1 # This file contains a list of all available settings and their default value for minetest.conf
3 # By default, all the settings are commented and not functional.
4 # Uncomment settings by removing the preceding #.
6 # minetest.conf is read by default from:
9 # Any other path can be chosen by passing the path as a parameter
10 # to the program, eg. "minetest.exe --config ../minetest.conf.example".
12 # Further documentation:
13 # http://wiki.minetest.net/
19 # If enabled, you can place blocks at the position (feet + eye level) where you stand.
20 # This is helpful when working with nodeboxes in small areas.
22 # enable_build_where_you_stand = false
24 # Player is able to fly without being affected by gravity.
25 # This requires the "fly" privilege on the server.
29 # If enabled, makes move directions relative to the player's pitch when flying or swimming.
33 # Fast movement (via the "special" key).
34 # This requires the "fast" privilege on the server.
38 # If enabled together with fly mode, player is able to fly through solid nodes.
39 # This requires the "noclip" privilege on the server.
43 # Smooths camera when looking around. Also called look or mouse smoothing.
44 # Useful for recording videos.
48 # Smooths rotation of camera. 0 to disable.
49 # type: float min: 0 max: 0.99
50 # camera_smoothing = 0.0
52 # Smooths rotation of camera in cinematic mode. 0 to disable.
53 # type: float min: 0 max: 0.99
54 # cinematic_camera_smoothing = 0.7
56 # Invert vertical mouse movement.
58 # invert_mouse = false
60 # Mouse sensitivity multiplier.
62 # mouse_sensitivity = 0.2
64 # If enabled, "special" key instead of "sneak" key is used for climbing down and
67 # aux1_descends = false
69 # Double-tapping the jump key toggles fly mode.
71 # doubletap_jump = false
73 # If disabled, "special" key is used to fly fast if both fly and fast mode are
76 # always_fly_fast = true
78 # The time in seconds it takes between repeated node placements when holding
80 # type: float min: 0.001
81 # repeat_place_time = 0.25
83 # Automatically jump up single-node obstacles.
87 # Prevent digging and placing from repeating when holding the mouse buttons.
88 # Enable this when you dig or place too often by accident.
90 # safe_dig_and_place = false
92 # Enable random user input (only used for testing).
94 # random_input = false
96 # Continuous forward movement, toggled by autoforward key.
97 # Press the autoforward key again or the backwards movement to disable.
99 # continuous_forward = false
101 # The length in pixels it takes for touch screen interaction to start.
102 # type: int min: 0 max: 100
103 # touchscreen_threshold = 20
105 # (Android) Fixes the position of virtual joystick.
106 # If disabled, virtual joystick will center to first-touch's position.
108 # fixed_virtual_joystick = false
110 # (Android) Use virtual joystick to trigger "aux" button.
111 # If enabled, virtual joystick will also tap "aux" button when out of main circle.
113 # virtual_joystick_triggers_aux = false
117 # enable_joysticks = false
119 # The identifier of the joystick to use
123 # The type of joystick
124 # type: enum values: auto, generic, xbox
125 # joystick_type = auto
127 # The time in seconds it takes between repeated events
128 # when holding down a joystick button combination.
129 # type: float min: 0.001
130 # repeat_joystick_button_time = 0.17
132 # The deadzone of the joystick
134 # joystick_deadzone = 2048
136 # The sensitivity of the joystick axes for moving the
137 # ingame view frustum around.
139 # joystick_frustum_sensitivity = 170
141 # Key for moving the player forward.
142 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
144 # keymap_forward = KEY_KEY_W
146 # Key for moving the player backward.
147 # Will also disable autoforward, when active.
148 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
150 # keymap_backward = KEY_KEY_S
152 # Key for moving the player left.
153 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
155 # keymap_left = KEY_KEY_A
157 # Key for moving the player right.
158 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
160 # keymap_right = KEY_KEY_D
163 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
165 # keymap_jump = KEY_SPACE
168 # Also used for climbing down and descending in water if aux1_descends is disabled.
169 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
171 # keymap_sneak = KEY_LSHIFT
174 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
176 # keymap_dig = KEY_LBUTTON
179 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
181 # keymap_place = KEY_RBUTTON
183 # Key for opening the inventory.
184 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
186 # keymap_inventory = KEY_KEY_I
188 # Key for moving fast in fast mode.
189 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
191 # keymap_special1 = KEY_KEY_E
193 # Key for opening the chat window.
194 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
196 # keymap_chat = KEY_KEY_T
198 # Key for opening the chat window to type commands.
199 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
203 # Key for opening the chat window to type local commands.
204 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
206 # keymap_cmd_local = .
208 # Key for toggling unlimited view range.
209 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
211 # keymap_rangeselect = KEY_KEY_R
213 # Key for toggling flying.
214 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
216 # keymap_freemove = KEY_KEY_K
218 # Key for toggling pitch move mode.
219 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
221 # keymap_pitchmove = KEY_KEY_P
223 # Key for toggling fast mode.
224 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
226 # keymap_fastmove = KEY_KEY_J
228 # Key for toggling noclip mode.
229 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
231 # keymap_noclip = KEY_KEY_H
233 # Key for selecting the next item in the hotbar.
234 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
236 # keymap_hotbar_next = KEY_KEY_N
238 # Key for selecting the previous item in the hotbar.
239 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
241 # keymap_hotbar_previous = KEY_KEY_B
243 # Key for muting the game.
244 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
246 # keymap_mute = KEY_KEY_M
248 # Key for increasing the volume.
249 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
251 # keymap_increase_volume =
253 # Key for decreasing the volume.
254 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
256 # keymap_decrease_volume =
258 # Key for toggling autoforward.
259 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
261 # keymap_autoforward =
263 # Key for toggling cinematic mode.
264 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
268 # Key for toggling display of minimap.
269 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
271 # keymap_minimap = KEY_KEY_V
273 # Key for taking screenshots.
274 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
276 # keymap_screenshot = KEY_F12
278 # Key for dropping the currently selected item.
279 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
281 # keymap_drop = KEY_KEY_Q
283 # Key to use view zoom when possible.
284 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
286 # keymap_zoom = KEY_KEY_Z
288 # Key for selecting the first hotbar slot.
289 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
291 # keymap_slot1 = KEY_KEY_1
293 # Key for selecting the second hotbar slot.
294 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
296 # keymap_slot2 = KEY_KEY_2
298 # Key for selecting the third hotbar slot.
299 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
301 # keymap_slot3 = KEY_KEY_3
303 # Key for selecting the fourth hotbar slot.
304 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
306 # keymap_slot4 = KEY_KEY_4
308 # Key for selecting the fifth hotbar slot.
309 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
311 # keymap_slot5 = KEY_KEY_5
313 # Key for selecting the sixth hotbar slot.
314 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
316 # keymap_slot6 = KEY_KEY_6
318 # Key for selecting the seventh hotbar slot.
319 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
321 # keymap_slot7 = KEY_KEY_7
323 # Key for selecting the eighth hotbar slot.
324 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
326 # keymap_slot8 = KEY_KEY_8
328 # Key for selecting the ninth hotbar slot.
329 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
331 # keymap_slot9 = KEY_KEY_9
333 # Key for selecting the tenth hotbar slot.
334 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
336 # keymap_slot10 = KEY_KEY_0
338 # Key for selecting the 11th hotbar slot.
339 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
343 # Key for selecting the 12th hotbar slot.
344 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
348 # Key for selecting the 13th hotbar slot.
349 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
353 # Key for selecting the 14th hotbar slot.
354 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
358 # Key for selecting the 15th hotbar slot.
359 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
363 # Key for selecting the 16th hotbar slot.
364 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
368 # Key for selecting the 17th hotbar slot.
369 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
373 # Key for selecting the 18th hotbar slot.
374 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
378 # Key for selecting the 19th hotbar slot.
379 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
383 # Key for selecting the 20th hotbar slot.
384 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
388 # Key for selecting the 21st hotbar slot.
389 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
393 # Key for selecting the 22nd hotbar slot.
394 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
398 # Key for selecting the 23rd hotbar slot.
399 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
403 # Key for selecting the 24th hotbar slot.
404 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
408 # Key for selecting the 25th hotbar slot.
409 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
413 # Key for selecting the 26th hotbar slot.
414 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
418 # Key for selecting the 27th hotbar slot.
419 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
423 # Key for selecting the 28th hotbar slot.
424 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
428 # Key for selecting the 29th hotbar slot.
429 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
433 # Key for selecting the 30th hotbar slot.
434 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
438 # Key for selecting the 31st hotbar slot.
439 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
443 # Key for selecting the 32nd hotbar slot.
444 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
448 # Key for toggling the display of the HUD.
449 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
451 # keymap_toggle_hud = KEY_F1
453 # Key for toggling the display of chat.
454 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
456 # keymap_toggle_chat = KEY_F2
458 # Key for toggling the display of the large chat console.
459 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
461 # keymap_console = KEY_F10
463 # Key for toggling the display of fog.
464 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
466 # keymap_toggle_force_fog_off = KEY_F3
468 # Key for toggling the camera update. Only used for development
469 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
471 # keymap_toggle_update_camera =
473 # Key for toggling the display of debug info.
474 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
476 # keymap_toggle_debug = KEY_F5
478 # Key for toggling the display of the profiler. Used for development.
479 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
481 # keymap_toggle_profiler = KEY_F6
483 # Key for switching between first- and third-person camera.
484 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
486 # keymap_camera_mode = KEY_KEY_C
488 # Key for increasing the viewing range.
489 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
491 # keymap_increase_viewing_range_min = +
493 # Key for decreasing the viewing range.
494 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
496 # keymap_decrease_viewing_range_min = -
506 # Whether nametag backgrounds should be shown by default.
507 # Mods may still set a background.
509 # show_nametag_backgrounds = true
511 # Enable vertex buffer objects.
512 # This should greatly improve graphics performance.
516 # Whether to fog out the end of the visible area.
521 # - Fancy: all faces visible
522 # - Simple: only outer faces, if defined special_tiles are used
523 # - Opaque: disable transparency
524 # type: enum values: fancy, simple, opaque
525 # leaves_style = fancy
527 # Connects glass if supported by node.
