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 # https://wiki.minetest.net/
21 # If enabled, you can place blocks at the position (feet + eye level) where you stand.
22 # This is helpful when working with nodeboxes in small areas.
24 # enable_build_where_you_stand = false
26 # Smooths camera when looking around. Also called look or mouse smoothing.
27 # Useful for recording videos.
31 # Smooths rotation of camera. 0 to disable.
32 # type: float min: 0 max: 0.99
33 # camera_smoothing = 0.0
35 # Smooths rotation of camera in cinematic mode. 0 to disable.
36 # type: float min: 0 max: 0.99
37 # cinematic_camera_smoothing = 0.7
39 # If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
42 # aux1_descends = false
44 # Double-tapping the jump key toggles fly mode.
46 # doubletap_jump = false
48 # If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
51 # always_fly_fast = true
53 # The time in seconds it takes between repeated node placements when holding
55 # type: float min: 0.25 max: 2
56 # repeat_place_time = 0.25
58 # Automatically jump up single-node obstacles.
62 # Prevent digging and placing from repeating when holding the mouse buttons.
63 # Enable this when you dig or place too often by accident.
65 # safe_dig_and_place = false
69 # Invert vertical mouse movement.
71 # invert_mouse = false
73 # Mouse sensitivity multiplier.
74 # type: float min: 0.001 max: 10
75 # mouse_sensitivity = 0.2
79 # The length in pixels it takes for touch screen interaction to start.
80 # type: int min: 0 max: 100
81 # touchscreen_threshold = 20
83 # Use crosshair to select object instead of whole screen.
84 # If enabled, a crosshair will be shown and will be used for selecting object.
86 # touch_use_crosshair = false
88 # (Android) Fixes the position of virtual joystick.
89 # If disabled, virtual joystick will center to first-touch's position.
91 # fixed_virtual_joystick = false
93 # (Android) Use virtual joystick to trigger "Aux1" button.
94 # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
96 # virtual_joystick_triggers_aux1 = false
106 # Width component of the initial window size. Ignored in fullscreen mode.
107 # type: int min: 1 max: 65535
110 # Height component of the initial window size. Ignored in fullscreen mode.
111 # type: int min: 1 max: 65535
114 # Save window size automatically when modified.
116 # autosave_screensize = true
122 # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
125 # pause_on_lost_focus = false
129 # If FPS would go higher than this, limit it by sleeping
130 # to not waste CPU power for no benefit.
131 # type: int min: 1 max: 4294967295
134 # Vertical screen synchronization.
138 # Maximum FPS when the window is not focused, or when the game is paused.
139 # type: int min: 1 max: 4294967295
140 # fps_max_unfocused = 20
142 # View distance in nodes.
143 # type: int min: 20 max: 4000
144 # viewing_range = 190
146 # Undersampling is similar to using a lower screen resolution, but it applies
147 # to the game world only, keeping the GUI intact.
148 # It should give a significant performance boost at the cost of less detailed image.
149 # Higher values result in a less detailed image.
150 # type: int min: 1 max: 8
155 # Makes all liquids opaque
157 # opaque_water = false
160 # - Fancy: all faces visible
161 # - Simple: only outer faces, if defined special_tiles are used
162 # - Opaque: disable transparency
163 # type: enum values: fancy, simple, opaque
164 # leaves_style = fancy
166 # Connects glass if supported by node.
168 # connected_glass = false
170 # Enable smooth lighting with simple ambient occlusion.
171 # Disable for speed or for different looks.
173 # smooth_lighting = true
175 # Enables tradeoffs that reduce CPU load or increase rendering performance
176 # at the expense of minor visual glitches that do not impact game playability.
178 # performance_tradeoffs = false
180 # Adds particles when digging a node.
182 # enable_particles = true
187 # Currently supported:
188 # - none: no 3d output.
189 # - anaglyph: cyan/magenta color 3d.
190 # - interlaced: odd/even line based polarisation screen support.
191 # - topbottom: split screen top/bottom.
192 # - sidebyside: split screen side by side.
193 # - crossview: Cross-eyed 3d
194 # - pageflip: quadbuffer based 3d.
195 # Note that the interlaced mode requires shaders to be enabled.
196 # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
199 # Strength of 3D mode parallax.
200 # type: float min: -0.087 max: 0.087
201 # 3d_paralax_strength = 0.025
205 # Arm inertia, gives a more realistic movement of
206 # the arm when the camera moves.
210 # Enable view bobbing and amount of view bobbing.
211 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
212 # type: float min: 0 max: 7.9
213 # view_bobbing_amount = 1.0
215 # Multiplier for fall bobbing.
216 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
217 # type: float min: 0 max: 100
218 # fall_bobbing_amount = 0.03
222 # Camera 'near clipping plane' distance in nodes, between 0 and 0.25
223 # Only works on GLES platforms. Most users will not need to change this.
224 # Increasing can reduce artifacting on weaker GPUs.
225 # 0.1 = Default, 0.25 = Good value for weaker tablets.
226 # type: float min: 0 max: 0.25
229 # Field of view in degrees.
230 # type: int min: 45 max: 160
233 # Alters the light curve by applying 'gamma correction' to it.
234 # Higher values make middle and lower light levels brighter.
235 # Value '1.0' leaves the light curve unaltered.
236 # This only has significant effect on daylight and artificial
237 # light, it has very little effect on natural night light.
238 # type: float min: 0.33 max: 3
239 # display_gamma = 1.0
241 # The strength (darkness) of node ambient-occlusion shading.
242 # Lower is darker, Higher is lighter. The valid range of values for this
243 # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
244 # set to the nearest valid value.
245 # type: float min: 0.25 max: 4
246 # ambient_occlusion_gamma = 2.2
250 # Path to save screenshots at. Can be an absolute or relative path.
251 # The folder will be created if it doesn't already exist.
253 # screenshot_path = screenshots
255 # Format of screenshots.
256 # type: enum values: png, jpg
257 # screenshot_format = png
259 # Screenshot quality. Only used for JPEG format.
260 # 1 means worst quality; 100 means best quality.
261 # Use 0 for default quality.
262 # type: int min: 0 max: 100
263 # screenshot_quality = 0
265 ### Node and Entity Highlighting
267 # Method used to highlight selected object.
268 # type: enum values: box, halo, none
269 # node_highlighting = box
271 # Show entity selection boxes
272 # A restart is required after changing this.
274 # show_entity_selectionbox = false
276 # Selection box border color (R,G,B).
278 # selectionbox_color = (0,0,0)
280 # Width of the selection box lines around nodes.
281 # type: int min: 1 max: 5
282 # selectionbox_width = 2
284 # Crosshair color (R,G,B).
285 # Also controls the object crosshair color
287 # crosshair_color = (255,255,255)
289 # Crosshair alpha (opaqueness, between 0 and 255).
290 # This also applies to the object crosshair.
291 # type: int min: 0 max: 255
292 # crosshair_alpha = 255
296 # Whether to fog out the end of the visible area.
300 # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
302 # directional_colored_fog = true
304 # Fraction of the visible distance at which fog starts to be rendered
305 # type: float min: 0 max: 0.99
310 # Clouds are a client side effect.
312 # enable_clouds = true
314 # Use 3D cloud look instead of flat.
316 # enable_3d_clouds = true
318 ### Filtering and Antialiasing
320 # Use mipmapping to scale textures. May slightly increase performance,
321 # especially when using a high resolution texture pack.
322 # Gamma correct downscaling is not supported.
326 # Use anisotropic filtering when viewing at textures from an angle.
328 # anisotropic_filter = false
330 # Use bilinear filtering when scaling textures.
332 # bilinear_filter = false
334 # Use trilinear filtering when scaling textures.
336 # trilinear_filter = false
338 # Filtered textures can blend RGB values with fully-transparent neighbors,
339 # which PNG optimizers usually discard, often resulting in dark or
340 # light edges to transparent textures. Apply a filter to clean that up
341 # at texture load time. This is automatically enabled if mipmapping is enabled.
343 # texture_clean_transparent = false
345 # When using bilinear/trilinear/anisotropic filters, low-resolution textures
346 # can be blurred, so automatically upscale them with nearest-neighbor
347 # interpolation to preserve crisp pixels. This sets the minimum texture size
348 # for the upscaled textures; higher values look sharper, but require more
349 # memory. Powers of 2 are recommended. This setting is ONLY applied if
350 # bilinear/trilinear/anisotropic filtering is enabled.
351 # This is also used as the base node texture size for world-aligned
352 # texture autoscaling.
353 # type: int min: 1 max: 32768
354 # texture_min_size = 64
356 # Use multi-sample antialiasing (MSAA) to smooth out block edges.
357 # This algorithm smooths out the 3D viewport while keeping the image sharp,
358 # but it doesn't affect the insides of textures
359 # (which is especially noticeable with transparent textures).
360 # Visible spaces appear between nodes when shaders are disabled.
361 # If set to 0, MSAA is disabled.
362 # A restart is required after changing this option.
363 # type: enum values: 0, 1, 2, 4, 8, 16
368 # Shaders allow advanced visual effects and may increase performance on some video
370 # This only works with the OpenGL video backend.
372 # enable_shaders = true
376 # Enables Hable's 'Uncharted 2' filmic tone mapping.
377 # Simulates the tone curve of photographic film and how this approximates the
378 # appearance of high dynamic range images. Mid-range contrast is slightly
379 # enhanced, highlights and shadows are gradually compressed.
381 # tone_mapping = false
383 # Adjust the saturation (or vividness) of the scene
385 # < 1.0 decrease saturation
386 # > 1.0 increase saturation
387 # 1.0 = unchanged saturation
388 # 0.0 = black and white
389 # (Tone mapping needs to be enabled.)
390 # type: float min: 0 max: 5
395 # Set to true to enable waving leaves.
396 # Requires shaders to be enabled.
398 # enable_waving_leaves = false
400 # Set to true to enable waving plants.
401 # Requires shaders to be enabled.
403 # enable_waving_plants = false
405 # Set to true to enable waving liquids (like water).
406 # Requires shaders to be enabled.
408 # enable_waving_water = false
410 # The maximum height of the surface of waving liquids.
411 # 4.0 = Wave height is two nodes.
412 # 0.0 = Wave doesn't move at all.
413 # Default is 1.0 (1/2 node).
414 # Requires waving liquids to be enabled.
415 # type: float min: 0 max: 4
416 # water_wave_height = 1.0
418 # Length of liquid waves.
419 # Requires waving liquids to be enabled.
420 # type: float min: 0.1
421 # water_wave_length = 20.0
423 # How fast liquid waves will move. Higher = faster.
424 # If negative, liquid waves will move backwards.
425 # Requires waving liquids to be enabled.
427 # water_wave_speed = 5.0
431 # Set to true to enable Shadow Mapping.
432 # Requires shaders to be enabled.
434 # enable_dynamic_shadows = false
436 # Set the shadow strength gamma.
437 # Adjusts the intensity of in-game dynamic shadows.
438 # Lower value means lighter shadows, higher value means darker shadows.
439 # type: float min: 0.1 max: 10
440 # shadow_strength_gamma = 1.0
442 # Maximum distance to render shadows.
