false
  56. # If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
  57. # enabled.
  58. # type: bool
  59. # always_fly_fast = true
  60. # The time in seconds it takes between repeated node placements when holding
  61. # the place button.
  62. # type: float min: 0.001
  63. # repeat_place_time = 0.25
  64. # Automatically jump up single-node obstacles.
  65. # type: bool
  66. # autojump = false
  67. # Prevent digging and placing from repeating when holding the mouse buttons.
  68. # Enable this when you dig or place too often by accident.
  69. # type: bool
  70. # safe_dig_and_place = false
  71. # Enable random user input (only used for testing).
  72. # type: bool
  73. # random_input = false
  74. # Continuous forward movement, toggled by autoforward key.
  75. # Press the autoforward key again or the backwards movement to disable.
  76. # type: bool
  77. # continuous_forward = false
  78. # The length in pixels it takes for touch screen interaction to start.
  79. # type: int min: 0 max: 100
  80. # touchscreen_threshold = 20
  81. # (Android) Fixes the position of virtual joystick.
  82. # If disabled, virtual joystick will center to first-touch's position.
  83. # type: bool
  84. # fixed_virtual_joystick = false
  85. # (Android) Use virtual joystick to trigger "Aux1" button.
  86. # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
  87. # type: bool
  88. # virtual_joystick_triggers_aux1 = false
  89. # Enable joysticks
  90. # type: bool
  91. # enable_joysticks = false
  92. # The identifier of the joystick to use
  93. # type: int
  94. # joystick_id = 0
  95. # The type of joystick
  96. # type: enum values: auto, generic, xbox
  97. # joystick_type = auto
  98. # The time in seconds it takes between repeated events
  99. # when holding down a joystick button combination.
  100. # type: float min: 0.001
  101. # repeat_joystick_button_time = 0.17
  102. # The deadzone of the joystick
  103. # type: int
  104. # joystick_deadzone = 2048
  105. # The sensitivity of the joystick axes for moving the
  106. # ingame view frustum around.
  107. # type: float
  108. # joystick_frustum_sensitivity = 170
  109. # Key for moving the player forward.
  110. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  111. # type: key
  112. # keymap_forward = KEY_KEY_W
  113. # Key for moving the player backward.
  114. # Will also disable autoforward, when active.
  115. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  116. # type: key
  117. # keymap_backward = KEY_KEY_S
  118. # Key for moving the player left.
  119. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  120. # type: key
  121. # keymap_left = KEY_KEY_A
  122. # Key for moving the player right.
  123. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  124. # type: key
  125. # keymap_right = KEY_KEY_D
  126. # Key for jumping.
  127. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  128. # type: key
  129. # keymap_jump = KEY_SPACE
  130. # Key for sneaking.
  131. # Also used for climbing down and descending in water if aux1_descends is disabled.
  132. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  133. # type: key
  134. # keymap_sneak = KEY_LSHIFT
  135. # Key for digging.
  136. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  137. # type: key
  138. # keymap_dig = KEY_LBUTTON
  139. # Key for placing.
  140. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  141. # type: key
  142. # keymap_place = KEY_RBUTTON
  143. # Key for opening the inventory.
  144. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  145. # type: key
  146. # keymap_inventory = KEY_KEY_I
  147. # Key for moving fast in fast mode.
  148. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  149. # type: key
  150. # keymap_aux1 = KEY_KEY_E
  151. # Key for opening the chat window.
  152. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  153. # type: key
  154. # keymap_chat = KEY_KEY_T
  155. # Key for opening the chat window to type commands.
  156. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  157. # type: key
  158. # keymap_cmd = /
  159. # Key for opening the chat window to type local commands.
  160. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  161. # type: key
  162. # keymap_cmd_local = .
  163. # Key for toggling unlimited view range.
  164. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  165. # type: key
  166. # keymap_rangeselect = KEY_KEY_R
  167. # Key for toggling flying.
  168. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  169. # type: key
  170. # keymap_freemove = KEY_KEY_K
  171. # Key for toggling pitch move mode.
  172. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  173. # type: key
  174. # keymap_pitchmove = KEY_KEY_P
  175. # Key for toggling fast mode.
  176. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  177. # type: key
  178. # keymap_fastmove = KEY_KEY_J
  179. # Key for toggling noclip mode.
  180. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  181. # type: key
  182. # keymap_noclip = KEY_KEY_H
  183. # Key for selecting the next item in the hotbar.
  184. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  185. # type: key
  186. # keymap_hotbar_next = KEY_KEY_N
  187. # Key for selecting the previous item in the hotbar.
  188. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  189. # type: key
  190. # keymap_hotbar_previous = KEY_KEY_B
  191. # Key for muting the game.
  192. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  193. # type: key
  194. # keymap_mute = KEY_KEY_M
  195. # Key for increasing the volume.
  196. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  197. # type: key
  198. # keymap_increase_volume =
  199. # Key for decreasing the volume.
  200. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  201. # type: key
  202. # keymap_decrease_volume =
  203. # Key for toggling autoforward.
  204. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  205. # type: key
  206. # keymap_autoforward =
  207. # Key for toggling cinematic mode.
  208. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  209. # type: key
  210. # keymap_cinematic =
  211. # Key for toggling display of minimap.
  212. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  213. # type: key
  214. # keymap_minimap = KEY_KEY_V
  215. # Key for taking screenshots.
  216. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  217. # type: key
  218. # keymap_screenshot = KEY_F12
  219. # Key for dropping the currently selected item.
  220. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  221. # type: key
  222. # keymap_drop = KEY_KEY_Q
  223. # Key to use view zoom when possible.
  224. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  225. # type: key
  226. # keymap_zoom = KEY_KEY_Z
  227. # Key for selecting the first hotbar slot.
  228. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  229. # type: key
  230. # keymap_slot1 = KEY_KEY_1
  231. # Key for selecting the second hotbar slot.
  232. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  233. # type: key
  234. # keymap_slot2 = KEY_KEY_2
  235. # Key for selecting the third hotbar slot.
  236. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  237. # type: key
  238. # keymap_slot3 = KEY_KEY_3
  239. # Key for selecting the fourth hotbar slot.
  240. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  241. # type: key
  242. # keymap_slot4 = KEY_KEY_4
  243. # Key for selecting the fifth hotbar slot.
  244. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  245. # type: key
  246. # keymap_slot5 = KEY_KEY_5
  247. # Key for selecting the sixth hotbar slot.
  248. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  249. # type: key
  250. # keymap_slot6 = KEY_KEY_6
  251. # Key for selecting the seventh hotbar slot.
  252. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  253. # type: key
  254. # keymap_slot7 = KEY_KEY_7
  255. # Key for selecting the eighth hotbar slot.
  256. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  257. # type: key
  258. # keymap_slot8 = KEY_KEY_8
  259. # Key for selecting the ninth hotbar slot.
  260. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  261. # type: key
  262. # keymap_slot9 = KEY_KEY_9
  263. # Key for selecting the tenth hotbar slot.
  264. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  265. # type: key
  266. # keymap_slot10 = KEY_KEY_0
  267. # Key for selecting the 11th hotbar slot.
  268. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  269. # type: key
  270. # keymap_slot11 =
  271. # Key for selecting the 12th hotbar slot.
  272. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  273. # type: key
  274. # keymap_slot12 =
  275. # Key for selecting the 13th hotbar slot.
  276. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  277. # type: key
  278. # keymap_slot13 =
  279. # Key for selecting the 14th hotbar slot.
  280. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  281. # type: key
  282. # keymap_slot14 =
  283. # Key for selecting the 15th hotbar slot.
  284. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  285. # type: key
  286. # keymap_slot15 =
  287. # Key for selecting the 16th hotbar slot.
  288. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  289. # type: key
  290. # keymap_slot16 =
  291. # Key for selecting the 17th hotbar slot.
  292. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  293. # type: key
  294. # keymap_slot17 =
  295. # Key for selecting the 18th hotbar slot.
  296. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  297. # type: key
  298. # keymap_slot18 =
  299. # Key for selecting the 19th hotbar slot.
  300. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  301. # type: key
  302. # keymap_slot19 =
  303. # Key for selecting the 20th hotbar slot.
  304. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  305. # type: key
  306. # keymap_slot20 =
  307. # Key for selecting the 21st hotbar slot.
  308. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  309. # type: key
  310. # keymap_slot21 =
  311. # Key for selecting the 22nd hotbar slot.
  312. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  313. # type: key
  314. # keymap_slot22 =
  315. # Key for selecting the 23rd hotbar slot.
  316. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  317. # type: key
  318. # keymap_slot23 =
  319. # Key for selecting the 24th hotbar slot.
  320. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  321. # type: key
  322. # keymap_slot24 =
  323. # Key for selecting the 25th hotbar slot.
  324. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  325. # type: key
  326. # keymap_slot25 =
  327. # Key for selecting the 26th hotbar slot.
  328. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  329. # type: key
  330. # keymap_slot26 =
  331. # Key for selecting the 27th hotbar slot.
  332. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  333. # type: key
  334. # keymap_slot27 =
  335. # Key for selecting the 28th hotbar slot.
  336. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  337. # type: key
  338. # keymap_slot28 =
  339. # Key for selecting the 29th hotbar slot.
  340. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  341. # type: key
  342. # keymap_slot29 =
  343. # Key for selecting the 30th hotbar slot.
  344. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  345. # type: key
  346. # keymap_slot30 =
  347. # Key for selecting the 31st hotbar slot.
  348. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  349. # type: key
  350. # keymap_slot31 =
  351. # Key for selecting the 32nd hotbar slot.
  352. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  353. # type: key
  354. # keymap_slot32 =
  355. # Key for toggling the display of the HUD.
  356. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  357. # type: key
  358. # keymap_toggle_hud = KEY_F1
  359. # Key for toggling the display of chat.
  360. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  361. # type: key
  362. # keymap_toggle_chat = KEY_F2
  363. # Key for toggling the display of the large chat console.
  364. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  365. # type: key
  366. # keymap_console = KEY_F10
  367. # Key for toggling the display of fog.
  368. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  369. # type: key
  370. # keymap_toggle_force_fog_off = KEY_F3
  371. # Key for toggling the camera update. Only used for development
  372. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  373. # type: key
  374. # keymap_toggle_update_camera =
  375. # Key for toggling the display of debug info.
  376. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  377. # type: key
  378. # keymap_toggle_debug = KEY_F5
  379. # Key for toggling the display of the profiler. Used for development.
  380. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  381. # type: key
  382. # keymap_toggle_profiler = KEY_F6
  383. # Key for switching between first- and third-person camera.
  384. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  385. # type: key
  386. # keymap_camera_mode = KEY_KEY_C
  387. # Key for increasing the viewing range.
  388. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  389. # type: key
  390. # keymap_increase_viewing_range_min = +
  391. # Key for decreasing the viewing range.
  392. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  393. # type: key
  394. # keymap_decrease_viewing_range_min = -
  395. #
  396. # Graphics
  397. #
  398. ## In-Game
  399. ### Basic
  400. # Whether nametag backgrounds should be shown by default.
  401. # Mods may still set a background.
  402. # type: bool
  403. # show_nametag_backgrounds = true
  404. # Enable vertex buffer objects.
  405. # This should greatly improve graphics performance.
  406. # type: bool
  407. # enable_vbo = true
  408. # Whether to fog out the end of the visible area.
  409. # type: bool
  410. # enable_fog = true
  411. # Leaves style:
  412. # - Fancy: all faces visible
  413. # - Simple: only outer faces, if defined special_tiles are used
  414. # - Opaque: disable transparency
  415. # type: enum values: fancy, simple, opaque
  416. # leaves_style = fancy
  417. # Connects glass if supported by node.
  418. # type: bool
  419. # connected_glass = false
  420. # Enable smooth lighting with simple ambient occlusion.
  421. # Disable for speed or for different looks.
  422. # type: bool
  423. # smooth_lighting = true
  424. # Clouds are a client side effect.
  425. # type: bool
  426. # enable_clouds = true
  427. # Use 3D cloud look instead of flat.
  428. # type: bool
  429. # enable_3d_clouds = true
  430. # Method used to highlight selected object.
  431. # type: enum values: box, halo, none
  432. # node_highlighting = box
  433. # Adds particles when digging a node.
  434. # type: bool
  435. # enable_particles = true
  436. ### Filtering
  437. # Use mip mapping to scale textures. May slightly increase performance,
  438. # especially when using a high resolution texture pack.
  439. # Gamma correct downscaling is not supported.
  440. # type: bool
  441. # mip_map = false
  442. # Use anisotropic filtering when viewing at textures from an angle.
  443. # type: bool
  444. # anisotropic_filter = false
  445. # Use bilinear filtering when scaling textures.
  446. # type: bool
  447. # bilinear_filter = false
  448. # Use trilinear filtering when scaling textures.
  449. # type: bool
  450. # trilinear_filter = false
  451. # Filtered textures can blend RGB values with fully-transparent neighbors,
  452. # which PNG optimizers usually discard, often resulting in dark or
  453. # light edges to transparent textures. Apply a filter to clean that up
  454. # at texture load time. This is automatically enabled if mipmapping is enabled.
  455. # type: bool
  456. # texture_clean_transparent = false
  457. # When using bilinear/trilinear/anisotropic filters, low-resolution textures
  458. # can be blurred, so automatically upscale them with nearest-neighbor
  459. # interpolation to preserve crisp pixels. This sets the minimum texture size
  460. # for the upscaled textures; higher values look sharper, but require more
  461. # memory. Powers of 2 are recommended. This setting is ONLY applies if
  462. # bilinear/trilinear/anisotropic filtering is enabled.
  463. # This is also used as the base node texture size for world-aligned
  464. # texture autoscaling.
  465. # type: int
  466. # texture_min_size = 64
  467. # Use multi-sample antialiasing (MSAA) to smooth out block edges.
  468. # This algorithm smooths out the 3D viewport while keeping the image sharp,
  469. # but it doesn't affect the insides of textures
  470. # (which is especially noticeable with transparent textures).
