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 "Aux1" 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, "Aux1" 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, "Aux1" 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 "Aux1" button.
111 # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
113 # virtual_joystick_triggers_aux1 = 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, dragonrise_gamecube
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 dead zone of the joystick
134 # joystick_deadzone = 2048
136 # The sensitivity of the joystick axes for moving the
137 # in-game 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_aux1 = 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 name tag 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 # Enables tradeoffs that reduce CPU load or increase rendering performance
537 # at the expense of minor visual glitches that do not impact game playability.
539 # performance_tradeoffs = false
541 # Clouds are a client side effect.
543 # enable_clouds = true
545 # Use 3D cloud look instead of flat.
547 # enable_3d_clouds = true
549 # Method used to highlight selected object.
550 # type: enum values: box, halo, none
551 # node_highlighting = box
553 # Adds particles when digging a node.
555 # enable_particles = true
559 # Use mipmapping to scale textures. May slightly increase performance,
560 # especially when using a high resolution texture pack.
561 # Gamma correct downscaling is not supported.
565 # Use anisotropic filtering when viewing at textures from an angle.
567 # anisotropic_filter = false
569 # Use bilinear filtering when scaling textures.
571 # bilinear_filter = false
573 # Use trilinear filtering when scaling textures.
575 # trilinear_filter = false
577 # Filtered textures can blend RGB values with fully-transparent neighbors,
578 # which PNG optimizers usually discard, often resulting in dark or
579 # light edges to transparent textures. Apply a filter to clean that up
580 # at texture load time. This is automatically enabled if mipmapping is enabled.
582 # texture_clean_transparent = false
584 # When using bilinear/trilinear/anisotropic filters, low-resolution textures
585 # can be blurred, so automatically upscale them with nearest-neighbor
586 # interpolation to preserve crisp pixels. This sets the minimum texture size
587 # for the upscaled textures; higher values look sharper, but require more
588 # memory. Powers of 2 are recommended. This setting is ONLY applied if
589 # bilinear/trilinear/anisotropic filtering is enabled.
590 # This is also used as the base node texture size for world-aligned
591 # texture autoscaling.
593 # texture_min_size = 64
595 # Use multi-sample antialiasing (MSAA) to smooth out block edges.
596 # This algorithm smooths out the 3D viewport while keeping the image sharp,
597 # but it doesn't affect the insides of textures
598 # (which is especially noticeable with transparent textures).
599 # Visible spaces appear between nodes when shaders are disabled.
600 # If set to 0, MSAA is disabled.
601 # A restart is required after changing this option.
602 # type: enum values: 0, 1, 2, 4, 8, 16
605 # Undersampling is similar to using a lower screen resolution, but it applies
606 # to the game world only, keeping the GUI intact.
607 # It should give a significant performance boost at the cost of less detailed image.
608 # Higher values result in a less detailed image.
609 # type: int min: 1 max: 8
614 # Shaders allow advanced visual effects and may increase performance on some video
616 # This only works with the OpenGL video backend.
618 # enable_shaders = true
620 # Path to shader directory. If no path is defined, default location will be used.
626 # Enables Hable's 'Uncharted 2' filmic tone mapping.
627 # Simulates the tone curve of photographic film and how this approximates the
628 # appearance of high dynamic range images. Mid-range contrast is slightly
629 # enhanced, highlights and shadows are gradually compressed.
631 # tone_mapping = false
635 # Set to true to enable waving liquids (like water).
636 # Requires shaders to be enabled.
638 # enable_waving_water = false
640 # The maximum height of the surface of waving liquids.
641 # 4.0 = Wave height is two nodes.
642 # 0.0 = Wave doesn't move at all.
643 # Default is 1.0 (1/2 node).
644 # Requires waving liquids to be enabled.
645 # type: float min: 0 max: 4
646 # water_wave_height = 1.0
648 # Length of liquid waves.
649 # Requires waving liquids to be enabled.
650 # type: float min: 0.1
651 # water_wave_length = 20.0
653 # How fast liquid waves will move. Higher = faster.
654 # If negative, liquid waves will move backwards.
655 # Requires waving liquids to be enabled.
657 # water_wave_speed = 5.0
659 # Set to true to enable waving leaves.
660 # Requires shaders to be enabled.
662 # enable_waving_leaves = false
664 # Set to true to enable waving plants.
665 # Requires shaders to be enabled.
667 # enable_waving_plants = false
671 # Set to true to enable Shadow Mapping.
672 # Requires shaders to be enabled.
674 # enable_dynamic_shadows = false
676 # Set the shadow strength gamma.
677 # Adjusts the intensity of in-game dynamic shadows.
678 # Lower value means lighter shadows, higher value means darker shadows.
679 # type: float min: 0.1 max: 10
680 # shadow_strength_gamma = 1.0
682 # Maximum distance to render shadows.
683 # type: float min: 10 max: 1000
684 # shadow_map_max_distance = 120.0
686 # Texture size to render the shadow map on.
687 # This must be a power of two.
688 # Bigger numbers create better shadows but it is also more expensive.
689 # type: int min: 128 max: 8192
690 # shadow_map_texture_size = 1024
692 # Sets shadow texture quality to 32 bits.
693 # On false, 16 bits texture will be used.
694 # This can cause much more artifacts in the shadow.
696 # shadow_map_texture_32bit = true
698 # Enable Poisson disk filtering.
699 # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
701 # shadow_poisson_filter = true
703 # Define shadow filtering quality.
704 # This simulates the soft shadows effect by applying a PCF or Poisson disk
705 # but also uses more resources.
706 # type: enum values: 0, 1, 2
709 # Enable colored shadows.
710 # On true translucent nodes cast colored shadows. This is expensive.
712 # shadow_map_color = false
714 # Spread a complete update of shadow map over given amount of frames.
715 # Higher values might make shadows laggy, lower values
716 # will consume more resources.
717 # Minimum value: 1; maximum value: 16
718 # type: int min: 1 max: 16
719 # shadow_update_frames = 8
721 # Set the soft shadow radius size.
722 # Lower values mean sharper shadows, bigger values mean softer shadows.
723 # Minimum value: 1.0; maximum value: 10.0
724 # type: float min: 1 max: 10
725 # shadow_soft_radius = 1.0
727 # Set the tilt of Sun/Moon orbit in degrees.
728 # Value of 0 means no tilt / vertical orbit.
729 # Minimum value: 0.0; maximum value: 60.0
730 # type: float min: 0 max: 60
731 # shadow_sky_body_orbit_tilt = 0.0
735 # Arm inertia, gives a more realistic movement of
736 # the arm when the camera moves.
740 # If FPS would go higher than this, limit it by sleeping
741 # to not waste CPU power for no benefit.
745 # Maximum FPS when the window is not focused, or when the game is paused.
747 # fps_max_unfocused = 20
749 # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
752 # pause_on_lost_focus = false
754 # View distance in nodes.
755 # type: int min: 20 max: 4000
756 # viewing_range = 190
758 # Camera 'near clipping plane' distance in nodes, between 0 and 0.25
759 # Only works on GLES platforms. Most users will not need to change this.
760 # Increasing can reduce artifacting on weaker GPUs.
761 # 0.1 = Default, 0.25 = Good value for weaker tablets.
762 # type: float min: 0 max: 0.25
765 # Width component of the initial window size. Ignored in fullscreen mode.
769 # Height component of the initial window size. Ignored in fullscreen mode.
773 # Save window size automatically when modified.
775 # autosave_screensize = true
781 # Vertical screen synchronization.
785 # Field of view in degrees.
786 # type: int min: 45 max: 160
789 # Alters the light curve by applying 'gamma correction' to it.
790 # Higher values make middle and lower light levels brighter.
791 # Value '1.0' leaves the light curve unaltered.
792 # This only has significant effect on daylight and artificial
793 # light, it has very little effect on natural night light.
794 # type: float min: 0.33 max: 3
795 # display_gamma = 1.0
797 # Gradient of light curve at minimum light level.
798 # Controls the contrast of the lowest light levels.
799 # type: float min: 0 max: 3
800 # lighting_alpha = 0.0
802 # Gradient of light curve at maximum light level.
803 # Controls the contrast of the highest light levels.
804 # type: float min: 0 max: 3
805 # lighting_beta = 1.5
807 # Strength of light curve boost.
808 # The 3 'boost' parameters define a range of the light
809 # curve that is boosted in brightness.
810 # type: float min: 0 max: 0.4
811 # lighting_boost = 0.2
813 # Center of light curve boost range.
814 # Where 0.0 is minimum light level, 1.0 is maximum light level.
815 # type: float min: 0 max: 1
816 # lighting_boost_center = 0.5
818 # Spread of light curve boost range.
819 # Controls the width of the range to be boosted.
820 # Standard deviation of the light curve boost Gaussian.
821 # type: float min: 0 max: 0.4
822 # lighting_boost_spread = 0.2
824 # Path to texture directory. All textures are first searched from here.
828 # The rendering back-end.
829 # A restart is required after changing this.
830 # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
831 # On other platforms, OpenGL is recommended.
