1 # This file contains a list of all available settings and their default value for minetest.conf
3 # By default, all the settings are commented and not functional.
4 # Uncomment settings by removing the preceding #.
6 # minetest.conf is read by default from:
9 # Any other path can be chosen by passing the path as a parameter
10 # to the program, eg. "minetest.exe --config ../minetest.conf.example".
12 # Further documentation:
13 # http://wiki.minetest.net/
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 # (Android) Fixes the position of virtual joystick.
84 # If disabled, virtual joystick will center to first-touch's position.
86 # fixed_virtual_joystick = false
88 # (Android) Use virtual joystick to trigger "Aux1" button.
89 # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
91 # virtual_joystick_triggers_aux1 = false
101 # Width component of the initial window size. Ignored in fullscreen mode.
102 # type: int min: 1 max: 65535
105 # Height component of the initial window size. Ignored in fullscreen mode.
106 # type: int min: 1 max: 65535
109 # Save window size automatically when modified.
111 # autosave_screensize = true
117 # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
120 # pause_on_lost_focus = false
124 # If FPS would go higher than this, limit it by sleeping
125 # to not waste CPU power for no benefit.
126 # type: int min: 1 max: 4294967295
129 # Vertical screen synchronization.
133 # Maximum FPS when the window is not focused, or when the game is paused.
134 # type: int min: 1 max: 4294967295
135 # fps_max_unfocused = 20
137 # View distance in nodes.
138 # type: int min: 20 max: 4000
139 # viewing_range = 190
141 # Undersampling is similar to using a lower screen resolution, but it applies
142 # to the game world only, keeping the GUI intact.
143 # It should give a significant performance boost at the cost of less detailed image.
144 # Higher values result in a less detailed image.
145 # type: int min: 1 max: 8
150 # Makes all liquids opaque
152 # opaque_water = false
155 # - Fancy: all faces visible
156 # - Simple: only outer faces, if defined special_tiles are used
157 # - Opaque: disable transparency
158 # type: enum values: fancy, simple, opaque
159 # leaves_style = fancy
161 # Connects glass if supported by node.
163 # connected_glass = false
165 # Enable smooth lighting with simple ambient occlusion.
166 # Disable for speed or for different looks.
168 # smooth_lighting = true
170 # Enables tradeoffs that reduce CPU load or increase rendering performance
171 # at the expense of minor visual glitches that do not impact game playability.
173 # performance_tradeoffs = false
175 # Adds particles when digging a node.
177 # enable_particles = true
182 # Currently supported:
183 # - none: no 3d output.
184 # - anaglyph: cyan/magenta color 3d.
185 # - interlaced: odd/even line based polarisation screen support.
186 # - topbottom: split screen top/bottom.
187 # - sidebyside: split screen side by side.
188 # - crossview: Cross-eyed 3d
189 # - pageflip: quadbuffer based 3d.
190 # Note that the interlaced mode requires shaders to be enabled.
191 # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
194 # Strength of 3D mode parallax.
195 # type: float min: -0.087 max: 0.087
196 # 3d_paralax_strength = 0.025
200 # Arm inertia, gives a more realistic movement of
201 # the arm when the camera moves.
205 # Enable view bobbing and amount of view bobbing.
206 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
207 # type: float min: 0 max: 7.9
208 # view_bobbing_amount = 1.0
210 # Multiplier for fall bobbing.
211 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
212 # type: float min: 0 max: 100
213 # fall_bobbing_amount = 0.03
217 # Camera 'near clipping plane' distance in nodes, between 0 and 0.25
218 # Only works on GLES platforms. Most users will not need to change this.
219 # Increasing can reduce artifacting on weaker GPUs.
220 # 0.1 = Default, 0.25 = Good value for weaker tablets.
221 # type: float min: 0 max: 0.25
224 # Field of view in degrees.
225 # type: int min: 45 max: 160
228 # Alters the light curve by applying 'gamma correction' to it.
229 # Higher values make middle and lower light levels brighter.
230 # Value '1.0' leaves the light curve unaltered.
231 # This only has significant effect on daylight and artificial
232 # light, it has very little effect on natural night light.
233 # type: float min: 0.33 max: 3
234 # display_gamma = 1.0
236 # The strength (darkness) of node ambient-occlusion shading.
237 # Lower is darker, Higher is lighter. The valid range of values for this
238 # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
239 # set to the nearest valid value.
240 # type: float min: 0.25 max: 4
241 # ambient_occlusion_gamma = 2.2
245 # Path to save screenshots at. Can be an absolute or relative path.
246 # The folder will be created if it doesn't already exist.
248 # screenshot_path = screenshots
250 # Format of screenshots.
251 # type: enum values: png, jpg
252 # screenshot_format = png
254 # Screenshot quality. Only used for JPEG format.
255 # 1 means worst quality; 100 means best quality.
256 # Use 0 for default quality.
257 # type: int min: 0 max: 100
258 # screenshot_quality = 0
260 ### Node and Entity Highlighting
262 # Method used to highlight selected object.
263 # type: enum values: box, halo, none
264 # node_highlighting = box
266 # Show entity selection boxes
267 # A restart is required after changing this.
269 # show_entity_selectionbox = false
271 # Selection box border color (R,G,B).
273 # selectionbox_color = (0,0,0)
275 # Width of the selection box lines around nodes.
276 # type: int min: 1 max: 5
277 # selectionbox_width = 2
279 # Crosshair color (R,G,B).
280 # Also controls the object crosshair color
282 # crosshair_color = (255,255,255)
284 # Crosshair alpha (opaqueness, between 0 and 255).
285 # This also applies to the object crosshair.
286 # type: int min: 0 max: 255
287 # crosshair_alpha = 255
291 # Whether to fog out the end of the visible area.
295 # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
297 # directional_colored_fog = true
299 # Fraction of the visible distance at which fog starts to be rendered
300 # type: float min: 0 max: 0.99
305 # Clouds are a client side effect.
307 # enable_clouds = true
309 # Use 3D cloud look instead of flat.
311 # enable_3d_clouds = true
313 ### Filtering and Antialiasing
315 # Use mipmapping to scale textures. May slightly increase performance,
316 # especially when using a high resolution texture pack.
317 # Gamma correct downscaling is not supported.
321 # Use anisotropic filtering when viewing at textures from an angle.
323 # anisotropic_filter = false
325 # Use bilinear filtering when scaling textures.
327 # bilinear_filter = false
329 # Use trilinear filtering when scaling textures.
331 # trilinear_filter = false
333 # Filtered textures can blend RGB values with fully-transparent neighbors,
334 # which PNG optimizers usually discard, often resulting in dark or
335 # light edges to transparent textures. Apply a filter to clean that up
336 # at texture load time. This is automatically enabled if mipmapping is enabled.
338 # texture_clean_transparent = false
340 # When using bilinear/trilinear/anisotropic filters, low-resolution textures
341 # can be blurred, so automatically upscale them with nearest-neighbor
342 # interpolation to preserve crisp pixels. This sets the minimum texture size
343 # for the upscaled textures; higher values look sharper, but require more
344 # memory. Powers of 2 are recommended. This setting is ONLY applied if
345 # bilinear/trilinear/anisotropic filtering is enabled.
346 # This is also used as the base node texture size for world-aligned
347 # texture autoscaling.
348 # type: int min: 1 max: 32768
349 # texture_min_size = 64
351 # Use multi-sample antialiasing (MSAA) to smooth out block edges.
352 # This algorithm smooths out the 3D viewport while keeping the image sharp,
353 # but it doesn't affect the insides of textures
354 # (which is especially noticeable with transparent textures).
355 # Visible spaces appear between nodes when shaders are disabled.
356 # If set to 0, MSAA is disabled.
357 # A restart is required after changing this option.
358 # type: enum values: 0, 1, 2, 4, 8, 16
363 # Shaders allow advanced visual effects and may increase performance on some video
365 # This only works with the OpenGL video backend.
367 # enable_shaders = true
371 # Enables Hable's 'Uncharted 2' filmic tone mapping.
372 # Simulates the tone curve of photographic film and how this approximates the
373 # appearance of high dynamic range images. Mid-range contrast is slightly
374 # enhanced, highlights and shadows are gradually compressed.
376 # tone_mapping = false
380 # Set to true to enable waving leaves.
381 # Requires shaders to be enabled.
383 # enable_waving_leaves = false
385 # Set to true to enable waving plants.
386 # Requires shaders to be enabled.
388 # enable_waving_plants = false
390 # Set to true to enable waving liquids (like water).
391 # Requires shaders to be enabled.
393 # enable_waving_water = false
395 # The maximum height of the surface of waving liquids.
396 # 4.0 = Wave height is two nodes.
397 # 0.0 = Wave doesn't move at all.
398 # Default is 1.0 (1/2 node).
399 # Requires waving liquids to be enabled.
400 # type: float min: 0 max: 4
401 # water_wave_height = 1.0
403 # Length of liquid waves.
404 # Requires waving liquids to be enabled.
405 # type: float min: 0.1
406 # water_wave_length = 20.0
408 # How fast liquid waves will move. Higher = faster.
409 # If negative, liquid waves will move backwards.
410 # Requires waving liquids to be enabled.
412 # water_wave_speed = 5.0
416 # Set to true to enable Shadow Mapping.
417 # Requires shaders to be enabled.
419 # enable_dynamic_shadows = false
421 # Set the shadow strength gamma.
422 # Adjusts the intensity of in-game dynamic shadows.
423 # Lower value means lighter shadows, higher value means darker shadows.
424 # type: float min: 0.1 max: 10
425 # shadow_strength_gamma = 1.0
427 # Maximum distance to render shadows.
428 # type: float min: 10 max: 1000
429 # shadow_map_max_distance = 120.0
431 # Texture size to render the shadow map on.
432 # This must be a power of two.
433 # Bigger numbers create better shadows but it is also more expensive.
434 # type: int min: 128 max: 8192
435 # shadow_map_texture_size = 1024
437 # Sets shadow texture quality to 32 bits.
438 # On false, 16 bits texture will be used.
439 # This can cause much more artifacts in the shadow.
441 # shadow_map_texture_32bit = true
443 # Enable Poisson disk filtering.
444 # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
446 # shadow_poisson_filter = true
448 # Define shadow filtering quality.
449 # This simulates the soft shadows effect by applying a PCF or Poisson disk
450 # but also uses more resources.
451 # type: enum values: 0, 1, 2
454 # Enable colored shadows.
455 # On true translucent nodes cast colored shadows. This is expensive.
457 # shadow_map_color = false
459 # Spread a complete update of shadow map over given amount of frames.
460 # Higher values might make shadows laggy, lower values
461 # will consume more resources.
