1 # This file contains a list of all available settings and their default value for minetest.conf
3 # By default, all the settings are commented and not functional.
4 # Uncomment settings by removing the preceding #.
6 # minetest.conf is read by default from:
9 # Any other path can be chosen by passing the path as a parameter
10 # to the program, eg. "minetest.exe --config ../minetest.conf.example".
12 # Further documentation:
13 # http://wiki.minetest.net/
19 # If enabled, you can place blocks at the position (feet + eye level) where you stand.
20 # This is helpful when working with nodeboxes in small areas.
22 # enable_build_where_you_stand = false
24 # Player is able to fly without being affected by gravity.
25 # This requires the "fly" privilege on the server.
29 # If enabled, makes move directions relative to the player's pitch when flying or swimming.
33 # Fast movement (via the "special" key).
34 # This requires the "fast" privilege on the server.
38 # If enabled together with fly mode, player is able to fly through solid nodes.
39 # This requires the "noclip" privilege on the server.
43 # Smooths camera when looking around. Also called look or mouse smoothing.
44 # Useful for recording videos.
48 # Smooths rotation of camera. 0 to disable.
49 # type: float min: 0 max: 0.99
50 # camera_smoothing = 0.0
52 # Smooths rotation of camera in cinematic mode. 0 to disable.
53 # type: float min: 0 max: 0.99
54 # cinematic_camera_smoothing = 0.7
56 # Invert vertical mouse movement.
58 # invert_mouse = false
60 # Mouse sensitivity multiplier.
62 # mouse_sensitivity = 0.2
64 # If enabled, "special" key instead of "sneak" key is used for climbing down and
67 # aux1_descends = false
69 # Double-tapping the jump key toggles fly mode.
71 # doubletap_jump = false
73 # If disabled, "special" key is used to fly fast if both fly and fast mode are
76 # always_fly_fast = true
78 # The time in seconds it takes between repeated right clicks when holding the right
80 # type: float min: 0.001
81 # repeat_rightclick_time = 0.25
83 # Automatically jump up single-node obstacles.
87 # Prevent digging and placing from repeating when holding the mouse buttons.
88 # Enable this when you dig or place too often by accident.
90 # safe_dig_and_place = false
92 # Enable random user input (only used for testing).
94 # random_input = false
96 # Continuous forward movement, toggled by autoforward key.
97 # Press the autoforward key again or the backwards movement to disable.
99 # continuous_forward = false
101 # The length in pixels it takes for touch screen interaction to start.
102 # type: int min: 0 max: 100
103 # touchscreen_threshold = 20
105 # (Android) Fixes the position of virtual joystick.
106 # If disabled, virtual joystick will center to first-touch's position.
108 # fixed_virtual_joystick = false
110 # (Android) Use virtual joystick to trigger "aux" button.
111 # If enabled, virtual joystick will also tap "aux" button when out of main circle.
113 # virtual_joystick_triggers_aux = false
117 # enable_joysticks = false
119 # The identifier of the joystick to use
123 # The type of joystick
124 # type: enum values: auto, generic, xbox
125 # joystick_type = auto
127 # The time in seconds it takes between repeated events
128 # when holding down a joystick button combination.
129 # type: float min: 0.001
130 # repeat_joystick_button_time = 0.17
132 # The deadzone of the joystick
133 # joystick_deadzone = 2048
135 # The sensitivity of the joystick axes for moving the
136 # ingame view frustum around.
138 # joystick_frustum_sensitivity = 170
140 # Key for moving the player forward.
141 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
143 # keymap_forward = KEY_KEY_W
145 # Key for moving the player backward.
146 # Will also disable autoforward, when active.
147 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
149 # keymap_backward = KEY_KEY_S
151 # Key for moving the player left.
152 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
154 # keymap_left = KEY_KEY_A
156 # Key for moving the player right.
157 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
159 # keymap_right = KEY_KEY_D
162 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
164 # keymap_jump = KEY_SPACE
167 # Also used for climbing down and descending in water if aux1_descends is disabled.
168 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
170 # keymap_sneak = KEY_LSHIFT
172 # Key for opening the inventory.
173 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
175 # keymap_inventory = KEY_KEY_I
177 # Key for moving fast in fast mode.
178 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
180 # keymap_special1 = KEY_KEY_E
182 # Key for opening the chat window.
183 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
185 # keymap_chat = KEY_KEY_T
187 # Key for opening the chat window to type commands.
188 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
192 # Key for opening the chat window to type local commands.
193 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
195 # keymap_cmd_local = .
197 # Key for toggling unlimited view range.
198 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
200 # keymap_rangeselect = KEY_KEY_R
202 # Key for toggling flying.
203 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
205 # keymap_freemove = KEY_KEY_K
207 # Key for toggling pitch move mode.
208 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
210 # keymap_pitchmove = KEY_KEY_P
212 # Key for toggling fast mode.
213 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
215 # keymap_fastmove = KEY_KEY_J
217 # Key for toggling noclip mode.
218 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
220 # keymap_noclip = KEY_KEY_H
222 # Key for selecting the next item in the hotbar.
223 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
225 # keymap_hotbar_next = KEY_KEY_N
227 # Key for selecting the previous item in the hotbar.
228 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
230 # keymap_hotbar_previous = KEY_KEY_B
232 # Key for muting the game.
233 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
235 # keymap_mute = KEY_KEY_M
237 # Key for increasing the volume.
238 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
240 # keymap_increase_volume =
242 # Key for decreasing the volume.
243 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
245 # keymap_decrease_volume =
247 # Key for toggling autoforward.
248 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
250 # keymap_autoforward =
252 # Key for toggling cinematic mode.
253 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
257 # Key for toggling display of minimap.
258 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
260 # keymap_minimap = KEY_KEY_V
262 # Key for taking screenshots.
263 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
265 # keymap_screenshot = KEY_F12
267 # Key for dropping the currently selected item.
268 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
270 # keymap_drop = KEY_KEY_Q
272 # Key to use view zoom when possible.
273 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
275 # keymap_zoom = KEY_KEY_Z
277 # Key for selecting the first hotbar slot.
278 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
280 # keymap_slot1 = KEY_KEY_1
282 # Key for selecting the second hotbar slot.
283 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
285 # keymap_slot2 = KEY_KEY_2
287 # Key for selecting the third hotbar slot.
288 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
290 # keymap_slot3 = KEY_KEY_3
292 # Key for selecting the fourth hotbar slot.
293 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
295 # keymap_slot4 = KEY_KEY_4
297 # Key for selecting the fifth hotbar slot.
298 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
300 # keymap_slot5 = KEY_KEY_5
302 # Key for selecting the sixth hotbar slot.
303 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
305 # keymap_slot6 = KEY_KEY_6
307 # Key for selecting the seventh hotbar slot.
308 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
310 # keymap_slot7 = KEY_KEY_7
312 # Key for selecting the eighth hotbar slot.
313 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
315 # keymap_slot8 = KEY_KEY_8
317 # Key for selecting the ninth hotbar slot.
318 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
320 # keymap_slot9 = KEY_KEY_9
322 # Key for selecting the tenth hotbar slot.
323 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
325 # keymap_slot10 = KEY_KEY_0
327 # Key for selecting the 11th hotbar slot.
328 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
332 # Key for selecting the 12th hotbar slot.
333 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
337 # Key for selecting the 13th hotbar slot.
338 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
342 # Key for selecting the 14th hotbar slot.
343 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
347 # Key for selecting the 15th hotbar slot.
348 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
352 # Key for selecting the 16th hotbar slot.
353 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
357 # Key for selecting the 17th hotbar slot.
358 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
362 # Key for selecting the 18th hotbar slot.
363 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
367 # Key for selecting the 19th hotbar slot.
368 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
372 # Key for selecting the 20th hotbar slot.
373 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
377 # Key for selecting the 21st hotbar slot.
378 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
382 # Key for selecting the 22nd hotbar slot.
383 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
387 # Key for selecting the 23rd hotbar slot.
388 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
392 # Key for selecting the 24th hotbar slot.
393 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
397 # Key for selecting the 25th hotbar slot.
398 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
402 # Key for selecting the 26th hotbar slot.
403 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
407 # Key for selecting the 27th hotbar slot.
408 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
412 # Key for selecting the 28th hotbar slot.
413 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
417 # Key for selecting the 29th hotbar slot.
418 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
422 # Key for selecting the 30th hotbar slot.
423 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
427 # Key for selecting the 31st hotbar slot.
428 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
432 # Key for selecting the 32nd hotbar slot.
433 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
437 # Key for toggling the display of the HUD.
438 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
440 # keymap_toggle_hud = KEY_F1
442 # Key for toggling the display of chat.
443 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
445 # keymap_toggle_chat = KEY_F2
447 # Key for toggling the display of the large chat console.
448 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
450 # keymap_console = KEY_F10
452 # Key for toggling the display of fog.
453 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
455 # keymap_toggle_force_fog_off = KEY_F3
457 # Key for toggling the camera update. Only used for development
458 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
460 # keymap_toggle_update_camera =
462 # Key for toggling the display of debug info.
463 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
465 # keymap_toggle_debug = KEY_F5
467 # Key for toggling the display of the profiler. Used for development.
468 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
470 # keymap_toggle_profiler = KEY_F6
472 # Key for switching between first- and third-person camera.
473 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
475 # keymap_camera_mode = KEY_KEY_C
477 # Key for increasing the viewing range.
478 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
480 # keymap_increase_viewing_range_min = +
482 # Key for decreasing the viewing range.
483 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
485 # keymap_decrease_viewing_range_min = -
495 # Enable vertex buffer objects.
496 # This should greatly improve graphics performance.
500 # Whether to fog out the end of the visible area.
505 # - Fancy: all faces visible
506 # - Simple: only outer faces, if defined special_tiles are used
507 # - Opaque: disable transparency
508 # type: enum values: fancy, simple, opaque
509 # leaves_style = fancy
511 # Connects glass if supported by node.