832 # Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
833 # type: enum values: opengl, ogles1, ogles2
834 # video_driver = opengl
836 # Radius of cloud area stated in number of 64 node cloud squares.
837 # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
841 # Enable view bobbing and amount of view bobbing.
842 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
844 # view_bobbing_amount = 1.0
846 # Multiplier for fall bobbing.
847 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
849 # fall_bobbing_amount = 0.03
852 # Currently supported:
853 # - none: no 3d output.
854 # - anaglyph: cyan/magenta color 3d.
855 # - interlaced: odd/even line based polarisation screen support.
856 # - topbottom: split screen top/bottom.
857 # - sidebyside: split screen side by side.
858 # - crossview: Cross-eyed 3d
859 # - pageflip: quadbuffer based 3d.
860 # Note that the interlaced mode requires shaders to be enabled.
861 # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
864 # Strength of 3D mode parallax.
866 # 3d_paralax_strength = 0.025
868 # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
869 # type: float min: 0.1 max: 1
870 # console_height = 0.6
872 # In-game chat console background color (R,G,B).
874 # console_color = (0,0,0)
876 # In-game chat console background alpha (opaqueness, between 0 and 255).
877 # type: int min: 0 max: 255
878 # console_alpha = 200
880 # Formspec full-screen background opacity (between 0 and 255).
881 # type: int min: 0 max: 255
882 # formspec_fullscreen_bg_opacity = 140
884 # Formspec full-screen background color (R,G,B).
886 # formspec_fullscreen_bg_color = (0,0,0)
888 # Formspec default background opacity (between 0 and 255).
889 # type: int min: 0 max: 255
890 # formspec_default_bg_opacity = 140
892 # Formspec default background color (R,G,B).
894 # formspec_default_bg_color = (0,0,0)
896 # Selection box border color (R,G,B).
898 # selectionbox_color = (0,0,0)
900 # Width of the selection box lines around nodes.
901 # type: int min: 1 max: 5
902 # selectionbox_width = 2
904 # Crosshair color (R,G,B).
905 # Also controls the object crosshair color
907 # crosshair_color = (255,255,255)
909 # Crosshair alpha (opaqueness, between 0 and 255).
910 # This also applies to the object crosshair.
911 # type: int min: 0 max: 255
912 # crosshair_alpha = 255
914 # Maximum number of recent chat messages to show
915 # type: int min: 2 max: 20
916 # recent_chat_messages = 6
918 # Whether node texture animations should be desynchronized per mapblock.
920 # desynchronize_mapblock_texture_animation = true
922 # Maximum proportion of current window to be used for hotbar.
923 # Useful if there's something to be displayed right or left of hotbar.
925 # hud_hotbar_max_width = 1.0
927 # Modifies the size of the HUD elements.
931 # Enables caching of facedir rotated meshes.
933 # enable_mesh_cache = false
935 # Delay between mesh updates on the client in ms. Increasing this will slow
936 # down the rate of mesh updates, thus reducing jitter on slower clients.
937 # type: int min: 0 max: 50
938 # mesh_generation_interval = 0
940 # Size of the MapBlock cache of the mesh generator. Increasing this will
941 # increase the cache hit %, reducing the data being copied from the main
942 # thread, thus reducing jitter.
943 # type: int min: 0 max: 1000
944 # meshgen_block_cache_size = 20
948 # enable_minimap = true
950 # Shape of the minimap. Enabled = round, disabled = square.
952 # minimap_shape_round = true
956 # Usable to make minimap smoother on slower machines.
958 # minimap_double_scan_height = true
960 # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
962 # directional_colored_fog = true
964 # The strength (darkness) of node ambient-occlusion shading.
965 # Lower is darker, Higher is lighter. The valid range of values for this
966 # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
967 # set to the nearest valid value.
968 # type: float min: 0.25 max: 4
969 # ambient_occlusion_gamma = 2.2
971 # Enables animation of inventory items.
973 # inventory_items_animations = false
975 # Fraction of the visible distance at which fog starts to be rendered
976 # type: float min: 0 max: 0.99
979 # Makes all liquids opaque
981 # opaque_water = false
983 # Textures on a node may be aligned either to the node or to the world.
984 # The former mode suits better things like machines, furniture, etc., while
985 # the latter makes stairs and microblocks fit surroundings better.
986 # However, as this possibility is new, thus may not be used by older servers,
987 # this option allows enforcing it for certain node types. Note though that
988 # that is considered EXPERIMENTAL and may not work properly.
989 # type: enum values: disable, enable, force_solid, force_nodebox
990 # world_aligned_mode = enable
992 # World-aligned textures may be scaled to span several nodes. However,
993 # the server may not send the scale you want, especially if you use
994 # a specially-designed texture pack; with this option, the client tries
995 # to determine the scale automatically basing on the texture size.
996 # See also texture_min_size.
997 # Warning: This option is EXPERIMENTAL!
998 # type: enum values: disable, enable, force
999 # autoscale_mode = disable
1001 # Show entity selection boxes
1002 # A restart is required after changing this.
1004 # show_entity_selectionbox = false
1006 # Distance in nodes at which transparency depth sorting is enabled
1007 # Use this to limit the performance impact of transparency depth sorting
1008 # type: int min: 0 max: 128
1009 # transparency_sorting_distance = 16
1013 # Use a cloud animation for the main menu background.
1015 # menu_clouds = true
1017 # Scale GUI by a user specified value.
1018 # Use a nearest-neighbor-anti-alias filter to scale the GUI.
1019 # This will smooth over some of the rough edges, and blend
1020 # pixels when scaling down, at the cost of blurring some
1021 # edge pixels when images are scaled by non-integer sizes.
1022 # type: float min: 0.001
1025 # When gui_scaling_filter is true, all GUI images need to be
1026 # filtered in software, but some images are generated directly
1027 # to hardware (e.g. render-to-texture for nodes in inventory).
1029 # gui_scaling_filter = false
1031 # When gui_scaling_filter_txr2img is true, copy those images
1032 # from hardware to software for scaling. When false, fall back
1033 # to the old scaling method, for video drivers that don't
1034 # properly support downloading textures back from hardware.
1036 # gui_scaling_filter_txr2img = true
1038 # Delay showing tooltips, stated in milliseconds.
1040 # tooltip_show_delay = 400
1042 # Append item name to tooltip.
1044 # tooltip_append_itemname = false
1050 # font_italic = false
1052 # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
1056 # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
1057 # type: int min: 0 max: 255
1058 # font_shadow_alpha = 127
1060 # Font size of the default font where 1 unit = 1 pixel at 96 DPI
1064 # For pixel-style fonts that do not scale well, this ensures that font sizes used
1065 # with this font will always be divisible by this value, in pixels. For instance,
1066 # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
1067 # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
1069 # font_size_divisible_by = 1
1071 # Path to the default font. Must be a TrueType font.
1072 # The fallback font will be used if the font cannot be loaded.
1074 # font_path = fonts/Arimo-Regular.ttf
1077 # font_path_bold = fonts/Arimo-Bold.ttf
1080 # font_path_italic = fonts/Arimo-Italic.ttf
1083 # font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
1085 # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
1087 # mono_font_size = 16
1089 # For pixel-style fonts that do not scale well, this ensures that font sizes used
1090 # with this font will always be divisible by this value, in pixels. For instance,
1091 # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
1092 # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
1094 # mono_font_size_divisible_by = 1
1096 # Path to the monospace font. Must be a TrueType font.
1097 # This font is used for e.g. the console and profiler screen.
1099 # mono_font_path = fonts/Cousine-Regular.ttf
1102 # mono_font_path_bold = fonts/Cousine-Bold.ttf
1105 # mono_font_path_italic = fonts/Cousine-Italic.ttf
1108 # mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
1110 # Path of the fallback font. Must be a TrueType font.
1111 # This font will be used for certain languages or if the default font is unavailable.
1113 # fallback_font_path = fonts/DroidSansFallbackFull.ttf
1115 # Font size of the recent chat text and chat prompt in point (pt).
1116 # Value 0 will use the default font size.
1118 # chat_font_size = 0
1120 # Path to save screenshots at. Can be an absolute or relative path.
1121 # The folder will be created if it doesn't already exist.
1123 # screenshot_path = screenshots
1125 # Format of screenshots.
1126 # type: enum values: png, jpg
1127 # screenshot_format = png
1129 # Screenshot quality. Only used for JPEG format.
1130 # 1 means worst quality; 100 means best quality.
1131 # Use 0 for default quality.
1132 # type: int min: 0 max: 100
1133 # screenshot_quality = 0
1137 # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
1141 # Adjust the detected display density, used for scaling UI elements.
1143 # display_density_factor = 1
1145 # Windows systems only: Start Minetest with the command line window in the background.
1146 # Contains the same information as the file debug.txt (default name).
1148 # enable_console = false
1154 # Enables the sound system.
1155 # If disabled, this completely disables all sounds everywhere and the in-game
1156 # sound controls will be non-functional.
1157 # Changing this setting requires a restart.
1159 # enable_sound = true
1161 # Volume of all sounds.
1162 # Requires the sound system to be enabled.