443 # type: float min: 10 max: 1000
444 # shadow_map_max_distance = 120.0
446 # Texture size to render the shadow map on.
447 # This must be a power of two.
448 # Bigger numbers create better shadows but it is also more expensive.
449 # type: int min: 128 max: 8192
450 # shadow_map_texture_size = 1024
452 # Sets shadow texture quality to 32 bits.
453 # On false, 16 bits texture will be used.
454 # This can cause much more artifacts in the shadow.
456 # shadow_map_texture_32bit = true
458 # Enable Poisson disk filtering.
459 # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
461 # shadow_poisson_filter = true
463 # Define shadow filtering quality.
464 # This simulates the soft shadows effect by applying a PCF or Poisson disk
465 # but also uses more resources.
466 # type: enum values: 0, 1, 2
469 # Enable colored shadows.
470 # On true translucent nodes cast colored shadows. This is expensive.
472 # shadow_map_color = false
474 # Spread a complete update of shadow map over given amount of frames.
475 # Higher values might make shadows laggy, lower values
476 # will consume more resources.
477 # Minimum value: 1; maximum value: 16
478 # type: int min: 1 max: 16
479 # shadow_update_frames = 8
481 # Set the soft shadow radius size.
482 # Lower values mean sharper shadows, bigger values mean softer shadows.
483 # Minimum value: 1.0; maximum value: 15.0
484 # type: float min: 1 max: 15
485 # shadow_soft_radius = 5.0
487 # Set the tilt of Sun/Moon orbit in degrees.
488 # Value of 0 means no tilt / vertical orbit.
489 # Minimum value: 0.0; maximum value: 60.0
490 # type: float min: -60 max: 60
491 # shadow_sky_body_orbit_tilt = 0.0
495 # Set the exposure compensation factor.
496 # This factor is applied to linear color value
497 # before all other post-processing effects.
498 # Value of 1.0 (default) means no exposure compensation.
499 # Range: from 0.1 to 10.0
500 # type: float min: 0.1 max: 10
501 # exposure_factor = 1.0
505 # Set to true to enable bloom effect.
506 # Bright colors will bleed over the neighboring objects.
508 # enable_bloom = false
510 # Set to true to render debugging breakdown of the bloom effect.
511 # In debug mode, the screen is split into 4 quadrants:
512 # top-left - processed base image, top-right - final image
513 # bottom-left - raw base image, bottom-right - bloom texture.
515 # enable_bloom_debug = false
517 # Defines how much bloom is applied to the rendered image
518 # Smaller values make bloom more subtle
519 # Range: from 0.01 to 1.0, default: 0.05
520 # type: float min: 0.01 max: 1
521 # bloom_intensity = 0.05
523 # Defines the magnitude of bloom overexposure.
524 # Range: from 0.1 to 10.0, default: 1.0
525 # type: float min: 0.1 max: 10
526 # bloom_strength_factor = 1.0
528 # Logical value that controls how far the bloom effect spreads
529 # from the bright objects.
530 # Range: from 0.1 to 8, default: 1
531 # type: float min: 0.1 max: 8
536 # Volume of all sounds.
537 # Requires the sound system to be enabled.
538 # type: float min: 0 max: 1
541 # Whether to mute sounds. You can unmute sounds at any time, unless the
542 # sound system is disabled (enable_sound=false).
543 # In-game, you can toggle the mute state with the mute key or by using the
550 # Set the language. Leave empty to use the system language.
551 # A restart is required after changing this.
552 # 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
557 # Scale GUI by a user specified value.
558 # Use a nearest-neighbor-anti-alias filter to scale the GUI.
559 # This will smooth over some of the rough edges, and blend
560 # pixels when scaling down, at the cost of blurring some
561 # edge pixels when images are scaled by non-integer sizes.
562 # type: float min: 0.5 max: 20
565 # Enables animation of inventory items.
567 # inventory_items_animations = false
569 # Formspec full-screen background opacity (between 0 and 255).
570 # type: int min: 0 max: 255
571 # formspec_fullscreen_bg_opacity = 140
573 # Formspec full-screen background color (R,G,B).
575 # formspec_fullscreen_bg_color = (0,0,0)
577 # When gui_scaling_filter is true, all GUI images need to be
578 # filtered in software, but some images are generated directly
579 # to hardware (e.g. render-to-texture for nodes in inventory).
581 # gui_scaling_filter = false
583 # When gui_scaling_filter_txr2img is true, copy those images
584 # from hardware to software for scaling. When false, fall back
585 # to the old scaling method, for video drivers that don't
586 # properly support downloading textures back from hardware.
588 # gui_scaling_filter_txr2img = true
590 # Delay showing tooltips, stated in milliseconds.
591 # type: int min: 0 max: 1.844674407371e+19
592 # tooltip_show_delay = 400
594 # Append item name to tooltip.
596 # tooltip_append_itemname = false
598 # Use a cloud animation for the main menu background.
604 # Modifies the size of the HUD elements.
605 # type: float min: 0.5 max: 20
608 # Whether name tag backgrounds should be shown by default.
609 # Mods may still set a background.
611 # show_nametag_backgrounds = true
615 # Maximum number of recent chat messages to show
616 # type: int min: 2 max: 20
617 # recent_chat_messages = 6
619 # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
620 # type: float min: 0.1 max: 1
621 # console_height = 0.6
623 # In-game chat console background color (R,G,B).
625 # console_color = (0,0,0)
627 # In-game chat console background alpha (opaqueness, between 0 and 255).
628 # type: int min: 0 max: 255
629 # console_alpha = 200
631 # Maximum proportion of current window to be used for hotbar.
632 # Useful if there's something to be displayed right or left of hotbar.
633 # type: float min: 0.001 max: 1
634 # hud_hotbar_max_width = 1.0
636 # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
638 # clickable_chat_weblinks = true
640 # Optional override for chat weblink color.
642 # chat_weblink_color =
644 # Font size of the recent chat text and chat prompt in point (pt).
645 # Value 0 will use the default font size.
646 # type: int min: 0 max: 72
649 ### Content Repository
651 # The URL for the content repository
653 # contentdb_url = https://content.minetest.net
655 # Comma-separated list of flags to hide in the content repository.
656 # "nonfree" can be used to hide packages which do not qualify as 'free software',
657 # as defined by the Free Software Foundation.
658 # You can also specify content ratings.
659 # These flags are independent from Minetest versions,
660 # so see a full list at https://content.minetest.net/help/content_flags/
662 # contentdb_flag_blacklist = nonfree, desktop_default
664 # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
665 # This should be lower than curl_parallel_limit.
667 # contentdb_max_concurrent_downloads = 3
675 # Save the map received by the client on disk.
677 # enable_local_map_saving = false
679 # URL to the server list displayed in the Multiplayer Tab.
681 # serverlist_url = servers.minetest.net
683 # If enabled, account registration is separate from login in the UI.
684 # If disabled, new accounts will be registered automatically when logging in.
686 # enable_split_login_register = true
688 # URL to JSON file which provides information about the newest Minetest release
690 # update_information_url = https://www.minetest.net/release_info.json
692 # Unix timestamp (integer) of when the client last checked for an update
693 # Set this value to "disabled" to never check for updates.
695 # update_last_checked =
697 # Version number which was last seen during an update check.
699 # Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch
700 # Ex: 5.5.0 is 005005000
702 # update_last_known = 0
706 # Name of the player.
707 # When running a server, clients connecting with this name are admins.
708 # When starting from the main menu, this is overridden.
712 ### Serverlist and MOTD
714 # Name of the server, to be displayed when players join and in the serverlist.
716 # server_name = Minetest server
718 # Description of server, to be displayed when players join and in the serverlist.
720 # server_description = mine here
722 # Domain name of server, to be displayed in the serverlist.
724 # server_address = game.minetest.net
726 # Homepage of server, to be displayed in the serverlist.
728 # server_url = https://minetest.net
730 # Automatically report to the serverlist.
732 # server_announce = false
734 # Announce to this serverlist.
736 # serverlist_url = servers.minetest.net
738 # Message of the day displayed to players connecting.
742 # Maximum number of players that can be connected simultaneously.
743 # type: int min: 0 max: 65535
746 # If this is set, players will always (re)spawn at the given position.
748 # static_spawnpoint =
752 # Network port to listen (UDP).
753 # This value will be overridden when starting from the main menu.
754 # type: int min: 1 max: 65535
757 # The network interface that the server listens on.
761 # Enable to disallow old clients from connecting.
762 # Older clients are compatible in the sense that they will not crash when connecting
763 # to new servers, but they may not support all new features that you are expecting.
765 # strict_protocol_version_checking = false
767 # Specifies URL from which client fetches media instead of using UDP.
768 # $filename should be accessible from $remote_media$filename via cURL
769 # (obviously, remote_media should end with a slash).
770 # Files that are not present will be fetched the usual way.
774 # Enable/disable running an IPv6 server.
775 # Ignored if bind_address is set.
776 # Needs enable_ipv6 to be enabled.
778 # ipv6_server = false
782 # New users need to input this password.
786 # If enabled, players cannot join without a password or change theirs to an empty password.
788 # disallow_empty_password = false
790 # The privileges that new users automatically get.
791 # See /privs in game for a full list on your server and mod configuration.
793 # default_privs = interact, shout
795 # Privileges that players with basic_privs can grant
797 # basic_privs = interact, shout
799 # If enabled, disable cheat prevention in multiplayer.
801 # disable_anticheat = false
803 # If enabled, actions are recorded for rollback.
804 # This option is only read when server starts.
806 # enable_rollback_recording = false
808 ### Client-side Modding
810 # Restricts the access of certain client-side functions on servers.
811 # Combine the byteflags below to restrict client-side features, or set to 0
812 # for no restrictions:
813 # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
814 # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
815 # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
816 # READ_NODEDEFS: 8 (disable get_node_def call client-side)
817 # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
818 # csm_restriction_noderange)
819 # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
820 # type: int min: 0 max: 63
821 # csm_restriction_flags = 62
823 # If the CSM restriction for node range is enabled, get_node calls are limited
824 # to this distance from the player to the node.
825 # type: int min: 0 max: 4294967295
826 # csm_restriction_noderange = 0
830 # Remove color codes from incoming chat messages
831 # Use this to stop players from being able to use color in their messages
833 # strip_color_codes = false
835 # Set the maximum length of a chat message (in characters) sent by clients.
836 # type: int min: 10 max: 65535
837 # chat_message_max_size = 500
839 # Amount of messages a player may send per 10 seconds.
841 # chat_message_limit_per_10sec = 10.0
843 # Kick players who sent more than X messages per 10 seconds.
844 # type: int min: 1 max: 65535
845 # chat_message_limit_trigger_kick = 50
849 # Controls length of day/night cycle.
851 # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
855 # Time of day when a new world is started, in millihours (0-23999).
856 # type: int min: 0 max: 23999
857 # world_start_time = 6125
859 # Time in seconds for item entity (dropped items) to live.
860 # Setting it to -1 disables the feature.
862 # item_entity_ttl = 900
864 # Specifies the default stack size of nodes, items and tools.
