1 # This file contains a list of all available settings and their default value for minetest.conf
3 # By default, all the settings are commented and not functional.
4 # Uncomment settings by removing the preceding #.
6 # minetest.conf is read by default from:
9 # Any other path can be chosen by passing the path as a parameter
10 # to the program, eg. "minetest.exe --config ../minetest.conf.example".
12 # Further documentation:
13 # http://wiki.minetest.net/
19 # If enabled, you can place blocks at the position (feet + eye level) where you stand.
20 # This is helpful when working with nodeboxes in small areas.
22 # enable_build_where_you_stand = false
24 # Player is able to fly without being affected by gravity.
25 # This requires the "fly" privilege on the server.
29 # If enabled, makes move directions relative to the player's pitch when flying or swimming.
33 # Fast movement (via the "special" key).
34 # This requires the "fast" privilege on the server.
38 # If enabled together with fly mode, player is able to fly through solid nodes.
39 # This requires the "noclip" privilege on the server.
43 # Smooths camera when looking around. Also called look or mouse smoothing.
44 # Useful for recording videos.
48 # Smooths rotation of camera. 0 to disable.
49 # type: float min: 0 max: 0.99
50 # camera_smoothing = 0.0
52 # Smooths rotation of camera in cinematic mode. 0 to disable.
53 # type: float min: 0 max: 0.99
54 # cinematic_camera_smoothing = 0.7
56 # Invert vertical mouse movement.
58 # invert_mouse = false
60 # Mouse sensitivity multiplier.
62 # mouse_sensitivity = 0.2
64 # If enabled, "special" key instead of "sneak" key is used for climbing down and
67 # aux1_descends = false
69 # Double-tapping the jump key toggles fly mode.
71 # doubletap_jump = false
73 # If disabled, "special" key is used to fly fast if both fly and fast mode are
76 # always_fly_fast = true
78 # The time in seconds it takes between repeated node placements when holding
80 # type: float min: 0.001
81 # repeat_place_time = 0.25
83 # Automatically jump up single-node obstacles.
87 # Prevent digging and placing from repeating when holding the mouse buttons.
88 # Enable this when you dig or place too often by accident.
90 # safe_dig_and_place = false
92 # Enable random user input (only used for testing).
94 # random_input = false
96 # Continuous forward movement, toggled by autoforward key.
97 # Press the autoforward key again or the backwards movement to disable.
99 # continuous_forward = false
101 # The length in pixels it takes for touch screen interaction to start.
102 # type: int min: 0 max: 100
103 # touchscreen_threshold = 20
105 # (Android) Fixes the position of virtual joystick.
106 # If disabled, virtual joystick will center to first-touch's position.
108 # fixed_virtual_joystick = false
110 # (Android) Use virtual joystick to trigger "aux" button.
111 # If enabled, virtual joystick will also tap "aux" button when out of main circle.
113 # virtual_joystick_triggers_aux = false
117 # enable_joysticks = false
119 # The identifier of the joystick to use
123 # The type of joystick
124 # type: enum values: auto, generic, xbox
125 # joystick_type = auto
127 # The time in seconds it takes between repeated events
128 # when holding down a joystick button combination.
129 # type: float min: 0.001
130 # repeat_joystick_button_time = 0.17
132 # The deadzone of the joystick
134 # joystick_deadzone = 2048
136 # The sensitivity of the joystick axes for moving the
137 # ingame view frustum around.
139 # joystick_frustum_sensitivity = 170
141 # Key for moving the player forward.
142 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
144 # keymap_forward = KEY_KEY_W
146 # Key for moving the player backward.
147 # Will also disable autoforward, when active.
148 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
150 # keymap_backward = KEY_KEY_S
152 # Key for moving the player left.
153 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
155 # keymap_left = KEY_KEY_A
157 # Key for moving the player right.
158 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
160 # keymap_right = KEY_KEY_D
163 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
165 # keymap_jump = KEY_SPACE
168 # Also used for climbing down and descending in water if aux1_descends is disabled.
169 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
171 # keymap_sneak = KEY_LSHIFT
174 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
176 # keymap_dig = KEY_LBUTTON
179 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
181 # keymap_place = KEY_RBUTTON
183 # Key for opening the inventory.
184 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
186 # keymap_inventory = KEY_KEY_I
188 # Key for moving fast in fast mode.
189 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
191 # keymap_special1 = KEY_KEY_E
193 # Key for opening the chat window.
194 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
196 # keymap_chat = KEY_KEY_T
198 # Key for opening the chat window to type commands.
199 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
203 # Key for opening the chat window to type local commands.
204 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
206 # keymap_cmd_local = .
208 # Key for toggling unlimited view range.
209 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
211 # keymap_rangeselect = KEY_KEY_R
213 # Key for toggling flying.
214 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
216 # keymap_freemove = KEY_KEY_K
218 # Key for toggling pitch move mode.
219 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
221 # keymap_pitchmove = KEY_KEY_P
223 # Key for toggling fast mode.
224 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
226 # keymap_fastmove = KEY_KEY_J
228 # Key for toggling noclip mode.
229 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
231 # keymap_noclip = KEY_KEY_H
233 # Key for selecting the next item in the hotbar.
234 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
236 # keymap_hotbar_next = KEY_KEY_N
238 # Key for selecting the previous item in the hotbar.
239 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
241 # keymap_hotbar_previous = KEY_KEY_B
243 # Key for muting the game.
244 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
246 # keymap_mute = KEY_KEY_M
248 # Key for increasing the volume.
249 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
251 # keymap_increase_volume =
253 # Key for decreasing the volume.
254 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
256 # keymap_decrease_volume =
258 # Key for toggling autoforward.
259 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
261 # keymap_autoforward =
263 # Key for toggling cinematic mode.
264 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
268 # Key for toggling display of minimap.
269 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
271 # keymap_minimap = KEY_KEY_V
273 # Key for taking screenshots.
274 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
276 # keymap_screenshot = KEY_F12
278 # Key for dropping the currently selected item.
279 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
281 # keymap_drop = KEY_KEY_Q
283 # Key to use view zoom when possible.
284 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
286 # keymap_zoom = KEY_KEY_Z
288 # Key for selecting the first hotbar slot.
289 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
291 # keymap_slot1 = KEY_KEY_1
293 # Key for selecting the second hotbar slot.
294 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
296 # keymap_slot2 = KEY_KEY_2
298 # Key for selecting the third hotbar slot.
299 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
301 # keymap_slot3 = KEY_KEY_3
303 # Key for selecting the fourth hotbar slot.
304 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
306 # keymap_slot4 = KEY_KEY_4
308 # Key for selecting the fifth hotbar slot.
309 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
311 # keymap_slot5 = KEY_KEY_5
313 # Key for selecting the sixth hotbar slot.
314 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
316 # keymap_slot6 = KEY_KEY_6
318 # Key for selecting the seventh hotbar slot.
319 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
321 # keymap_slot7 = KEY_KEY_7
323 # Key for selecting the eighth hotbar slot.
324 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
326 # keymap_slot8 = KEY_KEY_8
328 # Key for selecting the ninth hotbar slot.
329 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
331 # keymap_slot9 = KEY_KEY_9
333 # Key for selecting the tenth hotbar slot.
334 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
336 # keymap_slot10 = KEY_KEY_0
338 # Key for selecting the 11th hotbar slot.
339 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
343 # Key for selecting the 12th hotbar slot.
344 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
348 # Key for selecting the 13th hotbar slot.
349 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
353 # Key for selecting the 14th hotbar slot.
354 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
358 # Key for selecting the 15th hotbar slot.
359 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
363 # Key for selecting the 16th hotbar slot.
364 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
368 # Key for selecting the 17th hotbar slot.
369 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
373 # Key for selecting the 18th hotbar slot.
374 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
378 # Key for selecting the 19th hotbar slot.
379 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
383 # Key for selecting the 20th hotbar slot.
384 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
388 # Key for selecting the 21st hotbar slot.
389 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
393 # Key for selecting the 22nd hotbar slot.
394 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
398 # Key for selecting the 23rd hotbar slot.
399 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
403 # Key for selecting the 24th hotbar slot.
404 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
408 # Key for selecting the 25th hotbar slot.
409 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
413 # Key for selecting the 26th hotbar slot.
414 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
418 # Key for selecting the 27th hotbar slot.
419 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
423 # Key for selecting the 28th hotbar slot.
424 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
428 # Key for selecting the 29th hotbar slot.
429 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
433 # Key for selecting the 30th hotbar slot.
434 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
438 # Key for selecting the 31st hotbar slot.
439 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
443 # Key for selecting the 32nd hotbar slot.
444 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
448 # Key for toggling the display of the HUD.
449 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
451 # keymap_toggle_hud = KEY_F1
453 # Key for toggling the display of chat.
454 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
456 # keymap_toggle_chat = KEY_F2
458 # Key for toggling the display of the large chat console.
459 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
461 # keymap_console = KEY_F10
463 # Key for toggling the display of fog.
464 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
466 # keymap_toggle_force_fog_off = KEY_F3
468 # Key for toggling the camera update. Only used for development
469 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
471 # keymap_toggle_update_camera =
473 # Key for toggling the display of debug info.
474 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
476 # keymap_toggle_debug = KEY_F5
478 # Key for toggling the display of the profiler. Used for development.
479 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
481 # keymap_toggle_profiler = KEY_F6
483 # Key for switching between first- and third-person camera.
484 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
486 # keymap_camera_mode = KEY_KEY_C
488 # Key for increasing the viewing range.
489 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
491 # keymap_increase_viewing_range_min = +
493 # Key for decreasing the viewing range.
494 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
496 # keymap_decrease_viewing_range_min = -
506 # Enable vertex buffer objects.
507 # This should greatly improve graphics performance.
511 # Whether to fog out the end of the visible area.
516 # - Fancy: all faces visible
517 # - Simple: only outer faces, if defined special_tiles are used
518 # - Opaque: disable transparency
519 # type: enum values: fancy, simple, opaque
520 # leaves_style = fancy
522 # Connects glass if supported by node.