513 # connected_glass = false
515 # Enable smooth lighting with simple ambient occlusion.
516 # Disable for speed or for different looks.
518 # smooth_lighting = true
520 # Clouds are a client side effect.
522 # enable_clouds = true
524 # Use 3D cloud look instead of flat.
526 # enable_3d_clouds = true
528 # Method used to highlight selected object.
529 # type: enum values: box, halo, none
530 # node_highlighting = box
532 # Adds particles when digging a node.
534 # enable_particles = true
538 # Use mip mapping to scale textures. May slightly increase performance,
539 # especially when using a high resolution texture pack.
540 # Gamma correct downscaling is not supported.
544 # Use anisotropic filtering when viewing at textures from an angle.
546 # anisotropic_filter = false
548 # Use bilinear filtering when scaling textures.
550 # bilinear_filter = false
552 # Use trilinear filtering when scaling textures.
554 # trilinear_filter = false
556 # Filtered textures can blend RGB values with fully-transparent neighbors,
557 # which PNG optimizers usually discard, sometimes resulting in a dark or
558 # light edge to transparent textures. Apply this filter to clean that up
559 # at texture load time.
561 # texture_clean_transparent = false
563 # When using bilinear/trilinear/anisotropic filters, low-resolution textures
564 # can be blurred, so automatically upscale them with nearest-neighbor
565 # interpolation to preserve crisp pixels. This sets the minimum texture size
566 # for the upscaled textures; higher values look sharper, but require more
567 # memory. Powers of 2 are recommended. Setting this higher than 1 may not
568 # have a visible effect unless bilinear/trilinear/anisotropic filtering is
570 # This is also used as the base node texture size for world-aligned
571 # texture autoscaling.
573 # texture_min_size = 64
575 # Experimental option, might cause visible spaces between blocks
576 # when set to higher number than 0.
577 # type: enum values: 0, 1, 2, 4, 8, 16
580 # Undersampling is similar to using a lower screen resolution, but it applies
581 # to the game world only, keeping the GUI intact.
582 # It should give a significant performance boost at the cost of less detailed image.
583 # Higher values result in a less detailed image.
584 # type: int min: 1 max: 8
589 # Shaders allow advanced visual effects and may increase performance on some video
591 # This only works with the OpenGL video backend.
593 # enable_shaders = true
595 # Path to shader directory. If no path is defined, default location will be used.
601 # Enables Hable's 'Uncharted 2' filmic tone mapping.
602 # Simulates the tone curve of photographic film and how this approximates the
603 # appearance of high dynamic range images. Mid-range contrast is slightly
604 # enhanced, highlights and shadows are gradually compressed.
606 # tone_mapping = false
610 # Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack.
611 # Requires shaders to be enabled.
613 # enable_bumpmapping = false
615 #### Parallax Occlusion
617 # Enables parallax occlusion mapping.
618 # Requires shaders to be enabled.
620 # enable_parallax_occlusion = false
622 # 0 = parallax occlusion with slope information (faster).
623 # 1 = relief mapping (slower, more accurate).
624 # type: int min: 0 max: 1
625 # parallax_occlusion_mode = 1
627 # Number of parallax occlusion iterations.
629 # parallax_occlusion_iterations = 4
631 # Overall scale of parallax occlusion effect.
633 # parallax_occlusion_scale = 0.08
635 # Overall bias of parallax occlusion effect, usually scale/2.
637 # parallax_occlusion_bias = 0.04
641 # Set to true to enable waving liquids (like water).
642 # Requires shaders to be enabled.
644 # enable_waving_water = false
646 # The maximum height of the surface of waving liquids.
647 # 4.0 = Wave height is two nodes.
648 # 0.0 = Wave doesn't move at all.
649 # Default is 1.0 (1/2 node).
650 # Requires waving liquids to be enabled.
651 # type: float min: 0 max: 4
652 # water_wave_height = 1.0
654 # Length of liquid waves.
655 # Requires waving liquids to be enabled.
656 # type: float min: 0.1
657 # water_wave_length = 20.0
659 # How fast liquid waves will move. Higher = faster.
660 # If negative, liquid waves will move backwards.
661 # Requires waving liquids to be enabled.
663 # water_wave_speed = 5.0
665 # Set to true to enable waving leaves.
666 # Requires shaders to be enabled.
668 # enable_waving_leaves = false
670 # Set to true to enable waving plants.
671 # Requires shaders to be enabled.
673 # enable_waving_plants = false
677 # Arm inertia, gives a more realistic movement of
678 # the arm when the camera moves.
682 # If FPS would go higher than this, limit it by sleeping
683 # to not waste CPU power for no benefit.
687 # Maximum FPS when game is paused.
691 # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
694 # pause_on_lost_focus = false
696 # View distance in nodes.
697 # type: int min: 20 max: 4000
698 # viewing_range = 100
700 # Camera 'near clipping plane' distance in nodes, between 0 and 0.25
701 # Only works on GLES platforms. Most users will not need to change this.
702 # Increasing can reduce artifacting on weaker GPUs.
703 # 0.1 = Default, 0.25 = Good value for weaker tablets.
704 # type: float min: 0 max: 0.25
707 # Width component of the initial window size.
711 # Height component of the initial window size.
715 # Save window size automatically when modified.
717 # autosave_screensize = true
723 # Bits per pixel (aka color depth) in fullscreen mode.
725 # fullscreen_bpp = 24
727 # Vertical screen synchronization.
731 # Field of view in degrees.
732 # type: int min: 45 max: 160
735 # Alters the light curve by applying 'gamma correction' to it.
736 # Higher values make middle and lower light levels brighter.
737 # Value '1.0' leaves the light curve unaltered.
738 # This only has significant effect on daylight and artificial
739 # light, it has very little effect on natural night light.
740 # type: float min: 0.33 max: 3
741 # display_gamma = 1.0
743 # Gradient of light curve at minimum light level.
744 # Controls the contrast of the lowest light levels.
745 # type: float min: 0 max: 3
746 # lighting_alpha = 0.0
748 # Gradient of light curve at maximum light level.
749 # Controls the contrast of the highest light levels.
750 # type: float min: 0 max: 3
751 # lighting_beta = 1.5
753 # Strength of light curve boost.
754 # The 3 'boost' parameters define a range of the light
755 # curve that is boosted in brightness.
756 # type: float min: 0 max: 0.4
757 # lighting_boost = 0.2
759 # Center of light curve boost range.
760 # Where 0.0 is minimum light level, 1.0 is maximum light level.
761 # type: float min: 0 max: 1
762 # lighting_boost_center = 0.5
764 # Spread of light curve boost range.
765 # Controls the width of the range to be boosted.
766 # Standard deviation of the light curve boost Gaussian.
767 # type: float min: 0 max: 0.4
768 # lighting_boost_spread = 0.2
770 # Path to texture directory. All textures are first searched from here.
774 # The rendering back-end for Irrlicht.
775 # A restart is required after changing this.
776 # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
777 # On other platforms, OpenGL is recommended, and it’s the only driver with
778 # shader support currently.
779 # type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl, ogles1, ogles2
780 # video_driver = opengl
782 # Radius of cloud area stated in number of 64 node cloud squares.
783 # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
787 # Enable view bobbing and amount of view bobbing.
788 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
790 # view_bobbing_amount = 1.0
792 # Multiplier for fall bobbing.
793 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
795 # fall_bobbing_amount = 0.03
798 # Currently supported:
799 # - none: no 3d output.
800 # - anaglyph: cyan/magenta color 3d.
801 # - interlaced: odd/even line based polarisation screen support.
802 # - topbottom: split screen top/bottom.
803 # - sidebyside: split screen side by side.
804 # - crossview: Cross-eyed 3d
805 # - pageflip: quadbuffer based 3d.
806 # Note that the interlaced mode requires shaders to be enabled.
807 # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
810 # Strength of 3D mode parallax.
812 # 3d_paralax_strength = 0.025
814 # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
815 # type: float min: 0.1 max: 1
816 # console_height = 0.6
818 # In-game chat console background color (R,G,B).
820 # console_color = (0,0,0)
822 # In-game chat console background alpha (opaqueness, between 0 and 255).
823 # type: int min: 0 max: 255
824 # console_alpha = 200
826 # Formspec full-screen background opacity (between 0 and 255).
827 # type: int min: 0 max: 255
828 # formspec_fullscreen_bg_opacity = 140
830 # Formspec full-screen background color (R,G,B).
832 # formspec_fullscreen_bg_color = (0,0,0)
834 # Formspec default background opacity (between 0 and 255).
835 # type: int min: 0 max: 255
836 # formspec_default_bg_opacity = 140
838 # Formspec default background color (R,G,B).
840 # formspec_default_bg_color = (0,0,0)
842 # Selection box border color (R,G,B).
844 # selectionbox_color = (0,0,0)
846 # Width of the selection box lines around nodes.
847 # type: int min: 1 max: 5
848 # selectionbox_width = 2
850 # Crosshair color (R,G,B).
852 # crosshair_color = (255,255,255)
854 # Crosshair alpha (opaqueness, between 0 and 255).
855 # type: int min: 0 max: 255
856 # crosshair_alpha = 255
858 # Maximum number of recent chat messages to show
859 # type: int min: 2 max: 20
860 # recent_chat_messages = 6
862 # Whether node texture animations should be desynchronized per mapblock.
864 # desynchronize_mapblock_texture_animation = true
866 # Maximum proportion of current window to be used for hotbar.
867 # Useful if there's something to be displayed right or left of hotbar.
869 # hud_hotbar_max_width = 1.0
871 # Modifies the size of the hudbar elements.
875 # Enables caching of facedir rotated meshes.
877 # enable_mesh_cache = false
879 # Delay between mesh updates on the client in ms. Increasing this will slow
880 # down the rate of mesh updates, thus reducing jitter on slower clients.
881 # type: int min: 0 max: 50
882 # mesh_generation_interval = 0
884 # Size of the MapBlock cache of the mesh generator. Increasing this will
885 # increase the cache hit %, reducing the data being copied from the main
886 # thread, thus reducing jitter.
