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 # Path to the default font.
1059 # If “freetype” setting is enabled: Must be a TrueType font.
1060 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1061 # The fallback font will be used if the font cannot be loaded.
1063 # font_path = fonts/Arimo-Regular.ttf
1066 # font_path_bold = fonts/Arimo-Bold.ttf
1069 # font_path_italic = fonts/Arimo-Italic.ttf
1072 # font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
1074 # Font size of the monospace font in point (pt).
1076 # mono_font_size = 15
1078 # Path to the monospace font.
1079 # If “freetype” setting is enabled: Must be a TrueType font.
1080 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1081 # This font is used for e.g. the console and profiler screen.
1083 # mono_font_path = fonts/Cousine-Regular.ttf
1086 # mono_font_path_bold = fonts/Cousine-Bold.ttf
1089 # mono_font_path_italic = fonts/Cousine-Italic.ttf
1092 # mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
1094 # Path of the fallback font.
1095 # If “freetype” setting is enabled: Must be a TrueType font.
1096 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1097 # This font will be used for certain languages or if the default font is unavailable.
1099 # fallback_font_path = fonts/DroidSansFallbackFull.ttf
1101 # Font size of the recent chat text and chat prompt in point (pt).
1102 # Value 0 will use the default font size.
1104 # chat_font_size = 0
1106 # Path to save screenshots at. Can be an absolute or relative path.
1107 # The folder will be created if it doesn't already exist.
1109 # screenshot_path = screenshots
1111 # Format of screenshots.
1112 # type: enum values: png, jpg
1113 # screenshot_format = png
1115 # Screenshot quality. Only used for JPEG format.
1116 # 1 means worst quality; 100 means best quality.
1117 # Use 0 for default quality.
1118 # type: int min: 0 max: 100
1119 # screenshot_quality = 0
1123 # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
1127 # Adjust the detected display density, used for scaling UI elements.
1129 # display_density_factor = 1
1131 # Windows systems only: Start Minetest with the command line window in the background.
1132 # Contains the same information as the file debug.txt (default name).
1134 # enable_console = false
1140 # Enables the sound system.
1141 # If disabled, this completely disables all sounds everywhere and the in-game
1142 # sound controls will be non-functional.
1143 # Changing this setting requires a restart.
1145 # enable_sound = true
1147 # Volume of all sounds.
1148 # Requires the sound system to be enabled.
1149 # type: float min: 0 max: 1
1150 # sound_volume = 0.7
1152 # Whether to mute sounds. You can unmute sounds at any time, unless the
1153 # sound system is disabled (enable_sound=false).
1154 # In-game, you can toggle the mute state with the mute key or by using the
1157 # mute_sound = false
1163 # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
1165 # clickable_chat_weblinks = false
1167 # Optional override for chat weblink color.
1169 # chat_weblink_color =
1173 # Address to connect to.
1174 # Leave this blank to start a local server.
1175 # Note that the address field in the main menu overrides this setting.
1179 # Port to connect to (UDP).
1180 # Note that the port field in the main menu overrides this setting.
1181 # type: int min: 1 max: 65535
1182 # remote_port = 30000
1184 # Prometheus listener address.
1185 # If Minetest is compiled with ENABLE_PROMETHEUS option enabled,
1186 # enable metrics listener for Prometheus on that address.
1187 # Metrics can be fetched on http://127.0.0.1:30000/metrics
1189 # prometheus_listener_address = 127.0.0.1:30000
1191 # Save the map received by the client on disk.
1193 # enable_local_map_saving = false
1195 # Enable usage of remote media server (if provided by server).
1196 # Remote servers offer a significantly faster way to download media (e.g. textures)
1197 # when connecting to the server.
1199 # enable_remote_media_server = true
1201 # Enable Lua modding support on client.
1202 # This support is experimental and API can change.
1204 # enable_client_modding = false
1206 # URL to the server list displayed in the Multiplayer Tab.