524 # connected_glass = false
526 # Enable smooth lighting with simple ambient occlusion.
527 # Disable for speed or for different looks.
529 # smooth_lighting = true
531 # Clouds are a client side effect.
533 # enable_clouds = true
535 # Use 3D cloud look instead of flat.
537 # enable_3d_clouds = true
539 # Method used to highlight selected object.
540 # type: enum values: box, halo, none
541 # node_highlighting = box
543 # Adds particles when digging a node.
545 # enable_particles = true
549 # Use mip mapping to scale textures. May slightly increase performance,
550 # especially when using a high resolution texture pack.
551 # Gamma correct downscaling is not supported.
555 # Use anisotropic filtering when viewing at textures from an angle.
557 # anisotropic_filter = false
559 # Use bilinear filtering when scaling textures.
561 # bilinear_filter = false
563 # Use trilinear filtering when scaling textures.
565 # trilinear_filter = false
567 # Filtered textures can blend RGB values with fully-transparent neighbors,
568 # which PNG optimizers usually discard, sometimes resulting in a dark or
569 # light edge to transparent textures. Apply this filter to clean that up
570 # at texture load time.
572 # texture_clean_transparent = false
574 # When using bilinear/trilinear/anisotropic filters, low-resolution textures
575 # can be blurred, so automatically upscale them with nearest-neighbor
576 # interpolation to preserve crisp pixels. This sets the minimum texture size
577 # for the upscaled textures; higher values look sharper, but require more
578 # memory. Powers of 2 are recommended. Setting this higher than 1 may not
579 # have a visible effect unless bilinear/trilinear/anisotropic filtering is
581 # This is also used as the base node texture size for world-aligned
582 # texture autoscaling.
584 # texture_min_size = 64
586 # Use multi-sample antialiasing (MSAA) to smooth out block edges.
587 # This algorithm smooths out the 3D viewport while keeping the image sharp,
588 # but it doesn't affect the insides of textures
589 # (which is especially noticeable with transparent textures).
590 # Visible spaces appear between nodes when shaders are disabled.
591 # If set to 0, MSAA is disabled.
592 # A restart is required after changing this option.
593 # type: enum values: 0, 1, 2, 4, 8, 16
596 # Undersampling is similar to using a lower screen resolution, but it applies
597 # to the game world only, keeping the GUI intact.
598 # It should give a significant performance boost at the cost of less detailed image.
599 # Higher values result in a less detailed image.
600 # type: int min: 1 max: 8
605 # Shaders allow advanced visual effects and may increase performance on some video
607 # This only works with the OpenGL video backend.
609 # enable_shaders = true
611 # Path to shader directory. If no path is defined, default location will be used.
617 # Enables Hable's 'Uncharted 2' filmic tone mapping.
618 # Simulates the tone curve of photographic film and how this approximates the
619 # appearance of high dynamic range images. Mid-range contrast is slightly
620 # enhanced, highlights and shadows are gradually compressed.
622 # tone_mapping = false
626 # Set to true to enable waving liquids (like water).
627 # Requires shaders to be enabled.
629 # enable_waving_water = false
631 # The maximum height of the surface of waving liquids.
632 # 4.0 = Wave height is two nodes.
633 # 0.0 = Wave doesn't move at all.
634 # Default is 1.0 (1/2 node).
635 # Requires waving liquids to be enabled.
636 # type: float min: 0 max: 4
637 # water_wave_height = 1.0
639 # Length of liquid waves.
640 # Requires waving liquids to be enabled.
641 # type: float min: 0.1
642 # water_wave_length = 20.0
644 # How fast liquid waves will move. Higher = faster.
645 # If negative, liquid waves will move backwards.
646 # Requires waving liquids to be enabled.
648 # water_wave_speed = 5.0
650 # Set to true to enable waving leaves.
651 # Requires shaders to be enabled.
653 # enable_waving_leaves = false
655 # Set to true to enable waving plants.
656 # Requires shaders to be enabled.
658 # enable_waving_plants = false
662 # Arm inertia, gives a more realistic movement of
663 # the arm when the camera moves.
667 # If FPS would go higher than this, limit it by sleeping
668 # to not waste CPU power for no benefit.
672 # Maximum FPS when the window is not focused, or when the game is paused.
674 # fps_max_unfocused = 20
676 # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
679 # pause_on_lost_focus = false
681 # View distance in nodes.
682 # type: int min: 20 max: 4000
683 # viewing_range = 190
685 # Camera 'near clipping plane' distance in nodes, between 0 and 0.25
686 # Only works on GLES platforms. Most users will not need to change this.
687 # Increasing can reduce artifacting on weaker GPUs.
688 # 0.1 = Default, 0.25 = Good value for weaker tablets.
689 # type: float min: 0 max: 0.25
692 # Width component of the initial window size.
696 # Height component of the initial window size.
700 # Save window size automatically when modified.
702 # autosave_screensize = true
708 # Bits per pixel (aka color depth) in fullscreen mode.
710 # fullscreen_bpp = 24
712 # Vertical screen synchronization.
716 # Field of view in degrees.
717 # type: int min: 45 max: 160
720 # Alters the light curve by applying 'gamma correction' to it.
721 # Higher values make middle and lower light levels brighter.
722 # Value '1.0' leaves the light curve unaltered.
723 # This only has significant effect on daylight and artificial
724 # light, it has very little effect on natural night light.
725 # type: float min: 0.33 max: 3
726 # display_gamma = 1.0
728 # Gradient of light curve at minimum light level.
729 # Controls the contrast of the lowest light levels.
730 # type: float min: 0 max: 3
731 # lighting_alpha = 0.0
733 # Gradient of light curve at maximum light level.
734 # Controls the contrast of the highest light levels.
735 # type: float min: 0 max: 3
736 # lighting_beta = 1.5
738 # Strength of light curve boost.
739 # The 3 'boost' parameters define a range of the light
740 # curve that is boosted in brightness.
741 # type: float min: 0 max: 0.4
742 # lighting_boost = 0.2
744 # Center of light curve boost range.
745 # Where 0.0 is minimum light level, 1.0 is maximum light level.
746 # type: float min: 0 max: 1
747 # lighting_boost_center = 0.5
749 # Spread of light curve boost range.
750 # Controls the width of the range to be boosted.
751 # Standard deviation of the light curve boost Gaussian.
752 # type: float min: 0 max: 0.4
753 # lighting_boost_spread = 0.2
755 # Path to texture directory. All textures are first searched from here.
759 # The rendering back-end for Irrlicht.
760 # A restart is required after changing this.
761 # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
762 # On other platforms, OpenGL is recommended.
763 # Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
764 # type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl, ogles1, ogles2
765 # video_driver = opengl
767 # Radius of cloud area stated in number of 64 node cloud squares.
768 # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
772 # Enable view bobbing and amount of view bobbing.
773 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
775 # view_bobbing_amount = 1.0
777 # Multiplier for fall bobbing.
778 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
780 # fall_bobbing_amount = 0.03
783 # Currently supported:
784 # - none: no 3d output.
785 # - anaglyph: cyan/magenta color 3d.
786 # - interlaced: odd/even line based polarisation screen support.
787 # - topbottom: split screen top/bottom.
788 # - sidebyside: split screen side by side.
789 # - crossview: Cross-eyed 3d
790 # - pageflip: quadbuffer based 3d.
791 # Note that the interlaced mode requires shaders to be enabled.
792 # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
795 # Strength of 3D mode parallax.
797 # 3d_paralax_strength = 0.025
799 # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
800 # type: float min: 0.1 max: 1
801 # console_height = 0.6
803 # In-game chat console background color (R,G,B).
805 # console_color = (0,0,0)
807 # In-game chat console background alpha (opaqueness, between 0 and 255).
808 # type: int min: 0 max: 255
809 # console_alpha = 200
811 # Formspec full-screen background opacity (between 0 and 255).
812 # type: int min: 0 max: 255
813 # formspec_fullscreen_bg_opacity = 140
815 # Formspec full-screen background color (R,G,B).
817 # formspec_fullscreen_bg_color = (0,0,0)
819 # Formspec default background opacity (between 0 and 255).
820 # type: int min: 0 max: 255
821 # formspec_default_bg_opacity = 140
823 # Formspec default background color (R,G,B).
825 # formspec_default_bg_color = (0,0,0)
827 # Selection box border color (R,G,B).
829 # selectionbox_color = (0,0,0)
831 # Width of the selection box lines around nodes.
832 # type: int min: 1 max: 5
833 # selectionbox_width = 2
835 # Crosshair color (R,G,B).
836 # Also controls the object crosshair color
838 # crosshair_color = (255,255,255)
840 # Crosshair alpha (opaqueness, between 0 and 255).
841 # Also controls the object crosshair color
842 # type: int min: 0 max: 255
843 # crosshair_alpha = 255
845 # Maximum number of recent chat messages to show
846 # type: int min: 2 max: 20
847 # recent_chat_messages = 6
849 # Whether node texture animations should be desynchronized per mapblock.
851 # desynchronize_mapblock_texture_animation = true
853 # Maximum proportion of current window to be used for hotbar.
854 # Useful if there's something to be displayed right or left of hotbar.
856 # hud_hotbar_max_width = 1.0
858 # Modifies the size of the hudbar elements.
862 # Enables caching of facedir rotated meshes.
864 # enable_mesh_cache = false
866 # Delay between mesh updates on the client in ms. Increasing this will slow
867 # down the rate of mesh updates, thus reducing jitter on slower clients.
868 # type: int min: 0 max: 50
869 # mesh_generation_interval = 0
871 # Size of the MapBlock cache of the mesh generator. Increasing this will
872 # increase the cache hit %, reducing the data being copied from the main
873 # thread, thus reducing jitter.
874 # type: int min: 0 max: 1000
875 # meshgen_block_cache_size = 20
879 # enable_minimap = true
881 # Shape of the minimap. Enabled = round, disabled = square.
883 # minimap_shape_round = true
887 # Usable to make minimap smoother on slower machines.
889 # minimap_double_scan_height = true
891 # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
893 # directional_colored_fog = true
895 # The strength (darkness) of node ambient-occlusion shading.