  471. # Visible spaces appear between nodes when shaders are disabled.
  472. # If set to 0, MSAA is disabled.
  473. # A restart is required after changing this option.
  474. # type: enum values: 0, 1, 2, 4, 8, 16
  475. # fsaa = 0
  476. # Undersampling is similar to using a lower screen resolution, but it applies
  477. # to the game world only, keeping the GUI intact.
  478. # It should give a significant performance boost at the cost of less detailed image.
  479. # Higher values result in a less detailed image.
  480. # type: int min: 1 max: 8
  481. # undersampling = 1
  482. ### Shaders
  483. # Shaders allow advanced visual effects and may increase performance on some video
  484. # cards.
  485. # This only works with the OpenGL video backend.
  486. # type: bool
  487. # enable_shaders = true
  488. # Path to shader directory. If no path is defined, default location will be used.
  489. # type: path
  490. # shader_path =
  491. #### Tone Mapping
  492. # Enables Hable's 'Uncharted 2' filmic tone mapping.
  493. # Simulates the tone curve of photographic film and how this approximates the
  494. # appearance of high dynamic range images. Mid-range contrast is slightly
  495. # enhanced, highlights and shadows are gradually compressed.
  496. # type: bool
  497. # tone_mapping = false
  498. #### Waving Nodes
  499. # Set to true to enable waving liquids (like water).
  500. # Requires shaders to be enabled.
  501. # type: bool
  502. # enable_waving_water = false
  503. # The maximum height of the surface of waving liquids.
  504. # 4.0 = Wave height is two nodes.
  505. # 0.0 = Wave doesn't move at all.
  506. # Default is 1.0 (1/2 node).
  507. # Requires waving liquids to be enabled.
  508. # type: float min: 0 max: 4
  509. # water_wave_height = 1.0
  510. # Length of liquid waves.
  511. # Requires waving liquids to be enabled.
  512. # type: float min: 0.1
  513. # water_wave_length = 20.0
  514. # How fast liquid waves will move. Higher = faster.
  515. # If negative, liquid waves will move backwards.
  516. # Requires waving liquids to be enabled.
  517. # type: float
  518. # water_wave_speed = 5.0
  519. # Set to true to enable waving leaves.
  520. # Requires shaders to be enabled.
  521. # type: bool
  522. # enable_waving_leaves = false
  523. # Set to true to enable waving plants.
  524. # Requires shaders to be enabled.
  525. # type: bool
  526. # enable_waving_plants = false
  527. #### Dynamic shadows
  528. # Set to true to enable Shadow Mapping.
  529. # Requires shaders to be enabled.
  530. # type: bool
  531. # enable_dynamic_shadows = false
  532. # Set the shadow strength.
  533. # Lower value means lighter shadows, higher value means darker shadows.
  534. # type: float min: 0.05 max: 1
  535. # shadow_strength = 0.2
  536. # Maximum distance to render shadows.
  537. # type: float min: 10 max: 1000
  538. # shadow_map_max_distance = 120.0
  539. # Texture size to render the shadow map on.
  540. # This must be a power of two.
  541. # Bigger numbers create better shadowsbut it is also more expensive.
  542. # type: int min: 128 max: 8192
  543. # shadow_map_texture_size = 1024
  544. # Sets shadow texture quality to 32 bits.
  545. # On false, 16 bits texture will be used.
  546. # This can cause much more artifacts in the shadow.
  547. # type: bool
  548. # shadow_map_texture_32bit = true
  549. # Enable poisson disk filtering.
  550. # On true uses poisson disk to make "soft shadows". Otherwise uses PCF filtering.
  551. # type: bool
  552. # shadow_poisson_filter = true
  553. # Define shadow filtering quality
  554. # This simulates the soft shadows effect by applying a PCF or poisson disk
  555. # but also uses more resources.
  556. # type: enum values: 0, 1, 2
  557. # shadow_filters = 1
  558. # Enable colored shadows.
  559. # On true translucent nodes cast colored shadows. This is expensive.
  560. # type: bool
  561. # shadow_map_color = false
  562. # Set the shadow update time.
  563. # Lower value means shadows and map updates faster, but it consume more resources.
  564. # Minimun value 0.001 seconds max value 0.2 seconds
  565. # type: float min: 0.001 max: 0.2
  566. # shadow_update_time = 0.2
  567. # Set the soft shadow radius size.
  568. # Lower values mean sharper shadows bigger values softer.
  569. # Minimun value 1.0 and max value 10.0
  570. # type: float min: 1 max: 10
  571. # shadow_soft_radius = 1.0
  572. # Set the tilt of Sun/Moon orbit in degrees
  573. # Value of 0 means no tilt / vertical orbit.
  574. # Minimun value 0.0 and max value 60.0
  575. # type: float min: 0 max: 60
  576. # shadow_sky_body_orbit_tilt = 0.0
  577. ### Advanced
  578. # Arm inertia, gives a more realistic movement of
  579. # the arm when the camera moves.
  580. # type: bool
  581. # arm_inertia = true
  582. # If FPS would go higher than this, limit it by sleeping
  583. # to not waste CPU power for no benefit.
  584. # type: int min: 1
  585. # fps_max = 60
  586. # Maximum FPS when the window is not focused, or when the game is paused.
  587. # type: int min: 1
  588. # fps_max_unfocused = 20
  589. # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
  590. # open.
  591. # type: bool
  592. # pause_on_lost_focus = false
  593. # View distance in nodes.
  594. # type: int min: 20 max: 4000
  595. # viewing_range = 190
  596. # Camera 'near clipping plane' distance in nodes, between 0 and 0.25
  597. # Only works on GLES platforms. Most users will not need to change this.
  598. # Increasing can reduce artifacting on weaker GPUs.
  599. # 0.1 = Default, 0.25 = Good value for weaker tablets.
  600. # type: float min: 0 max: 0.25
  601. # near_plane = 0.1
  602. # Width component of the initial window size. Ignored in fullscreen mode.
  603. # type: int min: 1
  604. # screen_w = 1024
  605. # Height component of the initial window size. Ignored in fullscreen mode.
  606. # type: int min: 1
  607. # screen_h = 600
  608. # Save window size automatically when modified.
  609. # type: bool
  610. # autosave_screensize = true
  611. # Fullscreen mode.
  612. # type: bool
  613. # fullscreen = false
  614. # Vertical screen synchronization.
  615. # type: bool
  616. # vsync = false
  617. # Field of view in degrees.
  618. # type: int min: 45 max: 160
  619. # fov = 72
  620. # Alters the light curve by applying 'gamma correction' to it.
  621. # Higher values make middle and lower light levels brighter.
  622. # Value '1.0' leaves the light curve unaltered.
  623. # This only has significant effect on daylight and artificial
  624. # light, it has very little effect on natural night light.
  625. # type: float min: 0.33 max: 3
  626. # display_gamma = 1.0
  627. # Gradient of light curve at minimum light level.
  628. # Controls the contrast of the lowest light levels.
  629. # type: float min: 0 max: 3
  630. # lighting_alpha = 0.0
  631. # Gradient of light curve at maximum light level.
  632. # Controls the contrast of the highest light levels.
  633. # type: float min: 0 max: 3
  634. # lighting_beta = 1.5
  635. # Strength of light curve boost.
  636. # The 3 'boost' parameters define a range of the light
  637. # curve that is boosted in brightness.
  638. # type: float min: 0 max: 0.4
  639. # lighting_boost = 0.2
  640. # Center of light curve boost range.
  641. # Where 0.0 is minimum light level, 1.0 is maximum light level.
  642. # type: float min: 0 max: 1
  643. # lighting_boost_center = 0.5
  644. # Spread of light curve boost range.
  645. # Controls the width of the range to be boosted.
  646. # Standard deviation of the light curve boost Gaussian.
  647. # type: float min: 0 max: 0.4
  648. # lighting_boost_spread = 0.2
  649. # Path to texture directory. All textures are first searched from here.
  650. # type: path
  651. # texture_path =
  652. # The rendering back-end.
  653. # A restart is required after changing this.
  654. # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
  655. # On other platforms, OpenGL is recommended.
  656. # Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
  657. # type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl, ogles1, ogles2
  658. # video_driver = opengl
  659. # Radius of cloud area stated in number of 64 node cloud squares.
  660. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
  661. # type: int
  662. # cloud_radius = 12
  663. # Enable view bobbing and amount of view bobbing.
  664. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  665. # type: float
  666. # view_bobbing_amount = 1.0
  667. # Multiplier for fall bobbing.
  668. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  669. # type: float
  670. # fall_bobbing_amount = 0.03
  671. # 3D support.
  672. # Currently supported:
  673. # - none: no 3d output.
  674. # - anaglyph: cyan/magenta color 3d.
  675. # - interlaced: odd/even line based polarisation screen support.
  676. # - topbottom: split screen top/bottom.
  677. # - sidebyside: split screen side by side.
  678. # - crossview: Cross-eyed 3d
  679. # - pageflip: quadbuffer based 3d.
  680. # Note that the interlaced mode requires shaders to be enabled.
  681. # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
  682. # 3d_mode = none
  683. # Strength of 3D mode parallax.
  684. # type: float
  685. # 3d_paralax_strength = 0.025
  686. # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
  687. # type: float min: 0.1 max: 1
  688. # console_height = 0.6
  689. # In-game chat console background color (R,G,B).
  690. # type: string
  691. # console_color = (0,0,0)
  692. # In-game chat console background alpha (opaqueness, between 0 and 255).
  693. # type: int min: 0 max: 255
  694. # console_alpha = 200
  695. # Formspec full-screen background opacity (between 0 and 255).
  696. # type: int min: 0 max: 255
  697. # formspec_fullscreen_bg_opacity = 140
  698. # Formspec full-screen background color (R,G,B).
  699. # type: string
  700. # formspec_fullscreen_bg_color = (0,0,0)
  701. # Formspec default background opacity (between 0 and 255).
  702. # type: int min: 0 max: 255
  703. # formspec_default_bg_opacity = 140
  704. # Formspec default background color (R,G,B).
  705. # type: string
  706. # formspec_default_bg_color = (0,0,0)
  707. # Selection box border color (R,G,B).
  708. # type: string
  709. # selectionbox_color = (0,0,0)
  710. # Width of the selection box lines around nodes.
  711. # type: int min: 1 max: 5
  712. # selectionbox_width = 2
  713. # Crosshair color (R,G,B).
  714. # Also controls the object crosshair color
  715. # type: string
  716. # crosshair_color = (255,255,255)
  717. # Crosshair alpha (opaqueness, between 0 and 255).
  718. # Also controls the object crosshair color
  719. # type: int min: 0 max: 255
  720. # crosshair_alpha = 255
  721. # Maximum number of recent chat messages to show
  722. # type: int min: 2 max: 20
  723. # recent_chat_messages = 6
  724. # Whether node texture animations should be desynchronized per mapblock.
  725. # type: bool
  726. # desynchronize_mapblock_texture_animation = true
  727. # Maximum proportion of current window to be used for hotbar.
  728. # Useful if there's something to be displayed right or left of hotbar.
  729. # type: float
  730. # hud_hotbar_max_width = 1.0
  731. # Modifies the size of the hudbar elements.
  732. # type: float
  733. # hud_scaling = 1.0
  734. # Enables caching of facedir rotated meshes.
  735. # type: bool
  736. # enable_mesh_cache = false
  737. # Delay between mesh updates on the client in ms. Increasing this will slow
  738. # down the rate of mesh updates, thus reducing jitter on slower clients.
  739. # type: int min: 0 max: 50
  740. # mesh_generation_interval = 0
  741. # Size of the MapBlock cache of the mesh generator. Increasing this will
  742. # increase the cache hit %, reducing the data being copied from the main
  743. # thread, thus reducing jitter.
  744. # type: int min: 0 max: 1000
  745. # meshgen_block_cache_size = 20
  746. # Enables minimap.
  747. # type: bool
  748. # enable_minimap = true
  749. # Shape of the minimap. Enabled = round, disabled = square.
  750. # type: bool
  751. # minimap_shape_round = true
  752. # True = 256
  753. # False = 128
  754. # Usable to make minimap smoother on slower machines.
  755. # type: bool
  756. # minimap_double_scan_height = true
  757. # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
  758. # type: bool
  759. # directional_colored_fog = true
  760. # The strength (darkness) of node ambient-occlusion shading.
  761. # Lower is darker, Higher is lighter. The valid range of values for this
  762. # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
  763. # set to the nearest valid value.
  764. # type: float min: 0.25 max: 4
  765. # ambient_occlusion_gamma = 2.2
  766. # Enables animation of inventory items.
  767. # type: bool
  768. # inventory_items_animations = false
  769. # Fraction of the visible distance at which fog starts to be rendered
  770. # type: float min: 0 max: 0.99
  771. # fog_start = 0.4
  772. # Makes all liquids opaque
  773. # type: bool
  774. # opaque_water = false
  775. # Textures on a node may be aligned either to the node or to the world.
  776. # The former mode suits better things like machines, furniture, etc., while
  777. # the latter makes stairs and microblocks fit surroundings better.
  778. # However, as this possibility is new, thus may not be used by older servers,
  779. # this option allows enforcing it for certain node types. Note though that
  780. # that is considered EXPERIMENTAL and may not work properly.
  781. # type: enum values: disable, enable, force_solid, force_nodebox
  782. # world_aligned_mode = enable
  783. # World-aligned textures may be scaled to span several nodes. However,
  784. # the server may not send the scale you want, especially if you use
  785. # a specially-designed texture pack; with this option, the client tries
  786. # to determine the scale automatically basing on the texture size.
  787. # See also texture_min_size.
  788. # Warning: This option is EXPERIMENTAL!
  789. # type: enum values: disable, enable, force
  790. # autoscale_mode = disable
  791. # Show entity selection boxes
  792. # A restart is required after changing this.
  793. # type: bool
  794. # show_entity_selectionbox = false
  795. ## Menus
  796. # Use a cloud animation for the main menu background.
