1 # This file contains a list of all available settings and their default value for minetest.conf
3 # By default, all the settings are commented and not functional.
4 # Uncomment settings by removing the preceding #.
6 # minetest.conf is read by default from:
9 # Any other path can be chosen by passing the path as a parameter
10 # to the program, eg. "minetest.exe --config ../minetest.conf.example".
12 # Further documentation:
13 # http://wiki.minetest.net/
19 # If enabled, you can place blocks at the position (feet + eye level) where you stand.
20 # This is helpful when working with nodeboxes in small areas.
22 # enable_build_where_you_stand = false
24 # Player is able to fly without being affected by gravity.
25 # This requires the "fly" privilege on the server.
29 # If enabled, makes move directions relative to the player's pitch when flying or swimming.
33 # Fast movement (via the "Aux1" key).
34 # This requires the "fast" privilege on the server.
38 # If enabled together with fly mode, player is able to fly through solid nodes.
39 # This requires the "noclip" privilege on the server.
43 # Smooths camera when looking around. Also called look or mouse smoothing.
44 # Useful for recording videos.
48 # Smooths rotation of camera. 0 to disable.
49 # type: float min: 0 max: 0.99
50 # camera_smoothing = 0.0
52 # Smooths rotation of camera in cinematic mode. 0 to disable.
53 # type: float min: 0 max: 0.99
54 # cinematic_camera_smoothing = 0.7
56 # Invert vertical mouse movement.
58 # invert_mouse = false
60 # Mouse sensitivity multiplier.
62 # mouse_sensitivity = 0.2
64 # If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
67 # aux1_descends = false
69 # Double-tapping the jump key toggles fly mode.
71 # doubletap_jump = false
73 # If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
76 # always_fly_fast = true
78 # The time in seconds it takes between repeated node placements when holding
80 # type: float min: 0.001
81 # repeat_place_time = 0.25
83 # Automatically jump up single-node obstacles.
87 # Prevent digging and placing from repeating when holding the mouse buttons.
88 # Enable this when you dig or place too often by accident.
90 # safe_dig_and_place = false
92 # Enable random user input (only used for testing).
94 # random_input = false
96 # Continuous forward movement, toggled by autoforward key.
97 # Press the autoforward key again or the backwards movement to disable.
99 # continuous_forward = false
101 # The length in pixels it takes for touch screen interaction to start.
102 # type: int min: 0 max: 100
103 # touchscreen_threshold = 20
105 # (Android) Fixes the position of virtual joystick.
106 # If disabled, virtual joystick will center to first-touch's position.
108 # fixed_virtual_joystick = false
110 # (Android) Use virtual joystick to trigger "Aux1" button.
111 # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
113 # virtual_joystick_triggers_aux1 = false
117 # enable_joysticks = false
119 # The identifier of the joystick to use
123 # The type of joystick
124 # type: enum values: auto, generic, xbox, dragonrise_gamecube
125 # joystick_type = auto
127 # The time in seconds it takes between repeated events
128 # when holding down a joystick button combination.
129 # type: float min: 0.001
130 # repeat_joystick_button_time = 0.17
132 # The dead zone of the joystick
134 # joystick_deadzone = 2048
136 # The sensitivity of the joystick axes for moving the
137 # in-game view frustum around.
139 # joystick_frustum_sensitivity = 170
141 # Key for moving the player forward.
142 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
144 # keymap_forward = KEY_KEY_W
146 # Key for moving the player backward.
147 # Will also disable autoforward, when active.
148 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
150 # keymap_backward = KEY_KEY_S
152 # Key for moving the player left.
153 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
155 # keymap_left = KEY_KEY_A
157 # Key for moving the player right.
158 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
160 # keymap_right = KEY_KEY_D
163 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
165 # keymap_jump = KEY_SPACE
168 # Also used for climbing down and descending in water if aux1_descends is disabled.
169 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
171 # keymap_sneak = KEY_LSHIFT
174 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
176 # keymap_dig = KEY_LBUTTON
179 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
181 # keymap_place = KEY_RBUTTON
183 # Key for opening the inventory.
184 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
186 # keymap_inventory = KEY_KEY_I
188 # Key for moving fast in fast mode.
189 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
191 # keymap_aux1 = KEY_KEY_E
193 # Key for opening the chat window.
194 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
196 # keymap_chat = KEY_KEY_T
198 # Key for opening the chat window to type commands.
199 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
203 # Key for opening the chat window to type local commands.
204 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
206 # keymap_cmd_local = .
208 # Key for toggling unlimited view range.
209 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
211 # keymap_rangeselect = KEY_KEY_R
213 # Key for toggling flying.
214 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
216 # keymap_freemove = KEY_KEY_K
218 # Key for toggling pitch move mode.
219 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
221 # keymap_pitchmove = KEY_KEY_P
223 # Key for toggling fast mode.
224 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
226 # keymap_fastmove = KEY_KEY_J
228 # Key for toggling noclip mode.
229 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
231 # keymap_noclip = KEY_KEY_H
233 # Key for selecting the next item in the hotbar.
234 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
236 # keymap_hotbar_next = KEY_KEY_N
238 # Key for selecting the previous item in the hotbar.
239 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
241 # keymap_hotbar_previous = KEY_KEY_B
243 # Key for muting the game.
244 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
246 # keymap_mute = KEY_KEY_M
248 # Key for increasing the volume.
249 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
251 # keymap_increase_volume =
253 # Key for decreasing the volume.
254 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
256 # keymap_decrease_volume =
258 # Key for toggling autoforward.
259 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
261 # keymap_autoforward =
263 # Key for toggling cinematic mode.
264 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
268 # Key for toggling display of minimap.
269 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
271 # keymap_minimap = KEY_KEY_V
273 # Key for taking screenshots.
274 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
276 # keymap_screenshot = KEY_F12
278 # Key for dropping the currently selected item.
279 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
281 # keymap_drop = KEY_KEY_Q
283 # Key to use view zoom when possible.
284 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
286 # keymap_zoom = KEY_KEY_Z
288 # Key for selecting the first hotbar slot.
289 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
291 # keymap_slot1 = KEY_KEY_1
293 # Key for selecting the second hotbar slot.
294 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
296 # keymap_slot2 = KEY_KEY_2
298 # Key for selecting the third hotbar slot.
299 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
301 # keymap_slot3 = KEY_KEY_3
303 # Key for selecting the fourth hotbar slot.
304 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
306 # keymap_slot4 = KEY_KEY_4
308 # Key for selecting the fifth hotbar slot.
309 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
311 # keymap_slot5 = KEY_KEY_5
313 # Key for selecting the sixth hotbar slot.
314 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
316 # keymap_slot6 = KEY_KEY_6
318 # Key for selecting the seventh hotbar slot.
319 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
321 # keymap_slot7 = KEY_KEY_7
323 # Key for selecting the eighth hotbar slot.
324 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
326 # keymap_slot8 = KEY_KEY_8
328 # Key for selecting the ninth hotbar slot.
329 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
331 # keymap_slot9 = KEY_KEY_9
333 # Key for selecting the tenth hotbar slot.
334 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
336 # keymap_slot10 = KEY_KEY_0
338 # Key for selecting the 11th hotbar slot.
339 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
343 # Key for selecting the 12th hotbar slot.
344 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
348 # Key for selecting the 13th hotbar slot.
349 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
353 # Key for selecting the 14th hotbar slot.
354 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
358 # Key for selecting the 15th hotbar slot.
359 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
363 # Key for selecting the 16th hotbar slot.
364 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
368 # Key for selecting the 17th hotbar slot.
369 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
373 # Key for selecting the 18th hotbar slot.
374 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
378 # Key for selecting the 19th hotbar slot.
379 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
383 # Key for selecting the 20th hotbar slot.
384 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
388 # Key for selecting the 21st hotbar slot.
389 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
393 # Key for selecting the 22nd hotbar slot.
394 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
398 # Key for selecting the 23rd hotbar slot.
399 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
403 # Key for selecting the 24th hotbar slot.
404 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
408 # Key for selecting the 25th hotbar slot.
409 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
413 # Key for selecting the 26th hotbar slot.
414 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
418 # Key for selecting the 27th hotbar slot.
419 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
423 # Key for selecting the 28th hotbar slot.
424 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
428 # Key for selecting the 29th hotbar slot.
429 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
433 # Key for selecting the 30th hotbar slot.
434 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
438 # Key for selecting the 31st hotbar slot.
439 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
443 # Key for selecting the 32nd hotbar slot.
444 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
448 # Key for toggling the display of the HUD.
449 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
451 # keymap_toggle_hud = KEY_F1
453 # Key for toggling the display of chat.
454 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
456 # keymap_toggle_chat = KEY_F2
458 # Key for toggling the display of the large chat console.
459 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
461 # keymap_console = KEY_F10
463 # Key for toggling the display of fog.
464 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
466 # keymap_toggle_force_fog_off = KEY_F3
468 # Key for toggling the camera update. Only used for development
469 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
471 # keymap_toggle_update_camera =
473 # Key for toggling the display of debug info.
474 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
476 # keymap_toggle_debug = KEY_F5
478 # Key for toggling the display of the profiler. Used for development.
479 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
481 # keymap_toggle_profiler = KEY_F6
483 # Key for switching between first- and third-person camera.
484 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
486 # keymap_camera_mode = KEY_KEY_C
488 # Key for increasing the viewing range.
489 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
491 # keymap_increase_viewing_range_min = +
493 # Key for decreasing the viewing range.
494 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
496 # keymap_decrease_viewing_range_min = -
506 # Whether name tag backgrounds should be shown by default.
507 # Mods may still set a background.
509 # show_nametag_backgrounds = true
511 # Enable vertex buffer objects.
512 # This should greatly improve graphics performance.
516 # Whether to fog out the end of the visible area.
521 # - Fancy: all faces visible
522 # - Simple: only outer faces, if defined special_tiles are used
523 # - Opaque: disable transparency
524 # type: enum values: fancy, simple, opaque
525 # leaves_style = fancy
527 # Connects glass if supported by node.
529 # connected_glass = false
531 # Enable smooth lighting with simple ambient occlusion.
532 # Disable for speed or for different looks.
534 # smooth_lighting = true
536 # Clouds are a client side effect.
538 # enable_clouds = true
540 # Use 3D cloud look instead of flat.