462 # Minimum value: 1; maximum value: 16
463 # type: int min: 1 max: 16
464 # shadow_update_frames = 8
466 # Set the soft shadow radius size.
467 # Lower values mean sharper shadows, bigger values mean softer shadows.
468 # Minimum value: 1.0; maximum value: 15.0
469 # type: float min: 1 max: 15
470 # shadow_soft_radius = 5.0
472 # Set the tilt of Sun/Moon orbit in degrees.
473 # Value of 0 means no tilt / vertical orbit.
474 # Minimum value: 0.0; maximum value: 60.0
475 # type: float min: 0 max: 60
476 # shadow_sky_body_orbit_tilt = 0.0
480 # Volume of all sounds.
481 # Requires the sound system to be enabled.
482 # type: float min: 0 max: 1
485 # Whether to mute sounds. You can unmute sounds at any time, unless the
486 # sound system is disabled (enable_sound=false).
487 # In-game, you can toggle the mute state with the mute key or by using the
494 # Set the language. Leave empty to use the system language.
495 # A restart is required after changing this.
496 # 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
501 # Scale GUI by a user specified value.
502 # Use a nearest-neighbor-anti-alias filter to scale the GUI.
503 # This will smooth over some of the rough edges, and blend
504 # pixels when scaling down, at the cost of blurring some
505 # edge pixels when images are scaled by non-integer sizes.
506 # type: float min: 0.5 max: 20
509 # Enables animation of inventory items.
511 # inventory_items_animations = false
513 # Formspec full-screen background opacity (between 0 and 255).
514 # type: int min: 0 max: 255
515 # formspec_fullscreen_bg_opacity = 140
517 # Formspec full-screen background color (R,G,B).
519 # formspec_fullscreen_bg_color = (0,0,0)
521 # When gui_scaling_filter is true, all GUI images need to be
522 # filtered in software, but some images are generated directly
523 # to hardware (e.g. render-to-texture for nodes in inventory).
525 # gui_scaling_filter = false
527 # When gui_scaling_filter_txr2img is true, copy those images
528 # from hardware to software for scaling. When false, fall back
529 # to the old scaling method, for video drivers that don't
530 # properly support downloading textures back from hardware.
532 # gui_scaling_filter_txr2img = true
534 # Delay showing tooltips, stated in milliseconds.
535 # type: int min: 0 max: 1.844674407371e+19
536 # tooltip_show_delay = 400
538 # Append item name to tooltip.
540 # tooltip_append_itemname = false
542 # Use a cloud animation for the main menu background.
548 # Modifies the size of the HUD elements.
549 # type: float min: 0.5 max: 20
552 # Whether name tag backgrounds should be shown by default.
553 # Mods may still set a background.
555 # show_nametag_backgrounds = true
559 # Maximum number of recent chat messages to show
560 # type: int min: 2 max: 20
561 # recent_chat_messages = 6
563 # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
564 # type: float min: 0.1 max: 1
565 # console_height = 0.6
567 # In-game chat console background color (R,G,B).
569 # console_color = (0,0,0)
571 # In-game chat console background alpha (opaqueness, between 0 and 255).
572 # type: int min: 0 max: 255
573 # console_alpha = 200
575 # Maximum proportion of current window to be used for hotbar.
576 # Useful if there's something to be displayed right or left of hotbar.
577 # type: float min: 0.001 max: 1
578 # hud_hotbar_max_width = 1.0
580 # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
582 # clickable_chat_weblinks = true
584 # Optional override for chat weblink color.
586 # chat_weblink_color =
588 # Font size of the recent chat text and chat prompt in point (pt).
589 # Value 0 will use the default font size.
590 # type: int min: 0 max: 72
593 ### Content Repository
595 # The URL for the content repository
597 # contentdb_url = https://content.minetest.net
599 # Comma-separated list of flags to hide in the content repository.
600 # "nonfree" can be used to hide packages which do not qualify as 'free software',
601 # as defined by the Free Software Foundation.
602 # You can also specify content ratings.
603 # These flags are independent from Minetest versions,
604 # so see a full list at https://content.minetest.net/help/content_flags/
606 # contentdb_flag_blacklist = nonfree, desktop_default
608 # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
609 # This should be lower than curl_parallel_limit.
611 # contentdb_max_concurrent_downloads = 3
619 # Save the map received by the client on disk.
621 # enable_local_map_saving = false
623 # URL to the server list displayed in the Multiplayer Tab.
625 # serverlist_url = servers.minetest.net
627 # If enabled, account registration is separate from login in the UI.
628 # If disabled, new accounts will be registered automatically when logging in.
630 # enable_split_login_register = true
634 # Name of the player.
635 # When running a server, clients connecting with this name are admins.
636 # When starting from the main menu, this is overridden.
640 ### Serverlist and MOTD
642 # Name of the server, to be displayed when players join and in the serverlist.
644 # server_name = Minetest server
646 # Description of server, to be displayed when players join and in the serverlist.
648 # server_description = mine here
650 # Domain name of server, to be displayed in the serverlist.
652 # server_address = game.minetest.net
654 # Homepage of server, to be displayed in the serverlist.
656 # server_url = https://minetest.net
658 # Automatically report to the serverlist.
660 # server_announce = false
662 # Announce to this serverlist.
664 # serverlist_url = servers.minetest.net
666 # Message of the day displayed to players connecting.
670 # Maximum number of players that can be connected simultaneously.
671 # type: int min: 0 max: 65535
674 # If this is set, players will always (re)spawn at the given position.
676 # static_spawnpoint =
680 # Network port to listen (UDP).
681 # This value will be overridden when starting from the main menu.
682 # type: int min: 1 max: 65535
685 # The network interface that the server listens on.
689 # Enable to disallow old clients from connecting.
690 # Older clients are compatible in the sense that they will not crash when connecting
691 # to new servers, but they may not support all new features that you are expecting.
693 # strict_protocol_version_checking = false
695 # Specifies URL from which client fetches media instead of using UDP.
696 # $filename should be accessible from $remote_media$filename via cURL
697 # (obviously, remote_media should end with a slash).
698 # Files that are not present will be fetched the usual way.
702 # Enable/disable running an IPv6 server.
703 # Ignored if bind_address is set.
704 # Needs enable_ipv6 to be enabled.
706 # ipv6_server = false
710 # New users need to input this password.
714 # If enabled, players cannot join without a password or change theirs to an empty password.
716 # disallow_empty_password = false
718 # The privileges that new users automatically get.
719 # See /privs in game for a full list on your server and mod configuration.
721 # default_privs = interact, shout
723 # Privileges that players with basic_privs can grant
725 # basic_privs = interact, shout
727 # If enabled, disable cheat prevention in multiplayer.
729 # disable_anticheat = false
731 # If enabled, actions are recorded for rollback.
732 # This option is only read when server starts.
734 # enable_rollback_recording = false
736 ### Client-side Modding
738 # Restricts the access of certain client-side functions on servers.
739 # Combine the byteflags below to restrict client-side features, or set to 0
740 # for no restrictions:
741 # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
742 # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
743 # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
744 # READ_NODEDEFS: 8 (disable get_node_def call client-side)
745 # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
746 # csm_restriction_noderange)
747 # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
748 # type: int min: 0 max: 63
749 # csm_restriction_flags = 62
751 # If the CSM restriction for node range is enabled, get_node calls are limited
752 # to this distance from the player to the node.
753 # type: int min: 0 max: 4294967295
754 # csm_restriction_noderange = 0
758 # Remove color codes from incoming chat messages
759 # Use this to stop players from being able to use color in their messages
761 # strip_color_codes = false
763 # Set the maximum length of a chat message (in characters) sent by clients.
764 # type: int min: 10 max: 65535
765 # chat_message_max_size = 500
767 # Amount of messages a player may send per 10 seconds.
769 # chat_message_limit_per_10sec = 10.0
771 # Kick players who sent more than X messages per 10 seconds.
772 # type: int min: 1 max: 65535
773 # chat_message_limit_trigger_kick = 50
777 # Controls length of day/night cycle.
779 # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
783 # Time of day when a new world is started, in millihours (0-23999).
784 # type: int min: 0 max: 23999
785 # world_start_time = 6125
787 # Time in seconds for item entity (dropped items) to live.
788 # Setting it to -1 disables the feature.
790 # item_entity_ttl = 900
792 # Specifies the default stack size of nodes, items and tools.
793 # Note that mods or games may explicitly set a stack for certain (or all) items.
794 # type: int min: 1 max: 65535
795 # default_stack_max = 99
799 # Horizontal and vertical acceleration on ground or when climbing,
800 # in nodes per second per second.
802 # movement_acceleration_default = 3.0
804 # Horizontal acceleration in air when jumping or falling,
805 # in nodes per second per second.
807 # movement_acceleration_air = 2.0
809 # Horizontal and vertical acceleration in fast mode,
810 # in nodes per second per second.
812 # movement_acceleration_fast = 10.0
814 # Walking and flying speed, in nodes per second.
816 # movement_speed_walk = 4.0
818 # Sneaking speed, in nodes per second.
820 # movement_speed_crouch = 1.35
822 # Walking, flying and climbing speed in fast mode, in nodes per second.
824 # movement_speed_fast = 20.0
826 # Vertical climbing speed, in nodes per second.
828 # movement_speed_climb = 3.0
830 # Initial vertical speed when jumping, in nodes per second.
832 # movement_speed_jump = 6.5
834 # How much you are slowed down when moving inside a liquid.
835 # Decrease this to increase liquid resistance to movement.
836 # type: float min: 0.001
837 # movement_liquid_fluidity = 1.0
839 # Maximum liquid resistance. Controls deceleration when entering liquid at
842 # movement_liquid_fluidity_smooth = 0.5
844 # Controls sinking speed in liquid when idling. Negative values will cause
845 # you to rise instead.
847 # movement_liquid_sink = 10.0
849 # Acceleration of gravity, in nodes per second per second.
851 # movement_gravity = 9.81
857 # A chosen map seed for a new map, leave empty for random.
858 # Will be overridden when creating a new world in the main menu.
862 # Name of map generator to be used when creating a new world.
863 # Creating a world in the main menu will override this.
864 # Current mapgens in a highly unstable state:
865 # - The optional floatlands of v7 (disabled by default).
866 # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
869 # Water surface level of the world.
870 # type: int min: -31000 max: 31000
873 # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
874 # type: int min: 1 max: 32767
875 # max_block_generate_distance = 10
877 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
878 # Only mapchunks completely within the mapgen limit are generated.
879 # Value is stored per-world.
880 # type: int min: 0 max: 31007
881 # mapgen_limit = 31007
883 # Global map generation attributes.
884 # In Mapgen v6 the 'decorations' flag controls all decorations except trees
885 # and jungle grass, in all other mapgens this flag controls all decorations.