896 # Lower is darker, Higher is lighter. The valid range of values for this
897 # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
898 # set to the nearest valid value.
899 # type: float min: 0.25 max: 4
900 # ambient_occlusion_gamma = 2.2
902 # Enables animation of inventory items.
904 # inventory_items_animations = false
906 # Fraction of the visible distance at which fog starts to be rendered
907 # type: float min: 0 max: 0.99
910 # Makes all liquids opaque
912 # opaque_water = false
914 # Textures on a node may be aligned either to the node or to the world.
915 # The former mode suits better things like machines, furniture, etc., while
916 # the latter makes stairs and microblocks fit surroundings better.
917 # However, as this possibility is new, thus may not be used by older servers,
918 # this option allows enforcing it for certain node types. Note though that
919 # that is considered EXPERIMENTAL and may not work properly.
920 # type: enum values: disable, enable, force_solid, force_nodebox
921 # world_aligned_mode = enable
923 # World-aligned textures may be scaled to span several nodes. However,
924 # the server may not send the scale you want, especially if you use
925 # a specially-designed texture pack; with this option, the client tries
926 # to determine the scale automatically basing on the texture size.
927 # See also texture_min_size.
928 # Warning: This option is EXPERIMENTAL!
929 # type: enum values: disable, enable, force
930 # autoscale_mode = disable
932 # Show entity selection boxes
933 # A restart is required after changing this.
935 # show_entity_selectionbox = false
939 # Use a cloud animation for the main menu background.
943 # Scale GUI by a user specified value.
944 # Use a nearest-neighbor-anti-alias filter to scale the GUI.
945 # This will smooth over some of the rough edges, and blend
946 # pixels when scaling down, at the cost of blurring some
947 # edge pixels when images are scaled by non-integer sizes.
948 # type: float min: 0.001
951 # When gui_scaling_filter is true, all GUI images need to be
952 # filtered in software, but some images are generated directly
953 # to hardware (e.g. render-to-texture for nodes in inventory).
955 # gui_scaling_filter = false
957 # When gui_scaling_filter_txr2img is true, copy those images
958 # from hardware to software for scaling. When false, fall back
959 # to the old scaling method, for video drivers that don't
960 # properly support downloading textures back from hardware.
962 # gui_scaling_filter_txr2img = true
964 # Delay showing tooltips, stated in milliseconds.
966 # tooltip_show_delay = 400
968 # Append item name to tooltip.
970 # tooltip_append_itemname = false
972 # Whether FreeType fonts are used, requires FreeType support to be compiled in.
973 # If disabled, bitmap and XML vectors fonts are used instead.
981 # font_italic = false
983 # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
987 # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
988 # type: int min: 0 max: 255
989 # font_shadow_alpha = 127
991 # Font size of the default font in point (pt).
995 # Path to the default font.
996 # If “freetype” setting is enabled: Must be a TrueType font.
997 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
998 # The fallback font will be used if the font cannot be loaded.
1000 # font_path = fonts/Arimo-Regular.ttf
1003 # font_path_bold = fonts/Arimo-Bold.ttf
1006 # font_path_italic = fonts/Arimo-Italic.ttf
1009 # font_path_bolditalic = fonts/Arimo-BoldItalic.ttf
1011 # Font size of the monospace font in point (pt).
1013 # mono_font_size = 15
1015 # Path to the monospace font.
1016 # If “freetype” setting is enabled: Must be a TrueType font.
1017 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1018 # This font is used for e.g. the console and profiler screen.
1020 # mono_font_path = fonts/Cousine-Regular.ttf
1023 # mono_font_path_bold = fonts/Cousine-Bold.ttf
1026 # mono_font_path_italic = fonts/Cousine-Italic.ttf
1029 # mono_font_path_bolditalic = fonts/Cousine-BoldItalic.ttf
1031 # Font size of the fallback font in point (pt).
1033 # fallback_font_size = 15
1035 # Shadow offset (in pixels) of the fallback font. If 0, then shadow will not be drawn.
1037 # fallback_font_shadow = 1
1039 # Opaqueness (alpha) of the shadow behind the fallback font, between 0 and 255.
1040 # type: int min: 0 max: 255
1041 # fallback_font_shadow_alpha = 128
1043 # Path of the fallback font.
1044 # If “freetype” setting is enabled: Must be a TrueType font.
1045 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1046 # This font will be used for certain languages or if the default font is unavailable.
1048 # fallback_font_path = fonts/DroidSansFallbackFull.ttf
1050 # Font size of the recent chat text and chat prompt in point (pt).
1051 # Value 0 will use the default font size.
1053 # chat_font_size = 0
1055 # Path to save screenshots at. Can be an absolute or relative path.
1056 # The folder will be created if it doesn't already exist.
1058 # screenshot_path = screenshots
1060 # Format of screenshots.
1061 # type: enum values: png, jpg, bmp, pcx, ppm, tga
1062 # screenshot_format = png
1064 # Screenshot quality. Only used for JPEG format.
1065 # 1 means worst quality; 100 means best quality.
1066 # Use 0 for default quality.
1067 # type: int min: 0 max: 100
1068 # screenshot_quality = 0
1072 # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
1076 # Windows systems only: Start Minetest with the command line window in the background.
1077 # Contains the same information as the file debug.txt (default name).
1079 # enable_console = false
1085 # Enables the sound system.
1086 # If disabled, this completely disables all sounds everywhere and the in-game
1087 # sound controls will be non-functional.
1088 # Changing this setting requires a restart.
1090 # enable_sound = true
1092 # Volume of all sounds.
1093 # Requires the sound system to be enabled.
1094 # type: float min: 0 max: 1
1095 # sound_volume = 0.7
1097 # Whether to mute sounds. You can unmute sounds at any time, unless the
1098 # sound system is disabled (enable_sound=false).
1099 # In-game, you can toggle the mute state with the mute key or by using the
1102 # mute_sound = false
1110 # Address to connect to.
1111 # Leave this blank to start a local server.
1112 # Note that the address field in the main menu overrides this setting.
1116 # Port to connect to (UDP).
1117 # Note that the port field in the main menu overrides this setting.
1118 # type: int min: 1 max: 65535
1119 # remote_port = 30000
1121 # Prometheus listener address.
1122 # If minetest is compiled with ENABLE_PROMETHEUS option enabled,
1123 # enable metrics listener for Prometheus on that address.
1124 # Metrics can be fetch on http://127.0.0.1:30000/metrics
1126 # prometheus_listener_address = 127.0.0.1:30000
1128 # Save the map received by the client on disk.
1130 # enable_local_map_saving = false
1132 # Enable usage of remote media server (if provided by server).
1133 # Remote servers offer a significantly faster way to download media (e.g. textures)
1134 # when connecting to the server.
1136 # enable_remote_media_server = true
1138 # Enable Lua modding support on client.
1139 # This support is experimental and API can change.
1141 # enable_client_modding = false
1143 # URL to the server list displayed in the Multiplayer Tab.
1145 # serverlist_url = servers.minetest.net
1147 # File in client/serverlist/ that contains your favorite servers displayed in the
1150 # serverlist_file = favoriteservers.json
1152 # Maximum size of the out chat queue.
1153 # 0 to disable queueing and -1 to make the queue size unlimited.
1155 # max_out_chat_queue_size = 20
1157 # Enable register confirmation when connecting to server.
1158 # If disabled, new account will be registered automatically.
1160 # enable_register_confirmation = true
1164 # Timeout for client to remove unused map data from memory.
1166 # client_unload_unused_data_timeout = 600
1168 # Maximum number of mapblocks for client to be kept in memory.
1169 # Set to -1 for unlimited amount.
1171 # client_mapblock_limit = 7500
1173 # Whether to show the client debug info (has the same effect as hitting F5).
1175 # show_debug = false
1178 # Server / Singleplayer
1181 # Name of the server, to be displayed when players join and in the serverlist.
1183 # server_name = Minetest server
1185 # Description of server, to be displayed when players join and in the serverlist.
1187 # server_description = mine here
1189 # Domain name of server, to be displayed in the serverlist.
1191 # server_address = game.minetest.net
1193 # Homepage of server, to be displayed in the serverlist.
1195 # server_url = https://minetest.net
1197 # Automatically report to the serverlist.
1199 # server_announce = false
1201 # Announce to this serverlist.
1203 # serverlist_url = servers.minetest.net
1205 # Remove color codes from incoming chat messages
1206 # Use this to stop players from being able to use color in their messages
1208 # strip_color_codes = false
1212 # Network port to listen (UDP).
1213 # This value will be overridden when starting from the main menu.
1217 # The network interface that the server listens on.
1221 # Enable to disallow old clients from connecting.
1222 # Older clients are compatible in the sense that they will not crash when connecting
1223 # to new servers, but they may not support all new features that you are expecting.
1225 # strict_protocol_version_checking = false
1227 # Specifies URL from which client fetches media instead of using UDP.
1228 # $filename should be accessible from $remote_media$filename via cURL
1229 # (obviously, remote_media should end with a slash).
1230 # Files that are not present will be fetched the usual way.
1234 # Enable/disable running an IPv6 server.
1235 # Ignored if bind_address is set.
1236 # Needs enable_ipv6 to be enabled.
1238 # ipv6_server = false
1242 # Maximum number of blocks that are simultaneously sent per client.
1243 # The maximum total count is calculated dynamically:
1244 # max_total = ceil((#clients + max_users) * per_client / 4)
1246 # max_simultaneous_block_sends_per_client = 40
1248 # To reduce lag, block transfers are slowed down when a player is building something.
1249 # This determines how long they are slowed down after placing or removing a node.
1251 # full_block_send_enable_min_time_from_building = 2.0
1253 # Maximum number of packets sent per send step, if you have a slow connection
1254 # try reducing it, but don't reduce it to a number below double of targeted
1257 # max_packets_per_iteration = 1024
1259 # ZLib compression level to use when sending mapblocks to the client.