542 # enable_3d_clouds = true
544 # Method used to highlight selected object.
545 # type: enum values: box, halo, none
546 # node_highlighting = box
548 # Adds particles when digging a node.
550 # enable_particles = true
554 # Use mipmapping to scale textures. May slightly increase performance,
555 # especially when using a high resolution texture pack.
556 # Gamma correct downscaling is not supported.
560 # Use anisotropic filtering when viewing at textures from an angle.
562 # anisotropic_filter = false
564 # Use bilinear filtering when scaling textures.
566 # bilinear_filter = false
568 # Use trilinear filtering when scaling textures.
570 # trilinear_filter = false
572 # Filtered textures can blend RGB values with fully-transparent neighbors,
573 # which PNG optimizers usually discard, often resulting in dark or
574 # light edges to transparent textures. Apply a filter to clean that up
575 # at texture load time. This is automatically enabled if mipmapping is enabled.
577 # texture_clean_transparent = false
579 # When using bilinear/trilinear/anisotropic filters, low-resolution textures
580 # can be blurred, so automatically upscale them with nearest-neighbor
581 # interpolation to preserve crisp pixels. This sets the minimum texture size
582 # for the upscaled textures; higher values look sharper, but require more
583 # memory. Powers of 2 are recommended. This setting is ONLY applied if
584 # bilinear/trilinear/anisotropic filtering is enabled.
585 # This is also used as the base node texture size for world-aligned
586 # texture autoscaling.
588 # texture_min_size = 64
590 # Use multi-sample antialiasing (MSAA) to smooth out block edges.
591 # This algorithm smooths out the 3D viewport while keeping the image sharp,
592 # but it doesn't affect the insides of textures
593 # (which is especially noticeable with transparent textures).
594 # Visible spaces appear between nodes when shaders are disabled.
595 # If set to 0, MSAA is disabled.
596 # A restart is required after changing this option.
597 # type: enum values: 0, 1, 2, 4, 8, 16
600 # Undersampling is similar to using a lower screen resolution, but it applies
601 # to the game world only, keeping the GUI intact.
602 # It should give a significant performance boost at the cost of less detailed image.
603 # Higher values result in a less detailed image.
604 # type: int min: 1 max: 8
609 # Shaders allow advanced visual effects and may increase performance on some video
611 # This only works with the OpenGL video backend.
613 # enable_shaders = true
615 # Path to shader directory. If no path is defined, default location will be used.
621 # Enables Hable's 'Uncharted 2' filmic tone mapping.
622 # Simulates the tone curve of photographic film and how this approximates the
623 # appearance of high dynamic range images. Mid-range contrast is slightly
624 # enhanced, highlights and shadows are gradually compressed.
626 # tone_mapping = false
630 # Set to true to enable waving liquids (like water).
631 # Requires shaders to be enabled.
633 # enable_waving_water = false
635 # The maximum height of the surface of waving liquids.
636 # 4.0 = Wave height is two nodes.
637 # 0.0 = Wave doesn't move at all.
638 # Default is 1.0 (1/2 node).
639 # Requires waving liquids to be enabled.
640 # type: float min: 0 max: 4
641 # water_wave_height = 1.0
643 # Length of liquid waves.
644 # Requires waving liquids to be enabled.
645 # type: float min: 0.1
646 # water_wave_length = 20.0
648 # How fast liquid waves will move. Higher = faster.
649 # If negative, liquid waves will move backwards.
650 # Requires waving liquids to be enabled.
652 # water_wave_speed = 5.0
654 # Set to true to enable waving leaves.
655 # Requires shaders to be enabled.
657 # enable_waving_leaves = false
659 # Set to true to enable waving plants.
660 # Requires shaders to be enabled.
662 # enable_waving_plants = false
666 # Set to true to enable Shadow Mapping.
667 # Requires shaders to be enabled.
669 # enable_dynamic_shadows = false
671 # Set the shadow strength.
672 # Lower value means lighter shadows, higher value means darker shadows.
673 # type: float min: 0.05 max: 1
674 # shadow_strength = 0.2
676 # Maximum distance to render shadows.
677 # type: float min: 10 max: 1000
678 # shadow_map_max_distance = 120.0
680 # Texture size to render the shadow map on.
681 # This must be a power of two.
682 # Bigger numbers create better shadows but it is also more expensive.
683 # type: int min: 128 max: 8192
684 # shadow_map_texture_size = 1024
686 # Sets shadow texture quality to 32 bits.
687 # On false, 16 bits texture will be used.
688 # This can cause much more artifacts in the shadow.
690 # shadow_map_texture_32bit = true
692 # Enable Poisson disk filtering.
693 # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
695 # shadow_poisson_filter = true
697 # Define shadow filtering quality.
698 # This simulates the soft shadows effect by applying a PCF or Poisson disk
699 # but also uses more resources.
700 # type: enum values: 0, 1, 2
703 # Enable colored shadows.
704 # On true translucent nodes cast colored shadows. This is expensive.
706 # shadow_map_color = false
708 # Spread a complete update of shadow map over given amount of frames.
709 # Higher values might make shadows laggy, lower values
710 # will consume more resources.
711 # Minimum value: 1; maximum value: 16
712 # type: int min: 1 max: 16
713 # shadow_update_frames = 8
715 # Set the soft shadow radius size.
716 # Lower values mean sharper shadows, bigger values mean softer shadows.
717 # Minimum value: 1.0; maximum value: 10.0
718 # type: float min: 1 max: 10
719 # shadow_soft_radius = 1.0
721 # Set the tilt of Sun/Moon orbit in degrees.
722 # Value of 0 means no tilt / vertical orbit.
723 # Minimum value: 0.0; maximum value: 60.0
724 # type: float min: 0 max: 60
725 # shadow_sky_body_orbit_tilt = 0.0
729 # Arm inertia, gives a more realistic movement of
730 # the arm when the camera moves.
734 # If FPS would go higher than this, limit it by sleeping
735 # to not waste CPU power for no benefit.
739 # Maximum FPS when the window is not focused, or when the game is paused.
741 # fps_max_unfocused = 20
743 # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
746 # pause_on_lost_focus = false
748 # View distance in nodes.
749 # type: int min: 20 max: 4000
750 # viewing_range = 190
752 # Camera 'near clipping plane' distance in nodes, between 0 and 0.25
753 # Only works on GLES platforms. Most users will not need to change this.
754 # Increasing can reduce artifacting on weaker GPUs.
755 # 0.1 = Default, 0.25 = Good value for weaker tablets.
756 # type: float min: 0 max: 0.25
759 # Width component of the initial window size. Ignored in fullscreen mode.
763 # Height component of the initial window size. Ignored in fullscreen mode.
767 # Save window size automatically when modified.
769 # autosave_screensize = true
775 # Vertical screen synchronization.
779 # Field of view in degrees.
780 # type: int min: 45 max: 160
783 # Alters the light curve by applying 'gamma correction' to it.
784 # Higher values make middle and lower light levels brighter.
785 # Value '1.0' leaves the light curve unaltered.
786 # This only has significant effect on daylight and artificial
787 # light, it has very little effect on natural night light.
788 # type: float min: 0.33 max: 3
789 # display_gamma = 1.0
791 # Gradient of light curve at minimum light level.
792 # Controls the contrast of the lowest light levels.
793 # type: float min: 0 max: 3
794 # lighting_alpha = 0.0
796 # Gradient of light curve at maximum light level.
797 # Controls the contrast of the highest light levels.
798 # type: float min: 0 max: 3
799 # lighting_beta = 1.5
801 # Strength of light curve boost.
802 # The 3 'boost' parameters define a range of the light
803 # curve that is boosted in brightness.
804 # type: float min: 0 max: 0.4
805 # lighting_boost = 0.2
807 # Center of light curve boost range.
808 # Where 0.0 is minimum light level, 1.0 is maximum light level.
809 # type: float min: 0 max: 1
810 # lighting_boost_center = 0.5
812 # Spread of light curve boost range.
813 # Controls the width of the range to be boosted.
814 # Standard deviation of the light curve boost Gaussian.
815 # type: float min: 0 max: 0.4
816 # lighting_boost_spread = 0.2
818 # Path to texture directory. All textures are first searched from here.
822 # The rendering back-end.
823 # A restart is required after changing this.
824 # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
825 # On other platforms, OpenGL is recommended.
826 # Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
827 # type: enum values: opengl, ogles1, ogles2
828 # video_driver = opengl
830 # Radius of cloud area stated in number of 64 node cloud squares.
831 # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
835 # Enable view bobbing and amount of view bobbing.
836 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
838 # view_bobbing_amount = 1.0
840 # Multiplier for fall bobbing.
841 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
843 # fall_bobbing_amount = 0.03
846 # Currently supported:
847 # - none: no 3d output.
848 # - anaglyph: cyan/magenta color 3d.
849 # - interlaced: odd/even line based polarisation screen support.
850 # - topbottom: split screen top/bottom.
851 # - sidebyside: split screen side by side.
852 # - crossview: Cross-eyed 3d
853 # - pageflip: quadbuffer based 3d.
854 # Note that the interlaced mode requires shaders to be enabled.
855 # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
858 # Strength of 3D mode parallax.
860 # 3d_paralax_strength = 0.025
862 # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
863 # type: float min: 0.1 max: 1
864 # console_height = 0.6
866 # In-game chat console background color (R,G,B).
868 # console_color = (0,0,0)
870 # In-game chat console background alpha (opaqueness, between 0 and 255).
871 # type: int min: 0 max: 255
872 # console_alpha = 200
874 # Formspec full-screen background opacity (between 0 and 255).
875 # type: int min: 0 max: 255
876 # formspec_fullscreen_bg_opacity = 140
878 # Formspec full-screen background color (R,G,B).
880 # formspec_fullscreen_bg_color = (0,0,0)
882 # Formspec default background opacity (between 0 and 255).
883 # type: int min: 0 max: 255
884 # formspec_default_bg_opacity = 140
886 # Formspec default background color (R,G,B).
888 # formspec_default_bg_color = (0,0,0)
890 # Selection box border color (R,G,B).
892 # selectionbox_color = (0,0,0)
894 # Width of the selection box lines around nodes.
895 # type: int min: 1 max: 5
896 # selectionbox_width = 2
898 # Crosshair color (R,G,B).
