1 # This file contains a list of all available settings and their default value for minetest.conf
3 # By default, all the settings are commented and not functional.
4 # Uncomment settings by removing the preceding #.
6 # minetest.conf is read by default from:
9 # Any other path can be chosen by passing the path as a parameter
10 # to the program, eg. "minetest.exe --config ../minetest.conf.example".
12 # Further documentation:
13 # https://wiki.minetest.net/
21 # If enabled, you can place blocks at the position (feet + eye level) where you stand.
22 # This is helpful when working with nodeboxes in small areas.
24 # enable_build_where_you_stand = false
26 # Smooths camera when looking around. Also called look or mouse smoothing.
27 # Useful for recording videos.
31 # Smooths rotation of camera. 0 to disable.
32 # type: float min: 0 max: 0.99
33 # camera_smoothing = 0.0
35 # Smooths rotation of camera in cinematic mode. 0 to disable.
36 # type: float min: 0 max: 0.99
37 # cinematic_camera_smoothing = 0.7
39 # If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
42 # aux1_descends = false
44 # Double-tapping the jump key toggles fly mode.
46 # doubletap_jump = false
48 # If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
51 # always_fly_fast = true
53 # The time in seconds it takes between repeated node placements when holding
55 # type: float min: 0.25 max: 2
56 # repeat_place_time = 0.25
58 # Automatically jump up single-node obstacles.
62 # Prevent digging and placing from repeating when holding the mouse buttons.
63 # Enable this when you dig or place too often by accident.
65 # safe_dig_and_place = false
69 # Invert vertical mouse movement.
71 # invert_mouse = false
73 # Mouse sensitivity multiplier.
74 # type: float min: 0.001 max: 10
75 # mouse_sensitivity = 0.2
79 # The length in pixels it takes for touch screen interaction to start.
80 # type: int min: 0 max: 100
81 # touchscreen_threshold = 20
83 # Use crosshair to select object instead of whole screen.
84 # If enabled, a crosshair will be shown and will be used for selecting object.
86 # touch_use_crosshair = false
88 # (Android) Fixes the position of virtual joystick.
89 # If disabled, virtual joystick will center to first-touch's position.
91 # fixed_virtual_joystick = false
93 # (Android) Use virtual joystick to trigger "Aux1" button.
94 # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
96 # virtual_joystick_triggers_aux1 = false
106 # Width component of the initial window size. Ignored in fullscreen mode.
107 # type: int min: 1 max: 65535
110 # Height component of the initial window size. Ignored in fullscreen mode.
111 # type: int min: 1 max: 65535
114 # Save window size automatically when modified.
116 # autosave_screensize = true
122 # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
125 # pause_on_lost_focus = false
129 # If FPS would go higher than this, limit it by sleeping
130 # to not waste CPU power for no benefit.
131 # type: int min: 1 max: 4294967295
134 # Vertical screen synchronization.
138 # Maximum FPS when the window is not focused, or when the game is paused.
139 # type: int min: 1 max: 4294967295
140 # fps_max_unfocused = 20
142 # View distance in nodes.
143 # type: int min: 20 max: 4000
144 # viewing_range = 190
146 # Undersampling is similar to using a lower screen resolution, but it applies
147 # to the game world only, keeping the GUI intact.
148 # It should give a significant performance boost at the cost of less detailed image.
149 # Higher values result in a less detailed image.
150 # type: int min: 1 max: 8
155 # Makes all liquids opaque
157 # opaque_water = false
160 # - Fancy: all faces visible
161 # - Simple: only outer faces, if defined special_tiles are used
162 # - Opaque: disable transparency
163 # type: enum values: fancy, simple, opaque
164 # leaves_style = fancy
166 # Connects glass if supported by node.
168 # connected_glass = false
170 # Enable smooth lighting with simple ambient occlusion.
171 # Disable for speed or for different looks.
173 # smooth_lighting = true
175 # Enables tradeoffs that reduce CPU load or increase rendering performance
176 # at the expense of minor visual glitches that do not impact game playability.
178 # performance_tradeoffs = false
180 # Adds particles when digging a node.
182 # enable_particles = true
187 # Currently supported:
188 # - none: no 3d output.
189 # - anaglyph: cyan/magenta color 3d.
190 # - interlaced: odd/even line based polarisation screen support.
191 # - topbottom: split screen top/bottom.
192 # - sidebyside: split screen side by side.
193 # - crossview: Cross-eyed 3d
194 # - pageflip: quadbuffer based 3d.
195 # Note that the interlaced mode requires shaders to be enabled.
196 # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
199 # Strength of 3D mode parallax.
200 # type: float min: -0.087 max: 0.087
201 # 3d_paralax_strength = 0.025
205 # Arm inertia, gives a more realistic movement of
206 # the arm when the camera moves.
210 # Enable view bobbing and amount of view bobbing.
211 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
212 # type: float min: 0 max: 7.9
213 # view_bobbing_amount = 1.0
215 # Multiplier for fall bobbing.
216 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
217 # type: float min: 0 max: 100
218 # fall_bobbing_amount = 0.03
222 # Camera 'near clipping plane' distance in nodes, between 0 and 0.25
223 # Only works on GLES platforms. Most users will not need to change this.
224 # Increasing can reduce artifacting on weaker GPUs.
225 # 0.1 = Default, 0.25 = Good value for weaker tablets.
226 # type: float min: 0 max: 0.25
229 # Field of view in degrees.
230 # type: int min: 45 max: 160
233 # Alters the light curve by applying 'gamma correction' to it.
234 # Higher values make middle and lower light levels brighter.
235 # Value '1.0' leaves the light curve unaltered.
236 # This only has significant effect on daylight and artificial
237 # light, it has very little effect on natural night light.
238 # type: float min: 0.33 max: 3
239 # display_gamma = 1.0
241 # The strength (darkness) of node ambient-occlusion shading.
242 # Lower is darker, Higher is lighter. The valid range of values for this
243 # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
244 # set to the nearest valid value.
245 # type: float min: 0.25 max: 4
246 # ambient_occlusion_gamma = 2.2
250 # Path to save screenshots at. Can be an absolute or relative path.
251 # The folder will be created if it doesn't already exist.
253 # screenshot_path = screenshots
255 # Format of screenshots.
256 # type: enum values: png, jpg
257 # screenshot_format = png
259 # Screenshot quality. Only used for JPEG format.
260 # 1 means worst quality; 100 means best quality.
261 # Use 0 for default quality.
262 # type: int min: 0 max: 100
263 # screenshot_quality = 0
265 ### Node and Entity Highlighting
267 # Method used to highlight selected object.
268 # type: enum values: box, halo, none
269 # node_highlighting = box
271 # Show entity selection boxes
272 # A restart is required after changing this.
274 # show_entity_selectionbox = false
276 # Selection box border color (R,G,B).
278 # selectionbox_color = (0,0,0)
280 # Width of the selection box lines around nodes.
281 # type: int min: 1 max: 5
282 # selectionbox_width = 2
284 # Crosshair color (R,G,B).
285 # Also controls the object crosshair color
287 # crosshair_color = (255,255,255)
289 # Crosshair alpha (opaqueness, between 0 and 255).
290 # This also applies to the object crosshair.
291 # type: int min: 0 max: 255
292 # crosshair_alpha = 255
296 # Whether to fog out the end of the visible area.
300 # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
302 # directional_colored_fog = true
304 # Fraction of the visible distance at which fog starts to be rendered
305 # type: float min: 0 max: 0.99
310 # Clouds are a client side effect.
312 # enable_clouds = true
314 # Use 3D cloud look instead of flat.
316 # enable_3d_clouds = true
318 ### Filtering and Antialiasing
320 # Use mipmapping to scale textures. May slightly increase performance,
321 # especially when using a high resolution texture pack.
322 # Gamma correct downscaling is not supported.
326 # Use anisotropic filtering when viewing at textures from an angle.
328 # anisotropic_filter = false
330 # Use bilinear filtering when scaling textures.
332 # bilinear_filter = false
334 # Use trilinear filtering when scaling textures.
336 # trilinear_filter = false
338 # Filtered textures can blend RGB values with fully-transparent neighbors,
339 # which PNG optimizers usually discard, often resulting in dark or
340 # light edges to transparent textures. Apply a filter to clean that up
341 # at texture load time. This is automatically enabled if mipmapping is enabled.
343 # texture_clean_transparent = false
345 # When using bilinear/trilinear/anisotropic filters, low-resolution textures
346 # can be blurred, so automatically upscale them with nearest-neighbor
347 # interpolation to preserve crisp pixels. This sets the minimum texture size
348 # for the upscaled textures; higher values look sharper, but require more
349 # memory. Powers of 2 are recommended. This setting is ONLY applied if
350 # bilinear/trilinear/anisotropic filtering is enabled.
351 # This is also used as the base node texture size for world-aligned
352 # texture autoscaling.
353 # type: int min: 1 max: 32768
354 # texture_min_size = 64
356 # Use multi-sample antialiasing (MSAA) to smooth out block edges.
357 # This algorithm smooths out the 3D viewport while keeping the image sharp,
358 # but it doesn't affect the insides of textures
359 # (which is especially noticeable with transparent textures).
360 # Visible spaces appear between nodes when shaders are disabled.
361 # If set to 0, MSAA is disabled.
362 # A restart is required after changing this option.
363 # type: enum values: 0, 1, 2, 4, 8, 16
368 # Shaders allow advanced visual effects and may increase performance on some video
370 # This only works with the OpenGL video backend.
372 # enable_shaders = true
376 # Enables Hable's 'Uncharted 2' filmic tone mapping.
377 # Simulates the tone curve of photographic film and how this approximates the
378 # appearance of high dynamic range images. Mid-range contrast is slightly
379 # enhanced, highlights and shadows are gradually compressed.
381 # tone_mapping = false
383 # Adjust the saturation (or vividness) of the scene
385 # < 1.0 decrease saturation
386 # > 1.0 increase saturation
387 # 1.0 = unchanged saturation
388 # 0.0 = black and white
389 # (Tone mapping needs to be enabled.)
390 # type: float min: 0 max: 5
395 # Set to true to enable waving leaves.
396 # Requires shaders to be enabled.
398 # enable_waving_leaves = false
400 # Set to true to enable waving plants.
401 # Requires shaders to be enabled.
403 # enable_waving_plants = false
405 # Set to true to enable waving liquids (like water).
406 # Requires shaders to be enabled.
408 # enable_waving_water = false
410 # The maximum height of the surface of waving liquids.
411 # 4.0 = Wave height is two nodes.
412 # 0.0 = Wave doesn't move at all.
413 # Default is 1.0 (1/2 node).
414 # Requires waving liquids to be enabled.
415 # type: float min: 0 max: 4
416 # water_wave_height = 1.0
418 # Length of liquid waves.
419 # Requires waving liquids to be enabled.
420 # type: float min: 0.1
421 # water_wave_length = 20.0
423 # How fast liquid waves will move. Higher = faster.
424 # If negative, liquid waves will move backwards.
425 # Requires waving liquids to be enabled.
427 # water_wave_speed = 5.0
431 # Set to true to enable Shadow Mapping.