886 # type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores
887 # mg_flags = caves,dungeons,light,decorations,biomes,ores
889 ## Biome API noise parameters
891 # Temperature variation for biomes.
892 # type: noise_params_2d
893 # mg_biome_np_heat = {
896 # spread = (1000, 1000, 1000),
904 # Small-scale temperature variation for blending biomes on borders.
905 # type: noise_params_2d
906 # mg_biome_np_heat_blend = {
909 # spread = (8, 8, 8),
917 # Humidity variation for biomes.
918 # type: noise_params_2d
919 # mg_biome_np_humidity = {
922 # spread = (1000, 1000, 1000),
930 # Small-scale humidity variation for blending biomes on borders.
931 # type: noise_params_2d
932 # mg_biome_np_humidity_blend = {
935 # spread = (8, 8, 8),
945 # Map generation attributes specific to Mapgen v5.
946 # type: flags possible values: caverns, nocaverns
947 # mgv5_spflags = caverns
949 # Controls width of tunnels, a smaller value creates wider tunnels.
950 # Value >= 10.0 completely disables generation of tunnels and avoids the
951 # intensive noise calculations.
953 # mgv5_cave_width = 0.09
955 # Y of upper limit of large caves.
956 # type: int min: -31000 max: 31000
957 # mgv5_large_cave_depth = -256
959 # Minimum limit of random number of small caves per mapchunk.
960 # type: int min: 0 max: 256
961 # mgv5_small_cave_num_min = 0
963 # Maximum limit of random number of small caves per mapchunk.
964 # type: int min: 0 max: 256
965 # mgv5_small_cave_num_max = 0
967 # Minimum limit of random number of large caves per mapchunk.
968 # type: int min: 0 max: 64
969 # mgv5_large_cave_num_min = 0
971 # Maximum limit of random number of large caves per mapchunk.
972 # type: int min: 0 max: 64
973 # mgv5_large_cave_num_max = 2
975 # Proportion of large caves that contain liquid.
976 # type: float min: 0 max: 1
977 # mgv5_large_cave_flooded = 0.5
979 # Y-level of cavern upper limit.
980 # type: int min: -31000 max: 31000
981 # mgv5_cavern_limit = -256
983 # Y-distance over which caverns expand to full size.
984 # type: int min: 0 max: 32767
985 # mgv5_cavern_taper = 256
987 # Defines full size of caverns, smaller values create larger caverns.
989 # mgv5_cavern_threshold = 0.7
991 # Lower Y limit of dungeons.
992 # type: int min: -31000 max: 31000
993 # mgv5_dungeon_ymin = -31000
995 # Upper Y limit of dungeons.
996 # type: int min: -31000 max: 31000
997 # mgv5_dungeon_ymax = 31000
1001 # Variation of biome filler depth.
1002 # type: noise_params_2d
1003 # mgv5_np_filler_depth = {
1006 # spread = (150, 150, 150),
1009 # persistence = 0.7,
1014 # Variation of terrain vertical scale.
1015 # When noise is < -0.55 terrain is near-flat.
1016 # type: noise_params_2d
1017 # mgv5_np_factor = {
1020 # spread = (250, 250, 250),
1023 # persistence = 0.45,
1028 # Y-level of average terrain surface.
1029 # type: noise_params_2d
1030 # mgv5_np_height = {
1033 # spread = (250, 250, 250),
1036 # persistence = 0.5,
1041 # First of two 3D noises that together define tunnels.
1042 # type: noise_params_3d
1046 # spread = (61, 61, 61),
1049 # persistence = 0.5,
1054 # Second of two 3D noises that together define tunnels.
1055 # type: noise_params_3d
1059 # spread = (67, 67, 67),
1062 # persistence = 0.5,
1067 # 3D noise defining giant caverns.
1068 # type: noise_params_3d
1069 # mgv5_np_cavern = {
1072 # spread = (384, 128, 384),
1075 # persistence = 0.63,
1080 # 3D noise defining terrain.
1081 # type: noise_params_3d
1082 # mgv5_np_ground = {
1085 # spread = (80, 80, 80),
1088 # persistence = 0.55,
1093 # 3D noise that determines number of dungeons per mapchunk.
1094 # type: noise_params_3d
1095 # mgv5_np_dungeons = {
1098 # spread = (500, 500, 500),
1101 # persistence = 0.8,
1108 # Map generation attributes specific to Mapgen v6.
1109 # The 'snowbiomes' flag enables the new 5 biome system.
1110 # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
1111 # the 'jungles' flag is ignored.
1112 # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
1113 # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
1115 # Deserts occur when np_biome exceeds this value.
1116 # When the 'snowbiomes' flag is enabled, this is ignored.
1118 # mgv6_freq_desert = 0.45
1120 # Sandy beaches occur when np_beach exceeds this value.
1122 # mgv6_freq_beach = 0.15
1124 # Lower Y limit of dungeons.
1125 # type: int min: -31000 max: 31000
1126 # mgv6_dungeon_ymin = -31000
1128 # Upper Y limit of dungeons.
1129 # type: int min: -31000 max: 31000
1130 # mgv6_dungeon_ymax = 31000
1134 # Y-level of lower terrain and seabed.
1135 # type: noise_params_2d
1136 # mgv6_np_terrain_base = {
1139 # spread = (250, 250, 250),
1142 # persistence = 0.6,
1147 # Y-level of higher terrain that creates cliffs.
1148 # type: noise_params_2d
1149 # mgv6_np_terrain_higher = {
1152 # spread = (500, 500, 500),
1155 # persistence = 0.6,
1160 # Varies steepness of cliffs.
1161 # type: noise_params_2d
1162 # mgv6_np_steepness = {
1165 # spread = (125, 125, 125),
1168 # persistence = 0.7,
1173 # Defines distribution of higher terrain.
1174 # type: noise_params_2d
1175 # mgv6_np_height_select = {
1178 # spread = (250, 250, 250),
1181 # persistence = 0.69,
1186 # Varies depth of biome surface nodes.
1187 # type: noise_params_2d
1191 # spread = (200, 200, 200),
1194 # persistence = 0.55,
1199 # Defines areas with sandy beaches.
1200 # type: noise_params_2d
1204 # spread = (250, 250, 250),
1207 # persistence = 0.50,
1212 # Temperature variation for biomes.
1213 # type: noise_params_2d
1217 # spread = (500, 500, 500),
1220 # persistence = 0.50,
1225 # Variation of number of caves.
1226 # type: noise_params_2d
1230 # spread = (250, 250, 250),
1233 # persistence = 0.50,
1238 # Humidity variation for biomes.
1239 # type: noise_params_2d
1240 # mgv6_np_humidity = {
1243 # spread = (500, 500, 500),
1246 # persistence = 0.50,
1251 # Defines tree areas and tree density.
1252 # type: noise_params_2d
1256 # spread = (125, 125, 125),
1259 # persistence = 0.66,
1264 # Defines areas where trees have apples.
1265 # type: noise_params_2d
1266 # mgv6_np_apple_trees = {
1269 # spread = (100, 100, 100),
1272 # persistence = 0.45,
1279 # Map generation attributes specific to Mapgen v7.
1281 # 'floatlands': Floating land masses in the atmosphere.
1282 # 'caverns': Giant caves deep underground.
1283 # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
1284 # mgv7_spflags = mountains,ridges,nofloatlands,caverns
1286 # Y of mountain density gradient zero level. Used to shift mountains vertically.
1287 # type: int min: -31000 max: 31000
1288 # mgv7_mount_zero_level = 0
1290 # Lower Y limit of floatlands.
1291 # type: int min: -31000 max: 31000
1292 # mgv7_floatland_ymin = 1024
1294 # Upper Y limit of floatlands.
1295 # type: int min: -31000 max: 31000
1296 # mgv7_floatland_ymax = 4096
1298 # Y-distance over which floatlands taper from full density to nothing.
1299 # Tapering starts at this distance from the Y limit.
1300 # For a solid floatland layer, this controls the height of hills/mountains.
1301 # Must be less than or equal to half the distance between the Y limits.
1302 # type: int min: 0 max: 32767
1303 # mgv7_floatland_taper = 256
1305 # Exponent of the floatland tapering. Alters the tapering behavior.
1306 # Value = 1.0 creates a uniform, linear tapering.
1307 # Values > 1.0 create a smooth tapering suitable for the default separated
1309 # Values < 1.0 (for example 0.25) create a more defined surface level with
1310 # flatter lowlands, suitable for a solid floatland layer.
1312 # mgv7_float_taper_exp = 2.0
1314 # Adjusts the density of the floatland layer.
1315 # Increase value to increase density. Can be positive or negative.
1316 # Value = 0.0: 50% of volume is floatland.
1317 # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
1318 # to be sure) creates a solid floatland layer.
1320 # mgv7_floatland_density = -0.6
1322 # Surface level of optional water placed on a solid floatland layer.
1323 # Water is disabled by default and will only be placed if this value is set
1324 # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
1326 # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
1327 # When enabling water placement the floatlands must be configured and tested
1328 # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
1329 # required value depending on 'mgv7_np_floatland'), to avoid
1330 # server-intensive extreme water flow and to avoid vast flooding of the
1331 # world surface below.
1332 # type: int min: -31000 max: 31000
1333 # mgv7_floatland_ywater = -31000
1335 # Controls width of tunnels, a smaller value creates wider tunnels.
1336 # Value >= 10.0 completely disables generation of tunnels and avoids the
1337 # intensive noise calculations.
1339 # mgv7_cave_width = 0.09
1341 # Y of upper limit of large caves.
1342 # type: int min: -31000 max: 31000
1343 # mgv7_large_cave_depth = -33
1345 # Minimum limit of random number of small caves per mapchunk.
1346 # type: int min: 0 max: 256
1347 # mgv7_small_cave_num_min = 0
1349 # Maximum limit of random number of small caves per mapchunk.
1350 # type: int min: 0 max: 256
1351 # mgv7_small_cave_num_max = 0
1353 # Minimum limit of random number of large caves per mapchunk.
1354 # type: int min: 0 max: 64
1355 # mgv7_large_cave_num_min = 0
1357 # Maximum limit of random number of large caves per mapchunk.
1358 # type: int min: 0 max: 64
1359 # mgv7_large_cave_num_max = 2
1361 # Proportion of large caves that contain liquid.
1362 # type: float min: 0 max: 1
1363 # mgv7_large_cave_flooded = 0.5
1365 # Y-level of cavern upper limit.
1366 # type: int min: -31000 max: 31000
1367 # mgv7_cavern_limit = -256
1369 # Y-distance over which caverns expand to full size.
1370 # type: int min: 0 max: 32767
1371 # mgv7_cavern_taper = 256
1373 # Defines full size of caverns, smaller values create larger caverns.