  797. # type: bool
  798. # menu_clouds = true
  799. # Scale GUI by a user specified value.
  800. # Use a nearest-neighbor-anti-alias filter to scale the GUI.
  801. # This will smooth over some of the rough edges, and blend
  802. # pixels when scaling down, at the cost of blurring some
  803. # edge pixels when images are scaled by non-integer sizes.
  804. # type: float min: 0.001
  805. # gui_scaling = 1.0
  806. # When gui_scaling_filter is true, all GUI images need to be
  807. # filtered in software, but some images are generated directly
  808. # to hardware (e.g. render-to-texture for nodes in inventory).
  809. # type: bool
  810. # gui_scaling_filter = false
  811. # When gui_scaling_filter_txr2img is true, copy those images
  812. # from hardware to software for scaling. When false, fall back
  813. # to the old scaling method, for video drivers that don't
  814. # properly support downloading textures back from hardware.
  815. # type: bool
  816. # gui_scaling_filter_txr2img = true
  817. # Delay showing tooltips, stated in milliseconds.
  818. # type: int
  819. # tooltip_show_delay = 400
  820. # Append item name to tooltip.
  821. # type: bool
  822. # tooltip_append_itemname = false
  823. # Whether FreeType fonts are used, requires FreeType support to be compiled in.
  824. # If disabled, bitmap and XML vectors fonts are used instead.
  825. # type: bool
  826. # freetype = true
  827. # type: bool
  828. # font_bold = false
  829. # type: bool
  830. # font_italic = false
  831. # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
  832. # type: int
  833. # font_shadow = 1
  834. # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
  835. # type: int min: 0 max: 255
  836. # font_shadow_alpha = 127
  837. # Font size of the default font in point (pt).
  838. # type: int min: 1
  839. # font_size = 16
  840. # Path to the default font.
  841. # If “freetype” setting is enabled: Must be a TrueType font.
  842. # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
  843. # The fallback font will be used if the font cannot be loaded.
  844. # type: filepath
  845. # font_path = fonts/Arimo-Regular.ttf
  846. # type: filepath
  847. # font_path_bold = fonts/Arimo-Bold.ttf
  848. # type: filepath
  849. # font_path_italic = fonts/Arimo-Italic.ttf
  850. # type: filepath
  851. # font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
  852. # Font size of the monospace font in point (pt).
  853. # type: int min: 1
  854. # mono_font_size = 15
  855. # Path to the monospace font.
  856. # If “freetype” setting is enabled: Must be a TrueType font.
  857. # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
  858. # This font is used for e.g. the console and profiler screen.
  859. # type: filepath
  860. # mono_font_path = fonts/Cousine-Regular.ttf
  861. # type: filepath
  862. # mono_font_path_bold = fonts/Cousine-Bold.ttf
  863. # type: filepath
  864. # mono_font_path_italic = fonts/Cousine-Italic.ttf
  865. # type: filepath
  866. # mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
  867. # Path of the fallback font.
  868. # If “freetype” setting is enabled: Must be a TrueType font.
  869. # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
  870. # This font will be used for certain languages or if the default font is unavailable.
  871. # type: filepath
  872. # fallback_font_path = fonts/DroidSansFallbackFull.ttf
  873. # Font size of the recent chat text and chat prompt in point (pt).
  874. # Value 0 will use the default font size.
  875. # type: int
  876. # chat_font_size = 0
  877. # Path to save screenshots at. Can be an absolute or relative path.
  878. # The folder will be created if it doesn't already exist.
  879. # type: path
  880. # screenshot_path = screenshots
  881. # Format of screenshots.
  882. # type: enum values: png, jpg, bmp, pcx, ppm, tga
  883. # screenshot_format = png
  884. # Screenshot quality. Only used for JPEG format.
  885. # 1 means worst quality; 100 means best quality.
  886. # Use 0 for default quality.
  887. # type: int min: 0 max: 100
  888. # screenshot_quality = 0
  889. ## Advanced
  890. # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
  891. # type: int min: 1
  892. # screen_dpi = 72
  893. # Windows systems only: Start Minetest with the command line window in the background.
  894. # Contains the same information as the file debug.txt (default name).
  895. # type: bool
  896. # enable_console = false
  897. #
  898. # Sound
  899. #
  900. # Enables the sound system.
  901. # If disabled, this completely disables all sounds everywhere and the in-game
  902. # sound controls will be non-functional.
  903. # Changing this setting requires a restart.
  904. # type: bool
  905. # enable_sound = true
  906. # Volume of all sounds.
  907. # Requires the sound system to be enabled.
  908. # type: float min: 0 max: 1
  909. # sound_volume = 0.7
  910. # Whether to mute sounds. You can unmute sounds at any time, unless the
  911. # sound system is disabled (enable_sound=false).
  912. # In-game, you can toggle the mute state with the mute key or by using the
  913. # pause menu.
  914. # type: bool
  915. # mute_sound = false
  916. #
  917. # Client
  918. #
  919. # If enabled, http links in chat can be middle-clicked or ctrl-left-clicked to open the link in the OS's default web browser.
  920. # type: bool
  921. # clickable_chat_weblinks = false
  922. # If clickable_chat_weblinks is enabled, specify the color (as 24-bit hexadecimal) of weblinks in chat.
  923. # type: string
  924. # chat_weblink_color = #8888FF
  925. ## Network
  926. # Address to connect to.
  927. # Leave this blank to start a local server.
  928. # Note that the address field in the main menu overrides this setting.
  929. # type: string
  930. # address =
  931. # Port to connect to (UDP).
  932. # Note that the port field in the main menu overrides this setting.
  933. # type: int min: 1 max: 65535
  934. # remote_port = 30000
  935. # Prometheus listener address.
  936. # If minetest is compiled with ENABLE_PROMETHEUS option enabled,
  937. # enable metrics listener for Prometheus on that address.
  938. # Metrics can be fetch on http://127.0.0.1:30000/metrics
  939. # type: string
  940. # prometheus_listener_address = 127.0.0.1:30000
  941. # Save the map received by the client on disk.
  942. # type: bool
  943. # enable_local_map_saving = false
  944. # Enable usage of remote media server (if provided by server).
  945. # Remote servers offer a significantly faster way to download media (e.g. textures)
  946. # when connecting to the server.
  947. # type: bool
  948. # enable_remote_media_server = true
  949. # Enable Lua modding support on client.
  950. # This support is experimental and API can change.
  951. # type: bool
  952. # enable_client_modding = false
  953. # URL to the server list displayed in the Multiplayer Tab.
  954. # type: string
  955. # serverlist_url = servers.minetest.net
  956. # File in client/serverlist/ that contains your favorite servers displayed in the
  957. # Multiplayer Tab.
  958. # type: string
  959. # serverlist_file = favoriteservers.json
  960. # Maximum size of the out chat queue.
  961. # 0 to disable queueing and -1 to make the queue size unlimited.
  962. # type: int
  963. # max_out_chat_queue_size = 20
  964. # Enable register confirmation when connecting to server.
  965. # If disabled, new account will be registered automatically.
  966. # type: bool
  967. # enable_register_confirmation = true
  968. ## Advanced
  969. # Timeout for client to remove unused map data from memory.
  970. # type: int
  971. # client_unload_unused_data_timeout = 600
  972. # Maximum number of mapblocks for client to be kept in memory.
  973. # Set to -1 for unlimited amount.
  974. # type: int
  975. # client_mapblock_limit = 7500
  976. # Whether to show the client debug info (has the same effect as hitting F5).
  977. # type: bool
  978. # show_debug = false
  979. #
  980. # Server / Singleplayer
  981. #
  982. # Name of the server, to be displayed when players join and in the serverlist.
  983. # type: string
  984. # server_name = Minetest server
  985. # Description of server, to be displayed when players join and in the serverlist.
  986. # type: string
  987. # server_description = mine here
  988. # Domain name of server, to be displayed in the serverlist.
  989. # type: string
  990. # server_address = game.minetest.net
  991. # Homepage of server, to be displayed in the serverlist.
  992. # type: string
  993. # server_url = https://minetest.net
  994. # Automatically report to the serverlist.
  995. # type: bool
  996. # server_announce = false
  997. # Announce to this serverlist.
  998. # type: string
  999. # serverlist_url = servers.minetest.net
  1000. # Remove color codes from incoming chat messages
  1001. # Use this to stop players from being able to use color in their messages
  1002. # type: bool
  1003. # strip_color_codes = false
  1004. ## Network
  1005. # Network port to listen (UDP).
  1006. # This value will be overridden when starting from the main menu.
  1007. # type: int
  1008. # port = 30000
  1009. # The network interface that the server listens on.
  1010. # type: string
  1011. # bind_address =
  1012. # Enable to disallow old clients from connecting.
  1013. # Older clients are compatible in the sense that they will not crash when connecting
  1014. # to new servers, but they may not support all new features that you are expecting.
  1015. # type: bool
  1016. # strict_protocol_version_checking = false
  1017. # Specifies URL from which client fetches media instead of using UDP.
  1018. # $filename should be accessible from $remote_media$filename via cURL
  1019. # (obviously, remote_media should end with a slash).
  1020. # Files that are not present will be fetched the usual way.
  1021. # type: string
  1022. # remote_media =
  1023. # Enable/disable running an IPv6 server.
  1024. # Ignored if bind_address is set.
  1025. # Needs enable_ipv6 to be enabled.
  1026. # type: bool
  1027. # ipv6_server = false
  1028. ### Advanced
  1029. # Maximum number of blocks that are simultaneously sent per client.
  1030. # The maximum total count is calculated dynamically:
  1031. # max_total = ceil((#clients + max_users) * per_client / 4)
  1032. # type: int
  1033. # max_simultaneous_block_sends_per_client = 40
  1034. # To reduce lag, block transfers are slowed down when a player is building something.
  1035. # This determines how long they are slowed down after placing or removing a node.
  1036. # type: float
  1037. # full_block_send_enable_min_time_from_building = 2.0
  1038. # Maximum number of packets sent per send step, if you have a slow connection
  1039. # try reducing it, but don't reduce it to a number below double of targeted
  1040. # client number.
  1041. # type: int
  1042. # max_packets_per_iteration = 1024
  1043. # ZLib compression level to use when sending mapblocks to the client.
  1044. # -1 - Zlib's default compression level
  1045. # 0 - no compresson, fastest
  1046. # 9 - best compression, slowest
  1047. # (levels 1-3 use Zlib's "fast" method, 4-9 use the normal method)
  1048. # type: int min: -1 max: 9
  1049. # map_compression_level_net = -1
  1050. ## Game
  1051. # Default game when creating a new world.
  1052. # This will be overridden when creating a world from the main menu.
  1053. # type: string
  1054. # default_game = minetest
  1055. # Message of the day displayed to players connecting.
  1056. # type: string
  1057. # motd =
  1058. # Maximum number of players that can be connected simultaneously.
  1059. # type: int
  1060. # max_users = 15
  1061. # World directory (everything in the world is stored here).
  1062. # Not needed if starting from the main menu.
  1063. # type: path
  1064. # map-dir =
  1065. # Time in seconds for item entity (dropped items) to live.
  1066. # Setting it to -1 disables the feature.
  1067. # type: int
  1068. # item_entity_ttl = 900
  1069. # Specifies the default stack size of nodes, items and tools.
  1070. # Note that mods or games may explicitly set a stack for certain (or all) items.
  1071. # type: int
  1072. # default_stack_max = 99
  1073. # Enable players getting damage and dying.
  1074. # type: bool
  1075. # enable_damage = false
  1076. # Enable creative mode for all players
  1077. # type: bool
  1078. # creative_mode = false
  1079. # A chosen map seed for a new map, leave empty for random.
  1080. # Will be overridden when creating a new world in the main menu.
  1081. # type: string
  1082. # fixed_map_seed =
  1083. # New users need to input this password.
  1084. # type: string
  1085. # default_password =
  1086. # The privileges that new users automatically get.
  1087. # See /privs in game for a full list on your server and mod configuration.
  1088. # type: string
  1089. # default_privs = interact, shout
  1090. # Privileges that players with basic_privs can grant
  1091. # type: string
  1092. # basic_privs = interact, shout
  1093. # Whether players are shown to clients without any range limit.
  1094. # Deprecated, use the setting player_transfer_distance instead.
  1095. # type: bool
  1096. # unlimited_player_transfer_distance = true
  1097. # Defines the maximal player transfer distance in blocks (0 = unlimited).
  1098. # type: int
  1099. # player_transfer_distance = 0
  1100. # Whether to allow players to damage and kill each other.
  1101. # type: bool
  1102. # enable_pvp = true
  1103. # Enable mod channels support.
  1104. # type: bool
  1105. # enable_mod_channels = false
  1106. # If this is set, players will always (re)spawn at the given position.
  1107. # type: string
  1108. # static_spawnpoint =
  1109. # If enabled, new players cannot join with an empty password.
  1110. # type: bool
  1111. # disallow_empty_password = false
  1112. # If enabled, disable cheat prevention in multiplayer.
  1113. # type: bool
  1114. # disable_anticheat = false
  1115. # If enabled, actions are recorded for rollback.
  1116. # This option is only read when server starts.
  1117. # type: bool
  1118. # enable_rollback_recording = false
  1119. # Format of player chat messages. The following strings are valid placeholders:
  1120. # @name, @message, @timestamp (optional)
  1121. # type: string
  1122. # chat_message_format = <@name> @message
  1123. # If the execution of a chat command takes longer than this specified time in
  1124. # seconds, add the time information to the chat command message
  1125. # type: float
  1126. # chatcommand_msg_time_threshold = 0.1
  1127. # A message to be displayed to all clients when the server shuts down.
  1128. # type: string
  1129. # kick_msg_shutdown = Server shutting down.
  1130. # A message to be displayed to all clients when the server crashes.
  1131. # type: string
  1132. # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
  1133. # Whether to ask clients to reconnect after a (Lua) crash.
  1134. # Set this to true if your server is set up to restart automatically.