887 # type: int min: 0 max: 1000
888 # meshgen_block_cache_size = 20
892 # enable_minimap = true
894 # Shape of the minimap. Enabled = round, disabled = square.
896 # minimap_shape_round = true
900 # Usable to make minimap smoother on slower machines.
902 # minimap_double_scan_height = true
904 # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
906 # directional_colored_fog = true
908 # The strength (darkness) of node ambient-occlusion shading.
909 # Lower is darker, Higher is lighter. The valid range of values for this
910 # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
911 # set to the nearest valid value.
912 # type: float min: 0.25 max: 4
913 # ambient_occlusion_gamma = 2.2
915 # Enables animation of inventory items.
917 # inventory_items_animations = false
919 # Fraction of the visible distance at which fog starts to be rendered
920 # type: float min: 0 max: 0.99
923 # Makes all liquids opaque
925 # opaque_water = false
927 # Textures on a node may be aligned either to the node or to the world.
928 # The former mode suits better things like machines, furniture, etc., while
929 # the latter makes stairs and microblocks fit surroundings better.
930 # However, as this possibility is new, thus may not be used by older servers,
931 # this option allows enforcing it for certain node types. Note though that
932 # that is considered EXPERIMENTAL and may not work properly.
933 # type: enum values: disable, enable, force_solid, force_nodebox
934 # world_aligned_mode = enable
936 # World-aligned textures may be scaled to span several nodes. However,
937 # the server may not send the scale you want, especially if you use
938 # a specially-designed texture pack; with this option, the client tries
939 # to determine the scale automatically basing on the texture size.
940 # See also texture_min_size.
941 # Warning: This option is EXPERIMENTAL!
942 # type: enum values: disable, enable, force
943 # autoscale_mode = disable
945 # Show entity selection boxes
946 # A restart is required after changing this.
948 # show_entity_selectionbox = false
952 # Use a cloud animation for the main menu background.
956 # Scale GUI by a user specified value.
957 # Use a nearest-neighbor-anti-alias filter to scale the GUI.
958 # This will smooth over some of the rough edges, and blend
959 # pixels when scaling down, at the cost of blurring some
960 # edge pixels when images are scaled by non-integer sizes.
961 # type: float min: 0.001
964 # When gui_scaling_filter is true, all GUI images need to be
965 # filtered in software, but some images are generated directly
966 # to hardware (e.g. render-to-texture for nodes in inventory).
968 # gui_scaling_filter = false
970 # When gui_scaling_filter_txr2img is true, copy those images
971 # from hardware to software for scaling. When false, fall back
972 # to the old scaling method, for video drivers that don't
973 # properly support downloading textures back from hardware.
975 # gui_scaling_filter_txr2img = true
977 # Delay showing tooltips, stated in milliseconds.
979 # tooltip_show_delay = 400
981 # Append item name to tooltip.
983 # tooltip_append_itemname = false
985 # Whether FreeType fonts are used, requires FreeType support to be compiled in.
986 # If disabled, bitmap and XML vectors fonts are used instead.
994 # font_italic = false
996 # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
1000 # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
1001 # type: int min: 0 max: 255
1002 # font_shadow_alpha = 127
1004 # Font size of the default font in point (pt).
1008 # Path to the default font.
1009 # If “freetype” setting is enabled: Must be a TrueType font.
1010 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1011 # The fallback font will be used if the font cannot be loaded.
1013 # font_path = fonts/Arimo-Regular.ttf
1016 # font_path_bold = fonts/Arimo-Bold.ttf
1019 # font_path_italic = fonts/Arimo-Italic.ttf
1022 # font_path_bolditalic = fonts/Arimo-BoldItalic.ttf
1024 # Font size of the monospace font in point (pt).
1026 # mono_font_size = 15
1028 # Path to the monospace font.
1029 # If “freetype” setting is enabled: Must be a TrueType font.
1030 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1031 # This font is used for e.g. the console and profiler screen.
1033 # mono_font_path = fonts/Cousine-Regular.ttf
1036 # mono_font_path_bold = fonts/Cousine-Bold.ttf
1039 # mono_font_path_italic = fonts/Cousine-Italic.ttf
1042 # mono_font_path_bolditalic = fonts/Cousine-BoldItalic.ttf
1044 # Font size of the fallback font in point (pt).
1046 # fallback_font_size = 15
1048 # Shadow offset (in pixels) of the fallback font. If 0, then shadow will not be drawn.
1050 # fallback_font_shadow = 1
1052 # Opaqueness (alpha) of the shadow behind the fallback font, between 0 and 255.
1053 # type: int min: 0 max: 255
1054 # fallback_font_shadow_alpha = 128
1056 # Path of the fallback font.
1057 # If “freetype” setting is enabled: Must be a TrueType font.
1058 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1059 # This font will be used for certain languages or if the default font is unavailable.
1061 # fallback_font_path = fonts/DroidSansFallbackFull.ttf
1063 # Font size of the recent chat text and chat prompt in point (pt).
1064 # Value 0 will use the default font size.
1066 # chat_font_size = 0
1068 # Path to save screenshots at. Can be an absolute or relative path.
1069 # The folder will be created if it doesn't already exist.
1071 # screenshot_path = screenshots
1073 # Format of screenshots.
1074 # type: enum values: png, jpg, bmp, pcx, ppm, tga
1075 # screenshot_format = png
1077 # Screenshot quality. Only used for JPEG format.
1078 # 1 means worst quality; 100 means best quality.
1079 # Use 0 for default quality.
1080 # type: int min: 0 max: 100
1081 # screenshot_quality = 0
1085 # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
1089 # Windows systems only: Start Minetest with the command line window in the background.
1090 # Contains the same information as the file debug.txt (default name).
1092 # enable_console = false
1098 # Enables the sound system.
1099 # If disabled, this completely disables all sounds everywhere and the in-game
1100 # sound controls will be non-functional.
1101 # Changing this setting requires a restart.
1103 # enable_sound = true
1105 # Volume of all sounds.
1106 # Requires the sound system to be enabled.
1107 # type: float min: 0 max: 1
1108 # sound_volume = 0.7
1110 # Whether to mute sounds. You can unmute sounds at any time, unless the
1111 # sound system is disabled (enable_sound=false).
1112 # In-game, you can toggle the mute state with the mute key or by using the
1115 # mute_sound = false
1123 # Address to connect to.
1124 # Leave this blank to start a local server.
1125 # Note that the address field in the main menu overrides this setting.
1129 # Port to connect to (UDP).
1130 # Note that the port field in the main menu overrides this setting.
1131 # type: int min: 1 max: 65535
1132 # remote_port = 30000
1134 # Prometheus listener address.
1135 # If minetest is compiled with ENABLE_PROMETHEUS option enabled,
1136 # enable metrics listener for Prometheus on that address.
1137 # Metrics can be fetch on http://127.0.0.1:30000/metrics
1139 # prometheus_listener_address = 127.0.0.1:30000
1141 # Save the map received by the client on disk.
1143 # enable_local_map_saving = false
1145 # Enable usage of remote media server (if provided by server).
1146 # Remote servers offer a significantly faster way to download media (e.g. textures)
1147 # when connecting to the server.
1149 # enable_remote_media_server = true
1151 # Enable Lua modding support on client.
1152 # This support is experimental and API can change.
1154 # enable_client_modding = false
1156 # URL to the server list displayed in the Multiplayer Tab.
1158 # serverlist_url = servers.minetest.net
1160 # File in client/serverlist/ that contains your favorite servers displayed in the
1163 # serverlist_file = favoriteservers.txt
1165 # Maximum size of the out chat queue.
1166 # 0 to disable queueing and -1 to make the queue size unlimited.
1168 # max_out_chat_queue_size = 20
1170 # Enable register confirmation when connecting to server.
1171 # If disabled, new account will be registered automatically.
1173 # enable_register_confirmation = true
1177 # Timeout for client to remove unused map data from memory.
1179 # client_unload_unused_data_timeout = 600
1181 # Maximum number of mapblocks for client to be kept in memory.
1182 # Set to -1 for unlimited amount.
1184 # client_mapblock_limit = 5000
1186 # Whether to show the client debug info (has the same effect as hitting F5).
1188 # show_debug = false
1191 # Server / Singleplayer
1194 # Name of the server, to be displayed when players join and in the serverlist.
1196 # server_name = Minetest server
1198 # Description of server, to be displayed when players join and in the serverlist.
1200 # server_description = mine here
1202 # Domain name of server, to be displayed in the serverlist.
1204 # server_address = game.minetest.net
1206 # Homepage of server, to be displayed in the serverlist.
1208 # server_url = https://minetest.net
1210 # Automatically report to the serverlist.
1212 # server_announce = false
1214 # Announce to this serverlist.
1216 # serverlist_url = servers.minetest.net
1218 # Remove color codes from incoming chat messages
1219 # Use this to stop players from being able to use color in their messages
1221 # strip_color_codes = false
1225 # Network port to listen (UDP).
1226 # This value will be overridden when starting from the main menu.
1230 # The network interface that the server listens on.
1234 # Enable to disallow old clients from connecting.
1235 # Older clients are compatible in the sense that they will not crash when connecting
1236 # to new servers, but they may not support all new features that you are expecting.
1238 # strict_protocol_version_checking = false
1240 # Specifies URL from which client fetches media instead of using UDP.
1241 # $filename should be accessible from $remote_media$filename via cURL
1242 # (obviously, remote_media should end with a slash).
1243 # Files that are not present will be fetched the usual way.
1247 # Enable/disable running an IPv6 server.
1248 # Ignored if bind_address is set.
1249 # Needs enable_ipv6 to be enabled.
1251 # ipv6_server = false
1255 # Maximum number of blocks that are simultaneously sent per client.
1256 # The maximum total count is calculated dynamically:
1257 # max_total = ceil((#clients + max_users) * per_client / 4)
1259 # max_simultaneous_block_sends_per_client = 40
1261 # To reduce lag, block transfers are slowed down when a player is building something.