1375 # mgv7_cavern_threshold = 0.7
1377 # Lower Y limit of dungeons.
1378 # type: int min: -31000 max: 31000
1379 # mgv7_dungeon_ymin = -31000
1381 # Upper Y limit of dungeons.
1382 # type: int min: -31000 max: 31000
1383 # mgv7_dungeon_ymax = 31000
1387 # Y-level of higher terrain that creates cliffs.
1388 # type: noise_params_2d
1389 # mgv7_np_terrain_base = {
1392 # spread = (600, 600, 600),
1395 # persistence = 0.6,
1400 # Y-level of lower terrain and seabed.
1401 # type: noise_params_2d
1402 # mgv7_np_terrain_alt = {
1405 # spread = (600, 600, 600),
1408 # persistence = 0.6,
1413 # Varies roughness of terrain.
1414 # Defines the 'persistence' value for terrain_base and terrain_alt noises.
1415 # type: noise_params_2d
1416 # mgv7_np_terrain_persist = {
1419 # spread = (2000, 2000, 2000),
1422 # persistence = 0.6,
1427 # Defines distribution of higher terrain and steepness of cliffs.
1428 # type: noise_params_2d
1429 # mgv7_np_height_select = {
1432 # spread = (500, 500, 500),
1435 # persistence = 0.7,
1440 # Variation of biome filler depth.
1441 # type: noise_params_2d
1442 # mgv7_np_filler_depth = {
1445 # spread = (150, 150, 150),
1448 # persistence = 0.7,
1453 # Variation of maximum mountain height (in nodes).
1454 # type: noise_params_2d
1455 # mgv7_np_mount_height = {
1458 # spread = (1000, 1000, 1000),
1461 # persistence = 0.6,
1466 # Defines large-scale river channel structure.
1467 # type: noise_params_2d
1468 # mgv7_np_ridge_uwater = {
1471 # spread = (1000, 1000, 1000),
1474 # persistence = 0.6,
1479 # 3D noise defining mountain structure and height.
1480 # Also defines structure of floatland mountain terrain.
1481 # type: noise_params_3d
1482 # mgv7_np_mountain = {
1485 # spread = (250, 350, 250),
1488 # persistence = 0.63,
1493 # 3D noise defining structure of river canyon walls.
1494 # type: noise_params_3d
1498 # spread = (100, 100, 100),
1501 # persistence = 0.75,
1506 # 3D noise defining structure of floatlands.
1507 # If altered from the default, the noise 'scale' (0.7 by default) may need
1508 # to be adjusted, as floatland tapering functions best when this noise has
1509 # a value range of approximately -2.0 to 2.0.
1510 # type: noise_params_3d
1511 # mgv7_np_floatland = {
1514 # spread = (384, 96, 384),
1517 # persistence = 0.75,
1518 # lacunarity = 1.618,
1522 # 3D noise defining giant caverns.
1523 # type: noise_params_3d
1524 # mgv7_np_cavern = {
1527 # spread = (384, 128, 384),
1530 # persistence = 0.63,
1535 # First of two 3D noises that together define tunnels.
1536 # type: noise_params_3d
1540 # spread = (61, 61, 61),
1543 # persistence = 0.5,
1548 # Second of two 3D noises that together define tunnels.
1549 # type: noise_params_3d
1553 # spread = (67, 67, 67),
1556 # persistence = 0.5,
1561 # 3D noise that determines number of dungeons per mapchunk.
1562 # type: noise_params_3d
1563 # mgv7_np_dungeons = {
1566 # spread = (500, 500, 500),
1569 # persistence = 0.8,
1574 ## Mapgen Carpathian
1576 # Map generation attributes specific to Mapgen Carpathian.
1577 # type: flags possible values: caverns, rivers, nocaverns, norivers
1578 # mgcarpathian_spflags = caverns,norivers
1580 # Defines the base ground level.
1582 # mgcarpathian_base_level = 12.0
1584 # Defines the width of the river channel.
1586 # mgcarpathian_river_width = 0.05
1588 # Defines the depth of the river channel.
1590 # mgcarpathian_river_depth = 24.0
1592 # Defines the width of the river valley.
1594 # mgcarpathian_valley_width = 0.25
1596 # Controls width of tunnels, a smaller value creates wider tunnels.
1597 # Value >= 10.0 completely disables generation of tunnels and avoids the
1598 # intensive noise calculations.
1600 # mgcarpathian_cave_width = 0.09
1602 # Y of upper limit of large caves.
1603 # type: int min: -31000 max: 31000
1604 # mgcarpathian_large_cave_depth = -33
1606 # Minimum limit of random number of small caves per mapchunk.
1607 # type: int min: 0 max: 256
1608 # mgcarpathian_small_cave_num_min = 0
1610 # Maximum limit of random number of small caves per mapchunk.
1611 # type: int min: 0 max: 256
1612 # mgcarpathian_small_cave_num_max = 0
1614 # Minimum limit of random number of large caves per mapchunk.
1615 # type: int min: 0 max: 64
1616 # mgcarpathian_large_cave_num_min = 0
1618 # Maximum limit of random number of large caves per mapchunk.
1619 # type: int min: 0 max: 64
1620 # mgcarpathian_large_cave_num_max = 2
1622 # Proportion of large caves that contain liquid.
1623 # type: float min: 0 max: 1
1624 # mgcarpathian_large_cave_flooded = 0.5
1626 # Y-level of cavern upper limit.
1627 # type: int min: -31000 max: 31000
1628 # mgcarpathian_cavern_limit = -256
1630 # Y-distance over which caverns expand to full size.
1631 # type: int min: 0 max: 32767
1632 # mgcarpathian_cavern_taper = 256
1634 # Defines full size of caverns, smaller values create larger caverns.
1636 # mgcarpathian_cavern_threshold = 0.7
1638 # Lower Y limit of dungeons.
1639 # type: int min: -31000 max: 31000
1640 # mgcarpathian_dungeon_ymin = -31000
1642 # Upper Y limit of dungeons.
1643 # type: int min: -31000 max: 31000
1644 # mgcarpathian_dungeon_ymax = 31000
1648 # Variation of biome filler depth.
1649 # type: noise_params_2d
1650 # mgcarpathian_np_filler_depth = {
1653 # spread = (128, 128, 128),
1656 # persistence = 0.7,
1661 # First of 4 2D noises that together define hill/mountain range height.
1662 # type: noise_params_2d
1663 # mgcarpathian_np_height1 = {
1666 # spread = (251, 251, 251),
1669 # persistence = 0.5,
1674 # Second of 4 2D noises that together define hill/mountain range height.
1675 # type: noise_params_2d
1676 # mgcarpathian_np_height2 = {
1679 # spread = (383, 383, 383),
1682 # persistence = 0.5,
1687 # Third of 4 2D noises that together define hill/mountain range height.
1688 # type: noise_params_2d
1689 # mgcarpathian_np_height3 = {
1692 # spread = (509, 509, 509),
1695 # persistence = 0.5,
1700 # Fourth of 4 2D noises that together define hill/mountain range height.
1701 # type: noise_params_2d
1702 # mgcarpathian_np_height4 = {
1705 # spread = (631, 631, 631),
1708 # persistence = 0.5,
1713 # 2D noise that controls the size/occurrence of rolling hills.
1714 # type: noise_params_2d
1715 # mgcarpathian_np_hills_terrain = {
1718 # spread = (1301, 1301, 1301),
1721 # persistence = 0.5,
1726 # 2D noise that controls the size/occurrence of ridged mountain ranges.
1727 # type: noise_params_2d
1728 # mgcarpathian_np_ridge_terrain = {
1731 # spread = (1889, 1889, 1889),
1734 # persistence = 0.5,
1739 # 2D noise that controls the size/occurrence of step mountain ranges.
1740 # type: noise_params_2d
1741 # mgcarpathian_np_step_terrain = {
1744 # spread = (1889, 1889, 1889),
1747 # persistence = 0.5,
1752 # 2D noise that controls the shape/size of rolling hills.
1753 # type: noise_params_2d
1754 # mgcarpathian_np_hills = {
1757 # spread = (257, 257, 257),
1760 # persistence = 0.5,
1765 # 2D noise that controls the shape/size of ridged mountains.
1766 # type: noise_params_2d
1767 # mgcarpathian_np_ridge_mnt = {
1770 # spread = (743, 743, 743),
1773 # persistence = 0.7,
1778 # 2D noise that controls the shape/size of step mountains.
1779 # type: noise_params_2d
1780 # mgcarpathian_np_step_mnt = {
1783 # spread = (509, 509, 509),
1786 # persistence = 0.6,
1791 # 2D noise that locates the river valleys and channels.
1792 # type: noise_params_2d
1793 # mgcarpathian_np_rivers = {
1796 # spread = (1000, 1000, 1000),
1799 # persistence = 0.6,
1804 # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
1805 # type: noise_params_3d
1806 # mgcarpathian_np_mnt_var = {
1809 # spread = (499, 499, 499),
1812 # persistence = 0.55,
1817 # First of two 3D noises that together define tunnels.
1818 # type: noise_params_3d
1819 # mgcarpathian_np_cave1 = {
1822 # spread = (61, 61, 61),
1825 # persistence = 0.5,
1830 # Second of two 3D noises that together define tunnels.
1831 # type: noise_params_3d
1832 # mgcarpathian_np_cave2 = {
1835 # spread = (67, 67, 67),
1838 # persistence = 0.5,
1843 # 3D noise defining giant caverns.
1844 # type: noise_params_3d
1845 # mgcarpathian_np_cavern = {
1848 # spread = (384, 128, 384),
1851 # persistence = 0.63,
1856 # 3D noise that determines number of dungeons per mapchunk.
1857 # type: noise_params_3d
1858 # mgcarpathian_np_dungeons = {
1861 # spread = (500, 500, 500),
1864 # persistence = 0.8,
1871 # Map generation attributes specific to Mapgen Flat.
1872 # Occasional lakes and hills can be added to the flat world.
1873 # type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns
1874 # mgflat_spflags = nolakes,nohills,nocaverns
1877 # type: int min: -31000 max: 31000
1878 # mgflat_ground_level = 8
1880 # Y of upper limit of large caves.
1881 # type: int min: -31000 max: 31000
1882 # mgflat_large_cave_depth = -33
1884 # Minimum limit of random number of small caves per mapchunk.
1885 # type: int min: 0 max: 256
1886 # mgflat_small_cave_num_min = 0
1888 # Maximum limit of random number of small caves per mapchunk.
1889 # type: int min: 0 max: 256
1890 # mgflat_small_cave_num_max = 0
1892 # Minimum limit of random number of large caves per mapchunk.