1260 # -1 - Zlib's default compression level
1261 # 0 - no compresson, fastest
1262 # 9 - best compression, slowest
1263 # (levels 1-3 use Zlib's "fast" method, 4-9 use the normal method)
1264 # type: int min: -1 max: 9
1265 # map_compression_level_net = -1
1269 # Default game when creating a new world.
1270 # This will be overridden when creating a world from the main menu.
1272 # default_game = minetest
1274 # Message of the day displayed to players connecting.
1278 # Maximum number of players that can be connected simultaneously.
1282 # World directory (everything in the world is stored here).
1283 # Not needed if starting from the main menu.
1287 # Time in seconds for item entity (dropped items) to live.
1288 # Setting it to -1 disables the feature.
1290 # item_entity_ttl = 900
1292 # Specifies the default stack size of nodes, items and tools.
1293 # Note that mods or games may explicitly set a stack for certain (or all) items.
1295 # default_stack_max = 99
1297 # Enable players getting damage and dying.
1299 # enable_damage = false
1301 # Enable creative mode for new created maps.
1303 # creative_mode = false
1305 # A chosen map seed for a new map, leave empty for random.
1306 # Will be overridden when creating a new world in the main menu.
1310 # New users need to input this password.
1312 # default_password =
1314 # The privileges that new users automatically get.
1315 # See /privs in game for a full list on your server and mod configuration.
1317 # default_privs = interact, shout
1319 # Privileges that players with basic_privs can grant
1321 # basic_privs = interact, shout
1323 # Whether players are shown to clients without any range limit.
1324 # Deprecated, use the setting player_transfer_distance instead.
1326 # unlimited_player_transfer_distance = true
1328 # Defines the maximal player transfer distance in blocks (0 = unlimited).
1330 # player_transfer_distance = 0
1332 # Whether to allow players to damage and kill each other.
1336 # Enable mod channels support.
1338 # enable_mod_channels = false
1340 # If this is set, players will always (re)spawn at the given position.
1342 # static_spawnpoint =
1344 # If enabled, new players cannot join with an empty password.
1346 # disallow_empty_password = false
1348 # If enabled, disable cheat prevention in multiplayer.
1350 # disable_anticheat = false
1352 # If enabled, actions are recorded for rollback.
1353 # This option is only read when server starts.
1355 # enable_rollback_recording = false
1357 # Format of player chat messages. The following strings are valid placeholders:
1358 # @name, @message, @timestamp (optional)
1360 # chat_message_format = <@name> @message
1362 # A message to be displayed to all clients when the server shuts down.
1364 # kick_msg_shutdown = Server shutting down.
1366 # A message to be displayed to all clients when the server crashes.
1368 # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
1370 # Whether to ask clients to reconnect after a (Lua) crash.
1371 # Set this to true if your server is set up to restart automatically.
1373 # ask_reconnect_on_crash = false
1375 # From how far clients know about objects, stated in mapblocks (16 nodes).
1377 # Setting this larger than active_block_range will also cause the server
1378 # to maintain active objects up to this distance in the direction the
1379 # player is looking. (This can avoid mobs suddenly disappearing from view)
1381 # active_object_send_range_blocks = 8
1383 # The radius of the volume of blocks around every player that is subject to the
1384 # active block stuff, stated in mapblocks (16 nodes).
1385 # In active blocks objects are loaded and ABMs run.
1386 # This is also the minimum range in which active objects (mobs) are maintained.
1387 # This should be configured together with active_object_send_range_blocks.
1389 # active_block_range = 4
1391 # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
1393 # max_block_send_distance = 12
1395 # Maximum number of forceloaded mapblocks.
1397 # max_forceloaded_blocks = 16
1399 # Interval of sending time of day to clients.
1401 # time_send_interval = 5
1403 # Controls length of day/night cycle.
1405 # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
1409 # Time of day when a new world is started, in millihours (0-23999).
1410 # type: int min: 0 max: 23999
1411 # world_start_time = 6125
1413 # Interval of saving important changes in the world, stated in seconds.
1415 # server_map_save_interval = 5.3
1417 # Set the maximum character length of a chat message sent by clients.
1419 # chat_message_max_size = 500
1421 # Amount of messages a player may send per 10 seconds.
1423 # chat_message_limit_per_10sec = 10.0
1425 # Kick players who sent more than X messages per 10 seconds.
1427 # chat_message_limit_trigger_kick = 50
1431 # Horizontal and vertical acceleration on ground or when climbing,
1432 # in nodes per second per second.
1434 # movement_acceleration_default = 3
1436 # Horizontal acceleration in air when jumping or falling,
1437 # in nodes per second per second.
1439 # movement_acceleration_air = 2
1441 # Horizontal and vertical acceleration in fast mode,
1442 # in nodes per second per second.
1444 # movement_acceleration_fast = 10
1446 # Walking and flying speed, in nodes per second.
1448 # movement_speed_walk = 4
1450 # Sneaking speed, in nodes per second.
1452 # movement_speed_crouch = 1.35
1454 # Walking, flying and climbing speed in fast mode, in nodes per second.
1456 # movement_speed_fast = 20
1458 # Vertical climbing speed, in nodes per second.
1460 # movement_speed_climb = 3
1462 # Initial vertical speed when jumping, in nodes per second.
1464 # movement_speed_jump = 6.5
1466 # Decrease this to increase liquid resistance to movement.
1468 # movement_liquid_fluidity = 1
1470 # Maximum liquid resistance. Controls deceleration when entering liquid at
1473 # movement_liquid_fluidity_smooth = 0.5
1475 # Controls sinking speed in liquid.
1477 # movement_liquid_sink = 10
1479 # Acceleration of gravity, in nodes per second per second.
1481 # movement_gravity = 9.81
1485 # Handling for deprecated Lua API calls:
1486 # - none: Do not log deprecated calls
1487 # - log: mimic and log backtrace of deprecated call (default).
1488 # - error: abort on usage of deprecated call (suggested for mod developers).
1489 # type: enum values: none, log, error
1490 # deprecated_lua_api_handling = log
1492 # Number of extra blocks that can be loaded by /clearobjects at once.
1493 # This is a trade-off between sqlite transaction overhead and
1494 # memory consumption (4096=100MB, as a rule of thumb).
1496 # max_clearobjects_extra_loaded_blocks = 4096
1498 # How much the server will wait before unloading unused mapblocks.
1499 # Higher value is smoother, but will use more RAM.
1501 # server_unload_unused_data_timeout = 29
1503 # Maximum number of statically stored objects in a block.
1505 # max_objects_per_block = 64
1507 # See https://www.sqlite.org/pragma.html#pragma_synchronous
1508 # type: enum values: 0, 1, 2
1509 # sqlite_synchronous = 2
1511 # ZLib compression level to use when saving mapblocks to disk.
1512 # -1 - Zlib's default compression level
1513 # 0 - no compresson, fastest
1514 # 9 - best compression, slowest
1515 # (levels 1-3 use Zlib's "fast" method, 4-9 use the normal method)
1516 # type: int min: -1 max: 9
1517 # map_compression_level_disk = 3
1519 # Length of a server tick and the interval at which objects are generally updated over
1522 # dedicated_server_step = 0.09
1524 # Length of time between active block management cycles
1526 # active_block_mgmt_interval = 2.0
1528 # Length of time between Active Block Modifier (ABM) execution cycles
1530 # abm_interval = 1.0
1532 # The time budget allowed for ABMs to execute on each step
1533 # (as a fraction of the ABM Interval)
1534 # type: float min: 0.1 max: 0.9
1535 # abm_time_budget = 0.2
1537 # Length of time between NodeTimer execution cycles
1539 # nodetimer_interval = 0.2
1541 # If enabled, invalid world data won't cause the server to shut down.
1542 # Only enable this if you know what you are doing.
1544 # ignore_world_load_errors = false
1546 # Max liquids processed per step.
1548 # liquid_loop_max = 100000
1550 # The time (in seconds) that the liquids queue may grow beyond processing
1551 # capacity until an attempt is made to decrease its size by dumping old queue
1552 # items. A value of 0 disables the functionality.
1554 # liquid_queue_purge_time = 0
1556 # Liquid update interval in seconds.
1558 # liquid_update = 1.0
1560 # At this distance the server will aggressively optimize which blocks are sent to
1562 # Small values potentially improve performance a lot, at the expense of visible
1563 # rendering glitches (some blocks will not be rendered under water and in caves,
1564 # as well as sometimes on land).
1565 # Setting this to a value greater than max_block_send_distance disables this
1567 # Stated in mapblocks (16 nodes).
1569 # block_send_optimize_distance = 4
1571 # If enabled the server will perform map block occlusion culling based on
1572 # on the eye position of the player. This can reduce the number of blocks
1573 # sent to the client 50-80%. The client will not longer receive most invisible
1574 # so that the utility of noclip mode is reduced.
1576 # server_side_occlusion_culling = true
1578 # Restricts the access of certain client-side functions on servers.
1579 # Combine the byteflags below to restrict client-side features, or set to 0
1580 # for no restrictions:
1581 # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
1582 # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
1583 # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
1584 # READ_NODEDEFS: 8 (disable get_node_def call client-side)
1585 # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
1586 # csm_restriction_noderange)
1587 # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
1589 # csm_restriction_flags = 62
1591 # If the CSM restriction for node range is enabled, get_node calls are limited
1592 # to this distance from the player to the node.
1594 # csm_restriction_noderange = 0
1598 # Prevent mods from doing insecure things like running shell commands.
1600 # secure.enable_security = true
1602 # Comma-separated list of trusted mods that are allowed to access insecure
1603 # functions even when mod security is on (via request_insecure_environment()).
1605 # secure.trusted_mods =
1607 # Comma-separated list of mods that are allowed to access HTTP APIs, which
1608 # allow them to upload and download data to/from the internet.
1610 # secure.http_mods =
1616 # Load the game profiler to collect game profiling data.
1617 # Provides a /profiler command to access the compiled profile.
1618 # Useful for mod developers and server operators.
1620 # profiler.load = false
1622 # The default format in which profiles are being saved,
1623 # when calling `/profiler save [format]` without format.