1208 # serverlist_url = servers.minetest.net
1210 # File in client/serverlist/ that contains your favorite servers displayed in the
1213 # serverlist_file = favoriteservers.json
1215 # Maximum size of the out chat queue.
1216 # 0 to disable queueing and -1 to make the queue size unlimited.
1218 # max_out_chat_queue_size = 20
1220 # Enable register confirmation when connecting to server.
1221 # If disabled, new account will be registered automatically.
1223 # enable_register_confirmation = true
1227 # Timeout for client to remove unused map data from memory.
1229 # client_unload_unused_data_timeout = 600
1231 # Maximum number of mapblocks for client to be kept in memory.
1232 # Set to -1 for unlimited amount.
1234 # client_mapblock_limit = 7500
1236 # Whether to show the client debug info (has the same effect as hitting F5).
1238 # show_debug = false
1241 # Server / Singleplayer
1244 # Name of the server, to be displayed when players join and in the serverlist.
1246 # server_name = Minetest server
1248 # Description of server, to be displayed when players join and in the serverlist.
1250 # server_description = mine here
1252 # Domain name of server, to be displayed in the serverlist.
1254 # server_address = game.minetest.net
1256 # Homepage of server, to be displayed in the serverlist.
1258 # server_url = https://minetest.net
1260 # Automatically report to the serverlist.
1262 # server_announce = false
1264 # Announce to this serverlist.
1266 # serverlist_url = servers.minetest.net
1268 # Remove color codes from incoming chat messages
1269 # Use this to stop players from being able to use color in their messages
1271 # strip_color_codes = false
1275 # Network port to listen (UDP).
1276 # This value will be overridden when starting from the main menu.
1280 # The network interface that the server listens on.
1284 # Enable to disallow old clients from connecting.
1285 # Older clients are compatible in the sense that they will not crash when connecting
1286 # to new servers, but they may not support all new features that you are expecting.
1288 # strict_protocol_version_checking = false
1290 # Specifies URL from which client fetches media instead of using UDP.
1291 # $filename should be accessible from $remote_media$filename via cURL
1292 # (obviously, remote_media should end with a slash).
1293 # Files that are not present will be fetched the usual way.
1297 # Enable/disable running an IPv6 server.
1298 # Ignored if bind_address is set.
1299 # Needs enable_ipv6 to be enabled.
1301 # ipv6_server = false
1305 # Maximum number of blocks that are simultaneously sent per client.
1306 # The maximum total count is calculated dynamically:
1307 # max_total = ceil((#clients + max_users) * per_client / 4)
1309 # max_simultaneous_block_sends_per_client = 40
1311 # To reduce lag, block transfers are slowed down when a player is building something.
1312 # This determines how long they are slowed down after placing or removing a node.
1314 # full_block_send_enable_min_time_from_building = 2.0
1316 # Maximum number of packets sent per send step, if you have a slow connection
1317 # try reducing it, but don't reduce it to a number below double of targeted
1320 # max_packets_per_iteration = 1024
1322 # Compression level to use when sending mapblocks to the client.
1323 # -1 - use default compression level
1324 # 0 - least compression, fastest
1325 # 9 - best compression, slowest
1326 # type: int min: -1 max: 9
1327 # map_compression_level_net = -1
1331 # Default game when creating a new world.
1332 # This will be overridden when creating a world from the main menu.
1334 # default_game = minetest
1336 # Message of the day displayed to players connecting.
1340 # Maximum number of players that can be connected simultaneously.
1344 # World directory (everything in the world is stored here).
1345 # Not needed if starting from the main menu.
1349 # Time in seconds for item entity (dropped items) to live.
1350 # Setting it to -1 disables the feature.
1352 # item_entity_ttl = 900
1354 # Specifies the default stack size of nodes, items and tools.
1355 # Note that mods or games may explicitly set a stack for certain (or all) items.
1357 # default_stack_max = 99
1359 # Enable players getting damage and dying.
1361 # enable_damage = false
1363 # Enable creative mode for all players
1365 # creative_mode = false
1367 # A chosen map seed for a new map, leave empty for random.