899 # Also controls the object crosshair color
901 # crosshair_color = (255,255,255)
903 # Crosshair alpha (opaqueness, between 0 and 255).
904 # This also applies to the object crosshair.
905 # type: int min: 0 max: 255
906 # crosshair_alpha = 255
908 # Maximum number of recent chat messages to show
909 # type: int min: 2 max: 20
910 # recent_chat_messages = 6
912 # Whether node texture animations should be desynchronized per mapblock.
914 # desynchronize_mapblock_texture_animation = true
916 # Maximum proportion of current window to be used for hotbar.
917 # Useful if there's something to be displayed right or left of hotbar.
919 # hud_hotbar_max_width = 1.0
921 # Modifies the size of the HUD elements.
925 # Enables caching of facedir rotated meshes.
927 # enable_mesh_cache = false
929 # Delay between mesh updates on the client in ms. Increasing this will slow
930 # down the rate of mesh updates, thus reducing jitter on slower clients.
931 # type: int min: 0 max: 50
932 # mesh_generation_interval = 0
934 # Size of the MapBlock cache of the mesh generator. Increasing this will
935 # increase the cache hit %, reducing the data being copied from the main
936 # thread, thus reducing jitter.
937 # type: int min: 0 max: 1000
938 # meshgen_block_cache_size = 20
942 # enable_minimap = true
944 # Shape of the minimap. Enabled = round, disabled = square.
946 # minimap_shape_round = true
950 # Usable to make minimap smoother on slower machines.
952 # minimap_double_scan_height = true
954 # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
956 # directional_colored_fog = true
958 # The strength (darkness) of node ambient-occlusion shading.
959 # Lower is darker, Higher is lighter. The valid range of values for this
960 # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
961 # set to the nearest valid value.
962 # type: float min: 0.25 max: 4
963 # ambient_occlusion_gamma = 2.2
965 # Enables animation of inventory items.
967 # inventory_items_animations = false
969 # Fraction of the visible distance at which fog starts to be rendered
970 # type: float min: 0 max: 0.99
973 # Makes all liquids opaque
975 # opaque_water = false
977 # Textures on a node may be aligned either to the node or to the world.
978 # The former mode suits better things like machines, furniture, etc., while
979 # the latter makes stairs and microblocks fit surroundings better.
980 # However, as this possibility is new, thus may not be used by older servers,
981 # this option allows enforcing it for certain node types. Note though that
982 # that is considered EXPERIMENTAL and may not work properly.
983 # type: enum values: disable, enable, force_solid, force_nodebox
984 # world_aligned_mode = enable
986 # World-aligned textures may be scaled to span several nodes. However,
987 # the server may not send the scale you want, especially if you use
988 # a specially-designed texture pack; with this option, the client tries
989 # to determine the scale automatically basing on the texture size.
990 # See also texture_min_size.
991 # Warning: This option is EXPERIMENTAL!
992 # type: enum values: disable, enable, force
993 # autoscale_mode = disable
995 # Show entity selection boxes
996 # A restart is required after changing this.
998 # show_entity_selectionbox = false
1002 # Use a cloud animation for the main menu background.
1004 # menu_clouds = true
1006 # Scale GUI by a user specified value.
1007 # Use a nearest-neighbor-anti-alias filter to scale the GUI.
1008 # This will smooth over some of the rough edges, and blend
1009 # pixels when scaling down, at the cost of blurring some
1010 # edge pixels when images are scaled by non-integer sizes.
1011 # type: float min: 0.001
1014 # When gui_scaling_filter is true, all GUI images need to be
1015 # filtered in software, but some images are generated directly
1016 # to hardware (e.g. render-to-texture for nodes in inventory).
1018 # gui_scaling_filter = false
1020 # When gui_scaling_filter_txr2img is true, copy those images
1021 # from hardware to software for scaling. When false, fall back
1022 # to the old scaling method, for video drivers that don't
1023 # properly support downloading textures back from hardware.
1025 # gui_scaling_filter_txr2img = true
1027 # Delay showing tooltips, stated in milliseconds.
1029 # tooltip_show_delay = 400
1031 # Append item name to tooltip.
1033 # tooltip_append_itemname = false
1035 # Whether FreeType fonts are used, requires FreeType support to be compiled in.
1036 # If disabled, bitmap and XML vectors fonts are used instead.
1044 # font_italic = false
1046 # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
1050 # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
1051 # type: int min: 0 max: 255
1052 # font_shadow_alpha = 127
1054 # Font size of the default font in point (pt).
1058 # For pixel-style fonts that do not scale well, this ensures that font sizes used
1059 # with this font will always be divisible by this value, in pixels. For instance,
1060 # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
1061 # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
1062 # font_size_divisible_by = 1
1064 # Path to the default font.
1065 # If “freetype” setting is enabled: Must be a TrueType font.
1066 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1067 # The fallback font will be used if the font cannot be loaded.
1069 # font_path = fonts/Arimo-Regular.ttf
1072 # font_path_bold = fonts/Arimo-Bold.ttf
1075 # font_path_italic = fonts/Arimo-Italic.ttf
1078 # font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
1080 # Font size of the monospace font in point (pt).
1082 # mono_font_size = 16
1084 # For pixel-style fonts that do not scale well, this ensures that font sizes used
1085 # with this font will always be divisible by this value, in pixels. For instance,
1086 # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
1087 # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
1088 # mono_font_size_divisible_by = 1
1090 # Path to the monospace font.
1091 # If “freetype” setting is enabled: Must be a TrueType font.
1092 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1093 # This font is used for e.g. the console and profiler screen.
1095 # mono_font_path = fonts/Cousine-Regular.ttf
1098 # mono_font_path_bold = fonts/Cousine-Bold.ttf
1101 # mono_font_path_italic = fonts/Cousine-Italic.ttf
1104 # mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
1106 # Path of the fallback font.
1107 # If “freetype” setting is enabled: Must be a TrueType font.
1108 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1109 # This font will be used for certain languages or if the default font is unavailable.
1111 # fallback_font_path = fonts/DroidSansFallbackFull.ttf
1113 # Font size of the recent chat text and chat prompt in point (pt).
1114 # Value 0 will use the default font size.
1116 # chat_font_size = 0
1118 # Path to save screenshots at. Can be an absolute or relative path.
1119 # The folder will be created if it doesn't already exist.
1121 # screenshot_path = screenshots
1123 # Format of screenshots.
1124 # type: enum values: png, jpg
1125 # screenshot_format = png
1127 # Screenshot quality. Only used for JPEG format.
1128 # 1 means worst quality; 100 means best quality.
1129 # Use 0 for default quality.
1130 # type: int min: 0 max: 100
1131 # screenshot_quality = 0
1135 # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
1139 # Adjust the detected display density, used for scaling UI elements.
1141 # display_density_factor = 1
1143 # Windows systems only: Start Minetest with the command line window in the background.
1144 # Contains the same information as the file debug.txt (default name).
1146 # enable_console = false
1152 # Enables the sound system.
1153 # If disabled, this completely disables all sounds everywhere and the in-game
1154 # sound controls will be non-functional.
1155 # Changing this setting requires a restart.
1157 # enable_sound = true
1159 # Volume of all sounds.
1160 # Requires the sound system to be enabled.
1161 # type: float min: 0 max: 1
1162 # sound_volume = 0.7
1164 # Whether to mute sounds. You can unmute sounds at any time, unless the
1165 # sound system is disabled (enable_sound=false).
1166 # In-game, you can toggle the mute state with the mute key or by using the
1169 # mute_sound = false
1175 # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
1177 # clickable_chat_weblinks = false
1179 # Optional override for chat weblink color.
1181 # chat_weblink_color =
1185 # Address to connect to.
1186 # Leave this blank to start a local server.
1187 # Note that the address field in the main menu overrides this setting.
1191 # Port to connect to (UDP).
1192 # Note that the port field in the main menu overrides this setting.
1193 # type: int min: 1 max: 65535
1194 # remote_port = 30000
1196 # Prometheus listener address.
1197 # If Minetest is compiled with ENABLE_PROMETHEUS option enabled,
1198 # enable metrics listener for Prometheus on that address.
1199 # Metrics can be fetched on http://127.0.0.1:30000/metrics
1201 # prometheus_listener_address = 127.0.0.1:30000
1203 # Save the map received by the client on disk.
1205 # enable_local_map_saving = false
1207 # Enable usage of remote media server (if provided by server).
1208 # Remote servers offer a significantly faster way to download media (e.g. textures)
1209 # when connecting to the server.
1211 # enable_remote_media_server = true
1213 # Enable Lua modding support on client.
1214 # This support is experimental and API can change.
1216 # enable_client_modding = false
1218 # URL to the server list displayed in the Multiplayer Tab.
1220 # serverlist_url = servers.minetest.net
1222 # File in client/serverlist/ that contains your favorite servers displayed in the
1225 # serverlist_file = favoriteservers.json
1227 # Maximum size of the out chat queue.
1228 # 0 to disable queueing and -1 to make the queue size unlimited.
1230 # max_out_chat_queue_size = 20
1232 # Enable register confirmation when connecting to server.
1233 # If disabled, new account will be registered automatically.
1235 # enable_register_confirmation = true
1239 # Timeout for client to remove unused map data from memory.
1241 # client_unload_unused_data_timeout = 600
1243 # Maximum number of mapblocks for client to be kept in memory.
1244 # Set to -1 for unlimited amount.
1246 # client_mapblock_limit = 7500
1248 # Whether to show the client debug info (has the same effect as hitting F5).
1250 # show_debug = false
1253 # Server / Singleplayer
1256 # Name of the server, to be displayed when players join and in the serverlist.
1258 # server_name = Minetest server
1260 # Description of server, to be displayed when players join and in the serverlist.
1262 # server_description = mine here
1264 # Domain name of server, to be displayed in the serverlist.
1266 # server_address = game.minetest.net
1268 # Homepage of server, to be displayed in the serverlist.
1270 # server_url = https://minetest.net
1272 # Automatically report to the serverlist.
1274 # server_announce = false
1276 # Announce to this serverlist.
1278 # serverlist_url = servers.minetest.net
1280 # Remove color codes from incoming chat messages
1281 # Use this to stop players from being able to use color in their messages
1283 # strip_color_codes = false
1287 # Network port to listen (UDP).