432 # Requires shaders to be enabled.
434 # enable_dynamic_shadows = false
436 # Set the shadow strength gamma.
437 # Adjusts the intensity of in-game dynamic shadows.
438 # Lower value means lighter shadows, higher value means darker shadows.
439 # type: float min: 0.1 max: 10
440 # shadow_strength_gamma = 1.0
442 # Maximum distance to render shadows.
443 # type: float min: 10 max: 1000
444 # shadow_map_max_distance = 120.0
446 # Texture size to render the shadow map on.
447 # This must be a power of two.
448 # Bigger numbers create better shadows but it is also more expensive.
449 # type: int min: 128 max: 8192
450 # shadow_map_texture_size = 1024
452 # Sets shadow texture quality to 32 bits.
453 # On false, 16 bits texture will be used.
454 # This can cause much more artifacts in the shadow.
456 # shadow_map_texture_32bit = true
458 # Enable Poisson disk filtering.
459 # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
461 # shadow_poisson_filter = true
463 # Define shadow filtering quality.
464 # This simulates the soft shadows effect by applying a PCF or Poisson disk
465 # but also uses more resources.
466 # type: enum values: 0, 1, 2
469 # Enable colored shadows.
470 # On true translucent nodes cast colored shadows. This is expensive.
472 # shadow_map_color = false
474 # Spread a complete update of shadow map over given amount of frames.
475 # Higher values might make shadows laggy, lower values
476 # will consume more resources.
477 # Minimum value: 1; maximum value: 16
478 # type: int min: 1 max: 16
479 # shadow_update_frames = 8
481 # Set the soft shadow radius size.
482 # Lower values mean sharper shadows, bigger values mean softer shadows.
483 # Minimum value: 1.0; maximum value: 15.0
484 # type: float min: 1 max: 15
485 # shadow_soft_radius = 5.0
489 # Set the exposure compensation factor.
490 # This factor is applied to linear color value
491 # before all other post-processing effects.
492 # Value of 1.0 (default) means no exposure compensation.
493 # Range: from 0.1 to 10.0
494 # type: float min: 0.1 max: 10
495 # exposure_factor = 1.0
499 # Set to true to enable bloom effect.
500 # Bright colors will bleed over the neighboring objects.
502 # enable_bloom = false
504 # Set to true to render debugging breakdown of the bloom effect.
505 # In debug mode, the screen is split into 4 quadrants:
506 # top-left - processed base image, top-right - final image
507 # bottom-left - raw base image, bottom-right - bloom texture.
509 # enable_bloom_debug = false
511 # Defines how much bloom is applied to the rendered image
512 # Smaller values make bloom more subtle
513 # Range: from 0.01 to 1.0, default: 0.05
514 # type: float min: 0.01 max: 1
515 # bloom_intensity = 0.05
517 # Defines the magnitude of bloom overexposure.
518 # Range: from 0.1 to 10.0, default: 1.0
519 # type: float min: 0.1 max: 10
520 # bloom_strength_factor = 1.0
522 # Logical value that controls how far the bloom effect spreads
523 # from the bright objects.
524 # Range: from 0.1 to 8, default: 1
525 # type: float min: 0.1 max: 8
530 # Volume of all sounds.
531 # Requires the sound system to be enabled.
532 # type: float min: 0 max: 1
535 # Whether to mute sounds. You can unmute sounds at any time, unless the
536 # sound system is disabled (enable_sound=false).
537 # In-game, you can toggle the mute state with the mute key or by using the
544 # Set the language. Leave empty to use the system language.
545 # A restart is required after changing this.
546 # 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
551 # Scale GUI by a user specified value.
552 # Use a nearest-neighbor-anti-alias filter to scale the GUI.
553 # This will smooth over some of the rough edges, and blend
554 # pixels when scaling down, at the cost of blurring some
555 # edge pixels when images are scaled by non-integer sizes.
556 # type: float min: 0.5 max: 20
559 # Enables animation of inventory items.
561 # inventory_items_animations = false
563 # Formspec full-screen background opacity (between 0 and 255).
564 # type: int min: 0 max: 255
565 # formspec_fullscreen_bg_opacity = 140
567 # Formspec full-screen background color (R,G,B).
569 # formspec_fullscreen_bg_color = (0,0,0)
571 # When gui_scaling_filter is true, all GUI images need to be
572 # filtered in software, but some images are generated directly
573 # to hardware (e.g. render-to-texture for nodes in inventory).
575 # gui_scaling_filter = false
577 # When gui_scaling_filter_txr2img is true, copy those images
578 # from hardware to software for scaling. When false, fall back
579 # to the old scaling method, for video drivers that don't
580 # properly support downloading textures back from hardware.
582 # gui_scaling_filter_txr2img = true
584 # Delay showing tooltips, stated in milliseconds.
585 # type: int min: 0 max: 1.844674407371e+19
586 # tooltip_show_delay = 400
588 # Append item name to tooltip.
590 # tooltip_append_itemname = false
592 # Use a cloud animation for the main menu background.
598 # Modifies the size of the HUD elements.
599 # type: float min: 0.5 max: 20
602 # Whether name tag backgrounds should be shown by default.
603 # Mods may still set a background.
605 # show_nametag_backgrounds = true
609 # Maximum number of recent chat messages to show
610 # type: int min: 2 max: 20
611 # recent_chat_messages = 6
613 # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
614 # type: float min: 0.1 max: 1
615 # console_height = 0.6
617 # In-game chat console background color (R,G,B).
619 # console_color = (0,0,0)
621 # In-game chat console background alpha (opaqueness, between 0 and 255).
622 # type: int min: 0 max: 255
623 # console_alpha = 200
625 # Maximum proportion of current window to be used for hotbar.
626 # Useful if there's something to be displayed right or left of hotbar.
627 # type: float min: 0.001 max: 1
628 # hud_hotbar_max_width = 1.0
630 # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
632 # clickable_chat_weblinks = true
634 # Optional override for chat weblink color.
636 # chat_weblink_color =
638 # Font size of the recent chat text and chat prompt in point (pt).
639 # Value 0 will use the default font size.
640 # type: int min: 0 max: 72
643 ### Content Repository
645 # The URL for the content repository
647 # contentdb_url = https://content.minetest.net
649 # Comma-separated list of flags to hide in the content repository.
650 # "nonfree" can be used to hide packages which do not qualify as 'free software',
651 # as defined by the Free Software Foundation.
652 # You can also specify content ratings.
653 # These flags are independent from Minetest versions,
654 # so see a full list at https://content.minetest.net/help/content_flags/
656 # contentdb_flag_blacklist = nonfree, desktop_default
658 # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
659 # This should be lower than curl_parallel_limit.
661 # contentdb_max_concurrent_downloads = 3
669 # Save the map received by the client on disk.
671 # enable_local_map_saving = false
673 # URL to the server list displayed in the Multiplayer Tab.
675 # serverlist_url = servers.minetest.net
677 # If enabled, account registration is separate from login in the UI.
678 # If disabled, new accounts will be registered automatically when logging in.
680 # enable_split_login_register = true
682 # URL to JSON file which provides information about the newest Minetest release
684 # update_information_url = https://www.minetest.net/release_info.json
686 # Unix timestamp (integer) of when the client last checked for an update
687 # Set this value to "disabled" to never check for updates.
689 # update_last_checked =
691 # Version number which was last seen during an update check.
693 # Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch
694 # Ex: 5.5.0 is 005005000
696 # update_last_known = 0
700 # Name of the player.
701 # When running a server, clients connecting with this name are admins.
702 # When starting from the main menu, this is overridden.
706 ### Serverlist and MOTD
708 # Name of the server, to be displayed when players join and in the serverlist.
710 # server_name = Minetest server
712 # Description of server, to be displayed when players join and in the serverlist.
714 # server_description = mine here
716 # Domain name of server, to be displayed in the serverlist.
718 # server_address = game.minetest.net
720 # Homepage of server, to be displayed in the serverlist.
722 # server_url = https://minetest.net
724 # Automatically report to the serverlist.
726 # server_announce = false
728 # Announce to this serverlist.
730 # serverlist_url = servers.minetest.net
732 # Message of the day displayed to players connecting.
736 # Maximum number of players that can be connected simultaneously.
737 # type: int min: 0 max: 65535
740 # If this is set, players will always (re)spawn at the given position.
742 # static_spawnpoint =
746 # Network port to listen (UDP).
747 # This value will be overridden when starting from the main menu.
748 # type: int min: 1 max: 65535
751 # The network interface that the server listens on.
755 # Enable to disallow old clients from connecting.
756 # Older clients are compatible in the sense that they will not crash when connecting
757 # to new servers, but they may not support all new features that you are expecting.
759 # strict_protocol_version_checking = false
761 # Specifies URL from which client fetches media instead of using UDP.
762 # $filename should be accessible from $remote_media$filename via cURL
763 # (obviously, remote_media should end with a slash).
764 # Files that are not present will be fetched the usual way.
768 # Enable/disable running an IPv6 server.
769 # Ignored if bind_address is set.
770 # Needs enable_ipv6 to be enabled.
772 # ipv6_server = false
776 # New users need to input this password.
780 # If enabled, players cannot join without a password or change theirs to an empty password.
782 # disallow_empty_password = false
784 # The privileges that new users automatically get.
785 # See /privs in game for a full list on your server and mod configuration.
787 # default_privs = interact, shout
789 # Privileges that players with basic_privs can grant
791 # basic_privs = interact, shout
793 # If enabled, disable cheat prevention in multiplayer.
795 # disable_anticheat = false
797 # If enabled, actions are recorded for rollback.
798 # This option is only read when server starts.
800 # enable_rollback_recording = false
802 ### Client-side Modding
804 # Restricts the access of certain client-side functions on servers.
805 # Combine the byteflags below to restrict client-side features, or set to 0
806 # for no restrictions:
807 # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
808 # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
809 # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
810 # READ_NODEDEFS: 8 (disable get_node_def call client-side)
811 # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
812 # csm_restriction_noderange)
813 # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
814 # type: int min: 0 max: 63
815 # csm_restriction_flags = 62
817 # If the CSM restriction for node range is enabled, get_node calls are limited
818 # to this distance from the player to the node.
819 # type: int min: 0 max: 4294967295
820 # csm_restriction_noderange = 0
824 # Remove color codes from incoming chat messages
825 # Use this to stop players from being able to use color in their messages
827 # strip_color_codes = false
829 # Set the maximum length of a chat message (in characters) sent by clients.
830 # type: int min: 10 max: 65535
831 # chat_message_max_size = 500
833 # Amount of messages a player may send per 10 seconds.
835 # chat_message_limit_per_10sec = 10.0
837 # Kick players who sent more than X messages per 10 seconds.
838 # type: int min: 1 max: 65535
839 # chat_message_limit_trigger_kick = 50
843 # Controls length of day/night cycle.
845 # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
849 # Time of day when a new world is started, in millihours (0-23999).
850 # type: int min: 0 max: 23999
851 # world_start_time = 6125
853 # Time in seconds for item entity (dropped items) to live.
854 # Setting it to -1 disables the feature.
856 # item_entity_ttl = 900
858 # Specifies the default stack size of nodes, items and tools.