1163 # type: float min: 0 max: 1
1164 # sound_volume = 0.7
1166 # Whether to mute sounds. You can unmute sounds at any time, unless the
1167 # sound system is disabled (enable_sound=false).
1168 # In-game, you can toggle the mute state with the mute key or by using the
1171 # mute_sound = false
1177 # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
1179 # clickable_chat_weblinks = true
1181 # Optional override for chat weblink color.
1183 # chat_weblink_color =
1187 # Address to connect to.
1188 # Leave this blank to start a local server.
1189 # Note that the address field in the main menu overrides this setting.
1193 # Port to connect to (UDP).
1194 # Note that the port field in the main menu overrides this setting.
1195 # type: int min: 1 max: 65535
1196 # remote_port = 30000
1198 # Prometheus listener address.
1199 # If Minetest is compiled with ENABLE_PROMETHEUS option enabled,
1200 # enable metrics listener for Prometheus on that address.
1201 # Metrics can be fetched on http://127.0.0.1:30000/metrics
1203 # prometheus_listener_address = 127.0.0.1:30000
1205 # Save the map received by the client on disk.
1207 # enable_local_map_saving = false
1209 # Enable usage of remote media server (if provided by server).
1210 # Remote servers offer a significantly faster way to download media (e.g. textures)
1211 # when connecting to the server.
1213 # enable_remote_media_server = true
1215 # Enable Lua modding support on client.
1216 # This support is experimental and API can change.
1218 # enable_client_modding = false
1220 # URL to the server list displayed in the Multiplayer Tab.
1222 # serverlist_url = servers.minetest.net
1224 # File in client/serverlist/ that contains your favorite servers displayed in the
1227 # serverlist_file = favoriteservers.json
1229 # Maximum size of the out chat queue.
1230 # 0 to disable queueing and -1 to make the queue size unlimited.
1232 # max_out_chat_queue_size = 20
1234 # Enable register confirmation when connecting to server.
1235 # If disabled, new account will be registered automatically.
1237 # enable_register_confirmation = true
1241 # Timeout for client to remove unused map data from memory.
1243 # client_unload_unused_data_timeout = 600
1245 # Maximum number of mapblocks for client to be kept in memory.
1246 # Set to -1 for unlimited amount.
1248 # client_mapblock_limit = 7500
1250 # Whether to show the client debug info (has the same effect as hitting F5).
1252 # show_debug = false
1255 # Server / Singleplayer
1258 # Name of the server, to be displayed when players join and in the serverlist.
1260 # server_name = Minetest server
1262 # Description of server, to be displayed when players join and in the serverlist.
1264 # server_description = mine here
1266 # Domain name of server, to be displayed in the serverlist.
1268 # server_address = game.minetest.net
1270 # Homepage of server, to be displayed in the serverlist.
1272 # server_url = https://minetest.net
1274 # Automatically report to the serverlist.
1276 # server_announce = false
1278 # Announce to this serverlist.
1280 # serverlist_url = servers.minetest.net
1282 # Remove color codes from incoming chat messages
1283 # Use this to stop players from being able to use color in their messages
1285 # strip_color_codes = false
1289 # Network port to listen (UDP).
1290 # This value will be overridden when starting from the main menu.
1294 # The network interface that the server listens on.
1298 # Enable to disallow old clients from connecting.
1299 # Older clients are compatible in the sense that they will not crash when connecting
1300 # to new servers, but they may not support all new features that you are expecting.
1302 # strict_protocol_version_checking = false
1304 # Specifies URL from which client fetches media instead of using UDP.
1305 # $filename should be accessible from $remote_media$filename via cURL
1306 # (obviously, remote_media should end with a slash).
1307 # Files that are not present will be fetched the usual way.
1311 # Enable/disable running an IPv6 server.
1312 # Ignored if bind_address is set.
1313 # Needs enable_ipv6 to be enabled.
1315 # ipv6_server = false
1319 # Maximum number of blocks that are simultaneously sent per client.
1320 # The maximum total count is calculated dynamically:
1321 # max_total = ceil((#clients + max_users) * per_client / 4)
1323 # max_simultaneous_block_sends_per_client = 40
1325 # To reduce lag, block transfers are slowed down when a player is building something.
1326 # This determines how long they are slowed down after placing or removing a node.
1328 # full_block_send_enable_min_time_from_building = 2.0
1330 # Maximum number of packets sent per send step, if you have a slow connection
1331 # try reducing it, but don't reduce it to a number below double of targeted
1334 # max_packets_per_iteration = 1024
1336 # Compression level to use when sending mapblocks to the client.
1337 # -1 - use default compression level
1338 # 0 - least compression, fastest
1339 # 9 - best compression, slowest
1340 # type: int min: -1 max: 9
1341 # map_compression_level_net = -1
1345 # Default game when creating a new world.
1346 # This will be overridden when creating a world from the main menu.
1348 # default_game = minetest
1350 # Message of the day displayed to players connecting.
1354 # Maximum number of players that can be connected simultaneously.
1358 # World directory (everything in the world is stored here).
1359 # Not needed if starting from the main menu.
1363 # Time in seconds for item entity (dropped items) to live.
1364 # Setting it to -1 disables the feature.
1366 # item_entity_ttl = 900
1368 # Specifies the default stack size of nodes, items and tools.
1369 # Note that mods or games may explicitly set a stack for certain (or all) items.
1371 # default_stack_max = 99
1373 # Enable players getting damage and dying.
1375 # enable_damage = false
1377 # Enable creative mode for all players
1379 # creative_mode = false
1381 # A chosen map seed for a new map, leave empty for random.
1382 # Will be overridden when creating a new world in the main menu.
1386 # New users need to input this password.
1388 # default_password =
1390 # The privileges that new users automatically get.
1391 # See /privs in game for a full list on your server and mod configuration.
1393 # default_privs = interact, shout
1395 # Privileges that players with basic_privs can grant
1397 # basic_privs = interact, shout
1399 # Whether players are shown to clients without any range limit.
1400 # Deprecated, use the setting player_transfer_distance instead.
1402 # unlimited_player_transfer_distance = true
1404 # Defines the maximal player transfer distance in blocks (0 = unlimited).
1406 # player_transfer_distance = 0
1408 # Whether to allow players to damage and kill each other.
1412 # Enable mod channels support.
1414 # enable_mod_channels = false
1416 # If this is set, players will always (re)spawn at the given position.
1418 # static_spawnpoint =
1420 # If enabled, new players cannot join with an empty password.
1422 # disallow_empty_password = false
1424 # If enabled, disable cheat prevention in multiplayer.
1426 # disable_anticheat = false
1428 # If enabled, actions are recorded for rollback.
1429 # This option is only read when server starts.
1431 # enable_rollback_recording = false
1433 # Format of player chat messages. The following strings are valid placeholders:
1434 # @name, @message, @timestamp (optional)
1436 # chat_message_format = <@name> @message
1438 # If the execution of a chat command takes longer than this specified time in
1439 # seconds, add the time information to the chat command message
1441 # chatcommand_msg_time_threshold = 0.1
1443 # A message to be displayed to all clients when the server shuts down.
1445 # kick_msg_shutdown = Server shutting down.
1447 # A message to be displayed to all clients when the server crashes.
1449 # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
1451 # Whether to ask clients to reconnect after a (Lua) crash.
1452 # Set this to true if your server is set up to restart automatically.
1454 # ask_reconnect_on_crash = false
1456 # From how far clients know about objects, stated in mapblocks (16 nodes).
1458 # Setting this larger than active_block_range will also cause the server
1459 # to maintain active objects up to this distance in the direction the
1460 # player is looking. (This can avoid mobs suddenly disappearing from view)
1462 # active_object_send_range_blocks = 8
1464 # The radius of the volume of blocks around every player that is subject to the
1465 # active block stuff, stated in mapblocks (16 nodes).
1466 # In active blocks objects are loaded and ABMs run.
1467 # This is also the minimum range in which active objects (mobs) are maintained.
1468 # This should be configured together with active_object_send_range_blocks.
1470 # active_block_range = 4
1472 # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
1474 # max_block_send_distance = 12
1476 # Maximum number of forceloaded mapblocks.
1478 # max_forceloaded_blocks = 16
1480 # Interval of sending time of day to clients.
1482 # time_send_interval = 5
1484 # Controls length of day/night cycle.
1486 # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
1490 # Time of day when a new world is started, in millihours (0-23999).
1491 # type: int min: 0 max: 23999
1492 # world_start_time = 6125
1494 # Interval of saving important changes in the world, stated in seconds.
1496 # server_map_save_interval = 5.3
1498 # Set the maximum character length of a chat message sent by clients.
1500 # chat_message_max_size = 500
1502 # Amount of messages a player may send per 10 seconds.
1504 # chat_message_limit_per_10sec = 10.0
1506 # Kick players who sent more than X messages per 10 seconds.
1508 # chat_message_limit_trigger_kick = 50
1512 # Horizontal and vertical acceleration on ground or when climbing,
1513 # in nodes per second per second.
1515 # movement_acceleration_default = 3
1517 # Horizontal acceleration in air when jumping or falling,
1518 # in nodes per second per second.
