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
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_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 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, often resulting in dark or
574 # light edges to transparent textures. Apply a filter to clean that up
575 # at texture load time. This is automatically enabled if mipmapping is enabled.
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. This setting is ONLY applies if
584 # bilinear/trilinear/anisotropic filtering is enabled.
585 # This is also used as the base node texture size for world-aligned
586 # texture autoscaling.
588 # texture_min_size = 64
590 # Use multi-sample antialiasing (MSAA) to smooth out block edges.
591 # This algorithm smooths out the 3D viewport while keeping the image sharp,
592 # but it doesn't affect the insides of textures
593 # (which is especially noticeable with transparent textures).
594 # Visible spaces appear between nodes when shaders are disabled.
595 # If set to 0, MSAA is disabled.
596 # A restart is required after changing this option.
597 # type: enum values: 0, 1, 2, 4, 8, 16
600 # Undersampling is similar to using a lower screen resolution, but it applies
601 # to the game world only, keeping the GUI intact.
602 # It should give a significant performance boost at the cost of less detailed image.
603 # Higher values result in a less detailed image.
604 # type: int min: 1 max: 8
609 # Shaders allow advanced visual effects and may increase performance on some video
611 # This only works with the OpenGL video backend.
613 # enable_shaders = true
615 # Path to shader directory. If no path is defined, default location will be used.
621 # Enables Hable's 'Uncharted 2' filmic tone mapping.
622 # Simulates the tone curve of photographic film and how this approximates the
623 # appearance of high dynamic range images. Mid-range contrast is slightly
624 # enhanced, highlights and shadows are gradually compressed.
626 # tone_mapping = false
630 # Set to true to enable waving liquids (like water).
631 # Requires shaders to be enabled.
633 # enable_waving_water = false
635 # The maximum height of the surface of waving liquids.
636 # 4.0 = Wave height is two nodes.
637 # 0.0 = Wave doesn't move at all.
638 # Default is 1.0 (1/2 node).
639 # Requires waving liquids to be enabled.
640 # type: float min: 0 max: 4
641 # water_wave_height = 1.0
643 # Length of liquid waves.
644 # Requires waving liquids to be enabled.
645 # type: float min: 0.1
646 # water_wave_length = 20.0
648 # How fast liquid waves will move. Higher = faster.
649 # If negative, liquid waves will move backwards.
650 # Requires waving liquids to be enabled.
652 # water_wave_speed = 5.0
654 # Set to true to enable waving leaves.
655 # Requires shaders to be enabled.
657 # enable_waving_leaves = false
659 # Set to true to enable waving plants.
660 # Requires shaders to be enabled.
662 # enable_waving_plants = false
666 # Set to true to enable Shadow Mapping.
667 # Requires shaders to be enabled.
669 # enable_dynamic_shadows = false
671 # Set the shadow strength.
672 # Lower value means lighter shadows, higher value means darker shadows.
673 # type: float min: 0.05 max: 1
674 # shadow_strength = 0.2
676 # Maximum distance to render shadows.
677 # type: float min: 10 max: 1000
678 # shadow_map_max_distance = 120.0
680 # Texture size to render the shadow map on.
681 # This must be a power of two.
682 # Bigger numbers create better shadowsbut it is also more expensive.
683 # type: int min: 128 max: 8192
684 # shadow_map_texture_size = 1024
686 # Sets shadow texture quality to 32 bits.
687 # On false, 16 bits texture will be used.
688 # This can cause much more artifacts in the shadow.
690 # shadow_map_texture_32bit = true
692 # Enable poisson disk filtering.
693 # On true uses poisson disk to make "soft shadows". Otherwise uses PCF filtering.
695 # shadow_poisson_filter = true
697 # Define shadow filtering quality
698 # This simulates the soft shadows effect by applying a PCF or poisson disk
699 # but also uses more resources.
700 # type: enum values: 0, 1, 2
703 # Enable colored shadows.
704 # On true translucent nodes cast colored shadows. This is expensive.
706 # shadow_map_color = false
708 # Set the shadow update time.
709 # Lower value means shadows and map updates faster, but it consume more resources.
710 # Minimun value 0.001 seconds max value 0.2 seconds
711 # type: float min: 0.001 max: 0.2
712 # shadow_update_time = 0.2
714 # Set the soft shadow radius size.
715 # Lower values mean sharper shadows bigger values softer.
716 # Minimun value 1.0 and max value 10.0
717 # type: float min: 1 max: 10
718 # shadow_soft_radius = 1.0
720 # Set the tilt of Sun/Moon orbit in degrees
721 # Value of 0 means no tilt / vertical orbit.
722 # Minimun value 0.0 and max value 60.0
723 # type: float min: 0 max: 60
724 # shadow_sky_body_orbit_tilt = 0.0
728 # Arm inertia, gives a more realistic movement of
729 # the arm when the camera moves.
733 # If FPS would go higher than this, limit it by sleeping
734 # to not waste CPU power for no benefit.
738 # Maximum FPS when the window is not focused, or when the game is paused.
740 # fps_max_unfocused = 20
742 # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
745 # pause_on_lost_focus = false
747 # View distance in nodes.
748 # type: int min: 20 max: 4000
749 # viewing_range = 190
751 # Camera 'near clipping plane' distance in nodes, between 0 and 0.25
752 # Only works on GLES platforms. Most users will not need to change this.
753 # Increasing can reduce artifacting on weaker GPUs.
754 # 0.1 = Default, 0.25 = Good value for weaker tablets.
755 # type: float min: 0 max: 0.25
758 # Width component of the initial window size. Ignored in fullscreen mode.
762 # Height component of the initial window size. Ignored in fullscreen mode.
766 # Save window size automatically when modified.
768 # autosave_screensize = true
774 # Vertical screen synchronization.
778 # Field of view in degrees.
779 # type: int min: 45 max: 160
782 # Alters the light curve by applying 'gamma correction' to it.
783 # Higher values make middle and lower light levels brighter.
784 # Value '1.0' leaves the light curve unaltered.
785 # This only has significant effect on daylight and artificial
786 # light, it has very little effect on natural night light.
787 # type: float min: 0.33 max: 3
788 # display_gamma = 1.0
790 # Gradient of light curve at minimum light level.
791 # Controls the contrast of the lowest light levels.
792 # type: float min: 0 max: 3
793 # lighting_alpha = 0.0
795 # Gradient of light curve at maximum light level.
796 # Controls the contrast of the highest light levels.
797 # type: float min: 0 max: 3
798 # lighting_beta = 1.5
800 # Strength of light curve boost.
801 # The 3 'boost' parameters define a range of the light
802 # curve that is boosted in brightness.
803 # type: float min: 0 max: 0.4
804 # lighting_boost = 0.2
806 # Center of light curve boost range.
807 # Where 0.0 is minimum light level, 1.0 is maximum light level.
808 # type: float min: 0 max: 1
809 # lighting_boost_center = 0.5
811 # Spread of light curve boost range.
812 # Controls the width of the range to be boosted.
813 # Standard deviation of the light curve boost Gaussian.
814 # type: float min: 0 max: 0.4
815 # lighting_boost_spread = 0.2
817 # Path to texture directory. All textures are first searched from here.
821 # The rendering back-end.
822 # A restart is required after changing this.
823 # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
824 # On other platforms, OpenGL is recommended.
825 # Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
826 # type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl, ogles1, ogles2
827 # video_driver = opengl
829 # Radius of cloud area stated in number of 64 node cloud squares.
830 # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
834 # Enable view bobbing and amount of view bobbing.
835 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
837 # view_bobbing_amount = 1.0
839 # Multiplier for fall bobbing.
840 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
842 # fall_bobbing_amount = 0.03
845 # Currently supported:
846 # - none: no 3d output.
847 # - anaglyph: cyan/magenta color 3d.
848 # - interlaced: odd/even line based polarisation screen support.
849 # - topbottom: split screen top/bottom.
850 # - sidebyside: split screen side by side.
851 # - crossview: Cross-eyed 3d
852 # - pageflip: quadbuffer based 3d.
853 # Note that the interlaced mode requires shaders to be enabled.
854 # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
857 # Strength of 3D mode parallax.
859 # 3d_paralax_strength = 0.025
861 # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
862 # type: float min: 0.1 max: 1
863 # console_height = 0.6
865 # In-game chat console background color (R,G,B).
867 # console_color = (0,0,0)
869 # In-game chat console background alpha (opaqueness, between 0 and 255).
870 # type: int min: 0 max: 255
871 # console_alpha = 200
873 # Formspec full-screen background opacity (between 0 and 255).
874 # type: int min: 0 max: 255
875 # formspec_fullscreen_bg_opacity = 140
877 # Formspec full-screen background color (R,G,B).
879 # formspec_fullscreen_bg_color = (0,0,0)
881 # Formspec default background opacity (between 0 and 255).