  1135. # type: bool
  1136. # ask_reconnect_on_crash = false
  1137. # From how far clients know about objects, stated in mapblocks (16 nodes).
  1138. #
  1139. # Setting this larger than active_block_range will also cause the server
  1140. # to maintain active objects up to this distance in the direction the
  1141. # player is looking. (This can avoid mobs suddenly disappearing from view)
  1142. # type: int
  1143. # active_object_send_range_blocks = 8
  1144. # The radius of the volume of blocks around every player that is subject to the
  1145. # active block stuff, stated in mapblocks (16 nodes).
  1146. # In active blocks objects are loaded and ABMs run.
  1147. # This is also the minimum range in which active objects (mobs) are maintained.
  1148. # This should be configured together with active_object_send_range_blocks.
  1149. # type: int
  1150. # active_block_range = 4
  1151. # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
  1152. # type: int
  1153. # max_block_send_distance = 12
  1154. # Maximum number of forceloaded mapblocks.
  1155. # type: int
  1156. # max_forceloaded_blocks = 16
  1157. # Interval of sending time of day to clients.
  1158. # type: int
  1159. # time_send_interval = 5
  1160. # Controls length of day/night cycle.
  1161. # Examples:
  1162. # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
  1163. # type: int
  1164. # time_speed = 72
  1165. # Time of day when a new world is started, in millihours (0-23999).
  1166. # type: int min: 0 max: 23999
  1167. # world_start_time = 6125
  1168. # Interval of saving important changes in the world, stated in seconds.
  1169. # type: float
  1170. # server_map_save_interval = 5.3
  1171. # Set the maximum character length of a chat message sent by clients.
  1172. # type: int
  1173. # chat_message_max_size = 500
  1174. # Amount of messages a player may send per 10 seconds.
  1175. # type: float
  1176. # chat_message_limit_per_10sec = 10.0
  1177. # Kick players who sent more than X messages per 10 seconds.
  1178. # type: int
  1179. # chat_message_limit_trigger_kick = 50
  1180. ### Physics
  1181. # Horizontal and vertical acceleration on ground or when climbing,
  1182. # in nodes per second per second.
  1183. # type: float
  1184. # movement_acceleration_default = 3
  1185. # Horizontal acceleration in air when jumping or falling,
  1186. # in nodes per second per second.
  1187. # type: float
  1188. # movement_acceleration_air = 2
  1189. # Horizontal and vertical acceleration in fast mode,
  1190. # in nodes per second per second.
  1191. # type: float
  1192. # movement_acceleration_fast = 10
  1193. # Walking and flying speed, in nodes per second.
  1194. # type: float
  1195. # movement_speed_walk = 4
  1196. # Sneaking speed, in nodes per second.
  1197. # type: float
  1198. # movement_speed_crouch = 1.35
  1199. # Walking, flying and climbing speed in fast mode, in nodes per second.
  1200. # type: float
  1201. # movement_speed_fast = 20
  1202. # Vertical climbing speed, in nodes per second.
  1203. # type: float
  1204. # movement_speed_climb = 3
  1205. # Initial vertical speed when jumping, in nodes per second.
  1206. # type: float
  1207. # movement_speed_jump = 6.5
  1208. # Decrease this to increase liquid resistance to movement.
  1209. # type: float
  1210. # movement_liquid_fluidity = 1
  1211. # Maximum liquid resistance. Controls deceleration when entering liquid at
  1212. # high speed.
  1213. # type: float
  1214. # movement_liquid_fluidity_smooth = 0.5
  1215. # Controls sinking speed in liquid.
  1216. # type: float
  1217. # movement_liquid_sink = 10
  1218. # Acceleration of gravity, in nodes per second per second.
  1219. # type: float
  1220. # movement_gravity = 9.81
  1221. ### Advanced
  1222. # Handling for deprecated Lua API calls:
  1223. # - none: Do not log deprecated calls
  1224. # - log: mimic and log backtrace of deprecated call (default).
  1225. # - error: abort on usage of deprecated call (suggested for mod developers).
  1226. # type: enum values: none, log, error
  1227. # deprecated_lua_api_handling = log
  1228. # Number of extra blocks that can be loaded by /clearobjects at once.
  1229. # This is a trade-off between sqlite transaction overhead and
  1230. # memory consumption (4096=100MB, as a rule of thumb).
  1231. # type: int
  1232. # max_clearobjects_extra_loaded_blocks = 4096
  1233. # How much the server will wait before unloading unused mapblocks.
  1234. # Higher value is smoother, but will use more RAM.
  1235. # type: int
  1236. # server_unload_unused_data_timeout = 29
  1237. # Maximum number of statically stored objects in a block.
  1238. # type: int
  1239. # max_objects_per_block = 64
  1240. # See https://www.sqlite.org/pragma.html#pragma_synchronous
  1241. # type: enum values: 0, 1, 2
  1242. # sqlite_synchronous = 2
  1243. # ZLib compression level to use when saving mapblocks to disk.
  1244. # -1 - Zlib's default compression level
  1245. # 0 - no compresson, fastest
  1246. # 9 - best compression, slowest
  1247. # (levels 1-3 use Zlib's "fast" method, 4-9 use the normal method)
  1248. # type: int min: -1 max: 9
  1249. # map_compression_level_disk = 3
  1250. # Length of a server tick and the interval at which objects are generally updated over
  1251. # network.
  1252. # type: float
  1253. # dedicated_server_step = 0.09
  1254. # Length of time between active block management cycles
  1255. # type: float
  1256. # active_block_mgmt_interval = 2.0
  1257. # Length of time between Active Block Modifier (ABM) execution cycles
  1258. # type: float
  1259. # abm_interval = 1.0
  1260. # The time budget allowed for ABMs to execute on each step
  1261. # (as a fraction of the ABM Interval)
  1262. # type: float min: 0.1 max: 0.9
  1263. # abm_time_budget = 0.2
  1264. # Length of time between NodeTimer execution cycles
  1265. # type: float
  1266. # nodetimer_interval = 0.2
  1267. # If enabled, invalid world data won't cause the server to shut down.
  1268. # Only enable this if you know what you are doing.
  1269. # type: bool
  1270. # ignore_world_load_errors = false
  1271. # Max liquids processed per step.
  1272. # type: int
  1273. # liquid_loop_max = 100000
  1274. # The time (in seconds) that the liquids queue may grow beyond processing
  1275. # capacity until an attempt is made to decrease its size by dumping old queue
  1276. # items. A value of 0 disables the functionality.
  1277. # type: int
  1278. # liquid_queue_purge_time = 0
  1279. # Liquid update interval in seconds.
  1280. # type: float
  1281. # liquid_update = 1.0
  1282. # At this distance the server will aggressively optimize which blocks are sent to
  1283. # clients.
  1284. # Small values potentially improve performance a lot, at the expense of visible
  1285. # rendering glitches (some blocks will not be rendered under water and in caves,
  1286. # as well as sometimes on land).
  1287. # Setting this to a value greater than max_block_send_distance disables this
  1288. # optimization.
  1289. # Stated in mapblocks (16 nodes).
  1290. # type: int min: 2
  1291. # block_send_optimize_distance = 4
  1292. # If enabled the server will perform map block occlusion culling based on
  1293. # on the eye position of the player. This can reduce the number of blocks
  1294. # sent to the client 50-80%. The client will not longer receive most invisible
  1295. # so that the utility of noclip mode is reduced.
  1296. # type: bool
  1297. # server_side_occlusion_culling = true
  1298. # Restricts the access of certain client-side functions on servers.
  1299. # Combine the byteflags below to restrict client-side features, or set to 0
  1300. # for no restrictions:
  1301. # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
  1302. # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
  1303. # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
  1304. # READ_NODEDEFS: 8 (disable get_node_def call client-side)
  1305. # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
  1306. # csm_restriction_noderange)
  1307. # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
  1308. # type: int
  1309. # csm_restriction_flags = 62
  1310. # If the CSM restriction for node range is enabled, get_node calls are limited
  1311. # to this distance from the player to the node.
  1312. # type: int
  1313. # csm_restriction_noderange = 0
  1314. ## Security
  1315. # Prevent mods from doing insecure things like running shell commands.
  1316. # type: bool
  1317. # secure.enable_security = true
  1318. # Comma-separated list of trusted mods that are allowed to access insecure
  1319. # functions even when mod security is on (via request_insecure_environment()).
  1320. # type: string
  1321. # secure.trusted_mods =
  1322. # Comma-separated list of mods that are allowed to access HTTP APIs, which
  1323. # allow them to upload and download data to/from the internet.
  1324. # type: string
  1325. # secure.http_mods =
  1326. ## Advanced
  1327. ### Profiling
  1328. # Load the game profiler to collect game profiling data.
  1329. # Provides a /profiler command to access the compiled profile.
  1330. # Useful for mod developers and server operators.
  1331. # type: bool
  1332. # profiler.load = false
  1333. # The default format in which profiles are being saved,
  1334. # when calling `/profiler save [format]` without format.
  1335. # type: enum values: txt, csv, lua, json, json_pretty
  1336. # profiler.default_report_format = txt
  1337. # The file path relative to your worldpath in which profiles will be saved to.
  1338. # type: string
  1339. # profiler.report_path = ""
  1340. #### Instrumentation
  1341. # Instrument the methods of entities on registration.
  1342. # type: bool
  1343. # instrument.entity = true
  1344. # Instrument the action function of Active Block Modifiers on registration.
  1345. # type: bool
  1346. # instrument.abm = true
  1347. # Instrument the action function of Loading Block Modifiers on registration.
  1348. # type: bool
  1349. # instrument.lbm = true
  1350. # Instrument chatcommands on registration.
  1351. # type: bool
  1352. # instrument.chatcommand = true
  1353. # Instrument global callback functions on registration.
  1354. # (anything you pass to a minetest.register_*() function)
  1355. # type: bool
  1356. # instrument.global_callback = true
  1357. ##### Advanced
  1358. # Instrument builtin.
  1359. # This is usually only needed by core/builtin contributors
  1360. # type: bool
  1361. # instrument.builtin = false
  1362. # Have the profiler instrument itself:
  1363. # * Instrument an empty function.
  1364. # This estimates the overhead, that instrumentation is adding (+1 function call).
  1365. # * Instrument the sampler being used to update the statistics.
  1366. # type: bool
  1367. # instrument.profiler = false
  1368. #
  1369. # Client and Server
  1370. #
  1371. # Name of the player.
  1372. # When running a server, clients connecting with this name are admins.
  1373. # When starting from the main menu, this is overridden.
  1374. # type: string
  1375. # name =
  1376. # Set the language. Leave empty to use the system language.
  1377. # A restart is required after changing this.
  1378. # 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
  1379. # language =
  1380. # Level of logging to be written to debug.txt:
  1381. # - <nothing> (no logging)
  1382. # - none (messages with no level)
  1383. # - error
  1384. # - warning
  1385. # - action
  1386. # - info
  1387. # - verbose
  1388. # type: enum values: , none, error, warning, action, info, verbose
  1389. # debug_log_level = action
  1390. # If the file size of debug.txt exceeds the number of megabytes specified in
  1391. # this setting when it is opened, the file is moved to debug.txt.1,
  1392. # deleting an older debug.txt.1 if it exists.
  1393. # debug.txt is only moved if this setting is positive.
  1394. # type: int
  1395. # debug_log_size_max = 50
  1396. # Minimal level of logging to be written to chat.
  1397. # type: enum values: , none, error, warning, action, info, verbose
  1398. # chat_log_level = error
  1399. # Enable IPv6 support (for both client and server).
  1400. # Required for IPv6 connections to work at all.
  1401. # type: bool
  1402. # enable_ipv6 = true
  1403. ## Advanced
  1404. # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
  1405. # type: int
  1406. # curl_timeout = 20000
  1407. # Limits number of parallel HTTP requests. Affects:
  1408. # - Media fetch if server uses remote_media setting.
  1409. # - Serverlist download and server announcement.
  1410. # - Downloads performed by main menu (e.g. mod manager).
  1411. # Only has an effect if compiled with cURL.
  1412. # type: int
  1413. # curl_parallel_limit = 8
  1414. # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
  1415. # type: int
  1416. # curl_file_download_timeout = 300000
  1417. # Replaces the default main menu with a custom one.
  1418. # type: string
  1419. # main_menu_script =
  1420. # Print the engine's profiling data in regular intervals (in seconds).
  1421. # 0 = disable. Useful for developers.
  1422. # type: int
  1423. # profiler_print_interval = 0
  1424. #
  1425. # Mapgen
  1426. #
  1427. # Name of map generator to be used when creating a new world.
  1428. # Creating a world in the main menu will override this.
  1429. # Current mapgens in a highly unstable state:
  1430. # - The optional floatlands of v7 (disabled by default).
  1431. # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
  1432. # mg_name = v7
  1433. # Water surface level of the world.
  1434. # type: int
  1435. # water_level = 1
  1436. # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
  1437. # type: int
  1438. # max_block_generate_distance = 10
  1439. # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
  1440. # Only mapchunks completely within the mapgen limit are generated.
  1441. # Value is stored per-world.
  1442. # type: int min: 0 max: 31000
  1443. # mapgen_limit = 31000
  1444. # Global map generation attributes.
  1445. # In Mapgen v6 the 'decorations' flag controls all decorations except trees
  1446. # and junglegrass, in all other mapgens this flag controls all decorations.
  1447. # type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores
  1448. # mg_flags = caves,dungeons,light,decorations,biomes,ores
  1449. ## Biome API temperature and humidity noise parameters
  1450. # Temperature variation for biomes.
  1451. # type: noise_params_2d
  1452. # mg_biome_np_heat = {
  1453. # offset = 50,
  1454. # scale = 50,
  1455. # spread = (1000, 1000, 1000),
  1456. # seed = 5349,
  1457. # octaves = 3,
  1458. # persistence = 0.5,
  1459. # lacunarity = 2.0,
  1460. # flags = eased
  1461. # }
  1462. # Small-scale temperature variation for blending biomes on borders.