1368 # Will be overridden when creating a new world in the main menu.
1372 # New users need to input this password.
1374 # default_password =
1376 # The privileges that new users automatically get.
1377 # See /privs in game for a full list on your server and mod configuration.
1379 # default_privs = interact, shout
1381 # Privileges that players with basic_privs can grant
1383 # basic_privs = interact, shout
1385 # Whether players are shown to clients without any range limit.
1386 # Deprecated, use the setting player_transfer_distance instead.
1388 # unlimited_player_transfer_distance = true
1390 # Defines the maximal player transfer distance in blocks (0 = unlimited).
1392 # player_transfer_distance = 0
1394 # Whether to allow players to damage and kill each other.
1398 # Enable mod channels support.
1400 # enable_mod_channels = false
1402 # If this is set, players will always (re)spawn at the given position.
1404 # static_spawnpoint =
1406 # If enabled, new players cannot join with an empty password.
1408 # disallow_empty_password = false
1410 # If enabled, disable cheat prevention in multiplayer.
1412 # disable_anticheat = false
1414 # If enabled, actions are recorded for rollback.
1415 # This option is only read when server starts.
1417 # enable_rollback_recording = false
1419 # Format of player chat messages. The following strings are valid placeholders:
1420 # @name, @message, @timestamp (optional)
1422 # chat_message_format = <@name> @message
1424 # If the execution of a chat command takes longer than this specified time in
1425 # seconds, add the time information to the chat command message
1427 # chatcommand_msg_time_threshold = 0.1
1429 # A message to be displayed to all clients when the server shuts down.
1431 # kick_msg_shutdown = Server shutting down.
1433 # A message to be displayed to all clients when the server crashes.
1435 # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
1437 # Whether to ask clients to reconnect after a (Lua) crash.
1438 # Set this to true if your server is set up to restart automatically.
1440 # ask_reconnect_on_crash = false
1442 # From how far clients know about objects, stated in mapblocks (16 nodes).
1444 # Setting this larger than active_block_range will also cause the server
1445 # to maintain active objects up to this distance in the direction the
1446 # player is looking. (This can avoid mobs suddenly disappearing from view)
1448 # active_object_send_range_blocks = 8
1450 # The radius of the volume of blocks around every player that is subject to the
1451 # active block stuff, stated in mapblocks (16 nodes).
1452 # In active blocks objects are loaded and ABMs run.
1453 # This is also the minimum range in which active objects (mobs) are maintained.
1454 # This should be configured together with active_object_send_range_blocks.
1456 # active_block_range = 4
1458 # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
1460 # max_block_send_distance = 12
1462 # Maximum number of forceloaded mapblocks.
1464 # max_forceloaded_blocks = 16
1466 # Interval of sending time of day to clients.
1468 # time_send_interval = 5
1470 # Controls length of day/night cycle.
1472 # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
1476 # Time of day when a new world is started, in millihours (0-23999).
1477 # type: int min: 0 max: 23999
1478 # world_start_time = 6125
1480 # Interval of saving important changes in the world, stated in seconds.
1482 # server_map_save_interval = 5.3
1484 # Set the maximum character length of a chat message sent by clients.
1486 # chat_message_max_size = 500
1488 # Amount of messages a player may send per 10 seconds.
1490 # chat_message_limit_per_10sec = 10.0
1492 # Kick players who sent more than X messages per 10 seconds.
1494 # chat_message_limit_trigger_kick = 50
1498 # Horizontal and vertical acceleration on ground or when climbing,
1499 # in nodes per second per second.
1501 # movement_acceleration_default = 3
1503 # Horizontal acceleration in air when jumping or falling,
1504 # in nodes per second per second.
1506 # movement_acceleration_air = 2
1508 # Horizontal and vertical acceleration in fast mode,
1509 # in nodes per second per second.
1511 # movement_acceleration_fast = 10
1513 # Walking and flying speed, in nodes per second.
1515 # movement_speed_walk = 4
1517 # Sneaking speed, in nodes per second.