865 # Note that mods or games may explicitly set a stack for certain (or all) items.
866 # type: int min: 1 max: 65535
867 # default_stack_max = 99
871 # Horizontal and vertical acceleration on ground or when climbing,
872 # in nodes per second per second.
874 # movement_acceleration_default = 3.0
876 # Horizontal acceleration in air when jumping or falling,
877 # in nodes per second per second.
879 # movement_acceleration_air = 2.0
881 # Horizontal and vertical acceleration in fast mode,
882 # in nodes per second per second.
884 # movement_acceleration_fast = 10.0
886 # Walking and flying speed, in nodes per second.
888 # movement_speed_walk = 4.0
890 # Sneaking speed, in nodes per second.
892 # movement_speed_crouch = 1.35
894 # Walking, flying and climbing speed in fast mode, in nodes per second.
896 # movement_speed_fast = 20.0
898 # Vertical climbing speed, in nodes per second.
900 # movement_speed_climb = 3.0
902 # Initial vertical speed when jumping, in nodes per second.
904 # movement_speed_jump = 6.5
906 # How much you are slowed down when moving inside a liquid.
907 # Decrease this to increase liquid resistance to movement.
908 # type: float min: 0.001
909 # movement_liquid_fluidity = 1.0
911 # Maximum liquid resistance. Controls deceleration when entering liquid at
914 # movement_liquid_fluidity_smooth = 0.5
916 # Controls sinking speed in liquid when idling. Negative values will cause
917 # you to rise instead.
919 # movement_liquid_sink = 10.0
921 # Acceleration of gravity, in nodes per second per second.
923 # movement_gravity = 9.81
929 # A chosen map seed for a new map, leave empty for random.
930 # Will be overridden when creating a new world in the main menu.
934 # Name of map generator to be used when creating a new world.
935 # Creating a world in the main menu will override this.
936 # Current mapgens in a highly unstable state:
937 # - The optional floatlands of v7 (disabled by default).
938 # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
941 # Water surface level of the world.
942 # type: int min: -31000 max: 31000
945 # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
946 # type: int min: 1 max: 32767
947 # max_block_generate_distance = 10
949 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
950 # Only mapchunks completely within the mapgen limit are generated.
951 # Value is stored per-world.
952 # type: int min: 0 max: 31007
953 # mapgen_limit = 31007
955 # Global map generation attributes.
956 # In Mapgen v6 the 'decorations' flag controls all decorations except trees
957 # and jungle grass, in all other mapgens this flag controls all decorations.
958 # type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores
959 # mg_flags = caves,dungeons,light,decorations,biomes,ores
961 ## Biome API noise parameters
963 # Temperature variation for biomes.
964 # type: noise_params_2d
965 # mg_biome_np_heat = {
968 # spread = (1000, 1000, 1000),
976 # Small-scale temperature variation for blending biomes on borders.
977 # type: noise_params_2d
978 # mg_biome_np_heat_blend = {
981 # spread = (8, 8, 8),
989 # Humidity variation for biomes.
990 # type: noise_params_2d
991 # mg_biome_np_humidity = {
994 # spread = (1000, 1000, 1000),
1002 # Small-scale humidity variation for blending biomes on borders.
1003 # type: noise_params_2d
1004 # mg_biome_np_humidity_blend = {
1007 # spread = (8, 8, 8),
1010 # persistence = 1.0,
1017 # Map generation attributes specific to Mapgen v5.
1018 # type: flags possible values: caverns, nocaverns
1019 # mgv5_spflags = caverns
1021 # Controls width of tunnels, a smaller value creates wider tunnels.
1022 # Value >= 10.0 completely disables generation of tunnels and avoids the
1023 # intensive noise calculations.
1025 # mgv5_cave_width = 0.09
1027 # Y of upper limit of large caves.
1028 # type: int min: -31000 max: 31000
1029 # mgv5_large_cave_depth = -256
1031 # Minimum limit of random number of small caves per mapchunk.
1032 # type: int min: 0 max: 256
1033 # mgv5_small_cave_num_min = 0
1035 # Maximum limit of random number of small caves per mapchunk.
1036 # type: int min: 0 max: 256
1037 # mgv5_small_cave_num_max = 0
1039 # Minimum limit of random number of large caves per mapchunk.
1040 # type: int min: 0 max: 64
1041 # mgv5_large_cave_num_min = 0
1043 # Maximum limit of random number of large caves per mapchunk.
1044 # type: int min: 0 max: 64
1045 # mgv5_large_cave_num_max = 2
1047 # Proportion of large caves that contain liquid.
1048 # type: float min: 0 max: 1
1049 # mgv5_large_cave_flooded = 0.5
1051 # Y-level of cavern upper limit.
1052 # type: int min: -31000 max: 31000
1053 # mgv5_cavern_limit = -256
1055 # Y-distance over which caverns expand to full size.
1056 # type: int min: 0 max: 32767
1057 # mgv5_cavern_taper = 256
1059 # Defines full size of caverns, smaller values create larger caverns.
1061 # mgv5_cavern_threshold = 0.7
1063 # Lower Y limit of dungeons.
1064 # type: int min: -31000 max: 31000
1065 # mgv5_dungeon_ymin = -31000
1067 # Upper Y limit of dungeons.
1068 # type: int min: -31000 max: 31000
1069 # mgv5_dungeon_ymax = 31000
1073 # Variation of biome filler depth.
1074 # type: noise_params_2d
1075 # mgv5_np_filler_depth = {
1078 # spread = (150, 150, 150),
1081 # persistence = 0.7,
1086 # Variation of terrain vertical scale.
1087 # When noise is < -0.55 terrain is near-flat.
1088 # type: noise_params_2d
1089 # mgv5_np_factor = {
1092 # spread = (250, 250, 250),
1095 # persistence = 0.45,
1100 # Y-level of average terrain surface.
1101 # type: noise_params_2d
1102 # mgv5_np_height = {
1105 # spread = (250, 250, 250),
1108 # persistence = 0.5,
1113 # First of two 3D noises that together define tunnels.
1114 # type: noise_params_3d
1118 # spread = (61, 61, 61),
1121 # persistence = 0.5,
1126 # Second of two 3D noises that together define tunnels.
1127 # type: noise_params_3d
1131 # spread = (67, 67, 67),
1134 # persistence = 0.5,
1139 # 3D noise defining giant caverns.
1140 # type: noise_params_3d
1141 # mgv5_np_cavern = {
1144 # spread = (384, 128, 384),
1147 # persistence = 0.63,
1152 # 3D noise defining terrain.
1153 # type: noise_params_3d
1154 # mgv5_np_ground = {
1157 # spread = (80, 80, 80),
1160 # persistence = 0.55,
1165 # 3D noise that determines number of dungeons per mapchunk.
1166 # type: noise_params_3d
1167 # mgv5_np_dungeons = {
1170 # spread = (500, 500, 500),
1173 # persistence = 0.8,
1180 # Map generation attributes specific to Mapgen v6.
1181 # The 'snowbiomes' flag enables the new 5 biome system.
1182 # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
1183 # the 'jungles' flag is ignored.
1184 # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
1185 # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
1187 # Deserts occur when np_biome exceeds this value.
1188 # When the 'snowbiomes' flag is enabled, this is ignored.
1190 # mgv6_freq_desert = 0.45
1192 # Sandy beaches occur when np_beach exceeds this value.
1194 # mgv6_freq_beach = 0.15
1196 # Lower Y limit of dungeons.
1197 # type: int min: -31000 max: 31000
1198 # mgv6_dungeon_ymin = -31000
1200 # Upper Y limit of dungeons.
1201 # type: int min: -31000 max: 31000
1202 # mgv6_dungeon_ymax = 31000
1206 # Y-level of lower terrain and seabed.
1207 # type: noise_params_2d
1208 # mgv6_np_terrain_base = {
1211 # spread = (250, 250, 250),
1214 # persistence = 0.6,
1219 # Y-level of higher terrain that creates cliffs.
1220 # type: noise_params_2d
1221 # mgv6_np_terrain_higher = {
1224 # spread = (500, 500, 500),
1227 # persistence = 0.6,
1232 # Varies steepness of cliffs.
1233 # type: noise_params_2d
1234 # mgv6_np_steepness = {
1237 # spread = (125, 125, 125),
1240 # persistence = 0.7,
1245 # Defines distribution of higher terrain.
1246 # type: noise_params_2d
1247 # mgv6_np_height_select = {
1250 # spread = (250, 250, 250),
1253 # persistence = 0.69,
1258 # Varies depth of biome surface nodes.
1259 # type: noise_params_2d
1263 # spread = (200, 200, 200),
1266 # persistence = 0.55,
1271 # Defines areas with sandy beaches.
1272 # type: noise_params_2d
1276 # spread = (250, 250, 250),
1279 # persistence = 0.50,
1284 # Temperature variation for biomes.
1285 # type: noise_params_2d
1289 # spread = (500, 500, 500),
1292 # persistence = 0.50,
1297 # Variation of number of caves.
1298 # type: noise_params_2d
1302 # spread = (250, 250, 250),
1305 # persistence = 0.50,
1310 # Humidity variation for biomes.
1311 # type: noise_params_2d
1312 # mgv6_np_humidity = {
1315 # spread = (500, 500, 500),
1318 # persistence = 0.50,
1323 # Defines tree areas and tree density.
1324 # type: noise_params_2d
1328 # spread = (125, 125, 125),
1331 # persistence = 0.66,
1336 # Defines areas where trees have apples.
1337 # type: noise_params_2d
1338 # mgv6_np_apple_trees = {
1341 # spread = (100, 100, 100),
1344 # persistence = 0.45,
1351 # Map generation attributes specific to Mapgen v7.
1353 # 'floatlands': Floating land masses in the atmosphere.
1354 # 'caverns': Giant caves deep underground.
1355 # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
1356 # mgv7_spflags = mountains,ridges,nofloatlands,caverns
1358 # Y of mountain density gradient zero level. Used to shift mountains vertically.
1359 # type: int min: -31000 max: 31000
1360 # mgv7_mount_zero_level = 0
1362 # Lower Y limit of floatlands.
1363 # type: int min: -31000 max: 31000
1364 # mgv7_floatland_ymin = 1024
1366 # Upper Y limit of floatlands.
1367 # type: int min: -31000 max: 31000
1368 # mgv7_floatland_ymax = 4096
1370 # Y-distance over which floatlands taper from full density to nothing.
1371 # Tapering starts at this distance from the Y limit.
1372 # For a solid floatland layer, this controls the height of hills/mountains.
1373 # Must be less than or equal to half the distance between the Y limits.
1374 # type: int min: 0 max: 32767
1375 # mgv7_floatland_taper = 256
1377 # Exponent of the floatland tapering. Alters the tapering behavior.
1378 # Value = 1.0 creates a uniform, linear tapering.
1379 # Values > 1.0 create a smooth tapering suitable for the default separated
1381 # Values < 1.0 (for example 0.25) create a more defined surface level with
1382 # flatter lowlands, suitable for a solid floatland layer.
1384 # mgv7_float_taper_exp = 2.0
1386 # Adjusts the density of the floatland layer.