882 # type: int min: 0 max: 255
883 # formspec_default_bg_opacity = 140
885 # Formspec default background color (R,G,B).
887 # formspec_default_bg_color = (0,0,0)
889 # Selection box border color (R,G,B).
891 # selectionbox_color = (0,0,0)
893 # Width of the selection box lines around nodes.
894 # type: int min: 1 max: 5
895 # selectionbox_width = 2
897 # Crosshair color (R,G,B).
898 # Also controls the object crosshair color
900 # crosshair_color = (255,255,255)
902 # Crosshair alpha (opaqueness, between 0 and 255).
903 # Also controls the object crosshair color
904 # type: int min: 0 max: 255
905 # crosshair_alpha = 255
907 # Maximum number of recent chat messages to show
908 # type: int min: 2 max: 20
909 # recent_chat_messages = 6
911 # Whether node texture animations should be desynchronized per mapblock.
913 # desynchronize_mapblock_texture_animation = true
915 # Maximum proportion of current window to be used for hotbar.
916 # Useful if there's something to be displayed right or left of hotbar.
918 # hud_hotbar_max_width = 1.0
920 # Modifies the size of the hudbar elements.
924 # Enables caching of facedir rotated meshes.
926 # enable_mesh_cache = false
928 # Delay between mesh updates on the client in ms. Increasing this will slow
929 # down the rate of mesh updates, thus reducing jitter on slower clients.
930 # type: int min: 0 max: 50
931 # mesh_generation_interval = 0
933 # Size of the MapBlock cache of the mesh generator. Increasing this will
934 # increase the cache hit %, reducing the data being copied from the main
935 # thread, thus reducing jitter.
936 # type: int min: 0 max: 1000
937 # meshgen_block_cache_size = 20
941 # enable_minimap = true
943 # Shape of the minimap. Enabled = round, disabled = square.
945 # minimap_shape_round = true
949 # Usable to make minimap smoother on slower machines.
951 # minimap_double_scan_height = true
953 # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
955 # directional_colored_fog = true
957 # The strength (darkness) of node ambient-occlusion shading.
958 # Lower is darker, Higher is lighter. The valid range of values for this
959 # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
960 # set to the nearest valid value.
961 # type: float min: 0.25 max: 4
962 # ambient_occlusion_gamma = 2.2
964 # Enables animation of inventory items.
966 # inventory_items_animations = false
968 # Fraction of the visible distance at which fog starts to be rendered
969 # type: float min: 0 max: 0.99
972 # Makes all liquids opaque
974 # opaque_water = false
976 # Textures on a node may be aligned either to the node or to the world.
977 # The former mode suits better things like machines, furniture, etc., while
978 # the latter makes stairs and microblocks fit surroundings better.
979 # However, as this possibility is new, thus may not be used by older servers,
980 # this option allows enforcing it for certain node types. Note though that
981 # that is considered EXPERIMENTAL and may not work properly.
982 # type: enum values: disable, enable, force_solid, force_nodebox
983 # world_aligned_mode = enable
985 # World-aligned textures may be scaled to span several nodes. However,
986 # the server may not send the scale you want, especially if you use
987 # a specially-designed texture pack; with this option, the client tries
988 # to determine the scale automatically basing on the texture size.
989 # See also texture_min_size.
990 # Warning: This option is EXPERIMENTAL!
991 # type: enum values: disable, enable, force
992 # autoscale_mode = disable
994 # Show entity selection boxes
995 # A restart is required after changing this.
997 # show_entity_selectionbox = false
1001 # Use a cloud animation for the main menu background.
1003 # menu_clouds = true
1005 # Scale GUI by a user specified value.
1006 # Use a nearest-neighbor-anti-alias filter to scale the GUI.
1007 # This will smooth over some of the rough edges, and blend
1008 # pixels when scaling down, at the cost of blurring some
1009 # edge pixels when images are scaled by non-integer sizes.
1010 # type: float min: 0.001
1013 # When gui_scaling_filter is true, all GUI images need to be
1014 # filtered in software, but some images are generated directly
1015 # to hardware (e.g. render-to-texture for nodes in inventory).
1017 # gui_scaling_filter = false
1019 # When gui_scaling_filter_txr2img is true, copy those images
1020 # from hardware to software for scaling. When false, fall back
1021 # to the old scaling method, for video drivers that don't
1022 # properly support downloading textures back from hardware.
1024 # gui_scaling_filter_txr2img = true
1026 # Delay showing tooltips, stated in milliseconds.
1028 # tooltip_show_delay = 400
1030 # Append item name to tooltip.
1032 # tooltip_append_itemname = false
1034 # Whether FreeType fonts are used, requires FreeType support to be compiled in.
1035 # If disabled, bitmap and XML vectors fonts are used instead.
1043 # font_italic = false
1045 # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
1049 # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
1050 # type: int min: 0 max: 255
1051 # font_shadow_alpha = 127
1053 # Font size of the default font in point (pt).
1057 # Path to the default font.
1058 # If “freetype” setting is enabled: Must be a TrueType font.
1059 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1060 # The fallback font will be used if the font cannot be loaded.
1062 # font_path = fonts/Arimo-Regular.ttf
1065 # font_path_bold = fonts/Arimo-Bold.ttf
1068 # font_path_italic = fonts/Arimo-Italic.ttf
1071 # font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
1073 # Font size of the monospace font in point (pt).
1075 # mono_font_size = 15
1077 # Path to the monospace font.
1078 # If “freetype” setting is enabled: Must be a TrueType font.
1079 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1080 # This font is used for e.g. the console and profiler screen.
1082 # mono_font_path = fonts/Cousine-Regular.ttf
1085 # mono_font_path_bold = fonts/Cousine-Bold.ttf
1088 # mono_font_path_italic = fonts/Cousine-Italic.ttf
1091 # mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
1093 # Path of the fallback font.
1094 # If “freetype” setting is enabled: Must be a TrueType font.
1095 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1096 # This font will be used for certain languages or if the default font is unavailable.
1098 # fallback_font_path = fonts/DroidSansFallbackFull.ttf
1100 # Font size of the recent chat text and chat prompt in point (pt).
1101 # Value 0 will use the default font size.
1103 # chat_font_size = 0
1105 # Path to save screenshots at. Can be an absolute or relative path.
1106 # The folder will be created if it doesn't already exist.
1108 # screenshot_path = screenshots
1110 # Format of screenshots.
1111 # type: enum values: png, jpg, bmp, pcx, ppm, tga
1112 # screenshot_format = png
1114 # Screenshot quality. Only used for JPEG format.
1115 # 1 means worst quality; 100 means best quality.
1116 # Use 0 for default quality.
1117 # type: int min: 0 max: 100
1118 # screenshot_quality = 0
1122 # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
1126 # Windows systems only: Start Minetest with the command line window in the background.
1127 # Contains the same information as the file debug.txt (default name).
1129 # enable_console = false
1135 # Enables the sound system.
1136 # If disabled, this completely disables all sounds everywhere and the in-game
1137 # sound controls will be non-functional.
1138 # Changing this setting requires a restart.
1140 # enable_sound = true
1142 # Volume of all sounds.
1143 # Requires the sound system to be enabled.
1144 # type: float min: 0 max: 1
1145 # sound_volume = 0.7
1147 # Whether to mute sounds. You can unmute sounds at any time, unless the
1148 # sound system is disabled (enable_sound=false).
1149 # In-game, you can toggle the mute state with the mute key or by using the
1152 # mute_sound = false
1158 # If enabled, http links in chat can be middle-clicked or ctrl-left-clicked to open the link in the OS's default web browser.
1160 # clickable_chat_weblinks = false
1162 # If clickable_chat_weblinks is enabled, specify the color (as 24-bit hexadecimal) of weblinks in chat.
1164 # chat_weblink_color = #8888FF
1168 # Address to connect to.
1169 # Leave this blank to start a local server.
1170 # Note that the address field in the main menu overrides this setting.
1174 # Port to connect to (UDP).
1175 # Note that the port field in the main menu overrides this setting.
1176 # type: int min: 1 max: 65535
1177 # remote_port = 30000
1179 # Prometheus listener address.
1180 # If minetest is compiled with ENABLE_PROMETHEUS option enabled,
1181 # enable metrics listener for Prometheus on that address.
1182 # Metrics can be fetch on http://127.0.0.1:30000/metrics
1184 # prometheus_listener_address = 127.0.0.1:30000
1186 # Save the map received by the client on disk.
1188 # enable_local_map_saving = false
1190 # Enable usage of remote media server (if provided by server).
1191 # Remote servers offer a significantly faster way to download media (e.g. textures)
1192 # when connecting to the server.
1194 # enable_remote_media_server = true
1196 # Enable Lua modding support on client.
1197 # This support is experimental and API can change.
1199 # enable_client_modding = false
1201 # URL to the server list displayed in the Multiplayer Tab.