1288 # This value will be overridden when starting from the main menu.
1292 # The network interface that the server listens on.
1296 # Enable to disallow old clients from connecting.
1297 # Older clients are compatible in the sense that they will not crash when connecting
1298 # to new servers, but they may not support all new features that you are expecting.
1300 # strict_protocol_version_checking = false
1302 # Specifies URL from which client fetches media instead of using UDP.
1303 # $filename should be accessible from $remote_media$filename via cURL
1304 # (obviously, remote_media should end with a slash).
1305 # Files that are not present will be fetched the usual way.
1309 # Enable/disable running an IPv6 server.
1310 # Ignored if bind_address is set.
1311 # Needs enable_ipv6 to be enabled.
1313 # ipv6_server = false
1317 # Maximum number of blocks that are simultaneously sent per client.
1318 # The maximum total count is calculated dynamically:
1319 # max_total = ceil((#clients + max_users) * per_client / 4)
1321 # max_simultaneous_block_sends_per_client = 40
1323 # To reduce lag, block transfers are slowed down when a player is building something.
1324 # This determines how long they are slowed down after placing or removing a node.
1326 # full_block_send_enable_min_time_from_building = 2.0
1328 # Maximum number of packets sent per send step, if you have a slow connection
1329 # try reducing it, but don't reduce it to a number below double of targeted
1332 # max_packets_per_iteration = 1024
1334 # Compression level to use when sending mapblocks to the client.
1335 # -1 - use default compression level
1336 # 0 - least compression, fastest
1337 # 9 - best compression, slowest
1338 # type: int min: -1 max: 9
1339 # map_compression_level_net = -1
1343 # Default game when creating a new world.
1344 # This will be overridden when creating a world from the main menu.
1346 # default_game = minetest
1348 # Message of the day displayed to players connecting.
1352 # Maximum number of players that can be connected simultaneously.
1356 # World directory (everything in the world is stored here).
1357 # Not needed if starting from the main menu.
1361 # Time in seconds for item entity (dropped items) to live.
1362 # Setting it to -1 disables the feature.
1364 # item_entity_ttl = 900
1366 # Specifies the default stack size of nodes, items and tools.
1367 # Note that mods or games may explicitly set a stack for certain (or all) items.
1369 # default_stack_max = 99
1371 # Enable players getting damage and dying.
1373 # enable_damage = false
1375 # Enable creative mode for all players
1377 # creative_mode = false
1379 # A chosen map seed for a new map, leave empty for random.
1380 # Will be overridden when creating a new world in the main menu.
1384 # New users need to input this password.
1386 # default_password =
1388 # The privileges that new users automatically get.
1389 # See /privs in game for a full list on your server and mod configuration.
1391 # default_privs = interact, shout
1393 # Privileges that players with basic_privs can grant
1395 # basic_privs = interact, shout
1397 # Whether players are shown to clients without any range limit.
1398 # Deprecated, use the setting player_transfer_distance instead.
1400 # unlimited_player_transfer_distance = true
1402 # Defines the maximal player transfer distance in blocks (0 = unlimited).
1404 # player_transfer_distance = 0
1406 # Whether to allow players to damage and kill each other.
1410 # Enable mod channels support.
1412 # enable_mod_channels = false
1414 # If this is set, players will always (re)spawn at the given position.
1416 # static_spawnpoint =
1418 # If enabled, new players cannot join with an empty password.
1420 # disallow_empty_password = false
1422 # If enabled, disable cheat prevention in multiplayer.
1424 # disable_anticheat = false
1426 # If enabled, actions are recorded for rollback.
1427 # This option is only read when server starts.
1429 # enable_rollback_recording = false
1431 # Format of player chat messages. The following strings are valid placeholders:
1432 # @name, @message, @timestamp (optional)
1434 # chat_message_format = <@name> @message
1436 # If the execution of a chat command takes longer than this specified time in
1437 # seconds, add the time information to the chat command message
1439 # chatcommand_msg_time_threshold = 0.1
1441 # A message to be displayed to all clients when the server shuts down.
1443 # kick_msg_shutdown = Server shutting down.
1445 # A message to be displayed to all clients when the server crashes.
1447 # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
1449 # Whether to ask clients to reconnect after a (Lua) crash.
1450 # Set this to true if your server is set up to restart automatically.
1452 # ask_reconnect_on_crash = false
1454 # From how far clients know about objects, stated in mapblocks (16 nodes).
1456 # Setting this larger than active_block_range will also cause the server
1457 # to maintain active objects up to this distance in the direction the
1458 # player is looking. (This can avoid mobs suddenly disappearing from view)
1460 # active_object_send_range_blocks = 8
1462 # The radius of the volume of blocks around every player that is subject to the
1463 # active block stuff, stated in mapblocks (16 nodes).
1464 # In active blocks objects are loaded and ABMs run.
1465 # This is also the minimum range in which active objects (mobs) are maintained.
1466 # This should be configured together with active_object_send_range_blocks.
1468 # active_block_range = 4
1470 # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
1472 # max_block_send_distance = 12
1474 # Maximum number of forceloaded mapblocks.
1476 # max_forceloaded_blocks = 16
1478 # Interval of sending time of day to clients.
1480 # time_send_interval = 5
1482 # Controls length of day/night cycle.
1484 # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
1488 # Time of day when a new world is started, in millihours (0-23999).
1489 # type: int min: 0 max: 23999
1490 # world_start_time = 6125
1492 # Interval of saving important changes in the world, stated in seconds.
1494 # server_map_save_interval = 5.3
1496 # Set the maximum character length of a chat message sent by clients.
1498 # chat_message_max_size = 500
1500 # Amount of messages a player may send per 10 seconds.
1502 # chat_message_limit_per_10sec = 10.0
1504 # Kick players who sent more than X messages per 10 seconds.
1506 # chat_message_limit_trigger_kick = 50
1510 # Horizontal and vertical acceleration on ground or when climbing,
1511 # in nodes per second per second.
1513 # movement_acceleration_default = 3
1515 # Horizontal acceleration in air when jumping or falling,
1516 # in nodes per second per second.
1518 # movement_acceleration_air = 2
1520 # Horizontal and vertical acceleration in fast mode,
1521 # in nodes per second per second.
1523 # movement_acceleration_fast = 10
1525 # Walking and flying speed, in nodes per second.
1527 # movement_speed_walk = 4
1529 # Sneaking speed, in nodes per second.
1531 # movement_speed_crouch = 1.35
1533 # Walking, flying and climbing speed in fast mode, in nodes per second.
1535 # movement_speed_fast = 20
1537 # Vertical climbing speed, in nodes per second.
1539 # movement_speed_climb = 3
1541 # Initial vertical speed when jumping, in nodes per second.
1543 # movement_speed_jump = 6.5
1545 # Decrease this to increase liquid resistance to movement.
1547 # movement_liquid_fluidity = 1
1549 # Maximum liquid resistance. Controls deceleration when entering liquid at
1552 # movement_liquid_fluidity_smooth = 0.5
1554 # Controls sinking speed in liquid.
1556 # movement_liquid_sink = 10
1558 # Acceleration of gravity, in nodes per second per second.
1560 # movement_gravity = 9.81
1564 # Handling for deprecated Lua API calls:
1565 # - none: Do not log deprecated calls
1566 # - log: mimic and log backtrace of deprecated call (default).
1567 # - error: abort on usage of deprecated call (suggested for mod developers).
1568 # type: enum values: none, log, error
1569 # deprecated_lua_api_handling = log
1571 # Number of extra blocks that can be loaded by /clearobjects at once.
1572 # This is a trade-off between SQLite transaction overhead and
1573 # memory consumption (4096=100MB, as a rule of thumb).
1575 # max_clearobjects_extra_loaded_blocks = 4096
1577 # How much the server will wait before unloading unused mapblocks.
1578 # Higher value is smoother, but will use more RAM.
1580 # server_unload_unused_data_timeout = 29
1582 # Maximum number of statically stored objects in a block.
1584 # max_objects_per_block = 64
1586 # See https://www.sqlite.org/pragma.html#pragma_synchronous
1587 # type: enum values: 0, 1, 2
1588 # sqlite_synchronous = 2
1590 # Compression level to use when saving mapblocks to disk.
1591 # -1 - use default compression level
1592 # 0 - least compression, fastest
1593 # 9 - best compression, slowest
1594 # type: int min: -1 max: 9
1595 # map_compression_level_disk = -1
1597 # Length of a server tick and the interval at which objects are generally updated over
1600 # dedicated_server_step = 0.09
1602 # Length of time between active block management cycles
1604 # active_block_mgmt_interval = 2.0
1606 # Length of time between Active Block Modifier (ABM) execution cycles
1608 # abm_interval = 1.0
1610 # The time budget allowed for ABMs to execute on each step
1611 # (as a fraction of the ABM Interval)
1612 # type: float min: 0.1 max: 0.9
1613 # abm_time_budget = 0.2
1615 # Length of time between NodeTimer execution cycles
1617 # nodetimer_interval = 0.2
1619 # If enabled, invalid world data won't cause the server to shut down.
1620 # Only enable this if you know what you are doing.
1622 # ignore_world_load_errors = false
1624 # Max liquids processed per step.
1626 # liquid_loop_max = 100000
1628 # The time (in seconds) that the liquids queue may grow beyond processing
1629 # capacity until an attempt is made to decrease its size by dumping old queue
1630 # items. A value of 0 disables the functionality.
1632 # liquid_queue_purge_time = 0
1634 # Liquid update interval in seconds.
1636 # liquid_update = 1.0
1638 # At this distance the server will aggressively optimize which blocks are sent to
1640 # Small values potentially improve performance a lot, at the expense of visible
1641 # rendering glitches (some blocks will not be rendered under water and in caves,
1642 # as well as sometimes on land).
1643 # Setting this to a value greater than max_block_send_distance disables this
1645 # Stated in mapblocks (16 nodes).
1647 # block_send_optimize_distance = 4
1649 # If enabled the server will perform map block occlusion culling based on
1650 # on the eye position of the player. This can reduce the number of blocks
1651 # sent to the client 50-80%. The client will not longer receive most invisible
1652 # so that the utility of noclip mode is reduced.