529 # connected_glass = false
531 # Enable smooth lighting with simple ambient occlusion.
532 # Disable for speed or for different looks.
534 # smooth_lighting = true
536 # Clouds are a client side effect.
538 # enable_clouds = true
540 # Use 3D cloud look instead of flat.
542 # enable_3d_clouds = true
544 # Method used to highlight selected object.
545 # type: enum values: box, halo, none
546 # node_highlighting = box
548 # Adds particles when digging a node.
550 # enable_particles = true
554 # Use mip mapping to scale textures. May slightly increase performance,
555 # especially when using a high resolution texture pack.
556 # Gamma correct downscaling is not supported.
560 # Use anisotropic filtering when viewing at textures from an angle.
562 # anisotropic_filter = false
564 # Use bilinear filtering when scaling textures.
566 # bilinear_filter = false
568 # Use trilinear filtering when scaling textures.
570 # trilinear_filter = false
572 # Filtered textures can blend RGB values with fully-transparent neighbors,
573 # which PNG optimizers usually discard, sometimes resulting in a dark or
574 # light edge to transparent textures. Apply this filter to clean that up
575 # at texture load time.
577 # texture_clean_transparent = false
579 # When using bilinear/trilinear/anisotropic filters, low-resolution textures
580 # can be blurred, so automatically upscale them with nearest-neighbor
581 # interpolation to preserve crisp pixels. This sets the minimum texture size
582 # for the upscaled textures; higher values look sharper, but require more
583 # memory. Powers of 2 are recommended. Setting this higher than 1 may not
584 # have a visible effect unless bilinear/trilinear/anisotropic filtering is
586 # This is also used as the base node texture size for world-aligned
587 # texture autoscaling.
589 # texture_min_size = 64
591 # Use multi-sample antialiasing (MSAA) to smooth out block edges.
592 # This algorithm smooths out the 3D viewport while keeping the image sharp,
593 # but it doesn't affect the insides of textures
594 # (which is especially noticeable with transparent textures).
595 # Visible spaces appear between nodes when shaders are disabled.
596 # If set to 0, MSAA is disabled.
597 # A restart is required after changing this option.
598 # type: enum values: 0, 1, 2, 4, 8, 16
601 # Undersampling is similar to using a lower screen resolution, but it applies
602 # to the game world only, keeping the GUI intact.
603 # It should give a significant performance boost at the cost of less detailed image.
604 # Higher values result in a less detailed image.
605 # type: int min: 1 max: 8
610 # Shaders allow advanced visual effects and may increase performance on some video
612 # This only works with the OpenGL video backend.
614 # enable_shaders = true
616 # Path to shader directory. If no path is defined, default location will be used.
622 # Enables Hable's 'Uncharted 2' filmic tone mapping.
623 # Simulates the tone curve of photographic film and how this approximates the
624 # appearance of high dynamic range images. Mid-range contrast is slightly
625 # enhanced, highlights and shadows are gradually compressed.
627 # tone_mapping = false
631 # Set to true to enable waving liquids (like water).
632 # Requires shaders to be enabled.
634 # enable_waving_water = false
636 # The maximum height of the surface of waving liquids.
637 # 4.0 = Wave height is two nodes.
638 # 0.0 = Wave doesn't move at all.
639 # Default is 1.0 (1/2 node).
640 # Requires waving liquids to be enabled.
641 # type: float min: 0 max: 4
642 # water_wave_height = 1.0
644 # Length of liquid waves.
645 # Requires waving liquids to be enabled.
646 # type: float min: 0.1
647 # water_wave_length = 20.0
649 # How fast liquid waves will move. Higher = faster.
650 # If negative, liquid waves will move backwards.
651 # Requires waving liquids to be enabled.
653 # water_wave_speed = 5.0
655 # Set to true to enable waving leaves.
656 # Requires shaders to be enabled.
658 # enable_waving_leaves = false
660 # Set to true to enable waving plants.
661 # Requires shaders to be enabled.
663 # enable_waving_plants = false
667 # Arm inertia, gives a more realistic movement of
668 # the arm when the camera moves.
672 # If FPS would go higher than this, limit it by sleeping
673 # to not waste CPU power for no benefit.
677 # Maximum FPS when the window is not focused, or when the game is paused.
679 # fps_max_unfocused = 20
681 # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
684 # pause_on_lost_focus = false
686 # View distance in nodes.
687 # type: int min: 20 max: 4000
688 # viewing_range = 190
690 # Camera 'near clipping plane' distance in nodes, between 0 and 0.25
691 # Only works on GLES platforms. Most users will not need to change this.
692 # Increasing can reduce artifacting on weaker GPUs.
693 # 0.1 = Default, 0.25 = Good value for weaker tablets.
694 # type: float min: 0 max: 0.25
697 # Width component of the initial window size.
701 # Height component of the initial window size.
705 # Save window size automatically when modified.
707 # autosave_screensize = true
713 # Bits per pixel (aka color depth) in fullscreen mode.
715 # fullscreen_bpp = 24
717 # Vertical screen synchronization.
721 # Field of view in degrees.
722 # type: int min: 45 max: 160
725 # Alters the light curve by applying 'gamma correction' to it.
726 # Higher values make middle and lower light levels brighter.
727 # Value '1.0' leaves the light curve unaltered.
728 # This only has significant effect on daylight and artificial
729 # light, it has very little effect on natural night light.
730 # type: float min: 0.33 max: 3
731 # display_gamma = 1.0
733 # Gradient of light curve at minimum light level.
734 # Controls the contrast of the lowest light levels.
735 # type: float min: 0 max: 3
736 # lighting_alpha = 0.0
738 # Gradient of light curve at maximum light level.
739 # Controls the contrast of the highest light levels.
740 # type: float min: 0 max: 3
741 # lighting_beta = 1.5
743 # Strength of light curve boost.
744 # The 3 'boost' parameters define a range of the light
745 # curve that is boosted in brightness.
746 # type: float min: 0 max: 0.4
747 # lighting_boost = 0.2
749 # Center of light curve boost range.
750 # Where 0.0 is minimum light level, 1.0 is maximum light level.
751 # type: float min: 0 max: 1
752 # lighting_boost_center = 0.5
754 # Spread of light curve boost range.
755 # Controls the width of the range to be boosted.
756 # Standard deviation of the light curve boost Gaussian.
757 # type: float min: 0 max: 0.4
758 # lighting_boost_spread = 0.2
760 # Path to texture directory. All textures are first searched from here.
764 # The rendering back-end for Irrlicht.
765 # A restart is required after changing this.
766 # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
767 # On other platforms, OpenGL is recommended.
768 # Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
769 # type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl, ogles1, ogles2
770 # video_driver = opengl
772 # Radius of cloud area stated in number of 64 node cloud squares.
773 # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
777 # Enable view bobbing and amount of view bobbing.
778 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
780 # view_bobbing_amount = 1.0
782 # Multiplier for fall bobbing.
783 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
785 # fall_bobbing_amount = 0.03
788 # Currently supported:
789 # - none: no 3d output.
790 # - anaglyph: cyan/magenta color 3d.
791 # - interlaced: odd/even line based polarisation screen support.
792 # - topbottom: split screen top/bottom.
793 # - sidebyside: split screen side by side.
794 # - crossview: Cross-eyed 3d
795 # - pageflip: quadbuffer based 3d.
796 # Note that the interlaced mode requires shaders to be enabled.
797 # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
800 # Strength of 3D mode parallax.
802 # 3d_paralax_strength = 0.025
804 # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
805 # type: float min: 0.1 max: 1
806 # console_height = 0.6
808 # In-game chat console background color (R,G,B).
810 # console_color = (0,0,0)
812 # In-game chat console background alpha (opaqueness, between 0 and 255).
813 # type: int min: 0 max: 255
814 # console_alpha = 200
816 # Formspec full-screen background opacity (between 0 and 255).
817 # type: int min: 0 max: 255
818 # formspec_fullscreen_bg_opacity = 140
820 # Formspec full-screen background color (R,G,B).
822 # formspec_fullscreen_bg_color = (0,0,0)
824 # Formspec default background opacity (between 0 and 255).
825 # type: int min: 0 max: 255
826 # formspec_default_bg_opacity = 140
828 # Formspec default background color (R,G,B).
830 # formspec_default_bg_color = (0,0,0)
832 # Selection box border color (R,G,B).
834 # selectionbox_color = (0,0,0)
836 # Width of the selection box lines around nodes.
837 # type: int min: 1 max: 5
838 # selectionbox_width = 2
840 # Crosshair color (R,G,B).
841 # Also controls the object crosshair color
843 # crosshair_color = (255,255,255)
845 # Crosshair alpha (opaqueness, between 0 and 255).
846 # Also controls the object crosshair color
847 # type: int min: 0 max: 255
848 # crosshair_alpha = 255
850 # Maximum number of recent chat messages to show
851 # type: int min: 2 max: 20
852 # recent_chat_messages = 6
854 # Whether node texture animations should be desynchronized per mapblock.
856 # desynchronize_mapblock_texture_animation = true
858 # Maximum proportion of current window to be used for hotbar.
859 # Useful if there's something to be displayed right or left of hotbar.
861 # hud_hotbar_max_width = 1.0
863 # Modifies the size of the hudbar elements.
867 # Enables caching of facedir rotated meshes.
869 # enable_mesh_cache = false
871 # Delay between mesh updates on the client in ms. Increasing this will slow
872 # down the rate of mesh updates, thus reducing jitter on slower clients.
873 # type: int min: 0 max: 50
874 # mesh_generation_interval = 0
876 # Size of the MapBlock cache of the mesh generator. Increasing this will
877 # increase the cache hit %, reducing the data being copied from the main
878 # thread, thus reducing jitter.
879 # type: int min: 0 max: 1000
880 # meshgen_block_cache_size = 20
884 # enable_minimap = true
886 # Shape of the minimap. Enabled = round, disabled = square.
888 # minimap_shape_round = true
892 # Usable to make minimap smoother on slower machines.