1520 # movement_acceleration_air = 2
1522 # Horizontal and vertical acceleration in fast mode,
1523 # in nodes per second per second.
1525 # movement_acceleration_fast = 10
1527 # Walking and flying speed, in nodes per second.
1529 # movement_speed_walk = 4
1531 # Sneaking speed, in nodes per second.
1533 # movement_speed_crouch = 1.35
1535 # Walking, flying and climbing speed in fast mode, in nodes per second.
1537 # movement_speed_fast = 20
1539 # Vertical climbing speed, in nodes per second.
1541 # movement_speed_climb = 3
1543 # Initial vertical speed when jumping, in nodes per second.
1545 # movement_speed_jump = 6.5
1547 # Decrease this to increase liquid resistance to movement.
1549 # movement_liquid_fluidity = 1
1551 # Maximum liquid resistance. Controls deceleration when entering liquid at
1554 # movement_liquid_fluidity_smooth = 0.5
1556 # Controls sinking speed in liquid.
1558 # movement_liquid_sink = 10
1560 # Acceleration of gravity, in nodes per second per second.
1562 # movement_gravity = 9.81
1566 # Handling for deprecated Lua API calls:
1567 # - none: Do not log deprecated calls
1568 # - log: mimic and log backtrace of deprecated call (default).
1569 # - error: abort on usage of deprecated call (suggested for mod developers).
1570 # type: enum values: none, log, error
1571 # deprecated_lua_api_handling = log
1573 # Number of extra blocks that can be loaded by /clearobjects at once.
1574 # This is a trade-off between SQLite transaction overhead and
1575 # memory consumption (4096=100MB, as a rule of thumb).
1577 # max_clearobjects_extra_loaded_blocks = 4096
1579 # How much the server will wait before unloading unused mapblocks.
1580 # Higher value is smoother, but will use more RAM.
1582 # server_unload_unused_data_timeout = 29
1584 # Maximum number of statically stored objects in a block.
1586 # max_objects_per_block = 256
1588 # See https://www.sqlite.org/pragma.html#pragma_synchronous
1589 # type: enum values: 0, 1, 2
1590 # sqlite_synchronous = 2
1592 # Compression level to use when saving mapblocks to disk.
1593 # -1 - use default compression level
1594 # 0 - least compression, fastest
1595 # 9 - best compression, slowest
1596 # type: int min: -1 max: 9
1597 # map_compression_level_disk = -1
1599 # Length of a server tick and the interval at which objects are generally updated over
1602 # dedicated_server_step = 0.09
1604 # Length of time between active block management cycles
1606 # active_block_mgmt_interval = 2.0
1608 # Length of time between Active Block Modifier (ABM) execution cycles
1610 # abm_interval = 1.0
1612 # The time budget allowed for ABMs to execute on each step
1613 # (as a fraction of the ABM Interval)
1614 # type: float min: 0.1 max: 0.9
1615 # abm_time_budget = 0.2
1617 # Length of time between NodeTimer execution cycles
1619 # nodetimer_interval = 0.2
1621 # If enabled, invalid world data won't cause the server to shut down.
1622 # Only enable this if you know what you are doing.
1624 # ignore_world_load_errors = false
1626 # Max liquids processed per step.
1628 # liquid_loop_max = 100000
1630 # The time (in seconds) that the liquids queue may grow beyond processing
1631 # capacity until an attempt is made to decrease its size by dumping old queue
1632 # items. A value of 0 disables the functionality.
1634 # liquid_queue_purge_time = 0
1636 # Liquid update interval in seconds.
1638 # liquid_update = 1.0
1640 # At this distance the server will aggressively optimize which blocks are sent to
1642 # Small values potentially improve performance a lot, at the expense of visible
1643 # rendering glitches (some blocks will not be rendered under water and in caves,
1644 # as well as sometimes on land).
1645 # Setting this to a value greater than max_block_send_distance disables this
1647 # Stated in mapblocks (16 nodes).
1649 # block_send_optimize_distance = 4
1651 # If enabled the server will perform map block occlusion culling based on
1652 # on the eye position of the player. This can reduce the number of blocks
1653 # sent to the client 50-80%. The client will not longer receive most invisible
1654 # so that the utility of noclip mode is reduced.
1656 # server_side_occlusion_culling = true
1658 # Restricts the access of certain client-side functions on servers.
1659 # Combine the byteflags below to restrict client-side features, or set to 0
1660 # for no restrictions:
1661 # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
1662 # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
1663 # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
1664 # READ_NODEDEFS: 8 (disable get_node_def call client-side)
1665 # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
1666 # csm_restriction_noderange)
1667 # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
1669 # csm_restriction_flags = 62
1671 # If the CSM restriction for node range is enabled, get_node calls are limited
1672 # to this distance from the player to the node.
1674 # csm_restriction_noderange = 0
1678 # Prevent mods from doing insecure things like running shell commands.
1680 # secure.enable_security = true
1682 # Comma-separated list of trusted mods that are allowed to access insecure
1683 # functions even when mod security is on (via request_insecure_environment()).
1685 # secure.trusted_mods =
1687 # Comma-separated list of mods that are allowed to access HTTP APIs, which
1688 # allow them to upload and download data to/from the internet.
1690 # secure.http_mods =
1696 # Load the game profiler to collect game profiling data.
1697 # Provides a /profiler command to access the compiled profile.
1698 # Useful for mod developers and server operators.
1700 # profiler.load = false
1702 # The default format in which profiles are being saved,
1703 # when calling `/profiler save [format]` without format.
1704 # type: enum values: txt, csv, lua, json, json_pretty
1705 # profiler.default_report_format = txt
1707 # The file path relative to your worldpath in which profiles will be saved to.
1709 # profiler.report_path = ""
1711 #### Instrumentation
1713 # Instrument the methods of entities on registration.
1715 # instrument.entity = true
1717 # Instrument the action function of Active Block Modifiers on registration.
1719 # instrument.abm = true
1721 # Instrument the action function of Loading Block Modifiers on registration.
1723 # instrument.lbm = true
1725 # Instrument chat commands on registration.
1727 # instrument.chatcommand = true
1729 # Instrument global callback functions on registration.
1730 # (anything you pass to a minetest.register_*() function)
1732 # instrument.global_callback = true
1736 # Instrument builtin.
1737 # This is usually only needed by core/builtin contributors
1739 # instrument.builtin = false
1741 # Have the profiler instrument itself:
1742 # * Instrument an empty function.
1743 # This estimates the overhead, that instrumentation is adding (+1 function call).
1744 # * Instrument the sampler being used to update the statistics.
1746 # instrument.profiler = false
1752 # Name of the player.
1753 # When running a server, clients connecting with this name are admins.
1754 # When starting from the main menu, this is overridden.
1758 # Set the language. Leave empty to use the system language.
1759 # A restart is required after changing this.
1760 # 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
1763 # Level of logging to be written to debug.txt:
1764 # - <nothing> (no logging)
1765 # - none (messages with no level)
1772 # type: enum values: , none, error, warning, action, info, verbose, trace
1773 # debug_log_level = action
1775 # If the file size of debug.txt exceeds the number of megabytes specified in
1776 # this setting when it is opened, the file is moved to debug.txt.1,
1777 # deleting an older debug.txt.1 if it exists.
1778 # debug.txt is only moved if this setting is positive.
1780 # debug_log_size_max = 50
1782 # Minimal level of logging to be written to chat.
1783 # type: enum values: , none, error, warning, action, info, verbose, trace
1784 # chat_log_level = error
1786 # Enable IPv6 support (for both client and server).
1787 # Required for IPv6 connections to work at all.
1789 # enable_ipv6 = true
1793 # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
1795 # curl_timeout = 20000
1797 # Limits number of parallel HTTP requests. Affects:
1798 # - Media fetch if server uses remote_media setting.
1799 # - Serverlist download and server announcement.
1800 # - Downloads performed by main menu (e.g. mod manager).
1801 # Only has an effect if compiled with cURL.
1803 # curl_parallel_limit = 8
1805 # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
1807 # curl_file_download_timeout = 300000
1809 # Replaces the default main menu with a custom one.
1811 # main_menu_script =
1813 # Print the engine's profiling data in regular intervals (in seconds).
1814 # 0 = disable. Useful for developers.
1816 # profiler_print_interval = 0
1822 # Name of map generator to be used when creating a new world.
1823 # Creating a world in the main menu will override this.
1824 # Current mapgens in a highly unstable state:
1825 # - The optional floatlands of v7 (disabled by default).
1826 # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
1829 # Water surface level of the world.
1833 # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
1835 # max_block_generate_distance = 10
1837 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
1838 # Only mapchunks completely within the mapgen limit are generated.
1839 # Value is stored per-world.
1840 # type: int min: 0 max: 31007
1841 # mapgen_limit = 31007
1843 # Global map generation attributes.
1844 # In Mapgen v6 the 'decorations' flag controls all decorations except trees
1845 # and jungle grass, in all other mapgens this flag controls all decorations.