1654 # server_side_occlusion_culling = true
1656 # Restricts the access of certain client-side functions on servers.
1657 # Combine the byteflags below to restrict client-side features, or set to 0
1658 # for no restrictions:
1659 # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
1660 # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
1661 # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
1662 # READ_NODEDEFS: 8 (disable get_node_def call client-side)
1663 # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
1664 # csm_restriction_noderange)
1665 # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
1667 # csm_restriction_flags = 62
1669 # If the CSM restriction for node range is enabled, get_node calls are limited
1670 # to this distance from the player to the node.
1672 # csm_restriction_noderange = 0
1676 # Prevent mods from doing insecure things like running shell commands.
1678 # secure.enable_security = true
1680 # Comma-separated list of trusted mods that are allowed to access insecure
1681 # functions even when mod security is on (via request_insecure_environment()).
1683 # secure.trusted_mods =
1685 # Comma-separated list of mods that are allowed to access HTTP APIs, which
1686 # allow them to upload and download data to/from the internet.
1688 # secure.http_mods =
1694 # Load the game profiler to collect game profiling data.
1695 # Provides a /profiler command to access the compiled profile.
1696 # Useful for mod developers and server operators.
1698 # profiler.load = false
1700 # The default format in which profiles are being saved,
1701 # when calling `/profiler save [format]` without format.
1702 # type: enum values: txt, csv, lua, json, json_pretty
1703 # profiler.default_report_format = txt
1705 # The file path relative to your worldpath in which profiles will be saved to.
1707 # profiler.report_path = ""
1709 #### Instrumentation
1711 # Instrument the methods of entities on registration.
1713 # instrument.entity = true
1715 # Instrument the action function of Active Block Modifiers on registration.
1717 # instrument.abm = true
1719 # Instrument the action function of Loading Block Modifiers on registration.
1721 # instrument.lbm = true
1723 # Instrument chat commands on registration.
1725 # instrument.chatcommand = true
1727 # Instrument global callback functions on registration.
1728 # (anything you pass to a minetest.register_*() function)
1730 # instrument.global_callback = true
1734 # Instrument builtin.
1735 # This is usually only needed by core/builtin contributors
1737 # instrument.builtin = false
1739 # Have the profiler instrument itself:
1740 # * Instrument an empty function.
1741 # This estimates the overhead, that instrumentation is adding (+1 function call).
1742 # * Instrument the sampler being used to update the statistics.
1744 # instrument.profiler = false
1750 # Name of the player.
1751 # When running a server, clients connecting with this name are admins.
1752 # When starting from the main menu, this is overridden.
1756 # Set the language. Leave empty to use the system language.
1757 # A restart is required after changing this.
1758 # 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
1761 # Level of logging to be written to debug.txt:
1762 # - <nothing> (no logging)
1763 # - none (messages with no level)
1769 # type: enum values: , none, error, warning, action, info, verbose
1770 # debug_log_level = action
1772 # If the file size of debug.txt exceeds the number of megabytes specified in
1773 # this setting when it is opened, the file is moved to debug.txt.1,
1774 # deleting an older debug.txt.1 if it exists.
1775 # debug.txt is only moved if this setting is positive.
1777 # debug_log_size_max = 50
1779 # Minimal level of logging to be written to chat.
1780 # type: enum values: , none, error, warning, action, info, verbose
1781 # chat_log_level = error
1783 # Enable IPv6 support (for both client and server).
1784 # Required for IPv6 connections to work at all.
1786 # enable_ipv6 = true
1790 # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
1792 # curl_timeout = 20000
1794 # Limits number of parallel HTTP requests. Affects:
1795 # - Media fetch if server uses remote_media setting.
1796 # - Serverlist download and server announcement.
1797 # - Downloads performed by main menu (e.g. mod manager).
1798 # Only has an effect if compiled with cURL.
1800 # curl_parallel_limit = 8
1802 # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
1804 # curl_file_download_timeout = 300000
1806 # Replaces the default main menu with a custom one.
1808 # main_menu_script =
1810 # Print the engine's profiling data in regular intervals (in seconds).
1811 # 0 = disable. Useful for developers.
1813 # profiler_print_interval = 0
1819 # Name of map generator to be used when creating a new world.
1820 # Creating a world in the main menu will override this.
1821 # Current mapgens in a highly unstable state:
1822 # - The optional floatlands of v7 (disabled by default).
1823 # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
1826 # Water surface level of the world.
1830 # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
1832 # max_block_generate_distance = 10
1834 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
1835 # Only mapchunks completely within the mapgen limit are generated.
1836 # Value is stored per-world.
1837 # type: int min: 0 max: 31000
1838 # mapgen_limit = 31000
1840 # Global map generation attributes.
1841 # In Mapgen v6 the 'decorations' flag controls all decorations except trees
1842 # and jungle grass, in all other mapgens this flag controls all decorations.
1843 # type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores
1844 # mg_flags = caves,dungeons,light,decorations,biomes,ores
1846 ## Biome API temperature and humidity noise parameters
1848 # Temperature variation for biomes.
1849 # type: noise_params_2d
1850 # mg_biome_np_heat = {
1853 # spread = (1000, 1000, 1000),
1856 # persistence = 0.5,
1861 # Small-scale temperature variation for blending biomes on borders.
1862 # type: noise_params_2d
1863 # mg_biome_np_heat_blend = {
1866 # spread = (8, 8, 8),
1869 # persistence = 1.0,
1874 # Humidity variation for biomes.
1875 # type: noise_params_2d
1876 # mg_biome_np_humidity = {
1879 # spread = (1000, 1000, 1000),
1882 # persistence = 0.5,
1887 # Small-scale humidity variation for blending biomes on borders.
1888 # type: noise_params_2d
1889 # mg_biome_np_humidity_blend = {
1892 # spread = (8, 8, 8),
1895 # persistence = 1.0,
1902 # Map generation attributes specific to Mapgen v5.
1903 # type: flags possible values: caverns, nocaverns
1904 # mgv5_spflags = caverns
1906 # Controls width of tunnels, a smaller value creates wider tunnels.
1907 # Value >= 10.0 completely disables generation of tunnels and avoids the
1908 # intensive noise calculations.
1910 # mgv5_cave_width = 0.09
1912 # Y of upper limit of large caves.
1914 # mgv5_large_cave_depth = -256
1916 # Minimum limit of random number of small caves per mapchunk.
1917 # type: int min: 0 max: 256
1918 # mgv5_small_cave_num_min = 0
1920 # Maximum limit of random number of small caves per mapchunk.
1921 # type: int min: 0 max: 256
1922 # mgv5_small_cave_num_max = 0
1924 # Minimum limit of random number of large caves per mapchunk.
1925 # type: int min: 0 max: 64
1926 # mgv5_large_cave_num_min = 0
1928 # Maximum limit of random number of large caves per mapchunk.
1929 # type: int min: 0 max: 64
1930 # mgv5_large_cave_num_max = 2
1932 # Proportion of large caves that contain liquid.
1933 # type: float min: 0 max: 1
1934 # mgv5_large_cave_flooded = 0.5
1936 # Y-level of cavern upper limit.
1938 # mgv5_cavern_limit = -256
1940 # Y-distance over which caverns expand to full size.
1942 # mgv5_cavern_taper = 256
1944 # Defines full size of caverns, smaller values create larger caverns.
1946 # mgv5_cavern_threshold = 0.7
1948 # Lower Y limit of dungeons.
1950 # mgv5_dungeon_ymin = -31000
1952 # Upper Y limit of dungeons.
1954 # mgv5_dungeon_ymax = 31000
1958 # Variation of biome filler depth.
1959 # type: noise_params_2d
1960 # mgv5_np_filler_depth = {
1963 # spread = (150, 150, 150),
1966 # persistence = 0.7,
1971 # Variation of terrain vertical scale.
1972 # When noise is < -0.55 terrain is near-flat.
1973 # type: noise_params_2d
1974 # mgv5_np_factor = {
1977 # spread = (250, 250, 250),
1980 # persistence = 0.45,
1985 # Y-level of average terrain surface.
1986 # type: noise_params_2d
1987 # mgv5_np_height = {
1990 # spread = (250, 250, 250),
1993 # persistence = 0.5,
1998 # First of two 3D noises that together define tunnels.
1999 # type: noise_params_3d
2003 # spread = (61, 61, 61),
2006 # persistence = 0.5,
2011 # Second of two 3D noises that together define tunnels.
2012 # type: noise_params_3d
2016 # spread = (67, 67, 67),
2019 # persistence = 0.5,
2024 # 3D noise defining giant caverns.
2025 # type: noise_params_3d
2026 # mgv5_np_cavern = {
2029 # spread = (384, 128, 384),
2032 # persistence = 0.63,
2037 # 3D noise defining terrain.
2038 # type: noise_params_3d
2039 # mgv5_np_ground = {
2042 # spread = (80, 80, 80),
2045 # persistence = 0.55,
2050 # 3D noise that determines number of dungeons per mapchunk.
2051 # type: noise_params_3d
2052 # mgv5_np_dungeons = {
2055 # spread = (500, 500, 500),
2058 # persistence = 0.8,
2065 # Map generation attributes specific to Mapgen v6.
2066 # The 'snowbiomes' flag enables the new 5 biome system.
2067 # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
2068 # the 'jungles' flag is ignored.
2069 # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
2070 # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
2072 # Deserts occur when np_biome exceeds this value.
2073 # When the 'snowbiomes' flag is enabled, this is ignored.
2075 # mgv6_freq_desert = 0.45
2077 # Sandy beaches occur when np_beach exceeds this value.
2079 # mgv6_freq_beach = 0.15
2081 # Lower Y limit of dungeons.
2083 # mgv6_dungeon_ymin = -31000
2085 # Upper Y limit of dungeons.
2087 # mgv6_dungeon_ymax = 31000
2091 # Y-level of lower terrain and seabed.
2092 # type: noise_params_2d
2093 # mgv6_np_terrain_base = {
2096 # spread = (250, 250, 250),
2099 # persistence = 0.6,
2104 # Y-level of higher terrain that creates cliffs.
2105 # type: noise_params_2d
2106 # mgv6_np_terrain_higher = {
2109 # spread = (500, 500, 500),
2112 # persistence = 0.6,
2117 # Varies steepness of cliffs.