1262 # This determines how long they are slowed down after placing or removing a node.
1264 # full_block_send_enable_min_time_from_building = 2.0
1266 # Maximum number of packets sent per send step, if you have a slow connection
1267 # try reducing it, but don't reduce it to a number below double of targeted
1270 # max_packets_per_iteration = 1024
1274 # Default game when creating a new world.
1275 # This will be overridden when creating a world from the main menu.
1277 # default_game = minetest
1279 # Message of the day displayed to players connecting.
1283 # Maximum number of players that can be connected simultaneously.
1287 # World directory (everything in the world is stored here).
1288 # Not needed if starting from the main menu.
1292 # Time in seconds for item entity (dropped items) to live.
1293 # Setting it to -1 disables the feature.
1295 # item_entity_ttl = 900
1297 # Specifies the default stack size of nodes, items and tools.
1298 # Note that mods or games may explicitly set a stack for certain (or all) items.
1300 # default_stack_max = 99
1302 # Enable players getting damage and dying.
1304 # enable_damage = false
1306 # Enable creative mode for new created maps.
1308 # creative_mode = false
1310 # A chosen map seed for a new map, leave empty for random.
1311 # Will be overridden when creating a new world in the main menu.
1315 # New users need to input this password.
1317 # default_password =
1319 # The privileges that new users automatically get.
1320 # See /privs in game for a full list on your server and mod configuration.
1322 # default_privs = interact, shout
1324 # Privileges that players with basic_privs can grant
1326 # basic_privs = interact, shout
1328 # Whether players are shown to clients without any range limit.
1329 # Deprecated, use the setting player_transfer_distance instead.
1331 # unlimited_player_transfer_distance = true
1333 # Defines the maximal player transfer distance in blocks (0 = unlimited).
1335 # player_transfer_distance = 0
1337 # Whether to allow players to damage and kill each other.
1341 # Enable mod channels support.
1343 # enable_mod_channels = false
1345 # If this is set, players will always (re)spawn at the given position.
1347 # static_spawnpoint =
1349 # If enabled, new players cannot join with an empty password.
1351 # disallow_empty_password = false
1353 # If enabled, disable cheat prevention in multiplayer.
1355 # disable_anticheat = false
1357 # If enabled, actions are recorded for rollback.
1358 # This option is only read when server starts.
1360 # enable_rollback_recording = false
1362 # Format of player chat messages. The following strings are valid placeholders:
1363 # @name, @message, @timestamp (optional)
1365 # chat_message_format = <@name> @message
1367 # A message to be displayed to all clients when the server shuts down.
1369 # kick_msg_shutdown = Server shutting down.
1371 # A message to be displayed to all clients when the server crashes.
1373 # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
1375 # Whether to ask clients to reconnect after a (Lua) crash.
1376 # Set this to true if your server is set up to restart automatically.
1378 # ask_reconnect_on_crash = false
1380 # From how far clients know about objects, stated in mapblocks (16 nodes).
1382 # Setting this larger than active_block_range will also cause the server
1383 # to maintain active objects up to this distance in the direction the
1384 # player is looking. (This can avoid mobs suddenly disappearing from view)
1386 # active_object_send_range_blocks = 4
1388 # The radius of the volume of blocks around every player that is subject to the
1389 # active block stuff, stated in mapblocks (16 nodes).
1390 # In active blocks objects are loaded and ABMs run.
1391 # This is also the minimum range in which active objects (mobs) are maintained.
1392 # This should be configured together with active_object_send_range_blocks.
1394 # active_block_range = 3
1396 # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
1398 # max_block_send_distance = 10
1400 # Maximum number of forceloaded mapblocks.
1402 # max_forceloaded_blocks = 16
1404 # Interval of sending time of day to clients.
1406 # time_send_interval = 5
1408 # Controls length of day/night cycle.
1410 # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
1414 # Time of day when a new world is started, in millihours (0-23999).
1415 # type: int min: 0 max: 23999
1416 # world_start_time = 6125
1418 # Interval of saving important changes in the world, stated in seconds.
1420 # server_map_save_interval = 5.3
1422 # Set the maximum character length of a chat message sent by clients.
1424 # chat_message_max_size = 500
1426 # Amount of messages a player may send per 10 seconds.
1428 # chat_message_limit_per_10sec = 10.0
1430 # Kick players who sent more than X messages per 10 seconds.
1432 # chat_message_limit_trigger_kick = 50
1436 # Horizontal and vertical acceleration on ground or when climbing,
1437 # in nodes per second per second.
1439 # movement_acceleration_default = 3
1441 # Horizontal acceleration in air when jumping or falling,
1442 # in nodes per second per second.
1444 # movement_acceleration_air = 2
1446 # Horizontal and vertical acceleration in fast mode,
1447 # in nodes per second per second.
1449 # movement_acceleration_fast = 10
1451 # Walking and flying speed, in nodes per second.
1453 # movement_speed_walk = 4
1455 # Sneaking speed, in nodes per second.
1457 # movement_speed_crouch = 1.35
1459 # Walking, flying and climbing speed in fast mode, in nodes per second.
1461 # movement_speed_fast = 20
1463 # Vertical climbing speed, in nodes per second.
1465 # movement_speed_climb = 3
1467 # Initial vertical speed when jumping, in nodes per second.
1469 # movement_speed_jump = 6.5
1471 # Decrease this to increase liquid resistance to movement.
1473 # movement_liquid_fluidity = 1
1475 # Maximum liquid resistance. Controls deceleration when entering liquid at
1478 # movement_liquid_fluidity_smooth = 0.5
1480 # Controls sinking speed in liquid.
1482 # movement_liquid_sink = 10
1484 # Acceleration of gravity, in nodes per second per second.
1486 # movement_gravity = 9.81
1490 # Handling for deprecated Lua API calls:
1491 # - legacy: (try to) mimic old behaviour (default for release).
1492 # - log: mimic and log backtrace of deprecated call (default for debug).
1493 # - error: abort on usage of deprecated call (suggested for mod developers).
1494 # type: enum values: legacy, log, error
1495 # deprecated_lua_api_handling = legacy
1497 # Number of extra blocks that can be loaded by /clearobjects at once.
1498 # This is a trade-off between sqlite transaction overhead and
1499 # memory consumption (4096=100MB, as a rule of thumb).
1501 # max_clearobjects_extra_loaded_blocks = 4096
1503 # How much the server will wait before unloading unused mapblocks.
1504 # Higher value is smoother, but will use more RAM.
1506 # server_unload_unused_data_timeout = 29
1508 # Maximum number of statically stored objects in a block.
1510 # max_objects_per_block = 64
1512 # See https://www.sqlite.org/pragma.html#pragma_synchronous
1513 # type: enum values: 0, 1, 2
1514 # sqlite_synchronous = 2
1516 # Length of a server tick and the interval at which objects are generally updated over
1519 # dedicated_server_step = 0.09
1521 # Length of time between active block management cycles
1523 # active_block_mgmt_interval = 2.0
1525 # Length of time between Active Block Modifier (ABM) execution cycles
1527 # abm_interval = 1.0
1529 # Length of time between NodeTimer execution cycles
1531 # nodetimer_interval = 0.2
1533 # If enabled, invalid world data won't cause the server to shut down.
1534 # Only enable this if you know what you are doing.
1536 # ignore_world_load_errors = false
1538 # Max liquids processed per step.
1540 # liquid_loop_max = 100000
1542 # The time (in seconds) that the liquids queue may grow beyond processing
1543 # capacity until an attempt is made to decrease its size by dumping old queue
1544 # items. A value of 0 disables the functionality.
1546 # liquid_queue_purge_time = 0
1548 # Liquid update interval in seconds.
1550 # liquid_update = 1.0
1552 # At this distance the server will aggressively optimize which blocks are sent to
1554 # Small values potentially improve performance a lot, at the expense of visible
1555 # rendering glitches (some blocks will not be rendered under water and in caves,
1556 # as well as sometimes on land).
1557 # Setting this to a value greater than max_block_send_distance disables this
1559 # Stated in mapblocks (16 nodes).
1561 # block_send_optimize_distance = 4
1563 # If enabled the server will perform map block occlusion culling based on
1564 # on the eye position of the player. This can reduce the number of blocks
1565 # sent to the client 50-80%. The client will not longer receive most invisible
1566 # so that the utility of noclip mode is reduced.
1568 # server_side_occlusion_culling = true
1570 # Restricts the access of certain client-side functions on servers.
1571 # Combine the byteflags below to restrict client-side features, or set to 0
1572 # for no restrictions:
1573 # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
1574 # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
1575 # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
1576 # READ_NODEDEFS: 8 (disable get_node_def call client-side)
1577 # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
1578 # csm_restriction_noderange)
1579 # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
1581 # csm_restriction_flags = 62
1583 # If the CSM restriction for node range is enabled, get_node calls are limited
1584 # to this distance from the player to the node.
1586 # csm_restriction_noderange = 0
1590 # Prevent mods from doing insecure things like running shell commands.
1592 # secure.enable_security = true
1594 # Comma-separated list of trusted mods that are allowed to access insecure
1595 # functions even when mod security is on (via request_insecure_environment()).
1597 # secure.trusted_mods =
1599 # Comma-separated list of mods that are allowed to access HTTP APIs, which
1600 # allow them to upload and download data to/from the internet.
1602 # secure.http_mods =
1608 # Load the game profiler to collect game profiling data.
1609 # Provides a /profiler command to access the compiled profile.
1610 # Useful for mod developers and server operators.
1612 # profiler.load = false
1614 # The default format in which profiles are being saved,
1615 # when calling `/profiler save [format]` without format.
1616 # type: enum values: txt, csv, lua, json, json_pretty
1617 # profiler.default_report_format = txt
1619 # The file path relative to your worldpath in which profiles will be saved to.
1621 # profiler.report_path = ""
1623 #### Instrumentation
1625 # Instrument the methods of entities on registration.