1893 # type: int min: 0 max: 64
1894 # mgflat_large_cave_num_min = 0
1896 # Maximum limit of random number of large caves per mapchunk.
1897 # type: int min: 0 max: 64
1898 # mgflat_large_cave_num_max = 2
1900 # Proportion of large caves that contain liquid.
1901 # type: float min: 0 max: 1
1902 # mgflat_large_cave_flooded = 0.5
1904 # Controls width of tunnels, a smaller value creates wider tunnels.
1905 # Value >= 10.0 completely disables generation of tunnels and avoids the
1906 # intensive noise calculations.
1908 # mgflat_cave_width = 0.09
1910 # Terrain noise threshold for lakes.
1911 # Controls proportion of world area covered by lakes.
1912 # Adjust towards 0.0 for a larger proportion.
1914 # mgflat_lake_threshold = -0.45
1916 # Controls steepness/depth of lake depressions.
1918 # mgflat_lake_steepness = 48.0
1920 # Terrain noise threshold for hills.
1921 # Controls proportion of world area covered by hills.
1922 # Adjust towards 0.0 for a larger proportion.
1924 # mgflat_hill_threshold = 0.45
1926 # Controls steepness/height of hills.
1928 # mgflat_hill_steepness = 64.0
1930 # Y-level of cavern upper limit.
1931 # type: int min: -31000 max: 31000
1932 # mgflat_cavern_limit = -256
1934 # Y-distance over which caverns expand to full size.
1935 # type: int min: 0 max: 32767
1936 # mgflat_cavern_taper = 256
1938 # Defines full size of caverns, smaller values create larger caverns.
1940 # mgflat_cavern_threshold = 0.7
1942 # Lower Y limit of dungeons.
1943 # type: int min: -31000 max: 31000
1944 # mgflat_dungeon_ymin = -31000
1946 # Upper Y limit of dungeons.
1947 # type: int min: -31000 max: 31000
1948 # mgflat_dungeon_ymax = 31000
1952 # Defines location and terrain of optional hills and lakes.
1953 # type: noise_params_2d
1954 # mgflat_np_terrain = {
1957 # spread = (600, 600, 600),
1960 # persistence = 0.6,
1965 # Variation of biome filler depth.
1966 # type: noise_params_2d
1967 # mgflat_np_filler_depth = {
1970 # spread = (150, 150, 150),
1973 # persistence = 0.7,
1978 # First of two 3D noises that together define tunnels.
1979 # type: noise_params_3d
1980 # mgflat_np_cave1 = {
1983 # spread = (61, 61, 61),
1986 # persistence = 0.5,
1991 # Second of two 3D noises that together define tunnels.
1992 # type: noise_params_3d
1993 # mgflat_np_cave2 = {
1996 # spread = (67, 67, 67),
1999 # persistence = 0.5,
2004 # 3D noise defining giant caverns.
2005 # type: noise_params_3d
2006 # mgflat_np_cavern = {
2009 # spread = (384, 128, 384),
2012 # persistence = 0.63,
2017 # 3D noise that determines number of dungeons per mapchunk.
2018 # type: noise_params_3d
2019 # mgflat_np_dungeons = {
2022 # spread = (500, 500, 500),
2025 # persistence = 0.8,
2032 # Map generation attributes specific to Mapgen Fractal.
2033 # 'terrain' enables the generation of non-fractal terrain:
2034 # ocean, islands and underground.
2035 # type: flags possible values: terrain, noterrain
2036 # mgfractal_spflags = terrain
2038 # Controls width of tunnels, a smaller value creates wider tunnels.
2039 # Value >= 10.0 completely disables generation of tunnels and avoids the
2040 # intensive noise calculations.
2042 # mgfractal_cave_width = 0.09
2044 # Y of upper limit of large caves.
2045 # type: int min: -31000 max: 31000
2046 # mgfractal_large_cave_depth = -33
2048 # Minimum limit of random number of small caves per mapchunk.
2049 # type: int min: 0 max: 256
2050 # mgfractal_small_cave_num_min = 0
2052 # Maximum limit of random number of small caves per mapchunk.
2053 # type: int min: 0 max: 256
2054 # mgfractal_small_cave_num_max = 0
2056 # Minimum limit of random number of large caves per mapchunk.
2057 # type: int min: 0 max: 64
2058 # mgfractal_large_cave_num_min = 0
2060 # Maximum limit of random number of large caves per mapchunk.
2061 # type: int min: 0 max: 64
2062 # mgfractal_large_cave_num_max = 2
2064 # Proportion of large caves that contain liquid.
2065 # type: float min: 0 max: 1
2066 # mgfractal_large_cave_flooded = 0.5
2068 # Lower Y limit of dungeons.
2069 # type: int min: -31000 max: 31000
2070 # mgfractal_dungeon_ymin = -31000
2072 # Upper Y limit of dungeons.
2073 # type: int min: -31000 max: 31000
2074 # mgfractal_dungeon_ymax = 31000
2076 # Selects one of 18 fractal types.
2077 # 1 = 4D "Roundy" Mandelbrot set.
2078 # 2 = 4D "Roundy" Julia set.
2079 # 3 = 4D "Squarry" Mandelbrot set.
2080 # 4 = 4D "Squarry" Julia set.
2081 # 5 = 4D "Mandy Cousin" Mandelbrot set.
2082 # 6 = 4D "Mandy Cousin" Julia set.
2083 # 7 = 4D "Variation" Mandelbrot set.
2084 # 8 = 4D "Variation" Julia set.
2085 # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
2086 # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
2087 # 11 = 3D "Christmas Tree" Mandelbrot set.
2088 # 12 = 3D "Christmas Tree" Julia set.
2089 # 13 = 3D "Mandelbulb" Mandelbrot set.
2090 # 14 = 3D "Mandelbulb" Julia set.
2091 # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
2092 # 16 = 3D "Cosine Mandelbulb" Julia set.
2093 # 17 = 4D "Mandelbulb" Mandelbrot set.
2094 # 18 = 4D "Mandelbulb" Julia set.
2095 # type: int min: 1 max: 18
2096 # mgfractal_fractal = 1
2098 # Iterations of the recursive function.
2099 # Increasing this increases the amount of fine detail, but also
2100 # increases processing load.
2101 # At iterations = 20 this mapgen has a similar load to mapgen V7.
2102 # type: int min: 1 max: 65535
2103 # mgfractal_iterations = 11
2105 # (X,Y,Z) scale of fractal in nodes.
2106 # Actual fractal size will be 2 to 3 times larger.
2107 # These numbers can be made very large, the fractal does
2108 # not have to fit inside the world.
2109 # Increase these to 'zoom' into the detail of the fractal.
2110 # Default is for a vertically-squashed shape suitable for
2111 # an island, set all 3 numbers equal for the raw shape.
2113 # mgfractal_scale = (4096.0, 1024.0, 4096.0)
2115 # (X,Y,Z) offset of fractal from world center in units of 'scale'.
2116 # Can be used to move a desired point to (0, 0) to create a
2117 # suitable spawn point, or to allow 'zooming in' on a desired
2118 # point by increasing 'scale'.
2119 # The default is tuned for a suitable spawn point for Mandelbrot
2120 # sets with default parameters, it may need altering in other
2122 # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
2124 # mgfractal_offset = (1.79, 0.0, 0.0)
2126 # W coordinate of the generated 3D slice of a 4D fractal.
2127 # Determines which 3D slice of the 4D shape is generated.
2128 # Alters the shape of the fractal.
2129 # Has no effect on 3D fractals.
2130 # Range roughly -2 to 2.
2132 # mgfractal_slice_w = 0.0
2135 # X component of hypercomplex constant.
2136 # Alters the shape of the fractal.
2137 # Range roughly -2 to 2.
2139 # mgfractal_julia_x = 0.33
2142 # Y component of hypercomplex constant.
2143 # Alters the shape of the fractal.
2144 # Range roughly -2 to 2.
2146 # mgfractal_julia_y = 0.33
2149 # Z component of hypercomplex constant.
2150 # Alters the shape of the fractal.
2151 # Range roughly -2 to 2.
2153 # mgfractal_julia_z = 0.33
2156 # W component of hypercomplex constant.
2157 # Alters the shape of the fractal.
2158 # Has no effect on 3D fractals.
2159 # Range roughly -2 to 2.
2161 # mgfractal_julia_w = 0.33
2165 # Y-level of seabed.
2166 # type: noise_params_2d
2167 # mgfractal_np_seabed = {
2170 # spread = (600, 600, 600),
2173 # persistence = 0.6,
2178 # Variation of biome filler depth.
2179 # type: noise_params_2d
2180 # mgfractal_np_filler_depth = {
2183 # spread = (150, 150, 150),
2186 # persistence = 0.7,
2191 # First of two 3D noises that together define tunnels.
2192 # type: noise_params_3d
2193 # mgfractal_np_cave1 = {
2196 # spread = (61, 61, 61),
2199 # persistence = 0.5,
2204 # Second of two 3D noises that together define tunnels.
2205 # type: noise_params_3d
2206 # mgfractal_np_cave2 = {
2209 # spread = (67, 67, 67),
2212 # persistence = 0.5,
2217 # 3D noise that determines number of dungeons per mapchunk.
2218 # type: noise_params_3d
2219 # mgfractal_np_dungeons = {
2222 # spread = (500, 500, 500),
2225 # persistence = 0.8,
2232 # Map generation attributes specific to Mapgen Valleys.
2233 # 'altitude_chill': Reduces heat with altitude.
2234 # 'humid_rivers': Increases humidity around rivers.
2235 # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
2236 # to become shallower and occasionally dry.
2237 # 'altitude_dry': Reduces humidity with altitude.
2238 # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
2239 # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
2241 # The vertical distance over which heat drops by 20 if 'altitude_chill' is
2242 # enabled. Also the vertical distance over which humidity drops by 10 if
2243 # 'altitude_dry' is enabled.
2244 # type: int min: 0 max: 65535
2245 # mgvalleys_altitude_chill = 90
2247 # Depth below which you'll find large caves.
2248 # type: int min: -31000 max: 31000
2249 # mgvalleys_large_cave_depth = -33
2251 # Minimum limit of random number of small caves per mapchunk.
2252 # type: int min: 0 max: 256
2253 # mgvalleys_small_cave_num_min = 0
2255 # Maximum limit of random number of small caves per mapchunk.
2256 # type: int min: 0 max: 256
2257 # mgvalleys_small_cave_num_max = 0
2259 # Minimum limit of random number of large caves per mapchunk.
2260 # type: int min: 0 max: 64
2261 # mgvalleys_large_cave_num_min = 0
2263 # Maximum limit of random number of large caves per mapchunk.