1846 # type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores
1847 # mg_flags = caves,dungeons,light,decorations,biomes,ores
1849 ## Biome API temperature and humidity noise parameters
1851 # Temperature variation for biomes.
1852 # type: noise_params_2d
1853 # mg_biome_np_heat = {
1856 # spread = (1000, 1000, 1000),
1859 # persistence = 0.5,
1864 # Small-scale temperature variation for blending biomes on borders.
1865 # type: noise_params_2d
1866 # mg_biome_np_heat_blend = {
1869 # spread = (8, 8, 8),
1872 # persistence = 1.0,
1877 # Humidity variation for biomes.
1878 # type: noise_params_2d
1879 # mg_biome_np_humidity = {
1882 # spread = (1000, 1000, 1000),
1885 # persistence = 0.5,
1890 # Small-scale humidity variation for blending biomes on borders.
1891 # type: noise_params_2d
1892 # mg_biome_np_humidity_blend = {
1895 # spread = (8, 8, 8),
1898 # persistence = 1.0,
1905 # Map generation attributes specific to Mapgen v5.
1906 # type: flags possible values: caverns, nocaverns
1907 # mgv5_spflags = caverns
1909 # Controls width of tunnels, a smaller value creates wider tunnels.
1910 # Value >= 10.0 completely disables generation of tunnels and avoids the
1911 # intensive noise calculations.
1913 # mgv5_cave_width = 0.09
1915 # Y of upper limit of large caves.
1917 # mgv5_large_cave_depth = -256
1919 # Minimum limit of random number of small caves per mapchunk.
1920 # type: int min: 0 max: 256
1921 # mgv5_small_cave_num_min = 0
1923 # Maximum limit of random number of small caves per mapchunk.
1924 # type: int min: 0 max: 256
1925 # mgv5_small_cave_num_max = 0
1927 # Minimum limit of random number of large caves per mapchunk.
1928 # type: int min: 0 max: 64
1929 # mgv5_large_cave_num_min = 0
1931 # Maximum limit of random number of large caves per mapchunk.
1932 # type: int min: 0 max: 64
1933 # mgv5_large_cave_num_max = 2
1935 # Proportion of large caves that contain liquid.
1936 # type: float min: 0 max: 1
1937 # mgv5_large_cave_flooded = 0.5
1939 # Y-level of cavern upper limit.
1941 # mgv5_cavern_limit = -256
1943 # Y-distance over which caverns expand to full size.
1945 # mgv5_cavern_taper = 256
1947 # Defines full size of caverns, smaller values create larger caverns.
1949 # mgv5_cavern_threshold = 0.7
1951 # Lower Y limit of dungeons.
1953 # mgv5_dungeon_ymin = -31000
1955 # Upper Y limit of dungeons.
1957 # mgv5_dungeon_ymax = 31000
1961 # Variation of biome filler depth.
1962 # type: noise_params_2d
1963 # mgv5_np_filler_depth = {
1966 # spread = (150, 150, 150),
1969 # persistence = 0.7,
1974 # Variation of terrain vertical scale.
1975 # When noise is < -0.55 terrain is near-flat.
1976 # type: noise_params_2d
1977 # mgv5_np_factor = {
1980 # spread = (250, 250, 250),
1983 # persistence = 0.45,
1988 # Y-level of average terrain surface.
1989 # type: noise_params_2d
1990 # mgv5_np_height = {
1993 # spread = (250, 250, 250),
1996 # persistence = 0.5,
2001 # First of two 3D noises that together define tunnels.
2002 # type: noise_params_3d
2006 # spread = (61, 61, 61),
2009 # persistence = 0.5,
2014 # Second of two 3D noises that together define tunnels.
2015 # type: noise_params_3d
2019 # spread = (67, 67, 67),
2022 # persistence = 0.5,
2027 # 3D noise defining giant caverns.
2028 # type: noise_params_3d
2029 # mgv5_np_cavern = {
2032 # spread = (384, 128, 384),
2035 # persistence = 0.63,
2040 # 3D noise defining terrain.
2041 # type: noise_params_3d
2042 # mgv5_np_ground = {
2045 # spread = (80, 80, 80),
2048 # persistence = 0.55,
2053 # 3D noise that determines number of dungeons per mapchunk.
2054 # type: noise_params_3d
2055 # mgv5_np_dungeons = {
2058 # spread = (500, 500, 500),
2061 # persistence = 0.8,
2068 # Map generation attributes specific to Mapgen v6.
2069 # The 'snowbiomes' flag enables the new 5 biome system.
2070 # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
2071 # the 'jungles' flag is ignored.
2072 # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
2073 # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
2075 # Deserts occur when np_biome exceeds this value.
2076 # When the 'snowbiomes' flag is enabled, this is ignored.
2078 # mgv6_freq_desert = 0.45
2080 # Sandy beaches occur when np_beach exceeds this value.
2082 # mgv6_freq_beach = 0.15
2084 # Lower Y limit of dungeons.
2086 # mgv6_dungeon_ymin = -31000
2088 # Upper Y limit of dungeons.
2090 # mgv6_dungeon_ymax = 31000
2094 # Y-level of lower terrain and seabed.
2095 # type: noise_params_2d
2096 # mgv6_np_terrain_base = {
2099 # spread = (250, 250, 250),
2102 # persistence = 0.6,
2107 # Y-level of higher terrain that creates cliffs.
2108 # type: noise_params_2d
2109 # mgv6_np_terrain_higher = {
2112 # spread = (500, 500, 500),
2115 # persistence = 0.6,
2120 # Varies steepness of cliffs.
2121 # type: noise_params_2d
2122 # mgv6_np_steepness = {
2125 # spread = (125, 125, 125),
2128 # persistence = 0.7,
2133 # Defines distribution of higher terrain.
2134 # type: noise_params_2d
2135 # mgv6_np_height_select = {
2138 # spread = (250, 250, 250),
2141 # persistence = 0.69,
2146 # Varies depth of biome surface nodes.
2147 # type: noise_params_2d
2151 # spread = (200, 200, 200),
2154 # persistence = 0.55,
2159 # Defines areas with sandy beaches.
2160 # type: noise_params_2d
2164 # spread = (250, 250, 250),
2167 # persistence = 0.50,
2172 # Temperature variation for biomes.
2173 # type: noise_params_2d
2177 # spread = (500, 500, 500),
2180 # persistence = 0.50,
2185 # Variation of number of caves.
2186 # type: noise_params_2d
2190 # spread = (250, 250, 250),
2193 # persistence = 0.50,
2198 # Humidity variation for biomes.
2199 # type: noise_params_2d
2200 # mgv6_np_humidity = {
2203 # spread = (500, 500, 500),
2206 # persistence = 0.50,
2211 # Defines tree areas and tree density.
2212 # type: noise_params_2d
2216 # spread = (125, 125, 125),
2219 # persistence = 0.66,
2224 # Defines areas where trees have apples.
2225 # type: noise_params_2d
2226 # mgv6_np_apple_trees = {
2229 # spread = (100, 100, 100),
2232 # persistence = 0.45,
2239 # Map generation attributes specific to Mapgen v7.
2241 # 'floatlands': Floating land masses in the atmosphere.
2242 # 'caverns': Giant caves deep underground.
2243 # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
2244 # mgv7_spflags = mountains,ridges,nofloatlands,caverns
2246 # Y of mountain density gradient zero level. Used to shift mountains vertically.
2248 # mgv7_mount_zero_level = 0
2250 # Lower Y limit of floatlands.
2252 # mgv7_floatland_ymin = 1024
2254 # Upper Y limit of floatlands.
2256 # mgv7_floatland_ymax = 4096
2258 # Y-distance over which floatlands taper from full density to nothing.
2259 # Tapering starts at this distance from the Y limit.
2260 # For a solid floatland layer, this controls the height of hills/mountains.
2261 # Must be less than or equal to half the distance between the Y limits.
2263 # mgv7_floatland_taper = 256
2265 # Exponent of the floatland tapering. Alters the tapering behaviour.
2266 # Value = 1.0 creates a uniform, linear tapering.
2267 # Values > 1.0 create a smooth tapering suitable for the default separated
2269 # Values < 1.0 (for example 0.25) create a more defined surface level with
2270 # flatter lowlands, suitable for a solid floatland layer.
2272 # mgv7_float_taper_exp = 2.0
2274 # Adjusts the density of the floatland layer.
2275 # Increase value to increase density. Can be positive or negative.
2276 # Value = 0.0: 50% of volume is floatland.
2277 # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
2278 # to be sure) creates a solid floatland layer.
2280 # mgv7_floatland_density = -0.6
2282 # Surface level of optional water placed on a solid floatland layer.
2283 # Water is disabled by default and will only be placed if this value is set
2284 # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
2286 # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
2287 # When enabling water placement the floatlands must be configured and tested
2288 # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
2289 # required value depending on 'mgv7_np_floatland'), to avoid
2290 # server-intensive extreme water flow and to avoid vast flooding of the
2291 # world surface below.
2293 # mgv7_floatland_ywater = -31000
2295 # Controls width of tunnels, a smaller value creates wider tunnels.
2296 # Value >= 10.0 completely disables generation of tunnels and avoids the
2297 # intensive noise calculations.