859 # Note that mods or games may explicitly set a stack for certain (or all) items.
860 # type: int min: 1 max: 65535
861 # default_stack_max = 99
865 # Horizontal and vertical acceleration on ground or when climbing,
866 # in nodes per second per second.
868 # movement_acceleration_default = 3.0
870 # Horizontal acceleration in air when jumping or falling,
871 # in nodes per second per second.
873 # movement_acceleration_air = 2.0
875 # Horizontal and vertical acceleration in fast mode,
876 # in nodes per second per second.
878 # movement_acceleration_fast = 10.0
880 # Walking and flying speed, in nodes per second.
882 # movement_speed_walk = 4.0
884 # Sneaking speed, in nodes per second.
886 # movement_speed_crouch = 1.35
888 # Walking, flying and climbing speed in fast mode, in nodes per second.
890 # movement_speed_fast = 20.0
892 # Vertical climbing speed, in nodes per second.
894 # movement_speed_climb = 3.0
896 # Initial vertical speed when jumping, in nodes per second.
898 # movement_speed_jump = 6.5
900 # How much you are slowed down when moving inside a liquid.
901 # Decrease this to increase liquid resistance to movement.
902 # type: float min: 0.001
903 # movement_liquid_fluidity = 1.0
905 # Maximum liquid resistance. Controls deceleration when entering liquid at
908 # movement_liquid_fluidity_smooth = 0.5
910 # Controls sinking speed in liquid when idling. Negative values will cause
911 # you to rise instead.
913 # movement_liquid_sink = 10.0
915 # Acceleration of gravity, in nodes per second per second.
917 # movement_gravity = 9.81
923 # A chosen map seed for a new map, leave empty for random.
924 # Will be overridden when creating a new world in the main menu.
928 # Name of map generator to be used when creating a new world.
929 # Creating a world in the main menu will override this.
930 # Current mapgens in a highly unstable state:
931 # - The optional floatlands of v7 (disabled by default).
932 # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
935 # Water surface level of the world.
936 # type: int min: -31000 max: 31000
939 # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
940 # type: int min: 1 max: 32767
941 # max_block_generate_distance = 10
943 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
944 # Only mapchunks completely within the mapgen limit are generated.
945 # Value is stored per-world.
946 # type: int min: 0 max: 31007
947 # mapgen_limit = 31007
949 # Global map generation attributes.
950 # In Mapgen v6 the 'decorations' flag controls all decorations except trees
951 # and jungle grass, in all other mapgens this flag controls all decorations.
952 # type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores
953 # mg_flags = caves,dungeons,light,decorations,biomes,ores
955 ## Biome API noise parameters
957 # Temperature variation for biomes.
958 # type: noise_params_2d
959 # mg_biome_np_heat = {
962 # spread = (1000, 1000, 1000),
970 # Small-scale temperature variation for blending biomes on borders.
971 # type: noise_params_2d
972 # mg_biome_np_heat_blend = {
975 # spread = (8, 8, 8),
983 # Humidity variation for biomes.
984 # type: noise_params_2d
985 # mg_biome_np_humidity = {
988 # spread = (1000, 1000, 1000),
996 # Small-scale humidity variation for blending biomes on borders.
997 # type: noise_params_2d
998 # mg_biome_np_humidity_blend = {
1001 # spread = (8, 8, 8),
1004 # persistence = 1.0,
1011 # Map generation attributes specific to Mapgen v5.
1012 # type: flags possible values: caverns, nocaverns
1013 # mgv5_spflags = caverns
1015 # Controls width of tunnels, a smaller value creates wider tunnels.
1016 # Value >= 10.0 completely disables generation of tunnels and avoids the
1017 # intensive noise calculations.
1019 # mgv5_cave_width = 0.09
1021 # Y of upper limit of large caves.
1022 # type: int min: -31000 max: 31000
1023 # mgv5_large_cave_depth = -256
1025 # Minimum limit of random number of small caves per mapchunk.
1026 # type: int min: 0 max: 256
1027 # mgv5_small_cave_num_min = 0
1029 # Maximum limit of random number of small caves per mapchunk.
1030 # type: int min: 0 max: 256
1031 # mgv5_small_cave_num_max = 0
1033 # Minimum limit of random number of large caves per mapchunk.
1034 # type: int min: 0 max: 64
1035 # mgv5_large_cave_num_min = 0
1037 # Maximum limit of random number of large caves per mapchunk.
1038 # type: int min: 0 max: 64
1039 # mgv5_large_cave_num_max = 2
1041 # Proportion of large caves that contain liquid.
1042 # type: float min: 0 max: 1
1043 # mgv5_large_cave_flooded = 0.5
1045 # Y-level of cavern upper limit.
1046 # type: int min: -31000 max: 31000
1047 # mgv5_cavern_limit = -256
1049 # Y-distance over which caverns expand to full size.
1050 # type: int min: 0 max: 32767
1051 # mgv5_cavern_taper = 256
1053 # Defines full size of caverns, smaller values create larger caverns.
1055 # mgv5_cavern_threshold = 0.7
1057 # Lower Y limit of dungeons.
1058 # type: int min: -31000 max: 31000
1059 # mgv5_dungeon_ymin = -31000
1061 # Upper Y limit of dungeons.
1062 # type: int min: -31000 max: 31000
1063 # mgv5_dungeon_ymax = 31000
1067 # Variation of biome filler depth.
1068 # type: noise_params_2d
1069 # mgv5_np_filler_depth = {
1072 # spread = (150, 150, 150),
1075 # persistence = 0.7,
1080 # Variation of terrain vertical scale.
1081 # When noise is < -0.55 terrain is near-flat.
1082 # type: noise_params_2d
1083 # mgv5_np_factor = {
1086 # spread = (250, 250, 250),
1089 # persistence = 0.45,
1094 # Y-level of average terrain surface.
1095 # type: noise_params_2d
1096 # mgv5_np_height = {
1099 # spread = (250, 250, 250),
1102 # persistence = 0.5,
1107 # First of two 3D noises that together define tunnels.
1108 # type: noise_params_3d
1112 # spread = (61, 61, 61),
1115 # persistence = 0.5,
1120 # Second of two 3D noises that together define tunnels.
1121 # type: noise_params_3d
1125 # spread = (67, 67, 67),
1128 # persistence = 0.5,
1133 # 3D noise defining giant caverns.
1134 # type: noise_params_3d
1135 # mgv5_np_cavern = {
1138 # spread = (384, 128, 384),
1141 # persistence = 0.63,
1146 # 3D noise defining terrain.
1147 # type: noise_params_3d
1148 # mgv5_np_ground = {
1151 # spread = (80, 80, 80),
1154 # persistence = 0.55,
1159 # 3D noise that determines number of dungeons per mapchunk.
1160 # type: noise_params_3d
1161 # mgv5_np_dungeons = {
1164 # spread = (500, 500, 500),
1167 # persistence = 0.8,
1174 # Map generation attributes specific to Mapgen v6.
1175 # The 'snowbiomes' flag enables the new 5 biome system.
1176 # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
1177 # the 'jungles' flag is ignored.
1178 # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
1179 # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
1181 # Deserts occur when np_biome exceeds this value.
1182 # When the 'snowbiomes' flag is enabled, this is ignored.
1184 # mgv6_freq_desert = 0.45
1186 # Sandy beaches occur when np_beach exceeds this value.
1188 # mgv6_freq_beach = 0.15
1190 # Lower Y limit of dungeons.
1191 # type: int min: -31000 max: 31000
1192 # mgv6_dungeon_ymin = -31000
1194 # Upper Y limit of dungeons.
1195 # type: int min: -31000 max: 31000
1196 # mgv6_dungeon_ymax = 31000
1200 # Y-level of lower terrain and seabed.
1201 # type: noise_params_2d
1202 # mgv6_np_terrain_base = {
1205 # spread = (250, 250, 250),
1208 # persistence = 0.6,
1213 # Y-level of higher terrain that creates cliffs.
1214 # type: noise_params_2d
1215 # mgv6_np_terrain_higher = {
1218 # spread = (500, 500, 500),
1221 # persistence = 0.6,
1226 # Varies steepness of cliffs.
1227 # type: noise_params_2d
1228 # mgv6_np_steepness = {
1231 # spread = (125, 125, 125),
1234 # persistence = 0.7,
1239 # Defines distribution of higher terrain.
1240 # type: noise_params_2d
1241 # mgv6_np_height_select = {
1244 # spread = (250, 250, 250),
1247 # persistence = 0.69,
1252 # Varies depth of biome surface nodes.
1253 # type: noise_params_2d
1257 # spread = (200, 200, 200),
1260 # persistence = 0.55,
1265 # Defines areas with sandy beaches.
1266 # type: noise_params_2d
1270 # spread = (250, 250, 250),
1273 # persistence = 0.50,
1278 # Temperature variation for biomes.
1279 # type: noise_params_2d
1283 # spread = (500, 500, 500),
1286 # persistence = 0.50,
1291 # Variation of number of caves.
1292 # type: noise_params_2d
1296 # spread = (250, 250, 250),
1299 # persistence = 0.50,
1304 # Humidity variation for biomes.
1305 # type: noise_params_2d
1306 # mgv6_np_humidity = {
1309 # spread = (500, 500, 500),
1312 # persistence = 0.50,
1317 # Defines tree areas and tree density.
1318 # type: noise_params_2d
1322 # spread = (125, 125, 125),
1325 # persistence = 0.66,
1330 # Defines areas where trees have apples.
1331 # type: noise_params_2d
1332 # mgv6_np_apple_trees = {
1335 # spread = (100, 100, 100),
1338 # persistence = 0.45,
1345 # Map generation attributes specific to Mapgen v7.
1347 # 'floatlands': Floating land masses in the atmosphere.
1348 # 'caverns': Giant caves deep underground.
1349 # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
1350 # mgv7_spflags = mountains,ridges,nofloatlands,caverns
1352 # Y of mountain density gradient zero level. Used to shift mountains vertically.
1353 # type: int min: -31000 max: 31000
1354 # mgv7_mount_zero_level = 0
1356 # Lower Y limit of floatlands.
1357 # type: int min: -31000 max: 31000
1358 # mgv7_floatland_ymin = 1024
1360 # Upper Y limit of floatlands.
1361 # type: int min: -31000 max: 31000
1362 # mgv7_floatland_ymax = 4096
1364 # Y-distance over which floatlands taper from full density to nothing.
1365 # Tapering starts at this distance from the Y limit.
1366 # For a solid floatland layer, this controls the height of hills/mountains.
1367 # Must be less than or equal to half the distance between the Y limits.
1368 # type: int min: 0 max: 32767
1369 # mgv7_floatland_taper = 256
1371 # Exponent of the floatland tapering. Alters the tapering behavior.
1372 # Value = 1.0 creates a uniform, linear tapering.
1373 # Values > 1.0 create a smooth tapering suitable for the default separated
1375 # Values < 1.0 (for example 0.25) create a more defined surface level with
1376 # flatter lowlands, suitable for a solid floatland layer.
1378 # mgv7_float_taper_exp = 2.0
1380 # Adjusts the density of the floatland layer.