1387 # Increase value to increase density. Can be positive or negative.
1388 # Value = 0.0: 50% of volume is floatland.
1389 # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
1390 # to be sure) creates a solid floatland layer.
1392 # mgv7_floatland_density = -0.6
1394 # Surface level of optional water placed on a solid floatland layer.
1395 # Water is disabled by default and will only be placed if this value is set
1396 # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
1398 # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
1399 # When enabling water placement the floatlands must be configured and tested
1400 # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
1401 # required value depending on 'mgv7_np_floatland'), to avoid
1402 # server-intensive extreme water flow and to avoid vast flooding of the
1403 # world surface below.
1404 # type: int min: -31000 max: 31000
1405 # mgv7_floatland_ywater = -31000
1407 # Controls width of tunnels, a smaller value creates wider tunnels.
1408 # Value >= 10.0 completely disables generation of tunnels and avoids the
1409 # intensive noise calculations.
1411 # mgv7_cave_width = 0.09
1413 # Y of upper limit of large caves.
1414 # type: int min: -31000 max: 31000
1415 # mgv7_large_cave_depth = -33
1417 # Minimum limit of random number of small caves per mapchunk.
1418 # type: int min: 0 max: 256
1419 # mgv7_small_cave_num_min = 0
1421 # Maximum limit of random number of small caves per mapchunk.
1422 # type: int min: 0 max: 256
1423 # mgv7_small_cave_num_max = 0
1425 # Minimum limit of random number of large caves per mapchunk.
1426 # type: int min: 0 max: 64
1427 # mgv7_large_cave_num_min = 0
1429 # Maximum limit of random number of large caves per mapchunk.
1430 # type: int min: 0 max: 64
1431 # mgv7_large_cave_num_max = 2
1433 # Proportion of large caves that contain liquid.
1434 # type: float min: 0 max: 1
1435 # mgv7_large_cave_flooded = 0.5
1437 # Y-level of cavern upper limit.
1438 # type: int min: -31000 max: 31000
1439 # mgv7_cavern_limit = -256
1441 # Y-distance over which caverns expand to full size.
1442 # type: int min: 0 max: 32767
1443 # mgv7_cavern_taper = 256
1445 # Defines full size of caverns, smaller values create larger caverns.
1447 # mgv7_cavern_threshold = 0.7
1449 # Lower Y limit of dungeons.
1450 # type: int min: -31000 max: 31000
1451 # mgv7_dungeon_ymin = -31000
1453 # Upper Y limit of dungeons.
1454 # type: int min: -31000 max: 31000
1455 # mgv7_dungeon_ymax = 31000
1459 # Y-level of higher terrain that creates cliffs.
1460 # type: noise_params_2d
1461 # mgv7_np_terrain_base = {
1464 # spread = (600, 600, 600),
1467 # persistence = 0.6,
1472 # Y-level of lower terrain and seabed.
1473 # type: noise_params_2d
1474 # mgv7_np_terrain_alt = {
1477 # spread = (600, 600, 600),
1480 # persistence = 0.6,
1485 # Varies roughness of terrain.
1486 # Defines the 'persistence' value for terrain_base and terrain_alt noises.
1487 # type: noise_params_2d
1488 # mgv7_np_terrain_persist = {
1491 # spread = (2000, 2000, 2000),
1494 # persistence = 0.6,
1499 # Defines distribution of higher terrain and steepness of cliffs.
1500 # type: noise_params_2d
1501 # mgv7_np_height_select = {
1504 # spread = (500, 500, 500),
1507 # persistence = 0.7,
1512 # Variation of biome filler depth.
1513 # type: noise_params_2d
1514 # mgv7_np_filler_depth = {
1517 # spread = (150, 150, 150),
1520 # persistence = 0.7,
1525 # Variation of maximum mountain height (in nodes).
1526 # type: noise_params_2d
1527 # mgv7_np_mount_height = {
1530 # spread = (1000, 1000, 1000),
1533 # persistence = 0.6,
1538 # Defines large-scale river channel structure.
1539 # type: noise_params_2d
1540 # mgv7_np_ridge_uwater = {
1543 # spread = (1000, 1000, 1000),
1546 # persistence = 0.6,
1551 # 3D noise defining mountain structure and height.
1552 # Also defines structure of floatland mountain terrain.
1553 # type: noise_params_3d
1554 # mgv7_np_mountain = {
1557 # spread = (250, 350, 250),
1560 # persistence = 0.63,
1565 # 3D noise defining structure of river canyon walls.
1566 # type: noise_params_3d
1570 # spread = (100, 100, 100),
1573 # persistence = 0.75,
1578 # 3D noise defining structure of floatlands.
1579 # If altered from the default, the noise 'scale' (0.7 by default) may need
1580 # to be adjusted, as floatland tapering functions best when this noise has
1581 # a value range of approximately -2.0 to 2.0.
1582 # type: noise_params_3d
1583 # mgv7_np_floatland = {
1586 # spread = (384, 96, 384),
1589 # persistence = 0.75,
1590 # lacunarity = 1.618,
1594 # 3D noise defining giant caverns.
1595 # type: noise_params_3d
1596 # mgv7_np_cavern = {
1599 # spread = (384, 128, 384),
1602 # persistence = 0.63,
1607 # First of two 3D noises that together define tunnels.
1608 # type: noise_params_3d
1612 # spread = (61, 61, 61),
1615 # persistence = 0.5,
1620 # Second of two 3D noises that together define tunnels.
1621 # type: noise_params_3d
1625 # spread = (67, 67, 67),
1628 # persistence = 0.5,
1633 # 3D noise that determines number of dungeons per mapchunk.
1634 # type: noise_params_3d
1635 # mgv7_np_dungeons = {
1638 # spread = (500, 500, 500),
1641 # persistence = 0.8,
1646 ## Mapgen Carpathian
1648 # Map generation attributes specific to Mapgen Carpathian.
1649 # type: flags possible values: caverns, rivers, nocaverns, norivers
1650 # mgcarpathian_spflags = caverns,norivers
1652 # Defines the base ground level.
1654 # mgcarpathian_base_level = 12.0
1656 # Defines the width of the river channel.
1658 # mgcarpathian_river_width = 0.05
1660 # Defines the depth of the river channel.
1662 # mgcarpathian_river_depth = 24.0
1664 # Defines the width of the river valley.
1666 # mgcarpathian_valley_width = 0.25
1668 # Controls width of tunnels, a smaller value creates wider tunnels.
1669 # Value >= 10.0 completely disables generation of tunnels and avoids the
1670 # intensive noise calculations.
1672 # mgcarpathian_cave_width = 0.09
1674 # Y of upper limit of large caves.
1675 # type: int min: -31000 max: 31000
1676 # mgcarpathian_large_cave_depth = -33
1678 # Minimum limit of random number of small caves per mapchunk.
1679 # type: int min: 0 max: 256
1680 # mgcarpathian_small_cave_num_min = 0
1682 # Maximum limit of random number of small caves per mapchunk.
1683 # type: int min: 0 max: 256
1684 # mgcarpathian_small_cave_num_max = 0
1686 # Minimum limit of random number of large caves per mapchunk.
1687 # type: int min: 0 max: 64
1688 # mgcarpathian_large_cave_num_min = 0
1690 # Maximum limit of random number of large caves per mapchunk.
1691 # type: int min: 0 max: 64
1692 # mgcarpathian_large_cave_num_max = 2
1694 # Proportion of large caves that contain liquid.
1695 # type: float min: 0 max: 1
1696 # mgcarpathian_large_cave_flooded = 0.5
1698 # Y-level of cavern upper limit.
1699 # type: int min: -31000 max: 31000
1700 # mgcarpathian_cavern_limit = -256
1702 # Y-distance over which caverns expand to full size.
1703 # type: int min: 0 max: 32767
1704 # mgcarpathian_cavern_taper = 256
1706 # Defines full size of caverns, smaller values create larger caverns.
1708 # mgcarpathian_cavern_threshold = 0.7
1710 # Lower Y limit of dungeons.
1711 # type: int min: -31000 max: 31000
1712 # mgcarpathian_dungeon_ymin = -31000
1714 # Upper Y limit of dungeons.
1715 # type: int min: -31000 max: 31000
1716 # mgcarpathian_dungeon_ymax = 31000
1720 # Variation of biome filler depth.
1721 # type: noise_params_2d
1722 # mgcarpathian_np_filler_depth = {
1725 # spread = (128, 128, 128),
1728 # persistence = 0.7,
1733 # First of 4 2D noises that together define hill/mountain range height.
1734 # type: noise_params_2d
1735 # mgcarpathian_np_height1 = {
1738 # spread = (251, 251, 251),
1741 # persistence = 0.5,
1746 # Second of 4 2D noises that together define hill/mountain range height.
1747 # type: noise_params_2d
1748 # mgcarpathian_np_height2 = {
1751 # spread = (383, 383, 383),
1754 # persistence = 0.5,
1759 # Third of 4 2D noises that together define hill/mountain range height.
1760 # type: noise_params_2d
1761 # mgcarpathian_np_height3 = {
1764 # spread = (509, 509, 509),
1767 # persistence = 0.5,
1772 # Fourth of 4 2D noises that together define hill/mountain range height.
1773 # type: noise_params_2d
1774 # mgcarpathian_np_height4 = {
1777 # spread = (631, 631, 631),
1780 # persistence = 0.5,
1785 # 2D noise that controls the size/occurrence of rolling hills.
1786 # type: noise_params_2d
1787 # mgcarpathian_np_hills_terrain = {
1790 # spread = (1301, 1301, 1301),
1793 # persistence = 0.5,
1798 # 2D noise that controls the size/occurrence of ridged mountain ranges.
1799 # type: noise_params_2d
1800 # mgcarpathian_np_ridge_terrain = {
1803 # spread = (1889, 1889, 1889),
1806 # persistence = 0.5,
1811 # 2D noise that controls the size/occurrence of step mountain ranges.
1812 # type: noise_params_2d
1813 # mgcarpathian_np_step_terrain = {
1816 # spread = (1889, 1889, 1889),
1819 # persistence = 0.5,
1824 # 2D noise that controls the shape/size of rolling hills.
1825 # type: noise_params_2d
1826 # mgcarpathian_np_hills = {
1829 # spread = (257, 257, 257),
1832 # persistence = 0.5,
1837 # 2D noise that controls the shape/size of ridged mountains.
1838 # type: noise_params_2d
1839 # mgcarpathian_np_ridge_mnt = {
1842 # spread = (743, 743, 743),
1845 # persistence = 0.7,
1850 # 2D noise that controls the shape/size of step mountains.
1851 # type: noise_params_2d
1852 # mgcarpathian_np_step_mnt = {
1855 # spread = (509, 509, 509),
1858 # persistence = 0.6,
1863 # 2D noise that locates the river valleys and channels.
1864 # type: noise_params_2d
1865 # mgcarpathian_np_rivers = {
1868 # spread = (1000, 1000, 1000),
1871 # persistence = 0.6,
1876 # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
1877 # type: noise_params_3d
1878 # mgcarpathian_np_mnt_var = {
1881 # spread = (499, 499, 499),
1884 # persistence = 0.55,
1889 # First of two 3D noises that together define tunnels.