1519 # movement_speed_crouch = 1.35
1521 # Walking, flying and climbing speed in fast mode, in nodes per second.
1523 # movement_speed_fast = 20
1525 # Vertical climbing speed, in nodes per second.
1527 # movement_speed_climb = 3
1529 # Initial vertical speed when jumping, in nodes per second.
1531 # movement_speed_jump = 6.5
1533 # Decrease this to increase liquid resistance to movement.
1535 # movement_liquid_fluidity = 1
1537 # Maximum liquid resistance. Controls deceleration when entering liquid at
1540 # movement_liquid_fluidity_smooth = 0.5
1542 # Controls sinking speed in liquid.
1544 # movement_liquid_sink = 10
1546 # Acceleration of gravity, in nodes per second per second.
1548 # movement_gravity = 9.81
1552 # Handling for deprecated Lua API calls:
1553 # - none: Do not log deprecated calls
1554 # - log: mimic and log backtrace of deprecated call (default).
1555 # - error: abort on usage of deprecated call (suggested for mod developers).
1556 # type: enum values: none, log, error
1557 # deprecated_lua_api_handling = log
1559 # Number of extra blocks that can be loaded by /clearobjects at once.
1560 # This is a trade-off between SQLite transaction overhead and
1561 # memory consumption (4096=100MB, as a rule of thumb).
1563 # max_clearobjects_extra_loaded_blocks = 4096
1565 # How much the server will wait before unloading unused mapblocks.
1566 # Higher value is smoother, but will use more RAM.
1568 # server_unload_unused_data_timeout = 29
1570 # Maximum number of statically stored objects in a block.
1572 # max_objects_per_block = 64
1574 # See https://www.sqlite.org/pragma.html#pragma_synchronous
1575 # type: enum values: 0, 1, 2
1576 # sqlite_synchronous = 2
1578 # Compression level to use when saving mapblocks to disk.
1579 # -1 - use default compression level
1580 # 0 - least compression, fastest
1581 # 9 - best compression, slowest
1582 # type: int min: -1 max: 9
1583 # map_compression_level_disk = -1
1585 # Length of a server tick and the interval at which objects are generally updated over
1588 # dedicated_server_step = 0.09
1590 # Length of time between active block management cycles
1592 # active_block_mgmt_interval = 2.0
1594 # Length of time between Active Block Modifier (ABM) execution cycles
1596 # abm_interval = 1.0
1598 # The time budget allowed for ABMs to execute on each step
1599 # (as a fraction of the ABM Interval)
1600 # type: float min: 0.1 max: 0.9
1601 # abm_time_budget = 0.2
1603 # Length of time between NodeTimer execution cycles
1605 # nodetimer_interval = 0.2
1607 # If enabled, invalid world data won't cause the server to shut down.
1608 # Only enable this if you know what you are doing.
1610 # ignore_world_load_errors = false
1612 # Max liquids processed per step.
1614 # liquid_loop_max = 100000
1616 # The time (in seconds) that the liquids queue may grow beyond processing
1617 # capacity until an attempt is made to decrease its size by dumping old queue
1618 # items. A value of 0 disables the functionality.
1620 # liquid_queue_purge_time = 0
1622 # Liquid update interval in seconds.
1624 # liquid_update = 1.0
1626 # At this distance the server will aggressively optimize which blocks are sent to
1628 # Small values potentially improve performance a lot, at the expense of visible
1629 # rendering glitches (some blocks will not be rendered under water and in caves,
1630 # as well as sometimes on land).
1631 # Setting this to a value greater than max_block_send_distance disables this
1633 # Stated in mapblocks (16 nodes).
1635 # block_send_optimize_distance = 4
1637 # If enabled the server will perform map block occlusion culling based on
1638 # on the eye position of the player. This can reduce the number of blocks
1639 # sent to the client 50-80%. The client will not longer receive most invisible
1640 # so that the utility of noclip mode is reduced.
1642 # server_side_occlusion_culling = true
1644 # Restricts the access of certain client-side functions on servers.