1381 # Increase value to increase density. Can be positive or negative.
1382 # Value = 0.0: 50% of volume is floatland.
1383 # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
1384 # to be sure) creates a solid floatland layer.
1386 # mgv7_floatland_density = -0.6
1388 # Surface level of optional water placed on a solid floatland layer.
1389 # Water is disabled by default and will only be placed if this value is set
1390 # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
1392 # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
1393 # When enabling water placement the floatlands must be configured and tested
1394 # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
1395 # required value depending on 'mgv7_np_floatland'), to avoid
1396 # server-intensive extreme water flow and to avoid vast flooding of the
1397 # world surface below.
1398 # type: int min: -31000 max: 31000
1399 # mgv7_floatland_ywater = -31000
1401 # Controls width of tunnels, a smaller value creates wider tunnels.
1402 # Value >= 10.0 completely disables generation of tunnels and avoids the
1403 # intensive noise calculations.
1405 # mgv7_cave_width = 0.09
1407 # Y of upper limit of large caves.
1408 # type: int min: -31000 max: 31000
1409 # mgv7_large_cave_depth = -33
1411 # Minimum limit of random number of small caves per mapchunk.
1412 # type: int min: 0 max: 256
1413 # mgv7_small_cave_num_min = 0
1415 # Maximum limit of random number of small caves per mapchunk.
1416 # type: int min: 0 max: 256
1417 # mgv7_small_cave_num_max = 0
1419 # Minimum limit of random number of large caves per mapchunk.
1420 # type: int min: 0 max: 64
1421 # mgv7_large_cave_num_min = 0
1423 # Maximum limit of random number of large caves per mapchunk.
1424 # type: int min: 0 max: 64
1425 # mgv7_large_cave_num_max = 2
1427 # Proportion of large caves that contain liquid.
1428 # type: float min: 0 max: 1
1429 # mgv7_large_cave_flooded = 0.5
1431 # Y-level of cavern upper limit.
1432 # type: int min: -31000 max: 31000
1433 # mgv7_cavern_limit = -256
1435 # Y-distance over which caverns expand to full size.
1436 # type: int min: 0 max: 32767
1437 # mgv7_cavern_taper = 256
1439 # Defines full size of caverns, smaller values create larger caverns.
1441 # mgv7_cavern_threshold = 0.7
1443 # Lower Y limit of dungeons.
1444 # type: int min: -31000 max: 31000
1445 # mgv7_dungeon_ymin = -31000
1447 # Upper Y limit of dungeons.
1448 # type: int min: -31000 max: 31000
1449 # mgv7_dungeon_ymax = 31000
1453 # Y-level of higher terrain that creates cliffs.
1454 # type: noise_params_2d
1455 # mgv7_np_terrain_base = {
1458 # spread = (600, 600, 600),
1461 # persistence = 0.6,
1466 # Y-level of lower terrain and seabed.
1467 # type: noise_params_2d
1468 # mgv7_np_terrain_alt = {
1471 # spread = (600, 600, 600),
1474 # persistence = 0.6,
1479 # Varies roughness of terrain.
1480 # Defines the 'persistence' value for terrain_base and terrain_alt noises.
1481 # type: noise_params_2d
1482 # mgv7_np_terrain_persist = {
1485 # spread = (2000, 2000, 2000),
1488 # persistence = 0.6,
1493 # Defines distribution of higher terrain and steepness of cliffs.
1494 # type: noise_params_2d
1495 # mgv7_np_height_select = {
1498 # spread = (500, 500, 500),
1501 # persistence = 0.7,
1506 # Variation of biome filler depth.
1507 # type: noise_params_2d
1508 # mgv7_np_filler_depth = {
1511 # spread = (150, 150, 150),
1514 # persistence = 0.7,
1519 # Variation of maximum mountain height (in nodes).
1520 # type: noise_params_2d
1521 # mgv7_np_mount_height = {
1524 # spread = (1000, 1000, 1000),
1527 # persistence = 0.6,
1532 # Defines large-scale river channel structure.
1533 # type: noise_params_2d
1534 # mgv7_np_ridge_uwater = {
1537 # spread = (1000, 1000, 1000),
1540 # persistence = 0.6,
1545 # 3D noise defining mountain structure and height.
1546 # Also defines structure of floatland mountain terrain.
1547 # type: noise_params_3d
1548 # mgv7_np_mountain = {
1551 # spread = (250, 350, 250),
1554 # persistence = 0.63,
1559 # 3D noise defining structure of river canyon walls.
1560 # type: noise_params_3d
1564 # spread = (100, 100, 100),
1567 # persistence = 0.75,
1572 # 3D noise defining structure of floatlands.
1573 # If altered from the default, the noise 'scale' (0.7 by default) may need
1574 # to be adjusted, as floatland tapering functions best when this noise has
1575 # a value range of approximately -2.0 to 2.0.
1576 # type: noise_params_3d
1577 # mgv7_np_floatland = {
1580 # spread = (384, 96, 384),
1583 # persistence = 0.75,
1584 # lacunarity = 1.618,
1588 # 3D noise defining giant caverns.
1589 # type: noise_params_3d
1590 # mgv7_np_cavern = {
1593 # spread = (384, 128, 384),
1596 # persistence = 0.63,
1601 # First of two 3D noises that together define tunnels.
1602 # type: noise_params_3d
1606 # spread = (61, 61, 61),
1609 # persistence = 0.5,
1614 # Second of two 3D noises that together define tunnels.
1615 # type: noise_params_3d
1619 # spread = (67, 67, 67),
1622 # persistence = 0.5,
1627 # 3D noise that determines number of dungeons per mapchunk.
1628 # type: noise_params_3d
1629 # mgv7_np_dungeons = {
1632 # spread = (500, 500, 500),
1635 # persistence = 0.8,
1640 ## Mapgen Carpathian
1642 # Map generation attributes specific to Mapgen Carpathian.
1643 # type: flags possible values: caverns, rivers, nocaverns, norivers
1644 # mgcarpathian_spflags = caverns,norivers
1646 # Defines the base ground level.
1648 # mgcarpathian_base_level = 12.0
1650 # Defines the width of the river channel.
1652 # mgcarpathian_river_width = 0.05
1654 # Defines the depth of the river channel.
1656 # mgcarpathian_river_depth = 24.0
1658 # Defines the width of the river valley.
1660 # mgcarpathian_valley_width = 0.25
1662 # Controls width of tunnels, a smaller value creates wider tunnels.
1663 # Value >= 10.0 completely disables generation of tunnels and avoids the
1664 # intensive noise calculations.
1666 # mgcarpathian_cave_width = 0.09
1668 # Y of upper limit of large caves.
1669 # type: int min: -31000 max: 31000
1670 # mgcarpathian_large_cave_depth = -33
1672 # Minimum limit of random number of small caves per mapchunk.
1673 # type: int min: 0 max: 256
1674 # mgcarpathian_small_cave_num_min = 0
1676 # Maximum limit of random number of small caves per mapchunk.
1677 # type: int min: 0 max: 256
1678 # mgcarpathian_small_cave_num_max = 0
1680 # Minimum limit of random number of large caves per mapchunk.
1681 # type: int min: 0 max: 64
1682 # mgcarpathian_large_cave_num_min = 0
1684 # Maximum limit of random number of large caves per mapchunk.
1685 # type: int min: 0 max: 64
1686 # mgcarpathian_large_cave_num_max = 2
1688 # Proportion of large caves that contain liquid.
1689 # type: float min: 0 max: 1
1690 # mgcarpathian_large_cave_flooded = 0.5
1692 # Y-level of cavern upper limit.
1693 # type: int min: -31000 max: 31000
1694 # mgcarpathian_cavern_limit = -256
1696 # Y-distance over which caverns expand to full size.
1697 # type: int min: 0 max: 32767
1698 # mgcarpathian_cavern_taper = 256
1700 # Defines full size of caverns, smaller values create larger caverns.
1702 # mgcarpathian_cavern_threshold = 0.7
1704 # Lower Y limit of dungeons.
1705 # type: int min: -31000 max: 31000
1706 # mgcarpathian_dungeon_ymin = -31000
1708 # Upper Y limit of dungeons.
1709 # type: int min: -31000 max: 31000
1710 # mgcarpathian_dungeon_ymax = 31000
1714 # Variation of biome filler depth.
1715 # type: noise_params_2d
1716 # mgcarpathian_np_filler_depth = {
1719 # spread = (128, 128, 128),
1722 # persistence = 0.7,
1727 # First of 4 2D noises that together define hill/mountain range height.
1728 # type: noise_params_2d
1729 # mgcarpathian_np_height1 = {
1732 # spread = (251, 251, 251),
1735 # persistence = 0.5,
1740 # Second of 4 2D noises that together define hill/mountain range height.
1741 # type: noise_params_2d
1742 # mgcarpathian_np_height2 = {
1745 # spread = (383, 383, 383),
1748 # persistence = 0.5,
1753 # Third of 4 2D noises that together define hill/mountain range height.
1754 # type: noise_params_2d
1755 # mgcarpathian_np_height3 = {
1758 # spread = (509, 509, 509),
1761 # persistence = 0.5,
1766 # Fourth of 4 2D noises that together define hill/mountain range height.
1767 # type: noise_params_2d
1768 # mgcarpathian_np_height4 = {
1771 # spread = (631, 631, 631),
1774 # persistence = 0.5,
1779 # 2D noise that controls the size/occurrence of rolling hills.
1780 # type: noise_params_2d
1781 # mgcarpathian_np_hills_terrain = {
1784 # spread = (1301, 1301, 1301),
1787 # persistence = 0.5,
1792 # 2D noise that controls the size/occurrence of ridged mountain ranges.
1793 # type: noise_params_2d
1794 # mgcarpathian_np_ridge_terrain = {
1797 # spread = (1889, 1889, 1889),
1800 # persistence = 0.5,
1805 # 2D noise that controls the size/occurrence of step mountain ranges.
1806 # type: noise_params_2d
1807 # mgcarpathian_np_step_terrain = {
1810 # spread = (1889, 1889, 1889),
1813 # persistence = 0.5,
1818 # 2D noise that controls the shape/size of rolling hills.
1819 # type: noise_params_2d
1820 # mgcarpathian_np_hills = {
1823 # spread = (257, 257, 257),
1826 # persistence = 0.5,
1831 # 2D noise that controls the shape/size of ridged mountains.
1832 # type: noise_params_2d
1833 # mgcarpathian_np_ridge_mnt = {
1836 # spread = (743, 743, 743),
1839 # persistence = 0.7,
1844 # 2D noise that controls the shape/size of step mountains.
1845 # type: noise_params_2d
1846 # mgcarpathian_np_step_mnt = {
1849 # spread = (509, 509, 509),
1852 # persistence = 0.6,
1857 # 2D noise that locates the river valleys and channels.
1858 # type: noise_params_2d
1859 # mgcarpathian_np_rivers = {
1862 # spread = (1000, 1000, 1000),
1865 # persistence = 0.6,
1870 # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
1871 # type: noise_params_3d
1872 # mgcarpathian_np_mnt_var = {
1875 # spread = (499, 499, 499),
1878 # persistence = 0.55,
1883 # First of two 3D noises that together define tunnels.