1624 # type: enum values: txt, csv, lua, json, json_pretty
1625 # profiler.default_report_format = txt
1627 # The file path relative to your worldpath in which profiles will be saved to.
1629 # profiler.report_path = ""
1631 #### Instrumentation
1633 # Instrument the methods of entities on registration.
1635 # instrument.entity = true
1637 # Instrument the action function of Active Block Modifiers on registration.
1639 # instrument.abm = true
1641 # Instrument the action function of Loading Block Modifiers on registration.
1643 # instrument.lbm = true
1645 # Instrument chatcommands on registration.
1647 # instrument.chatcommand = true
1649 # Instrument global callback functions on registration.
1650 # (anything you pass to a minetest.register_*() function)
1652 # instrument.global_callback = true
1656 # Instrument builtin.
1657 # This is usually only needed by core/builtin contributors
1659 # instrument.builtin = false
1661 # Have the profiler instrument itself:
1662 # * Instrument an empty function.
1663 # This estimates the overhead, that instrumentation is adding (+1 function call).
1664 # * Instrument the sampler being used to update the statistics.
1666 # instrument.profiler = false
1672 # Name of the player.
1673 # When running a server, clients connecting with this name are admins.
1674 # When starting from the main menu, this is overridden.
1678 # Set the language. Leave empty to use the system language.
1679 # A restart is required after changing this.
1680 # type: enum values: , ar, ca, cs, da, de, dv, el, en, eo, es, et, eu, fil, fr, hu, id, it, ja, ja_KS, jbo, kk, kn, lo, lt, ms, my, nb, nl, nn, pl, pt, pt_BR, ro, ru, sl, sr_Cyrl, sv, sw, th, tr, uk, vi
1683 # Level of logging to be written to debug.txt:
1684 # - <nothing> (no logging)
1685 # - none (messages with no level)
1691 # type: enum values: , none, error, warning, action, info, verbose
1692 # debug_log_level = action
1694 # If the file size of debug.txt exceeds the number of megabytes specified in
1695 # this setting when it is opened, the file is moved to debug.txt.1,
1696 # deleting an older debug.txt.1 if it exists.
1697 # debug.txt is only moved if this setting is positive.
1699 # debug_log_size_max = 50
1701 # Minimal level of logging to be written to chat.
1702 # type: enum values: , none, error, warning, action, info, verbose
1703 # chat_log_level = error
1705 # Enable IPv6 support (for both client and server).
1706 # Required for IPv6 connections to work at all.
1708 # enable_ipv6 = true
1712 # Default timeout for cURL, stated in milliseconds.
1713 # Only has an effect if compiled with cURL.
1715 # curl_timeout = 5000
1717 # Limits number of parallel HTTP requests. Affects:
1718 # - Media fetch if server uses remote_media setting.
1719 # - Serverlist download and server announcement.
1720 # - Downloads performed by main menu (e.g. mod manager).
1721 # Only has an effect if compiled with cURL.
1723 # curl_parallel_limit = 8
1725 # Maximum time in ms a file download (e.g. a mod download) may take.
1727 # curl_file_download_timeout = 300000
1729 # Makes DirectX work with LuaJIT. Disable if it causes troubles.
1731 # high_precision_fpu = true
1733 # Replaces the default main menu with a custom one.
1735 # main_menu_script =
1737 # Print the engine's profiling data in regular intervals (in seconds).
1738 # 0 = disable. Useful for developers.
1740 # profiler_print_interval = 0
1746 # Name of map generator to be used when creating a new world.
1747 # Creating a world in the main menu will override this.
1748 # Current mapgens in a highly unstable state:
1749 # - The optional floatlands of v7 (disabled by default).
1750 # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
1753 # Water surface level of the world.
1757 # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
1759 # max_block_generate_distance = 10
1761 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
1762 # Only mapchunks completely within the mapgen limit are generated.
1763 # Value is stored per-world.
1764 # type: int min: 0 max: 31000
1765 # mapgen_limit = 31000
1767 # Global map generation attributes.
1768 # In Mapgen v6 the 'decorations' flag controls all decorations except trees
1769 # and junglegrass, in all other mapgens this flag controls all decorations.
1770 # type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores
1771 # mg_flags = caves,dungeons,light,decorations,biomes,ores
1773 ## Biome API temperature and humidity noise parameters
1775 # Temperature variation for biomes.
1776 # type: noise_params_2d
1777 # mg_biome_np_heat = {
1780 # spread = (1000, 1000, 1000),
1783 # persistence = 0.5,
1788 # Small-scale temperature variation for blending biomes on borders.
1789 # type: noise_params_2d
1790 # mg_biome_np_heat_blend = {
1793 # spread = (8, 8, 8),
1796 # persistence = 1.0,
1801 # Humidity variation for biomes.
1802 # type: noise_params_2d
1803 # mg_biome_np_humidity = {
1806 # spread = (1000, 1000, 1000),
1809 # persistence = 0.5,
1814 # Small-scale humidity variation for blending biomes on borders.
1815 # type: noise_params_2d
1816 # mg_biome_np_humidity_blend = {
1819 # spread = (8, 8, 8),
1822 # persistence = 1.0,
1829 # Map generation attributes specific to Mapgen v5.
1830 # type: flags possible values: caverns, nocaverns
1831 # mgv5_spflags = caverns
1833 # Controls width of tunnels, a smaller value creates wider tunnels.
1834 # Value >= 10.0 completely disables generation of tunnels and avoids the
1835 # intensive noise calculations.
1837 # mgv5_cave_width = 0.09
1839 # Y of upper limit of large caves.
1841 # mgv5_large_cave_depth = -256
1843 # Minimum limit of random number of small caves per mapchunk.
1844 # type: int min: 0 max: 256
1845 # mgv5_small_cave_num_min = 0
1847 # Maximum limit of random number of small caves per mapchunk.
1848 # type: int min: 0 max: 256
1849 # mgv5_small_cave_num_max = 0
1851 # Minimum limit of random number of large caves per mapchunk.
1852 # type: int min: 0 max: 64
1853 # mgv5_large_cave_num_min = 0
1855 # Maximum limit of random number of large caves per mapchunk.
1856 # type: int min: 0 max: 64
1857 # mgv5_large_cave_num_max = 2
1859 # Proportion of large caves that contain liquid.
1860 # type: float min: 0 max: 1
1861 # mgv5_large_cave_flooded = 0.5
1863 # Y-level of cavern upper limit.
1865 # mgv5_cavern_limit = -256
1867 # Y-distance over which caverns expand to full size.
1869 # mgv5_cavern_taper = 256
1871 # Defines full size of caverns, smaller values create larger caverns.
1873 # mgv5_cavern_threshold = 0.7
1875 # Lower Y limit of dungeons.
1877 # mgv5_dungeon_ymin = -31000
1879 # Upper Y limit of dungeons.
1881 # mgv5_dungeon_ymax = 31000
1885 # Variation of biome filler depth.
1886 # type: noise_params_2d
1887 # mgv5_np_filler_depth = {
1890 # spread = (150, 150, 150),
1893 # persistence = 0.7,
1898 # Variation of terrain vertical scale.
1899 # When noise is < -0.55 terrain is near-flat.
1900 # type: noise_params_2d
1901 # mgv5_np_factor = {
1904 # spread = (250, 250, 250),
1907 # persistence = 0.45,
1912 # Y-level of average terrain surface.
1913 # type: noise_params_2d
1914 # mgv5_np_height = {
1917 # spread = (250, 250, 250),
1920 # persistence = 0.5,
1925 # First of two 3D noises that together define tunnels.
1926 # type: noise_params_3d
1930 # spread = (61, 61, 61),
1933 # persistence = 0.5,
1938 # Second of two 3D noises that together define tunnels.
1939 # type: noise_params_3d
1943 # spread = (67, 67, 67),
1946 # persistence = 0.5,
1951 # 3D noise defining giant caverns.
1952 # type: noise_params_3d
1953 # mgv5_np_cavern = {
1956 # spread = (384, 128, 384),
1959 # persistence = 0.63,
1964 # 3D noise defining terrain.
1965 # type: noise_params_3d
1966 # mgv5_np_ground = {
1969 # spread = (80, 80, 80),
1972 # persistence = 0.55,
1977 # 3D noise that determines number of dungeons per mapchunk.
1978 # type: noise_params_3d
1979 # mgv5_np_dungeons = {
1982 # spread = (500, 500, 500),
1985 # persistence = 0.8,
1992 # Map generation attributes specific to Mapgen v6.
1993 # The 'snowbiomes' flag enables the new 5 biome system.
1994 # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
1995 # the 'jungles' flag is ignored.
1996 # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
1997 # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
1999 # Deserts occur when np_biome exceeds this value.
2000 # When the 'snowbiomes' flag is enabled, this is ignored.
2002 # mgv6_freq_desert = 0.45
2004 # Sandy beaches occur when np_beach exceeds this value.
2006 # mgv6_freq_beach = 0.15
2008 # Lower Y limit of dungeons.
2010 # mgv6_dungeon_ymin = -31000
2012 # Upper Y limit of dungeons.
2014 # mgv6_dungeon_ymax = 31000
2018 # Y-level of lower terrain and seabed.
2019 # type: noise_params_2d
2020 # mgv6_np_terrain_base = {
2023 # spread = (250, 250, 250),
2026 # persistence = 0.6,
2031 # Y-level of higher terrain that creates cliffs.
2032 # type: noise_params_2d
2033 # mgv6_np_terrain_higher = {
2036 # spread = (500, 500, 500),
2039 # persistence = 0.6,
2044 # Varies steepness of cliffs.
2045 # type: noise_params_2d
2046 # mgv6_np_steepness = {
2049 # spread = (125, 125, 125),
2052 # persistence = 0.7,
2057 # Defines distribution of higher terrain.
2058 # type: noise_params_2d
2059 # mgv6_np_height_select = {
2062 # spread = (250, 250, 250),
2065 # persistence = 0.69,
2070 # Varies depth of biome surface nodes.
2071 # type: noise_params_2d
2075 # spread = (200, 200, 200),
2078 # persistence = 0.55,
2083 # Defines areas with sandy beaches.