2264 # type: int min: 0 max: 64
2265 # mgvalleys_large_cave_num_max = 2
2267 # Proportion of large caves that contain liquid.
2268 # type: float min: 0 max: 1
2269 # mgvalleys_large_cave_flooded = 0.5
2271 # Depth below which you'll find giant caverns.
2272 # type: int min: -31000 max: 31000
2273 # mgvalleys_cavern_limit = -256
2275 # Y-distance over which caverns expand to full size.
2276 # type: int min: 0 max: 32767
2277 # mgvalleys_cavern_taper = 192
2279 # Defines full size of caverns, smaller values create larger caverns.
2281 # mgvalleys_cavern_threshold = 0.6
2283 # How deep to make rivers.
2284 # type: int min: 0 max: 65535
2285 # mgvalleys_river_depth = 4
2287 # How wide to make rivers.
2288 # type: int min: 0 max: 65535
2289 # mgvalleys_river_size = 5
2291 # Controls width of tunnels, a smaller value creates wider tunnels.
2292 # Value >= 10.0 completely disables generation of tunnels and avoids the
2293 # intensive noise calculations.
2295 # mgvalleys_cave_width = 0.09
2297 # Lower Y limit of dungeons.
2298 # type: int min: -31000 max: 31000
2299 # mgvalleys_dungeon_ymin = -31000
2301 # Upper Y limit of dungeons.
2302 # type: int min: -31000 max: 31000
2303 # mgvalleys_dungeon_ymax = 63
2307 # First of two 3D noises that together define tunnels.
2308 # type: noise_params_3d
2309 # mgvalleys_np_cave1 = {
2312 # spread = (61, 61, 61),
2315 # persistence = 0.5,
2320 # Second of two 3D noises that together define tunnels.
2321 # type: noise_params_3d
2322 # mgvalleys_np_cave2 = {
2325 # spread = (67, 67, 67),
2328 # persistence = 0.5,
2333 # The depth of dirt or other biome filler node.
2334 # type: noise_params_2d
2335 # mgvalleys_np_filler_depth = {
2338 # spread = (256, 256, 256),
2341 # persistence = 0.5,
2346 # 3D noise defining giant caverns.
2347 # type: noise_params_3d
2348 # mgvalleys_np_cavern = {
2351 # spread = (768, 256, 768),
2354 # persistence = 0.63,
2359 # Defines large-scale river channel structure.
2360 # type: noise_params_2d
2361 # mgvalleys_np_rivers = {
2364 # spread = (256, 256, 256),
2367 # persistence = 0.6,
2372 # Base terrain height.
2373 # type: noise_params_2d
2374 # mgvalleys_np_terrain_height = {
2377 # spread = (1024, 1024, 1024),
2380 # persistence = 0.4,
2385 # Raises terrain to make valleys around the rivers.
2386 # type: noise_params_2d
2387 # mgvalleys_np_valley_depth = {
2390 # spread = (512, 512, 512),
2393 # persistence = 1.0,
2398 # Slope and fill work together to modify the heights.
2399 # type: noise_params_3d
2400 # mgvalleys_np_inter_valley_fill = {
2403 # spread = (256, 512, 256),
2406 # persistence = 0.8,
2411 # Amplifies the valleys.
2412 # type: noise_params_2d
2413 # mgvalleys_np_valley_profile = {
2416 # spread = (512, 512, 512),
2419 # persistence = 1.0,
2424 # Slope and fill work together to modify the heights.
2425 # type: noise_params_2d
2426 # mgvalleys_np_inter_valley_slope = {
2429 # spread = (128, 128, 128),
2432 # persistence = 1.0,
2437 # 3D noise that determines number of dungeons per mapchunk.
2438 # type: noise_params_3d
2439 # mgvalleys_np_dungeons = {
2442 # spread = (500, 500, 500),
2445 # persistence = 0.8,
2454 ## Developer Options
2456 # Enable Lua modding support on client.
2457 # This support is experimental and API can change.
2459 # enable_client_modding = false
2461 # Replaces the default main menu with a custom one.
2463 # main_menu_script =
2467 # Prevent mods from doing insecure things like running shell commands.
2469 # secure.enable_security = true
2471 # Comma-separated list of trusted mods that are allowed to access insecure
2472 # functions even when mod security is on (via request_insecure_environment()).
2474 # secure.trusted_mods =
2476 # Comma-separated list of mods that are allowed to access HTTP APIs, which
2477 # allow them to upload and download data to/from the internet.
2479 # secure.http_mods =
2483 # Level of logging to be written to debug.txt:
2484 # - <nothing> (no logging)
2485 # - none (messages with no level)
2492 # type: enum values: , none, error, warning, action, info, verbose, trace
2493 # debug_log_level = action
2495 # If the file size of debug.txt exceeds the number of megabytes specified in
2496 # this setting when it is opened, the file is moved to debug.txt.1,
2497 # deleting an older debug.txt.1 if it exists.
2498 # debug.txt is only moved if this setting is positive.
2500 # debug_log_size_max = 50
2502 # Minimal level of logging to be written to chat.
2503 # type: enum values: , none, error, warning, action, info, verbose, trace
2504 # chat_log_level = error
2506 # Handling for deprecated Lua API calls:
2507 # - none: Do not log deprecated calls
2508 # - log: mimic and log backtrace of deprecated call (default).
2509 # - error: abort on usage of deprecated call (suggested for mod developers).
2510 # type: enum values: none, log, error
2511 # deprecated_lua_api_handling = log
2513 # Enable random user input (only used for testing).
2515 # random_input = false
2517 # Enable mod channels support.
2519 # enable_mod_channels = false
2523 # Load the game profiler to collect game profiling data.
2524 # Provides a /profiler command to access the compiled profile.
2525 # Useful for mod developers and server operators.
2527 # profiler.load = false
2529 # The default format in which profiles are being saved,
2530 # when calling `/profiler save [format]` without format.
2531 # type: enum values: txt, csv, lua, json, json_pretty
2532 # profiler.default_report_format = txt
2534 # The file path relative to your worldpath in which profiles will be saved to.
2536 # profiler.report_path = ""
2538 # Instrument the methods of entities on registration.
2540 # instrument.entity = true
2542 # Instrument the action function of Active Block Modifiers on registration.
2544 # instrument.abm = true
2546 # Instrument the action function of Loading Block Modifiers on registration.
2548 # instrument.lbm = true
2550 # Instrument chat commands on registration.
2552 # instrument.chatcommand = true
2554 # Instrument global callback functions on registration.
2555 # (anything you pass to a minetest.register_*() function)
2557 # instrument.global_callback = true
2559 # Instrument builtin.
2560 # This is usually only needed by core/builtin contributors
2562 # instrument.builtin = false
2564 # Have the profiler instrument itself:
2565 # * Instrument an empty function.
2566 # This estimates the overhead, that instrumentation is adding (+1 function call).
2567 # * Instrument the sampler being used to update the statistics.
2569 # instrument.profiler = false
2573 # Print the engine's profiling data in regular intervals (in seconds).
2574 # 0 = disable. Useful for developers.
2576 # profiler_print_interval = 0
2580 # Enable IPv6 support (for both client and server).
2581 # Required for IPv6 connections to work at all.
2583 # enable_ipv6 = true
2585 # If enabled, invalid world data won't cause the server to shut down.
2586 # Only enable this if you know what you are doing.
2588 # ignore_world_load_errors = false
2592 # Path to shader directory. If no path is defined, default location will be used.
2596 # The rendering back-end.
2597 # A restart is required after changing this.
2598 # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
2599 # On other platforms, OpenGL is recommended.
2600 # Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
2601 # type: enum values: opengl, ogles1, ogles2
2602 # video_driver = opengl
2604 # Distance in nodes at which transparency depth sorting is enabled
2605 # Use this to limit the performance impact of transparency depth sorting
2606 # type: int min: 0 max: 128
2607 # transparency_sorting_distance = 16
2609 # Enable vertex buffer objects.
2610 # This should greatly improve graphics performance.
2614 # Radius of cloud area stated in number of 64 node cloud squares.
2615 # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
2616 # type: int min: 1 max: 62
2619 # Whether node texture animations should be desynchronized per mapblock.
2621 # desynchronize_mapblock_texture_animation = true
2623 # Enables caching of facedir rotated meshes.
2625 # enable_mesh_cache = false
2627 # Delay between mesh updates on the client in ms. Increasing this will slow
2628 # down the rate of mesh updates, thus reducing jitter on slower clients.
2629 # type: int min: 0 max: 50
2630 # mesh_generation_interval = 0
2632 # Size of the MapBlock cache of the mesh generator. Increasing this will
2633 # increase the cache hit %, reducing the data being copied from the main
2634 # thread, thus reducing jitter.
2635 # type: int min: 0 max: 1000
2636 # meshgen_block_cache_size = 20
2640 # Usable to make minimap smoother on slower machines.
2642 # minimap_double_scan_height = true
2644 # Textures on a node may be aligned either to the node or to the world.
2645 # The former mode suits better things like machines, furniture, etc., while
2646 # the latter makes stairs and microblocks fit surroundings better.
2647 # However, as this possibility is new, thus may not be used by older servers,
2648 # this option allows enforcing it for certain node types. Note though that
2649 # that is considered EXPERIMENTAL and may not work properly.
2650 # type: enum values: disable, enable, force_solid, force_nodebox
2651 # world_aligned_mode = enable
2653 # World-aligned textures may be scaled to span several nodes. However,
2654 # the server may not send the scale you want, especially if you use
2655 # a specially-designed texture pack; with this option, the client tries
2656 # to determine the scale automatically basing on the texture size.
2657 # See also texture_min_size.
2658 # Warning: This option is EXPERIMENTAL!
2659 # type: enum values: disable, enable, force
2660 # autoscale_mode = disable
2668 # font_italic = false
2670 # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
2671 # type: int min: 0 max: 65535
2674 # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
2675 # type: int min: 0 max: 255
2676 # font_shadow_alpha = 127
2678 # Font size of the default font where 1 unit = 1 pixel at 96 DPI
2679 # type: int min: 5 max: 72
2682 # For pixel-style fonts that do not scale well, this ensures that font sizes used
2683 # with this font will always be divisible by this value, in pixels. For instance,
2684 # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
2685 # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
2687 # font_size_divisible_by = 1
2689 # Path to the default font. Must be a TrueType font.
2690 # The fallback font will be used if the font cannot be loaded.
2692 # font_path = fonts/Arimo-Regular.ttf
2695 # font_path_bold = fonts/Arimo-Bold.ttf
2698 # font_path_italic = fonts/Arimo-Italic.ttf
2701 # font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
2703 # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
2704 # type: int min: 5 max: 72
2705 # mono_font_size = 16
2707 # For pixel-style fonts that do not scale well, this ensures that font sizes used
2708 # with this font will always be divisible by this value, in pixels. For instance,
2709 # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
2710 # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
2712 # mono_font_size_divisible_by = 1
2714 # Path to the monospace font. Must be a TrueType font.