2299 # mgv7_cave_width = 0.09
2301 # Y of upper limit of large caves.
2303 # mgv7_large_cave_depth = -33
2305 # Minimum limit of random number of small caves per mapchunk.
2306 # type: int min: 0 max: 256
2307 # mgv7_small_cave_num_min = 0
2309 # Maximum limit of random number of small caves per mapchunk.
2310 # type: int min: 0 max: 256
2311 # mgv7_small_cave_num_max = 0
2313 # Minimum limit of random number of large caves per mapchunk.
2314 # type: int min: 0 max: 64
2315 # mgv7_large_cave_num_min = 0
2317 # Maximum limit of random number of large caves per mapchunk.
2318 # type: int min: 0 max: 64
2319 # mgv7_large_cave_num_max = 2
2321 # Proportion of large caves that contain liquid.
2322 # type: float min: 0 max: 1
2323 # mgv7_large_cave_flooded = 0.5
2325 # Y-level of cavern upper limit.
2327 # mgv7_cavern_limit = -256
2329 # Y-distance over which caverns expand to full size.
2331 # mgv7_cavern_taper = 256
2333 # Defines full size of caverns, smaller values create larger caverns.
2335 # mgv7_cavern_threshold = 0.7
2337 # Lower Y limit of dungeons.
2339 # mgv7_dungeon_ymin = -31000
2341 # Upper Y limit of dungeons.
2343 # mgv7_dungeon_ymax = 31000
2347 # Y-level of higher terrain that creates cliffs.
2348 # type: noise_params_2d
2349 # mgv7_np_terrain_base = {
2352 # spread = (600, 600, 600),
2355 # persistence = 0.6,
2360 # Y-level of lower terrain and seabed.
2361 # type: noise_params_2d
2362 # mgv7_np_terrain_alt = {
2365 # spread = (600, 600, 600),
2368 # persistence = 0.6,
2373 # Varies roughness of terrain.
2374 # Defines the 'persistence' value for terrain_base and terrain_alt noises.
2375 # type: noise_params_2d
2376 # mgv7_np_terrain_persist = {
2379 # spread = (2000, 2000, 2000),
2382 # persistence = 0.6,
2387 # Defines distribution of higher terrain and steepness of cliffs.
2388 # type: noise_params_2d
2389 # mgv7_np_height_select = {
2392 # spread = (500, 500, 500),
2395 # persistence = 0.7,
2400 # Variation of biome filler depth.
2401 # type: noise_params_2d
2402 # mgv7_np_filler_depth = {
2405 # spread = (150, 150, 150),
2408 # persistence = 0.7,
2413 # Variation of maximum mountain height (in nodes).
2414 # type: noise_params_2d
2415 # mgv7_np_mount_height = {
2418 # spread = (1000, 1000, 1000),
2421 # persistence = 0.6,
2426 # Defines large-scale river channel structure.
2427 # type: noise_params_2d
2428 # mgv7_np_ridge_uwater = {
2431 # spread = (1000, 1000, 1000),
2434 # persistence = 0.6,
2439 # 3D noise defining mountain structure and height.
2440 # Also defines structure of floatland mountain terrain.
2441 # type: noise_params_3d
2442 # mgv7_np_mountain = {
2445 # spread = (250, 350, 250),
2448 # persistence = 0.63,
2453 # 3D noise defining structure of river canyon walls.
2454 # type: noise_params_3d
2458 # spread = (100, 100, 100),
2461 # persistence = 0.75,
2466 # 3D noise defining structure of floatlands.
2467 # If altered from the default, the noise 'scale' (0.7 by default) may need
2468 # to be adjusted, as floatland tapering functions best when this noise has
2469 # a value range of approximately -2.0 to 2.0.
2470 # type: noise_params_3d
2471 # mgv7_np_floatland = {
2474 # spread = (384, 96, 384),
2477 # persistence = 0.75,
2478 # lacunarity = 1.618,
2482 # 3D noise defining giant caverns.
2483 # type: noise_params_3d
2484 # mgv7_np_cavern = {
2487 # spread = (384, 128, 384),
2490 # persistence = 0.63,
2495 # First of two 3D noises that together define tunnels.
2496 # type: noise_params_3d
2500 # spread = (61, 61, 61),
2503 # persistence = 0.5,
2508 # Second of two 3D noises that together define tunnels.
2509 # type: noise_params_3d
2513 # spread = (67, 67, 67),
2516 # persistence = 0.5,
2521 # 3D noise that determines number of dungeons per mapchunk.
2522 # type: noise_params_3d
2523 # mgv7_np_dungeons = {
2526 # spread = (500, 500, 500),
2529 # persistence = 0.8,
2534 ## Mapgen Carpathian
2536 # Map generation attributes specific to Mapgen Carpathian.
2537 # type: flags possible values: caverns, rivers, nocaverns, norivers
2538 # mgcarpathian_spflags = caverns,norivers
2540 # Defines the base ground level.
2542 # mgcarpathian_base_level = 12.0
2544 # Defines the width of the river channel.
2546 # mgcarpathian_river_width = 0.05
2548 # Defines the depth of the river channel.
2550 # mgcarpathian_river_depth = 24.0
2552 # Defines the width of the river valley.
2554 # mgcarpathian_valley_width = 0.25
2556 # Controls width of tunnels, a smaller value creates wider tunnels.
2557 # Value >= 10.0 completely disables generation of tunnels and avoids the
2558 # intensive noise calculations.
2560 # mgcarpathian_cave_width = 0.09
2562 # Y of upper limit of large caves.
2564 # mgcarpathian_large_cave_depth = -33
2566 # Minimum limit of random number of small caves per mapchunk.
2567 # type: int min: 0 max: 256
2568 # mgcarpathian_small_cave_num_min = 0
2570 # Maximum limit of random number of small caves per mapchunk.
2571 # type: int min: 0 max: 256
2572 # mgcarpathian_small_cave_num_max = 0
2574 # Minimum limit of random number of large caves per mapchunk.
2575 # type: int min: 0 max: 64
2576 # mgcarpathian_large_cave_num_min = 0
2578 # Maximum limit of random number of large caves per mapchunk.
2579 # type: int min: 0 max: 64
2580 # mgcarpathian_large_cave_num_max = 2
2582 # Proportion of large caves that contain liquid.
2583 # type: float min: 0 max: 1
2584 # mgcarpathian_large_cave_flooded = 0.5
2586 # Y-level of cavern upper limit.
2588 # mgcarpathian_cavern_limit = -256
2590 # Y-distance over which caverns expand to full size.
2592 # mgcarpathian_cavern_taper = 256
2594 # Defines full size of caverns, smaller values create larger caverns.
2596 # mgcarpathian_cavern_threshold = 0.7
2598 # Lower Y limit of dungeons.
2600 # mgcarpathian_dungeon_ymin = -31000
2602 # Upper Y limit of dungeons.
2604 # mgcarpathian_dungeon_ymax = 31000
2608 # Variation of biome filler depth.
2609 # type: noise_params_2d
2610 # mgcarpathian_np_filler_depth = {
2613 # spread = (128, 128, 128),
2616 # persistence = 0.7,
2621 # First of 4 2D noises that together define hill/mountain range height.
2622 # type: noise_params_2d
2623 # mgcarpathian_np_height1 = {
2626 # spread = (251, 251, 251),
2629 # persistence = 0.5,
2634 # Second of 4 2D noises that together define hill/mountain range height.
2635 # type: noise_params_2d
2636 # mgcarpathian_np_height2 = {
2639 # spread = (383, 383, 383),
2642 # persistence = 0.5,
2647 # Third of 4 2D noises that together define hill/mountain range height.
2648 # type: noise_params_2d
2649 # mgcarpathian_np_height3 = {
2652 # spread = (509, 509, 509),
2655 # persistence = 0.5,
2660 # Fourth of 4 2D noises that together define hill/mountain range height.
2661 # type: noise_params_2d
2662 # mgcarpathian_np_height4 = {
2665 # spread = (631, 631, 631),
2668 # persistence = 0.5,
2673 # 2D noise that controls the size/occurrence of rolling hills.
2674 # type: noise_params_2d
2675 # mgcarpathian_np_hills_terrain = {
2678 # spread = (1301, 1301, 1301),
2681 # persistence = 0.5,
2686 # 2D noise that controls the size/occurrence of ridged mountain ranges.
2687 # type: noise_params_2d
2688 # mgcarpathian_np_ridge_terrain = {
2691 # spread = (1889, 1889, 1889),
2694 # persistence = 0.5,
2699 # 2D noise that controls the size/occurrence of step mountain ranges.
2700 # type: noise_params_2d
2701 # mgcarpathian_np_step_terrain = {
2704 # spread = (1889, 1889, 1889),
2707 # persistence = 0.5,
2712 # 2D noise that controls the shape/size of rolling hills.
2713 # type: noise_params_2d
2714 # mgcarpathian_np_hills = {
2717 # spread = (257, 257, 257),
2720 # persistence = 0.5,
2725 # 2D noise that controls the shape/size of ridged mountains.