2084 # type: noise_params_2d
2088 # spread = (250, 250, 250),
2091 # persistence = 0.50,
2096 # Temperature variation for biomes.
2097 # type: noise_params_2d
2101 # spread = (500, 500, 500),
2104 # persistence = 0.50,
2109 # Variation of number of caves.
2110 # type: noise_params_2d
2114 # spread = (250, 250, 250),
2117 # persistence = 0.50,
2122 # Humidity variation for biomes.
2123 # type: noise_params_2d
2124 # mgv6_np_humidity = {
2127 # spread = (500, 500, 500),
2130 # persistence = 0.50,
2135 # Defines tree areas and tree density.
2136 # type: noise_params_2d
2140 # spread = (125, 125, 125),
2143 # persistence = 0.66,
2148 # Defines areas where trees have apples.
2149 # type: noise_params_2d
2150 # mgv6_np_apple_trees = {
2153 # spread = (100, 100, 100),
2156 # persistence = 0.45,
2163 # Map generation attributes specific to Mapgen v7.
2165 # 'floatlands': Floating land masses in the atmosphere.
2166 # 'caverns': Giant caves deep underground.
2167 # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
2168 # mgv7_spflags = mountains,ridges,nofloatlands,caverns
2170 # Y of mountain density gradient zero level. Used to shift mountains vertically.
2172 # mgv7_mount_zero_level = 0
2174 # Lower Y limit of floatlands.
2176 # mgv7_floatland_ymin = 1024
2178 # Upper Y limit of floatlands.
2180 # mgv7_floatland_ymax = 4096
2182 # Y-distance over which floatlands taper from full density to nothing.
2183 # Tapering starts at this distance from the Y limit.
2184 # For a solid floatland layer, this controls the height of hills/mountains.
2185 # Must be less than or equal to half the distance between the Y limits.
2187 # mgv7_floatland_taper = 256
2189 # Exponent of the floatland tapering. Alters the tapering behaviour.
2190 # Value = 1.0 creates a uniform, linear tapering.
2191 # Values > 1.0 create a smooth tapering suitable for the default separated
2193 # Values < 1.0 (for example 0.25) create a more defined surface level with
2194 # flatter lowlands, suitable for a solid floatland layer.
2196 # mgv7_float_taper_exp = 2.0
2198 # Adjusts the density of the floatland layer.
2199 # Increase value to increase density. Can be positive or negative.
2200 # Value = 0.0: 50% of volume is floatland.
2201 # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
2202 # to be sure) creates a solid floatland layer.
2204 # mgv7_floatland_density = -0.6
2206 # Surface level of optional water placed on a solid floatland layer.
2207 # Water is disabled by default and will only be placed if this value is set
2208 # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
2210 # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
2211 # When enabling water placement the floatlands must be configured and tested
2212 # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
2213 # required value depending on 'mgv7_np_floatland'), to avoid
2214 # server-intensive extreme water flow and to avoid vast flooding of the
2215 # world surface below.
2217 # mgv7_floatland_ywater = -31000
2219 # Controls width of tunnels, a smaller value creates wider tunnels.
2220 # Value >= 10.0 completely disables generation of tunnels and avoids the
2221 # intensive noise calculations.
2223 # mgv7_cave_width = 0.09
2225 # Y of upper limit of large caves.
2227 # mgv7_large_cave_depth = -33
2229 # Minimum limit of random number of small caves per mapchunk.
2230 # type: int min: 0 max: 256
2231 # mgv7_small_cave_num_min = 0
2233 # Maximum limit of random number of small caves per mapchunk.
2234 # type: int min: 0 max: 256
2235 # mgv7_small_cave_num_max = 0
2237 # Minimum limit of random number of large caves per mapchunk.
2238 # type: int min: 0 max: 64
2239 # mgv7_large_cave_num_min = 0
2241 # Maximum limit of random number of large caves per mapchunk.
2242 # type: int min: 0 max: 64
2243 # mgv7_large_cave_num_max = 2
2245 # Proportion of large caves that contain liquid.
2246 # type: float min: 0 max: 1
2247 # mgv7_large_cave_flooded = 0.5
2249 # Y-level of cavern upper limit.
2251 # mgv7_cavern_limit = -256
2253 # Y-distance over which caverns expand to full size.
2255 # mgv7_cavern_taper = 256
2257 # Defines full size of caverns, smaller values create larger caverns.
2259 # mgv7_cavern_threshold = 0.7
2261 # Lower Y limit of dungeons.
2263 # mgv7_dungeon_ymin = -31000
2265 # Upper Y limit of dungeons.
2267 # mgv7_dungeon_ymax = 31000
2271 # Y-level of higher terrain that creates cliffs.
2272 # type: noise_params_2d
2273 # mgv7_np_terrain_base = {
2276 # spread = (600, 600, 600),
2279 # persistence = 0.6,
2284 # Y-level of lower terrain and seabed.
2285 # type: noise_params_2d
2286 # mgv7_np_terrain_alt = {
2289 # spread = (600, 600, 600),
2292 # persistence = 0.6,
2297 # Varies roughness of terrain.
2298 # Defines the 'persistence' value for terrain_base and terrain_alt noises.
2299 # type: noise_params_2d
2300 # mgv7_np_terrain_persist = {
2303 # spread = (2000, 2000, 2000),
2306 # persistence = 0.6,
2311 # Defines distribution of higher terrain and steepness of cliffs.
2312 # type: noise_params_2d
2313 # mgv7_np_height_select = {
2316 # spread = (500, 500, 500),
2319 # persistence = 0.7,
2324 # Variation of biome filler depth.
2325 # type: noise_params_2d
2326 # mgv7_np_filler_depth = {
2329 # spread = (150, 150, 150),
2332 # persistence = 0.7,
2337 # Variation of maximum mountain height (in nodes).
2338 # type: noise_params_2d
2339 # mgv7_np_mount_height = {
2342 # spread = (1000, 1000, 1000),
2345 # persistence = 0.6,
2350 # Defines large-scale river channel structure.
2351 # type: noise_params_2d
2352 # mgv7_np_ridge_uwater = {
2355 # spread = (1000, 1000, 1000),
2358 # persistence = 0.6,
2363 # 3D noise defining mountain structure and height.
2364 # Also defines structure of floatland mountain terrain.
2365 # type: noise_params_3d
2366 # mgv7_np_mountain = {
2369 # spread = (250, 350, 250),
2372 # persistence = 0.63,
2377 # 3D noise defining structure of river canyon walls.
2378 # type: noise_params_3d
2382 # spread = (100, 100, 100),
2385 # persistence = 0.75,
2390 # 3D noise defining structure of floatlands.
2391 # If altered from the default, the noise 'scale' (0.7 by default) may need
2392 # to be adjusted, as floatland tapering functions best when this noise has
2393 # a value range of approximately -2.0 to 2.0.
2394 # type: noise_params_3d
2395 # mgv7_np_floatland = {
2398 # spread = (384, 96, 384),
2401 # persistence = 0.75,
2402 # lacunarity = 1.618,
2406 # 3D noise defining giant caverns.
2407 # type: noise_params_3d
2408 # mgv7_np_cavern = {
2411 # spread = (384, 128, 384),
2414 # persistence = 0.63,
2419 # First of two 3D noises that together define tunnels.
2420 # type: noise_params_3d
2424 # spread = (61, 61, 61),
2427 # persistence = 0.5,
2432 # Second of two 3D noises that together define tunnels.
2433 # type: noise_params_3d
2437 # spread = (67, 67, 67),
2440 # persistence = 0.5,
2445 # 3D noise that determines number of dungeons per mapchunk.
2446 # type: noise_params_3d
2447 # mgv7_np_dungeons = {
2450 # spread = (500, 500, 500),
2453 # persistence = 0.8,
2458 ## Mapgen Carpathian
2460 # Map generation attributes specific to Mapgen Carpathian.
2461 # type: flags possible values: caverns, rivers, nocaverns, norivers
2462 # mgcarpathian_spflags = caverns,norivers
2464 # Defines the base ground level.
2466 # mgcarpathian_base_level = 12.0
2468 # Defines the width of the river channel.
2470 # mgcarpathian_river_width = 0.05
2472 # Defines the depth of the river channel.
2474 # mgcarpathian_river_depth = 24.0
2476 # Defines the width of the river valley.
2478 # mgcarpathian_valley_width = 0.25
2480 # Controls width of tunnels, a smaller value creates wider tunnels.
2481 # Value >= 10.0 completely disables generation of tunnels and avoids the
2482 # intensive noise calculations.
2484 # mgcarpathian_cave_width = 0.09
2486 # Y of upper limit of large caves.
2488 # mgcarpathian_large_cave_depth = -33
2490 # Minimum limit of random number of small caves per mapchunk.
2491 # type: int min: 0 max: 256
2492 # mgcarpathian_small_cave_num_min = 0
2494 # Maximum limit of random number of small caves per mapchunk.
2495 # type: int min: 0 max: 256
2496 # mgcarpathian_small_cave_num_max = 0
2498 # Minimum limit of random number of large caves per mapchunk.
2499 # type: int min: 0 max: 64
2500 # mgcarpathian_large_cave_num_min = 0
2502 # Maximum limit of random number of large caves per mapchunk.
2503 # type: int min: 0 max: 64
2504 # mgcarpathian_large_cave_num_max = 2
2506 # Proportion of large caves that contain liquid.
2507 # type: float min: 0 max: 1
2508 # mgcarpathian_large_cave_flooded = 0.5
2510 # Y-level of cavern upper limit.
2512 # mgcarpathian_cavern_limit = -256
2514 # Y-distance over which caverns expand to full size.
2516 # mgcarpathian_cavern_taper = 256
2518 # Defines full size of caverns, smaller values create larger caverns.
2520 # mgcarpathian_cavern_threshold = 0.7
2522 # Lower Y limit of dungeons.
2524 # mgcarpathian_dungeon_ymin = -31000
2526 # Upper Y limit of dungeons.
2528 # mgcarpathian_dungeon_ymax = 31000
2532 # Variation of biome filler depth.