1203 # serverlist_url = servers.minetest.net
1205 # File in client/serverlist/ that contains your favorite servers displayed in the
1208 # serverlist_file = favoriteservers.json
1210 # Maximum size of the out chat queue.
1211 # 0 to disable queueing and -1 to make the queue size unlimited.
1213 # max_out_chat_queue_size = 20
1215 # Enable register confirmation when connecting to server.
1216 # If disabled, new account will be registered automatically.
1218 # enable_register_confirmation = true
1222 # Timeout for client to remove unused map data from memory.
1224 # client_unload_unused_data_timeout = 600
1226 # Maximum number of mapblocks for client to be kept in memory.
1227 # Set to -1 for unlimited amount.
1229 # client_mapblock_limit = 7500
1231 # Whether to show the client debug info (has the same effect as hitting F5).
1233 # show_debug = false
1236 # Server / Singleplayer
1239 # Name of the server, to be displayed when players join and in the serverlist.
1241 # server_name = Minetest server
1243 # Description of server, to be displayed when players join and in the serverlist.
1245 # server_description = mine here
1247 # Domain name of server, to be displayed in the serverlist.
1249 # server_address = game.minetest.net
1251 # Homepage of server, to be displayed in the serverlist.
1253 # server_url = https://minetest.net
1255 # Automatically report to the serverlist.
1257 # server_announce = false
1259 # Announce to this serverlist.
1261 # serverlist_url = servers.minetest.net
1263 # Remove color codes from incoming chat messages
1264 # Use this to stop players from being able to use color in their messages
1266 # strip_color_codes = false
1270 # Network port to listen (UDP).
1271 # This value will be overridden when starting from the main menu.
1275 # The network interface that the server listens on.
1279 # Enable to disallow old clients from connecting.
1280 # Older clients are compatible in the sense that they will not crash when connecting
1281 # to new servers, but they may not support all new features that you are expecting.
1283 # strict_protocol_version_checking = false
1285 # Specifies URL from which client fetches media instead of using UDP.
1286 # $filename should be accessible from $remote_media$filename via cURL
1287 # (obviously, remote_media should end with a slash).
1288 # Files that are not present will be fetched the usual way.
1292 # Enable/disable running an IPv6 server.
1293 # Ignored if bind_address is set.
1294 # Needs enable_ipv6 to be enabled.
1296 # ipv6_server = false
1300 # Maximum number of blocks that are simultaneously sent per client.
1301 # The maximum total count is calculated dynamically:
1302 # max_total = ceil((#clients + max_users) * per_client / 4)
1304 # max_simultaneous_block_sends_per_client = 40
1306 # To reduce lag, block transfers are slowed down when a player is building something.
1307 # This determines how long they are slowed down after placing or removing a node.
1309 # full_block_send_enable_min_time_from_building = 2.0
1311 # Maximum number of packets sent per send step, if you have a slow connection
1312 # try reducing it, but don't reduce it to a number below double of targeted
1315 # max_packets_per_iteration = 1024
1317 # ZLib compression level to use when sending mapblocks to the client.
1318 # -1 - Zlib's default compression level
1319 # 0 - no compresson, fastest
1320 # 9 - best compression, slowest
1321 # (levels 1-3 use Zlib's "fast" method, 4-9 use the normal method)
1322 # type: int min: -1 max: 9
1323 # map_compression_level_net = -1
1327 # Default game when creating a new world.
1328 # This will be overridden when creating a world from the main menu.
1330 # default_game = minetest
1332 # Message of the day displayed to players connecting.
1336 # Maximum number of players that can be connected simultaneously.
1340 # World directory (everything in the world is stored here).
1341 # Not needed if starting from the main menu.
1345 # Time in seconds for item entity (dropped items) to live.
1346 # Setting it to -1 disables the feature.
1348 # item_entity_ttl = 900
1350 # Specifies the default stack size of nodes, items and tools.
1351 # Note that mods or games may explicitly set a stack for certain (or all) items.
1353 # default_stack_max = 99
1355 # Enable players getting damage and dying.
1357 # enable_damage = false
1359 # Enable creative mode for all players
1361 # creative_mode = false
1363 # A chosen map seed for a new map, leave empty for random.
1364 # Will be overridden when creating a new world in the main menu.
1368 # New users need to input this password.
1370 # default_password =
1372 # The privileges that new users automatically get.
1373 # See /privs in game for a full list on your server and mod configuration.
1375 # default_privs = interact, shout
1377 # Privileges that players with basic_privs can grant
1379 # basic_privs = interact, shout
1381 # Whether players are shown to clients without any range limit.
1382 # Deprecated, use the setting player_transfer_distance instead.
1384 # unlimited_player_transfer_distance = true
1386 # Defines the maximal player transfer distance in blocks (0 = unlimited).
1388 # player_transfer_distance = 0
1390 # Whether to allow players to damage and kill each other.
1394 # Enable mod channels support.
1396 # enable_mod_channels = false
1398 # If this is set, players will always (re)spawn at the given position.
1400 # static_spawnpoint =
1402 # If enabled, new players cannot join with an empty password.
1404 # disallow_empty_password = false
1406 # If enabled, disable cheat prevention in multiplayer.
1408 # disable_anticheat = false
1410 # If enabled, actions are recorded for rollback.
1411 # This option is only read when server starts.
1413 # enable_rollback_recording = false
1415 # Format of player chat messages. The following strings are valid placeholders:
1416 # @name, @message, @timestamp (optional)
1418 # chat_message_format = <@name> @message
1420 # If the execution of a chat command takes longer than this specified time in
1421 # seconds, add the time information to the chat command message
1423 # chatcommand_msg_time_threshold = 0.1
1425 # A message to be displayed to all clients when the server shuts down.
1427 # kick_msg_shutdown = Server shutting down.
1429 # A message to be displayed to all clients when the server crashes.
1431 # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
1433 # Whether to ask clients to reconnect after a (Lua) crash.
1434 # Set this to true if your server is set up to restart automatically.
1436 # ask_reconnect_on_crash = false
1438 # From how far clients know about objects, stated in mapblocks (16 nodes).
1440 # Setting this larger than active_block_range will also cause the server
1441 # to maintain active objects up to this distance in the direction the
1442 # player is looking. (This can avoid mobs suddenly disappearing from view)
1444 # active_object_send_range_blocks = 8
1446 # The radius of the volume of blocks around every player that is subject to the
1447 # active block stuff, stated in mapblocks (16 nodes).
1448 # In active blocks objects are loaded and ABMs run.
1449 # This is also the minimum range in which active objects (mobs) are maintained.
1450 # This should be configured together with active_object_send_range_blocks.
1452 # active_block_range = 4
1454 # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
1456 # max_block_send_distance = 12
1458 # Maximum number of forceloaded mapblocks.
1460 # max_forceloaded_blocks = 16
1462 # Interval of sending time of day to clients.
1464 # time_send_interval = 5
1466 # Controls length of day/night cycle.
1468 # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
1472 # Time of day when a new world is started, in millihours (0-23999).
1473 # type: int min: 0 max: 23999
1474 # world_start_time = 6125
1476 # Interval of saving important changes in the world, stated in seconds.
1478 # server_map_save_interval = 5.3
1480 # Set the maximum character length of a chat message sent by clients.
1482 # chat_message_max_size = 500
1484 # Amount of messages a player may send per 10 seconds.
1486 # chat_message_limit_per_10sec = 10.0
1488 # Kick players who sent more than X messages per 10 seconds.
1490 # chat_message_limit_trigger_kick = 50
1494 # Horizontal and vertical acceleration on ground or when climbing,
1495 # in nodes per second per second.
1497 # movement_acceleration_default = 3
1499 # Horizontal acceleration in air when jumping or falling,
1500 # in nodes per second per second.
1502 # movement_acceleration_air = 2
1504 # Horizontal and vertical acceleration in fast mode,
1505 # in nodes per second per second.
1507 # movement_acceleration_fast = 10
1509 # Walking and flying speed, in nodes per second.
1511 # movement_speed_walk = 4
1513 # Sneaking speed, in nodes per second.
1515 # movement_speed_crouch = 1.35
1517 # Walking, flying and climbing speed in fast mode, in nodes per second.
1519 # movement_speed_fast = 20
1521 # Vertical climbing speed, in nodes per second.
1523 # movement_speed_climb = 3
1525 # Initial vertical speed when jumping, in nodes per second.
1527 # movement_speed_jump = 6.5
1529 # Decrease this to increase liquid resistance to movement.
1531 # movement_liquid_fluidity = 1
1533 # Maximum liquid resistance. Controls deceleration when entering liquid at
1536 # movement_liquid_fluidity_smooth = 0.5
1538 # Controls sinking speed in liquid.
1540 # movement_liquid_sink = 10
1542 # Acceleration of gravity, in nodes per second per second.