894 # minimap_double_scan_height = true
896 # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
898 # directional_colored_fog = true
900 # The strength (darkness) of node ambient-occlusion shading.
901 # Lower is darker, Higher is lighter. The valid range of values for this
902 # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
903 # set to the nearest valid value.
904 # type: float min: 0.25 max: 4
905 # ambient_occlusion_gamma = 2.2
907 # Enables animation of inventory items.
909 # inventory_items_animations = false
911 # Fraction of the visible distance at which fog starts to be rendered
912 # type: float min: 0 max: 0.99
915 # Makes all liquids opaque
917 # opaque_water = false
919 # Textures on a node may be aligned either to the node or to the world.
920 # The former mode suits better things like machines, furniture, etc., while
921 # the latter makes stairs and microblocks fit surroundings better.
922 # However, as this possibility is new, thus may not be used by older servers,
923 # this option allows enforcing it for certain node types. Note though that
924 # that is considered EXPERIMENTAL and may not work properly.
925 # type: enum values: disable, enable, force_solid, force_nodebox
926 # world_aligned_mode = enable
928 # World-aligned textures may be scaled to span several nodes. However,
929 # the server may not send the scale you want, especially if you use
930 # a specially-designed texture pack; with this option, the client tries
931 # to determine the scale automatically basing on the texture size.
932 # See also texture_min_size.
933 # Warning: This option is EXPERIMENTAL!
934 # type: enum values: disable, enable, force
935 # autoscale_mode = disable
937 # Show entity selection boxes
938 # A restart is required after changing this.
940 # show_entity_selectionbox = false
944 # Use a cloud animation for the main menu background.
948 # Scale GUI by a user specified value.
949 # Use a nearest-neighbor-anti-alias filter to scale the GUI.
950 # This will smooth over some of the rough edges, and blend
951 # pixels when scaling down, at the cost of blurring some
952 # edge pixels when images are scaled by non-integer sizes.
953 # type: float min: 0.001
956 # When gui_scaling_filter is true, all GUI images need to be
957 # filtered in software, but some images are generated directly
958 # to hardware (e.g. render-to-texture for nodes in inventory).
960 # gui_scaling_filter = false
962 # When gui_scaling_filter_txr2img is true, copy those images
963 # from hardware to software for scaling. When false, fall back
964 # to the old scaling method, for video drivers that don't
965 # properly support downloading textures back from hardware.
967 # gui_scaling_filter_txr2img = true
969 # Delay showing tooltips, stated in milliseconds.
971 # tooltip_show_delay = 400
973 # Append item name to tooltip.
975 # tooltip_append_itemname = false
977 # Whether FreeType fonts are used, requires FreeType support to be compiled in.
978 # If disabled, bitmap and XML vectors fonts are used instead.
986 # font_italic = false
988 # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
992 # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
993 # type: int min: 0 max: 255
994 # font_shadow_alpha = 127
996 # Font size of the default font in point (pt).
1000 # Path to the default font.
1001 # If “freetype” setting is enabled: Must be a TrueType font.
1002 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1003 # The fallback font will be used if the font cannot be loaded.
1005 # font_path = fonts/Arimo-Regular.ttf
1008 # font_path_bold = fonts/Arimo-Bold.ttf
1011 # font_path_italic = fonts/Arimo-Italic.ttf
1014 # font_path_bolditalic = fonts/Arimo-BoldItalic.ttf
1016 # Font size of the monospace font in point (pt).
1018 # mono_font_size = 15
1020 # Path to the monospace font.
1021 # If “freetype” setting is enabled: Must be a TrueType font.
1022 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1023 # This font is used for e.g. the console and profiler screen.
1025 # mono_font_path = fonts/Cousine-Regular.ttf
1028 # mono_font_path_bold = fonts/Cousine-Bold.ttf
1031 # mono_font_path_italic = fonts/Cousine-Italic.ttf
1034 # mono_font_path_bolditalic = fonts/Cousine-BoldItalic.ttf
1036 # Font size of the fallback font in point (pt).
1038 # fallback_font_size = 15
1040 # Shadow offset (in pixels) of the fallback font. If 0, then shadow will not be drawn.
1042 # fallback_font_shadow = 1
1044 # Opaqueness (alpha) of the shadow behind the fallback font, between 0 and 255.
1045 # type: int min: 0 max: 255
1046 # fallback_font_shadow_alpha = 128
1048 # Path of the fallback font.
1049 # If “freetype” setting is enabled: Must be a TrueType font.
1050 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1051 # This font will be used for certain languages or if the default font is unavailable.
1053 # fallback_font_path = fonts/DroidSansFallbackFull.ttf
1055 # Font size of the recent chat text and chat prompt in point (pt).
1056 # Value 0 will use the default font size.
1058 # chat_font_size = 0
1060 # Path to save screenshots at. Can be an absolute or relative path.
1061 # The folder will be created if it doesn't already exist.
1063 # screenshot_path = screenshots
1065 # Format of screenshots.
1066 # type: enum values: png, jpg, bmp, pcx, ppm, tga
1067 # screenshot_format = png
1069 # Screenshot quality. Only used for JPEG format.
1070 # 1 means worst quality; 100 means best quality.
1071 # Use 0 for default quality.
1072 # type: int min: 0 max: 100
1073 # screenshot_quality = 0
1077 # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
1081 # Windows systems only: Start Minetest with the command line window in the background.
1082 # Contains the same information as the file debug.txt (default name).
1084 # enable_console = false
1090 # Enables the sound system.
1091 # If disabled, this completely disables all sounds everywhere and the in-game
1092 # sound controls will be non-functional.
1093 # Changing this setting requires a restart.
1095 # enable_sound = true
1097 # Volume of all sounds.
1098 # Requires the sound system to be enabled.
1099 # type: float min: 0 max: 1
1100 # sound_volume = 0.7
1102 # Whether to mute sounds. You can unmute sounds at any time, unless the
1103 # sound system is disabled (enable_sound=false).
1104 # In-game, you can toggle the mute state with the mute key or by using the
1107 # mute_sound = false
1115 # Address to connect to.
1116 # Leave this blank to start a local server.
1117 # Note that the address field in the main menu overrides this setting.
1121 # Port to connect to (UDP).
1122 # Note that the port field in the main menu overrides this setting.
1123 # type: int min: 1 max: 65535
1124 # remote_port = 30000
1126 # Prometheus listener address.
1127 # If minetest is compiled with ENABLE_PROMETHEUS option enabled,
1128 # enable metrics listener for Prometheus on that address.
1129 # Metrics can be fetch on http://127.0.0.1:30000/metrics
1131 # prometheus_listener_address = 127.0.0.1:30000
1133 # Save the map received by the client on disk.
1135 # enable_local_map_saving = false
1137 # Enable usage of remote media server (if provided by server).
1138 # Remote servers offer a significantly faster way to download media (e.g. textures)
1139 # when connecting to the server.
1141 # enable_remote_media_server = true
1143 # Enable Lua modding support on client.
1144 # This support is experimental and API can change.
1146 # enable_client_modding = false
1148 # URL to the server list displayed in the Multiplayer Tab.
1150 # serverlist_url = servers.minetest.net
1152 # File in client/serverlist/ that contains your favorite servers displayed in the
1155 # serverlist_file = favoriteservers.json
1157 # Maximum size of the out chat queue.
1158 # 0 to disable queueing and -1 to make the queue size unlimited.
1160 # max_out_chat_queue_size = 20
1162 # Enable register confirmation when connecting to server.
1163 # If disabled, new account will be registered automatically.
1165 # enable_register_confirmation = true
1169 # Timeout for client to remove unused map data from memory.
1171 # client_unload_unused_data_timeout = 600
1173 # Maximum number of mapblocks for client to be kept in memory.
1174 # Set to -1 for unlimited amount.
1176 # client_mapblock_limit = 7500
1178 # Whether to show the client debug info (has the same effect as hitting F5).
1180 # show_debug = false
1183 # Server / Singleplayer
1186 # Name of the server, to be displayed when players join and in the serverlist.
1188 # server_name = Minetest server
1190 # Description of server, to be displayed when players join and in the serverlist.
1192 # server_description = mine here
1194 # Domain name of server, to be displayed in the serverlist.
1196 # server_address = game.minetest.net
1198 # Homepage of server, to be displayed in the serverlist.
1200 # server_url = https://minetest.net
1202 # Automatically report to the serverlist.
1204 # server_announce = false
1206 # Announce to this serverlist.
1208 # serverlist_url = servers.minetest.net
1210 # Remove color codes from incoming chat messages
1211 # Use this to stop players from being able to use color in their messages
1213 # strip_color_codes = false
1217 # Network port to listen (UDP).
1218 # This value will be overridden when starting from the main menu.
1222 # The network interface that the server listens on.
1226 # Enable to disallow old clients from connecting.
1227 # Older clients are compatible in the sense that they will not crash when connecting
1228 # to new servers, but they may not support all new features that you are expecting.
1230 # strict_protocol_version_checking = false
1232 # Specifies URL from which client fetches media instead of using UDP.
1233 # $filename should be accessible from $remote_media$filename via cURL
1234 # (obviously, remote_media should end with a slash).
1235 # Files that are not present will be fetched the usual way.
1239 # Enable/disable running an IPv6 server.
1240 # Ignored if bind_address is set.
1241 # Needs enable_ipv6 to be enabled.
1243 # ipv6_server = false
1247 # Maximum number of blocks that are simultaneously sent per client.
1248 # The maximum total count is calculated dynamically:
1249 # max_total = ceil((#clients + max_users) * per_client / 4)
1251 # max_simultaneous_block_sends_per_client = 40
1253 # To reduce lag, block transfers are slowed down when a player is building something.
1254 # This determines how long they are slowed down after placing or removing a node.
1256 # full_block_send_enable_min_time_from_building = 2.0
1258 # Maximum number of packets sent per send step, if you have a slow connection
1259 # try reducing it, but don't reduce it to a number below double of targeted
1262 # max_packets_per_iteration = 1024
1264 # ZLib compression level to use when sending mapblocks to the client.