1890 # type: noise_params_3d
1891 # mgcarpathian_np_cave1 = {
1894 # spread = (61, 61, 61),
1897 # persistence = 0.5,
1902 # Second of two 3D noises that together define tunnels.
1903 # type: noise_params_3d
1904 # mgcarpathian_np_cave2 = {
1907 # spread = (67, 67, 67),
1910 # persistence = 0.5,
1915 # 3D noise defining giant caverns.
1916 # type: noise_params_3d
1917 # mgcarpathian_np_cavern = {
1920 # spread = (384, 128, 384),
1923 # persistence = 0.63,
1928 # 3D noise that determines number of dungeons per mapchunk.
1929 # type: noise_params_3d
1930 # mgcarpathian_np_dungeons = {
1933 # spread = (500, 500, 500),
1936 # persistence = 0.8,
1943 # Map generation attributes specific to Mapgen Flat.
1944 # Occasional lakes and hills can be added to the flat world.
1945 # type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns
1946 # mgflat_spflags = nolakes,nohills,nocaverns
1949 # type: int min: -31000 max: 31000
1950 # mgflat_ground_level = 8
1952 # Y of upper limit of large caves.
1953 # type: int min: -31000 max: 31000
1954 # mgflat_large_cave_depth = -33
1956 # Minimum limit of random number of small caves per mapchunk.
1957 # type: int min: 0 max: 256
1958 # mgflat_small_cave_num_min = 0
1960 # Maximum limit of random number of small caves per mapchunk.
1961 # type: int min: 0 max: 256
1962 # mgflat_small_cave_num_max = 0
1964 # Minimum limit of random number of large caves per mapchunk.
1965 # type: int min: 0 max: 64
1966 # mgflat_large_cave_num_min = 0
1968 # Maximum limit of random number of large caves per mapchunk.
1969 # type: int min: 0 max: 64
1970 # mgflat_large_cave_num_max = 2
1972 # Proportion of large caves that contain liquid.
1973 # type: float min: 0 max: 1
1974 # mgflat_large_cave_flooded = 0.5
1976 # Controls width of tunnels, a smaller value creates wider tunnels.
1977 # Value >= 10.0 completely disables generation of tunnels and avoids the
1978 # intensive noise calculations.
1980 # mgflat_cave_width = 0.09
1982 # Terrain noise threshold for lakes.
1983 # Controls proportion of world area covered by lakes.
1984 # Adjust towards 0.0 for a larger proportion.
1986 # mgflat_lake_threshold = -0.45
1988 # Controls steepness/depth of lake depressions.
1990 # mgflat_lake_steepness = 48.0
1992 # Terrain noise threshold for hills.
1993 # Controls proportion of world area covered by hills.
1994 # Adjust towards 0.0 for a larger proportion.
1996 # mgflat_hill_threshold = 0.45
1998 # Controls steepness/height of hills.
2000 # mgflat_hill_steepness = 64.0
2002 # Y-level of cavern upper limit.
2003 # type: int min: -31000 max: 31000
2004 # mgflat_cavern_limit = -256
2006 # Y-distance over which caverns expand to full size.
2007 # type: int min: 0 max: 32767
2008 # mgflat_cavern_taper = 256
2010 # Defines full size of caverns, smaller values create larger caverns.
2012 # mgflat_cavern_threshold = 0.7
2014 # Lower Y limit of dungeons.
2015 # type: int min: -31000 max: 31000
2016 # mgflat_dungeon_ymin = -31000
2018 # Upper Y limit of dungeons.
2019 # type: int min: -31000 max: 31000
2020 # mgflat_dungeon_ymax = 31000
2024 # Defines location and terrain of optional hills and lakes.
2025 # type: noise_params_2d
2026 # mgflat_np_terrain = {
2029 # spread = (600, 600, 600),
2032 # persistence = 0.6,
2037 # Variation of biome filler depth.
2038 # type: noise_params_2d
2039 # mgflat_np_filler_depth = {
2042 # spread = (150, 150, 150),
2045 # persistence = 0.7,
2050 # First of two 3D noises that together define tunnels.
2051 # type: noise_params_3d
2052 # mgflat_np_cave1 = {
2055 # spread = (61, 61, 61),
2058 # persistence = 0.5,
2063 # Second of two 3D noises that together define tunnels.
2064 # type: noise_params_3d
2065 # mgflat_np_cave2 = {
2068 # spread = (67, 67, 67),
2071 # persistence = 0.5,
2076 # 3D noise defining giant caverns.
2077 # type: noise_params_3d
2078 # mgflat_np_cavern = {
2081 # spread = (384, 128, 384),
2084 # persistence = 0.63,
2089 # 3D noise that determines number of dungeons per mapchunk.
2090 # type: noise_params_3d
2091 # mgflat_np_dungeons = {
2094 # spread = (500, 500, 500),
2097 # persistence = 0.8,
2104 # Map generation attributes specific to Mapgen Fractal.
2105 # 'terrain' enables the generation of non-fractal terrain:
2106 # ocean, islands and underground.
2107 # type: flags possible values: terrain, noterrain
2108 # mgfractal_spflags = terrain
2110 # Controls width of tunnels, a smaller value creates wider tunnels.
2111 # Value >= 10.0 completely disables generation of tunnels and avoids the
2112 # intensive noise calculations.
2114 # mgfractal_cave_width = 0.09
2116 # Y of upper limit of large caves.
2117 # type: int min: -31000 max: 31000
2118 # mgfractal_large_cave_depth = -33
2120 # Minimum limit of random number of small caves per mapchunk.
2121 # type: int min: 0 max: 256
2122 # mgfractal_small_cave_num_min = 0
2124 # Maximum limit of random number of small caves per mapchunk.
2125 # type: int min: 0 max: 256
2126 # mgfractal_small_cave_num_max = 0
2128 # Minimum limit of random number of large caves per mapchunk.
2129 # type: int min: 0 max: 64
2130 # mgfractal_large_cave_num_min = 0
2132 # Maximum limit of random number of large caves per mapchunk.
2133 # type: int min: 0 max: 64
2134 # mgfractal_large_cave_num_max = 2
2136 # Proportion of large caves that contain liquid.
2137 # type: float min: 0 max: 1
2138 # mgfractal_large_cave_flooded = 0.5
2140 # Lower Y limit of dungeons.
2141 # type: int min: -31000 max: 31000
2142 # mgfractal_dungeon_ymin = -31000
2144 # Upper Y limit of dungeons.
2145 # type: int min: -31000 max: 31000
2146 # mgfractal_dungeon_ymax = 31000
2148 # Selects one of 18 fractal types.
2149 # 1 = 4D "Roundy" Mandelbrot set.
2150 # 2 = 4D "Roundy" Julia set.
2151 # 3 = 4D "Squarry" Mandelbrot set.
2152 # 4 = 4D "Squarry" Julia set.
2153 # 5 = 4D "Mandy Cousin" Mandelbrot set.
2154 # 6 = 4D "Mandy Cousin" Julia set.
2155 # 7 = 4D "Variation" Mandelbrot set.
2156 # 8 = 4D "Variation" Julia set.
2157 # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
2158 # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
2159 # 11 = 3D "Christmas Tree" Mandelbrot set.
2160 # 12 = 3D "Christmas Tree" Julia set.
2161 # 13 = 3D "Mandelbulb" Mandelbrot set.
2162 # 14 = 3D "Mandelbulb" Julia set.
2163 # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
2164 # 16 = 3D "Cosine Mandelbulb" Julia set.
2165 # 17 = 4D "Mandelbulb" Mandelbrot set.
2166 # 18 = 4D "Mandelbulb" Julia set.
2167 # type: int min: 1 max: 18
2168 # mgfractal_fractal = 1
2170 # Iterations of the recursive function.
2171 # Increasing this increases the amount of fine detail, but also
2172 # increases processing load.
2173 # At iterations = 20 this mapgen has a similar load to mapgen V7.
2174 # type: int min: 1 max: 65535
2175 # mgfractal_iterations = 11
2177 # (X,Y,Z) scale of fractal in nodes.
2178 # Actual fractal size will be 2 to 3 times larger.
2179 # These numbers can be made very large, the fractal does
2180 # not have to fit inside the world.
2181 # Increase these to 'zoom' into the detail of the fractal.
2182 # Default is for a vertically-squashed shape suitable for
2183 # an island, set all 3 numbers equal for the raw shape.
2185 # mgfractal_scale = (4096.0, 1024.0, 4096.0)
2187 # (X,Y,Z) offset of fractal from world center in units of 'scale'.
2188 # Can be used to move a desired point to (0, 0) to create a
2189 # suitable spawn point, or to allow 'zooming in' on a desired
2190 # point by increasing 'scale'.
2191 # The default is tuned for a suitable spawn point for Mandelbrot
2192 # sets with default parameters, it may need altering in other
2194 # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
2196 # mgfractal_offset = (1.79, 0.0, 0.0)
2198 # W coordinate of the generated 3D slice of a 4D fractal.
2199 # Determines which 3D slice of the 4D shape is generated.
2200 # Alters the shape of the fractal.
2201 # Has no effect on 3D fractals.
2202 # Range roughly -2 to 2.
2204 # mgfractal_slice_w = 0.0
2207 # X component of hypercomplex constant.
2208 # Alters the shape of the fractal.
2209 # Range roughly -2 to 2.
2211 # mgfractal_julia_x = 0.33
2214 # Y component of hypercomplex constant.
2215 # Alters the shape of the fractal.
2216 # Range roughly -2 to 2.
2218 # mgfractal_julia_y = 0.33
2221 # Z component of hypercomplex constant.
2222 # Alters the shape of the fractal.
2223 # Range roughly -2 to 2.
2225 # mgfractal_julia_z = 0.33
2228 # W component of hypercomplex constant.
2229 # Alters the shape of the fractal.
2230 # Has no effect on 3D fractals.
2231 # Range roughly -2 to 2.
2233 # mgfractal_julia_w = 0.33
2237 # Y-level of seabed.
2238 # type: noise_params_2d
2239 # mgfractal_np_seabed = {
2242 # spread = (600, 600, 600),
2245 # persistence = 0.6,
2250 # Variation of biome filler depth.
2251 # type: noise_params_2d
2252 # mgfractal_np_filler_depth = {
2255 # spread = (150, 150, 150),
2258 # persistence = 0.7,
2263 # First of two 3D noises that together define tunnels.
2264 # type: noise_params_3d
2265 # mgfractal_np_cave1 = {
2268 # spread = (61, 61, 61),
2271 # persistence = 0.5,
2276 # Second of two 3D noises that together define tunnels.
2277 # type: noise_params_3d
2278 # mgfractal_np_cave2 = {
2281 # spread = (67, 67, 67),
2284 # persistence = 0.5,
2289 # 3D noise that determines number of dungeons per mapchunk.
2290 # type: noise_params_3d
2291 # mgfractal_np_dungeons = {
2294 # spread = (500, 500, 500),
2297 # persistence = 0.8,
2304 # Map generation attributes specific to Mapgen Valleys.
2305 # 'altitude_chill': Reduces heat with altitude.