1884 # type: noise_params_3d
1885 # mgcarpathian_np_cave1 = {
1888 # spread = (61, 61, 61),
1891 # persistence = 0.5,
1896 # Second of two 3D noises that together define tunnels.
1897 # type: noise_params_3d
1898 # mgcarpathian_np_cave2 = {
1901 # spread = (67, 67, 67),
1904 # persistence = 0.5,
1909 # 3D noise defining giant caverns.
1910 # type: noise_params_3d
1911 # mgcarpathian_np_cavern = {
1914 # spread = (384, 128, 384),
1917 # persistence = 0.63,
1922 # 3D noise that determines number of dungeons per mapchunk.
1923 # type: noise_params_3d
1924 # mgcarpathian_np_dungeons = {
1927 # spread = (500, 500, 500),
1930 # persistence = 0.8,
1937 # Map generation attributes specific to Mapgen Flat.
1938 # Occasional lakes and hills can be added to the flat world.
1939 # type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns
1940 # mgflat_spflags = nolakes,nohills,nocaverns
1943 # type: int min: -31000 max: 31000
1944 # mgflat_ground_level = 8
1946 # Y of upper limit of large caves.
1947 # type: int min: -31000 max: 31000
1948 # mgflat_large_cave_depth = -33
1950 # Minimum limit of random number of small caves per mapchunk.
1951 # type: int min: 0 max: 256
1952 # mgflat_small_cave_num_min = 0
1954 # Maximum limit of random number of small caves per mapchunk.
1955 # type: int min: 0 max: 256
1956 # mgflat_small_cave_num_max = 0
1958 # Minimum limit of random number of large caves per mapchunk.
1959 # type: int min: 0 max: 64
1960 # mgflat_large_cave_num_min = 0
1962 # Maximum limit of random number of large caves per mapchunk.
1963 # type: int min: 0 max: 64
1964 # mgflat_large_cave_num_max = 2
1966 # Proportion of large caves that contain liquid.
1967 # type: float min: 0 max: 1
1968 # mgflat_large_cave_flooded = 0.5
1970 # Controls width of tunnels, a smaller value creates wider tunnels.
1971 # Value >= 10.0 completely disables generation of tunnels and avoids the
1972 # intensive noise calculations.
1974 # mgflat_cave_width = 0.09
1976 # Terrain noise threshold for lakes.
1977 # Controls proportion of world area covered by lakes.
1978 # Adjust towards 0.0 for a larger proportion.
1980 # mgflat_lake_threshold = -0.45
1982 # Controls steepness/depth of lake depressions.
1984 # mgflat_lake_steepness = 48.0
1986 # Terrain noise threshold for hills.
1987 # Controls proportion of world area covered by hills.
1988 # Adjust towards 0.0 for a larger proportion.
1990 # mgflat_hill_threshold = 0.45
1992 # Controls steepness/height of hills.
1994 # mgflat_hill_steepness = 64.0
1996 # Y-level of cavern upper limit.
1997 # type: int min: -31000 max: 31000
1998 # mgflat_cavern_limit = -256
2000 # Y-distance over which caverns expand to full size.
2001 # type: int min: 0 max: 32767
2002 # mgflat_cavern_taper = 256
2004 # Defines full size of caverns, smaller values create larger caverns.
2006 # mgflat_cavern_threshold = 0.7
2008 # Lower Y limit of dungeons.
2009 # type: int min: -31000 max: 31000
2010 # mgflat_dungeon_ymin = -31000
2012 # Upper Y limit of dungeons.
2013 # type: int min: -31000 max: 31000
2014 # mgflat_dungeon_ymax = 31000
2018 # Defines location and terrain of optional hills and lakes.
2019 # type: noise_params_2d
2020 # mgflat_np_terrain = {
2023 # spread = (600, 600, 600),
2026 # persistence = 0.6,
2031 # Variation of biome filler depth.
2032 # type: noise_params_2d
2033 # mgflat_np_filler_depth = {
2036 # spread = (150, 150, 150),
2039 # persistence = 0.7,
2044 # First of two 3D noises that together define tunnels.
2045 # type: noise_params_3d
2046 # mgflat_np_cave1 = {
2049 # spread = (61, 61, 61),
2052 # persistence = 0.5,
2057 # Second of two 3D noises that together define tunnels.
2058 # type: noise_params_3d
2059 # mgflat_np_cave2 = {
2062 # spread = (67, 67, 67),
2065 # persistence = 0.5,
2070 # 3D noise defining giant caverns.
2071 # type: noise_params_3d
2072 # mgflat_np_cavern = {
2075 # spread = (384, 128, 384),
2078 # persistence = 0.63,
2083 # 3D noise that determines number of dungeons per mapchunk.
2084 # type: noise_params_3d
2085 # mgflat_np_dungeons = {
2088 # spread = (500, 500, 500),
2091 # persistence = 0.8,
2098 # Map generation attributes specific to Mapgen Fractal.
2099 # 'terrain' enables the generation of non-fractal terrain:
2100 # ocean, islands and underground.
2101 # type: flags possible values: terrain, noterrain
2102 # mgfractal_spflags = terrain
2104 # Controls width of tunnels, a smaller value creates wider tunnels.
2105 # Value >= 10.0 completely disables generation of tunnels and avoids the
2106 # intensive noise calculations.
2108 # mgfractal_cave_width = 0.09
2110 # Y of upper limit of large caves.
2111 # type: int min: -31000 max: 31000
2112 # mgfractal_large_cave_depth = -33
2114 # Minimum limit of random number of small caves per mapchunk.
2115 # type: int min: 0 max: 256
2116 # mgfractal_small_cave_num_min = 0
2118 # Maximum limit of random number of small caves per mapchunk.
2119 # type: int min: 0 max: 256
2120 # mgfractal_small_cave_num_max = 0
2122 # Minimum limit of random number of large caves per mapchunk.
2123 # type: int min: 0 max: 64
2124 # mgfractal_large_cave_num_min = 0
2126 # Maximum limit of random number of large caves per mapchunk.
2127 # type: int min: 0 max: 64
2128 # mgfractal_large_cave_num_max = 2
2130 # Proportion of large caves that contain liquid.
2131 # type: float min: 0 max: 1
2132 # mgfractal_large_cave_flooded = 0.5
2134 # Lower Y limit of dungeons.
2135 # type: int min: -31000 max: 31000
2136 # mgfractal_dungeon_ymin = -31000
2138 # Upper Y limit of dungeons.
2139 # type: int min: -31000 max: 31000
2140 # mgfractal_dungeon_ymax = 31000
2142 # Selects one of 18 fractal types.
2143 # 1 = 4D "Roundy" Mandelbrot set.
2144 # 2 = 4D "Roundy" Julia set.
2145 # 3 = 4D "Squarry" Mandelbrot set.
2146 # 4 = 4D "Squarry" Julia set.
2147 # 5 = 4D "Mandy Cousin" Mandelbrot set.
2148 # 6 = 4D "Mandy Cousin" Julia set.
2149 # 7 = 4D "Variation" Mandelbrot set.
2150 # 8 = 4D "Variation" Julia set.
2151 # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
2152 # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
2153 # 11 = 3D "Christmas Tree" Mandelbrot set.
2154 # 12 = 3D "Christmas Tree" Julia set.
2155 # 13 = 3D "Mandelbulb" Mandelbrot set.
2156 # 14 = 3D "Mandelbulb" Julia set.
2157 # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
2158 # 16 = 3D "Cosine Mandelbulb" Julia set.
2159 # 17 = 4D "Mandelbulb" Mandelbrot set.
2160 # 18 = 4D "Mandelbulb" Julia set.
2161 # type: int min: 1 max: 18
2162 # mgfractal_fractal = 1
2164 # Iterations of the recursive function.
2165 # Increasing this increases the amount of fine detail, but also
2166 # increases processing load.
2167 # At iterations = 20 this mapgen has a similar load to mapgen V7.
2168 # type: int min: 1 max: 65535
2169 # mgfractal_iterations = 11
2171 # (X,Y,Z) scale of fractal in nodes.
2172 # Actual fractal size will be 2 to 3 times larger.
2173 # These numbers can be made very large, the fractal does
2174 # not have to fit inside the world.
2175 # Increase these to 'zoom' into the detail of the fractal.
2176 # Default is for a vertically-squashed shape suitable for
2177 # an island, set all 3 numbers equal for the raw shape.
2179 # mgfractal_scale = (4096.0, 1024.0, 4096.0)
2181 # (X,Y,Z) offset of fractal from world center in units of 'scale'.
2182 # Can be used to move a desired point to (0, 0) to create a
2183 # suitable spawn point, or to allow 'zooming in' on a desired
2184 # point by increasing 'scale'.
2185 # The default is tuned for a suitable spawn point for Mandelbrot
2186 # sets with default parameters, it may need altering in other
2188 # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
2190 # mgfractal_offset = (1.79, 0.0, 0.0)
2192 # W coordinate of the generated 3D slice of a 4D fractal.
2193 # Determines which 3D slice of the 4D shape is generated.
2194 # Alters the shape of the fractal.
2195 # Has no effect on 3D fractals.
2196 # Range roughly -2 to 2.
2198 # mgfractal_slice_w = 0.0
2201 # X component of hypercomplex constant.
2202 # Alters the shape of the fractal.
2203 # Range roughly -2 to 2.
2205 # mgfractal_julia_x = 0.33
2208 # Y component of hypercomplex constant.
2209 # Alters the shape of the fractal.
2210 # Range roughly -2 to 2.
2212 # mgfractal_julia_y = 0.33
2215 # Z component of hypercomplex constant.
2216 # Alters the shape of the fractal.
2217 # Range roughly -2 to 2.
2219 # mgfractal_julia_z = 0.33
2222 # W component of hypercomplex constant.
2223 # Alters the shape of the fractal.
2224 # Has no effect on 3D fractals.
2225 # Range roughly -2 to 2.
2227 # mgfractal_julia_w = 0.33
2231 # Y-level of seabed.
2232 # type: noise_params_2d
2233 # mgfractal_np_seabed = {
2236 # spread = (600, 600, 600),
2239 # persistence = 0.6,
2244 # Variation of biome filler depth.
2245 # type: noise_params_2d
2246 # mgfractal_np_filler_depth = {
2249 # spread = (150, 150, 150),
2252 # persistence = 0.7,
2257 # First of two 3D noises that together define tunnels.
2258 # type: noise_params_3d
2259 # mgfractal_np_cave1 = {
2262 # spread = (61, 61, 61),
2265 # persistence = 0.5,
2270 # Second of two 3D noises that together define tunnels.
2271 # type: noise_params_3d
2272 # mgfractal_np_cave2 = {
2275 # spread = (67, 67, 67),
2278 # persistence = 0.5,
2283 # 3D noise that determines number of dungeons per mapchunk.
2284 # type: noise_params_3d
2285 # mgfractal_np_dungeons = {
2288 # spread = (500, 500, 500),
2291 # persistence = 0.8,
2298 # Map generation attributes specific to Mapgen Valleys.