1544 # movement_gravity = 9.81
1548 # Handling for deprecated Lua API calls:
1549 # - none: Do not log deprecated calls
1550 # - log: mimic and log backtrace of deprecated call (default).
1551 # - error: abort on usage of deprecated call (suggested for mod developers).
1552 # type: enum values: none, log, error
1553 # deprecated_lua_api_handling = log
1555 # Number of extra blocks that can be loaded by /clearobjects at once.
1556 # This is a trade-off between sqlite transaction overhead and
1557 # memory consumption (4096=100MB, as a rule of thumb).
1559 # max_clearobjects_extra_loaded_blocks = 4096
1561 # How much the server will wait before unloading unused mapblocks.
1562 # Higher value is smoother, but will use more RAM.
1564 # server_unload_unused_data_timeout = 29
1566 # Maximum number of statically stored objects in a block.
1568 # max_objects_per_block = 64
1570 # See https://www.sqlite.org/pragma.html#pragma_synchronous
1571 # type: enum values: 0, 1, 2
1572 # sqlite_synchronous = 2
1574 # ZLib compression level to use when saving mapblocks to disk.
1575 # -1 - Zlib's default compression level
1576 # 0 - no compresson, fastest
1577 # 9 - best compression, slowest
1578 # (levels 1-3 use Zlib's "fast" method, 4-9 use the normal method)
1579 # type: int min: -1 max: 9
1580 # map_compression_level_disk = 3
1582 # Length of a server tick and the interval at which objects are generally updated over
1585 # dedicated_server_step = 0.09
1587 # Length of time between active block management cycles
1589 # active_block_mgmt_interval = 2.0
1591 # Length of time between Active Block Modifier (ABM) execution cycles
1593 # abm_interval = 1.0
1595 # The time budget allowed for ABMs to execute on each step
1596 # (as a fraction of the ABM Interval)
1597 # type: float min: 0.1 max: 0.9
1598 # abm_time_budget = 0.2
1600 # Length of time between NodeTimer execution cycles
1602 # nodetimer_interval = 0.2
1604 # If enabled, invalid world data won't cause the server to shut down.
1605 # Only enable this if you know what you are doing.
1607 # ignore_world_load_errors = false
1609 # Max liquids processed per step.
1611 # liquid_loop_max = 100000
1613 # The time (in seconds) that the liquids queue may grow beyond processing
1614 # capacity until an attempt is made to decrease its size by dumping old queue
1615 # items. A value of 0 disables the functionality.
1617 # liquid_queue_purge_time = 0
1619 # Liquid update interval in seconds.
1621 # liquid_update = 1.0
1623 # At this distance the server will aggressively optimize which blocks are sent to
1625 # Small values potentially improve performance a lot, at the expense of visible
1626 # rendering glitches (some blocks will not be rendered under water and in caves,
1627 # as well as sometimes on land).
1628 # Setting this to a value greater than max_block_send_distance disables this
1630 # Stated in mapblocks (16 nodes).
1632 # block_send_optimize_distance = 4
1634 # If enabled the server will perform map block occlusion culling based on
1635 # on the eye position of the player. This can reduce the number of blocks
1636 # sent to the client 50-80%. The client will not longer receive most invisible
1637 # so that the utility of noclip mode is reduced.
1639 # server_side_occlusion_culling = true
1641 # Restricts the access of certain client-side functions on servers.
1642 # Combine the byteflags below to restrict client-side features, or set to 0
1643 # for no restrictions:
1644 # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
1645 # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
1646 # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
1647 # READ_NODEDEFS: 8 (disable get_node_def call client-side)
1648 # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
1649 # csm_restriction_noderange)
1650 # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
1652 # csm_restriction_flags = 62
1654 # If the CSM restriction for node range is enabled, get_node calls are limited
1655 # to this distance from the player to the node.
1657 # csm_restriction_noderange = 0
1661 # Prevent mods from doing insecure things like running shell commands.
1663 # secure.enable_security = true
1665 # Comma-separated list of trusted mods that are allowed to access insecure
1666 # functions even when mod security is on (via request_insecure_environment()).
1668 # secure.trusted_mods =
1670 # Comma-separated list of mods that are allowed to access HTTP APIs, which
1671 # allow them to upload and download data to/from the internet.
1673 # secure.http_mods =
1679 # Load the game profiler to collect game profiling data.
1680 # Provides a /profiler command to access the compiled profile.
1681 # Useful for mod developers and server operators.
1683 # profiler.load = false
1685 # The default format in which profiles are being saved,
1686 # when calling `/profiler save [format]` without format.
1687 # type: enum values: txt, csv, lua, json, json_pretty
1688 # profiler.default_report_format = txt
1690 # The file path relative to your worldpath in which profiles will be saved to.
1692 # profiler.report_path = ""
1694 #### Instrumentation
1696 # Instrument the methods of entities on registration.
1698 # instrument.entity = true
1700 # Instrument the action function of Active Block Modifiers on registration.
1702 # instrument.abm = true
1704 # Instrument the action function of Loading Block Modifiers on registration.
1706 # instrument.lbm = true
1708 # Instrument chatcommands on registration.
1710 # instrument.chatcommand = true
1712 # Instrument global callback functions on registration.
1713 # (anything you pass to a minetest.register_*() function)
1715 # instrument.global_callback = true
1719 # Instrument builtin.
1720 # This is usually only needed by core/builtin contributors
1722 # instrument.builtin = false
1724 # Have the profiler instrument itself:
1725 # * Instrument an empty function.
1726 # This estimates the overhead, that instrumentation is adding (+1 function call).
1727 # * Instrument the sampler being used to update the statistics.
1729 # instrument.profiler = false
1735 # Name of the player.
1736 # When running a server, clients connecting with this name are admins.
1737 # When starting from the main menu, this is overridden.
1741 # Set the language. Leave empty to use the system language.
1742 # A restart is required after changing this.
1743 # 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
1746 # Level of logging to be written to debug.txt:
1747 # - <nothing> (no logging)
1748 # - none (messages with no level)
1754 # type: enum values: , none, error, warning, action, info, verbose
1755 # debug_log_level = action
1757 # If the file size of debug.txt exceeds the number of megabytes specified in
1758 # this setting when it is opened, the file is moved to debug.txt.1,
1759 # deleting an older debug.txt.1 if it exists.
1760 # debug.txt is only moved if this setting is positive.
1762 # debug_log_size_max = 50
1764 # Minimal level of logging to be written to chat.
1765 # type: enum values: , none, error, warning, action, info, verbose
1766 # chat_log_level = error
1768 # Enable IPv6 support (for both client and server).
1769 # Required for IPv6 connections to work at all.
1771 # enable_ipv6 = true
1775 # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
1777 # curl_timeout = 20000
1779 # Limits number of parallel HTTP requests. Affects:
1780 # - Media fetch if server uses remote_media setting.
1781 # - Serverlist download and server announcement.
1782 # - Downloads performed by main menu (e.g. mod manager).
1783 # Only has an effect if compiled with cURL.
1785 # curl_parallel_limit = 8
1787 # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
1789 # curl_file_download_timeout = 300000
1791 # Replaces the default main menu with a custom one.
1793 # main_menu_script =
1795 # Print the engine's profiling data in regular intervals (in seconds).
1796 # 0 = disable. Useful for developers.
1798 # profiler_print_interval = 0
1804 # Name of map generator to be used when creating a new world.
1805 # Creating a world in the main menu will override this.
1806 # Current mapgens in a highly unstable state:
1807 # - The optional floatlands of v7 (disabled by default).
1808 # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
1811 # Water surface level of the world.
1815 # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
1817 # max_block_generate_distance = 10
1819 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
1820 # Only mapchunks completely within the mapgen limit are generated.
1821 # Value is stored per-world.
1822 # type: int min: 0 max: 31000
1823 # mapgen_limit = 31000
1825 # Global map generation attributes.
1826 # In Mapgen v6 the 'decorations' flag controls all decorations except trees
1827 # and junglegrass, in all other mapgens this flag controls all decorations.
1828 # type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores
1829 # mg_flags = caves,dungeons,light,decorations,biomes,ores
1831 ## Biome API temperature and humidity noise parameters
1833 # Temperature variation for biomes.
1834 # type: noise_params_2d
1835 # mg_biome_np_heat = {
1838 # spread = (1000, 1000, 1000),
1841 # persistence = 0.5,
1846 # Small-scale temperature variation for blending biomes on borders.
1847 # type: noise_params_2d
1848 # mg_biome_np_heat_blend = {
1851 # spread = (8, 8, 8),
1854 # persistence = 1.0,
1859 # Humidity variation for biomes.
1860 # type: noise_params_2d
1861 # mg_biome_np_humidity = {
1864 # spread = (1000, 1000, 1000),
1867 # persistence = 0.5,
1872 # Small-scale humidity variation for blending biomes on borders.