2306 # 'humid_rivers': Increases humidity around rivers.
2307 # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
2308 # to become shallower and occasionally dry.
2309 # 'altitude_dry': Reduces humidity with altitude.
2310 # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
2311 # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
2313 # The vertical distance over which heat drops by 20 if 'altitude_chill' is
2314 # enabled. Also the vertical distance over which humidity drops by 10 if
2315 # 'altitude_dry' is enabled.
2316 # type: int min: 0 max: 65535
2317 # mgvalleys_altitude_chill = 90
2319 # Depth below which you'll find large caves.
2320 # type: int min: -31000 max: 31000
2321 # mgvalleys_large_cave_depth = -33
2323 # Minimum limit of random number of small caves per mapchunk.
2324 # type: int min: 0 max: 256
2325 # mgvalleys_small_cave_num_min = 0
2327 # Maximum limit of random number of small caves per mapchunk.
2328 # type: int min: 0 max: 256
2329 # mgvalleys_small_cave_num_max = 0
2331 # Minimum limit of random number of large caves per mapchunk.
2332 # type: int min: 0 max: 64
2333 # mgvalleys_large_cave_num_min = 0
2335 # Maximum limit of random number of large caves per mapchunk.
2336 # type: int min: 0 max: 64
2337 # mgvalleys_large_cave_num_max = 2
2339 # Proportion of large caves that contain liquid.
2340 # type: float min: 0 max: 1
2341 # mgvalleys_large_cave_flooded = 0.5
2343 # Depth below which you'll find giant caverns.
2344 # type: int min: -31000 max: 31000
2345 # mgvalleys_cavern_limit = -256
2347 # Y-distance over which caverns expand to full size.
2348 # type: int min: 0 max: 32767
2349 # mgvalleys_cavern_taper = 192
2351 # Defines full size of caverns, smaller values create larger caverns.
2353 # mgvalleys_cavern_threshold = 0.6
2355 # How deep to make rivers.
2356 # type: int min: 0 max: 65535
2357 # mgvalleys_river_depth = 4
2359 # How wide to make rivers.
2360 # type: int min: 0 max: 65535
2361 # mgvalleys_river_size = 5
2363 # Controls width of tunnels, a smaller value creates wider tunnels.
2364 # Value >= 10.0 completely disables generation of tunnels and avoids the
2365 # intensive noise calculations.
2367 # mgvalleys_cave_width = 0.09
2369 # Lower Y limit of dungeons.
2370 # type: int min: -31000 max: 31000
2371 # mgvalleys_dungeon_ymin = -31000
2373 # Upper Y limit of dungeons.
2374 # type: int min: -31000 max: 31000
2375 # mgvalleys_dungeon_ymax = 63
2379 # First of two 3D noises that together define tunnels.
2380 # type: noise_params_3d
2381 # mgvalleys_np_cave1 = {
2384 # spread = (61, 61, 61),
2387 # persistence = 0.5,
2392 # Second of two 3D noises that together define tunnels.
2393 # type: noise_params_3d
2394 # mgvalleys_np_cave2 = {
2397 # spread = (67, 67, 67),
2400 # persistence = 0.5,
2405 # The depth of dirt or other biome filler node.
2406 # type: noise_params_2d
2407 # mgvalleys_np_filler_depth = {
2410 # spread = (256, 256, 256),
2413 # persistence = 0.5,
2418 # 3D noise defining giant caverns.
2419 # type: noise_params_3d
2420 # mgvalleys_np_cavern = {
2423 # spread = (768, 256, 768),
2426 # persistence = 0.63,
2431 # Defines large-scale river channel structure.
2432 # type: noise_params_2d
2433 # mgvalleys_np_rivers = {
2436 # spread = (256, 256, 256),
2439 # persistence = 0.6,
2444 # Base terrain height.
2445 # type: noise_params_2d
2446 # mgvalleys_np_terrain_height = {
2449 # spread = (1024, 1024, 1024),
2452 # persistence = 0.4,
2457 # Raises terrain to make valleys around the rivers.
2458 # type: noise_params_2d
2459 # mgvalleys_np_valley_depth = {
2462 # spread = (512, 512, 512),
2465 # persistence = 1.0,
2470 # Slope and fill work together to modify the heights.
2471 # type: noise_params_3d
2472 # mgvalleys_np_inter_valley_fill = {
2475 # spread = (256, 512, 256),
2478 # persistence = 0.8,
2483 # Amplifies the valleys.
2484 # type: noise_params_2d
2485 # mgvalleys_np_valley_profile = {
2488 # spread = (512, 512, 512),
2491 # persistence = 1.0,
2496 # Slope and fill work together to modify the heights.
2497 # type: noise_params_2d
2498 # mgvalleys_np_inter_valley_slope = {
2501 # spread = (128, 128, 128),
2504 # persistence = 1.0,
2509 # 3D noise that determines number of dungeons per mapchunk.
2510 # type: noise_params_3d
2511 # mgvalleys_np_dungeons = {
2514 # spread = (500, 500, 500),
2517 # persistence = 0.8,
2526 ## Developer Options
2528 # Enable Lua modding support on client.
2529 # This support is experimental and API can change.
2531 # enable_client_modding = false
2533 # Replaces the default main menu with a custom one.
2535 # main_menu_script =
2539 # Prevent mods from doing insecure things like running shell commands.
2541 # secure.enable_security = true
2543 # Comma-separated list of trusted mods that are allowed to access insecure
2544 # functions even when mod security is on (via request_insecure_environment()).
2546 # secure.trusted_mods =
2548 # Comma-separated list of mods that are allowed to access HTTP APIs, which
2549 # allow them to upload and download data to/from the internet.
2551 # secure.http_mods =
2555 # Level of logging to be written to debug.txt:
2556 # - <nothing> (no logging)
2557 # - none (messages with no level)
2564 # type: enum values: , none, error, warning, action, info, verbose, trace
2565 # debug_log_level = action
2567 # If the file size of debug.txt exceeds the number of megabytes specified in
2568 # this setting when it is opened, the file is moved to debug.txt.1,
2569 # deleting an older debug.txt.1 if it exists.
2570 # debug.txt is only moved if this setting is positive.
2572 # debug_log_size_max = 50
2574 # Minimal level of logging to be written to chat.
2575 # type: enum values: , none, error, warning, action, info, verbose, trace
2576 # chat_log_level = error
2578 # Handling for deprecated Lua API calls:
2579 # - none: Do not log deprecated calls
2580 # - log: mimic and log backtrace of deprecated call (default).
2581 # - error: abort on usage of deprecated call (suggested for mod developers).
2582 # type: enum values: none, log, error
2583 # deprecated_lua_api_handling = log
2585 # Enable random user input (only used for testing).
2587 # random_input = false
2589 # Enable mod channels support.
2591 # enable_mod_channels = false
2595 # Load the game profiler to collect game profiling data.
2596 # Provides a /profiler command to access the compiled profile.
2597 # Useful for mod developers and server operators.
2599 # profiler.load = false
2601 # The default format in which profiles are being saved,
2602 # when calling `/profiler save [format]` without format.
2603 # type: enum values: txt, csv, lua, json, json_pretty
2604 # profiler.default_report_format = txt
2606 # The file path relative to your worldpath in which profiles will be saved to.
2608 # profiler.report_path = ""
2610 # Instrument the methods of entities on registration.
2612 # instrument.entity = true
2614 # Instrument the action function of Active Block Modifiers on registration.
2616 # instrument.abm = true
2618 # Instrument the action function of Loading Block Modifiers on registration.
2620 # instrument.lbm = true
2622 # Instrument chat commands on registration.
2624 # instrument.chatcommand = true
2626 # Instrument global callback functions on registration.
2627 # (anything you pass to a minetest.register_*() function)
2629 # instrument.global_callback = true
2631 # Instrument builtin.
2632 # This is usually only needed by core/builtin contributors
2634 # instrument.builtin = false
2636 # Have the profiler instrument itself:
2637 # * Instrument an empty function.
2638 # This estimates the overhead, that instrumentation is adding (+1 function call).
2639 # * Instrument the sampler being used to update the statistics.
2641 # instrument.profiler = false
2645 # Print the engine's profiling data in regular intervals (in seconds).
2646 # 0 = disable. Useful for developers.
2648 # profiler_print_interval = 0
2652 # Enable IPv6 support (for both client and server).
2653 # Required for IPv6 connections to work at all.
2655 # enable_ipv6 = true
2657 # If enabled, invalid world data won't cause the server to shut down.
2658 # Only enable this if you know what you are doing.
2660 # ignore_world_load_errors = false
2664 # Path to shader directory. If no path is defined, default location will be used.
2668 # The rendering back-end.
2669 # A restart is required after changing this.
2670 # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
2671 # On other platforms, OpenGL is recommended.
2672 # Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
2673 # type: enum values: opengl, ogles1, ogles2
2674 # video_driver = opengl
2676 # Distance in nodes at which transparency depth sorting is enabled
2677 # Use this to limit the performance impact of transparency depth sorting
2678 # type: int min: 0 max: 128
2679 # transparency_sorting_distance = 16
2681 # Enable vertex buffer objects.
2682 # This should greatly improve graphics performance.
2686 # Radius of cloud area stated in number of 64 node cloud squares.
2687 # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
2688 # type: int min: 1 max: 62
2691 # Whether node texture animations should be desynchronized per mapblock.
2693 # desynchronize_mapblock_texture_animation = true
2695 # Enables caching of facedir rotated meshes.
2697 # enable_mesh_cache = false
2699 # Delay between mesh updates on the client in ms. Increasing this will slow
2700 # down the rate of mesh updates, thus reducing jitter on slower clients.
2701 # type: int min: 0 max: 50
2702 # mesh_generation_interval = 0
2704 # Size of the MapBlock cache of the mesh generator. Increasing this will
2705 # increase the cache hit %, reducing the data being copied from the main
2706 # thread, thus reducing jitter.
2707 # type: int min: 0 max: 1000
2708 # meshgen_block_cache_size = 20
2712 # Usable to make minimap smoother on slower machines.
2714 # minimap_double_scan_height = true
2716 # Textures on a node may be aligned either to the node or to the world.
2717 # The former mode suits better things like machines, furniture, etc., while
2718 # the latter makes stairs and microblocks fit surroundings better.
2719 # However, as this possibility is new, thus may not be used by older servers,
2720 # this option allows enforcing it for certain node types. Note though that
2721 # that is considered EXPERIMENTAL and may not work properly.
2722 # type: enum values: disable, enable, force_solid, force_nodebox
2723 # world_aligned_mode = enable
2725 # World-aligned textures may be scaled to span several nodes. However,
2726 # the server may not send the scale you want, especially if you use
2727 # a specially-designed texture pack; with this option, the client tries
2728 # to determine the scale automatically basing on the texture size.
2729 # See also texture_min_size.
2730 # Warning: This option is EXPERIMENTAL!