2299 # 'altitude_chill': Reduces heat with altitude.
2300 # 'humid_rivers': Increases humidity around rivers.
2301 # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
2302 # to become shallower and occasionally dry.
2303 # 'altitude_dry': Reduces humidity with altitude.
2304 # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
2305 # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
2307 # The vertical distance over which heat drops by 20 if 'altitude_chill' is
2308 # enabled. Also the vertical distance over which humidity drops by 10 if
2309 # 'altitude_dry' is enabled.
2310 # type: int min: 0 max: 65535
2311 # mgvalleys_altitude_chill = 90
2313 # Depth below which you'll find large caves.
2314 # type: int min: -31000 max: 31000
2315 # mgvalleys_large_cave_depth = -33
2317 # Minimum limit of random number of small caves per mapchunk.
2318 # type: int min: 0 max: 256
2319 # mgvalleys_small_cave_num_min = 0
2321 # Maximum limit of random number of small caves per mapchunk.
2322 # type: int min: 0 max: 256
2323 # mgvalleys_small_cave_num_max = 0
2325 # Minimum limit of random number of large caves per mapchunk.
2326 # type: int min: 0 max: 64
2327 # mgvalleys_large_cave_num_min = 0
2329 # Maximum limit of random number of large caves per mapchunk.
2330 # type: int min: 0 max: 64
2331 # mgvalleys_large_cave_num_max = 2
2333 # Proportion of large caves that contain liquid.
2334 # type: float min: 0 max: 1
2335 # mgvalleys_large_cave_flooded = 0.5
2337 # Depth below which you'll find giant caverns.
2338 # type: int min: -31000 max: 31000
2339 # mgvalleys_cavern_limit = -256
2341 # Y-distance over which caverns expand to full size.
2342 # type: int min: 0 max: 32767
2343 # mgvalleys_cavern_taper = 192
2345 # Defines full size of caverns, smaller values create larger caverns.
2347 # mgvalleys_cavern_threshold = 0.6
2349 # How deep to make rivers.
2350 # type: int min: 0 max: 65535
2351 # mgvalleys_river_depth = 4
2353 # How wide to make rivers.
2354 # type: int min: 0 max: 65535
2355 # mgvalleys_river_size = 5
2357 # Controls width of tunnels, a smaller value creates wider tunnels.
2358 # Value >= 10.0 completely disables generation of tunnels and avoids the
2359 # intensive noise calculations.
2361 # mgvalleys_cave_width = 0.09
2363 # Lower Y limit of dungeons.
2364 # type: int min: -31000 max: 31000
2365 # mgvalleys_dungeon_ymin = -31000
2367 # Upper Y limit of dungeons.
2368 # type: int min: -31000 max: 31000
2369 # mgvalleys_dungeon_ymax = 63
2373 # First of two 3D noises that together define tunnels.
2374 # type: noise_params_3d
2375 # mgvalleys_np_cave1 = {
2378 # spread = (61, 61, 61),
2381 # persistence = 0.5,
2386 # Second of two 3D noises that together define tunnels.
2387 # type: noise_params_3d
2388 # mgvalleys_np_cave2 = {
2391 # spread = (67, 67, 67),
2394 # persistence = 0.5,
2399 # The depth of dirt or other biome filler node.
2400 # type: noise_params_2d
2401 # mgvalleys_np_filler_depth = {
2404 # spread = (256, 256, 256),
2407 # persistence = 0.5,
2412 # 3D noise defining giant caverns.
2413 # type: noise_params_3d
2414 # mgvalleys_np_cavern = {
2417 # spread = (768, 256, 768),
2420 # persistence = 0.63,
2425 # Defines large-scale river channel structure.
2426 # type: noise_params_2d
2427 # mgvalleys_np_rivers = {
2430 # spread = (256, 256, 256),
2433 # persistence = 0.6,
2438 # Base terrain height.
2439 # type: noise_params_2d
2440 # mgvalleys_np_terrain_height = {
2443 # spread = (1024, 1024, 1024),
2446 # persistence = 0.4,
2451 # Raises terrain to make valleys around the rivers.
2452 # type: noise_params_2d
2453 # mgvalleys_np_valley_depth = {
2456 # spread = (512, 512, 512),
2459 # persistence = 1.0,
2464 # Slope and fill work together to modify the heights.
2465 # type: noise_params_3d
2466 # mgvalleys_np_inter_valley_fill = {
2469 # spread = (256, 512, 256),
2472 # persistence = 0.8,
2477 # Amplifies the valleys.
2478 # type: noise_params_2d
2479 # mgvalleys_np_valley_profile = {
2482 # spread = (512, 512, 512),
2485 # persistence = 1.0,
2490 # Slope and fill work together to modify the heights.
2491 # type: noise_params_2d
2492 # mgvalleys_np_inter_valley_slope = {
2495 # spread = (128, 128, 128),
2498 # persistence = 1.0,
2503 # 3D noise that determines number of dungeons per mapchunk.
2504 # type: noise_params_3d
2505 # mgvalleys_np_dungeons = {
2508 # spread = (500, 500, 500),
2511 # persistence = 0.8,
2520 ## Developer Options
2522 # Enable Lua modding support on client.
2523 # This support is experimental and API can change.
2525 # enable_client_modding = false
2527 # Replaces the default main menu with a custom one.
2529 # main_menu_script =
2533 # Prevent mods from doing insecure things like running shell commands.
2535 # secure.enable_security = true
2537 # Comma-separated list of trusted mods that are allowed to access insecure
2538 # functions even when mod security is on (via request_insecure_environment()).
2540 # secure.trusted_mods =
2542 # Comma-separated list of mods that are allowed to access HTTP APIs, which
2543 # allow them to upload and download data to/from the internet.
2545 # secure.http_mods =
2549 # Level of logging to be written to debug.txt:
2550 # - <nothing> (no logging)
2551 # - none (messages with no level)
2558 # type: enum values: , none, error, warning, action, info, verbose, trace
2559 # debug_log_level = action
2561 # If the file size of debug.txt exceeds the number of megabytes specified in
2562 # this setting when it is opened, the file is moved to debug.txt.1,
2563 # deleting an older debug.txt.1 if it exists.
2564 # debug.txt is only moved if this setting is positive.
2566 # debug_log_size_max = 50
2568 # Minimal level of logging to be written to chat.
2569 # type: enum values: , none, error, warning, action, info, verbose, trace
2570 # chat_log_level = error
2572 # Handling for deprecated Lua API calls:
2573 # - none: Do not log deprecated calls
2574 # - log: mimic and log backtrace of deprecated call (default).
2575 # - error: abort on usage of deprecated call (suggested for mod developers).
2576 # type: enum values: none, log, error
2577 # deprecated_lua_api_handling = log
2579 # Enable random user input (only used for testing).
2581 # random_input = false
2583 # Enable mod channels support.
2585 # enable_mod_channels = false
2589 # Load the game profiler to collect game profiling data.
2590 # Provides a /profiler command to access the compiled profile.
2591 # Useful for mod developers and server operators.
2593 # profiler.load = false
2595 # The default format in which profiles are being saved,
2596 # when calling `/profiler save [format]` without format.
2597 # type: enum values: txt, csv, lua, json, json_pretty
2598 # profiler.default_report_format = txt
2600 # The file path relative to your worldpath in which profiles will be saved to.
2602 # profiler.report_path = ""
2604 # Instrument the methods of entities on registration.
2606 # instrument.entity = true
2608 # Instrument the action function of Active Block Modifiers on registration.
2610 # instrument.abm = true
2612 # Instrument the action function of Loading Block Modifiers on registration.
2614 # instrument.lbm = true
2616 # Instrument chat commands on registration.
2618 # instrument.chatcommand = true
2620 # Instrument global callback functions on registration.
2621 # (anything you pass to a minetest.register_*() function)
2623 # instrument.global_callback = true
2625 # Instrument builtin.
2626 # This is usually only needed by core/builtin contributors
2628 # instrument.builtin = false
2630 # Have the profiler instrument itself:
2631 # * Instrument an empty function.
2632 # This estimates the overhead, that instrumentation is adding (+1 function call).
2633 # * Instrument the sampler being used to update the statistics.
2635 # instrument.profiler = false
2639 # Print the engine's profiling data in regular intervals (in seconds).
2640 # 0 = disable. Useful for developers.
2642 # profiler_print_interval = 0
2646 # Enable IPv6 support (for both client and server).
2647 # Required for IPv6 connections to work at all.
2649 # enable_ipv6 = true
2651 # If enabled, invalid world data won't cause the server to shut down.
2652 # Only enable this if you know what you are doing.
2654 # ignore_world_load_errors = false
2658 # Path to shader directory. If no path is defined, default location will be used.
2662 # The rendering back-end.
2663 # A restart is required after changing this.
2664 # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
2665 # On other platforms, OpenGL is recommended.
2666 # Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
2667 # type: enum values: opengl, ogles1, ogles2
2668 # video_driver = opengl
2670 # Distance in nodes at which transparency depth sorting is enabled
2671 # Use this to limit the performance impact of transparency depth sorting
2672 # type: int min: 0 max: 128
2673 # transparency_sorting_distance = 16
2675 # Enable vertex buffer objects.
2676 # This should greatly improve graphics performance.
2680 # Radius of cloud area stated in number of 64 node cloud squares.
2681 # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
2682 # type: int min: 1 max: 62
2685 # Whether node texture animations should be desynchronized per mapblock.
2687 # desynchronize_mapblock_texture_animation = true
2689 # Enables caching of facedir rotated meshes.
2691 # enable_mesh_cache = false
2693 # Delay between mesh updates on the client in ms. Increasing this will slow
2694 # down the rate of mesh updates, thus reducing jitter on slower clients.
2695 # type: int min: 0 max: 50
2696 # mesh_generation_interval = 0
2698 # Size of the MapBlock cache of the mesh generator. Increasing this will
2699 # increase the cache hit %, reducing the data being copied from the main
2700 # thread, thus reducing jitter.
2701 # type: int min: 0 max: 1000
2702 # meshgen_block_cache_size = 20
2706 # Usable to make minimap smoother on slower machines.
2708 # minimap_double_scan_height = true
2710 # Textures on a node may be aligned either to the node or to the world.
2711 # The former mode suits better things like machines, furniture, etc., while
2712 # the latter makes stairs and microblocks fit surroundings better.
2713 # However, as this possibility is new, thus may not be used by older servers,
2714 # this option allows enforcing it for certain node types. Note though that
2715 # that is considered EXPERIMENTAL and may not work properly.
2716 # type: enum values: disable, enable, force_solid, force_nodebox
2717 # world_aligned_mode = enable
2719 # World-aligned textures may be scaled to span several nodes. However,
2720 # the server may not send the scale you want, especially if you use
2721 # a specially-designed texture pack; with this option, the client tries
2722 # to determine the scale automatically basing on the texture size.
2723 # See also texture_min_size.
2724 # Warning: This option is EXPERIMENTAL!