1873 # type: noise_params_2d
1874 # mg_biome_np_humidity_blend = {
1877 # spread = (8, 8, 8),
1880 # persistence = 1.0,
1887 # Map generation attributes specific to Mapgen v5.
1888 # type: flags possible values: caverns, nocaverns
1889 # mgv5_spflags = caverns
1891 # Controls width of tunnels, a smaller value creates wider tunnels.
1892 # Value >= 10.0 completely disables generation of tunnels and avoids the
1893 # intensive noise calculations.
1895 # mgv5_cave_width = 0.09
1897 # Y of upper limit of large caves.
1899 # mgv5_large_cave_depth = -256
1901 # Minimum limit of random number of small caves per mapchunk.
1902 # type: int min: 0 max: 256
1903 # mgv5_small_cave_num_min = 0
1905 # Maximum limit of random number of small caves per mapchunk.
1906 # type: int min: 0 max: 256
1907 # mgv5_small_cave_num_max = 0
1909 # Minimum limit of random number of large caves per mapchunk.
1910 # type: int min: 0 max: 64
1911 # mgv5_large_cave_num_min = 0
1913 # Maximum limit of random number of large caves per mapchunk.
1914 # type: int min: 0 max: 64
1915 # mgv5_large_cave_num_max = 2
1917 # Proportion of large caves that contain liquid.
1918 # type: float min: 0 max: 1
1919 # mgv5_large_cave_flooded = 0.5
1921 # Y-level of cavern upper limit.
1923 # mgv5_cavern_limit = -256
1925 # Y-distance over which caverns expand to full size.
1927 # mgv5_cavern_taper = 256
1929 # Defines full size of caverns, smaller values create larger caverns.
1931 # mgv5_cavern_threshold = 0.7
1933 # Lower Y limit of dungeons.
1935 # mgv5_dungeon_ymin = -31000
1937 # Upper Y limit of dungeons.
1939 # mgv5_dungeon_ymax = 31000
1943 # Variation of biome filler depth.
1944 # type: noise_params_2d
1945 # mgv5_np_filler_depth = {
1948 # spread = (150, 150, 150),
1951 # persistence = 0.7,
1956 # Variation of terrain vertical scale.
1957 # When noise is < -0.55 terrain is near-flat.
1958 # type: noise_params_2d
1959 # mgv5_np_factor = {
1962 # spread = (250, 250, 250),
1965 # persistence = 0.45,
1970 # Y-level of average terrain surface.
1971 # type: noise_params_2d
1972 # mgv5_np_height = {
1975 # spread = (250, 250, 250),
1978 # persistence = 0.5,
1983 # First of two 3D noises that together define tunnels.
1984 # type: noise_params_3d
1988 # spread = (61, 61, 61),
1991 # persistence = 0.5,
1996 # Second of two 3D noises that together define tunnels.
1997 # type: noise_params_3d
2001 # spread = (67, 67, 67),
2004 # persistence = 0.5,
2009 # 3D noise defining giant caverns.
2010 # type: noise_params_3d
2011 # mgv5_np_cavern = {
2014 # spread = (384, 128, 384),
2017 # persistence = 0.63,
2022 # 3D noise defining terrain.
2023 # type: noise_params_3d
2024 # mgv5_np_ground = {
2027 # spread = (80, 80, 80),
2030 # persistence = 0.55,
2035 # 3D noise that determines number of dungeons per mapchunk.
2036 # type: noise_params_3d
2037 # mgv5_np_dungeons = {
2040 # spread = (500, 500, 500),
2043 # persistence = 0.8,
2050 # Map generation attributes specific to Mapgen v6.
2051 # The 'snowbiomes' flag enables the new 5 biome system.
2052 # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
2053 # the 'jungles' flag is ignored.
2054 # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
2055 # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
2057 # Deserts occur when np_biome exceeds this value.
2058 # When the 'snowbiomes' flag is enabled, this is ignored.
2060 # mgv6_freq_desert = 0.45
2062 # Sandy beaches occur when np_beach exceeds this value.
2064 # mgv6_freq_beach = 0.15
2066 # Lower Y limit of dungeons.
2068 # mgv6_dungeon_ymin = -31000
2070 # Upper Y limit of dungeons.
2072 # mgv6_dungeon_ymax = 31000
2076 # Y-level of lower terrain and seabed.
2077 # type: noise_params_2d
2078 # mgv6_np_terrain_base = {
2081 # spread = (250, 250, 250),
2084 # persistence = 0.6,
2089 # Y-level of higher terrain that creates cliffs.
2090 # type: noise_params_2d
2091 # mgv6_np_terrain_higher = {
2094 # spread = (500, 500, 500),
2097 # persistence = 0.6,
2102 # Varies steepness of cliffs.
2103 # type: noise_params_2d
2104 # mgv6_np_steepness = {
2107 # spread = (125, 125, 125),
2110 # persistence = 0.7,
2115 # Defines distribution of higher terrain.
2116 # type: noise_params_2d
2117 # mgv6_np_height_select = {
2120 # spread = (250, 250, 250),
2123 # persistence = 0.69,
2128 # Varies depth of biome surface nodes.
2129 # type: noise_params_2d
2133 # spread = (200, 200, 200),
2136 # persistence = 0.55,
2141 # Defines areas with sandy beaches.
2142 # type: noise_params_2d
2146 # spread = (250, 250, 250),
2149 # persistence = 0.50,
2154 # Temperature variation for biomes.
2155 # type: noise_params_2d
2159 # spread = (500, 500, 500),
2162 # persistence = 0.50,
2167 # Variation of number of caves.
2168 # type: noise_params_2d
2172 # spread = (250, 250, 250),
2175 # persistence = 0.50,
2180 # Humidity variation for biomes.
2181 # type: noise_params_2d
2182 # mgv6_np_humidity = {
2185 # spread = (500, 500, 500),
2188 # persistence = 0.50,
2193 # Defines tree areas and tree density.
2194 # type: noise_params_2d
2198 # spread = (125, 125, 125),
2201 # persistence = 0.66,
2206 # Defines areas where trees have apples.
2207 # type: noise_params_2d
2208 # mgv6_np_apple_trees = {
2211 # spread = (100, 100, 100),
2214 # persistence = 0.45,
2221 # Map generation attributes specific to Mapgen v7.
2223 # 'floatlands': Floating land masses in the atmosphere.
2224 # 'caverns': Giant caves deep underground.
2225 # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
2226 # mgv7_spflags = mountains,ridges,nofloatlands,caverns
2228 # Y of mountain density gradient zero level. Used to shift mountains vertically.
2230 # mgv7_mount_zero_level = 0
2232 # Lower Y limit of floatlands.
2234 # mgv7_floatland_ymin = 1024
2236 # Upper Y limit of floatlands.
2238 # mgv7_floatland_ymax = 4096
2240 # Y-distance over which floatlands taper from full density to nothing.
2241 # Tapering starts at this distance from the Y limit.
2242 # For a solid floatland layer, this controls the height of hills/mountains.
2243 # Must be less than or equal to half the distance between the Y limits.
2245 # mgv7_floatland_taper = 256
2247 # Exponent of the floatland tapering. Alters the tapering behaviour.
2248 # Value = 1.0 creates a uniform, linear tapering.
2249 # Values > 1.0 create a smooth tapering suitable for the default separated
2251 # Values < 1.0 (for example 0.25) create a more defined surface level with
2252 # flatter lowlands, suitable for a solid floatland layer.
2254 # mgv7_float_taper_exp = 2.0
2256 # Adjusts the density of the floatland layer.
2257 # Increase value to increase density. Can be positive or negative.
2258 # Value = 0.0: 50% of volume is floatland.
2259 # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
2260 # to be sure) creates a solid floatland layer.
2262 # mgv7_floatland_density = -0.6
2264 # Surface level of optional water placed on a solid floatland layer.
2265 # Water is disabled by default and will only be placed if this value is set
2266 # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
2268 # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
2269 # When enabling water placement the floatlands must be configured and tested
2270 # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
2271 # required value depending on 'mgv7_np_floatland'), to avoid
2272 # server-intensive extreme water flow and to avoid vast flooding of the
2273 # world surface below.
2275 # mgv7_floatland_ywater = -31000
2277 # Controls width of tunnels, a smaller value creates wider tunnels.
2278 # Value >= 10.0 completely disables generation of tunnels and avoids the
2279 # intensive noise calculations.
2281 # mgv7_cave_width = 0.09
2283 # Y of upper limit of large caves.
2285 # mgv7_large_cave_depth = -33
2287 # Minimum limit of random number of small caves per mapchunk.
2288 # type: int min: 0 max: 256
2289 # mgv7_small_cave_num_min = 0
2291 # Maximum limit of random number of small caves per mapchunk.
2292 # type: int min: 0 max: 256
2293 # mgv7_small_cave_num_max = 0
2295 # Minimum limit of random number of large caves per mapchunk.