1265 # -1 - Zlib's default compression level
1266 # 0 - no compresson, fastest
1267 # 9 - best compression, slowest
1268 # (levels 1-3 use Zlib's "fast" method, 4-9 use the normal method)
1269 # type: int min: -1 max: 9
1270 # map_compression_level_net = -1
1274 # Default game when creating a new world.
1275 # This will be overridden when creating a world from the main menu.
1277 # default_game = minetest
1279 # Message of the day displayed to players connecting.
1283 # Maximum number of players that can be connected simultaneously.
1287 # World directory (everything in the world is stored here).
1288 # Not needed if starting from the main menu.
1292 # Time in seconds for item entity (dropped items) to live.
1293 # Setting it to -1 disables the feature.
1295 # item_entity_ttl = 900
1297 # Specifies the default stack size of nodes, items and tools.
1298 # Note that mods or games may explicitly set a stack for certain (or all) items.
1300 # default_stack_max = 99
1302 # Enable players getting damage and dying.
1304 # enable_damage = false
1306 # Enable creative mode for all players
1308 # creative_mode = false
1310 # A chosen map seed for a new map, leave empty for random.
1311 # Will be overridden when creating a new world in the main menu.
1315 # New users need to input this password.
1317 # default_password =
1319 # The privileges that new users automatically get.
1320 # See /privs in game for a full list on your server and mod configuration.
1322 # default_privs = interact, shout
1324 # Privileges that players with basic_privs can grant
1326 # basic_privs = interact, shout
1328 # Whether players are shown to clients without any range limit.
1329 # Deprecated, use the setting player_transfer_distance instead.
1331 # unlimited_player_transfer_distance = true
1333 # Defines the maximal player transfer distance in blocks (0 = unlimited).
1335 # player_transfer_distance = 0
1337 # Whether to allow players to damage and kill each other.
1341 # Enable mod channels support.
1343 # enable_mod_channels = false
1345 # If this is set, players will always (re)spawn at the given position.
1347 # static_spawnpoint =
1349 # If enabled, new players cannot join with an empty password.
1351 # disallow_empty_password = false
1353 # If enabled, disable cheat prevention in multiplayer.
1355 # disable_anticheat = false
1357 # If enabled, actions are recorded for rollback.
1358 # This option is only read when server starts.
1360 # enable_rollback_recording = false
1362 # Format of player chat messages. The following strings are valid placeholders:
1363 # @name, @message, @timestamp (optional)
1365 # chat_message_format = <@name> @message
1367 # A message to be displayed to all clients when the server shuts down.
1369 # kick_msg_shutdown = Server shutting down.
1371 # A message to be displayed to all clients when the server crashes.
1373 # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
1375 # Whether to ask clients to reconnect after a (Lua) crash.
1376 # Set this to true if your server is set up to restart automatically.
1378 # ask_reconnect_on_crash = false
1380 # From how far clients know about objects, stated in mapblocks (16 nodes).
1382 # Setting this larger than active_block_range will also cause the server
1383 # to maintain active objects up to this distance in the direction the
1384 # player is looking. (This can avoid mobs suddenly disappearing from view)
1386 # active_object_send_range_blocks = 8
1388 # The radius of the volume of blocks around every player that is subject to the
1389 # active block stuff, stated in mapblocks (16 nodes).
1390 # In active blocks objects are loaded and ABMs run.
1391 # This is also the minimum range in which active objects (mobs) are maintained.
1392 # This should be configured together with active_object_send_range_blocks.
1394 # active_block_range = 4
1396 # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
1398 # max_block_send_distance = 12
1400 # Maximum number of forceloaded mapblocks.
1402 # max_forceloaded_blocks = 16
1404 # Interval of sending time of day to clients.
1406 # time_send_interval = 5
1408 # Controls length of day/night cycle.
1410 # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
1414 # Time of day when a new world is started, in millihours (0-23999).
1415 # type: int min: 0 max: 23999
1416 # world_start_time = 6125
1418 # Interval of saving important changes in the world, stated in seconds.
1420 # server_map_save_interval = 5.3
1422 # Set the maximum character length of a chat message sent by clients.
1424 # chat_message_max_size = 500
1426 # Amount of messages a player may send per 10 seconds.
1428 # chat_message_limit_per_10sec = 10.0
1430 # Kick players who sent more than X messages per 10 seconds.
1432 # chat_message_limit_trigger_kick = 50
1436 # Horizontal and vertical acceleration on ground or when climbing,
1437 # in nodes per second per second.
1439 # movement_acceleration_default = 3
1441 # Horizontal acceleration in air when jumping or falling,
1442 # in nodes per second per second.
1444 # movement_acceleration_air = 2
1446 # Horizontal and vertical acceleration in fast mode,
1447 # in nodes per second per second.
1449 # movement_acceleration_fast = 10
1451 # Walking and flying speed, in nodes per second.
1453 # movement_speed_walk = 4
1455 # Sneaking speed, in nodes per second.
1457 # movement_speed_crouch = 1.35
1459 # Walking, flying and climbing speed in fast mode, in nodes per second.
1461 # movement_speed_fast = 20
1463 # Vertical climbing speed, in nodes per second.
1465 # movement_speed_climb = 3
1467 # Initial vertical speed when jumping, in nodes per second.
1469 # movement_speed_jump = 6.5
1471 # Decrease this to increase liquid resistance to movement.
1473 # movement_liquid_fluidity = 1
1475 # Maximum liquid resistance. Controls deceleration when entering liquid at
1478 # movement_liquid_fluidity_smooth = 0.5
1480 # Controls sinking speed in liquid.
1482 # movement_liquid_sink = 10
1484 # Acceleration of gravity, in nodes per second per second.
1486 # movement_gravity = 9.81
1490 # Handling for deprecated Lua API calls:
1491 # - none: Do not log deprecated calls
1492 # - log: mimic and log backtrace of deprecated call (default).
1493 # - error: abort on usage of deprecated call (suggested for mod developers).
1494 # type: enum values: none, log, error
1495 # deprecated_lua_api_handling = log
1497 # Number of extra blocks that can be loaded by /clearobjects at once.
1498 # This is a trade-off between sqlite transaction overhead and
1499 # memory consumption (4096=100MB, as a rule of thumb).
1501 # max_clearobjects_extra_loaded_blocks = 4096
1503 # How much the server will wait before unloading unused mapblocks.
1504 # Higher value is smoother, but will use more RAM.
1506 # server_unload_unused_data_timeout = 29
1508 # Maximum number of statically stored objects in a block.
1510 # max_objects_per_block = 64
1512 # See https://www.sqlite.org/pragma.html#pragma_synchronous
1513 # type: enum values: 0, 1, 2
1514 # sqlite_synchronous = 2
1516 # ZLib compression level to use when saving mapblocks to disk.
1517 # -1 - Zlib's default compression level
1518 # 0 - no compresson, fastest
1519 # 9 - best compression, slowest
1520 # (levels 1-3 use Zlib's "fast" method, 4-9 use the normal method)
1521 # type: int min: -1 max: 9
1522 # map_compression_level_disk = 3
1524 # Length of a server tick and the interval at which objects are generally updated over
1527 # dedicated_server_step = 0.09
1529 # Length of time between active block management cycles
1531 # active_block_mgmt_interval = 2.0
1533 # Length of time between Active Block Modifier (ABM) execution cycles
1535 # abm_interval = 1.0
1537 # The time budget allowed for ABMs to execute on each step
1538 # (as a fraction of the ABM Interval)
1539 # type: float min: 0.1 max: 0.9
1540 # abm_time_budget = 0.2
1542 # Length of time between NodeTimer execution cycles
1544 # nodetimer_interval = 0.2
1546 # If enabled, invalid world data won't cause the server to shut down.
1547 # Only enable this if you know what you are doing.
1549 # ignore_world_load_errors = false
1551 # Max liquids processed per step.
1553 # liquid_loop_max = 100000
1555 # The time (in seconds) that the liquids queue may grow beyond processing
1556 # capacity until an attempt is made to decrease its size by dumping old queue
1557 # items. A value of 0 disables the functionality.
1559 # liquid_queue_purge_time = 0
1561 # Liquid update interval in seconds.
1563 # liquid_update = 1.0
1565 # At this distance the server will aggressively optimize which blocks are sent to
1567 # Small values potentially improve performance a lot, at the expense of visible
1568 # rendering glitches (some blocks will not be rendered under water and in caves,
1569 # as well as sometimes on land).
1570 # Setting this to a value greater than max_block_send_distance disables this
1572 # Stated in mapblocks (16 nodes).
1574 # block_send_optimize_distance = 4
1576 # If enabled the server will perform map block occlusion culling based on
1577 # on the eye position of the player. This can reduce the number of blocks
1578 # sent to the client 50-80%. The client will not longer receive most invisible
1579 # so that the utility of noclip mode is reduced.
1581 # server_side_occlusion_culling = true
1583 # Restricts the access of certain client-side functions on servers.
1584 # Combine the byteflags below to restrict client-side features, or set to 0
1585 # for no restrictions:
1586 # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
1587 # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
1588 # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
1589 # READ_NODEDEFS: 8 (disable get_node_def call client-side)
1590 # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
1591 # csm_restriction_noderange)
1592 # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
1594 # csm_restriction_flags = 62
1596 # If the CSM restriction for node range is enabled, get_node calls are limited
1597 # to this distance from the player to the node.
1599 # csm_restriction_noderange = 0
1603 # Prevent mods from doing insecure things like running shell commands.
1605 # secure.enable_security = true
1607 # Comma-separated list of trusted mods that are allowed to access insecure
1608 # functions even when mod security is on (via request_insecure_environment()).
1610 # secure.trusted_mods =
1612 # Comma-separated list of mods that are allowed to access HTTP APIs, which
1613 # allow them to upload and download data to/from the internet.
1615 # secure.http_mods =
1621 # Load the game profiler to collect game profiling data.
1622 # Provides a /profiler command to access the compiled profile.
1623 # Useful for mod developers and server operators.
1625 # profiler.load = false
1627 # The default format in which profiles are being saved,
1628 # when calling `/profiler save [format]` without format.