2715 # This font is used for e.g. the console and profiler screen.
2717 # mono_font_path = fonts/Cousine-Regular.ttf
2720 # mono_font_path_bold = fonts/Cousine-Bold.ttf
2723 # mono_font_path_italic = fonts/Cousine-Italic.ttf
2726 # mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
2728 # Path of the fallback font. Must be a TrueType font.
2729 # This font will be used for certain languages or if the default font is unavailable.
2731 # fallback_font_path = fonts/DroidSansFallbackFull.ttf
2735 # Gradient of light curve at minimum light level.
2736 # Controls the contrast of the lowest light levels.
2737 # type: float min: 0 max: 3
2738 # lighting_alpha = 0.0
2740 # Gradient of light curve at maximum light level.
2741 # Controls the contrast of the highest light levels.
2742 # type: float min: 0 max: 3
2743 # lighting_beta = 1.5
2745 # Strength of light curve boost.
2746 # The 3 'boost' parameters define a range of the light
2747 # curve that is boosted in brightness.
2748 # type: float min: 0 max: 0.4
2749 # lighting_boost = 0.2
2751 # Center of light curve boost range.
2752 # Where 0.0 is minimum light level, 1.0 is maximum light level.
2753 # type: float min: 0 max: 1
2754 # lighting_boost_center = 0.5
2756 # Spread of light curve boost range.
2757 # Controls the width of the range to be boosted.
2758 # Standard deviation of the light curve boost Gaussian.
2759 # type: float min: 0 max: 0.4
2760 # lighting_boost_spread = 0.2
2764 # Prometheus listener address.
2765 # If Minetest is compiled with ENABLE_PROMETHEUS option enabled,
2766 # enable metrics listener for Prometheus on that address.
2767 # Metrics can be fetched on http://127.0.0.1:30000/metrics
2769 # prometheus_listener_address = 127.0.0.1:30000
2771 # Maximum size of the out chat queue.
2772 # 0 to disable queueing and -1 to make the queue size unlimited.
2773 # type: int min: -1 max: 32767
2774 # max_out_chat_queue_size = 20
2776 # Timeout for client to remove unused map data from memory, in seconds.
2777 # type: float min: 0
2778 # client_unload_unused_data_timeout = 600.0
2780 # Maximum number of mapblocks for client to be kept in memory.
2781 # Set to -1 for unlimited amount.
2782 # type: int min: -1 max: 2147483647
2783 # client_mapblock_limit = 7500
2785 # Whether to show the client debug info (has the same effect as hitting F5).
2787 # show_debug = false
2789 # Maximum number of blocks that are simultaneously sent per client.
2790 # The maximum total count is calculated dynamically:
2791 # max_total = ceil((#clients + max_users) * per_client / 4)
2792 # type: int min: 1 max: 4294967295
2793 # max_simultaneous_block_sends_per_client = 40
2795 # To reduce lag, block transfers are slowed down when a player is building something.
2796 # This determines how long they are slowed down after placing or removing a node.
2797 # type: float min: 0
2798 # full_block_send_enable_min_time_from_building = 2.0
2800 # Maximum number of packets sent per send step, if you have a slow connection
2801 # try reducing it, but don't reduce it to a number below double of targeted
2803 # type: int min: 1 max: 65535
2804 # max_packets_per_iteration = 1024
2806 # Compression level to use when sending mapblocks to the client.
2807 # -1 - use default compression level
2808 # 0 - least compression, fastest
2809 # 9 - best compression, slowest
2810 # type: int min: -1 max: 9
2811 # map_compression_level_net = -1
2815 # Format of player chat messages. The following strings are valid placeholders:
2816 # @name, @message, @timestamp (optional)
2818 # chat_message_format = <@name> @message
2820 # If the execution of a chat command takes longer than this specified time in
2821 # seconds, add the time information to the chat command message
2822 # type: float min: 0
2823 # chatcommand_msg_time_threshold = 0.1
2825 # A message to be displayed to all clients when the server shuts down.
2827 # kick_msg_shutdown = Server shutting down.
2829 # A message to be displayed to all clients when the server crashes.
2831 # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
2833 # Whether to ask clients to reconnect after a (Lua) crash.
2834 # Set this to true if your server is set up to restart automatically.
2836 # ask_reconnect_on_crash = false
2838 ### Server/Env Performance
2840 # Length of a server tick and the interval at which objects are generally updated over
2841 # network, stated in seconds.
2842 # type: float min: 0
2843 # dedicated_server_step = 0.09
2845 # Whether players are shown to clients without any range limit.
2846 # Deprecated, use the setting player_transfer_distance instead.
2848 # unlimited_player_transfer_distance = true
2850 # Defines the maximal player transfer distance in blocks (0 = unlimited).
2851 # type: int min: 0 max: 65535
2852 # player_transfer_distance = 0
2854 # From how far clients know about objects, stated in mapblocks (16 nodes).
2856 # Setting this larger than active_block_range will also cause the server
2857 # to maintain active objects up to this distance in the direction the
2858 # player is looking. (This can avoid mobs suddenly disappearing from view)
2859 # type: int min: 1 max: 65535
2860 # active_object_send_range_blocks = 8
2862 # The radius of the volume of blocks around every player that is subject to the
2863 # active block stuff, stated in mapblocks (16 nodes).
2864 # In active blocks objects are loaded and ABMs run.
2865 # This is also the minimum range in which active objects (mobs) are maintained.
2866 # This should be configured together with active_object_send_range_blocks.
2867 # type: int min: 1 max: 65535
2868 # active_block_range = 4
2870 # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
2871 # type: int min: 1 max: 65535
2872 # max_block_send_distance = 12
2874 # Maximum number of forceloaded mapblocks.
2876 # max_forceloaded_blocks = 16
2878 # Interval of sending time of day to clients, stated in seconds.
2879 # type: float min: 0.001
2880 # time_send_interval = 5.0
2882 # Interval of saving important changes in the world, stated in seconds.
2883 # type: float min: 0.001
2884 # server_map_save_interval = 5.3
2886 # How long the server will wait before unloading unused mapblocks, stated in seconds.
2887 # Higher value is smoother, but will use more RAM.
2888 # type: int min: 0 max: 4294967295
2889 # server_unload_unused_data_timeout = 29
2891 # Maximum number of statically stored objects in a block.
2892 # type: int min: 1 max: 65535
2893 # max_objects_per_block = 256
2895 # Length of time between active block management cycles, stated in seconds.
2896 # type: float min: 0
2897 # active_block_mgmt_interval = 2.0
2899 # Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
2900 # type: float min: 0
2901 # abm_interval = 1.0
2903 # The time budget allowed for ABMs to execute on each step
2904 # (as a fraction of the ABM Interval)
2905 # type: float min: 0.1 max: 0.9
2906 # abm_time_budget = 0.2
2908 # Length of time between NodeTimer execution cycles, stated in seconds.
2909 # type: float min: 0
2910 # nodetimer_interval = 0.2
2912 # Max liquids processed per step.
2913 # type: int min: 1 max: 4294967295
2914 # liquid_loop_max = 100000
2916 # The time (in seconds) that the liquids queue may grow beyond processing
2917 # capacity until an attempt is made to decrease its size by dumping old queue
2918 # items. A value of 0 disables the functionality.
2919 # type: int min: 0 max: 65535
2920 # liquid_queue_purge_time = 0
2922 # Liquid update interval in seconds.
2923 # type: float min: 0.001
2924 # liquid_update = 1.0
2926 # At this distance the server will aggressively optimize which blocks are sent to
2928 # Small values potentially improve performance a lot, at the expense of visible
2929 # rendering glitches (some blocks will not be rendered under water and in caves,
2930 # as well as sometimes on land).
2931 # Setting this to a value greater than max_block_send_distance disables this
2933 # Stated in mapblocks (16 nodes).
2934 # type: int min: 2 max: 32767
2935 # block_send_optimize_distance = 4
2937 # If enabled the server will perform map block occlusion culling based on
2938 # on the eye position of the player. This can reduce the number of blocks
2939 # sent to the client 50-80%. The client will not longer receive most invisible
2940 # so that the utility of noclip mode is reduced.
2942 # server_side_occlusion_culling = true
2946 # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
2947 # WARNING!: There is no benefit, and there are several dangers, in
2948 # increasing this value above 5.
2949 # Reducing this value increases cave and dungeon density.
2950 # Altering this value is for special usage, leaving it unchanged is
2952 # type: int min: 1 max: 10
2955 # Dump the mapgen debug information.
2957 # enable_mapgen_debug_info = false
2959 # Maximum number of blocks that can be queued for loading.
2960 # type: int min: 1 max: 1000000
2961 # emergequeue_limit_total = 1024
2963 # Maximum number of blocks to be queued that are to be loaded from file.
2964 # This limit is enforced per player.
2965 # type: int min: 1 max: 1000000
2966 # emergequeue_limit_diskonly = 128
2968 # Maximum number of blocks to be queued that are to be generated.
2969 # This limit is enforced per player.
2970 # type: int min: 1 max: 1000000
2971 # emergequeue_limit_generate = 128
2973 # Number of emerge threads to use.
2975 # - Automatic selection. The number of emerge threads will be
2976 # - 'number of processors - 2', with a lower limit of 1.
2978 # - Specifies the number of emerge threads, with a lower limit of 1.
2979 # WARNING: Increasing the number of emerge threads increases engine mapgen
2980 # speed, but this may harm game performance by interfering with other
2981 # processes, especially in singleplayer and/or when running Lua code in
2982 # 'on_generated'. For many users the optimum setting may be '1'.
2983 # type: int min: 0 max: 32767
2984 # num_emerge_threads = 1
2988 # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
2989 # type: int min: 100 max: 2147483647
2990 # curl_timeout = 20000
2992 # Limits number of parallel HTTP requests. Affects:
2993 # - Media fetch if server uses remote_media setting.
2994 # - Serverlist download and server announcement.
2995 # - Downloads performed by main menu (e.g. mod manager).
2996 # Only has an effect if compiled with cURL.
2997 # type: int min: 1 max: 2147483647
2998 # curl_parallel_limit = 8
3000 # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
3001 # type: int min: 100 max: 2147483647
3002 # curl_file_download_timeout = 300000
3006 # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
3010 # Adjust the detected display density, used for scaling UI elements.
3011 # type: float min: 0.5 max: 5
3012 # display_density_factor = 1
3014 # Windows systems only: Start Minetest with the command line window in the background.