2296 # type: int min: 0 max: 64
2297 # mgv7_large_cave_num_min = 0
2299 # Maximum limit of random number of large caves per mapchunk.
2300 # type: int min: 0 max: 64
2301 # mgv7_large_cave_num_max = 2
2303 # Proportion of large caves that contain liquid.
2304 # type: float min: 0 max: 1
2305 # mgv7_large_cave_flooded = 0.5
2307 # Y-level of cavern upper limit.
2309 # mgv7_cavern_limit = -256
2311 # Y-distance over which caverns expand to full size.
2313 # mgv7_cavern_taper = 256
2315 # Defines full size of caverns, smaller values create larger caverns.
2317 # mgv7_cavern_threshold = 0.7
2319 # Lower Y limit of dungeons.
2321 # mgv7_dungeon_ymin = -31000
2323 # Upper Y limit of dungeons.
2325 # mgv7_dungeon_ymax = 31000
2329 # Y-level of higher terrain that creates cliffs.
2330 # type: noise_params_2d
2331 # mgv7_np_terrain_base = {
2334 # spread = (600, 600, 600),
2337 # persistence = 0.6,
2342 # Y-level of lower terrain and seabed.
2343 # type: noise_params_2d
2344 # mgv7_np_terrain_alt = {
2347 # spread = (600, 600, 600),
2350 # persistence = 0.6,
2355 # Varies roughness of terrain.
2356 # Defines the 'persistence' value for terrain_base and terrain_alt noises.
2357 # type: noise_params_2d
2358 # mgv7_np_terrain_persist = {
2361 # spread = (2000, 2000, 2000),
2364 # persistence = 0.6,
2369 # Defines distribution of higher terrain and steepness of cliffs.
2370 # type: noise_params_2d
2371 # mgv7_np_height_select = {
2374 # spread = (500, 500, 500),
2377 # persistence = 0.7,
2382 # Variation of biome filler depth.
2383 # type: noise_params_2d
2384 # mgv7_np_filler_depth = {
2387 # spread = (150, 150, 150),
2390 # persistence = 0.7,
2395 # Variation of maximum mountain height (in nodes).
2396 # type: noise_params_2d
2397 # mgv7_np_mount_height = {
2400 # spread = (1000, 1000, 1000),
2403 # persistence = 0.6,
2408 # Defines large-scale river channel structure.
2409 # type: noise_params_2d
2410 # mgv7_np_ridge_uwater = {
2413 # spread = (1000, 1000, 1000),
2416 # persistence = 0.6,
2421 # 3D noise defining mountain structure and height.
2422 # Also defines structure of floatland mountain terrain.
2423 # type: noise_params_3d
2424 # mgv7_np_mountain = {
2427 # spread = (250, 350, 250),
2430 # persistence = 0.63,
2435 # 3D noise defining structure of river canyon walls.
2436 # type: noise_params_3d
2440 # spread = (100, 100, 100),
2443 # persistence = 0.75,
2448 # 3D noise defining structure of floatlands.
2449 # If altered from the default, the noise 'scale' (0.7 by default) may need
2450 # to be adjusted, as floatland tapering functions best when this noise has
2451 # a value range of approximately -2.0 to 2.0.
2452 # type: noise_params_3d
2453 # mgv7_np_floatland = {
2456 # spread = (384, 96, 384),
2459 # persistence = 0.75,
2460 # lacunarity = 1.618,
2464 # 3D noise defining giant caverns.
2465 # type: noise_params_3d
2466 # mgv7_np_cavern = {
2469 # spread = (384, 128, 384),
2472 # persistence = 0.63,
2477 # First of two 3D noises that together define tunnels.
2478 # type: noise_params_3d
2482 # spread = (61, 61, 61),
2485 # persistence = 0.5,
2490 # Second of two 3D noises that together define tunnels.
2491 # type: noise_params_3d
2495 # spread = (67, 67, 67),
2498 # persistence = 0.5,
2503 # 3D noise that determines number of dungeons per mapchunk.
2504 # type: noise_params_3d
2505 # mgv7_np_dungeons = {
2508 # spread = (500, 500, 500),
2511 # persistence = 0.8,
2516 ## Mapgen Carpathian
2518 # Map generation attributes specific to Mapgen Carpathian.
2519 # type: flags possible values: caverns, rivers, nocaverns, norivers
2520 # mgcarpathian_spflags = caverns,norivers
2522 # Defines the base ground level.
2524 # mgcarpathian_base_level = 12.0
2526 # Defines the width of the river channel.
2528 # mgcarpathian_river_width = 0.05
2530 # Defines the depth of the river channel.
2532 # mgcarpathian_river_depth = 24.0
2534 # Defines the width of the river valley.
2536 # mgcarpathian_valley_width = 0.25
2538 # Controls width of tunnels, a smaller value creates wider tunnels.
2539 # Value >= 10.0 completely disables generation of tunnels and avoids the
2540 # intensive noise calculations.
2542 # mgcarpathian_cave_width = 0.09
2544 # Y of upper limit of large caves.
2546 # mgcarpathian_large_cave_depth = -33
2548 # Minimum limit of random number of small caves per mapchunk.
2549 # type: int min: 0 max: 256
2550 # mgcarpathian_small_cave_num_min = 0
2552 # Maximum limit of random number of small caves per mapchunk.
2553 # type: int min: 0 max: 256
2554 # mgcarpathian_small_cave_num_max = 0
2556 # Minimum limit of random number of large caves per mapchunk.
2557 # type: int min: 0 max: 64
2558 # mgcarpathian_large_cave_num_min = 0
2560 # Maximum limit of random number of large caves per mapchunk.
2561 # type: int min: 0 max: 64
2562 # mgcarpathian_large_cave_num_max = 2
2564 # Proportion of large caves that contain liquid.
2565 # type: float min: 0 max: 1
2566 # mgcarpathian_large_cave_flooded = 0.5
2568 # Y-level of cavern upper limit.
2570 # mgcarpathian_cavern_limit = -256
2572 # Y-distance over which caverns expand to full size.
2574 # mgcarpathian_cavern_taper = 256
2576 # Defines full size of caverns, smaller values create larger caverns.
2578 # mgcarpathian_cavern_threshold = 0.7
2580 # Lower Y limit of dungeons.
2582 # mgcarpathian_dungeon_ymin = -31000
2584 # Upper Y limit of dungeons.
2586 # mgcarpathian_dungeon_ymax = 31000
2590 # Variation of biome filler depth.
2591 # type: noise_params_2d
2592 # mgcarpathian_np_filler_depth = {
2595 # spread = (128, 128, 128),
2598 # persistence = 0.7,
2603 # First of 4 2D noises that together define hill/mountain range height.
2604 # type: noise_params_2d
2605 # mgcarpathian_np_height1 = {
2608 # spread = (251, 251, 251),
2611 # persistence = 0.5,
2616 # Second of 4 2D noises that together define hill/mountain range height.
2617 # type: noise_params_2d
2618 # mgcarpathian_np_height2 = {
2621 # spread = (383, 383, 383),
2624 # persistence = 0.5,
2629 # Third of 4 2D noises that together define hill/mountain range height.
2630 # type: noise_params_2d
2631 # mgcarpathian_np_height3 = {
2634 # spread = (509, 509, 509),
2637 # persistence = 0.5,
2642 # Fourth of 4 2D noises that together define hill/mountain range height.
2643 # type: noise_params_2d
2644 # mgcarpathian_np_height4 = {
2647 # spread = (631, 631, 631),
2650 # persistence = 0.5,
2655 # 2D noise that controls the size/occurrence of rolling hills.
2656 # type: noise_params_2d
2657 # mgcarpathian_np_hills_terrain = {
2660 # spread = (1301, 1301, 1301),
2663 # persistence = 0.5,
2668 # 2D noise that controls the size/occurrence of ridged mountain ranges.
2669 # type: noise_params_2d
2670 # mgcarpathian_np_ridge_terrain = {
2673 # spread = (1889, 1889, 1889),
2676 # persistence = 0.5,
2681 # 2D noise that controls the size/occurrence of step mountain ranges.
2682 # type: noise_params_2d
2683 # mgcarpathian_np_step_terrain = {
2686 # spread = (1889, 1889, 1889),
2689 # persistence = 0.5,
2694 # 2D noise that controls the shape/size of rolling hills.
2695 # type: noise_params_2d
2696 # mgcarpathian_np_hills = {
2699 # spread = (257, 257, 257),
2702 # persistence = 0.5,
2707 # 2D noise that controls the shape/size of ridged mountains.
2708 # type: noise_params_2d
2709 # mgcarpathian_np_ridge_mnt = {
2712 # spread = (743, 743, 743),
2715 # persistence = 0.7,
2720 # 2D noise that controls the shape/size of step mountains.
2721 # type: noise_params_2d
2722 # mgcarpathian_np_step_mnt = {
2725 # spread = (509, 509, 509),
2728 # persistence = 0.6,
2733 # 2D noise that locates the river valleys and channels.