2118 # type: noise_params_2d
2119 # mgv6_np_steepness = {
2122 # spread = (125, 125, 125),
2125 # persistence = 0.7,
2130 # Defines distribution of higher terrain.
2131 # type: noise_params_2d
2132 # mgv6_np_height_select = {
2135 # spread = (250, 250, 250),
2138 # persistence = 0.69,
2143 # Varies depth of biome surface nodes.
2144 # type: noise_params_2d
2148 # spread = (200, 200, 200),
2151 # persistence = 0.55,
2156 # Defines areas with sandy beaches.
2157 # type: noise_params_2d
2161 # spread = (250, 250, 250),
2164 # persistence = 0.50,
2169 # Temperature variation for biomes.
2170 # type: noise_params_2d
2174 # spread = (500, 500, 500),
2177 # persistence = 0.50,
2182 # Variation of number of caves.
2183 # type: noise_params_2d
2187 # spread = (250, 250, 250),
2190 # persistence = 0.50,
2195 # Humidity variation for biomes.
2196 # type: noise_params_2d
2197 # mgv6_np_humidity = {
2200 # spread = (500, 500, 500),
2203 # persistence = 0.50,
2208 # Defines tree areas and tree density.
2209 # type: noise_params_2d
2213 # spread = (125, 125, 125),
2216 # persistence = 0.66,
2221 # Defines areas where trees have apples.
2222 # type: noise_params_2d
2223 # mgv6_np_apple_trees = {
2226 # spread = (100, 100, 100),
2229 # persistence = 0.45,
2236 # Map generation attributes specific to Mapgen v7.
2238 # 'floatlands': Floating land masses in the atmosphere.
2239 # 'caverns': Giant caves deep underground.
2240 # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
2241 # mgv7_spflags = mountains,ridges,nofloatlands,caverns
2243 # Y of mountain density gradient zero level. Used to shift mountains vertically.
2245 # mgv7_mount_zero_level = 0
2247 # Lower Y limit of floatlands.
2249 # mgv7_floatland_ymin = 1024
2251 # Upper Y limit of floatlands.
2253 # mgv7_floatland_ymax = 4096
2255 # Y-distance over which floatlands taper from full density to nothing.
2256 # Tapering starts at this distance from the Y limit.
2257 # For a solid floatland layer, this controls the height of hills/mountains.
2258 # Must be less than or equal to half the distance between the Y limits.
2260 # mgv7_floatland_taper = 256
2262 # Exponent of the floatland tapering. Alters the tapering behaviour.
2263 # Value = 1.0 creates a uniform, linear tapering.
2264 # Values > 1.0 create a smooth tapering suitable for the default separated
2266 # Values < 1.0 (for example 0.25) create a more defined surface level with
2267 # flatter lowlands, suitable for a solid floatland layer.
2269 # mgv7_float_taper_exp = 2.0
2271 # Adjusts the density of the floatland layer.
2272 # Increase value to increase density. Can be positive or negative.
2273 # Value = 0.0: 50% of volume is floatland.
2274 # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
2275 # to be sure) creates a solid floatland layer.
2277 # mgv7_floatland_density = -0.6
2279 # Surface level of optional water placed on a solid floatland layer.
2280 # Water is disabled by default and will only be placed if this value is set
2281 # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
2283 # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
2284 # When enabling water placement the floatlands must be configured and tested
2285 # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
2286 # required value depending on 'mgv7_np_floatland'), to avoid
2287 # server-intensive extreme water flow and to avoid vast flooding of the
2288 # world surface below.
2290 # mgv7_floatland_ywater = -31000
2292 # Controls width of tunnels, a smaller value creates wider tunnels.
2293 # Value >= 10.0 completely disables generation of tunnels and avoids the
2294 # intensive noise calculations.
2296 # mgv7_cave_width = 0.09
2298 # Y of upper limit of large caves.
2300 # mgv7_large_cave_depth = -33
2302 # Minimum limit of random number of small caves per mapchunk.
2303 # type: int min: 0 max: 256
2304 # mgv7_small_cave_num_min = 0
2306 # Maximum limit of random number of small caves per mapchunk.
2307 # type: int min: 0 max: 256
2308 # mgv7_small_cave_num_max = 0
2310 # Minimum limit of random number of large caves per mapchunk.
2311 # type: int min: 0 max: 64
2312 # mgv7_large_cave_num_min = 0
2314 # Maximum limit of random number of large caves per mapchunk.
2315 # type: int min: 0 max: 64
2316 # mgv7_large_cave_num_max = 2
2318 # Proportion of large caves that contain liquid.
2319 # type: float min: 0 max: 1
2320 # mgv7_large_cave_flooded = 0.5
2322 # Y-level of cavern upper limit.
2324 # mgv7_cavern_limit = -256
2326 # Y-distance over which caverns expand to full size.
2328 # mgv7_cavern_taper = 256
2330 # Defines full size of caverns, smaller values create larger caverns.
2332 # mgv7_cavern_threshold = 0.7
2334 # Lower Y limit of dungeons.
2336 # mgv7_dungeon_ymin = -31000
2338 # Upper Y limit of dungeons.
2340 # mgv7_dungeon_ymax = 31000
2344 # Y-level of higher terrain that creates cliffs.
2345 # type: noise_params_2d
2346 # mgv7_np_terrain_base = {
2349 # spread = (600, 600, 600),
2352 # persistence = 0.6,
2357 # Y-level of lower terrain and seabed.
2358 # type: noise_params_2d
2359 # mgv7_np_terrain_alt = {
2362 # spread = (600, 600, 600),
2365 # persistence = 0.6,
2370 # Varies roughness of terrain.
2371 # Defines the 'persistence' value for terrain_base and terrain_alt noises.
2372 # type: noise_params_2d
2373 # mgv7_np_terrain_persist = {
2376 # spread = (2000, 2000, 2000),
2379 # persistence = 0.6,
2384 # Defines distribution of higher terrain and steepness of cliffs.
2385 # type: noise_params_2d
2386 # mgv7_np_height_select = {
2389 # spread = (500, 500, 500),
2392 # persistence = 0.7,
2397 # Variation of biome filler depth.
2398 # type: noise_params_2d
2399 # mgv7_np_filler_depth = {
2402 # spread = (150, 150, 150),
2405 # persistence = 0.7,
2410 # Variation of maximum mountain height (in nodes).
2411 # type: noise_params_2d
2412 # mgv7_np_mount_height = {
2415 # spread = (1000, 1000, 1000),
2418 # persistence = 0.6,
2423 # Defines large-scale river channel structure.
2424 # type: noise_params_2d
2425 # mgv7_np_ridge_uwater = {
2428 # spread = (1000, 1000, 1000),
2431 # persistence = 0.6,
2436 # 3D noise defining mountain structure and height.
2437 # Also defines structure of floatland mountain terrain.
2438 # type: noise_params_3d
2439 # mgv7_np_mountain = {
2442 # spread = (250, 350, 250),
2445 # persistence = 0.63,
2450 # 3D noise defining structure of river canyon walls.
2451 # type: noise_params_3d
2455 # spread = (100, 100, 100),
2458 # persistence = 0.75,
2463 # 3D noise defining structure of floatlands.
2464 # If altered from the default, the noise 'scale' (0.7 by default) may need
2465 # to be adjusted, as floatland tapering functions best when this noise has
2466 # a value range of approximately -2.0 to 2.0.
2467 # type: noise_params_3d
2468 # mgv7_np_floatland = {
2471 # spread = (384, 96, 384),
2474 # persistence = 0.75,
2475 # lacunarity = 1.618,
2479 # 3D noise defining giant caverns.
2480 # type: noise_params_3d
2481 # mgv7_np_cavern = {
2484 # spread = (384, 128, 384),
2487 # persistence = 0.63,
2492 # First of two 3D noises that together define tunnels.
2493 # type: noise_params_3d
2497 # spread = (61, 61, 61),
2500 # persistence = 0.5,
2505 # Second of two 3D noises that together define tunnels.
2506 # type: noise_params_3d
2510 # spread = (67, 67, 67),
2513 # persistence = 0.5,
2518 # 3D noise that determines number of dungeons per mapchunk.
2519 # type: noise_params_3d
2520 # mgv7_np_dungeons = {
2523 # spread = (500, 500, 500),
2526 # persistence = 0.8,
2531 ## Mapgen Carpathian
2533 # Map generation attributes specific to Mapgen Carpathian.
2534 # type: flags possible values: caverns, rivers, nocaverns, norivers
2535 # mgcarpathian_spflags = caverns,norivers
2537 # Defines the base ground level.
2539 # mgcarpathian_base_level = 12.0
2541 # Defines the width of the river channel.
2543 # mgcarpathian_river_width = 0.05
2545 # Defines the depth of the river channel.
2547 # mgcarpathian_river_depth = 24.0
2549 # Defines the width of the river valley.
2551 # mgcarpathian_valley_width = 0.25
2553 # Controls width of tunnels, a smaller value creates wider tunnels.
2554 # Value >= 10.0 completely disables generation of tunnels and avoids the
2555 # intensive noise calculations.
2557 # mgcarpathian_cave_width = 0.09
2559 # Y of upper limit of large caves.
2561 # mgcarpathian_large_cave_depth = -33
2563 # Minimum limit of random number of small caves per mapchunk.
2564 # type: int min: 0 max: 256
2565 # mgcarpathian_small_cave_num_min = 0
2567 # Maximum limit of random number of small caves per mapchunk.
2568 # type: int min: 0 max: 256
2569 # mgcarpathian_small_cave_num_max = 0
2571 # Minimum limit of random number of large caves per mapchunk.
2572 # type: int min: 0 max: 64
2573 # mgcarpathian_large_cave_num_min = 0
2575 # Maximum limit of random number of large caves per mapchunk.
2576 # type: int min: 0 max: 64
2577 # mgcarpathian_large_cave_num_max = 2
2579 # Proportion of large caves that contain liquid.
2580 # type: float min: 0 max: 1
2581 # mgcarpathian_large_cave_flooded = 0.5
2583 # Y-level of cavern upper limit.
2585 # mgcarpathian_cavern_limit = -256
2587 # Y-distance over which caverns expand to full size.
2589 # mgcarpathian_cavern_taper = 256
2591 # Defines full size of caverns, smaller values create larger caverns.