1629 # type: enum values: txt, csv, lua, json, json_pretty
1630 # profiler.default_report_format = txt
1632 # The file path relative to your worldpath in which profiles will be saved to.
1634 # profiler.report_path = ""
1636 #### Instrumentation
1638 # Instrument the methods of entities on registration.
1640 # instrument.entity = true
1642 # Instrument the action function of Active Block Modifiers on registration.
1644 # instrument.abm = true
1646 # Instrument the action function of Loading Block Modifiers on registration.
1648 # instrument.lbm = true
1650 # Instrument chatcommands on registration.
1652 # instrument.chatcommand = true
1654 # Instrument global callback functions on registration.
1655 # (anything you pass to a minetest.register_*() function)
1657 # instrument.global_callback = true
1661 # Instrument builtin.
1662 # This is usually only needed by core/builtin contributors
1664 # instrument.builtin = false
1666 # Have the profiler instrument itself:
1667 # * Instrument an empty function.
1668 # This estimates the overhead, that instrumentation is adding (+1 function call).
1669 # * Instrument the sampler being used to update the statistics.
1671 # instrument.profiler = false
1677 # Name of the player.
1678 # When running a server, clients connecting with this name are admins.
1679 # When starting from the main menu, this is overridden.
1683 # Set the language. Leave empty to use the system language.
1684 # A restart is required after changing this.
1685 # type: enum values: , ar, ca, cs, da, de, dv, el, en, eo, es, et, eu, fil, fr, hu, id, it, ja, ja_KS, jbo, kk, kn, lo, lt, ms, my, nb, nl, nn, pl, pt, pt_BR, ro, ru, sl, sr_Cyrl, sv, sw, th, tr, uk, vi
1688 # Level of logging to be written to debug.txt:
1689 # - <nothing> (no logging)
1690 # - none (messages with no level)
1696 # type: enum values: , none, error, warning, action, info, verbose
1697 # debug_log_level = action
1699 # If the file size of debug.txt exceeds the number of megabytes specified in
1700 # this setting when it is opened, the file is moved to debug.txt.1,
1701 # deleting an older debug.txt.1 if it exists.
1702 # debug.txt is only moved if this setting is positive.
1704 # debug_log_size_max = 50
1706 # Minimal level of logging to be written to chat.
1707 # type: enum values: , none, error, warning, action, info, verbose
1708 # chat_log_level = error
1710 # Enable IPv6 support (for both client and server).
1711 # Required for IPv6 connections to work at all.
1713 # enable_ipv6 = true
1717 # Default timeout for cURL, stated in milliseconds.
1718 # Only has an effect if compiled with cURL.
1720 # curl_timeout = 5000
1722 # Limits number of parallel HTTP requests. Affects:
1723 # - Media fetch if server uses remote_media setting.
1724 # - Serverlist download and server announcement.
1725 # - Downloads performed by main menu (e.g. mod manager).
1726 # Only has an effect if compiled with cURL.
1728 # curl_parallel_limit = 8
1730 # Maximum time in ms a file download (e.g. a mod download) may take.
1732 # curl_file_download_timeout = 300000
1734 # Makes DirectX work with LuaJIT. Disable if it causes troubles.
1736 # high_precision_fpu = true
1738 # Replaces the default main menu with a custom one.
1740 # main_menu_script =
1742 # Print the engine's profiling data in regular intervals (in seconds).
1743 # 0 = disable. Useful for developers.
1745 # profiler_print_interval = 0
1751 # Name of map generator to be used when creating a new world.
1752 # Creating a world in the main menu will override this.
1753 # Current mapgens in a highly unstable state:
1754 # - The optional floatlands of v7 (disabled by default).
1755 # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
1758 # Water surface level of the world.
1762 # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
1764 # max_block_generate_distance = 10
1766 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
1767 # Only mapchunks completely within the mapgen limit are generated.
1768 # Value is stored per-world.
1769 # type: int min: 0 max: 31000
1770 # mapgen_limit = 31000
1772 # Global map generation attributes.
1773 # In Mapgen v6 the 'decorations' flag controls all decorations except trees
1774 # and junglegrass, in all other mapgens this flag controls all decorations.
1775 # type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores
1776 # mg_flags = caves,dungeons,light,decorations,biomes,ores
1778 ## Biome API temperature and humidity noise parameters
1780 # Temperature variation for biomes.
1781 # type: noise_params_2d
1782 # mg_biome_np_heat = {
1785 # spread = (1000, 1000, 1000),
1788 # persistence = 0.5,
1793 # Small-scale temperature variation for blending biomes on borders.
1794 # type: noise_params_2d
1795 # mg_biome_np_heat_blend = {
1798 # spread = (8, 8, 8),
1801 # persistence = 1.0,
1806 # Humidity variation for biomes.
1807 # type: noise_params_2d
1808 # mg_biome_np_humidity = {
1811 # spread = (1000, 1000, 1000),
1814 # persistence = 0.5,
1819 # Small-scale humidity variation for blending biomes on borders.
1820 # type: noise_params_2d
1821 # mg_biome_np_humidity_blend = {
1824 # spread = (8, 8, 8),
1827 # persistence = 1.0,
1834 # Map generation attributes specific to Mapgen v5.
1835 # type: flags possible values: caverns, nocaverns
1836 # mgv5_spflags = caverns
1838 # Controls width of tunnels, a smaller value creates wider tunnels.
1839 # Value >= 10.0 completely disables generation of tunnels and avoids the
1840 # intensive noise calculations.
1842 # mgv5_cave_width = 0.09
1844 # Y of upper limit of large caves.
1846 # mgv5_large_cave_depth = -256
1848 # Minimum limit of random number of small caves per mapchunk.
1849 # type: int min: 0 max: 256
1850 # mgv5_small_cave_num_min = 0
1852 # Maximum limit of random number of small caves per mapchunk.
1853 # type: int min: 0 max: 256
1854 # mgv5_small_cave_num_max = 0
1856 # Minimum limit of random number of large caves per mapchunk.
1857 # type: int min: 0 max: 64
1858 # mgv5_large_cave_num_min = 0
1860 # Maximum limit of random number of large caves per mapchunk.
1861 # type: int min: 0 max: 64
1862 # mgv5_large_cave_num_max = 2
1864 # Proportion of large caves that contain liquid.
1865 # type: float min: 0 max: 1
1866 # mgv5_large_cave_flooded = 0.5
1868 # Y-level of cavern upper limit.
1870 # mgv5_cavern_limit = -256
1872 # Y-distance over which caverns expand to full size.
1874 # mgv5_cavern_taper = 256
1876 # Defines full size of caverns, smaller values create larger caverns.
1878 # mgv5_cavern_threshold = 0.7
1880 # Lower Y limit of dungeons.
1882 # mgv5_dungeon_ymin = -31000
1884 # Upper Y limit of dungeons.
1886 # mgv5_dungeon_ymax = 31000
1890 # Variation of biome filler depth.
1891 # type: noise_params_2d
1892 # mgv5_np_filler_depth = {
1895 # spread = (150, 150, 150),
1898 # persistence = 0.7,
1903 # Variation of terrain vertical scale.
1904 # When noise is < -0.55 terrain is near-flat.
1905 # type: noise_params_2d
1906 # mgv5_np_factor = {
1909 # spread = (250, 250, 250),
1912 # persistence = 0.45,
1917 # Y-level of average terrain surface.
1918 # type: noise_params_2d
1919 # mgv5_np_height = {
1922 # spread = (250, 250, 250),
1925 # persistence = 0.5,
1930 # First of two 3D noises that together define tunnels.
1931 # type: noise_params_3d
1935 # spread = (61, 61, 61),
1938 # persistence = 0.5,
1943 # Second of two 3D noises that together define tunnels.
1944 # type: noise_params_3d
1948 # spread = (67, 67, 67),
1951 # persistence = 0.5,
1956 # 3D noise defining giant caverns.
1957 # type: noise_params_3d
1958 # mgv5_np_cavern = {
1961 # spread = (384, 128, 384),
1964 # persistence = 0.63,
1969 # 3D noise defining terrain.
1970 # type: noise_params_3d
1971 # mgv5_np_ground = {
1974 # spread = (80, 80, 80),
1977 # persistence = 0.55,
1982 # 3D noise that determines number of dungeons per mapchunk.
1983 # type: noise_params_3d
1984 # mgv5_np_dungeons = {
1987 # spread = (500, 500, 500),
1990 # persistence = 0.8,
1997 # Map generation attributes specific to Mapgen v6.
1998 # The 'snowbiomes' flag enables the new 5 biome system.
1999 # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
2000 # the 'jungles' flag is ignored.
2001 # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
2002 # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
2004 # Deserts occur when np_biome exceeds this value.
2005 # When the 'snowbiomes' flag is enabled, this is ignored.
2007 # mgv6_freq_desert = 0.45
2009 # Sandy beaches occur when np_beach exceeds this value.
2011 # mgv6_freq_beach = 0.15
2013 # Lower Y limit of dungeons.
2015 # mgv6_dungeon_ymin = -31000
2017 # Upper Y limit of dungeons.
2019 # mgv6_dungeon_ymax = 31000
2023 # Y-level of lower terrain and seabed.
2024 # type: noise_params_2d
2025 # mgv6_np_terrain_base = {
2028 # spread = (250, 250, 250),
2031 # persistence = 0.6,
2036 # Y-level of higher terrain that creates cliffs.
2037 # type: noise_params_2d
2038 # mgv6_np_terrain_higher = {
2041 # spread = (500, 500, 500),
2044 # persistence = 0.6,
2049 # Varies steepness of cliffs.
2050 # type: noise_params_2d
2051 # mgv6_np_steepness = {
2054 # spread = (125, 125, 125),
2057 # persistence = 0.7,
2062 # Defines distribution of higher terrain.
2063 # type: noise_params_2d
2064 # mgv6_np_height_select = {
2067 # spread = (250, 250, 250),
2070 # persistence = 0.69,
2075 # Varies depth of biome surface nodes.
2076 # type: noise_params_2d
2080 # spread = (200, 200, 200),
2083 # persistence = 0.55,
2088 # Defines areas with sandy beaches.