2734 # type: noise_params_2d
2735 # mgcarpathian_np_rivers = {
2738 # spread = (1000, 1000, 1000),
2741 # persistence = 0.6,
2746 # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
2747 # type: noise_params_3d
2748 # mgcarpathian_np_mnt_var = {
2751 # spread = (499, 499, 499),
2754 # persistence = 0.55,
2759 # First of two 3D noises that together define tunnels.
2760 # type: noise_params_3d
2761 # mgcarpathian_np_cave1 = {
2764 # spread = (61, 61, 61),
2767 # persistence = 0.5,
2772 # Second of two 3D noises that together define tunnels.
2773 # type: noise_params_3d
2774 # mgcarpathian_np_cave2 = {
2777 # spread = (67, 67, 67),
2780 # persistence = 0.5,
2785 # 3D noise defining giant caverns.
2786 # type: noise_params_3d
2787 # mgcarpathian_np_cavern = {
2790 # spread = (384, 128, 384),
2793 # persistence = 0.63,
2798 # 3D noise that determines number of dungeons per mapchunk.
2799 # type: noise_params_3d
2800 # mgcarpathian_np_dungeons = {
2803 # spread = (500, 500, 500),
2806 # persistence = 0.8,
2813 # Map generation attributes specific to Mapgen Flat.
2814 # Occasional lakes and hills can be added to the flat world.
2815 # type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns
2816 # mgflat_spflags = nolakes,nohills,nocaverns
2820 # mgflat_ground_level = 8
2822 # Y of upper limit of large caves.
2824 # mgflat_large_cave_depth = -33
2826 # Minimum limit of random number of small caves per mapchunk.
2827 # type: int min: 0 max: 256
2828 # mgflat_small_cave_num_min = 0
2830 # Maximum limit of random number of small caves per mapchunk.
2831 # type: int min: 0 max: 256
2832 # mgflat_small_cave_num_max = 0
2834 # Minimum limit of random number of large caves per mapchunk.
2835 # type: int min: 0 max: 64
2836 # mgflat_large_cave_num_min = 0
2838 # Maximum limit of random number of large caves per mapchunk.
2839 # type: int min: 0 max: 64
2840 # mgflat_large_cave_num_max = 2
2842 # Proportion of large caves that contain liquid.
2843 # type: float min: 0 max: 1
2844 # mgflat_large_cave_flooded = 0.5
2846 # Controls width of tunnels, a smaller value creates wider tunnels.
2847 # Value >= 10.0 completely disables generation of tunnels and avoids the
2848 # intensive noise calculations.
2850 # mgflat_cave_width = 0.09
2852 # Terrain noise threshold for lakes.
2853 # Controls proportion of world area covered by lakes.
2854 # Adjust towards 0.0 for a larger proportion.
2856 # mgflat_lake_threshold = -0.45
2858 # Controls steepness/depth of lake depressions.
2860 # mgflat_lake_steepness = 48.0
2862 # Terrain noise threshold for hills.
2863 # Controls proportion of world area covered by hills.
2864 # Adjust towards 0.0 for a larger proportion.
2866 # mgflat_hill_threshold = 0.45
2868 # Controls steepness/height of hills.
2870 # mgflat_hill_steepness = 64.0
2872 # Y-level of cavern upper limit.
2874 # mgflat_cavern_limit = -256
2876 # Y-distance over which caverns expand to full size.
2878 # mgflat_cavern_taper = 256
2880 # Defines full size of caverns, smaller values create larger caverns.
2882 # mgflat_cavern_threshold = 0.7
2884 # Lower Y limit of dungeons.
2886 # mgflat_dungeon_ymin = -31000
2888 # Upper Y limit of dungeons.
2890 # mgflat_dungeon_ymax = 31000
2894 # Defines location and terrain of optional hills and lakes.
2895 # type: noise_params_2d
2896 # mgflat_np_terrain = {
2899 # spread = (600, 600, 600),
2902 # persistence = 0.6,
2907 # Variation of biome filler depth.
2908 # type: noise_params_2d
2909 # mgflat_np_filler_depth = {
2912 # spread = (150, 150, 150),
2915 # persistence = 0.7,
2920 # First of two 3D noises that together define tunnels.
2921 # type: noise_params_3d
2922 # mgflat_np_cave1 = {
2925 # spread = (61, 61, 61),
2928 # persistence = 0.5,
2933 # Second of two 3D noises that together define tunnels.
2934 # type: noise_params_3d
2935 # mgflat_np_cave2 = {
2938 # spread = (67, 67, 67),
2941 # persistence = 0.5,
2946 # 3D noise defining giant caverns.
2947 # type: noise_params_3d
2948 # mgflat_np_cavern = {
2951 # spread = (384, 128, 384),
2954 # persistence = 0.63,
2959 # 3D noise that determines number of dungeons per mapchunk.
2960 # type: noise_params_3d
2961 # mgflat_np_dungeons = {
2964 # spread = (500, 500, 500),
2967 # persistence = 0.8,
2974 # Map generation attributes specific to Mapgen Fractal.
2975 # 'terrain' enables the generation of non-fractal terrain:
2976 # ocean, islands and underground.
2977 # type: flags possible values: terrain, noterrain
2978 # mgfractal_spflags = terrain
2980 # Controls width of tunnels, a smaller value creates wider tunnels.
2981 # Value >= 10.0 completely disables generation of tunnels and avoids the
2982 # intensive noise calculations.
2984 # mgfractal_cave_width = 0.09
2986 # Y of upper limit of large caves.
2988 # mgfractal_large_cave_depth = -33
2990 # Minimum limit of random number of small caves per mapchunk.
2991 # type: int min: 0 max: 256
2992 # mgfractal_small_cave_num_min = 0
2994 # Maximum limit of random number of small caves per mapchunk.
2995 # type: int min: 0 max: 256
2996 # mgfractal_small_cave_num_max = 0
2998 # Minimum limit of random number of large caves per mapchunk.
2999 # type: int min: 0 max: 64
3000 # mgfractal_large_cave_num_min = 0
3002 # Maximum limit of random number of large caves per mapchunk.
3003 # type: int min: 0 max: 64
3004 # mgfractal_large_cave_num_max = 2
3006 # Proportion of large caves that contain liquid.
3007 # type: float min: 0 max: 1
3008 # mgfractal_large_cave_flooded = 0.5
3010 # Lower Y limit of dungeons.
3012 # mgfractal_dungeon_ymin = -31000
3014 # Upper Y limit of dungeons.
3016 # mgfractal_dungeon_ymax = 31000
3018 # Selects one of 18 fractal types.
3019 # 1 = 4D "Roundy" Mandelbrot set.
3020 # 2 = 4D "Roundy" Julia set.
3021 # 3 = 4D "Squarry" Mandelbrot set.
3022 # 4 = 4D "Squarry" Julia set.
3023 # 5 = 4D "Mandy Cousin" Mandelbrot set.
3024 # 6 = 4D "Mandy Cousin" Julia set.
3025 # 7 = 4D "Variation" Mandelbrot set.
3026 # 8 = 4D "Variation" Julia set.
3027 # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
3028 # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
3029 # 11 = 3D "Christmas Tree" Mandelbrot set.
3030 # 12 = 3D "Christmas Tree" Julia set.
3031 # 13 = 3D "Mandelbulb" Mandelbrot set.
3032 # 14 = 3D "Mandelbulb" Julia set.
3033 # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
3034 # 16 = 3D "Cosine Mandelbulb" Julia set.
3035 # 17 = 4D "Mandelbulb" Mandelbrot set.
3036 # 18 = 4D "Mandelbulb" Julia set.
3037 # type: int min: 1 max: 18
3038 # mgfractal_fractal = 1
3040 # Iterations of the recursive function.
3041 # Increasing this increases the amount of fine detail, but also
3042 # increases processing load.
3043 # At iterations = 20 this mapgen has a similar load to mapgen V7.
3045 # mgfractal_iterations = 11
3047 # (X,Y,Z) scale of fractal in nodes.
3048 # Actual fractal size will be 2 to 3 times larger.
3049 # These numbers can be made very large, the fractal does
3050 # not have to fit inside the world.
3051 # Increase these to 'zoom' into the detail of the fractal.
3052 # Default is for a vertically-squashed shape suitable for
3053 # an island, set all 3 numbers equal for the raw shape.
3055 # mgfractal_scale = (4096.0, 1024.0, 4096.0)
3057 # (X,Y,Z) offset of fractal from world center in units of 'scale'.
3058 # Can be used to move a desired point to (0, 0) to create a
3059 # suitable spawn point, or to allow 'zooming in' on a desired
3060 # point by increasing 'scale'.