2726 # type: noise_params_2d
2727 # mgcarpathian_np_ridge_mnt = {
2730 # spread = (743, 743, 743),
2733 # persistence = 0.7,
2738 # 2D noise that controls the shape/size of step mountains.
2739 # type: noise_params_2d
2740 # mgcarpathian_np_step_mnt = {
2743 # spread = (509, 509, 509),
2746 # persistence = 0.6,
2751 # 2D noise that locates the river valleys and channels.
2752 # type: noise_params_2d
2753 # mgcarpathian_np_rivers = {
2756 # spread = (1000, 1000, 1000),
2759 # persistence = 0.6,
2764 # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
2765 # type: noise_params_3d
2766 # mgcarpathian_np_mnt_var = {
2769 # spread = (499, 499, 499),
2772 # persistence = 0.55,
2777 # First of two 3D noises that together define tunnels.
2778 # type: noise_params_3d
2779 # mgcarpathian_np_cave1 = {
2782 # spread = (61, 61, 61),
2785 # persistence = 0.5,
2790 # Second of two 3D noises that together define tunnels.
2791 # type: noise_params_3d
2792 # mgcarpathian_np_cave2 = {
2795 # spread = (67, 67, 67),
2798 # persistence = 0.5,
2803 # 3D noise defining giant caverns.
2804 # type: noise_params_3d
2805 # mgcarpathian_np_cavern = {
2808 # spread = (384, 128, 384),
2811 # persistence = 0.63,
2816 # 3D noise that determines number of dungeons per mapchunk.
2817 # type: noise_params_3d
2818 # mgcarpathian_np_dungeons = {
2821 # spread = (500, 500, 500),
2824 # persistence = 0.8,
2831 # Map generation attributes specific to Mapgen Flat.
2832 # Occasional lakes and hills can be added to the flat world.
2833 # type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns
2834 # mgflat_spflags = nolakes,nohills,nocaverns
2838 # mgflat_ground_level = 8
2840 # Y of upper limit of large caves.
2842 # mgflat_large_cave_depth = -33
2844 # Minimum limit of random number of small caves per mapchunk.
2845 # type: int min: 0 max: 256
2846 # mgflat_small_cave_num_min = 0
2848 # Maximum limit of random number of small caves per mapchunk.
2849 # type: int min: 0 max: 256
2850 # mgflat_small_cave_num_max = 0
2852 # Minimum limit of random number of large caves per mapchunk.
2853 # type: int min: 0 max: 64
2854 # mgflat_large_cave_num_min = 0
2856 # Maximum limit of random number of large caves per mapchunk.
2857 # type: int min: 0 max: 64
2858 # mgflat_large_cave_num_max = 2
2860 # Proportion of large caves that contain liquid.
2861 # type: float min: 0 max: 1
2862 # mgflat_large_cave_flooded = 0.5
2864 # Controls width of tunnels, a smaller value creates wider tunnels.
2865 # Value >= 10.0 completely disables generation of tunnels and avoids the
2866 # intensive noise calculations.
2868 # mgflat_cave_width = 0.09
2870 # Terrain noise threshold for lakes.
2871 # Controls proportion of world area covered by lakes.
2872 # Adjust towards 0.0 for a larger proportion.
2874 # mgflat_lake_threshold = -0.45
2876 # Controls steepness/depth of lake depressions.
2878 # mgflat_lake_steepness = 48.0
2880 # Terrain noise threshold for hills.
2881 # Controls proportion of world area covered by hills.
2882 # Adjust towards 0.0 for a larger proportion.
2884 # mgflat_hill_threshold = 0.45
2886 # Controls steepness/height of hills.
2888 # mgflat_hill_steepness = 64.0
2890 # Y-level of cavern upper limit.
2892 # mgflat_cavern_limit = -256
2894 # Y-distance over which caverns expand to full size.
2896 # mgflat_cavern_taper = 256
2898 # Defines full size of caverns, smaller values create larger caverns.
2900 # mgflat_cavern_threshold = 0.7
2902 # Lower Y limit of dungeons.
2904 # mgflat_dungeon_ymin = -31000
2906 # Upper Y limit of dungeons.
2908 # mgflat_dungeon_ymax = 31000
2912 # Defines location and terrain of optional hills and lakes.
2913 # type: noise_params_2d
2914 # mgflat_np_terrain = {
2917 # spread = (600, 600, 600),
2920 # persistence = 0.6,
2925 # Variation of biome filler depth.
2926 # type: noise_params_2d
2927 # mgflat_np_filler_depth = {
2930 # spread = (150, 150, 150),
2933 # persistence = 0.7,
2938 # First of two 3D noises that together define tunnels.
2939 # type: noise_params_3d
2940 # mgflat_np_cave1 = {
2943 # spread = (61, 61, 61),
2946 # persistence = 0.5,
2951 # Second of two 3D noises that together define tunnels.
2952 # type: noise_params_3d
2953 # mgflat_np_cave2 = {
2956 # spread = (67, 67, 67),
2959 # persistence = 0.5,
2964 # 3D noise defining giant caverns.
2965 # type: noise_params_3d
2966 # mgflat_np_cavern = {
2969 # spread = (384, 128, 384),
2972 # persistence = 0.63,
2977 # 3D noise that determines number of dungeons per mapchunk.
2978 # type: noise_params_3d
2979 # mgflat_np_dungeons = {
2982 # spread = (500, 500, 500),
2985 # persistence = 0.8,
2992 # Map generation attributes specific to Mapgen Fractal.
2993 # 'terrain' enables the generation of non-fractal terrain:
2994 # ocean, islands and underground.
2995 # type: flags possible values: terrain, noterrain
2996 # mgfractal_spflags = terrain
2998 # Controls width of tunnels, a smaller value creates wider tunnels.
2999 # Value >= 10.0 completely disables generation of tunnels and avoids the
3000 # intensive noise calculations.
3002 # mgfractal_cave_width = 0.09
3004 # Y of upper limit of large caves.
3006 # mgfractal_large_cave_depth = -33
3008 # Minimum limit of random number of small caves per mapchunk.
3009 # type: int min: 0 max: 256
3010 # mgfractal_small_cave_num_min = 0
3012 # Maximum limit of random number of small caves per mapchunk.
3013 # type: int min: 0 max: 256
3014 # mgfractal_small_cave_num_max = 0
3016 # Minimum limit of random number of large caves per mapchunk.
3017 # type: int min: 0 max: 64
3018 # mgfractal_large_cave_num_min = 0
3020 # Maximum limit of random number of large caves per mapchunk.
3021 # type: int min: 0 max: 64
3022 # mgfractal_large_cave_num_max = 2
3024 # Proportion of large caves that contain liquid.
3025 # type: float min: 0 max: 1
3026 # mgfractal_large_cave_flooded = 0.5
3028 # Lower Y limit of dungeons.
3030 # mgfractal_dungeon_ymin = -31000
3032 # Upper Y limit of dungeons.
3034 # mgfractal_dungeon_ymax = 31000
3036 # Selects one of 18 fractal types.
3037 # 1 = 4D "Roundy" Mandelbrot set.
3038 # 2 = 4D "Roundy" Julia set.
3039 # 3 = 4D "Squarry" Mandelbrot set.
3040 # 4 = 4D "Squarry" Julia set.
3041 # 5 = 4D "Mandy Cousin" Mandelbrot set.
3042 # 6 = 4D "Mandy Cousin" Julia set.
3043 # 7 = 4D "Variation" Mandelbrot set.
3044 # 8 = 4D "Variation" Julia set.
3045 # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
3046 # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
3047 # 11 = 3D "Christmas Tree" Mandelbrot set.
3048 # 12 = 3D "Christmas Tree" Julia set.
3049 # 13 = 3D "Mandelbulb" Mandelbrot set.
3050 # 14 = 3D "Mandelbulb" Julia set.
3051 # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
3052 # 16 = 3D "Cosine Mandelbulb" Julia set.
3053 # 17 = 4D "Mandelbulb" Mandelbrot set.
3054 # 18 = 4D "Mandelbulb" Julia set.
3055 # type: int min: 1 max: 18
3056 # mgfractal_fractal = 1
3058 # Iterations of the recursive function.
3059 # Increasing this increases the amount of fine detail, but also
3060 # increases processing load.
3061 # At iterations = 20 this mapgen has a similar load to mapgen V7.
3063 # mgfractal_iterations = 11
3065 # (X,Y,Z) scale of fractal in nodes.
3066 # Actual fractal size will be 2 to 3 times larger.
3067 # These numbers can be made very large, the fractal does
3068 # not have to fit inside the world.
3069 # Increase these to 'zoom' into the detail of the fractal.
3070 # Default is for a vertically-squashed shape suitable for
3071 # an island, set all 3 numbers equal for the raw shape.
3073 # mgfractal_scale = (4096.0, 1024.0, 4096.0)
3075 # (X,Y,Z) offset of fractal from world center in units of 'scale'.
3076 # Can be used to move a desired point to (0, 0) to create a
3077 # suitable spawn point, or to allow 'zooming in' on a desired
3078 # point by increasing 'scale'.