1627 # instrument.entity = true
1629 # Instrument the action function of Active Block Modifiers on registration.
1631 # instrument.abm = true
1633 # Instrument the action function of Loading Block Modifiers on registration.
1635 # instrument.lbm = true
1637 # Instrument chatcommands on registration.
1639 # instrument.chatcommand = true
1641 # Instrument global callback functions on registration.
1642 # (anything you pass to a minetest.register_*() function)
1644 # instrument.global_callback = true
1648 # Instrument builtin.
1649 # This is usually only needed by core/builtin contributors
1651 # instrument.builtin = false
1653 # Have the profiler instrument itself:
1654 # * Instrument an empty function.
1655 # This estimates the overhead, that instrumentation is adding (+1 function call).
1656 # * Instrument the sampler being used to update the statistics.
1658 # instrument.profiler = false
1664 # Name of the player.
1665 # When running a server, clients connecting with this name are admins.
1666 # When starting from the main menu, this is overridden.
1670 # Set the language. Leave empty to use the system language.
1671 # A restart is required after changing this.
1672 # type: enum values: , ar, ca, cs, da, de, dv, el, en, eo, es, et, eu, fil, fr, hu, id, it, ja, ja_KS, jbo, kk, kn, lo, lt, ms, my, nb, nl, nn, pl, pt, pt_BR, ro, ru, sl, sr_Cyrl, sv, sw, th, tr, uk, vi
1675 # Level of logging to be written to debug.txt:
1676 # - <nothing> (no logging)
1677 # - none (messages with no level)
1683 # type: enum values: , none, error, warning, action, info, verbose
1684 # debug_log_level = action
1686 # If the file size of debug.txt exceeds the number of megabytes specified in
1687 # this setting when it is opened, the file is moved to debug.txt.1,
1688 # deleting an older debug.txt.1 if it exists.
1689 # debug.txt is only moved if this setting is positive.
1691 # debug_log_size_max = 50
1693 # Minimal level of logging to be written to chat.
1694 # type: enum values: , none, error, warning, action, info, verbose
1695 # chat_log_level = error
1697 # Enable IPv6 support (for both client and server).
1698 # Required for IPv6 connections to work at all.
1700 # enable_ipv6 = true
1704 # Default timeout for cURL, stated in milliseconds.
1705 # Only has an effect if compiled with cURL.
1707 # curl_timeout = 5000
1709 # Limits number of parallel HTTP requests. Affects:
1710 # - Media fetch if server uses remote_media setting.
1711 # - Serverlist download and server announcement.
1712 # - Downloads performed by main menu (e.g. mod manager).
1713 # Only has an effect if compiled with cURL.
1715 # curl_parallel_limit = 8
1717 # Maximum time in ms a file download (e.g. a mod download) may take.
1719 # curl_file_download_timeout = 300000
1721 # Makes DirectX work with LuaJIT. Disable if it causes troubles.
1723 # high_precision_fpu = true
1725 # Changes the main menu UI:
1726 # - Full: Multiple singleplayer worlds, game choice, texture pack chooser, etc.
1727 # - Simple: One singleplayer world, no game or texture pack choosers. May be
1728 # necessary for smaller screens.
1729 # type: enum values: full, simple
1730 # main_menu_style = full
1732 # Replaces the default main menu with a custom one.
1734 # main_menu_script =
1736 # Print the engine's profiling data in regular intervals (in seconds).
1737 # 0 = disable. Useful for developers.
1739 # profiler_print_interval = 0
1745 # Name of map generator to be used when creating a new world.
1746 # Creating a world in the main menu will override this.
1747 # Current mapgens in a highly unstable state:
1748 # - The optional floatlands of v7 (disabled by default).
1749 # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
1752 # Water surface level of the world.
1756 # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
1758 # max_block_generate_distance = 8
1760 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
1761 # Only mapchunks completely within the mapgen limit are generated.
1762 # Value is stored per-world.
1763 # type: int min: 0 max: 31000
1764 # mapgen_limit = 31000
1766 # Global map generation attributes.
1767 # In Mapgen v6 the 'decorations' flag controls all decorations except trees
1768 # and junglegrass, in all other mapgens this flag controls all decorations.
1769 # type: flags possible values: caves, dungeons, light, decorations, biomes, nocaves, nodungeons, nolight, nodecorations, nobiomes
1770 # mg_flags = caves,dungeons,light,decorations,biomes
1772 ## Biome API temperature and humidity noise parameters
1774 # Temperature variation for biomes.
1775 # type: noise_params_2d
1776 # mg_biome_np_heat = {
1779 # spread = (1000, 1000, 1000),
1782 # persistence = 0.5,
1787 # Small-scale temperature variation for blending biomes on borders.
1788 # type: noise_params_2d
1789 # mg_biome_np_heat_blend = {
1792 # spread = (8, 8, 8),
1795 # persistence = 1.0,
1800 # Humidity variation for biomes.
1801 # type: noise_params_2d
1802 # mg_biome_np_humidity = {
1805 # spread = (1000, 1000, 1000),
1808 # persistence = 0.5,
1813 # Small-scale humidity variation for blending biomes on borders.
1814 # type: noise_params_2d
1815 # mg_biome_np_humidity_blend = {
1818 # spread = (8, 8, 8),
1821 # persistence = 1.0,
1828 # Map generation attributes specific to Mapgen v5.
1829 # type: flags possible values: caverns, nocaverns
1830 # mgv5_spflags = caverns
1832 # Controls width of tunnels, a smaller value creates wider tunnels.
1833 # Value >= 10.0 completely disables generation of tunnels and avoids the
1834 # intensive noise calculations.
1836 # mgv5_cave_width = 0.09
1838 # Y of upper limit of large caves.
1840 # mgv5_large_cave_depth = -256
1842 # Minimum limit of random number of small caves per mapchunk.
1843 # type: int min: 0 max: 256
1844 # mgv5_small_cave_num_min = 0
1846 # Maximum limit of random number of small caves per mapchunk.
1847 # type: int min: 0 max: 256
1848 # mgv5_small_cave_num_max = 0
1850 # Minimum limit of random number of large caves per mapchunk.
1851 # type: int min: 0 max: 64
1852 # mgv5_large_cave_num_min = 0
1854 # Maximum limit of random number of large caves per mapchunk.
1855 # type: int min: 0 max: 64
1856 # mgv5_large_cave_num_max = 2
1858 # Proportion of large caves that contain liquid.
1859 # type: float min: 0 max: 1
1860 # mgv5_large_cave_flooded = 0.5
1862 # Y-level of cavern upper limit.
1864 # mgv5_cavern_limit = -256
1866 # Y-distance over which caverns expand to full size.
1868 # mgv5_cavern_taper = 256
1870 # Defines full size of caverns, smaller values create larger caverns.
1872 # mgv5_cavern_threshold = 0.7
1874 # Lower Y limit of dungeons.
1876 # mgv5_dungeon_ymin = -31000
1878 # Upper Y limit of dungeons.
1880 # mgv5_dungeon_ymax = 31000
1884 # Variation of biome filler depth.
1885 # type: noise_params_2d
1886 # mgv5_np_filler_depth = {
1889 # spread = (150, 150, 150),
1892 # persistence = 0.7,
1897 # Variation of terrain vertical scale.
1898 # When noise is < -0.55 terrain is near-flat.
1899 # type: noise_params_2d
1900 # mgv5_np_factor = {
1903 # spread = (250, 250, 250),
1906 # persistence = 0.45,
1911 # Y-level of average terrain surface.
1912 # type: noise_params_2d
1913 # mgv5_np_height = {
1916 # spread = (250, 250, 250),
1919 # persistence = 0.5,
1924 # First of two 3D noises that together define tunnels.
1925 # type: noise_params_3d
1929 # spread = (61, 61, 61),
1932 # persistence = 0.5,
1937 # Second of two 3D noises that together define tunnels.
1938 # type: noise_params_3d
1942 # spread = (67, 67, 67),
1945 # persistence = 0.5,
1950 # 3D noise defining giant caverns.
1951 # type: noise_params_3d
1952 # mgv5_np_cavern = {
1955 # spread = (384, 128, 384),
1958 # persistence = 0.63,
1963 # 3D noise defining terrain.
1964 # type: noise_params_3d
1965 # mgv5_np_ground = {
1968 # spread = (80, 80, 80),
1971 # persistence = 0.55,
1976 # 3D noise that determines number of dungeons per mapchunk.
1977 # type: noise_params_3d
1978 # mgv5_np_dungeons = {
1981 # spread = (500, 500, 500),
1984 # persistence = 0.8,
1991 # Map generation attributes specific to Mapgen v6.
1992 # The 'snowbiomes' flag enables the new 5 biome system.
1993 # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
1994 # the 'jungles' flag is ignored.
1995 # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
1996 # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
1998 # Deserts occur when np_biome exceeds this value.
1999 # When the 'snowbiomes' flag is enabled, this is ignored.
2001 # mgv6_freq_desert = 0.45
2003 # Sandy beaches occur when np_beach exceeds this value.
2005 # mgv6_freq_beach = 0.15
2007 # Lower Y limit of dungeons.
2009 # mgv6_dungeon_ymin = -31000
2011 # Upper Y limit of dungeons.
2013 # mgv6_dungeon_ymax = 31000
2017 # Y-level of lower terrain and seabed.
2018 # type: noise_params_2d
2019 # mgv6_np_terrain_base = {
2022 # spread = (250, 250, 250),
2025 # persistence = 0.6,
2030 # Y-level of higher terrain that creates cliffs.
2031 # type: noise_params_2d
2032 # mgv6_np_terrain_higher = {
2035 # spread = (500, 500, 500),
2038 # persistence = 0.6,
2043 # Varies steepness of cliffs.
2044 # type: noise_params_2d
2045 # mgv6_np_steepness = {
2048 # spread = (125, 125, 125),
2051 # persistence = 0.7,
2056 # Defines distribution of higher terrain.