2593 # mgcarpathian_cavern_threshold = 0.7
2595 # Lower Y limit of dungeons.
2597 # mgcarpathian_dungeon_ymin = -31000
2599 # Upper Y limit of dungeons.
2601 # mgcarpathian_dungeon_ymax = 31000
2605 # Variation of biome filler depth.
2606 # type: noise_params_2d
2607 # mgcarpathian_np_filler_depth = {
2610 # spread = (128, 128, 128),
2613 # persistence = 0.7,
2618 # First of 4 2D noises that together define hill/mountain range height.
2619 # type: noise_params_2d
2620 # mgcarpathian_np_height1 = {
2623 # spread = (251, 251, 251),
2626 # persistence = 0.5,
2631 # Second of 4 2D noises that together define hill/mountain range height.
2632 # type: noise_params_2d
2633 # mgcarpathian_np_height2 = {
2636 # spread = (383, 383, 383),
2639 # persistence = 0.5,
2644 # Third of 4 2D noises that together define hill/mountain range height.
2645 # type: noise_params_2d
2646 # mgcarpathian_np_height3 = {
2649 # spread = (509, 509, 509),
2652 # persistence = 0.5,
2657 # Fourth of 4 2D noises that together define hill/mountain range height.
2658 # type: noise_params_2d
2659 # mgcarpathian_np_height4 = {
2662 # spread = (631, 631, 631),
2665 # persistence = 0.5,
2670 # 2D noise that controls the size/occurrence of rolling hills.
2671 # type: noise_params_2d
2672 # mgcarpathian_np_hills_terrain = {
2675 # spread = (1301, 1301, 1301),
2678 # persistence = 0.5,
2683 # 2D noise that controls the size/occurrence of ridged mountain ranges.
2684 # type: noise_params_2d
2685 # mgcarpathian_np_ridge_terrain = {
2688 # spread = (1889, 1889, 1889),
2691 # persistence = 0.5,
2696 # 2D noise that controls the size/occurrence of step mountain ranges.
2697 # type: noise_params_2d
2698 # mgcarpathian_np_step_terrain = {
2701 # spread = (1889, 1889, 1889),
2704 # persistence = 0.5,
2709 # 2D noise that controls the shape/size of rolling hills.
2710 # type: noise_params_2d
2711 # mgcarpathian_np_hills = {
2714 # spread = (257, 257, 257),
2717 # persistence = 0.5,
2722 # 2D noise that controls the shape/size of ridged mountains.
2723 # type: noise_params_2d
2724 # mgcarpathian_np_ridge_mnt = {
2727 # spread = (743, 743, 743),
2730 # persistence = 0.7,
2735 # 2D noise that controls the shape/size of step mountains.
2736 # type: noise_params_2d
2737 # mgcarpathian_np_step_mnt = {
2740 # spread = (509, 509, 509),
2743 # persistence = 0.6,
2748 # 2D noise that locates the river valleys and channels.
2749 # type: noise_params_2d
2750 # mgcarpathian_np_rivers = {
2753 # spread = (1000, 1000, 1000),
2756 # persistence = 0.6,
2761 # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
2762 # type: noise_params_3d
2763 # mgcarpathian_np_mnt_var = {
2766 # spread = (499, 499, 499),
2769 # persistence = 0.55,
2774 # First of two 3D noises that together define tunnels.
2775 # type: noise_params_3d
2776 # mgcarpathian_np_cave1 = {
2779 # spread = (61, 61, 61),
2782 # persistence = 0.5,
2787 # Second of two 3D noises that together define tunnels.
2788 # type: noise_params_3d
2789 # mgcarpathian_np_cave2 = {
2792 # spread = (67, 67, 67),
2795 # persistence = 0.5,
2800 # 3D noise defining giant caverns.
2801 # type: noise_params_3d
2802 # mgcarpathian_np_cavern = {
2805 # spread = (384, 128, 384),
2808 # persistence = 0.63,
2813 # 3D noise that determines number of dungeons per mapchunk.
2814 # type: noise_params_3d
2815 # mgcarpathian_np_dungeons = {
2818 # spread = (500, 500, 500),
2821 # persistence = 0.8,
2828 # Map generation attributes specific to Mapgen Flat.
2829 # Occasional lakes and hills can be added to the flat world.
2830 # type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns
2831 # mgflat_spflags = nolakes,nohills,nocaverns
2835 # mgflat_ground_level = 8
2837 # Y of upper limit of large caves.
2839 # mgflat_large_cave_depth = -33
2841 # Minimum limit of random number of small caves per mapchunk.
2842 # type: int min: 0 max: 256
2843 # mgflat_small_cave_num_min = 0
2845 # Maximum limit of random number of small caves per mapchunk.
2846 # type: int min: 0 max: 256
2847 # mgflat_small_cave_num_max = 0
2849 # Minimum limit of random number of large caves per mapchunk.
2850 # type: int min: 0 max: 64
2851 # mgflat_large_cave_num_min = 0
2853 # Maximum limit of random number of large caves per mapchunk.
2854 # type: int min: 0 max: 64
2855 # mgflat_large_cave_num_max = 2
2857 # Proportion of large caves that contain liquid.
2858 # type: float min: 0 max: 1
2859 # mgflat_large_cave_flooded = 0.5
2861 # Controls width of tunnels, a smaller value creates wider tunnels.
2862 # Value >= 10.0 completely disables generation of tunnels and avoids the
2863 # intensive noise calculations.
2865 # mgflat_cave_width = 0.09
2867 # Terrain noise threshold for lakes.
2868 # Controls proportion of world area covered by lakes.
2869 # Adjust towards 0.0 for a larger proportion.
2871 # mgflat_lake_threshold = -0.45
2873 # Controls steepness/depth of lake depressions.
2875 # mgflat_lake_steepness = 48.0
2877 # Terrain noise threshold for hills.
2878 # Controls proportion of world area covered by hills.
2879 # Adjust towards 0.0 for a larger proportion.
2881 # mgflat_hill_threshold = 0.45
2883 # Controls steepness/height of hills.
2885 # mgflat_hill_steepness = 64.0
2887 # Y-level of cavern upper limit.
2889 # mgflat_cavern_limit = -256
2891 # Y-distance over which caverns expand to full size.
2893 # mgflat_cavern_taper = 256
2895 # Defines full size of caverns, smaller values create larger caverns.
2897 # mgflat_cavern_threshold = 0.7
2899 # Lower Y limit of dungeons.
2901 # mgflat_dungeon_ymin = -31000
2903 # Upper Y limit of dungeons.
2905 # mgflat_dungeon_ymax = 31000
2909 # Defines location and terrain of optional hills and lakes.
2910 # type: noise_params_2d
2911 # mgflat_np_terrain = {
2914 # spread = (600, 600, 600),
2917 # persistence = 0.6,
2922 # Variation of biome filler depth.
2923 # type: noise_params_2d
2924 # mgflat_np_filler_depth = {
2927 # spread = (150, 150, 150),
2930 # persistence = 0.7,
2935 # First of two 3D noises that together define tunnels.
2936 # type: noise_params_3d
2937 # mgflat_np_cave1 = {
2940 # spread = (61, 61, 61),
2943 # persistence = 0.5,
2948 # Second of two 3D noises that together define tunnels.
2949 # type: noise_params_3d
2950 # mgflat_np_cave2 = {
2953 # spread = (67, 67, 67),
2956 # persistence = 0.5,
2961 # 3D noise defining giant caverns.
2962 # type: noise_params_3d
2963 # mgflat_np_cavern = {
2966 # spread = (384, 128, 384),
2969 # persistence = 0.63,
2974 # 3D noise that determines number of dungeons per mapchunk.
2975 # type: noise_params_3d
2976 # mgflat_np_dungeons = {
2979 # spread = (500, 500, 500),
2982 # persistence = 0.8,
2989 # Map generation attributes specific to Mapgen Fractal.
2990 # 'terrain' enables the generation of non-fractal terrain:
2991 # ocean, islands and underground.
2992 # type: flags possible values: terrain, noterrain
2993 # mgfractal_spflags = terrain
2995 # Controls width of tunnels, a smaller value creates wider tunnels.
2996 # Value >= 10.0 completely disables generation of tunnels and avoids the
2997 # intensive noise calculations.
2999 # mgfractal_cave_width = 0.09
3001 # Y of upper limit of large caves.
3003 # mgfractal_large_cave_depth = -33
3005 # Minimum limit of random number of small caves per mapchunk.
3006 # type: int min: 0 max: 256
3007 # mgfractal_small_cave_num_min = 0
3009 # Maximum limit of random number of small caves per mapchunk.
3010 # type: int min: 0 max: 256
3011 # mgfractal_small_cave_num_max = 0
3013 # Minimum limit of random number of large caves per mapchunk.
3014 # type: int min: 0 max: 64
3015 # mgfractal_large_cave_num_min = 0
3017 # Maximum limit of random number of large caves per mapchunk.
3018 # type: int min: 0 max: 64
3019 # mgfractal_large_cave_num_max = 2
3021 # Proportion of large caves that contain liquid.
3022 # type: float min: 0 max: 1
3023 # mgfractal_large_cave_flooded = 0.5
3025 # Lower Y limit of dungeons.
3027 # mgfractal_dungeon_ymin = -31000
3029 # Upper Y limit of dungeons.
3031 # mgfractal_dungeon_ymax = 31000
3033 # Selects one of 18 fractal types.
3034 # 1 = 4D "Roundy" Mandelbrot set.
3035 # 2 = 4D "Roundy" Julia set.
3036 # 3 = 4D "Squarry" Mandelbrot set.
3037 # 4 = 4D "Squarry" Julia set.
3038 # 5 = 4D "Mandy Cousin" Mandelbrot set.
3039 # 6 = 4D "Mandy Cousin" Julia set.
3040 # 7 = 4D "Variation" Mandelbrot set.
3041 # 8 = 4D "Variation" Julia set.
3042 # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
3043 # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
3044 # 11 = 3D "Christmas Tree" Mandelbrot set.
3045 # 12 = 3D "Christmas Tree" Julia set.
3046 # 13 = 3D "Mandelbulb" Mandelbrot set.
3047 # 14 = 3D "Mandelbulb" Julia set.
3048 # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
3049 # 16 = 3D "Cosine Mandelbulb" Julia set.