3061 # The default is tuned for a suitable spawn point for Mandelbrot
3062 # sets with default parameters, it may need altering in other
3064 # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
3066 # mgfractal_offset = (1.79, 0.0, 0.0)
3068 # W coordinate of the generated 3D slice of a 4D fractal.
3069 # Determines which 3D slice of the 4D shape is generated.
3070 # Alters the shape of the fractal.
3071 # Has no effect on 3D fractals.
3072 # Range roughly -2 to 2.
3074 # mgfractal_slice_w = 0.0
3077 # X component of hypercomplex constant.
3078 # Alters the shape of the fractal.
3079 # Range roughly -2 to 2.
3081 # mgfractal_julia_x = 0.33
3084 # Y component of hypercomplex constant.
3085 # Alters the shape of the fractal.
3086 # Range roughly -2 to 2.
3088 # mgfractal_julia_y = 0.33
3091 # Z component of hypercomplex constant.
3092 # Alters the shape of the fractal.
3093 # Range roughly -2 to 2.
3095 # mgfractal_julia_z = 0.33
3098 # W component of hypercomplex constant.
3099 # Alters the shape of the fractal.
3100 # Has no effect on 3D fractals.
3101 # Range roughly -2 to 2.
3103 # mgfractal_julia_w = 0.33
3107 # Y-level of seabed.
3108 # type: noise_params_2d
3109 # mgfractal_np_seabed = {
3112 # spread = (600, 600, 600),
3115 # persistence = 0.6,
3120 # Variation of biome filler depth.
3121 # type: noise_params_2d
3122 # mgfractal_np_filler_depth = {
3125 # spread = (150, 150, 150),
3128 # persistence = 0.7,
3133 # First of two 3D noises that together define tunnels.
3134 # type: noise_params_3d
3135 # mgfractal_np_cave1 = {
3138 # spread = (61, 61, 61),
3141 # persistence = 0.5,
3146 # Second of two 3D noises that together define tunnels.
3147 # type: noise_params_3d
3148 # mgfractal_np_cave2 = {
3151 # spread = (67, 67, 67),
3154 # persistence = 0.5,
3159 # 3D noise that determines number of dungeons per mapchunk.
3160 # type: noise_params_3d
3161 # mgfractal_np_dungeons = {
3164 # spread = (500, 500, 500),
3167 # persistence = 0.8,
3174 # Map generation attributes specific to Mapgen Valleys.
3175 # 'altitude_chill': Reduces heat with altitude.
3176 # 'humid_rivers': Increases humidity around rivers.
3177 # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
3178 # to become shallower and occasionally dry.
3179 # 'altitude_dry': Reduces humidity with altitude.
3180 # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
3181 # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
3183 # The vertical distance over which heat drops by 20 if 'altitude_chill' is
3184 # enabled. Also the vertical distance over which humidity drops by 10 if
3185 # 'altitude_dry' is enabled.
3187 # mgvalleys_altitude_chill = 90
3189 # Depth below which you'll find large caves.
3191 # mgvalleys_large_cave_depth = -33
3193 # Minimum limit of random number of small caves per mapchunk.
3194 # type: int min: 0 max: 256
3195 # mgvalleys_small_cave_num_min = 0
3197 # Maximum limit of random number of small caves per mapchunk.
3198 # type: int min: 0 max: 256
3199 # mgvalleys_small_cave_num_max = 0
3201 # Minimum limit of random number of large caves per mapchunk.
3202 # type: int min: 0 max: 64
3203 # mgvalleys_large_cave_num_min = 0
3205 # Maximum limit of random number of large caves per mapchunk.
3206 # type: int min: 0 max: 64
3207 # mgvalleys_large_cave_num_max = 2
3209 # Proportion of large caves that contain liquid.
3210 # type: float min: 0 max: 1
3211 # mgvalleys_large_cave_flooded = 0.5
3213 # Depth below which you'll find giant caverns.
3215 # mgvalleys_cavern_limit = -256
3217 # Y-distance over which caverns expand to full size.
3219 # mgvalleys_cavern_taper = 192
3221 # Defines full size of caverns, smaller values create larger caverns.
3223 # mgvalleys_cavern_threshold = 0.6
3225 # How deep to make rivers.
3227 # mgvalleys_river_depth = 4
3229 # How wide to make rivers.
3231 # mgvalleys_river_size = 5
3233 # Controls width of tunnels, a smaller value creates wider tunnels.
3234 # Value >= 10.0 completely disables generation of tunnels and avoids the
3235 # intensive noise calculations.
3237 # mgvalleys_cave_width = 0.09
3239 # Lower Y limit of dungeons.
3241 # mgvalleys_dungeon_ymin = -31000
3243 # Upper Y limit of dungeons.
3245 # mgvalleys_dungeon_ymax = 63
3249 # First of two 3D noises that together define tunnels.
3250 # type: noise_params_3d
3251 # mgvalleys_np_cave1 = {
3254 # spread = (61, 61, 61),
3257 # persistence = 0.5,
3262 # Second of two 3D noises that together define tunnels.
3263 # type: noise_params_3d
3264 # mgvalleys_np_cave2 = {
3267 # spread = (67, 67, 67),
3270 # persistence = 0.5,
3275 # The depth of dirt or other biome filler node.
3276 # type: noise_params_2d
3277 # mgvalleys_np_filler_depth = {
3280 # spread = (256, 256, 256),
3283 # persistence = 0.5,
3288 # 3D noise defining giant caverns.
3289 # type: noise_params_3d
3290 # mgvalleys_np_cavern = {
3293 # spread = (768, 256, 768),
3296 # persistence = 0.63,
3301 # Defines large-scale river channel structure.
3302 # type: noise_params_2d
3303 # mgvalleys_np_rivers = {
3306 # spread = (256, 256, 256),
3309 # persistence = 0.6,
3314 # Base terrain height.
3315 # type: noise_params_2d
3316 # mgvalleys_np_terrain_height = {
3319 # spread = (1024, 1024, 1024),
3322 # persistence = 0.4,
3327 # Raises terrain to make valleys around the rivers.
3328 # type: noise_params_2d
3329 # mgvalleys_np_valley_depth = {
3332 # spread = (512, 512, 512),
3335 # persistence = 1.0,
3340 # Slope and fill work together to modify the heights.
3341 # type: noise_params_3d
3342 # mgvalleys_np_inter_valley_fill = {
3345 # spread = (256, 512, 256),
3348 # persistence = 0.8,
3353 # Amplifies the valleys.
3354 # type: noise_params_2d
3355 # mgvalleys_np_valley_profile = {
3358 # spread = (512, 512, 512),
3361 # persistence = 1.0,
3366 # Slope and fill work together to modify the heights.
3367 # type: noise_params_2d
3368 # mgvalleys_np_inter_valley_slope = {
3371 # spread = (128, 128, 128),
3374 # persistence = 1.0,
3379 # 3D noise that determines number of dungeons per mapchunk.
3380 # type: noise_params_3d
3381 # mgvalleys_np_dungeons = {
3384 # spread = (500, 500, 500),
3387 # persistence = 0.8,
3394 # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
3395 # WARNING!: There is no benefit, and there are several dangers, in
3396 # increasing this value above 5.
3397 # Reducing this value increases cave and dungeon density.
3398 # Altering this value is for special usage, leaving it unchanged is
3403 # Dump the mapgen debug information.
3405 # enable_mapgen_debug_info = false
3407 # Maximum number of blocks that can be queued for loading.
3409 # emergequeue_limit_total = 1024
3411 # Maximum number of blocks to be queued that are to be loaded from file.
3412 # This limit is enforced per player.
3414 # emergequeue_limit_diskonly = 128
3416 # Maximum number of blocks to be queued that are to be generated.
3417 # This limit is enforced per player.
3419 # emergequeue_limit_generate = 128
3421 # Number of emerge threads to use.
3423 # - Automatic selection. The number of emerge threads will be
3424 # - 'number of processors - 2', with a lower limit of 1.
3426 # - Specifies the number of emerge threads, with a lower limit of 1.
3427 # WARNING: Increasing the number of emerge threads increases engine mapgen
3428 # speed, but this may harm game performance by interfering with other
3429 # processes, especially in singleplayer and/or when running Lua code in
3430 # 'on_generated'. For many users the optimum setting may be '1'.
3432 # num_emerge_threads = 1
3435 # Online Content Repository
3438 # The URL for the content repository
3440 # contentdb_url = https://content.minetest.net
3442 # Comma-separated list of flags to hide in the content repository.
3443 # "nonfree" can be used to hide packages which do not qualify as 'free software',
3444 # as defined by the Free Software Foundation.
3445 # You can also specify content ratings.
3446 # These flags are independent from Minetest versions,
3447 # so see a full list at https://content.minetest.net/help/content_flags/
3449 # contentdb_flag_blacklist = nonfree, desktop_default
3451 # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
3452 # This should be lower than curl_parallel_limit.
3454 # contentdb_max_concurrent_downloads = 3