2533 # type: noise_params_2d
2534 # mgcarpathian_np_filler_depth = {
2537 # spread = (128, 128, 128),
2540 # persistence = 0.7,
2545 # First of 4 2D noises that together define hill/mountain range height.
2546 # type: noise_params_2d
2547 # mgcarpathian_np_height1 = {
2550 # spread = (251, 251, 251),
2553 # persistence = 0.5,
2558 # Second of 4 2D noises that together define hill/mountain range height.
2559 # type: noise_params_2d
2560 # mgcarpathian_np_height2 = {
2563 # spread = (383, 383, 383),
2566 # persistence = 0.5,
2571 # Third of 4 2D noises that together define hill/mountain range height.
2572 # type: noise_params_2d
2573 # mgcarpathian_np_height3 = {
2576 # spread = (509, 509, 509),
2579 # persistence = 0.5,
2584 # Fourth of 4 2D noises that together define hill/mountain range height.
2585 # type: noise_params_2d
2586 # mgcarpathian_np_height4 = {
2589 # spread = (631, 631, 631),
2592 # persistence = 0.5,
2597 # 2D noise that controls the size/occurrence of rolling hills.
2598 # type: noise_params_2d
2599 # mgcarpathian_np_hills_terrain = {
2602 # spread = (1301, 1301, 1301),
2605 # persistence = 0.5,
2610 # 2D noise that controls the size/occurrence of ridged mountain ranges.
2611 # type: noise_params_2d
2612 # mgcarpathian_np_ridge_terrain = {
2615 # spread = (1889, 1889, 1889),
2618 # persistence = 0.5,
2623 # 2D noise that controls the size/occurrence of step mountain ranges.
2624 # type: noise_params_2d
2625 # mgcarpathian_np_step_terrain = {
2628 # spread = (1889, 1889, 1889),
2631 # persistence = 0.5,
2636 # 2D noise that controls the shape/size of rolling hills.
2637 # type: noise_params_2d
2638 # mgcarpathian_np_hills = {
2641 # spread = (257, 257, 257),
2644 # persistence = 0.5,
2649 # 2D noise that controls the shape/size of ridged mountains.
2650 # type: noise_params_2d
2651 # mgcarpathian_np_ridge_mnt = {
2654 # spread = (743, 743, 743),
2657 # persistence = 0.7,
2662 # 2D noise that controls the shape/size of step mountains.
2663 # type: noise_params_2d
2664 # mgcarpathian_np_step_mnt = {
2667 # spread = (509, 509, 509),
2670 # persistence = 0.6,
2675 # 2D noise that locates the river valleys and channels.
2676 # type: noise_params_2d
2677 # mgcarpathian_np_rivers = {
2680 # spread = (1000, 1000, 1000),
2683 # persistence = 0.6,
2688 # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
2689 # type: noise_params_3d
2690 # mgcarpathian_np_mnt_var = {
2693 # spread = (499, 499, 499),
2696 # persistence = 0.55,
2701 # First of two 3D noises that together define tunnels.
2702 # type: noise_params_3d
2703 # mgcarpathian_np_cave1 = {
2706 # spread = (61, 61, 61),
2709 # persistence = 0.5,
2714 # Second of two 3D noises that together define tunnels.
2715 # type: noise_params_3d
2716 # mgcarpathian_np_cave2 = {
2719 # spread = (67, 67, 67),
2722 # persistence = 0.5,
2727 # 3D noise defining giant caverns.
2728 # type: noise_params_3d
2729 # mgcarpathian_np_cavern = {
2732 # spread = (384, 128, 384),
2735 # persistence = 0.63,
2740 # 3D noise that determines number of dungeons per mapchunk.
2741 # type: noise_params_3d
2742 # mgcarpathian_np_dungeons = {
2745 # spread = (500, 500, 500),
2748 # persistence = 0.8,
2755 # Map generation attributes specific to Mapgen Flat.
2756 # Occasional lakes and hills can be added to the flat world.
2757 # type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns
2758 # mgflat_spflags = nolakes,nohills,nocaverns
2762 # mgflat_ground_level = 8
2764 # Y of upper limit of large caves.
2766 # mgflat_large_cave_depth = -33
2768 # Minimum limit of random number of small caves per mapchunk.
2769 # type: int min: 0 max: 256
2770 # mgflat_small_cave_num_min = 0
2772 # Maximum limit of random number of small caves per mapchunk.
2773 # type: int min: 0 max: 256
2774 # mgflat_small_cave_num_max = 0
2776 # Minimum limit of random number of large caves per mapchunk.
2777 # type: int min: 0 max: 64
2778 # mgflat_large_cave_num_min = 0
2780 # Maximum limit of random number of large caves per mapchunk.
2781 # type: int min: 0 max: 64
2782 # mgflat_large_cave_num_max = 2
2784 # Proportion of large caves that contain liquid.
2785 # type: float min: 0 max: 1
2786 # mgflat_large_cave_flooded = 0.5
2788 # Controls width of tunnels, a smaller value creates wider tunnels.
2789 # Value >= 10.0 completely disables generation of tunnels and avoids the
2790 # intensive noise calculations.
2792 # mgflat_cave_width = 0.09
2794 # Terrain noise threshold for lakes.
2795 # Controls proportion of world area covered by lakes.
2796 # Adjust towards 0.0 for a larger proportion.
2798 # mgflat_lake_threshold = -0.45
2800 # Controls steepness/depth of lake depressions.
2802 # mgflat_lake_steepness = 48.0
2804 # Terrain noise threshold for hills.
2805 # Controls proportion of world area covered by hills.
2806 # Adjust towards 0.0 for a larger proportion.
2808 # mgflat_hill_threshold = 0.45
2810 # Controls steepness/height of hills.
2812 # mgflat_hill_steepness = 64.0
2814 # Y-level of cavern upper limit.
2816 # mgflat_cavern_limit = -256
2818 # Y-distance over which caverns expand to full size.
2820 # mgflat_cavern_taper = 256
2822 # Defines full size of caverns, smaller values create larger caverns.
2824 # mgflat_cavern_threshold = 0.7
2826 # Lower Y limit of dungeons.
2828 # mgflat_dungeon_ymin = -31000
2830 # Upper Y limit of dungeons.
2832 # mgflat_dungeon_ymax = 31000
2836 # Defines location and terrain of optional hills and lakes.
2837 # type: noise_params_2d
2838 # mgflat_np_terrain = {
2841 # spread = (600, 600, 600),
2844 # persistence = 0.6,
2849 # Variation of biome filler depth.
2850 # type: noise_params_2d
2851 # mgflat_np_filler_depth = {
2854 # spread = (150, 150, 150),
2857 # persistence = 0.7,
2862 # First of two 3D noises that together define tunnels.
2863 # type: noise_params_3d
2864 # mgflat_np_cave1 = {
2867 # spread = (61, 61, 61),
2870 # persistence = 0.5,
2875 # Second of two 3D noises that together define tunnels.
2876 # type: noise_params_3d
2877 # mgflat_np_cave2 = {
2880 # spread = (67, 67, 67),
2883 # persistence = 0.5,
2888 # 3D noise defining giant caverns.
2889 # type: noise_params_3d
2890 # mgflat_np_cavern = {
2893 # spread = (384, 128, 384),
2896 # persistence = 0.63,
2901 # 3D noise that determines number of dungeons per mapchunk.
2902 # type: noise_params_3d
2903 # mgflat_np_dungeons = {
2906 # spread = (500, 500, 500),
2909 # persistence = 0.8,
2916 # Map generation attributes specific to Mapgen Fractal.
2917 # 'terrain' enables the generation of non-fractal terrain:
2918 # ocean, islands and underground.
2919 # type: flags possible values: terrain, noterrain
2920 # mgfractal_spflags = terrain
2922 # Controls width of tunnels, a smaller value creates wider tunnels.
2923 # Value >= 10.0 completely disables generation of tunnels and avoids the
2924 # intensive noise calculations.
2926 # mgfractal_cave_width = 0.09
2928 # Y of upper limit of large caves.
2930 # mgfractal_large_cave_depth = -33
2932 # Minimum limit of random number of small caves per mapchunk.
2933 # type: int min: 0 max: 256
2934 # mgfractal_small_cave_num_min = 0
2936 # Maximum limit of random number of small caves per mapchunk.
2937 # type: int min: 0 max: 256
2938 # mgfractal_small_cave_num_max = 0
2940 # Minimum limit of random number of large caves per mapchunk.
2941 # type: int min: 0 max: 64
2942 # mgfractal_large_cave_num_min = 0
2944 # Maximum limit of random number of large caves per mapchunk.
2945 # type: int min: 0 max: 64
2946 # mgfractal_large_cave_num_max = 2
2948 # Proportion of large caves that contain liquid.
2949 # type: float min: 0 max: 1
2950 # mgfractal_large_cave_flooded = 0.5
2952 # Lower Y limit of dungeons.
2954 # mgfractal_dungeon_ymin = -31000
2956 # Upper Y limit of dungeons.
2958 # mgfractal_dungeon_ymax = 31000
2960 # Selects one of 18 fractal types.
2961 # 1 = 4D "Roundy" Mandelbrot set.
2962 # 2 = 4D "Roundy" Julia set.
2963 # 3 = 4D "Squarry" Mandelbrot set.
2964 # 4 = 4D "Squarry" Julia set.
2965 # 5 = 4D "Mandy Cousin" Mandelbrot set.
2966 # 6 = 4D "Mandy Cousin" Julia set.
2967 # 7 = 4D "Variation" Mandelbrot set.
2968 # 8 = 4D "Variation" Julia set.
2969 # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
2970 # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
2971 # 11 = 3D "Christmas Tree" Mandelbrot set.
2972 # 12 = 3D "Christmas Tree" Julia set.
2973 # 13 = 3D "Mandelbulb" Mandelbrot set.
2974 # 14 = 3D "Mandelbulb" Julia set.
2975 # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
2976 # 16 = 3D "Cosine Mandelbulb" Julia set.
2977 # 17 = 4D "Mandelbulb" Mandelbrot set.