  1463. # type: noise_params_2d
  1464. # mg_biome_np_heat_blend = {
  1465. # offset = 0,
  1466. # scale = 1.5,
  1467. # spread = (8, 8, 8),
  1468. # seed = 13,
  1469. # octaves = 2,
  1470. # persistence = 1.0,
  1471. # lacunarity = 2.0,
  1472. # flags = eased
  1473. # }
  1474. # Humidity variation for biomes.
  1475. # type: noise_params_2d
  1476. # mg_biome_np_humidity = {
  1477. # offset = 50,
  1478. # scale = 50,
  1479. # spread = (1000, 1000, 1000),
  1480. # seed = 842,
  1481. # octaves = 3,
  1482. # persistence = 0.5,
  1483. # lacunarity = 2.0,
  1484. # flags = eased
  1485. # }
  1486. # Small-scale humidity variation for blending biomes on borders.
  1487. # type: noise_params_2d
  1488. # mg_biome_np_humidity_blend = {
  1489. # offset = 0,
  1490. # scale = 1.5,
  1491. # spread = (8, 8, 8),
  1492. # seed = 90003,
  1493. # octaves = 2,
  1494. # persistence = 1.0,
  1495. # lacunarity = 2.0,
  1496. # flags = eased
  1497. # }
  1498. ## Mapgen V5
  1499. # Map generation attributes specific to Mapgen v5.
  1500. # type: flags possible values: caverns, nocaverns
  1501. # mgv5_spflags = caverns
  1502. # Controls width of tunnels, a smaller value creates wider tunnels.
  1503. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1504. # intensive noise calculations.
  1505. # type: float
  1506. # mgv5_cave_width = 0.09
  1507. # Y of upper limit of large caves.
  1508. # type: int
  1509. # mgv5_large_cave_depth = -256
  1510. # Minimum limit of random number of small caves per mapchunk.
  1511. # type: int min: 0 max: 256
  1512. # mgv5_small_cave_num_min = 0
  1513. # Maximum limit of random number of small caves per mapchunk.
  1514. # type: int min: 0 max: 256
  1515. # mgv5_small_cave_num_max = 0
  1516. # Minimum limit of random number of large caves per mapchunk.
  1517. # type: int min: 0 max: 64
  1518. # mgv5_large_cave_num_min = 0
  1519. # Maximum limit of random number of large caves per mapchunk.
  1520. # type: int min: 0 max: 64
  1521. # mgv5_large_cave_num_max = 2
  1522. # Proportion of large caves that contain liquid.
  1523. # type: float min: 0 max: 1
  1524. # mgv5_large_cave_flooded = 0.5
  1525. # Y-level of cavern upper limit.
  1526. # type: int
  1527. # mgv5_cavern_limit = -256
  1528. # Y-distance over which caverns expand to full size.
  1529. # type: int
  1530. # mgv5_cavern_taper = 256
  1531. # Defines full size of caverns, smaller values create larger caverns.
  1532. # type: float
  1533. # mgv5_cavern_threshold = 0.7
  1534. # Lower Y limit of dungeons.
  1535. # type: int
  1536. # mgv5_dungeon_ymin = -31000
  1537. # Upper Y limit of dungeons.
  1538. # type: int
  1539. # mgv5_dungeon_ymax = 31000
  1540. ### Noises
  1541. # Variation of biome filler depth.
  1542. # type: noise_params_2d
  1543. # mgv5_np_filler_depth = {
  1544. # offset = 0,
  1545. # scale = 1,
  1546. # spread = (150, 150, 150),
  1547. # seed = 261,
  1548. # octaves = 4,
  1549. # persistence = 0.7,
  1550. # lacunarity = 2.0,
  1551. # flags = eased
  1552. # }
  1553. # Variation of terrain vertical scale.
  1554. # When noise is < -0.55 terrain is near-flat.
  1555. # type: noise_params_2d
  1556. # mgv5_np_factor = {
  1557. # offset = 0,
  1558. # scale = 1,
  1559. # spread = (250, 250, 250),
  1560. # seed = 920381,
  1561. # octaves = 3,
  1562. # persistence = 0.45,
  1563. # lacunarity = 2.0,
  1564. # flags = eased
  1565. # }
  1566. # Y-level of average terrain surface.
  1567. # type: noise_params_2d
  1568. # mgv5_np_height = {
  1569. # offset = 0,
  1570. # scale = 10,
  1571. # spread = (250, 250, 250),
  1572. # seed = 84174,
  1573. # octaves = 4,
  1574. # persistence = 0.5,
  1575. # lacunarity = 2.0,
  1576. # flags = eased
  1577. # }
  1578. # First of two 3D noises that together define tunnels.
  1579. # type: noise_params_3d
  1580. # mgv5_np_cave1 = {
  1581. # offset = 0,
  1582. # scale = 12,
  1583. # spread = (61, 61, 61),
  1584. # seed = 52534,
  1585. # octaves = 3,
  1586. # persistence = 0.5,
  1587. # lacunarity = 2.0,
  1588. # flags =
  1589. # }
  1590. # Second of two 3D noises that together define tunnels.
  1591. # type: noise_params_3d
  1592. # mgv5_np_cave2 = {
  1593. # offset = 0,
  1594. # scale = 12,
  1595. # spread = (67, 67, 67),
  1596. # seed = 10325,
  1597. # octaves = 3,
  1598. # persistence = 0.5,
  1599. # lacunarity = 2.0,
  1600. # flags =
  1601. # }
  1602. # 3D noise defining giant caverns.
  1603. # type: noise_params_3d
  1604. # mgv5_np_cavern = {
  1605. # offset = 0,
  1606. # scale = 1,
  1607. # spread = (384, 128, 384),
  1608. # seed = 723,
  1609. # octaves = 5,
  1610. # persistence = 0.63,
  1611. # lacunarity = 2.0,
  1612. # flags =
  1613. # }
  1614. # 3D noise defining terrain.
  1615. # type: noise_params_3d
  1616. # mgv5_np_ground = {
  1617. # offset = 0,
  1618. # scale = 40,
  1619. # spread = (80, 80, 80),
  1620. # seed = 983240,
  1621. # octaves = 4,
  1622. # persistence = 0.55,
  1623. # lacunarity = 2.0,
  1624. # flags = eased
  1625. # }
  1626. # 3D noise that determines number of dungeons per mapchunk.
  1627. # type: noise_params_3d
  1628. # mgv5_np_dungeons = {
  1629. # offset = 0.9,
  1630. # scale = 0.5,
  1631. # spread = (500, 500, 500),
  1632. # seed = 0,
  1633. # octaves = 2,
  1634. # persistence = 0.8,
  1635. # lacunarity = 2.0,
  1636. # flags =
  1637. # }
  1638. ## Mapgen V6
  1639. # Map generation attributes specific to Mapgen v6.
  1640. # The 'snowbiomes' flag enables the new 5 biome system.
  1641. # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
  1642. # the 'jungles' flag is ignored.
  1643. # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
  1644. # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
  1645. # Deserts occur when np_biome exceeds this value.
  1646. # When the 'snowbiomes' flag is enabled, this is ignored.
  1647. # type: float
  1648. # mgv6_freq_desert = 0.45
  1649. # Sandy beaches occur when np_beach exceeds this value.
  1650. # type: float
  1651. # mgv6_freq_beach = 0.15
  1652. # Lower Y limit of dungeons.
  1653. # type: int
  1654. # mgv6_dungeon_ymin = -31000
  1655. # Upper Y limit of dungeons.
  1656. # type: int
  1657. # mgv6_dungeon_ymax = 31000
  1658. ### Noises
  1659. # Y-level of lower terrain and seabed.
  1660. # type: noise_params_2d
  1661. # mgv6_np_terrain_base = {
  1662. # offset = -4,
  1663. # scale = 20,
  1664. # spread = (250, 250, 250),
  1665. # seed = 82341,
  1666. # octaves = 5,
  1667. # persistence = 0.6,
  1668. # lacunarity = 2.0,
  1669. # flags = eased
  1670. # }
  1671. # Y-level of higher terrain that creates cliffs.
  1672. # type: noise_params_2d
  1673. # mgv6_np_terrain_higher = {
  1674. # offset = 20,
  1675. # scale = 16,
  1676. # spread = (500, 500, 500),
  1677. # seed = 85039,
  1678. # octaves = 5,
  1679. # persistence = 0.6,
  1680. # lacunarity = 2.0,
  1681. # flags = eased
  1682. # }
  1683. # Varies steepness of cliffs.
  1684. # type: noise_params_2d
  1685. # mgv6_np_steepness = {
  1686. # offset = 0.85,
  1687. # scale = 0.5,
  1688. # spread = (125, 125, 125),
  1689. # seed = -932,
  1690. # octaves = 5,
  1691. # persistence = 0.7,
  1692. # lacunarity = 2.0,
  1693. # flags = eased
  1694. # }
  1695. # Defines distribution of higher terrain.
  1696. # type: noise_params_2d
  1697. # mgv6_np_height_select = {
  1698. # offset = 0.5,
  1699. # scale = 1,
  1700. # spread = (250, 250, 250),
  1701. # seed = 4213,
  1702. # octaves = 5,
  1703. # persistence = 0.69,
  1704. # lacunarity = 2.0,
  1705. # flags = eased
  1706. # }
  1707. # Varies depth of biome surface nodes.
  1708. # type: noise_params_2d
  1709. # mgv6_np_mud = {
  1710. # offset = 4,
  1711. # scale = 2,
  1712. # spread = (200, 200, 200),
  1713. # seed = 91013,
  1714. # octaves = 3,
  1715. # persistence = 0.55,
  1716. # lacunarity = 2.0,
  1717. # flags = eased
  1718. # }
  1719. # Defines areas with sandy beaches.
  1720. # type: noise_params_2d
  1721. # mgv6_np_beach = {
  1722. # offset = 0,
  1723. # scale = 1,
  1724. # spread = (250, 250, 250),
  1725. # seed = 59420,
  1726. # octaves = 3,
  1727. # persistence = 0.50,
  1728. # lacunarity = 2.0,
  1729. # flags = eased
  1730. # }
  1731. # Temperature variation for biomes.
  1732. # type: noise_params_2d
  1733. # mgv6_np_biome = {
  1734. # offset = 0,
  1735. # scale = 1,
  1736. # spread = (500, 500, 500),
  1737. # seed = 9130,
  1738. # octaves = 3,
  1739. # persistence = 0.50,
  1740. # lacunarity = 2.0,
  1741. # flags = eased
  1742. # }
  1743. # Variation of number of caves.
  1744. # type: noise_params_2d
  1745. # mgv6_np_cave = {
  1746. # offset = 6,
  1747. # scale = 6,
  1748. # spread = (250, 250, 250),
  1749. # seed = 34329,
  1750. # octaves = 3,
  1751. # persistence = 0.50,
  1752. # lacunarity = 2.0,
  1753. # flags = eased
  1754. # }
  1755. # Humidity variation for biomes.
  1756. # type: noise_params_2d
  1757. # mgv6_np_humidity = {
  1758. # offset = 0.5,
  1759. # scale = 0.5,
  1760. # spread = (500, 500, 500),
  1761. # seed = 72384,
  1762. # octaves = 3,
  1763. # persistence = 0.50,
  1764. # lacunarity = 2.0,
  1765. # flags = eased
  1766. # }
  1767. # Defines tree areas and tree density.
  1768. # type: noise_params_2d
  1769. # mgv6_np_trees = {
  1770. # offset = 0,
  1771. # scale = 1,
  1772. # spread = (125, 125, 125),
  1773. # seed = 2,
  1774. # octaves = 4,
  1775. # persistence = 0.66,
  1776. # lacunarity = 2.0,
  1777. # flags = eased
  1778. # }
  1779. # Defines areas where trees have apples.
  1780. # type: noise_params_2d
  1781. # mgv6_np_apple_trees = {
  1782. # offset = 0,
  1783. # scale = 1,
  1784. # spread = (100, 100, 100),
  1785. # seed = 342902,
  1786. # octaves = 3,
  1787. # persistence = 0.45,
  1788. # lacunarity = 2.0,
  1789. # flags = eased
  1790. # }
  1791. ## Mapgen V7
  1792. # Map generation attributes specific to Mapgen v7.
  1793. # 'ridges': Rivers.
  1794. # 'floatlands': Floating land masses in the atmosphere.
  1795. # 'caverns': Giant caves deep underground.
  1796. # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
  1797. # mgv7_spflags = mountains,ridges,nofloatlands,caverns
  1798. # Y of mountain density gradient zero level. Used to shift mountains vertically.
  1799. # type: int
  1800. # mgv7_mount_zero_level = 0
  1801. # Lower Y limit of floatlands.
  1802. # type: int
  1803. # mgv7_floatland_ymin = 1024
  1804. # Upper Y limit of floatlands.
  1805. # type: int
  1806. # mgv7_floatland_ymax = 4096
  1807. # Y-distance over which floatlands taper from full density to nothing.
  1808. # Tapering starts at this distance from the Y limit.
  1809. # For a solid floatland layer, this controls the height of hills/mountains.
  1810. # Must be less than or equal to half the distance between the Y limits.
  1811. # type: int
  1812. # mgv7_floatland_taper = 256
  1813. # Exponent of the floatland tapering. Alters the tapering behaviour.
  1814. # Value = 1.0 creates a uniform, linear tapering.
  1815. # Values > 1.0 create a smooth tapering suitable for the default separated
  1816. # floatlands.
  1817. # Values < 1.0 (for example 0.25) create a more defined surface level with
  1818. # flatter lowlands, suitable for a solid floatland layer.
  1819. # type: float
  1820. # mgv7_float_taper_exp = 2.0
  1821. # Adjusts the density of the floatland layer.
  1822. # Increase value to increase density. Can be positive or negative.
  1823. # Value = 0.0: 50% of volume is floatland.
  1824. # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
  1825. # to be sure) creates a solid floatland layer.