2057 # type: noise_params_2d
2058 # mgv6_np_height_select = {
2061 # spread = (250, 250, 250),
2064 # persistence = 0.69,
2069 # Varies depth of biome surface nodes.
2070 # type: noise_params_2d
2074 # spread = (200, 200, 200),
2077 # persistence = 0.55,
2082 # Defines areas with sandy beaches.
2083 # type: noise_params_2d
2087 # spread = (250, 250, 250),
2090 # persistence = 0.50,
2095 # Temperature variation for biomes.
2096 # type: noise_params_2d
2100 # spread = (500, 500, 500),
2103 # persistence = 0.50,
2108 # Variation of number of caves.
2109 # type: noise_params_2d
2113 # spread = (250, 250, 250),
2116 # persistence = 0.50,
2121 # Humidity variation for biomes.
2122 # type: noise_params_2d
2123 # mgv6_np_humidity = {
2126 # spread = (500, 500, 500),
2129 # persistence = 0.50,
2134 # Defines tree areas and tree density.
2135 # type: noise_params_2d
2139 # spread = (125, 125, 125),
2142 # persistence = 0.66,
2147 # Defines areas where trees have apples.
2148 # type: noise_params_2d
2149 # mgv6_np_apple_trees = {
2152 # spread = (100, 100, 100),
2155 # persistence = 0.45,
2162 # Map generation attributes specific to Mapgen v7.
2164 # 'floatlands': Floating land masses in the atmosphere.
2165 # 'caverns': Giant caves deep underground.
2166 # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
2167 # mgv7_spflags = mountains,ridges,nofloatlands,caverns
2169 # Y of mountain density gradient zero level. Used to shift mountains vertically.
2171 # mgv7_mount_zero_level = 0
2173 # Lower Y limit of floatlands.
2175 # mgv7_floatland_ymin = 1024
2177 # Upper Y limit of floatlands.
2179 # mgv7_floatland_ymax = 4096
2181 # Y-distance over which floatlands taper from full density to nothing.
2182 # Tapering starts at this distance from the Y limit.
2183 # For a solid floatland layer, this controls the height of hills/mountains.
2184 # Must be less than or equal to half the distance between the Y limits.
2186 # mgv7_floatland_taper = 256
2188 # Exponent of the floatland tapering. Alters the tapering behaviour.
2189 # Value = 1.0 creates a uniform, linear tapering.
2190 # Values > 1.0 create a smooth tapering suitable for the default separated
2192 # Values < 1.0 (for example 0.25) create a more defined surface level with
2193 # flatter lowlands, suitable for a solid floatland layer.
2195 # mgv7_float_taper_exp = 2.0
2197 # Adjusts the density of the floatland layer.
2198 # Increase value to increase density. Can be positive or negative.
2199 # Value = 0.0: 50% of volume is floatland.
2200 # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
2201 # to be sure) creates a solid floatland layer.
2203 # mgv7_floatland_density = -0.6
2205 # Surface level of optional water placed on a solid floatland layer.
2206 # Water is disabled by default and will only be placed if this value is set
2207 # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
2209 # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
2210 # When enabling water placement the floatlands must be configured and tested
2211 # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
2212 # required value depending on 'mgv7_np_floatland'), to avoid
2213 # server-intensive extreme water flow and to avoid vast flooding of the
2214 # world surface below.
2216 # mgv7_floatland_ywater = -31000
2218 # Controls width of tunnels, a smaller value creates wider tunnels.
2219 # Value >= 10.0 completely disables generation of tunnels and avoids the
2220 # intensive noise calculations.
2222 # mgv7_cave_width = 0.09
2224 # Y of upper limit of large caves.
2226 # mgv7_large_cave_depth = -33
2228 # Minimum limit of random number of small caves per mapchunk.
2229 # type: int min: 0 max: 256
2230 # mgv7_small_cave_num_min = 0
2232 # Maximum limit of random number of small caves per mapchunk.
2233 # type: int min: 0 max: 256
2234 # mgv7_small_cave_num_max = 0
2236 # Minimum limit of random number of large caves per mapchunk.
2237 # type: int min: 0 max: 64
2238 # mgv7_large_cave_num_min = 0
2240 # Maximum limit of random number of large caves per mapchunk.
2241 # type: int min: 0 max: 64
2242 # mgv7_large_cave_num_max = 2
2244 # Proportion of large caves that contain liquid.
2245 # type: float min: 0 max: 1
2246 # mgv7_large_cave_flooded = 0.5
2248 # Y-level of cavern upper limit.
2250 # mgv7_cavern_limit = -256
2252 # Y-distance over which caverns expand to full size.
2254 # mgv7_cavern_taper = 256
2256 # Defines full size of caverns, smaller values create larger caverns.
2258 # mgv7_cavern_threshold = 0.7
2260 # Lower Y limit of dungeons.
2262 # mgv7_dungeon_ymin = -31000
2264 # Upper Y limit of dungeons.
2266 # mgv7_dungeon_ymax = 31000
2270 # Y-level of higher terrain that creates cliffs.
2271 # type: noise_params_2d
2272 # mgv7_np_terrain_base = {
2275 # spread = (600, 600, 600),
2278 # persistence = 0.6,
2283 # Y-level of lower terrain and seabed.
2284 # type: noise_params_2d
2285 # mgv7_np_terrain_alt = {
2288 # spread = (600, 600, 600),
2291 # persistence = 0.6,
2296 # Varies roughness of terrain.
2297 # Defines the 'persistence' value for terrain_base and terrain_alt noises.
2298 # type: noise_params_2d
2299 # mgv7_np_terrain_persist = {
2302 # spread = (2000, 2000, 2000),
2305 # persistence = 0.6,
2310 # Defines distribution of higher terrain and steepness of cliffs.
2311 # type: noise_params_2d
2312 # mgv7_np_height_select = {
2315 # spread = (500, 500, 500),
2318 # persistence = 0.7,
2323 # Variation of biome filler depth.
2324 # type: noise_params_2d
2325 # mgv7_np_filler_depth = {
2328 # spread = (150, 150, 150),
2331 # persistence = 0.7,
2336 # Variation of maximum mountain height (in nodes).
2337 # type: noise_params_2d
2338 # mgv7_np_mount_height = {
2341 # spread = (1000, 1000, 1000),
2344 # persistence = 0.6,
2349 # Defines large-scale river channel structure.
2350 # type: noise_params_2d
2351 # mgv7_np_ridge_uwater = {
2354 # spread = (1000, 1000, 1000),
2357 # persistence = 0.6,
2362 # 3D noise defining mountain structure and height.
2363 # Also defines structure of floatland mountain terrain.
2364 # type: noise_params_3d
2365 # mgv7_np_mountain = {
2368 # spread = (250, 350, 250),
2371 # persistence = 0.63,
2376 # 3D noise defining structure of river canyon walls.
2377 # type: noise_params_3d
2381 # spread = (100, 100, 100),
2384 # persistence = 0.75,
2389 # 3D noise defining structure of floatlands.
2390 # If altered from the default, the noise 'scale' (0.7 by default) may need
2391 # to be adjusted, as floatland tapering functions best when this noise has
2392 # a value range of approximately -2.0 to 2.0.
2393 # type: noise_params_3d
2394 # mgv7_np_floatland = {
2397 # spread = (384, 96, 384),
2400 # persistence = 0.75,
2401 # lacunarity = 1.618,
2405 # 3D noise defining giant caverns.
2406 # type: noise_params_3d
2407 # mgv7_np_cavern = {
2410 # spread = (384, 128, 384),
2413 # persistence = 0.63,
2418 # First of two 3D noises that together define tunnels.
2419 # type: noise_params_3d
2423 # spread = (61, 61, 61),
2426 # persistence = 0.5,
2431 # Second of two 3D noises that together define tunnels.
2432 # type: noise_params_3d
2436 # spread = (67, 67, 67),
2439 # persistence = 0.5,
2444 # 3D noise that determines number of dungeons per mapchunk.
2445 # type: noise_params_3d
2446 # mgv7_np_dungeons = {
2449 # spread = (500, 500, 500),
2452 # persistence = 0.8,
2457 ## Mapgen Carpathian
2459 # Map generation attributes specific to Mapgen Carpathian.
2460 # type: flags possible values: caverns, rivers, nocaverns, norivers
2461 # mgcarpathian_spflags = caverns,norivers
2463 # Defines the base ground level.
2465 # mgcarpathian_base_level = 12.0
2467 # Defines the width of the river channel.
2469 # mgcarpathian_river_width = 0.05
2471 # Defines the depth of the river channel.
2473 # mgcarpathian_river_depth = 24.0
2475 # Defines the width of the river valley.
2477 # mgcarpathian_valley_width = 0.25
2479 # Controls width of tunnels, a smaller value creates wider tunnels.
2480 # Value >= 10.0 completely disables generation of tunnels and avoids the
2481 # intensive noise calculations.
2483 # mgcarpathian_cave_width = 0.09
2485 # Y of upper limit of large caves.
2487 # mgcarpathian_large_cave_depth = -33
2489 # Minimum limit of random number of small caves per mapchunk.
2490 # type: int min: 0 max: 256
2491 # mgcarpathian_small_cave_num_min = 0
2493 # Maximum limit of random number of small caves per mapchunk.
2494 # type: int min: 0 max: 256
2495 # mgcarpathian_small_cave_num_max = 0
2497 # Minimum limit of random number of large caves per mapchunk.
2498 # type: int min: 0 max: 64
2499 # mgcarpathian_large_cave_num_min = 0
2501 # Maximum limit of random number of large caves per mapchunk.
2502 # type: int min: 0 max: 64
2503 # mgcarpathian_large_cave_num_max = 2
2505 # Proportion of large caves that contain liquid.
2506 # type: float min: 0 max: 1
2507 # mgcarpathian_large_cave_flooded = 0.5
2509 # Y-level of cavern upper limit.
2511 # mgcarpathian_cavern_limit = -256
2513 # Y-distance over which caverns expand to full size.