2725 # type: enum values: disable, enable, force
2726 # autoscale_mode = disable
2734 # font_italic = false
2736 # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
2737 # type: int min: 0 max: 65535
2740 # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
2741 # type: int min: 0 max: 255
2742 # font_shadow_alpha = 127
2744 # Font size of the default font where 1 unit = 1 pixel at 96 DPI
2745 # type: int min: 5 max: 72
2748 # For pixel-style fonts that do not scale well, this ensures that font sizes used
2749 # with this font will always be divisible by this value, in pixels. For instance,
2750 # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
2751 # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
2753 # font_size_divisible_by = 1
2755 # Path to the default font. Must be a TrueType font.
2756 # The fallback font will be used if the font cannot be loaded.
2758 # font_path = fonts/Arimo-Regular.ttf
2761 # font_path_bold = fonts/Arimo-Bold.ttf
2764 # font_path_italic = fonts/Arimo-Italic.ttf
2767 # font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
2769 # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
2770 # type: int min: 5 max: 72
2771 # mono_font_size = 16
2773 # For pixel-style fonts that do not scale well, this ensures that font sizes used
2774 # with this font will always be divisible by this value, in pixels. For instance,
2775 # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
2776 # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
2778 # mono_font_size_divisible_by = 1
2780 # Path to the monospace font. Must be a TrueType font.
2781 # This font is used for e.g. the console and profiler screen.
2783 # mono_font_path = fonts/Cousine-Regular.ttf
2786 # mono_font_path_bold = fonts/Cousine-Bold.ttf
2789 # mono_font_path_italic = fonts/Cousine-Italic.ttf
2792 # mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
2794 # Path of the fallback font. Must be a TrueType font.
2795 # This font will be used for certain languages or if the default font is unavailable.
2797 # fallback_font_path = fonts/DroidSansFallbackFull.ttf
2801 # Gradient of light curve at minimum light level.
2802 # Controls the contrast of the lowest light levels.
2803 # type: float min: 0 max: 3
2804 # lighting_alpha = 0.0
2806 # Gradient of light curve at maximum light level.
2807 # Controls the contrast of the highest light levels.
2808 # type: float min: 0 max: 3
2809 # lighting_beta = 1.5
2811 # Strength of light curve boost.
2812 # The 3 'boost' parameters define a range of the light
2813 # curve that is boosted in brightness.
2814 # type: float min: 0 max: 0.4
2815 # lighting_boost = 0.2
2817 # Center of light curve boost range.
2818 # Where 0.0 is minimum light level, 1.0 is maximum light level.
2819 # type: float min: 0 max: 1
2820 # lighting_boost_center = 0.5
2822 # Spread of light curve boost range.
2823 # Controls the width of the range to be boosted.
2824 # Standard deviation of the light curve boost Gaussian.
2825 # type: float min: 0 max: 0.4
2826 # lighting_boost_spread = 0.2
2830 # Prometheus listener address.
2831 # If Minetest is compiled with ENABLE_PROMETHEUS option enabled,
2832 # enable metrics listener for Prometheus on that address.
2833 # Metrics can be fetched on http://127.0.0.1:30000/metrics
2835 # prometheus_listener_address = 127.0.0.1:30000
2837 # Maximum size of the out chat queue.
2838 # 0 to disable queueing and -1 to make the queue size unlimited.
2839 # type: int min: -1 max: 32767
2840 # max_out_chat_queue_size = 20
2842 # Timeout for client to remove unused map data from memory, in seconds.
2843 # type: float min: 0
2844 # client_unload_unused_data_timeout = 600.0
2846 # Maximum number of mapblocks for client to be kept in memory.
2847 # Set to -1 for unlimited amount.
2848 # type: int min: -1 max: 2147483647
2849 # client_mapblock_limit = 7500
2851 # Whether to show the client debug info (has the same effect as hitting F5).
2853 # show_debug = false
2855 # Maximum number of blocks that are simultaneously sent per client.
2856 # The maximum total count is calculated dynamically:
2857 # max_total = ceil((#clients + max_users) * per_client / 4)
2858 # type: int min: 1 max: 4294967295
2859 # max_simultaneous_block_sends_per_client = 40
2861 # To reduce lag, block transfers are slowed down when a player is building something.
2862 # This determines how long they are slowed down after placing or removing a node.
2863 # type: float min: 0
2864 # full_block_send_enable_min_time_from_building = 2.0
2866 # Maximum number of packets sent per send step, if you have a slow connection
2867 # try reducing it, but don't reduce it to a number below double of targeted
2869 # type: int min: 1 max: 65535
2870 # max_packets_per_iteration = 1024
2872 # Compression level to use when sending mapblocks to the client.
2873 # -1 - use default compression level
2874 # 0 - least compression, fastest
2875 # 9 - best compression, slowest
2876 # type: int min: -1 max: 9
2877 # map_compression_level_net = -1
2881 # Format of player chat messages. The following strings are valid placeholders:
2882 # @name, @message, @timestamp (optional)
2884 # chat_message_format = <@name> @message
2886 # If the execution of a chat command takes longer than this specified time in
2887 # seconds, add the time information to the chat command message
2888 # type: float min: 0
2889 # chatcommand_msg_time_threshold = 0.1
2891 # A message to be displayed to all clients when the server shuts down.
2893 # kick_msg_shutdown = Server shutting down.
2895 # A message to be displayed to all clients when the server crashes.
2897 # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
2899 # Whether to ask clients to reconnect after a (Lua) crash.
2900 # Set this to true if your server is set up to restart automatically.
2902 # ask_reconnect_on_crash = false
2904 ### Server/Env Performance
2906 # Length of a server tick and the interval at which objects are generally updated over
2907 # network, stated in seconds.
2908 # type: float min: 0
2909 # dedicated_server_step = 0.09
2911 # Whether players are shown to clients without any range limit.
2912 # Deprecated, use the setting player_transfer_distance instead.
2914 # unlimited_player_transfer_distance = true
2916 # Defines the maximal player transfer distance in blocks (0 = unlimited).
2917 # type: int min: 0 max: 65535
2918 # player_transfer_distance = 0
2920 # From how far clients know about objects, stated in mapblocks (16 nodes).
2922 # Setting this larger than active_block_range will also cause the server
2923 # to maintain active objects up to this distance in the direction the
2924 # player is looking. (This can avoid mobs suddenly disappearing from view)
2925 # type: int min: 1 max: 65535
2926 # active_object_send_range_blocks = 8
2928 # The radius of the volume of blocks around every player that is subject to the
2929 # active block stuff, stated in mapblocks (16 nodes).
2930 # In active blocks objects are loaded and ABMs run.
2931 # This is also the minimum range in which active objects (mobs) are maintained.
2932 # This should be configured together with active_object_send_range_blocks.
2933 # type: int min: 1 max: 65535
2934 # active_block_range = 4
2936 # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
2937 # type: int min: 1 max: 65535
2938 # max_block_send_distance = 12
2940 # Default maximum number of forceloaded mapblocks.
2941 # Set this to -1 to disable the limit.
2943 # max_forceloaded_blocks = 16
2945 # Interval of sending time of day to clients, stated in seconds.
2946 # type: float min: 0.001
2947 # time_send_interval = 5.0
2949 # Interval of saving important changes in the world, stated in seconds.
2950 # type: float min: 0.001
2951 # server_map_save_interval = 5.3
2953 # How long the server will wait before unloading unused mapblocks, stated in seconds.
2954 # Higher value is smoother, but will use more RAM.
2955 # type: int min: 0 max: 4294967295
2956 # server_unload_unused_data_timeout = 29
2958 # Maximum number of statically stored objects in a block.
2959 # type: int min: 1 max: 65535
2960 # max_objects_per_block = 256
2962 # Length of time between active block management cycles, stated in seconds.
2963 # type: float min: 0
2964 # active_block_mgmt_interval = 2.0
2966 # Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
2967 # type: float min: 0
2968 # abm_interval = 1.0
2970 # The time budget allowed for ABMs to execute on each step
2971 # (as a fraction of the ABM Interval)
2972 # type: float min: 0.1 max: 0.9
2973 # abm_time_budget = 0.2
2975 # Length of time between NodeTimer execution cycles, stated in seconds.
2976 # type: float min: 0
2977 # nodetimer_interval = 0.2
2979 # Max liquids processed per step.
2980 # type: int min: 1 max: 4294967295
2981 # liquid_loop_max = 100000
2983 # The time (in seconds) that the liquids queue may grow beyond processing
2984 # capacity until an attempt is made to decrease its size by dumping old queue
2985 # items. A value of 0 disables the functionality.
2986 # type: int min: 0 max: 65535
2987 # liquid_queue_purge_time = 0
2989 # Liquid update interval in seconds.
2990 # type: float min: 0.001
2991 # liquid_update = 1.0
2993 # At this distance the server will aggressively optimize which blocks are sent to
2995 # Small values potentially improve performance a lot, at the expense of visible
2996 # rendering glitches (some blocks will not be rendered under water and in caves,
2997 # as well as sometimes on land).
2998 # Setting this to a value greater than max_block_send_distance disables this
3000 # Stated in mapblocks (16 nodes).
3001 # type: int min: 2 max: 32767
3002 # block_send_optimize_distance = 4
3004 # If enabled the server will perform map block occlusion culling based on
3005 # on the eye position of the player. This can reduce the number of blocks
3006 # sent to the client 50-80%. The client will not longer receive most invisible
3007 # so that the utility of noclip mode is reduced.
3009 # server_side_occlusion_culling = true
3013 # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
3014 # WARNING!: There is no benefit, and there are several dangers, in
3015 # increasing this value above 5.
3016 # Reducing this value increases cave and dungeon density.
3017 # Altering this value is for special usage, leaving it unchanged is
3019 # type: int min: 1 max: 10
3022 # Dump the mapgen debug information.
3024 # enable_mapgen_debug_info = false
3026 # Maximum number of blocks that can be queued for loading.
3027 # type: int min: 1 max: 1000000
3028 # emergequeue_limit_total = 1024
3030 # Maximum number of blocks to be queued that are to be loaded from file.
3031 # This limit is enforced per player.
3032 # type: int min: 1 max: 1000000
3033 # emergequeue_limit_diskonly = 128
3035 # Maximum number of blocks to be queued that are to be generated.
3036 # This limit is enforced per player.
3037 # type: int min: 1 max: 1000000
3038 # emergequeue_limit_generate = 128
3040 # Number of emerge threads to use.
3042 # - Automatic selection. The number of emerge threads will be
3043 # - 'number of processors - 2', with a lower limit of 1.
3045 # - Specifies the number of emerge threads, with a lower limit of 1.
3046 # WARNING: Increasing the number of emerge threads increases engine mapgen
3047 # speed, but this may harm game performance by interfering with other
3048 # processes, especially in singleplayer and/or when running Lua code in
3049 # 'on_generated'. For many users the optimum setting may be '1'.
3050 # type: int min: 0 max: 32767
3051 # num_emerge_threads = 1
3055 # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
3056 # type: int min: 100 max: 2147483647
3057 # curl_timeout = 20000
3059 # Limits number of parallel HTTP requests. Affects:
3060 # - Media fetch if server uses remote_media setting.
3061 # - Serverlist download and server announcement.
3062 # - Downloads performed by main menu (e.g. mod manager).
3063 # Only has an effect if compiled with cURL.