2089 # type: noise_params_2d
2093 # spread = (250, 250, 250),
2096 # persistence = 0.50,
2101 # Temperature variation for biomes.
2102 # type: noise_params_2d
2106 # spread = (500, 500, 500),
2109 # persistence = 0.50,
2114 # Variation of number of caves.
2115 # type: noise_params_2d
2119 # spread = (250, 250, 250),
2122 # persistence = 0.50,
2127 # Humidity variation for biomes.
2128 # type: noise_params_2d
2129 # mgv6_np_humidity = {
2132 # spread = (500, 500, 500),
2135 # persistence = 0.50,
2140 # Defines tree areas and tree density.
2141 # type: noise_params_2d
2145 # spread = (125, 125, 125),
2148 # persistence = 0.66,
2153 # Defines areas where trees have apples.
2154 # type: noise_params_2d
2155 # mgv6_np_apple_trees = {
2158 # spread = (100, 100, 100),
2161 # persistence = 0.45,
2168 # Map generation attributes specific to Mapgen v7.
2170 # 'floatlands': Floating land masses in the atmosphere.
2171 # 'caverns': Giant caves deep underground.
2172 # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
2173 # mgv7_spflags = mountains,ridges,nofloatlands,caverns
2175 # Y of mountain density gradient zero level. Used to shift mountains vertically.
2177 # mgv7_mount_zero_level = 0
2179 # Lower Y limit of floatlands.
2181 # mgv7_floatland_ymin = 1024
2183 # Upper Y limit of floatlands.
2185 # mgv7_floatland_ymax = 4096
2187 # Y-distance over which floatlands taper from full density to nothing.
2188 # Tapering starts at this distance from the Y limit.
2189 # For a solid floatland layer, this controls the height of hills/mountains.
2190 # Must be less than or equal to half the distance between the Y limits.
2192 # mgv7_floatland_taper = 256
2194 # Exponent of the floatland tapering. Alters the tapering behaviour.
2195 # Value = 1.0 creates a uniform, linear tapering.
2196 # Values > 1.0 create a smooth tapering suitable for the default separated
2198 # Values < 1.0 (for example 0.25) create a more defined surface level with
2199 # flatter lowlands, suitable for a solid floatland layer.
2201 # mgv7_float_taper_exp = 2.0
2203 # Adjusts the density of the floatland layer.
2204 # Increase value to increase density. Can be positive or negative.
2205 # Value = 0.0: 50% of volume is floatland.
2206 # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
2207 # to be sure) creates a solid floatland layer.
2209 # mgv7_floatland_density = -0.6
2211 # Surface level of optional water placed on a solid floatland layer.
2212 # Water is disabled by default and will only be placed if this value is set
2213 # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
2215 # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
2216 # When enabling water placement the floatlands must be configured and tested
2217 # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
2218 # required value depending on 'mgv7_np_floatland'), to avoid
2219 # server-intensive extreme water flow and to avoid vast flooding of the
2220 # world surface below.
2222 # mgv7_floatland_ywater = -31000
2224 # Controls width of tunnels, a smaller value creates wider tunnels.
2225 # Value >= 10.0 completely disables generation of tunnels and avoids the
2226 # intensive noise calculations.
2228 # mgv7_cave_width = 0.09
2230 # Y of upper limit of large caves.
2232 # mgv7_large_cave_depth = -33
2234 # Minimum limit of random number of small caves per mapchunk.
2235 # type: int min: 0 max: 256
2236 # mgv7_small_cave_num_min = 0
2238 # Maximum limit of random number of small caves per mapchunk.
2239 # type: int min: 0 max: 256
2240 # mgv7_small_cave_num_max = 0
2242 # Minimum limit of random number of large caves per mapchunk.
2243 # type: int min: 0 max: 64
2244 # mgv7_large_cave_num_min = 0
2246 # Maximum limit of random number of large caves per mapchunk.
2247 # type: int min: 0 max: 64
2248 # mgv7_large_cave_num_max = 2
2250 # Proportion of large caves that contain liquid.
2251 # type: float min: 0 max: 1
2252 # mgv7_large_cave_flooded = 0.5
2254 # Y-level of cavern upper limit.
2256 # mgv7_cavern_limit = -256
2258 # Y-distance over which caverns expand to full size.
2260 # mgv7_cavern_taper = 256
2262 # Defines full size of caverns, smaller values create larger caverns.
2264 # mgv7_cavern_threshold = 0.7
2266 # Lower Y limit of dungeons.
2268 # mgv7_dungeon_ymin = -31000
2270 # Upper Y limit of dungeons.
2272 # mgv7_dungeon_ymax = 31000
2276 # Y-level of higher terrain that creates cliffs.
2277 # type: noise_params_2d
2278 # mgv7_np_terrain_base = {
2281 # spread = (600, 600, 600),
2284 # persistence = 0.6,
2289 # Y-level of lower terrain and seabed.
2290 # type: noise_params_2d
2291 # mgv7_np_terrain_alt = {
2294 # spread = (600, 600, 600),
2297 # persistence = 0.6,
2302 # Varies roughness of terrain.
2303 # Defines the 'persistence' value for terrain_base and terrain_alt noises.
2304 # type: noise_params_2d
2305 # mgv7_np_terrain_persist = {
2308 # spread = (2000, 2000, 2000),
2311 # persistence = 0.6,
2316 # Defines distribution of higher terrain and steepness of cliffs.
2317 # type: noise_params_2d
2318 # mgv7_np_height_select = {
2321 # spread = (500, 500, 500),
2324 # persistence = 0.7,
2329 # Variation of biome filler depth.
2330 # type: noise_params_2d
2331 # mgv7_np_filler_depth = {
2334 # spread = (150, 150, 150),
2337 # persistence = 0.7,
2342 # Variation of maximum mountain height (in nodes).
2343 # type: noise_params_2d
2344 # mgv7_np_mount_height = {
2347 # spread = (1000, 1000, 1000),
2350 # persistence = 0.6,
2355 # Defines large-scale river channel structure.
2356 # type: noise_params_2d
2357 # mgv7_np_ridge_uwater = {
2360 # spread = (1000, 1000, 1000),
2363 # persistence = 0.6,
2368 # 3D noise defining mountain structure and height.
2369 # Also defines structure of floatland mountain terrain.
2370 # type: noise_params_3d
2371 # mgv7_np_mountain = {
2374 # spread = (250, 350, 250),
2377 # persistence = 0.63,
2382 # 3D noise defining structure of river canyon walls.
2383 # type: noise_params_3d
2387 # spread = (100, 100, 100),
2390 # persistence = 0.75,
2395 # 3D noise defining structure of floatlands.
2396 # If altered from the default, the noise 'scale' (0.7 by default) may need
2397 # to be adjusted, as floatland tapering functions best when this noise has
2398 # a value range of approximately -2.0 to 2.0.
2399 # type: noise_params_3d
2400 # mgv7_np_floatland = {
2403 # spread = (384, 96, 384),
2406 # persistence = 0.75,
2407 # lacunarity = 1.618,
2411 # 3D noise defining giant caverns.
2412 # type: noise_params_3d
2413 # mgv7_np_cavern = {
2416 # spread = (384, 128, 384),
2419 # persistence = 0.63,
2424 # First of two 3D noises that together define tunnels.
2425 # type: noise_params_3d
2429 # spread = (61, 61, 61),
2432 # persistence = 0.5,
2437 # Second of two 3D noises that together define tunnels.
2438 # type: noise_params_3d
2442 # spread = (67, 67, 67),
2445 # persistence = 0.5,
2450 # 3D noise that determines number of dungeons per mapchunk.
2451 # type: noise_params_3d
2452 # mgv7_np_dungeons = {
2455 # spread = (500, 500, 500),
2458 # persistence = 0.8,
2463 ## Mapgen Carpathian
2465 # Map generation attributes specific to Mapgen Carpathian.
2466 # type: flags possible values: caverns, rivers, nocaverns, norivers
2467 # mgcarpathian_spflags = caverns,norivers
2469 # Defines the base ground level.
2471 # mgcarpathian_base_level = 12.0
2473 # Defines the width of the river channel.
2475 # mgcarpathian_river_width = 0.05
2477 # Defines the depth of the river channel.
2479 # mgcarpathian_river_depth = 24.0
2481 # Defines the width of the river valley.
2483 # mgcarpathian_valley_width = 0.25
2485 # Controls width of tunnels, a smaller value creates wider tunnels.
2486 # Value >= 10.0 completely disables generation of tunnels and avoids the
2487 # intensive noise calculations.
2489 # mgcarpathian_cave_width = 0.09
2491 # Y of upper limit of large caves.
2493 # mgcarpathian_large_cave_depth = -33
2495 # Minimum limit of random number of small caves per mapchunk.
2496 # type: int min: 0 max: 256
2497 # mgcarpathian_small_cave_num_min = 0
2499 # Maximum limit of random number of small caves per mapchunk.
2500 # type: int min: 0 max: 256
2501 # mgcarpathian_small_cave_num_max = 0
2503 # Minimum limit of random number of large caves per mapchunk.
2504 # type: int min: 0 max: 64
2505 # mgcarpathian_large_cave_num_min = 0
2507 # Maximum limit of random number of large caves per mapchunk.
2508 # type: int min: 0 max: 64
2509 # mgcarpathian_large_cave_num_max = 2
2511 # Proportion of large caves that contain liquid.
2512 # type: float min: 0 max: 1
2513 # mgcarpathian_large_cave_flooded = 0.5
2515 # Y-level of cavern upper limit.
2517 # mgcarpathian_cavern_limit = -256
2519 # Y-distance over which caverns expand to full size.
2521 # mgcarpathian_cavern_taper = 256
2523 # Defines full size of caverns, smaller values create larger caverns.
2525 # mgcarpathian_cavern_threshold = 0.7
2527 # Lower Y limit of dungeons.
2529 # mgcarpathian_dungeon_ymin = -31000
2531 # Upper Y limit of dungeons.
2533 # mgcarpathian_dungeon_ymax = 31000
2537 # Variation of biome filler depth.