  1826. # type: float
  1827. # mgv7_floatland_density = -0.6
  1828. # Surface level of optional water placed on a solid floatland layer.
  1829. # Water is disabled by default and will only be placed if this value is set
  1830. # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
  1831. # upper tapering).
  1832. # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
  1833. # When enabling water placement the floatlands must be configured and tested
  1834. # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
  1835. # required value depending on 'mgv7_np_floatland'), to avoid
  1836. # server-intensive extreme water flow and to avoid vast flooding of the
  1837. # world surface below.
  1838. # type: int
  1839. # mgv7_floatland_ywater = -31000
  1840. # Controls width of tunnels, a smaller value creates wider tunnels.
  1841. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1842. # intensive noise calculations.
  1843. # type: float
  1844. # mgv7_cave_width = 0.09
  1845. # Y of upper limit of large caves.
  1846. # type: int
  1847. # mgv7_large_cave_depth = -33
  1848. # Minimum limit of random number of small caves per mapchunk.
  1849. # type: int min: 0 max: 256
  1850. # mgv7_small_cave_num_min = 0
  1851. # Maximum limit of random number of small caves per mapchunk.
  1852. # type: int min: 0 max: 256
  1853. # mgv7_small_cave_num_max = 0
  1854. # Minimum limit of random number of large caves per mapchunk.
  1855. # type: int min: 0 max: 64
  1856. # mgv7_large_cave_num_min = 0
  1857. # Maximum limit of random number of large caves per mapchunk.
  1858. # type: int min: 0 max: 64
  1859. # mgv7_large_cave_num_max = 2
  1860. # Proportion of large caves that contain liquid.
  1861. # type: float min: 0 max: 1
  1862. # mgv7_large_cave_flooded = 0.5
  1863. # Y-level of cavern upper limit.
  1864. # type: int
  1865. # mgv7_cavern_limit = -256
  1866. # Y-distance over which caverns expand to full size.
  1867. # type: int
  1868. # mgv7_cavern_taper = 256
  1869. # Defines full size of caverns, smaller values create larger caverns.
  1870. # type: float
  1871. # mgv7_cavern_threshold = 0.7
  1872. # Lower Y limit of dungeons.
  1873. # type: int
  1874. # mgv7_dungeon_ymin = -31000
  1875. # Upper Y limit of dungeons.
  1876. # type: int
  1877. # mgv7_dungeon_ymax = 31000
  1878. ### Noises
  1879. # Y-level of higher terrain that creates cliffs.
  1880. # type: noise_params_2d
  1881. # mgv7_np_terrain_base = {
  1882. # offset = 4,
  1883. # scale = 70,
  1884. # spread = (600, 600, 600),
  1885. # seed = 82341,
  1886. # octaves = 5,
  1887. # persistence = 0.6,
  1888. # lacunarity = 2.0,
  1889. # flags = eased
  1890. # }
  1891. # Y-level of lower terrain and seabed.
  1892. # type: noise_params_2d
  1893. # mgv7_np_terrain_alt = {
  1894. # offset = 4,
  1895. # scale = 25,
  1896. # spread = (600, 600, 600),
  1897. # seed = 5934,
  1898. # octaves = 5,
  1899. # persistence = 0.6,
  1900. # lacunarity = 2.0,
  1901. # flags = eased
  1902. # }
  1903. # Varies roughness of terrain.
  1904. # Defines the 'persistence' value for terrain_base and terrain_alt noises.
  1905. # type: noise_params_2d
  1906. # mgv7_np_terrain_persist = {
  1907. # offset = 0.6,
  1908. # scale = 0.1,
  1909. # spread = (2000, 2000, 2000),
  1910. # seed = 539,
  1911. # octaves = 3,
  1912. # persistence = 0.6,
  1913. # lacunarity = 2.0,
  1914. # flags = eased
  1915. # }
  1916. # Defines distribution of higher terrain and steepness of cliffs.
  1917. # type: noise_params_2d
  1918. # mgv7_np_height_select = {
  1919. # offset = -8,
  1920. # scale = 16,
  1921. # spread = (500, 500, 500),
  1922. # seed = 4213,
  1923. # octaves = 6,
  1924. # persistence = 0.7,
  1925. # lacunarity = 2.0,
  1926. # flags = eased
  1927. # }
  1928. # Variation of biome filler depth.
  1929. # type: noise_params_2d
  1930. # mgv7_np_filler_depth = {
  1931. # offset = 0,
  1932. # scale = 1.2,
  1933. # spread = (150, 150, 150),
  1934. # seed = 261,
  1935. # octaves = 3,
  1936. # persistence = 0.7,
  1937. # lacunarity = 2.0,
  1938. # flags = eased
  1939. # }
  1940. # Variation of maximum mountain height (in nodes).
  1941. # type: noise_params_2d
  1942. # mgv7_np_mount_height = {
  1943. # offset = 256,
  1944. # scale = 112,
  1945. # spread = (1000, 1000, 1000),
  1946. # seed = 72449,
  1947. # octaves = 3,
  1948. # persistence = 0.6,
  1949. # lacunarity = 2.0,
  1950. # flags = eased
  1951. # }
  1952. # Defines large-scale river channel structure.
  1953. # type: noise_params_2d
  1954. # mgv7_np_ridge_uwater = {
  1955. # offset = 0,
  1956. # scale = 1,
  1957. # spread = (1000, 1000, 1000),
  1958. # seed = 85039,
  1959. # octaves = 5,
  1960. # persistence = 0.6,
  1961. # lacunarity = 2.0,
  1962. # flags = eased
  1963. # }
  1964. # 3D noise defining mountain structure and height.
  1965. # Also defines structure of floatland mountain terrain.
  1966. # type: noise_params_3d
  1967. # mgv7_np_mountain = {
  1968. # offset = -0.6,
  1969. # scale = 1,
  1970. # spread = (250, 350, 250),
  1971. # seed = 5333,
  1972. # octaves = 5,
  1973. # persistence = 0.63,
  1974. # lacunarity = 2.0,
  1975. # flags =
  1976. # }
  1977. # 3D noise defining structure of river canyon walls.
  1978. # type: noise_params_3d
  1979. # mgv7_np_ridge = {
  1980. # offset = 0,
  1981. # scale = 1,
  1982. # spread = (100, 100, 100),
  1983. # seed = 6467,
  1984. # octaves = 4,
  1985. # persistence = 0.75,
  1986. # lacunarity = 2.0,
  1987. # flags =
  1988. # }
  1989. # 3D noise defining structure of floatlands.
  1990. # If altered from the default, the noise 'scale' (0.7 by default) may need
  1991. # to be adjusted, as floatland tapering functions best when this noise has
  1992. # a value range of approximately -2.0 to 2.0.
  1993. # type: noise_params_3d
  1994. # mgv7_np_floatland = {
  1995. # offset = 0,
  1996. # scale = 0.7,
  1997. # spread = (384, 96, 384),
  1998. # seed = 1009,
  1999. # octaves = 4,
  2000. # persistence = 0.75,
  2001. # lacunarity = 1.618,
  2002. # flags =
  2003. # }
  2004. # 3D noise defining giant caverns.
  2005. # type: noise_params_3d
  2006. # mgv7_np_cavern = {
  2007. # offset = 0,
  2008. # scale = 1,
  2009. # spread = (384, 128, 384),
  2010. # seed = 723,
  2011. # octaves = 5,
  2012. # persistence = 0.63,
  2013. # lacunarity = 2.0,
  2014. # flags =
  2015. # }
  2016. # First of two 3D noises that together define tunnels.
  2017. # type: noise_params_3d
  2018. # mgv7_np_cave1 = {
  2019. # offset = 0,
  2020. # scale = 12,
  2021. # spread = (61, 61, 61),
  2022. # seed = 52534,
  2023. # octaves = 3,
  2024. # persistence = 0.5,
  2025. # lacunarity = 2.0,
  2026. # flags =
  2027. # }
  2028. # Second of two 3D noises that together define tunnels.
  2029. # type: noise_params_3d
  2030. # mgv7_np_cave2 = {
  2031. # offset = 0,
  2032. # scale = 12,
  2033. # spread = (67, 67, 67),
  2034. # seed = 10325,
  2035. # octaves = 3,
  2036. # persistence = 0.5,
  2037. # lacunarity = 2.0,
  2038. # flags =
  2039. # }
  2040. # 3D noise that determines number of dungeons per mapchunk.
  2041. # type: noise_params_3d
  2042. # mgv7_np_dungeons = {
  2043. # offset = 0.9,
  2044. # scale = 0.5,
  2045. # spread = (500, 500, 500),
  2046. # seed = 0,
  2047. # octaves = 2,
  2048. # persistence = 0.8,
  2049. # lacunarity = 2.0,
  2050. # flags =
  2051. # }
  2052. ## Mapgen Carpathian
  2053. # Map generation attributes specific to Mapgen Carpathian.
  2054. # type: flags possible values: caverns, rivers, nocaverns, norivers
  2055. # mgcarpathian_spflags = caverns,norivers
  2056. # Defines the base ground level.
  2057. # type: float
  2058. # mgcarpathian_base_level = 12.0
  2059. # Defines the width of the river channel.
  2060. # type: float
  2061. # mgcarpathian_river_width = 0.05
  2062. # Defines the depth of the river channel.
  2063. # type: float
  2064. # mgcarpathian_river_depth = 24.0
  2065. # Defines the width of the river valley.
  2066. # type: float
  2067. # mgcarpathian_valley_width = 0.25
  2068. # Controls width of tunnels, a smaller value creates wider tunnels.
  2069. # Value >= 10.0 completely disables generation of tunnels and avoids the
  2070. # intensive noise calculations.
  2071. # type: float
  2072. # mgcarpathian_cave_width = 0.09
  2073. # Y of upper limit of large caves.
  2074. # type: int
  2075. # mgcarpathian_large_cave_depth = -33
  2076. # Minimum limit of random number of small caves per mapchunk.
  2077. # type: int min: 0 max: 256
  2078. # mgcarpathian_small_cave_num_min = 0
  2079. # Maximum limit of random number of small caves per mapchunk.
  2080. # type: int min: 0 max: 256
  2081. # mgcarpathian_small_cave_num_max = 0
  2082. # Minimum limit of random number of large caves per mapchunk.
  2083. # type: int min: 0 max: 64
  2084. # mgcarpathian_large_cave_num_min = 0
  2085. # Maximum limit of random number of large caves per mapchunk.
  2086. # type: int min: 0 max: 64
  2087. # mgcarpathian_large_cave_num_max = 2
  2088. # Proportion of large caves that contain liquid.
  2089. # type: float min: 0 max: 1
  2090. # mgcarpathian_large_cave_flooded = 0.5
  2091. # Y-level of cavern upper limit.
  2092. # type: int
  2093. # mgcarpathian_cavern_limit = -256
  2094. # Y-distance over which caverns expand to full size.
  2095. # type: int
  2096. # mgcarpathian_cavern_taper = 256
  2097. # Defines full size of caverns, smaller values create larger caverns.
  2098. # type: float
  2099. # mgcarpathian_cavern_threshold = 0.7
  2100. # Lower Y limit of dungeons.
  2101. # type: int
  2102. # mgcarpathian_dungeon_ymin = -31000
  2103. # Upper Y limit of dungeons.
  2104. # type: int
  2105. # mgcarpathian_dungeon_ymax = 31000
  2106. ### Noises
  2107. # Variation of biome filler depth.
  2108. # type: noise_params_2d
  2109. # mgcarpathian_np_filler_depth = {
  2110. # offset = 0,
  2111. # scale = 1,
  2112. # spread = (128, 128, 128),
  2113. # seed = 261,
  2114. # octaves = 3,
  2115. # persistence = 0.7,
  2116. # lacunarity = 2.0,
  2117. # flags = eased
  2118. # }
  2119. # First of 4 2D noises that together define hill/mountain range height.
  2120. # type: noise_params_2d
  2121. # mgcarpathian_np_height1 = {
  2122. # offset = 0,
  2123. # scale = 5,
  2124. # spread = (251, 251, 251),
  2125. # seed = 9613,
  2126. # octaves = 5,
  2127. # persistence = 0.5,
  2128. # lacunarity = 2.0,
  2129. # flags = eased
  2130. # }
  2131. # Second of 4 2D noises that together define hill/mountain range height.
  2132. # type: noise_params_2d
  2133. # mgcarpathian_np_height2 = {
  2134. # offset = 0,
  2135. # scale = 5,
  2136. # spread = (383, 383, 383),
  2137. # seed = 1949,
  2138. # octaves = 5,
  2139. # persistence = 0.5,
  2140. # lacunarity = 2.0,
  2141. # flags = eased
  2142. # }
  2143. # Third of 4 2D noises that together define hill/mountain range height.
  2144. # type: noise_params_2d
  2145. # mgcarpathian_np_height3 = {
  2146. # offset = 0,
  2147. # scale = 5,
  2148. # spread = (509, 509, 509),
  2149. # seed = 3211,
  2150. # octaves = 5,
  2151. # persistence = 0.5,
  2152. # lacunarity = 2.0,
  2153. # flags = eased
  2154. # }
  2155. # Fourth of 4 2D noises that together define hill/mountain range height.
  2156. # type: noise_params_2d
  2157. # mgcarpathian_np_height4 = {
  2158. # offset = 0,
  2159. # scale = 5,
  2160. # spread = (631, 631, 631),
  2161. # seed = 1583,
  2162. # octaves = 5,
  2163. # persistence = 0.5,
  2164. # lacunarity = 2.0,
  2165. # flags = eased
  2166. # }
  2167. # 2D noise that controls the size/occurrence of rolling hills.
  2168. # type: noise_params_2d
  2169. # mgcarpathian_np_hills_terrain = {
  2170. # offset = 1,
  2171. # scale = 1,
  2172. # spread = (1301, 1301, 1301),
  2173. # seed = 1692,
  2174. # octaves = 3,
  2175. # persistence = 0.5,
  2176. # lacunarity = 2.0,
  2177. # flags = eased
  2178. # }
  2179. # 2D noise that controls the size/occurrence of ridged mountain ranges.