3064 # type: int min: 1 max: 2147483647
3065 # curl_parallel_limit = 8
3067 # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
3068 # type: int min: 100 max: 2147483647
3069 # curl_file_download_timeout = 300000
3073 # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
3077 # Adjust the detected display density, used for scaling UI elements.
3078 # type: float min: 0.5 max: 5
3079 # display_density_factor = 1
3081 # Windows systems only: Start Minetest with the command line window in the background.
3082 # Contains the same information as the file debug.txt (default name).
3084 # enable_console = false
3086 # Number of extra blocks that can be loaded by /clearobjects at once.
3087 # This is a trade-off between SQLite transaction overhead and
3088 # memory consumption (4096=100MB, as a rule of thumb).
3089 # type: int min: 0 max: 4294967295
3090 # max_clearobjects_extra_loaded_blocks = 4096
3092 # World directory (everything in the world is stored here).
3093 # Not needed if starting from the main menu.
3097 # See https://www.sqlite.org/pragma.html#pragma_synchronous
3098 # type: enum values: 0, 1, 2
3099 # sqlite_synchronous = 2
3101 # Compression level to use when saving mapblocks to disk.
3102 # -1 - use default compression level
3103 # 0 - least compression, fastest
3104 # 9 - best compression, slowest
3105 # type: int min: -1 max: 9
3106 # map_compression_level_disk = -1
3108 # Enable usage of remote media server (if provided by server).
3109 # Remote servers offer a significantly faster way to download media (e.g. textures)
3110 # when connecting to the server.
3112 # enable_remote_media_server = true
3114 # File in client/serverlist/ that contains your favorite servers displayed in the
3117 # serverlist_file = favoriteservers.json
3121 # Enable joysticks. Requires a restart to take effect
3123 # enable_joysticks = false
3125 # The identifier of the joystick to use
3126 # type: int min: 0 max: 255
3129 # The type of joystick
3130 # type: enum values: auto, generic, xbox, dragonrise_gamecube
3131 # joystick_type = auto
3133 # The time in seconds it takes between repeated events
3134 # when holding down a joystick button combination.
3135 # type: float min: 0.001
3136 # repeat_joystick_button_time = 0.17
3138 # The dead zone of the joystick
3139 # type: int min: 0 max: 65535
3140 # joystick_deadzone = 2048
3142 # The sensitivity of the joystick axes for moving the
3143 # in-game view frustum around.
3144 # type: float min: 0.001
3145 # joystick_frustum_sensitivity = 170.0
3147 ## Temporary Settings
3149 # Path to texture directory. All textures are first searched from here.
3155 # enable_minimap = true
3157 # Shape of the minimap. Enabled = round, disabled = square.
3159 # minimap_shape_round = true
3161 # Address to connect to.
3162 # Leave this blank to start a local server.
3163 # Note that the address field in the main menu overrides this setting.
3167 # Port to connect to (UDP).
3168 # Note that the port field in the main menu overrides this setting.
3169 # type: int min: 1 max: 65535
3170 # remote_port = 30000
3172 # Default game when creating a new world.
3173 # This will be overridden when creating a world from the main menu.
3175 # default_game = minetest
3177 # Enable players getting damage and dying.
3179 # enable_damage = false
3181 # Enable creative mode for all players
3183 # creative_mode = false
3185 # Whether to allow players to damage and kill each other.
3189 # Player is able to fly without being affected by gravity.
3190 # This requires the "fly" privilege on the server.
3194 # If enabled, makes move directions relative to the player's pitch when flying or swimming.
3196 # pitch_move = false
3198 # Fast movement (via the "Aux1" key).
3199 # This requires the "fast" privilege on the server.
3203 # If enabled together with fly mode, player is able to fly through solid nodes.
3204 # This requires the "noclip" privilege on the server.
3208 # Continuous forward movement, toggled by autoforward key.
3209 # Press the autoforward key again or the backwards movement to disable.
3211 # continuous_forward = false
3213 # Formspec default background opacity (between 0 and 255).
3214 # type: int min: 0 max: 255
3215 # formspec_default_bg_opacity = 140
3217 # Formspec default background color (R,G,B).
3219 # formspec_default_bg_color = (0,0,0)
3221 # Whether to show technical names.
3222 # Affects mods and texture packs in the Content and Select Mods menus, as well as
3223 # setting names in All Settings.
3224 # Controlled by the checkbox in the "All settings" menu.
3226 # show_technical_names = false
3228 # Enables the sound system.
3229 # If disabled, this completely disables all sounds everywhere and the in-game
3230 # sound controls will be non-functional.
3231 # Changing this setting requires a restart.
3233 # enable_sound = true
3235 # Key for moving the player forward.
3236 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3238 # keymap_forward = KEY_KEY_W
3240 # Key for moving the player backward.
3241 # Will also disable autoforward, when active.
3242 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3244 # keymap_backward = KEY_KEY_S
3246 # Key for moving the player left.
3247 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3249 # keymap_left = KEY_KEY_A
3251 # Key for moving the player right.
3252 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3254 # keymap_right = KEY_KEY_D
3257 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3259 # keymap_jump = KEY_SPACE
3262 # Also used for climbing down and descending in water if aux1_descends is disabled.
3263 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3265 # keymap_sneak = KEY_LSHIFT
3268 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3270 # keymap_dig = KEY_LBUTTON
3273 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3275 # keymap_place = KEY_RBUTTON
3277 # Key for opening the inventory.
3278 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3280 # keymap_inventory = KEY_KEY_I
3282 # Key for moving fast in fast mode.
3283 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3285 # keymap_aux1 = KEY_KEY_E
3287 # Key for opening the chat window.
3288 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3290 # keymap_chat = KEY_KEY_T
3292 # Key for opening the chat window to type commands.
3293 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3297 # Key for opening the chat window to type local commands.
3298 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3300 # keymap_cmd_local = .
3302 # Key for toggling unlimited view range.
3303 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3305 # keymap_rangeselect =
3307 # Key for toggling flying.
3308 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3310 # keymap_freemove = KEY_KEY_K
3312 # Key for toggling pitch move mode.
3313 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3315 # keymap_pitchmove = KEY_KEY_P
3317 # Key for toggling fast mode.
3318 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3320 # keymap_fastmove = KEY_KEY_J
3322 # Key for toggling noclip mode.
3323 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3325 # keymap_noclip = KEY_KEY_H
3327 # Key for selecting the next item in the hotbar.
3328 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3330 # keymap_hotbar_next = KEY_KEY_N
3332 # Key for selecting the previous item in the hotbar.
3333 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3335 # keymap_hotbar_previous = KEY_KEY_B
3337 # Key for muting the game.
3338 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3340 # keymap_mute = KEY_KEY_M
3342 # Key for increasing the volume.
3343 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3345 # keymap_increase_volume =
3347 # Key for decreasing the volume.
3348 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3350 # keymap_decrease_volume =
3352 # Key for toggling autoforward.
3353 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3355 # keymap_autoforward =
3357 # Key for toggling cinematic mode.
3358 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3360 # keymap_cinematic =
3362 # Key for toggling display of minimap.
3363 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3365 # keymap_minimap = KEY_KEY_V
3367 # Key for taking screenshots.
3368 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3370 # keymap_screenshot = KEY_F12
3372 # Key for dropping the currently selected item.
3373 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3375 # keymap_drop = KEY_KEY_Q
3377 # Key to use view zoom when possible.
3378 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3380 # keymap_zoom = KEY_KEY_Z
3382 # Key for selecting the first hotbar slot.
3383 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3385 # keymap_slot1 = KEY_KEY_1
3387 # Key for selecting the second hotbar slot.
3388 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3390 # keymap_slot2 = KEY_KEY_2
3392 # Key for selecting the third hotbar slot.
3393 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3395 # keymap_slot3 = KEY_KEY_3
3397 # Key for selecting the fourth hotbar slot.
3398 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3400 # keymap_slot4 = KEY_KEY_4
3402 # Key for selecting the fifth hotbar slot.
3403 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3405 # keymap_slot5 = KEY_KEY_5
3407 # Key for selecting the sixth hotbar slot.
3408 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3410 # keymap_slot6 = KEY_KEY_6
3412 # Key for selecting the seventh hotbar slot.
3413 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3415 # keymap_slot7 = KEY_KEY_7
3417 # Key for selecting the eighth hotbar slot.
3418 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3420 # keymap_slot8 = KEY_KEY_8
3422 # Key for selecting the ninth hotbar slot.
3423 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3425 # keymap_slot9 = KEY_KEY_9
3427 # Key for selecting the tenth hotbar slot.
3428 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3430 # keymap_slot10 = KEY_KEY_0
3432 # Key for selecting the 11th hotbar slot.
3433 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3437 # Key for selecting the 12th hotbar slot.
3438 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3442 # Key for selecting the 13th hotbar slot.
3443 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3447 # Key for selecting the 14th hotbar slot.
3448 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3452 # Key for selecting the 15th hotbar slot.
3453 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3457 # Key for selecting the 16th hotbar slot.
3458 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3462 # Key for selecting the 17th hotbar slot.
3463 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3467 # Key for selecting the 18th hotbar slot.
3468 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3472 # Key for selecting the 19th hotbar slot.
3473 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3477 # Key for selecting the 20th hotbar slot.
3478 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3482 # Key for selecting the 21st hotbar slot.
3483 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3487 # Key for selecting the 22nd hotbar slot.
3488 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3492 # Key for selecting the 23rd hotbar slot.
3493 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3497 # Key for selecting the 24th hotbar slot.
3498 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3502 # Key for selecting the 25th hotbar slot.
3503 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3507 # Key for selecting the 26th hotbar slot.
3508 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3512 # Key for selecting the 27th hotbar slot.
3513 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3517 # Key for selecting the 28th hotbar slot.
3518 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3522 # Key for selecting the 29th hotbar slot.
3523 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3527 # Key for selecting the 30th hotbar slot.
3528 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3532 # Key for selecting the 31st hotbar slot.
3533 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3537 # Key for selecting the 32nd hotbar slot.
3538 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3542 # Key for toggling the display of the HUD.
3543 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3545 # keymap_toggle_hud = KEY_F1
3547 # Key for toggling the display of chat.
3548 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3550 # keymap_toggle_chat = KEY_F2
3552 # Key for toggling the display of the large chat console.
3553 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3555 # keymap_console = KEY_F10
3557 # Key for toggling the display of fog.
3558 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3560 # keymap_toggle_force_fog_off = KEY_F3
3562 # Key for toggling the camera update. Only used for development
3563 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3565 # keymap_toggle_update_camera =
3567 # Key for toggling the display of debug info.
3568 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3570 # keymap_toggle_debug = KEY_F5
3572 # Key for toggling the display of the profiler. Used for development.
3573 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3575 # keymap_toggle_profiler = KEY_F6
3577 # Key for switching between first- and third-person camera.
3578 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3580 # keymap_camera_mode = KEY_KEY_C
3582 # Key for increasing the viewing range.
3583 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3585 # keymap_increase_viewing_range_min = +
3587 # Key for decreasing the viewing range.
3588 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3590 # keymap_decrease_viewing_range_min = -