3015 # Contains the same information as the file debug.txt (default name).
3017 # enable_console = false
3019 # Number of extra blocks that can be loaded by /clearobjects at once.
3020 # This is a trade-off between SQLite transaction overhead and
3021 # memory consumption (4096=100MB, as a rule of thumb).
3022 # type: int min: 0 max: 4294967295
3023 # max_clearobjects_extra_loaded_blocks = 4096
3025 # World directory (everything in the world is stored here).
3026 # Not needed if starting from the main menu.
3030 # See https://www.sqlite.org/pragma.html#pragma_synchronous
3031 # type: enum values: 0, 1, 2
3032 # sqlite_synchronous = 2
3034 # Compression level to use when saving mapblocks to disk.
3035 # -1 - use default compression level
3036 # 0 - least compression, fastest
3037 # 9 - best compression, slowest
3038 # type: int min: -1 max: 9
3039 # map_compression_level_disk = -1
3041 # Enable usage of remote media server (if provided by server).
3042 # Remote servers offer a significantly faster way to download media (e.g. textures)
3043 # when connecting to the server.
3045 # enable_remote_media_server = true
3047 # File in client/serverlist/ that contains your favorite servers displayed in the
3050 # serverlist_file = favoriteservers.json
3054 # Enable joysticks. Requires a restart to take effect
3056 # enable_joysticks = false
3058 # The identifier of the joystick to use
3059 # type: int min: 0 max: 255
3062 # The type of joystick
3063 # type: enum values: auto, generic, xbox, dragonrise_gamecube
3064 # joystick_type = auto
3066 # The time in seconds it takes between repeated events
3067 # when holding down a joystick button combination.
3068 # type: float min: 0.001
3069 # repeat_joystick_button_time = 0.17
3071 # The dead zone of the joystick
3072 # type: int min: 0 max: 65535
3073 # joystick_deadzone = 2048
3075 # The sensitivity of the joystick axes for moving the
3076 # in-game view frustum around.
3077 # type: float min: 0.001
3078 # joystick_frustum_sensitivity = 170.0
3080 ## Temporary Settings
3082 # Path to texture directory. All textures are first searched from here.
3088 # enable_minimap = true
3090 # Shape of the minimap. Enabled = round, disabled = square.
3092 # minimap_shape_round = true
3094 # Address to connect to.
3095 # Leave this blank to start a local server.
3096 # Note that the address field in the main menu overrides this setting.
3100 # Port to connect to (UDP).
3101 # Note that the port field in the main menu overrides this setting.
3102 # type: int min: 1 max: 65535
3103 # remote_port = 30000
3105 # Default game when creating a new world.
3106 # This will be overridden when creating a world from the main menu.
3108 # default_game = minetest
3110 # Enable players getting damage and dying.
3112 # enable_damage = false
3114 # Enable creative mode for all players
3116 # creative_mode = false
3118 # Whether to allow players to damage and kill each other.
3122 # Player is able to fly without being affected by gravity.
3123 # This requires the "fly" privilege on the server.
3127 # If enabled, makes move directions relative to the player's pitch when flying or swimming.
3129 # pitch_move = false
3131 # Fast movement (via the "Aux1" key).
3132 # This requires the "fast" privilege on the server.
3136 # If enabled together with fly mode, player is able to fly through solid nodes.
3137 # This requires the "noclip" privilege on the server.
3141 # Continuous forward movement, toggled by autoforward key.
3142 # Press the autoforward key again or the backwards movement to disable.
3144 # continuous_forward = false
3146 # Formspec default background opacity (between 0 and 255).
3147 # type: int min: 0 max: 255
3148 # formspec_default_bg_opacity = 140
3150 # Formspec default background color (R,G,B).
3152 # formspec_default_bg_color = (0,0,0)
3154 # Whether to show technical names.
3155 # Affects mods and texture packs in the Content and Select Mods menus, as well as
3156 # setting names in All Settings.
3157 # Controlled by the checkbox in the "All settings" menu.
3159 # show_technical_names = false
3161 # Enables the sound system.
3162 # If disabled, this completely disables all sounds everywhere and the in-game
3163 # sound controls will be non-functional.
3164 # Changing this setting requires a restart.
3166 # enable_sound = true
3168 # Key for moving the player forward.
3169 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3171 # keymap_forward = KEY_KEY_W
3173 # Key for moving the player backward.
3174 # Will also disable autoforward, when active.
3175 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3177 # keymap_backward = KEY_KEY_S
3179 # Key for moving the player left.
3180 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3182 # keymap_left = KEY_KEY_A
3184 # Key for moving the player right.
3185 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3187 # keymap_right = KEY_KEY_D
3190 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3192 # keymap_jump = KEY_SPACE
3195 # Also used for climbing down and descending in water if aux1_descends is disabled.
3196 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3198 # keymap_sneak = KEY_LSHIFT
3201 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3203 # keymap_dig = KEY_LBUTTON
3206 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3208 # keymap_place = KEY_RBUTTON
3210 # Key for opening the inventory.
3211 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3213 # keymap_inventory = KEY_KEY_I
3215 # Key for moving fast in fast mode.
3216 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3218 # keymap_aux1 = KEY_KEY_E
3220 # Key for opening the chat window.
3221 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3223 # keymap_chat = KEY_KEY_T
3225 # Key for opening the chat window to type commands.
3226 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3230 # Key for opening the chat window to type local commands.
3231 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3233 # keymap_cmd_local = .
3235 # Key for toggling unlimited view range.
3236 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3238 # keymap_rangeselect = KEY_KEY_R
3240 # Key for toggling flying.
3241 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3243 # keymap_freemove = KEY_KEY_K
3245 # Key for toggling pitch move mode.
3246 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3248 # keymap_pitchmove = KEY_KEY_P
3250 # Key for toggling fast mode.
3251 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3253 # keymap_fastmove = KEY_KEY_J
3255 # Key for toggling noclip mode.
3256 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3258 # keymap_noclip = KEY_KEY_H
3260 # Key for selecting the next item in the hotbar.
3261 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3263 # keymap_hotbar_next = KEY_KEY_N
3265 # Key for selecting the previous item in the hotbar.
3266 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3268 # keymap_hotbar_previous = KEY_KEY_B
3270 # Key for muting the game.
3271 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3273 # keymap_mute = KEY_KEY_M
3275 # Key for increasing the volume.
3276 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3278 # keymap_increase_volume =
3280 # Key for decreasing the volume.
3281 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3283 # keymap_decrease_volume =
3285 # Key for toggling autoforward.
3286 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3288 # keymap_autoforward =
3290 # Key for toggling cinematic mode.
3291 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3293 # keymap_cinematic =
3295 # Key for toggling display of minimap.
3296 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3298 # keymap_minimap = KEY_KEY_V
3300 # Key for taking screenshots.
3301 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3303 # keymap_screenshot = KEY_F12
3305 # Key for dropping the currently selected item.
3306 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3308 # keymap_drop = KEY_KEY_Q
3310 # Key to use view zoom when possible.
3311 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3313 # keymap_zoom = KEY_KEY_Z
3315 # Key for selecting the first hotbar slot.
3316 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3318 # keymap_slot1 = KEY_KEY_1
3320 # Key for selecting the second hotbar slot.
3321 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3323 # keymap_slot2 = KEY_KEY_2
3325 # Key for selecting the third hotbar slot.
3326 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3328 # keymap_slot3 = KEY_KEY_3
3330 # Key for selecting the fourth hotbar slot.
3331 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3333 # keymap_slot4 = KEY_KEY_4
3335 # Key for selecting the fifth hotbar slot.
3336 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3338 # keymap_slot5 = KEY_KEY_5
3340 # Key for selecting the sixth hotbar slot.
3341 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3343 # keymap_slot6 = KEY_KEY_6
3345 # Key for selecting the seventh hotbar slot.
3346 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3348 # keymap_slot7 = KEY_KEY_7
3350 # Key for selecting the eighth hotbar slot.
3351 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3353 # keymap_slot8 = KEY_KEY_8
3355 # Key for selecting the ninth hotbar slot.
3356 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3358 # keymap_slot9 = KEY_KEY_9
3360 # Key for selecting the tenth hotbar slot.
3361 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3363 # keymap_slot10 = KEY_KEY_0
3365 # Key for selecting the 11th hotbar slot.
3366 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3370 # Key for selecting the 12th hotbar slot.
3371 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3375 # Key for selecting the 13th hotbar slot.
3376 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3380 # Key for selecting the 14th hotbar slot.
3381 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3385 # Key for selecting the 15th hotbar slot.
3386 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3390 # Key for selecting the 16th hotbar slot.
3391 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3395 # Key for selecting the 17th hotbar slot.
3396 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3400 # Key for selecting the 18th hotbar slot.
3401 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3405 # Key for selecting the 19th hotbar slot.
3406 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3410 # Key for selecting the 20th hotbar slot.
3411 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3415 # Key for selecting the 21st hotbar slot.
3416 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3420 # Key for selecting the 22nd hotbar slot.
3421 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3425 # Key for selecting the 23rd hotbar slot.
3426 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3430 # Key for selecting the 24th hotbar slot.
3431 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3435 # Key for selecting the 25th hotbar slot.
3436 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3440 # Key for selecting the 26th hotbar slot.
3441 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3445 # Key for selecting the 27th hotbar slot.
3446 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3450 # Key for selecting the 28th hotbar slot.
3451 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3455 # Key for selecting the 29th hotbar slot.
3456 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3460 # Key for selecting the 30th hotbar slot.
3461 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3465 # Key for selecting the 31st hotbar slot.
3466 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3470 # Key for selecting the 32nd hotbar slot.
3471 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3475 # Key for toggling the display of the HUD.
3476 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3478 # keymap_toggle_hud = KEY_F1
3480 # Key for toggling the display of chat.
3481 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3483 # keymap_toggle_chat = KEY_F2
3485 # Key for toggling the display of the large chat console.
3486 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3488 # keymap_console = KEY_F10
3490 # Key for toggling the display of fog.
3491 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3493 # keymap_toggle_force_fog_off = KEY_F3
3495 # Key for toggling the camera update. Only used for development
3496 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3498 # keymap_toggle_update_camera =
3500 # Key for toggling the display of debug info.
3501 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3503 # keymap_toggle_debug = KEY_F5
3505 # Key for toggling the display of the profiler. Used for development.
3506 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3508 # keymap_toggle_profiler = KEY_F6
3510 # Key for switching between first- and third-person camera.
3511 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3513 # keymap_camera_mode = KEY_KEY_C
3515 # Key for increasing the viewing range.
3516 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3518 # keymap_increase_viewing_range_min = +
3520 # Key for decreasing the viewing range.
3521 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
3523 # keymap_decrease_viewing_range_min = -