2538 # type: noise_params_2d
2539 # mgcarpathian_np_filler_depth = {
2542 # spread = (128, 128, 128),
2545 # persistence = 0.7,
2550 # First of 4 2D noises that together define hill/mountain range height.
2551 # type: noise_params_2d
2552 # mgcarpathian_np_height1 = {
2555 # spread = (251, 251, 251),
2558 # persistence = 0.5,
2563 # Second of 4 2D noises that together define hill/mountain range height.
2564 # type: noise_params_2d
2565 # mgcarpathian_np_height2 = {
2568 # spread = (383, 383, 383),
2571 # persistence = 0.5,
2576 # Third of 4 2D noises that together define hill/mountain range height.
2577 # type: noise_params_2d
2578 # mgcarpathian_np_height3 = {
2581 # spread = (509, 509, 509),
2584 # persistence = 0.5,
2589 # Fourth of 4 2D noises that together define hill/mountain range height.
2590 # type: noise_params_2d
2591 # mgcarpathian_np_height4 = {
2594 # spread = (631, 631, 631),
2597 # persistence = 0.5,
2602 # 2D noise that controls the size/occurrence of rolling hills.
2603 # type: noise_params_2d
2604 # mgcarpathian_np_hills_terrain = {
2607 # spread = (1301, 1301, 1301),
2610 # persistence = 0.5,
2615 # 2D noise that controls the size/occurrence of ridged mountain ranges.
2616 # type: noise_params_2d
2617 # mgcarpathian_np_ridge_terrain = {
2620 # spread = (1889, 1889, 1889),
2623 # persistence = 0.5,
2628 # 2D noise that controls the size/occurrence of step mountain ranges.
2629 # type: noise_params_2d
2630 # mgcarpathian_np_step_terrain = {
2633 # spread = (1889, 1889, 1889),
2636 # persistence = 0.5,
2641 # 2D noise that controls the shape/size of rolling hills.
2642 # type: noise_params_2d
2643 # mgcarpathian_np_hills = {
2646 # spread = (257, 257, 257),
2649 # persistence = 0.5,
2654 # 2D noise that controls the shape/size of ridged mountains.
2655 # type: noise_params_2d
2656 # mgcarpathian_np_ridge_mnt = {
2659 # spread = (743, 743, 743),
2662 # persistence = 0.7,
2667 # 2D noise that controls the shape/size of step mountains.
2668 # type: noise_params_2d
2669 # mgcarpathian_np_step_mnt = {
2672 # spread = (509, 509, 509),
2675 # persistence = 0.6,
2680 # 2D noise that locates the river valleys and channels.
2681 # type: noise_params_2d
2682 # mgcarpathian_np_rivers = {
2685 # spread = (1000, 1000, 1000),
2688 # persistence = 0.6,
2693 # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
2694 # type: noise_params_3d
2695 # mgcarpathian_np_mnt_var = {
2698 # spread = (499, 499, 499),
2701 # persistence = 0.55,
2706 # First of two 3D noises that together define tunnels.
2707 # type: noise_params_3d
2708 # mgcarpathian_np_cave1 = {
2711 # spread = (61, 61, 61),
2714 # persistence = 0.5,
2719 # Second of two 3D noises that together define tunnels.
2720 # type: noise_params_3d
2721 # mgcarpathian_np_cave2 = {
2724 # spread = (67, 67, 67),
2727 # persistence = 0.5,
2732 # 3D noise defining giant caverns.
2733 # type: noise_params_3d
2734 # mgcarpathian_np_cavern = {
2737 # spread = (384, 128, 384),
2740 # persistence = 0.63,
2745 # 3D noise that determines number of dungeons per mapchunk.
2746 # type: noise_params_3d
2747 # mgcarpathian_np_dungeons = {
2750 # spread = (500, 500, 500),
2753 # persistence = 0.8,
2760 # Map generation attributes specific to Mapgen Flat.
2761 # Occasional lakes and hills can be added to the flat world.
2762 # type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns
2763 # mgflat_spflags = nolakes,nohills,nocaverns
2767 # mgflat_ground_level = 8
2769 # Y of upper limit of large caves.
2771 # mgflat_large_cave_depth = -33
2773 # Minimum limit of random number of small caves per mapchunk.
2774 # type: int min: 0 max: 256
2775 # mgflat_small_cave_num_min = 0
2777 # Maximum limit of random number of small caves per mapchunk.
2778 # type: int min: 0 max: 256
2779 # mgflat_small_cave_num_max = 0
2781 # Minimum limit of random number of large caves per mapchunk.
2782 # type: int min: 0 max: 64
2783 # mgflat_large_cave_num_min = 0
2785 # Maximum limit of random number of large caves per mapchunk.
2786 # type: int min: 0 max: 64
2787 # mgflat_large_cave_num_max = 2
2789 # Proportion of large caves that contain liquid.
2790 # type: float min: 0 max: 1
2791 # mgflat_large_cave_flooded = 0.5
2793 # Controls width of tunnels, a smaller value creates wider tunnels.
2794 # Value >= 10.0 completely disables generation of tunnels and avoids the
2795 # intensive noise calculations.
2797 # mgflat_cave_width = 0.09
2799 # Terrain noise threshold for lakes.
2800 # Controls proportion of world area covered by lakes.
2801 # Adjust towards 0.0 for a larger proportion.
2803 # mgflat_lake_threshold = -0.45
2805 # Controls steepness/depth of lake depressions.
2807 # mgflat_lake_steepness = 48.0
2809 # Terrain noise threshold for hills.
2810 # Controls proportion of world area covered by hills.
2811 # Adjust towards 0.0 for a larger proportion.
2813 # mgflat_hill_threshold = 0.45
2815 # Controls steepness/height of hills.
2817 # mgflat_hill_steepness = 64.0
2819 # Y-level of cavern upper limit.
2821 # mgflat_cavern_limit = -256
2823 # Y-distance over which caverns expand to full size.
2825 # mgflat_cavern_taper = 256
2827 # Defines full size of caverns, smaller values create larger caverns.
2829 # mgflat_cavern_threshold = 0.7
2831 # Lower Y limit of dungeons.
2833 # mgflat_dungeon_ymin = -31000
2835 # Upper Y limit of dungeons.
2837 # mgflat_dungeon_ymax = 31000
2841 # Defines location and terrain of optional hills and lakes.
2842 # type: noise_params_2d
2843 # mgflat_np_terrain = {
2846 # spread = (600, 600, 600),
2849 # persistence = 0.6,
2854 # Variation of biome filler depth.
2855 # type: noise_params_2d
2856 # mgflat_np_filler_depth = {
2859 # spread = (150, 150, 150),
2862 # persistence = 0.7,
2867 # First of two 3D noises that together define tunnels.
2868 # type: noise_params_3d
2869 # mgflat_np_cave1 = {
2872 # spread = (61, 61, 61),
2875 # persistence = 0.5,
2880 # Second of two 3D noises that together define tunnels.
2881 # type: noise_params_3d
2882 # mgflat_np_cave2 = {
2885 # spread = (67, 67, 67),
2888 # persistence = 0.5,
2893 # 3D noise defining giant caverns.
2894 # type: noise_params_3d
2895 # mgflat_np_cavern = {
2898 # spread = (384, 128, 384),
2901 # persistence = 0.63,
2906 # 3D noise that determines number of dungeons per mapchunk.
2907 # type: noise_params_3d
2908 # mgflat_np_dungeons = {
2911 # spread = (500, 500, 500),
2914 # persistence = 0.8,
2921 # Map generation attributes specific to Mapgen Fractal.
2922 # 'terrain' enables the generation of non-fractal terrain:
2923 # ocean, islands and underground.
2924 # type: flags possible values: terrain, noterrain
2925 # mgfractal_spflags = terrain
2927 # Controls width of tunnels, a smaller value creates wider tunnels.
2928 # Value >= 10.0 completely disables generation of tunnels and avoids the
2929 # intensive noise calculations.
2931 # mgfractal_cave_width = 0.09
2933 # Y of upper limit of large caves.
2935 # mgfractal_large_cave_depth = -33
2937 # Minimum limit of random number of small caves per mapchunk.
2938 # type: int min: 0 max: 256
2939 # mgfractal_small_cave_num_min = 0
2941 # Maximum limit of random number of small caves per mapchunk.
2942 # type: int min: 0 max: 256
2943 # mgfractal_small_cave_num_max = 0
2945 # Minimum limit of random number of large caves per mapchunk.
2946 # type: int min: 0 max: 64
2947 # mgfractal_large_cave_num_min = 0
2949 # Maximum limit of random number of large caves per mapchunk.
2950 # type: int min: 0 max: 64
2951 # mgfractal_large_cave_num_max = 2
2953 # Proportion of large caves that contain liquid.
2954 # type: float min: 0 max: 1
2955 # mgfractal_large_cave_flooded = 0.5
2957 # Lower Y limit of dungeons.
2959 # mgfractal_dungeon_ymin = -31000
2961 # Upper Y limit of dungeons.
2963 # mgfractal_dungeon_ymax = 31000
2965 # Selects one of 18 fractal types.
2966 # 1 = 4D "Roundy" Mandelbrot set.
2967 # 2 = 4D "Roundy" Julia set.
2968 # 3 = 4D "Squarry" Mandelbrot set.
2969 # 4 = 4D "Squarry" Julia set.
2970 # 5 = 4D "Mandy Cousin" Mandelbrot set.
2971 # 6 = 4D "Mandy Cousin" Julia set.
2972 # 7 = 4D "Variation" Mandelbrot set.
2973 # 8 = 4D "Variation" Julia set.
2974 # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
2975 # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
2976 # 11 = 3D "Christmas Tree" Mandelbrot set.
2977 # 12 = 3D "Christmas Tree" Julia set.
2978 # 13 = 3D "Mandelbulb" Mandelbrot set.
2979 # 14 = 3D "Mandelbulb" Julia set.
2980 # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
2981 # 16 = 3D "Cosine Mandelbulb" Julia set.
2982 # 17 = 4D "Mandelbulb" Mandelbrot set.