  2180. # type: noise_params_2d
  2181. # mgcarpathian_np_ridge_terrain = {
  2182. # offset = 1,
  2183. # scale = 1,
  2184. # spread = (1889, 1889, 1889),
  2185. # seed = 3568,
  2186. # octaves = 3,
  2187. # persistence = 0.5,
  2188. # lacunarity = 2.0,
  2189. # flags = eased
  2190. # }
  2191. # 2D noise that controls the size/occurrence of step mountain ranges.
  2192. # type: noise_params_2d
  2193. # mgcarpathian_np_step_terrain = {
  2194. # offset = 1,
  2195. # scale = 1,
  2196. # spread = (1889, 1889, 1889),
  2197. # seed = 4157,
  2198. # octaves = 3,
  2199. # persistence = 0.5,
  2200. # lacunarity = 2.0,
  2201. # flags = eased
  2202. # }
  2203. # 2D noise that controls the shape/size of rolling hills.
  2204. # type: noise_params_2d
  2205. # mgcarpathian_np_hills = {
  2206. # offset = 0,
  2207. # scale = 3,
  2208. # spread = (257, 257, 257),
  2209. # seed = 6604,
  2210. # octaves = 6,
  2211. # persistence = 0.5,
  2212. # lacunarity = 2.0,
  2213. # flags = eased
  2214. # }
  2215. # 2D noise that controls the shape/size of ridged mountains.
  2216. # type: noise_params_2d
  2217. # mgcarpathian_np_ridge_mnt = {
  2218. # offset = 0,
  2219. # scale = 12,
  2220. # spread = (743, 743, 743),
  2221. # seed = 5520,
  2222. # octaves = 6,
  2223. # persistence = 0.7,
  2224. # lacunarity = 2.0,
  2225. # flags = eased
  2226. # }
  2227. # 2D noise that controls the shape/size of step mountains.
  2228. # type: noise_params_2d
  2229. # mgcarpathian_np_step_mnt = {
  2230. # offset = 0,
  2231. # scale = 8,
  2232. # spread = (509, 509, 509),
  2233. # seed = 2590,
  2234. # octaves = 6,
  2235. # persistence = 0.6,
  2236. # lacunarity = 2.0,
  2237. # flags = eased
  2238. # }
  2239. # 2D noise that locates the river valleys and channels.
  2240. # type: noise_params_2d
  2241. # mgcarpathian_np_rivers = {
  2242. # offset = 0,
  2243. # scale = 1,
  2244. # spread = (1000, 1000, 1000),
  2245. # seed = 85039,
  2246. # octaves = 5,
  2247. # persistence = 0.6,
  2248. # lacunarity = 2.0,
  2249. # flags = eased
  2250. # }
  2251. # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
  2252. # type: noise_params_3d
  2253. # mgcarpathian_np_mnt_var = {
  2254. # offset = 0,
  2255. # scale = 1,
  2256. # spread = (499, 499, 499),
  2257. # seed = 2490,
  2258. # octaves = 5,
  2259. # persistence = 0.55,
  2260. # lacunarity = 2.0,
  2261. # flags =
  2262. # }
  2263. # First of two 3D noises that together define tunnels.
  2264. # type: noise_params_3d
  2265. # mgcarpathian_np_cave1 = {
  2266. # offset = 0,
  2267. # scale = 12,
  2268. # spread = (61, 61, 61),
  2269. # seed = 52534,
  2270. # octaves = 3,
  2271. # persistence = 0.5,
  2272. # lacunarity = 2.0,
  2273. # flags =
  2274. # }
  2275. # Second of two 3D noises that together define tunnels.
  2276. # type: noise_params_3d
  2277. # mgcarpathian_np_cave2 = {
  2278. # offset = 0,
  2279. # scale = 12,
  2280. # spread = (67, 67, 67),
  2281. # seed = 10325,
  2282. # octaves = 3,
  2283. # persistence = 0.5,
  2284. # lacunarity = 2.0,
  2285. # flags =
  2286. # }
  2287. # 3D noise defining giant caverns.
  2288. # type: noise_params_3d
  2289. # mgcarpathian_np_cavern = {
  2290. # offset = 0,
  2291. # scale = 1,
  2292. # spread = (384, 128, 384),
  2293. # seed = 723,
  2294. # octaves = 5,
  2295. # persistence = 0.63,
  2296. # lacunarity = 2.0,
  2297. # flags =
  2298. # }
  2299. # 3D noise that determines number of dungeons per mapchunk.
  2300. # type: noise_params_3d
  2301. # mgcarpathian_np_dungeons = {
  2302. # offset = 0.9,
  2303. # scale = 0.5,
  2304. # spread = (500, 500, 500),
  2305. # seed = 0,
  2306. # octaves = 2,
  2307. # persistence = 0.8,
  2308. # lacunarity = 2.0,
  2309. # flags =
  2310. # }
  2311. ## Mapgen Flat
  2312. # Map generation attributes specific to Mapgen Flat.
  2313. # Occasional lakes and hills can be added to the flat world.
  2314. # type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns
  2315. # mgflat_spflags = nolakes,nohills,nocaverns
  2316. # Y of flat ground.
  2317. # type: int
  2318. # mgflat_ground_level = 8
  2319. # Y of upper limit of large caves.
  2320. # type: int
  2321. # mgflat_large_cave_depth = -33
  2322. # Minimum limit of random number of small caves per mapchunk.
  2323. # type: int min: 0 max: 256
  2324. # mgflat_small_cave_num_min = 0
  2325. # Maximum limit of random number of small caves per mapchunk.
  2326. # type: int min: 0 max: 256
  2327. # mgflat_small_cave_num_max = 0
  2328. # Minimum limit of random number of large caves per mapchunk.
  2329. # type: int min: 0 max: 64
  2330. # mgflat_large_cave_num_min = 0
  2331. # Maximum limit of random number of large caves per mapchunk.
  2332. # type: int min: 0 max: 64
  2333. # mgflat_large_cave_num_max = 2
  2334. # Proportion of large caves that contain liquid.
  2335. # type: float min: 0 max: 1
  2336. # mgflat_large_cave_flooded = 0.5
  2337. # Controls width of tunnels, a smaller value creates wider tunnels.
  2338. # Value >= 10.0 completely disables generation of tunnels and avoids the
  2339. # intensive noise calculations.
  2340. # type: float
  2341. # mgflat_cave_width = 0.09
  2342. # Terrain noise threshold for lakes.
  2343. # Controls proportion of world area covered by lakes.
  2344. # Adjust towards 0.0 for a larger proportion.
  2345. # type: float
  2346. # mgflat_lake_threshold = -0.45
  2347. # Controls steepness/depth of lake depressions.
  2348. # type: float
  2349. # mgflat_lake_steepness = 48.0
  2350. # Terrain noise threshold for hills.
  2351. # Controls proportion of world area covered by hills.
  2352. # Adjust towards 0.0 for a larger proportion.
  2353. # type: float
  2354. # mgflat_hill_threshold = 0.45
  2355. # Controls steepness/height of hills.
  2356. # type: float
  2357. # mgflat_hill_steepness = 64.0
  2358. # Y-level of cavern upper limit.
  2359. # type: int
  2360. # mgflat_cavern_limit = -256
  2361. # Y-distance over which caverns expand to full size.
  2362. # type: int
  2363. # mgflat_cavern_taper = 256
  2364. # Defines full size of caverns, smaller values create larger caverns.
  2365. # type: float
  2366. # mgflat_cavern_threshold = 0.7
  2367. # Lower Y limit of dungeons.
  2368. # type: int
  2369. # mgflat_dungeon_ymin = -31000
  2370. # Upper Y limit of dungeons.
  2371. # type: int
  2372. # mgflat_dungeon_ymax = 31000
  2373. ### Noises
  2374. # Defines location and terrain of optional hills and lakes.
  2375. # type: noise_params_2d
  2376. # mgflat_np_terrain = {
  2377. # offset = 0,
  2378. # scale = 1,
  2379. # spread = (600, 600, 600),
  2380. # seed = 7244,
  2381. # octaves = 5,
  2382. # persistence = 0.6,
  2383. # lacunarity = 2.0,
  2384. # flags = eased
  2385. # }
  2386. # Variation of biome filler depth.
  2387. # type: noise_params_2d
  2388. # mgflat_np_filler_depth = {
  2389. # offset = 0,
  2390. # scale = 1.2,
  2391. # spread = (150, 150, 150),
  2392. # seed = 261,
  2393. # octaves = 3,
  2394. # persistence = 0.7,
  2395. # lacunarity = 2.0,
  2396. # flags = eased
  2397. # }
  2398. # First of two 3D noises that together define tunnels.
  2399. # type: noise_params_3d
  2400. # mgflat_np_cave1 = {
  2401. # offset = 0,
  2402. # scale = 12,
  2403. # spread = (61, 61, 61),
  2404. # seed = 52534,
  2405. # octaves = 3,
  2406. # persistence = 0.5,
  2407. # lacunarity = 2.0,
  2408. # flags =
  2409. # }
  2410. # Second of two 3D noises that together define tunnels.
  2411. # type: noise_params_3d
  2412. # mgflat_np_cave2 = {
  2413. # offset = 0,
  2414. # scale = 12,
  2415. # spread = (67, 67, 67),
  2416. # seed = 10325,
  2417. # octaves = 3,
  2418. # persistence = 0.5,
  2419. # lacunarity = 2.0,
  2420. # flags =
  2421. # }
  2422. # 3D noise defining giant caverns.
  2423. # type: noise_params_3d
  2424. # mgflat_np_cavern = {
  2425. # offset = 0,
  2426. # scale = 1,
  2427. # spread = (384, 128, 384),
  2428. # seed = 723,
  2429. # octaves = 5,
  2430. # persistence = 0.63,
  2431. # lacunarity = 2.0,
  2432. # flags =
  2433. # }
  2434. # 3D noise that determines number of dungeons per mapchunk.
  2435. # type: noise_params_3d
  2436. # mgflat_np_dungeons = {
  2437. # offset = 0.9,
  2438. # scale = 0.5,
  2439. # spread = (500, 500, 500),
  2440. # seed = 0,
  2441. # octaves = 2,
  2442. # persistence = 0.8,
  2443. # lacunarity = 2.0,
  2444. # flags =
  2445. # }
  2446. ## Mapgen Fractal
  2447. # Map generation attributes specific to Mapgen Fractal.
  2448. # 'terrain' enables the generation of non-fractal terrain:
  2449. # ocean, islands and underground.
  2450. # type: flags possible values: terrain, noterrain
  2451. # mgfractal_spflags = terrain
  2452. # Controls width of tunnels, a smaller value creates wider tunnels.
  2453. # Value >= 10.0 completely disables generation of tunnels and avoids the
  2454. # intensive noise calculations.
  2455. # type: float
  2456. # mgfractal_cave_width = 0.09
  2457. # Y of upper limit of large caves.
  2458. # type: int
  2459. # mgfractal_large_cave_depth = -33
  2460. # Minimum limit of random number of small caves per mapchunk.
  2461. # type: int min: 0 max: 256
  2462. # mgfractal_small_cave_num_min = 0
  2463. # Maximum limit of random number of small caves per mapchunk.
  2464. # type: int min: 0 max: 256
  2465. # mgfractal_small_cave_num_max = 0
  2466. # Minimum limit of random number of large caves per mapchunk.
  2467. # type: int min: 0 max: 64
  2468. # mgfractal_large_cave_num_min = 0
  2469. # Maximum limit of random number of large caves per mapchunk.
  2470. # type: int min: 0 max: 64
  2471. # mgfractal_large_cave_num_max = 2
  2472. # Proportion of large caves that contain liquid.
  2473. # type: float min: 0 max: 1
  2474. # mgfractal_large_cave_flooded = 0.5
  2475. # Lower Y limit of dungeons.
  2476. # type: int
  2477. # mgfractal_dungeon_ymin = -31000
  2478. # Upper Y limit of dungeons.
  2479. # type: int
  2480. # mgfractal_dungeon_ymax = 31000
  2481. # Selects one of 18 fractal types.
  2482. # 1 = 4D "Roundy" Mandelbrot set.
  2483. # 2 = 4D "Roundy" Julia set.
  2484. # 3 = 4D "Squarry" Mandelbrot set.
  2485. # 4 = 4D "Squarry" Julia set.
  2486. # 5 = 4D "Mandy Cousin" Mandelbrot set.
  2487. # 6 = 4D "Mandy Cousin" Julia set.
  2488. # 7 = 4D "Variation" Mandelbrot set.
  2489. # 8 = 4D "Variation" Julia set.
  2490. # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
  2491. # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
  2492. # 11 = 3D "Christmas Tree" Mandelbrot set.
  2493. # 12 = 3D "Christmas Tree" Julia set.
  2494. # 13 = 3D "Mandelbulb" Mandelbrot set.
  2495. # 14 = 3D "Mandelbulb" Julia set.
  2496. # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
  2497. # 16 = 3D "Cosine Mandelbulb" Julia set.
  2498. # 17 = 4D "Mandelbulb" Mandelbrot set.
  2499. # 18 = 4D "Mandelbulb" Julia set.
  2500. # type: int min: 1 max: 18
  2501. # mgfractal_fractal = 1
  2502. # Iterations of the recursive function.
  2503. # Increasing this increases the amount of fine detail, but also
  2504. # increases processing load.
  2505. # At iterations = 20 this mapgen has a similar load to mapgen V7.
  2506. # type: int
  2507. # mgfractal_iterations = 11
  2508. # (X,Y,Z) scale of fractal in nodes.
  2509. # Actual fractal size will be 2 to 3 times larger.
  2510. # These numbers can be made very large, the fractal does
  2511. # not have to fit inside the world.
  2512. # Increase these to 'zoom' into the detail of the fractal.
  2513. # Default is for a vertically-squashed shape suitable for
  2514. # an island, set all 3 numbers equal for the raw shape.