2731 # type: enum values: disable, enable, force
2732 # autoscale_mode = disable
2740 # font_italic = false
2742 # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
2743 # type: int min: 0 max: 65535
2746 # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
2747 # type: int min: 0 max: 255
2748 # font_shadow_alpha = 127
2750 # Font size of the default font where 1 unit = 1 pixel at 96 DPI
2751 # type: int min: 5 max: 72
2754 # For pixel-style fonts that do not scale well, this ensures that font sizes used
2755 # with this font will always be divisible by this value, in pixels. For instance,
2756 # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
2757 # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
2759 # font_size_divisible_by = 1
2761 # Path to the default font. Must be a TrueType font.
2762 # The fallback font will be used if the font cannot be loaded.
2764 # font_path = fonts/Arimo-Regular.ttf
2767 # font_path_bold = fonts/Arimo-Bold.ttf
2770 # font_path_italic = fonts/Arimo-Italic.ttf
2773 # font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
2775 # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
2776 # type: int min: 5 max: 72
2777 # mono_font_size = 16
2779 # For pixel-style fonts that do not scale well, this ensures that font sizes used
2780 # with this font will always be divisible by this value, in pixels. For instance,
2781 # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
2782 # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
2784 # mono_font_size_divisible_by = 1
2786 # Path to the monospace font. Must be a TrueType font.
2787 # This font is used for e.g. the console and profiler screen.
2789 # mono_font_path = fonts/Cousine-Regular.ttf
2792 # mono_font_path_bold = fonts/Cousine-Bold.ttf
2795 # mono_font_path_italic = fonts/Cousine-Italic.ttf
2798 # mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
2800 # Path of the fallback font. Must be a TrueType font.
2801 # This font will be used for certain languages or if the default font is unavailable.
2803 # fallback_font_path = fonts/DroidSansFallbackFull.ttf
2807 # Gradient of light curve at minimum light level.
2808 # Controls the contrast of the lowest light levels.
2809 # type: float min: 0 max: 3
2810 # lighting_alpha = 0.0
2812 # Gradient of light curve at maximum light level.
2813 # Controls the contrast of the highest light levels.
2814 # type: float min: 0 max: 3
2815 # lighting_beta = 1.5
2817 # Strength of light curve boost.
2818 # The 3 'boost' parameters define a range of the light
2819 # curve that is boosted in brightness.
2820 # type: float min: 0 max: 0.4
2821 # lighting_boost = 0.2
2823 # Center of light curve boost range.
2824 # Where 0.0 is minimum light level, 1.0 is maximum light level.
2825 # type: float min: 0 max: 1
2826 # lighting_boost_center = 0.5
2828 # Spread of light curve boost range.
2829 # Controls the width of the range to be boosted.
2830 # Standard deviation of the light curve boost Gaussian.
2831 # type: float min: 0 max: 0.4
2832 # lighting_boost_spread = 0.2
2836 # Prometheus listener address.
2837 # If Minetest is compiled with ENABLE_PROMETHEUS option enabled,
2838 # enable metrics listener for Prometheus on that address.
2839 # Metrics can be fetched on http://127.0.0.1:30000/metrics
2841 # prometheus_listener_address = 127.0.0.1:30000
2843 # Maximum size of the out chat queue.
2844 # 0 to disable queueing and -1 to make the queue size unlimited.
2845 # type: int min: -1 max: 32767
2846 # max_out_chat_queue_size = 20
2848 # Timeout for client to remove unused map data from memory, in seconds.
2849 # type: float min: 0
2850 # client_unload_unused_data_timeout = 600.0
2852 # Maximum number of mapblocks for client to be kept in memory.
2853 # Set to -1 for unlimited amount.
2854 # type: int min: -1 max: 2147483647
2855 # client_mapblock_limit = 7500
2857 # Whether to show the client debug info (has the same effect as hitting F5).
2859 # show_debug = false
2861 # Maximum number of blocks that are simultaneously sent per client.
2862 # The maximum total count is calculated dynamically:
2863 # max_total = ceil((#clients + max_users) * per_client / 4)
2864 # type: int min: 1 max: 4294967295
2865 # max_simultaneous_block_sends_per_client = 40
2867 # To reduce lag, block transfers are slowed down when a player is building something.
2868 # This determines how long they are slowed down after placing or removing a node.
2869 # type: float min: 0
2870 # full_block_send_enable_min_time_from_building = 2.0
2872 # Maximum number of packets sent per send step, if you have a slow connection
2873 # try reducing it, but don't reduce it to a number below double of targeted
2875 # type: int min: 1 max: 65535
2876 # max_packets_per_iteration = 1024
2878 # Compression level to use when sending mapblocks to the client.
2879 # -1 - use default compression level
2880 # 0 - least compression, fastest
2881 # 9 - best compression, slowest
2882 # type: int min: -1 max: 9
2883 # map_compression_level_net = -1
2887 # Format of player chat messages. The following strings are valid placeholders:
2888 # @name, @message, @timestamp (optional)
2890 # chat_message_format = <@name> @message
2892 # If the execution of a chat command takes longer than this specified time in
2893 # seconds, add the time information to the chat command message
2894 # type: float min: 0
2895 # chatcommand_msg_time_threshold = 0.1
2897 # A message to be displayed to all clients when the server shuts down.
2899 # kick_msg_shutdown = Server shutting down.
2901 # A message to be displayed to all clients when the server crashes.
2903 # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
2905 # Whether to ask clients to reconnect after a (Lua) crash.
2906 # Set this to true if your server is set up to restart automatically.
2908 # ask_reconnect_on_crash = false
2910 ### Server/Env Performance
2912 # Length of a server tick and the interval at which objects are generally updated over
2913 # network, stated in seconds.
2914 # type: float min: 0
2915 # dedicated_server_step = 0.09
2917 # Whether players are shown to clients without any range limit.
2918 # Deprecated, use the setting player_transfer_distance instead.
2920 # unlimited_player_transfer_distance = true
2922 # Defines the maximal player transfer distance in blocks (0 = unlimited).
2923 # type: int min: 0 max: 65535
2924 # player_transfer_distance = 0
2926 # From how far clients know about objects, stated in mapblocks (16 nodes).
2928 # Setting this larger than active_block_range will also cause the server
2929 # to maintain active objects up to this distance in the direction the
2930 # player is looking. (This can avoid mobs suddenly disappearing from view)
2931 # type: int min: 1 max: 65535
2932 # active_object_send_range_blocks = 8
2934 # The radius of the volume of blocks around every player that is subject to the
2935 # active block stuff, stated in mapblocks (16 nodes).
2936 # In active blocks objects are loaded and ABMs run.
2937 # This is also the minimum range in which active objects (mobs) are maintained.
2938 # This should be configured together with active_object_send_range_blocks.
2939 # type: int min: 1 max: 65535
2940 # active_block_range = 4
2942 # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
2943 # type: int min: 1 max: 65535
2944 # max_block_send_distance = 12
2946 # Default maximum number of forceloaded mapblocks.
2947 # Set this to -1 to disable the limit.
2949 # max_forceloaded_blocks = 16
2951 # Interval of sending time of day to clients, stated in seconds.
2952 # type: float min: 0.001
2953 # time_send_interval = 5.0
2955 # Interval of saving important changes in the world, stated in seconds.
2956 # type: float min: 0.001
2957 # server_map_save_interval = 5.3
2959 # How long the server will wait before unloading unused mapblocks, stated in seconds.
2960 # Higher value is smoother, but will use more RAM.
2961 # type: int min: 0 max: 4294967295
2962 # server_unload_unused_data_timeout = 29
2964 # Maximum number of statically stored objects in a block.
2965 # type: int min: 1 max: 65535
2966 # max_objects_per_block = 256
2968 # Length of time between active block management cycles, stated in seconds.
2969 # type: float min: 0
2970 # active_block_mgmt_interval = 2.0
2972 # Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
2973 # type: float min: 0
2974 # abm_interval = 1.0
2976 # The time budget allowed for ABMs to execute on each step
2977 # (as a fraction of the ABM Interval)
2978 # type: float min: 0.1 max: 0.9
2979 # abm_time_budget = 0.2
2981 # Length of time between NodeTimer execution cycles, stated in seconds.
2982 # type: float min: 0
2983 # nodetimer_interval = 0.2
2985 # Max liquids processed per step.
2986 # type: int min: 1 max: 4294967295
2987 # liquid_loop_max = 100000
2989 # The time (in seconds) that the liquids queue may grow beyond processing
2990 # capacity until an attempt is made to decrease its size by dumping old queue
2991 # items. A value of 0 disables the functionality.
2992 # type: int min: 0 max: 65535
2993 # liquid_queue_purge_time = 0
2995 # Liquid update interval in seconds.
2996 # type: float min: 0.001
2997 # liquid_update = 1.0
2999 # At this distance the server will aggressively optimize which blocks are sent to
3001 # Small values potentially improve performance a lot, at the expense of visible
3002 # rendering glitches (some blocks will not be rendered under water and in caves,
3003 # as well as sometimes on land).
3004 # Setting this to a value greater than max_block_send_distance disables this
3006 # Stated in mapblocks (16 nodes).
3007 # type: int min: 2 max: 32767
3008 # block_send_optimize_distance = 4
3010 # If enabled the server will perform map block occlusion culling based on
3011 # on the eye position of the player. This can reduce the number of blocks
3012 # sent to the client 50-80%. The client will not longer receive most invisible
3013 # so that the utility of noclip mode is reduced.
3015 # server_side_occlusion_culling = true
3019 # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
3020 # WARNING!: There is no benefit, and there are several dangers, in
3021 # increasing this value above 5.
3022 # Reducing this value increases cave and dungeon density.
3023 # Altering this value is for special usage, leaving it unchanged is
3025 # type: int min: 1 max: 10
3028 # Dump the mapgen debug information.
3030 # enable_mapgen_debug_info = false
3032 # Maximum number of blocks that can be queued for loading.
3033 # type: int min: 1 max: 1000000
3034 # emergequeue_limit_total = 1024
3036 # Maximum number of blocks to be queued that are to be loaded from file.
3037 # This limit is enforced per player.
3038 # type: int min: 1 max: 1000000
3039 # emergequeue_limit_diskonly = 128
3041 # Maximum number of blocks to be queued that are to be generated.
3042 # This limit is enforced per player.
3043 # type: int min: 1 max: 1000000
3044 # emergequeue_limit_generate = 128
3046 # Number of emerge threads to use.
3048 # - Automatic selection. The number of emerge threads will be
3049 # - 'number of processors - 2', with a lower limit of 1.
3051 # - Specifies the number of emerge threads, with a lower limit of 1.
3052 # WARNING: Increasing the number of emerge threads increases engine mapgen
3053 # speed, but this may harm game performance by interfering with other
3054 # processes, especially in singleplayer and/or when running Lua code in
3055 # 'on_generated'. For many users the optimum setting may be '1'.
3056 # type: int min: 0 max: 32767
3057 # num_emerge_threads = 1
3061 # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
3062 # type: int min: 100 max: 2147483647
3063 # curl_timeout = 20000
3065 # Limits number of parallel HTTP requests. Affects:
3066 # - Media fetch if server uses remote_media setting.
3067 # - Serverlist download and server announcement.
3068 # - Downloads performed by main menu (e.g. mod manager).
3069 # Only has an effect if compiled with cURL.