2978 # 18 = 4D "Mandelbulb" Julia set.
2979 # type: int min: 1 max: 18
2980 # mgfractal_fractal = 1
2982 # Iterations of the recursive function.
2983 # Increasing this increases the amount of fine detail, but also
2984 # increases processing load.
2985 # At iterations = 20 this mapgen has a similar load to mapgen V7.
2987 # mgfractal_iterations = 11
2989 # (X,Y,Z) scale of fractal in nodes.
2990 # Actual fractal size will be 2 to 3 times larger.
2991 # These numbers can be made very large, the fractal does
2992 # not have to fit inside the world.
2993 # Increase these to 'zoom' into the detail of the fractal.
2994 # Default is for a vertically-squashed shape suitable for
2995 # an island, set all 3 numbers equal for the raw shape.
2997 # mgfractal_scale = (4096.0, 1024.0, 4096.0)
2999 # (X,Y,Z) offset of fractal from world center in units of 'scale'.
3000 # Can be used to move a desired point to (0, 0) to create a
3001 # suitable spawn point, or to allow 'zooming in' on a desired
3002 # point by increasing 'scale'.
3003 # The default is tuned for a suitable spawn point for Mandelbrot
3004 # sets with default parameters, it may need altering in other
3006 # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
3008 # mgfractal_offset = (1.79, 0.0, 0.0)
3010 # W coordinate of the generated 3D slice of a 4D fractal.
3011 # Determines which 3D slice of the 4D shape is generated.
3012 # Alters the shape of the fractal.
3013 # Has no effect on 3D fractals.
3014 # Range roughly -2 to 2.
3016 # mgfractal_slice_w = 0.0
3019 # X component of hypercomplex constant.
3020 # Alters the shape of the fractal.
3021 # Range roughly -2 to 2.
3023 # mgfractal_julia_x = 0.33
3026 # Y component of hypercomplex constant.
3027 # Alters the shape of the fractal.
3028 # Range roughly -2 to 2.
3030 # mgfractal_julia_y = 0.33
3033 # Z component of hypercomplex constant.
3034 # Alters the shape of the fractal.
3035 # Range roughly -2 to 2.
3037 # mgfractal_julia_z = 0.33
3040 # W component of hypercomplex constant.
3041 # Alters the shape of the fractal.
3042 # Has no effect on 3D fractals.
3043 # Range roughly -2 to 2.
3045 # mgfractal_julia_w = 0.33
3049 # Y-level of seabed.
3050 # type: noise_params_2d
3051 # mgfractal_np_seabed = {
3054 # spread = (600, 600, 600),
3057 # persistence = 0.6,
3062 # Variation of biome filler depth.
3063 # type: noise_params_2d
3064 # mgfractal_np_filler_depth = {
3067 # spread = (150, 150, 150),
3070 # persistence = 0.7,
3075 # First of two 3D noises that together define tunnels.
3076 # type: noise_params_3d
3077 # mgfractal_np_cave1 = {
3080 # spread = (61, 61, 61),
3083 # persistence = 0.5,
3088 # Second of two 3D noises that together define tunnels.
3089 # type: noise_params_3d
3090 # mgfractal_np_cave2 = {
3093 # spread = (67, 67, 67),
3096 # persistence = 0.5,
3101 # 3D noise that determines number of dungeons per mapchunk.
3102 # type: noise_params_3d
3103 # mgfractal_np_dungeons = {
3106 # spread = (500, 500, 500),
3109 # persistence = 0.8,
3116 # Map generation attributes specific to Mapgen Valleys.
3117 # 'altitude_chill': Reduces heat with altitude.
3118 # 'humid_rivers': Increases humidity around rivers.
3119 # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
3120 # to become shallower and occasionally dry.
3121 # 'altitude_dry': Reduces humidity with altitude.
3122 # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
3123 # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
3125 # The vertical distance over which heat drops by 20 if 'altitude_chill' is
3126 # enabled. Also the vertical distance over which humidity drops by 10 if
3127 # 'altitude_dry' is enabled.
3129 # mgvalleys_altitude_chill = 90
3131 # Depth below which you'll find large caves.
3133 # mgvalleys_large_cave_depth = -33
3135 # Minimum limit of random number of small caves per mapchunk.
3136 # type: int min: 0 max: 256
3137 # mgvalleys_small_cave_num_min = 0
3139 # Maximum limit of random number of small caves per mapchunk.
3140 # type: int min: 0 max: 256
3141 # mgvalleys_small_cave_num_max = 0
3143 # Minimum limit of random number of large caves per mapchunk.
3144 # type: int min: 0 max: 64
3145 # mgvalleys_large_cave_num_min = 0
3147 # Maximum limit of random number of large caves per mapchunk.
3148 # type: int min: 0 max: 64
3149 # mgvalleys_large_cave_num_max = 2
3151 # Proportion of large caves that contain liquid.
3152 # type: float min: 0 max: 1
3153 # mgvalleys_large_cave_flooded = 0.5
3155 # Depth below which you'll find giant caverns.
3157 # mgvalleys_cavern_limit = -256
3159 # Y-distance over which caverns expand to full size.
3161 # mgvalleys_cavern_taper = 192
3163 # Defines full size of caverns, smaller values create larger caverns.
3165 # mgvalleys_cavern_threshold = 0.6
3167 # How deep to make rivers.
3169 # mgvalleys_river_depth = 4
3171 # How wide to make rivers.
3173 # mgvalleys_river_size = 5
3175 # Controls width of tunnels, a smaller value creates wider tunnels.
3176 # Value >= 10.0 completely disables generation of tunnels and avoids the
3177 # intensive noise calculations.
3179 # mgvalleys_cave_width = 0.09
3181 # Lower Y limit of dungeons.
3183 # mgvalleys_dungeon_ymin = -31000
3185 # Upper Y limit of dungeons.
3187 # mgvalleys_dungeon_ymax = 63
3191 # First of two 3D noises that together define tunnels.
3192 # type: noise_params_3d
3193 # mgvalleys_np_cave1 = {
3196 # spread = (61, 61, 61),
3199 # persistence = 0.5,
3204 # Second of two 3D noises that together define tunnels.
3205 # type: noise_params_3d
3206 # mgvalleys_np_cave2 = {
3209 # spread = (67, 67, 67),
3212 # persistence = 0.5,
3217 # The depth of dirt or other biome filler node.
3218 # type: noise_params_2d
3219 # mgvalleys_np_filler_depth = {
3222 # spread = (256, 256, 256),
3225 # persistence = 0.5,
3230 # 3D noise defining giant caverns.
3231 # type: noise_params_3d
3232 # mgvalleys_np_cavern = {
3235 # spread = (768, 256, 768),
3238 # persistence = 0.63,
3243 # Defines large-scale river channel structure.
3244 # type: noise_params_2d
3245 # mgvalleys_np_rivers = {
3248 # spread = (256, 256, 256),
3251 # persistence = 0.6,
3256 # Base terrain height.
3257 # type: noise_params_2d
3258 # mgvalleys_np_terrain_height = {
3261 # spread = (1024, 1024, 1024),
3264 # persistence = 0.4,
3269 # Raises terrain to make valleys around the rivers.
3270 # type: noise_params_2d
3271 # mgvalleys_np_valley_depth = {
3274 # spread = (512, 512, 512),
3277 # persistence = 1.0,
3282 # Slope and fill work together to modify the heights.
3283 # type: noise_params_3d
3284 # mgvalleys_np_inter_valley_fill = {
3287 # spread = (256, 512, 256),
3290 # persistence = 0.8,
3295 # Amplifies the valleys.
3296 # type: noise_params_2d
3297 # mgvalleys_np_valley_profile = {
3300 # spread = (512, 512, 512),
3303 # persistence = 1.0,
3308 # Slope and fill work together to modify the heights.
3309 # type: noise_params_2d
3310 # mgvalleys_np_inter_valley_slope = {
3313 # spread = (128, 128, 128),
3316 # persistence = 1.0,
3321 # 3D noise that determines number of dungeons per mapchunk.
3322 # type: noise_params_3d
3323 # mgvalleys_np_dungeons = {
3326 # spread = (500, 500, 500),
3329 # persistence = 0.8,
3336 # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
3337 # WARNING!: There is no benefit, and there are several dangers, in
3338 # increasing this value above 5.
3339 # Reducing this value increases cave and dungeon density.
3340 # Altering this value is for special usage, leaving it unchanged is
3345 # Dump the mapgen debug information.
3347 # enable_mapgen_debug_info = false
3349 # Maximum number of blocks that can be queued for loading.
3351 # emergequeue_limit_total = 1024
3353 # Maximum number of blocks to be queued that are to be loaded from file.
3354 # This limit is enforced per player.
3356 # emergequeue_limit_diskonly = 128
3358 # Maximum number of blocks to be queued that are to be generated.
3359 # This limit is enforced per player.
3361 # emergequeue_limit_generate = 128
3363 # Number of emerge threads to use.
3365 # - Automatic selection. The number of emerge threads will be
3366 # - 'number of processors - 2', with a lower limit of 1.
3368 # - Specifies the number of emerge threads, with a lower limit of 1.
3369 # WARNING: Increasing the number of emerge threads increases engine mapgen
3370 # speed, but this may harm game performance by interfering with other
3371 # processes, especially in singleplayer and/or when running Lua code in
3372 # 'on_generated'. For many users the optimum setting may be '1'.
3374 # num_emerge_threads = 1
3377 # Online Content Repository
3380 # The URL for the content repository
3382 # contentdb_url = https://content.minetest.net
3384 # Comma-separated list of flags to hide in the content repository.
3385 # "nonfree" can be used to hide packages which do not qualify as 'free software',
3386 # as defined by the Free Software Foundation.
3387 # You can also specify content ratings.
3388 # These flags are independent from Minetest versions,
3389 # so see a full list at https://content.minetest.net/help/content_flags/
3391 # contentdb_flag_blacklist = nonfree, desktop_default
3393 # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
3394 # This should be lower than curl_parallel_limit.
3396 # contentdb_max_concurrent_downloads = 3