2983 # 18 = 4D "Mandelbulb" Julia set.
2984 # type: int min: 1 max: 18
2985 # mgfractal_fractal = 1
2987 # Iterations of the recursive function.
2988 # Increasing this increases the amount of fine detail, but also
2989 # increases processing load.
2990 # At iterations = 20 this mapgen has a similar load to mapgen V7.
2992 # mgfractal_iterations = 11
2994 # (X,Y,Z) scale of fractal in nodes.
2995 # Actual fractal size will be 2 to 3 times larger.
2996 # These numbers can be made very large, the fractal does
2997 # not have to fit inside the world.
2998 # Increase these to 'zoom' into the detail of the fractal.
2999 # Default is for a vertically-squashed shape suitable for
3000 # an island, set all 3 numbers equal for the raw shape.
3002 # mgfractal_scale = (4096.0, 1024.0, 4096.0)
3004 # (X,Y,Z) offset of fractal from world center in units of 'scale'.
3005 # Can be used to move a desired point to (0, 0) to create a
3006 # suitable spawn point, or to allow 'zooming in' on a desired
3007 # point by increasing 'scale'.
3008 # The default is tuned for a suitable spawn point for Mandelbrot
3009 # sets with default parameters, it may need altering in other
3011 # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
3013 # mgfractal_offset = (1.79, 0.0, 0.0)
3015 # W coordinate of the generated 3D slice of a 4D fractal.
3016 # Determines which 3D slice of the 4D shape is generated.
3017 # Alters the shape of the fractal.
3018 # Has no effect on 3D fractals.
3019 # Range roughly -2 to 2.
3021 # mgfractal_slice_w = 0.0
3024 # X component of hypercomplex constant.
3025 # Alters the shape of the fractal.
3026 # Range roughly -2 to 2.
3028 # mgfractal_julia_x = 0.33
3031 # Y component of hypercomplex constant.
3032 # Alters the shape of the fractal.
3033 # Range roughly -2 to 2.
3035 # mgfractal_julia_y = 0.33
3038 # Z component of hypercomplex constant.
3039 # Alters the shape of the fractal.
3040 # Range roughly -2 to 2.
3042 # mgfractal_julia_z = 0.33
3045 # W component of hypercomplex constant.
3046 # Alters the shape of the fractal.
3047 # Has no effect on 3D fractals.
3048 # Range roughly -2 to 2.
3050 # mgfractal_julia_w = 0.33
3054 # Y-level of seabed.
3055 # type: noise_params_2d
3056 # mgfractal_np_seabed = {
3059 # spread = (600, 600, 600),
3062 # persistence = 0.6,
3067 # Variation of biome filler depth.
3068 # type: noise_params_2d
3069 # mgfractal_np_filler_depth = {
3072 # spread = (150, 150, 150),
3075 # persistence = 0.7,
3080 # First of two 3D noises that together define tunnels.
3081 # type: noise_params_3d
3082 # mgfractal_np_cave1 = {
3085 # spread = (61, 61, 61),
3088 # persistence = 0.5,
3093 # Second of two 3D noises that together define tunnels.
3094 # type: noise_params_3d
3095 # mgfractal_np_cave2 = {
3098 # spread = (67, 67, 67),
3101 # persistence = 0.5,
3106 # 3D noise that determines number of dungeons per mapchunk.
3107 # type: noise_params_3d
3108 # mgfractal_np_dungeons = {
3111 # spread = (500, 500, 500),
3114 # persistence = 0.8,
3121 # Map generation attributes specific to Mapgen Valleys.
3122 # 'altitude_chill': Reduces heat with altitude.
3123 # 'humid_rivers': Increases humidity around rivers.
3124 # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
3125 # to become shallower and occasionally dry.
3126 # 'altitude_dry': Reduces humidity with altitude.
3127 # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
3128 # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
3130 # The vertical distance over which heat drops by 20 if 'altitude_chill' is
3131 # enabled. Also the vertical distance over which humidity drops by 10 if
3132 # 'altitude_dry' is enabled.
3134 # mgvalleys_altitude_chill = 90
3136 # Depth below which you'll find large caves.
3138 # mgvalleys_large_cave_depth = -33
3140 # Minimum limit of random number of small caves per mapchunk.
3141 # type: int min: 0 max: 256
3142 # mgvalleys_small_cave_num_min = 0
3144 # Maximum limit of random number of small caves per mapchunk.
3145 # type: int min: 0 max: 256
3146 # mgvalleys_small_cave_num_max = 0
3148 # Minimum limit of random number of large caves per mapchunk.
3149 # type: int min: 0 max: 64
3150 # mgvalleys_large_cave_num_min = 0
3152 # Maximum limit of random number of large caves per mapchunk.
3153 # type: int min: 0 max: 64
3154 # mgvalleys_large_cave_num_max = 2
3156 # Proportion of large caves that contain liquid.
3157 # type: float min: 0 max: 1
3158 # mgvalleys_large_cave_flooded = 0.5
3160 # Depth below which you'll find giant caverns.
3162 # mgvalleys_cavern_limit = -256
3164 # Y-distance over which caverns expand to full size.
3166 # mgvalleys_cavern_taper = 192
3168 # Defines full size of caverns, smaller values create larger caverns.
3170 # mgvalleys_cavern_threshold = 0.6
3172 # How deep to make rivers.
3174 # mgvalleys_river_depth = 4
3176 # How wide to make rivers.
3178 # mgvalleys_river_size = 5
3180 # Controls width of tunnels, a smaller value creates wider tunnels.
3181 # Value >= 10.0 completely disables generation of tunnels and avoids the
3182 # intensive noise calculations.
3184 # mgvalleys_cave_width = 0.09
3186 # Lower Y limit of dungeons.
3188 # mgvalleys_dungeon_ymin = -31000
3190 # Upper Y limit of dungeons.
3192 # mgvalleys_dungeon_ymax = 63
3196 # First of two 3D noises that together define tunnels.
3197 # type: noise_params_3d
3198 # mgvalleys_np_cave1 = {
3201 # spread = (61, 61, 61),
3204 # persistence = 0.5,
3209 # Second of two 3D noises that together define tunnels.
3210 # type: noise_params_3d
3211 # mgvalleys_np_cave2 = {
3214 # spread = (67, 67, 67),
3217 # persistence = 0.5,
3222 # The depth of dirt or other biome filler node.
3223 # type: noise_params_2d
3224 # mgvalleys_np_filler_depth = {
3227 # spread = (256, 256, 256),
3230 # persistence = 0.5,
3235 # 3D noise defining giant caverns.
3236 # type: noise_params_3d
3237 # mgvalleys_np_cavern = {
3240 # spread = (768, 256, 768),
3243 # persistence = 0.63,
3248 # Defines large-scale river channel structure.
3249 # type: noise_params_2d
3250 # mgvalleys_np_rivers = {
3253 # spread = (256, 256, 256),
3256 # persistence = 0.6,
3261 # Base terrain height.
3262 # type: noise_params_2d
3263 # mgvalleys_np_terrain_height = {
3266 # spread = (1024, 1024, 1024),
3269 # persistence = 0.4,
3274 # Raises terrain to make valleys around the rivers.
3275 # type: noise_params_2d
3276 # mgvalleys_np_valley_depth = {
3279 # spread = (512, 512, 512),
3282 # persistence = 1.0,
3287 # Slope and fill work together to modify the heights.
3288 # type: noise_params_3d
3289 # mgvalleys_np_inter_valley_fill = {
3292 # spread = (256, 512, 256),
3295 # persistence = 0.8,
3300 # Amplifies the valleys.
3301 # type: noise_params_2d
3302 # mgvalleys_np_valley_profile = {
3305 # spread = (512, 512, 512),
3308 # persistence = 1.0,
3313 # Slope and fill work together to modify the heights.
3314 # type: noise_params_2d
3315 # mgvalleys_np_inter_valley_slope = {
3318 # spread = (128, 128, 128),
3321 # persistence = 1.0,
3326 # 3D noise that determines number of dungeons per mapchunk.
3327 # type: noise_params_3d
3328 # mgvalleys_np_dungeons = {
3331 # spread = (500, 500, 500),
3334 # persistence = 0.8,
3341 # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
3342 # WARNING!: There is no benefit, and there are several dangers, in
3343 # increasing this value above 5.
3344 # Reducing this value increases cave and dungeon density.
3345 # Altering this value is for special usage, leaving it unchanged is
3350 # Dump the mapgen debug information.
3352 # enable_mapgen_debug_info = false
3354 # Maximum number of blocks that can be queued for loading.
3356 # emergequeue_limit_total = 1024
3358 # Maximum number of blocks to be queued that are to be loaded from file.
3359 # This limit is enforced per player.
3361 # emergequeue_limit_diskonly = 128
3363 # Maximum number of blocks to be queued that are to be generated.
3364 # This limit is enforced per player.
3366 # emergequeue_limit_generate = 128
3368 # Number of emerge threads to use.
3370 # - Automatic selection. The number of emerge threads will be
3371 # - 'number of processors - 2', with a lower limit of 1.
3373 # - Specifies the number of emerge threads, with a lower limit of 1.
3374 # WARNING: Increasing the number of emerge threads increases engine mapgen
3375 # speed, but this may harm game performance by interfering with other
3376 # processes, especially in singleplayer and/or when running Lua code in
3377 # 'on_generated'. For many users the optimum setting may be '1'.
3379 # num_emerge_threads = 1
3382 # Online Content Repository
3385 # The URL for the content repository
3387 # contentdb_url = https://content.minetest.net
3389 # Comma-separated list of flags to hide in the content repository.
3390 # "nonfree" can be used to hide packages which do not qualify as 'free software',
3391 # as defined by the Free Software Foundation.
3392 # You can also specify content ratings.
3393 # These flags are independent from Minetest versions,
3394 # so see a full list at https://content.minetest.net/help/content_flags/
3396 # contentdb_flag_blacklist = nonfree, desktop_default
3398 # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
3399 # This should be lower than curl_parallel_limit.
3401 # contentdb_max_concurrent_downloads = 3