3079 # The default is tuned for a suitable spawn point for Mandelbrot
3080 # sets with default parameters, it may need altering in other
3082 # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
3084 # mgfractal_offset = (1.79, 0.0, 0.0)
3086 # W coordinate of the generated 3D slice of a 4D fractal.
3087 # Determines which 3D slice of the 4D shape is generated.
3088 # Alters the shape of the fractal.
3089 # Has no effect on 3D fractals.
3090 # Range roughly -2 to 2.
3092 # mgfractal_slice_w = 0.0
3095 # X component of hypercomplex constant.
3096 # Alters the shape of the fractal.
3097 # Range roughly -2 to 2.
3099 # mgfractal_julia_x = 0.33
3102 # Y component of hypercomplex constant.
3103 # Alters the shape of the fractal.
3104 # Range roughly -2 to 2.
3106 # mgfractal_julia_y = 0.33
3109 # Z component of hypercomplex constant.
3110 # Alters the shape of the fractal.
3111 # Range roughly -2 to 2.
3113 # mgfractal_julia_z = 0.33
3116 # W component of hypercomplex constant.
3117 # Alters the shape of the fractal.
3118 # Has no effect on 3D fractals.
3119 # Range roughly -2 to 2.
3121 # mgfractal_julia_w = 0.33
3125 # Y-level of seabed.
3126 # type: noise_params_2d
3127 # mgfractal_np_seabed = {
3130 # spread = (600, 600, 600),
3133 # persistence = 0.6,
3138 # Variation of biome filler depth.
3139 # type: noise_params_2d
3140 # mgfractal_np_filler_depth = {
3143 # spread = (150, 150, 150),
3146 # persistence = 0.7,
3151 # First of two 3D noises that together define tunnels.
3152 # type: noise_params_3d
3153 # mgfractal_np_cave1 = {
3156 # spread = (61, 61, 61),
3159 # persistence = 0.5,
3164 # Second of two 3D noises that together define tunnels.
3165 # type: noise_params_3d
3166 # mgfractal_np_cave2 = {
3169 # spread = (67, 67, 67),
3172 # persistence = 0.5,
3177 # 3D noise that determines number of dungeons per mapchunk.
3178 # type: noise_params_3d
3179 # mgfractal_np_dungeons = {
3182 # spread = (500, 500, 500),
3185 # persistence = 0.8,
3192 # Map generation attributes specific to Mapgen Valleys.
3193 # 'altitude_chill': Reduces heat with altitude.
3194 # 'humid_rivers': Increases humidity around rivers.
3195 # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
3196 # to become shallower and occasionally dry.
3197 # 'altitude_dry': Reduces humidity with altitude.
3198 # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
3199 # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
3201 # The vertical distance over which heat drops by 20 if 'altitude_chill' is
3202 # enabled. Also the vertical distance over which humidity drops by 10 if
3203 # 'altitude_dry' is enabled.
3205 # mgvalleys_altitude_chill = 90
3207 # Depth below which you'll find large caves.
3209 # mgvalleys_large_cave_depth = -33
3211 # Minimum limit of random number of small caves per mapchunk.
3212 # type: int min: 0 max: 256
3213 # mgvalleys_small_cave_num_min = 0
3215 # Maximum limit of random number of small caves per mapchunk.
3216 # type: int min: 0 max: 256
3217 # mgvalleys_small_cave_num_max = 0
3219 # Minimum limit of random number of large caves per mapchunk.
3220 # type: int min: 0 max: 64
3221 # mgvalleys_large_cave_num_min = 0
3223 # Maximum limit of random number of large caves per mapchunk.
3224 # type: int min: 0 max: 64
3225 # mgvalleys_large_cave_num_max = 2
3227 # Proportion of large caves that contain liquid.
3228 # type: float min: 0 max: 1
3229 # mgvalleys_large_cave_flooded = 0.5
3231 # Depth below which you'll find giant caverns.
3233 # mgvalleys_cavern_limit = -256
3235 # Y-distance over which caverns expand to full size.
3237 # mgvalleys_cavern_taper = 192
3239 # Defines full size of caverns, smaller values create larger caverns.
3241 # mgvalleys_cavern_threshold = 0.6
3243 # How deep to make rivers.
3245 # mgvalleys_river_depth = 4
3247 # How wide to make rivers.
3249 # mgvalleys_river_size = 5
3251 # Controls width of tunnels, a smaller value creates wider tunnels.
3252 # Value >= 10.0 completely disables generation of tunnels and avoids the
3253 # intensive noise calculations.
3255 # mgvalleys_cave_width = 0.09
3257 # Lower Y limit of dungeons.
3259 # mgvalleys_dungeon_ymin = -31000
3261 # Upper Y limit of dungeons.
3263 # mgvalleys_dungeon_ymax = 63
3267 # First of two 3D noises that together define tunnels.
3268 # type: noise_params_3d
3269 # mgvalleys_np_cave1 = {
3272 # spread = (61, 61, 61),
3275 # persistence = 0.5,
3280 # Second of two 3D noises that together define tunnels.
3281 # type: noise_params_3d
3282 # mgvalleys_np_cave2 = {
3285 # spread = (67, 67, 67),
3288 # persistence = 0.5,
3293 # The depth of dirt or other biome filler node.
3294 # type: noise_params_2d
3295 # mgvalleys_np_filler_depth = {
3298 # spread = (256, 256, 256),
3301 # persistence = 0.5,
3306 # 3D noise defining giant caverns.
3307 # type: noise_params_3d
3308 # mgvalleys_np_cavern = {
3311 # spread = (768, 256, 768),
3314 # persistence = 0.63,
3319 # Defines large-scale river channel structure.
3320 # type: noise_params_2d
3321 # mgvalleys_np_rivers = {
3324 # spread = (256, 256, 256),
3327 # persistence = 0.6,
3332 # Base terrain height.
3333 # type: noise_params_2d
3334 # mgvalleys_np_terrain_height = {
3337 # spread = (1024, 1024, 1024),
3340 # persistence = 0.4,
3345 # Raises terrain to make valleys around the rivers.
3346 # type: noise_params_2d
3347 # mgvalleys_np_valley_depth = {
3350 # spread = (512, 512, 512),
3353 # persistence = 1.0,
3358 # Slope and fill work together to modify the heights.
3359 # type: noise_params_3d
3360 # mgvalleys_np_inter_valley_fill = {
3363 # spread = (256, 512, 256),
3366 # persistence = 0.8,
3371 # Amplifies the valleys.
3372 # type: noise_params_2d
3373 # mgvalleys_np_valley_profile = {
3376 # spread = (512, 512, 512),
3379 # persistence = 1.0,
3384 # Slope and fill work together to modify the heights.
3385 # type: noise_params_2d
3386 # mgvalleys_np_inter_valley_slope = {
3389 # spread = (128, 128, 128),
3392 # persistence = 1.0,
3397 # 3D noise that determines number of dungeons per mapchunk.
3398 # type: noise_params_3d
3399 # mgvalleys_np_dungeons = {
3402 # spread = (500, 500, 500),
3405 # persistence = 0.8,
3412 # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
3413 # WARNING!: There is no benefit, and there are several dangers, in
3414 # increasing this value above 5.
3415 # Reducing this value increases cave and dungeon density.
3416 # Altering this value is for special usage, leaving it unchanged is
3421 # Dump the mapgen debug information.
3423 # enable_mapgen_debug_info = false
3425 # Maximum number of blocks that can be queued for loading.
3426 # type: int min: 1 max: 1000000
3427 # emergequeue_limit_total = 1024
3429 # Maximum number of blocks to be queued that are to be loaded from file.
3430 # This limit is enforced per player.
3431 # type: int min: 1 max: 1000000
3432 # emergequeue_limit_diskonly = 128
3434 # Maximum number of blocks to be queued that are to be generated.
3435 # This limit is enforced per player.
3436 # type: int min: 1 max: 1000000
3437 # emergequeue_limit_generate = 128
3439 # Number of emerge threads to use.
3441 # - Automatic selection. The number of emerge threads will be
3442 # - 'number of processors - 2', with a lower limit of 1.
3444 # - Specifies the number of emerge threads, with a lower limit of 1.
3445 # WARNING: Increasing the number of emerge threads increases engine mapgen
3446 # speed, but this may harm game performance by interfering with other
3447 # processes, especially in singleplayer and/or when running Lua code in
3448 # 'on_generated'. For many users the optimum setting may be '1'.
3450 # num_emerge_threads = 1
3453 # Online Content Repository
3456 # The URL for the content repository
3458 # contentdb_url = https://content.minetest.net
3460 # Comma-separated list of flags to hide in the content repository.
3461 # "nonfree" can be used to hide packages which do not qualify as 'free software',
3462 # as defined by the Free Software Foundation.
3463 # You can also specify content ratings.
3464 # These flags are independent from Minetest versions,
3465 # so see a full list at https://content.minetest.net/help/content_flags/
3467 # contentdb_flag_blacklist = nonfree, desktop_default
3469 # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
3470 # This should be lower than curl_parallel_limit.
3472 # contentdb_max_concurrent_downloads = 3