3070 # type: int min: 1 max: 2147483647
3071 # curl_parallel_limit = 8
3073 # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
3074 # type: int min: 100 max: 2147483647
3075 # curl_file_download_timeout = 300000
3079 # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
3083 # Adjust the detected display density, used for scaling UI elements.
3084 # type: float min: 0.5 max: 5
3085 # display_density_factor = 1
3087 # Windows systems only: Start Minetest with the command line window in the background.
3088 # Contains the same information as the file debug.txt (default name).
3090 # enable_console = false
3092 # Number of extra blocks that can be loaded by /clearobjects at once.
3093 # This is a trade-off between SQLite transaction overhead and
3094 # memory consumption (4096=100MB, as a rule of thumb).
3095 # type: int min: 0 max: 4294967295
3096 # max_clearobjects_extra_loaded_blocks = 4096
3098 # World directory (everything in the world is stored here).
3099 # Not needed if starting from the main menu.
3103 # See https://www.sqlite.org/pragma.html#pragma_synchronous
3104 # type: enum values: 0, 1, 2
3105 # sqlite_synchronous = 2
3107 # Compression level to use when saving mapblocks to disk.
3108 # -1 - use default compression level
3109 # 0 - least compression, fastest
3110 # 9 - best compression, slowest
3111 # type: int min: -1 max: 9
3112 # map_compression_level_disk = -1
3114 # Enable usage of remote media server (if provided by server).
3115 # Remote servers offer a significantly faster way to download media (e.g. textures)
3116 # when connecting to the server.
3118 # enable_remote_media_server = true
3120 # File in client/serverlist/ that contains your favorite servers displayed in the
3123 # serverlist_file = favoriteservers.json
3127 # Enable joysticks. Requires a restart to take effect
3129 # enable_joysticks = false
3131 # The identifier of the joystick to use
3132 # type: int min: 0 max: 255
3135 # The type of joystick
3136 # type: enum values: auto, generic, xbox, dragonrise_gamecube
3137 # joystick_type = auto
3139 # The time in seconds it takes between repeated events
3140 # when holding down a joystick button combination.
3141 # type: float min: 0.001
3142 # repeat_joystick_button_time = 0.17
3144 # The dead zone of the joystick
3145 # type: int min: 0 max: 65535
3146 # joystick_deadzone = 2048
3148 # The sensitivity of the joystick axes for moving the
3149 # in-game view frustum around.
3150 # type: float min: 0.001
3151 # joystick_frustum_sensitivity = 170.0
3153 ## Temporary Settings
3155 # Path to texture directory. All textures are first searched from here.
3161 # enable_minimap = true
3163 # Shape of the minimap. Enabled = round, disabled = square.
3165 # minimap_shape_round = true
3167 # Address to connect to.
3168 # Leave this blank to start a local server.
3169 # Note that the address field in the main menu overrides this setting.
3173 # Port to connect to (UDP).
3174 # Note that the port field in the main menu overrides this setting.
3175 # type: int min: 1 max: 65535
3176 # remote_port = 30000
3178 # Default game when creating a new world.
3179 # This will be overridden when creating a world from the main menu.
3181 # default_game = minetest
3183 # Enable players getting damage and dying.
3185 # enable_damage = false
3187 # Enable creative mode for all players
3189 # creative_mode = false
3191 # Whether to allow players to damage and kill each other.
3195 # Player is able to fly without being affected by gravity.
3196 # This requires the "fly" privilege on the server.
3200 # If enabled, makes move directions relative to the player's pitch when flying or swimming.
3202 # pitch_move = false
3204 # Fast movement (via the "Aux1" key).
3205 # This requires the "fast" privilege on the server.
3209 # If enabled together with fly mode, player is able to fly through solid nodes.
3210 # This requires the "noclip" privilege on the server.
3214 # Continuous forward movement, toggled by autoforward key.
3215 # Press the autoforward key again or the backwards movement to disable.
3217 # continuous_forward = false
3219 # Formspec default background opacity (between 0 and 255).
3220 # type: int min: 0 max: 255
3221 # formspec_default_bg_opacity = 140
3223 # Formspec default background color (R,G,B).
3225 # formspec_default_bg_color = (0,0,0)
3227 # Whether to show technical names.
3228 # Affects mods and texture packs in the Content and Select Mods menus, as well as
3229 # setting names in All Settings.
3230 # Controlled by the checkbox in the "All settings" menu.
3232 # show_technical_names = false
3234 # Enables the sound system.
3235 # If disabled, this completely disables all sounds everywhere and the in-game
3236 # sound controls will be non-functional.
3237 # Changing this setting requires a restart.
3239 # enable_sound = true
3241 # Key for moving the player forward.
3242 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3244 # keymap_forward = KEY_KEY_W
3246 # Key for moving the player backward.
3247 # Will also disable autoforward, when active.
3248 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3250 # keymap_backward = KEY_KEY_S
3252 # Key for moving the player left.
3253 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3255 # keymap_left = KEY_KEY_A
3257 # Key for moving the player right.
3258 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3260 # keymap_right = KEY_KEY_D
3263 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3265 # keymap_jump = KEY_SPACE
3268 # Also used for climbing down and descending in water if aux1_descends is disabled.
3269 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3271 # keymap_sneak = KEY_LSHIFT
3274 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3276 # keymap_dig = KEY_LBUTTON
3279 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3281 # keymap_place = KEY_RBUTTON
3283 # Key for opening the inventory.
3284 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3286 # keymap_inventory = KEY_KEY_I
3288 # Key for moving fast in fast mode.
3289 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3291 # keymap_aux1 = KEY_KEY_E
3293 # Key for opening the chat window.
3294 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3296 # keymap_chat = KEY_KEY_T
3298 # Key for opening the chat window to type commands.
3299 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3303 # Key for opening the chat window to type local commands.
3304 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3306 # keymap_cmd_local = .
3308 # Key for toggling unlimited view range.
3309 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3311 # keymap_rangeselect =
3313 # Key for toggling flying.
3314 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3316 # keymap_freemove = KEY_KEY_K
3318 # Key for toggling pitch move mode.
3319 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3321 # keymap_pitchmove = KEY_KEY_P
3323 # Key for toggling fast mode.
3324 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3326 # keymap_fastmove = KEY_KEY_J
3328 # Key for toggling noclip mode.
3329 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3331 # keymap_noclip = KEY_KEY_H
3333 # Key for selecting the next item in the hotbar.
3334 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3336 # keymap_hotbar_next = KEY_KEY_N
3338 # Key for selecting the previous item in the hotbar.
3339 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3341 # keymap_hotbar_previous = KEY_KEY_B
3343 # Key for muting the game.
3344 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3346 # keymap_mute = KEY_KEY_M
3348 # Key for increasing the volume.
3349 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3351 # keymap_increase_volume =
3353 # Key for decreasing the volume.
3354 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3356 # keymap_decrease_volume =
3358 # Key for toggling autoforward.
3359 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3361 # keymap_autoforward =
3363 # Key for toggling cinematic mode.
3364 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3366 # keymap_cinematic =
3368 # Key for toggling display of minimap.
3369 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3371 # keymap_minimap = KEY_KEY_V
3373 # Key for taking screenshots.
3374 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3376 # keymap_screenshot = KEY_F12
3378 # Key for dropping the currently selected item.
3379 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3381 # keymap_drop = KEY_KEY_Q
3383 # Key to use view zoom when possible.
3384 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3386 # keymap_zoom = KEY_KEY_Z
3388 # Key for selecting the first hotbar slot.
3389 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3391 # keymap_slot1 = KEY_KEY_1
3393 # Key for selecting the second hotbar slot.
3394 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3396 # keymap_slot2 = KEY_KEY_2
3398 # Key for selecting the third hotbar slot.
3399 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3401 # keymap_slot3 = KEY_KEY_3
3403 # Key for selecting the fourth hotbar slot.
3404 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3406 # keymap_slot4 = KEY_KEY_4
3408 # Key for selecting the fifth hotbar slot.
3409 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3411 # keymap_slot5 = KEY_KEY_5
3413 # Key for selecting the sixth hotbar slot.
3414 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3416 # keymap_slot6 = KEY_KEY_6
3418 # Key for selecting the seventh hotbar slot.
3419 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3421 # keymap_slot7 = KEY_KEY_7
3423 # Key for selecting the eighth hotbar slot.
3424 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3426 # keymap_slot8 = KEY_KEY_8
3428 # Key for selecting the ninth hotbar slot.
3429 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3431 # keymap_slot9 = KEY_KEY_9
3433 # Key for selecting the tenth hotbar slot.
3434 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3436 # keymap_slot10 = KEY_KEY_0
3438 # Key for selecting the 11th hotbar slot.
3439 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3443 # Key for selecting the 12th hotbar slot.
3444 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3448 # Key for selecting the 13th hotbar slot.
3449 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3453 # Key for selecting the 14th hotbar slot.
3454 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3458 # Key for selecting the 15th hotbar slot.
3459 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3463 # Key for selecting the 16th hotbar slot.
3464 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3468 # Key for selecting the 17th hotbar slot.
3469 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3473 # Key for selecting the 18th hotbar slot.
3474 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3478 # Key for selecting the 19th hotbar slot.
3479 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3483 # Key for selecting the 20th hotbar slot.
3484 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3488 # Key for selecting the 21st hotbar slot.
3489 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3493 # Key for selecting the 22nd hotbar slot.
3494 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3498 # Key for selecting the 23rd hotbar slot.
3499 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3503 # Key for selecting the 24th hotbar slot.
3504 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3508 # Key for selecting the 25th hotbar slot.
3509 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3513 # Key for selecting the 26th hotbar slot.
3514 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3518 # Key for selecting the 27th hotbar slot.
3519 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3523 # Key for selecting the 28th hotbar slot.
3524 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3528 # Key for selecting the 29th hotbar slot.
3529 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3533 # Key for selecting the 30th hotbar slot.
3534 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3538 # Key for selecting the 31st hotbar slot.
3539 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3543 # Key for selecting the 32nd hotbar slot.
3544 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3548 # Key for toggling the display of the HUD.
3549 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3551 # keymap_toggle_hud = KEY_F1
3553 # Key for toggling the display of chat.
3554 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3556 # keymap_toggle_chat = KEY_F2
3558 # Key for toggling the display of the large chat console.
3559 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3561 # keymap_console = KEY_F10
3563 # Key for toggling the display of fog.
3564 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3566 # keymap_toggle_force_fog_off = KEY_F3
3568 # Key for toggling the camera update. Only used for development
3569 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3571 # keymap_toggle_update_camera =
3573 # Key for toggling the display of debug info.
3574 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3576 # keymap_toggle_debug = KEY_F5
3578 # Key for toggling the display of the profiler. Used for development.
3579 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3581 # keymap_toggle_profiler = KEY_F6
3583 # Key for switching between first- and third-person camera.
3584 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3586 # keymap_camera_mode = KEY_KEY_C
3588 # Key for increasing the viewing range.
3589 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3591 # keymap_increase_viewing_range_min = +
3593 # Key for decreasing the viewing range.
3594 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3596 # keymap_decrease_viewing_range_min = -