2515 # mgcarpathian_cavern_taper = 256
2517 # Defines full size of caverns, smaller values create larger caverns.
2519 # mgcarpathian_cavern_threshold = 0.7
2521 # Lower Y limit of dungeons.
2523 # mgcarpathian_dungeon_ymin = -31000
2525 # Upper Y limit of dungeons.
2527 # mgcarpathian_dungeon_ymax = 31000
2531 # Variation of biome filler depth.
2532 # type: noise_params_2d
2533 # mgcarpathian_np_filler_depth = {
2536 # spread = (128, 128, 128),
2539 # persistence = 0.7,
2544 # First of 4 2D noises that together define hill/mountain range height.
2545 # type: noise_params_2d
2546 # mgcarpathian_np_height1 = {
2549 # spread = (251, 251, 251),
2552 # persistence = 0.5,
2557 # Second of 4 2D noises that together define hill/mountain range height.
2558 # type: noise_params_2d
2559 # mgcarpathian_np_height2 = {
2562 # spread = (383, 383, 383),
2565 # persistence = 0.5,
2570 # Third of 4 2D noises that together define hill/mountain range height.
2571 # type: noise_params_2d
2572 # mgcarpathian_np_height3 = {
2575 # spread = (509, 509, 509),
2578 # persistence = 0.5,
2583 # Fourth of 4 2D noises that together define hill/mountain range height.
2584 # type: noise_params_2d
2585 # mgcarpathian_np_height4 = {
2588 # spread = (631, 631, 631),
2591 # persistence = 0.5,
2596 # 2D noise that controls the size/occurrence of rolling hills.
2597 # type: noise_params_2d
2598 # mgcarpathian_np_hills_terrain = {
2601 # spread = (1301, 1301, 1301),
2604 # persistence = 0.5,
2609 # 2D noise that controls the size/occurrence of ridged mountain ranges.
2610 # type: noise_params_2d
2611 # mgcarpathian_np_ridge_terrain = {
2614 # spread = (1889, 1889, 1889),
2617 # persistence = 0.5,
2622 # 2D noise that controls the size/occurrence of step mountain ranges.
2623 # type: noise_params_2d
2624 # mgcarpathian_np_step_terrain = {
2627 # spread = (1889, 1889, 1889),
2630 # persistence = 0.5,
2635 # 2D noise that controls the shape/size of rolling hills.
2636 # type: noise_params_2d
2637 # mgcarpathian_np_hills = {
2640 # spread = (257, 257, 257),
2643 # persistence = 0.5,
2648 # 2D noise that controls the shape/size of ridged mountains.
2649 # type: noise_params_2d
2650 # mgcarpathian_np_ridge_mnt = {
2653 # spread = (743, 743, 743),
2656 # persistence = 0.7,
2661 # 2D noise that controls the shape/size of step mountains.
2662 # type: noise_params_2d
2663 # mgcarpathian_np_step_mnt = {
2666 # spread = (509, 509, 509),
2669 # persistence = 0.6,
2674 # 2D noise that locates the river valleys and channels.
2675 # type: noise_params_2d
2676 # mgcarpathian_np_rivers = {
2679 # spread = (1000, 1000, 1000),
2682 # persistence = 0.6,
2687 # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
2688 # type: noise_params_3d
2689 # mgcarpathian_np_mnt_var = {
2692 # spread = (499, 499, 499),
2695 # persistence = 0.55,
2700 # First of two 3D noises that together define tunnels.
2701 # type: noise_params_3d
2702 # mgcarpathian_np_cave1 = {
2705 # spread = (61, 61, 61),
2708 # persistence = 0.5,
2713 # Second of two 3D noises that together define tunnels.
2714 # type: noise_params_3d
2715 # mgcarpathian_np_cave2 = {
2718 # spread = (67, 67, 67),
2721 # persistence = 0.5,
2726 # 3D noise defining giant caverns.
2727 # type: noise_params_3d
2728 # mgcarpathian_np_cavern = {
2731 # spread = (384, 128, 384),
2734 # persistence = 0.63,
2739 # 3D noise that determines number of dungeons per mapchunk.
2740 # type: noise_params_3d
2741 # mgcarpathian_np_dungeons = {
2744 # spread = (500, 500, 500),
2747 # persistence = 0.8,
2754 # Map generation attributes specific to Mapgen Flat.
2755 # Occasional lakes and hills can be added to the flat world.
2756 # type: flags possible values: lakes, hills, nolakes, nohills
2757 # mgflat_spflags = nolakes,nohills
2761 # mgflat_ground_level = 8
2763 # Y of upper limit of large caves.
2765 # mgflat_large_cave_depth = -33
2767 # Minimum limit of random number of small caves per mapchunk.
2768 # type: int min: 0 max: 256
2769 # mgflat_small_cave_num_min = 0
2771 # Maximum limit of random number of small caves per mapchunk.
2772 # type: int min: 0 max: 256
2773 # mgflat_small_cave_num_max = 0
2775 # Minimum limit of random number of large caves per mapchunk.
2776 # type: int min: 0 max: 64
2777 # mgflat_large_cave_num_min = 0
2779 # Maximum limit of random number of large caves per mapchunk.
2780 # type: int min: 0 max: 64
2781 # mgflat_large_cave_num_max = 2
2783 # Proportion of large caves that contain liquid.
2784 # type: float min: 0 max: 1
2785 # mgflat_large_cave_flooded = 0.5
2787 # Controls width of tunnels, a smaller value creates wider tunnels.
2788 # Value >= 10.0 completely disables generation of tunnels and avoids the
2789 # intensive noise calculations.
2791 # mgflat_cave_width = 0.09
2793 # Terrain noise threshold for lakes.
2794 # Controls proportion of world area covered by lakes.
2795 # Adjust towards 0.0 for a larger proportion.
2797 # mgflat_lake_threshold = -0.45
2799 # Controls steepness/depth of lake depressions.
2801 # mgflat_lake_steepness = 48.0
2803 # Terrain noise threshold for hills.
2804 # Controls proportion of world area covered by hills.
2805 # Adjust towards 0.0 for a larger proportion.
2807 # mgflat_hill_threshold = 0.45
2809 # Controls steepness/height of hills.
2811 # mgflat_hill_steepness = 64.0
2813 # Lower Y limit of dungeons.
2815 # mgflat_dungeon_ymin = -31000
2817 # Upper Y limit of dungeons.
2819 # mgflat_dungeon_ymax = 31000
2823 # Defines location and terrain of optional hills and lakes.
2824 # type: noise_params_2d
2825 # mgflat_np_terrain = {
2828 # spread = (600, 600, 600),
2831 # persistence = 0.6,
2836 # Variation of biome filler depth.
2837 # type: noise_params_2d
2838 # mgflat_np_filler_depth = {
2841 # spread = (150, 150, 150),
2844 # persistence = 0.7,
2849 # First of two 3D noises that together define tunnels.
2850 # type: noise_params_3d
2851 # mgflat_np_cave1 = {
2854 # spread = (61, 61, 61),
2857 # persistence = 0.5,
2862 # Second of two 3D noises that together define tunnels.
2863 # type: noise_params_3d
2864 # mgflat_np_cave2 = {
2867 # spread = (67, 67, 67),
2870 # persistence = 0.5,
2875 # 3D noise that determines number of dungeons per mapchunk.
2876 # type: noise_params_3d
2877 # mgflat_np_dungeons = {
2880 # spread = (500, 500, 500),
2883 # persistence = 0.8,
2890 # Map generation attributes specific to Mapgen Fractal.
2891 # 'terrain' enables the generation of non-fractal terrain:
2892 # ocean, islands and underground.
2893 # type: flags possible values: terrain, noterrain
2894 # mgfractal_spflags = terrain
2896 # Controls width of tunnels, a smaller value creates wider tunnels.
2897 # Value >= 10.0 completely disables generation of tunnels and avoids the
2898 # intensive noise calculations.
2900 # mgfractal_cave_width = 0.09
2902 # Y of upper limit of large caves.
2904 # mgfractal_large_cave_depth = -33
2906 # Minimum limit of random number of small caves per mapchunk.
2907 # type: int min: 0 max: 256
2908 # mgfractal_small_cave_num_min = 0
2910 # Maximum limit of random number of small caves per mapchunk.
2911 # type: int min: 0 max: 256
2912 # mgfractal_small_cave_num_max = 0
2914 # Minimum limit of random number of large caves per mapchunk.
2915 # type: int min: 0 max: 64
2916 # mgfractal_large_cave_num_min = 0
2918 # Maximum limit of random number of large caves per mapchunk.
2919 # type: int min: 0 max: 64
2920 # mgfractal_large_cave_num_max = 2
2922 # Proportion of large caves that contain liquid.
2923 # type: float min: 0 max: 1
2924 # mgfractal_large_cave_flooded = 0.5
2926 # Lower Y limit of dungeons.
2928 # mgfractal_dungeon_ymin = -31000
2930 # Upper Y limit of dungeons.
2932 # mgfractal_dungeon_ymax = 31000
2934 # Selects one of 18 fractal types.
2935 # 1 = 4D "Roundy" Mandelbrot set.
2936 # 2 = 4D "Roundy" Julia set.
2937 # 3 = 4D "Squarry" Mandelbrot set.
2938 # 4 = 4D "Squarry" Julia set.
2939 # 5 = 4D "Mandy Cousin" Mandelbrot set.
2940 # 6 = 4D "Mandy Cousin" Julia set.
2941 # 7 = 4D "Variation" Mandelbrot set.
2942 # 8 = 4D "Variation" Julia set.
2943 # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
2944 # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
2945 # 11 = 3D "Christmas Tree" Mandelbrot set.
2946 # 12 = 3D "Christmas Tree" Julia set.
2947 # 13 = 3D "Mandelbulb" Mandelbrot set.
2948 # 14 = 3D "Mandelbulb" Julia set.
2949 # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
2950 # 16 = 3D "Cosine Mandelbulb" Julia set.