3050 # 17 = 4D "Mandelbulb" Mandelbrot set.
3051 # 18 = 4D "Mandelbulb" Julia set.
3052 # type: int min: 1 max: 18
3053 # mgfractal_fractal = 1
3055 # Iterations of the recursive function.
3056 # Increasing this increases the amount of fine detail, but also
3057 # increases processing load.
3058 # At iterations = 20 this mapgen has a similar load to mapgen V7.
3060 # mgfractal_iterations = 11
3062 # (X,Y,Z) scale of fractal in nodes.
3063 # Actual fractal size will be 2 to 3 times larger.
3064 # These numbers can be made very large, the fractal does
3065 # not have to fit inside the world.
3066 # Increase these to 'zoom' into the detail of the fractal.
3067 # Default is for a vertically-squashed shape suitable for
3068 # an island, set all 3 numbers equal for the raw shape.
3070 # mgfractal_scale = (4096.0, 1024.0, 4096.0)
3072 # (X,Y,Z) offset of fractal from world center in units of 'scale'.
3073 # Can be used to move a desired point to (0, 0) to create a
3074 # suitable spawn point, or to allow 'zooming in' on a desired
3075 # point by increasing 'scale'.
3076 # The default is tuned for a suitable spawn point for Mandelbrot
3077 # sets with default parameters, it may need altering in other
3079 # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
3081 # mgfractal_offset = (1.79, 0.0, 0.0)
3083 # W coordinate of the generated 3D slice of a 4D fractal.
3084 # Determines which 3D slice of the 4D shape is generated.
3085 # Alters the shape of the fractal.
3086 # Has no effect on 3D fractals.
3087 # Range roughly -2 to 2.
3089 # mgfractal_slice_w = 0.0
3092 # X component of hypercomplex constant.
3093 # Alters the shape of the fractal.
3094 # Range roughly -2 to 2.
3096 # mgfractal_julia_x = 0.33
3099 # Y component of hypercomplex constant.
3100 # Alters the shape of the fractal.
3101 # Range roughly -2 to 2.
3103 # mgfractal_julia_y = 0.33
3106 # Z component of hypercomplex constant.
3107 # Alters the shape of the fractal.
3108 # Range roughly -2 to 2.
3110 # mgfractal_julia_z = 0.33
3113 # W component of hypercomplex constant.
3114 # Alters the shape of the fractal.
3115 # Has no effect on 3D fractals.
3116 # Range roughly -2 to 2.
3118 # mgfractal_julia_w = 0.33
3122 # Y-level of seabed.
3123 # type: noise_params_2d
3124 # mgfractal_np_seabed = {
3127 # spread = (600, 600, 600),
3130 # persistence = 0.6,
3135 # Variation of biome filler depth.
3136 # type: noise_params_2d
3137 # mgfractal_np_filler_depth = {
3140 # spread = (150, 150, 150),
3143 # persistence = 0.7,
3148 # First of two 3D noises that together define tunnels.
3149 # type: noise_params_3d
3150 # mgfractal_np_cave1 = {
3153 # spread = (61, 61, 61),
3156 # persistence = 0.5,
3161 # Second of two 3D noises that together define tunnels.
3162 # type: noise_params_3d
3163 # mgfractal_np_cave2 = {
3166 # spread = (67, 67, 67),
3169 # persistence = 0.5,
3174 # 3D noise that determines number of dungeons per mapchunk.
3175 # type: noise_params_3d
3176 # mgfractal_np_dungeons = {
3179 # spread = (500, 500, 500),
3182 # persistence = 0.8,
3189 # Map generation attributes specific to Mapgen Valleys.
3190 # 'altitude_chill': Reduces heat with altitude.
3191 # 'humid_rivers': Increases humidity around rivers.
3192 # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
3193 # to become shallower and occasionally dry.
3194 # 'altitude_dry': Reduces humidity with altitude.
3195 # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
3196 # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
3198 # The vertical distance over which heat drops by 20 if 'altitude_chill' is
3199 # enabled. Also the vertical distance over which humidity drops by 10 if
3200 # 'altitude_dry' is enabled.
3202 # mgvalleys_altitude_chill = 90
3204 # Depth below which you'll find large caves.
3206 # mgvalleys_large_cave_depth = -33
3208 # Minimum limit of random number of small caves per mapchunk.
3209 # type: int min: 0 max: 256
3210 # mgvalleys_small_cave_num_min = 0
3212 # Maximum limit of random number of small caves per mapchunk.
3213 # type: int min: 0 max: 256
3214 # mgvalleys_small_cave_num_max = 0
3216 # Minimum limit of random number of large caves per mapchunk.
3217 # type: int min: 0 max: 64
3218 # mgvalleys_large_cave_num_min = 0
3220 # Maximum limit of random number of large caves per mapchunk.
3221 # type: int min: 0 max: 64
3222 # mgvalleys_large_cave_num_max = 2
3224 # Proportion of large caves that contain liquid.
3225 # type: float min: 0 max: 1
3226 # mgvalleys_large_cave_flooded = 0.5
3228 # Depth below which you'll find giant caverns.
3230 # mgvalleys_cavern_limit = -256
3232 # Y-distance over which caverns expand to full size.
3234 # mgvalleys_cavern_taper = 192
3236 # Defines full size of caverns, smaller values create larger caverns.
3238 # mgvalleys_cavern_threshold = 0.6
3240 # How deep to make rivers.
3242 # mgvalleys_river_depth = 4
3244 # How wide to make rivers.
3246 # mgvalleys_river_size = 5
3248 # Controls width of tunnels, a smaller value creates wider tunnels.
3249 # Value >= 10.0 completely disables generation of tunnels and avoids the
3250 # intensive noise calculations.
3252 # mgvalleys_cave_width = 0.09
3254 # Lower Y limit of dungeons.
3256 # mgvalleys_dungeon_ymin = -31000
3258 # Upper Y limit of dungeons.
3260 # mgvalleys_dungeon_ymax = 63
3264 # First of two 3D noises that together define tunnels.
3265 # type: noise_params_3d
3266 # mgvalleys_np_cave1 = {
3269 # spread = (61, 61, 61),
3272 # persistence = 0.5,
3277 # Second of two 3D noises that together define tunnels.
3278 # type: noise_params_3d
3279 # mgvalleys_np_cave2 = {
3282 # spread = (67, 67, 67),
3285 # persistence = 0.5,
3290 # The depth of dirt or other biome filler node.
3291 # type: noise_params_2d
3292 # mgvalleys_np_filler_depth = {
3295 # spread = (256, 256, 256),
3298 # persistence = 0.5,
3303 # 3D noise defining giant caverns.
3304 # type: noise_params_3d
3305 # mgvalleys_np_cavern = {
3308 # spread = (768, 256, 768),
3311 # persistence = 0.63,
3316 # Defines large-scale river channel structure.
3317 # type: noise_params_2d
3318 # mgvalleys_np_rivers = {
3321 # spread = (256, 256, 256),
3324 # persistence = 0.6,
3329 # Base terrain height.
3330 # type: noise_params_2d
3331 # mgvalleys_np_terrain_height = {
3334 # spread = (1024, 1024, 1024),
3337 # persistence = 0.4,
3342 # Raises terrain to make valleys around the rivers.
3343 # type: noise_params_2d
3344 # mgvalleys_np_valley_depth = {
3347 # spread = (512, 512, 512),
3350 # persistence = 1.0,
3355 # Slope and fill work together to modify the heights.
3356 # type: noise_params_3d
3357 # mgvalleys_np_inter_valley_fill = {
3360 # spread = (256, 512, 256),
3363 # persistence = 0.8,
3368 # Amplifies the valleys.
3369 # type: noise_params_2d
3370 # mgvalleys_np_valley_profile = {
3373 # spread = (512, 512, 512),
3376 # persistence = 1.0,
3381 # Slope and fill work together to modify the heights.
3382 # type: noise_params_2d
3383 # mgvalleys_np_inter_valley_slope = {
3386 # spread = (128, 128, 128),
3389 # persistence = 1.0,
3394 # 3D noise that determines number of dungeons per mapchunk.
3395 # type: noise_params_3d
3396 # mgvalleys_np_dungeons = {
3399 # spread = (500, 500, 500),
3402 # persistence = 0.8,
3409 # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
3410 # WARNING!: There is no benefit, and there are several dangers, in
3411 # increasing this value above 5.
3412 # Reducing this value increases cave and dungeon density.
3413 # Altering this value is for special usage, leaving it unchanged is
3418 # Dump the mapgen debug information.
3420 # enable_mapgen_debug_info = false
3422 # Maximum number of blocks that can be queued for loading.
3423 # type: int min: 1 max: 1000000
3424 # emergequeue_limit_total = 1024
3426 # Maximum number of blocks to be queued that are to be loaded from file.
3427 # This limit is enforced per player.
3428 # type: int min: 1 max: 1000000
3429 # emergequeue_limit_diskonly = 128
3431 # Maximum number of blocks to be queued that are to be generated.
3432 # This limit is enforced per player.
3433 # type: int min: 1 max: 1000000
3434 # emergequeue_limit_generate = 128
3436 # Number of emerge threads to use.
3438 # - Automatic selection. The number of emerge threads will be
3439 # - 'number of processors - 2', with a lower limit of 1.
3441 # - Specifies the number of emerge threads, with a lower limit of 1.
3442 # WARNING: Increasing the number of emerge threads increases engine mapgen
3443 # speed, but this may harm game performance by interfering with other
3444 # processes, especially in singleplayer and/or when running Lua code in
3445 # 'on_generated'. For many users the optimum setting may be '1'.
3447 # num_emerge_threads = 1
3450 # Online Content Repository
3453 # The URL for the content repository
3455 # contentdb_url = https://content.minetest.net
3457 # Comma-separated list of flags to hide in the content repository.
3458 # "nonfree" can be used to hide packages which do not qualify as 'free software',
3459 # as defined by the Free Software Foundation.
3460 # You can also specify content ratings.
3461 # These flags are independent from Minetest versions,
3462 # so see a full list at https://content.minetest.net/help/content_flags/
3464 # contentdb_flag_blacklist = nonfree, desktop_default
3466 # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
3467 # This should be lower than curl_parallel_limit.
3469 # contentdb_max_concurrent_downloads = 3