  2515. # type: v3f
  2516. # mgfractal_scale = (4096.0, 1024.0, 4096.0)
  2517. # (X,Y,Z) offset of fractal from world center in units of 'scale'.
  2518. # Can be used to move a desired point to (0, 0) to create a
  2519. # suitable spawn point, or to allow 'zooming in' on a desired
  2520. # point by increasing 'scale'.
  2521. # The default is tuned for a suitable spawn point for Mandelbrot
  2522. # sets with default parameters, it may need altering in other
  2523. # situations.
  2524. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
  2525. # type: v3f
  2526. # mgfractal_offset = (1.79, 0.0, 0.0)
  2527. # W coordinate of the generated 3D slice of a 4D fractal.
  2528. # Determines which 3D slice of the 4D shape is generated.
  2529. # Alters the shape of the fractal.
  2530. # Has no effect on 3D fractals.
  2531. # Range roughly -2 to 2.
  2532. # type: float
  2533. # mgfractal_slice_w = 0.0
  2534. # Julia set only.
  2535. # X component of hypercomplex constant.
  2536. # Alters the shape of the fractal.
  2537. # Range roughly -2 to 2.
  2538. # type: float
  2539. # mgfractal_julia_x = 0.33
  2540. # Julia set only.
  2541. # Y component of hypercomplex constant.
  2542. # Alters the shape of the fractal.
  2543. # Range roughly -2 to 2.
  2544. # type: float
  2545. # mgfractal_julia_y = 0.33
  2546. # Julia set only.
  2547. # Z component of hypercomplex constant.
  2548. # Alters the shape of the fractal.
  2549. # Range roughly -2 to 2.
  2550. # type: float
  2551. # mgfractal_julia_z = 0.33
  2552. # Julia set only.
  2553. # W component of hypercomplex constant.
  2554. # Alters the shape of the fractal.
  2555. # Has no effect on 3D fractals.
  2556. # Range roughly -2 to 2.
  2557. # type: float
  2558. # mgfractal_julia_w = 0.33
  2559. ### Noises
  2560. # Y-level of seabed.
  2561. # type: noise_params_2d
  2562. # mgfractal_np_seabed = {
  2563. # offset = -14,
  2564. # scale = 9,
  2565. # spread = (600, 600, 600),
  2566. # seed = 41900,
  2567. # octaves = 5,
  2568. # persistence = 0.6,
  2569. # lacunarity = 2.0,
  2570. # flags = eased
  2571. # }
  2572. # Variation of biome filler depth.
  2573. # type: noise_params_2d
  2574. # mgfractal_np_filler_depth = {
  2575. # offset = 0,
  2576. # scale = 1.2,
  2577. # spread = (150, 150, 150),
  2578. # seed = 261,
  2579. # octaves = 3,
  2580. # persistence = 0.7,
  2581. # lacunarity = 2.0,
  2582. # flags = eased
  2583. # }
  2584. # First of two 3D noises that together define tunnels.
  2585. # type: noise_params_3d
  2586. # mgfractal_np_cave1 = {
  2587. # offset = 0,
  2588. # scale = 12,
  2589. # spread = (61, 61, 61),
  2590. # seed = 52534,
  2591. # octaves = 3,
  2592. # persistence = 0.5,
  2593. # lacunarity = 2.0,
  2594. # flags =
  2595. # }
  2596. # Second of two 3D noises that together define tunnels.
  2597. # type: noise_params_3d
  2598. # mgfractal_np_cave2 = {
  2599. # offset = 0,
  2600. # scale = 12,
  2601. # spread = (67, 67, 67),
  2602. # seed = 10325,
  2603. # octaves = 3,
  2604. # persistence = 0.5,
  2605. # lacunarity = 2.0,
  2606. # flags =
  2607. # }
  2608. # 3D noise that determines number of dungeons per mapchunk.
  2609. # type: noise_params_3d
  2610. # mgfractal_np_dungeons = {
  2611. # offset = 0.9,
  2612. # scale = 0.5,
  2613. # spread = (500, 500, 500),
  2614. # seed = 0,
  2615. # octaves = 2,
  2616. # persistence = 0.8,
  2617. # lacunarity = 2.0,
  2618. # flags =
  2619. # }
  2620. ## Mapgen Valleys
  2621. # Map generation attributes specific to Mapgen Valleys.
  2622. # 'altitude_chill': Reduces heat with altitude.
  2623. # 'humid_rivers': Increases humidity around rivers.
  2624. # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
  2625. # to become shallower and occasionally dry.
  2626. # 'altitude_dry': Reduces humidity with altitude.
  2627. # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
  2628. # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
  2629. # The vertical distance over which heat drops by 20 if 'altitude_chill' is
  2630. # enabled. Also the vertical distance over which humidity drops by 10 if
  2631. # 'altitude_dry' is enabled.
  2632. # type: int
  2633. # mgvalleys_altitude_chill = 90
  2634. # Depth below which you'll find large caves.
  2635. # type: int
  2636. # mgvalleys_large_cave_depth = -33
  2637. # Minimum limit of random number of small caves per mapchunk.
  2638. # type: int min: 0 max: 256
  2639. # mgvalleys_small_cave_num_min = 0
  2640. # Maximum limit of random number of small caves per mapchunk.
  2641. # type: int min: 0 max: 256
  2642. # mgvalleys_small_cave_num_max = 0
  2643. # Minimum limit of random number of large caves per mapchunk.
  2644. # type: int min: 0 max: 64
  2645. # mgvalleys_large_cave_num_min = 0
  2646. # Maximum limit of random number of large caves per mapchunk.
  2647. # type: int min: 0 max: 64
  2648. # mgvalleys_large_cave_num_max = 2
  2649. # Proportion of large caves that contain liquid.
  2650. # type: float min: 0 max: 1
  2651. # mgvalleys_large_cave_flooded = 0.5
  2652. # Depth below which you'll find giant caverns.
  2653. # type: int
  2654. # mgvalleys_cavern_limit = -256
  2655. # Y-distance over which caverns expand to full size.
  2656. # type: int
  2657. # mgvalleys_cavern_taper = 192
  2658. # Defines full size of caverns, smaller values create larger caverns.
  2659. # type: float
  2660. # mgvalleys_cavern_threshold = 0.6
  2661. # How deep to make rivers.
  2662. # type: int
  2663. # mgvalleys_river_depth = 4
  2664. # How wide to make rivers.
  2665. # type: int
  2666. # mgvalleys_river_size = 5
  2667. # Controls width of tunnels, a smaller value creates wider tunnels.
  2668. # Value >= 10.0 completely disables generation of tunnels and avoids the
  2669. # intensive noise calculations.
  2670. # type: float
  2671. # mgvalleys_cave_width = 0.09
  2672. # Lower Y limit of dungeons.
  2673. # type: int
  2674. # mgvalleys_dungeon_ymin = -31000
  2675. # Upper Y limit of dungeons.
  2676. # type: int
  2677. # mgvalleys_dungeon_ymax = 63
  2678. ### Noises
  2679. # First of two 3D noises that together define tunnels.
  2680. # type: noise_params_3d
  2681. # mgvalleys_np_cave1 = {
  2682. # offset = 0,
  2683. # scale = 12,
  2684. # spread = (61, 61, 61),
  2685. # seed = 52534,
  2686. # octaves = 3,
  2687. # persistence = 0.5,
  2688. # lacunarity = 2.0,
  2689. # flags =
  2690. # }
  2691. # Second of two 3D noises that together define tunnels.
  2692. # type: noise_params_3d
  2693. # mgvalleys_np_cave2 = {
  2694. # offset = 0,
  2695. # scale = 12,
  2696. # spread = (67, 67, 67),
  2697. # seed = 10325,
  2698. # octaves = 3,
  2699. # persistence = 0.5,
  2700. # lacunarity = 2.0,
  2701. # flags =
  2702. # }
  2703. # The depth of dirt or other biome filler node.
  2704. # type: noise_params_2d
  2705. # mgvalleys_np_filler_depth = {
  2706. # offset = 0,
  2707. # scale = 1.2,
  2708. # spread = (256, 256, 256),
  2709. # seed = 1605,
  2710. # octaves = 3,
  2711. # persistence = 0.5,
  2712. # lacunarity = 2.0,
  2713. # flags = eased
  2714. # }
  2715. # 3D noise defining giant caverns.
  2716. # type: noise_params_3d
  2717. # mgvalleys_np_cavern = {
  2718. # offset = 0,
  2719. # scale = 1,
  2720. # spread = (768, 256, 768),
  2721. # seed = 59033,
  2722. # octaves = 6,
  2723. # persistence = 0.63,
  2724. # lacunarity = 2.0,
  2725. # flags =
  2726. # }
  2727. # Defines large-scale river channel structure.
  2728. # type: noise_params_2d
  2729. # mgvalleys_np_rivers = {
  2730. # offset = 0,
  2731. # scale = 1,
  2732. # spread = (256, 256, 256),
  2733. # seed = -6050,
  2734. # octaves = 5,
  2735. # persistence = 0.6,
  2736. # lacunarity = 2.0,
  2737. # flags = eased
  2738. # }
  2739. # Base terrain height.
  2740. # type: noise_params_2d
  2741. # mgvalleys_np_terrain_height = {
  2742. # offset = -10,
  2743. # scale = 50,
  2744. # spread = (1024, 1024, 1024),
  2745. # seed = 5202,
  2746. # octaves = 6,
  2747. # persistence = 0.4,
  2748. # lacunarity = 2.0,
  2749. # flags = eased
  2750. # }
  2751. # Raises terrain to make valleys around the rivers.
  2752. # type: noise_params_2d
  2753. # mgvalleys_np_valley_depth = {
  2754. # offset = 5,
  2755. # scale = 4,
  2756. # spread = (512, 512, 512),
  2757. # seed = -1914,
  2758. # octaves = 1,
  2759. # persistence = 1.0,
  2760. # lacunarity = 2.0,
  2761. # flags = eased
  2762. # }
  2763. # Slope and fill work together to modify the heights.
  2764. # type: noise_params_3d
  2765. # mgvalleys_np_inter_valley_fill = {
  2766. # offset = 0,
  2767. # scale = 1,
  2768. # spread = (256, 512, 256),
  2769. # seed = 1993,
  2770. # octaves = 6,
  2771. # persistence = 0.8,
  2772. # lacunarity = 2.0,
  2773. # flags =
  2774. # }
  2775. # Amplifies the valleys.
  2776. # type: noise_params_2d
  2777. # mgvalleys_np_valley_profile = {
  2778. # offset = 0.6,
  2779. # scale = 0.5,
  2780. # spread = (512, 512, 512),
  2781. # seed = 777,
  2782. # octaves = 1,
  2783. # persistence = 1.0,
  2784. # lacunarity = 2.0,
  2785. # flags = eased
  2786. # }
  2787. # Slope and fill work together to modify the heights.
  2788. # type: noise_params_2d
  2789. # mgvalleys_np_inter_valley_slope = {
  2790. # offset = 0.5,
  2791. # scale = 0.5,
  2792. # spread = (128, 128, 128),
  2793. # seed = 746,
  2794. # octaves = 1,
  2795. # persistence = 1.0,
  2796. # lacunarity = 2.0,
  2797. # flags = eased
  2798. # }
  2799. # 3D noise that determines number of dungeons per mapchunk.
  2800. # type: noise_params_3d
  2801. # mgvalleys_np_dungeons = {
  2802. # offset = 0.9,
  2803. # scale = 0.5,
  2804. # spread = (500, 500, 500),
  2805. # seed = 0,
  2806. # octaves = 2,
  2807. # persistence = 0.8,
  2808. # lacunarity = 2.0,
  2809. # flags =
  2810. # }
  2811. ## Advanced
  2812. # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
  2813. # WARNING!: There is no benefit, and there are several dangers, in
  2814. # increasing this value above 5.
  2815. # Reducing this value increases cave and dungeon density.
  2816. # Altering this value is for special usage, leaving it unchanged is
  2817. # recommended.
  2818. # type: int
  2819. # chunksize = 5
  2820. # Dump the mapgen debug information.
  2821. # type: bool
  2822. # enable_mapgen_debug_info = false
  2823. # Maximum number of blocks that can be queued for loading.
  2824. # type: int
  2825. # emergequeue_limit_total = 1024
  2826. # Maximum number of blocks to be queued that are to be loaded from file.
  2827. # This limit is enforced per player.
  2828. # type: int
  2829. # emergequeue_limit_diskonly = 128
  2830. # Maximum number of blocks to be queued that are to be generated.
  2831. # This limit is enforced per player.
  2832. # type: int
  2833. # emergequeue_limit_generate = 128
  2834. # Number of emerge threads to use.
  2835. # Value 0:
  2836. # - Automatic selection. The number of emerge threads will be
  2837. # - 'number of processors - 2', with a lower limit of 1.
  2838. # Any other value:
  2839. # - Specifies the number of emerge threads, with a lower limit of 1.
  2840. # WARNING: Increasing the number of emerge threads increases engine mapgen
  2841. # speed, but this may harm game performance by interfering with other
  2842. # processes, especially in singleplayer and/or when running Lua code in
  2843. # 'on_generated'. For many users the optimum setting may be '1'.
  2844. # type: int
  2845. # num_emerge_threads = 1
  2846. #
  2847. # Online Content Repository
  2848. #
  2849. # The URL for the content repository
  2850. # type: string
  2851. # contentdb_url = https://content.minetest.net
  2852. # Comma-separated list of flags to hide in the content repository.
  2853. # "nonfree" can be used to hide packages which do not qualify as 'free software',
  2854. # as defined by the Free Software Foundation.
  2855. # You can also specify content ratings.
  2856. # These flags are independent from Minetest versions,
  2857. # so see a full list at https://content.minetest.net/help/content_flags/
  2858. # type: string
  2859. # contentdb_flag_blacklist = nonfree, desktop_default
  2860. # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
  2861. # This should be lower than curl_parallel_limit.
  2862. # type: int
  2863. # contentdb_max_concurrent_downloads = 3