2951 # 17 = 4D "Mandelbulb" Mandelbrot set.
2952 # 18 = 4D "Mandelbulb" Julia set.
2953 # type: int min: 1 max: 18
2954 # mgfractal_fractal = 1
2956 # Iterations of the recursive function.
2957 # Increasing this increases the amount of fine detail, but also
2958 # increases processing load.
2959 # At iterations = 20 this mapgen has a similar load to mapgen V7.
2961 # mgfractal_iterations = 11
2963 # (X,Y,Z) scale of fractal in nodes.
2964 # Actual fractal size will be 2 to 3 times larger.
2965 # These numbers can be made very large, the fractal does
2966 # not have to fit inside the world.
2967 # Increase these to 'zoom' into the detail of the fractal.
2968 # Default is for a vertically-squashed shape suitable for
2969 # an island, set all 3 numbers equal for the raw shape.
2971 # mgfractal_scale = (4096.0, 1024.0, 4096.0)
2973 # (X,Y,Z) offset of fractal from world center in units of 'scale'.
2974 # Can be used to move a desired point to (0, 0) to create a
2975 # suitable spawn point, or to allow 'zooming in' on a desired
2976 # point by increasing 'scale'.
2977 # The default is tuned for a suitable spawn point for Mandelbrot
2978 # sets with default parameters, it may need altering in other
2980 # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
2982 # mgfractal_offset = (1.79, 0.0, 0.0)
2984 # W coordinate of the generated 3D slice of a 4D fractal.
2985 # Determines which 3D slice of the 4D shape is generated.
2986 # Alters the shape of the fractal.
2987 # Has no effect on 3D fractals.
2988 # Range roughly -2 to 2.
2990 # mgfractal_slice_w = 0.0
2993 # X component of hypercomplex constant.
2994 # Alters the shape of the fractal.
2995 # Range roughly -2 to 2.
2997 # mgfractal_julia_x = 0.33
3000 # Y component of hypercomplex constant.
3001 # Alters the shape of the fractal.
3002 # Range roughly -2 to 2.
3004 # mgfractal_julia_y = 0.33
3007 # Z component of hypercomplex constant.
3008 # Alters the shape of the fractal.
3009 # Range roughly -2 to 2.
3011 # mgfractal_julia_z = 0.33
3014 # W component of hypercomplex constant.
3015 # Alters the shape of the fractal.
3016 # Has no effect on 3D fractals.
3017 # Range roughly -2 to 2.
3019 # mgfractal_julia_w = 0.33
3023 # Y-level of seabed.
3024 # type: noise_params_2d
3025 # mgfractal_np_seabed = {
3028 # spread = (600, 600, 600),
3031 # persistence = 0.6,
3036 # Variation of biome filler depth.
3037 # type: noise_params_2d
3038 # mgfractal_np_filler_depth = {
3041 # spread = (150, 150, 150),
3044 # persistence = 0.7,
3049 # First of two 3D noises that together define tunnels.
3050 # type: noise_params_3d
3051 # mgfractal_np_cave1 = {
3054 # spread = (61, 61, 61),
3057 # persistence = 0.5,
3062 # Second of two 3D noises that together define tunnels.
3063 # type: noise_params_3d
3064 # mgfractal_np_cave2 = {
3067 # spread = (67, 67, 67),
3070 # persistence = 0.5,
3075 # 3D noise that determines number of dungeons per mapchunk.
3076 # type: noise_params_3d
3077 # mgfractal_np_dungeons = {
3080 # spread = (500, 500, 500),
3083 # persistence = 0.8,
3090 # Map generation attributes specific to Mapgen Valleys.
3091 # 'altitude_chill': Reduces heat with altitude.
3092 # 'humid_rivers': Increases humidity around rivers.
3093 # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
3094 # to become shallower and occasionally dry.
3095 # 'altitude_dry': Reduces humidity with altitude.
3096 # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
3097 # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
3099 # The vertical distance over which heat drops by 20 if 'altitude_chill' is
3100 # enabled. Also the vertical distance over which humidity drops by 10 if
3101 # 'altitude_dry' is enabled.
3103 # mgvalleys_altitude_chill = 90
3105 # Depth below which you'll find large caves.
3107 # mgvalleys_large_cave_depth = -33
3109 # Minimum limit of random number of small caves per mapchunk.
3110 # type: int min: 0 max: 256
3111 # mgvalleys_small_cave_num_min = 0
3113 # Maximum limit of random number of small caves per mapchunk.
3114 # type: int min: 0 max: 256
3115 # mgvalleys_small_cave_num_max = 0
3117 # Minimum limit of random number of large caves per mapchunk.
3118 # type: int min: 0 max: 64
3119 # mgvalleys_large_cave_num_min = 0
3121 # Maximum limit of random number of large caves per mapchunk.
3122 # type: int min: 0 max: 64
3123 # mgvalleys_large_cave_num_max = 2
3125 # Proportion of large caves that contain liquid.
3126 # type: float min: 0 max: 1
3127 # mgvalleys_large_cave_flooded = 0.5
3129 # Depth below which you'll find giant caverns.
3131 # mgvalleys_cavern_limit = -256
3133 # Y-distance over which caverns expand to full size.
3135 # mgvalleys_cavern_taper = 192
3137 # Defines full size of caverns, smaller values create larger caverns.
3139 # mgvalleys_cavern_threshold = 0.6
3141 # How deep to make rivers.
3143 # mgvalleys_river_depth = 4
3145 # How wide to make rivers.
3147 # mgvalleys_river_size = 5
3149 # Controls width of tunnels, a smaller value creates wider tunnels.
3150 # Value >= 10.0 completely disables generation of tunnels and avoids the
3151 # intensive noise calculations.
3153 # mgvalleys_cave_width = 0.09
3155 # Lower Y limit of dungeons.
3157 # mgvalleys_dungeon_ymin = -31000
3159 # Upper Y limit of dungeons.
3161 # mgvalleys_dungeon_ymax = 63
3165 # First of two 3D noises that together define tunnels.
3166 # type: noise_params_3d
3167 # mgvalleys_np_cave1 = {
3170 # spread = (61, 61, 61),
3173 # persistence = 0.5,
3178 # Second of two 3D noises that together define tunnels.
3179 # type: noise_params_3d
3180 # mgvalleys_np_cave2 = {
3183 # spread = (67, 67, 67),
3186 # persistence = 0.5,
3191 # The depth of dirt or other biome filler node.
3192 # type: noise_params_2d
3193 # mgvalleys_np_filler_depth = {
3196 # spread = (256, 256, 256),
3199 # persistence = 0.5,
3204 # 3D noise defining giant caverns.
3205 # type: noise_params_3d
3206 # mgvalleys_np_cavern = {
3209 # spread = (768, 256, 768),
3212 # persistence = 0.63,
3217 # Defines large-scale river channel structure.
3218 # type: noise_params_2d
3219 # mgvalleys_np_rivers = {
3222 # spread = (256, 256, 256),
3225 # persistence = 0.6,
3230 # Base terrain height.
3231 # type: noise_params_2d
3232 # mgvalleys_np_terrain_height = {
3235 # spread = (1024, 1024, 1024),
3238 # persistence = 0.4,
3243 # Raises terrain to make valleys around the rivers.
3244 # type: noise_params_2d
3245 # mgvalleys_np_valley_depth = {
3248 # spread = (512, 512, 512),
3251 # persistence = 1.0,
3256 # Slope and fill work together to modify the heights.
3257 # type: noise_params_3d
3258 # mgvalleys_np_inter_valley_fill = {
3261 # spread = (256, 512, 256),
3264 # persistence = 0.8,
3269 # Amplifies the valleys.
3270 # type: noise_params_2d
3271 # mgvalleys_np_valley_profile = {
3274 # spread = (512, 512, 512),
3277 # persistence = 1.0,
3282 # Slope and fill work together to modify the heights.
3283 # type: noise_params_2d
3284 # mgvalleys_np_inter_valley_slope = {
3287 # spread = (128, 128, 128),
3290 # persistence = 1.0,
3295 # 3D noise that determines number of dungeons per mapchunk.
3296 # type: noise_params_3d
3297 # mgvalleys_np_dungeons = {
3300 # spread = (500, 500, 500),
3303 # persistence = 0.8,
3310 # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
3311 # WARNING!: There is no benefit, and there are several dangers, in
3312 # increasing this value above 5.
3313 # Reducing this value increases cave and dungeon density.
3314 # Altering this value is for special usage, leaving it unchanged is
3319 # Dump the mapgen debug information.
3321 # enable_mapgen_debug_info = false
3323 # Maximum number of blocks that can be queued for loading.
3325 # emergequeue_limit_total = 512
3327 # Maximum number of blocks to be queued that are to be loaded from file.
3328 # This limit is enforced per player.
3330 # emergequeue_limit_diskonly = 64
3332 # Maximum number of blocks to be queued that are to be generated.
3333 # This limit is enforced per player.
3335 # emergequeue_limit_generate = 64
3337 # Number of emerge threads to use.
3339 # - Automatic selection. The number of emerge threads will be
3340 # - 'number of processors - 2', with a lower limit of 1.
3342 # - Specifies the number of emerge threads, with a lower limit of 1.
3343 # WARNING: Increasing the number of emerge threads increases engine mapgen
3344 # speed, but this may harm game performance by interfering with other
3345 # processes, especially in singleplayer and/or when running Lua code in
3346 # 'on_generated'. For many users the optimum setting may be '1'.
3348 # num_emerge_threads = 1
3351 # Online Content Repository
3354 # The URL for the content repository
3356 # contentdb_url = https://content.minetest.net
3358 # Comma-separated list of flags to hide in the content repository.
3359 # "nonfree" can be used to hide packages which do not qualify as 'free software',
3360 # as defined by the Free Software Foundation.
3361 # You can also specify content ratings.
3362 # These flags are independent from Minetest versions,
3363 # so see a full list at https://content.minetest.net/help/content_flags/
3365 # contentdb_flag_blacklist = nonfree, desktop_default