1645 # Combine the byteflags below to restrict client-side features, or set to 0
1646 # for no restrictions:
1647 # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
1648 # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
1649 # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
1650 # READ_NODEDEFS: 8 (disable get_node_def call client-side)
1651 # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
1652 # csm_restriction_noderange)
1653 # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
1655 # csm_restriction_flags = 62
1657 # If the CSM restriction for node range is enabled, get_node calls are limited
1658 # to this distance from the player to the node.
1660 # csm_restriction_noderange = 0
1664 # Prevent mods from doing insecure things like running shell commands.
1666 # secure.enable_security = true
1668 # Comma-separated list of trusted mods that are allowed to access insecure
1669 # functions even when mod security is on (via request_insecure_environment()).
1671 # secure.trusted_mods =
1673 # Comma-separated list of mods that are allowed to access HTTP APIs, which
1674 # allow them to upload and download data to/from the internet.
1676 # secure.http_mods =
1682 # Load the game profiler to collect game profiling data.
1683 # Provides a /profiler command to access the compiled profile.
1684 # Useful for mod developers and server operators.
1686 # profiler.load = false
1688 # The default format in which profiles are being saved,
1689 # when calling `/profiler save [format]` without format.
1690 # type: enum values: txt, csv, lua, json, json_pretty
1691 # profiler.default_report_format = txt
1693 # The file path relative to your worldpath in which profiles will be saved to.
1695 # profiler.report_path = ""
1697 #### Instrumentation
1699 # Instrument the methods of entities on registration.
1701 # instrument.entity = true
1703 # Instrument the action function of Active Block Modifiers on registration.
1705 # instrument.abm = true
1707 # Instrument the action function of Loading Block Modifiers on registration.
1709 # instrument.lbm = true
1711 # Instrument chat commands on registration.
1713 # instrument.chatcommand = true
1715 # Instrument global callback functions on registration.
1716 # (anything you pass to a minetest.register_*() function)
1718 # instrument.global_callback = true
1722 # Instrument builtin.
1723 # This is usually only needed by core/builtin contributors
1725 # instrument.builtin = false
1727 # Have the profiler instrument itself:
1728 # * Instrument an empty function.
1729 # This estimates the overhead, that instrumentation is adding (+1 function call).
1730 # * Instrument the sampler being used to update the statistics.
1732 # instrument.profiler = false
1738 # Name of the player.
1739 # When running a server, clients connecting with this name are admins.
1740 # When starting from the main menu, this is overridden.
1744 # Set the language. Leave empty to use the system language.
1745 # A restart is required after changing this.
1746 # 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
1749 # Level of logging to be written to debug.txt:
1750 # - <nothing> (no logging)
1751 # - none (messages with no level)
1757 # type: enum values: , none, error, warning, action, info, verbose
1758 # debug_log_level = action
1760 # If the file size of debug.txt exceeds the number of megabytes specified in
1761 # this setting when it is opened, the file is moved to debug.txt.1,
1762 # deleting an older debug.txt.1 if it exists.
1763 # debug.txt is only moved if this setting is positive.
1765 # debug_log_size_max = 50
1767 # Minimal level of logging to be written to chat.
1768 # type: enum values: , none, error, warning, action, info, verbose
1769 # chat_log_level = error
1771 # Enable IPv6 support (for both client and server).
1772 # Required for IPv6 connections to work at all.
1774 # enable_ipv6 = true
1778 # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
1780 # curl_timeout = 20000
1782 # Limits number of parallel HTTP requests. Affects:
1783 # - Media fetch if server uses remote_media setting.
1784 # - Serverlist download and server announcement.
1785 # - Downloads performed by main menu (e.g. mod manager).
1786 # Only has an effect if compiled with cURL.
1788 # curl_parallel_limit = 8
1790 # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
1792 # curl_file_download_timeout = 300000
1794 # Replaces the default main menu with a custom one.
1796 # main_menu_script =
1798 # Print the engine's profiling data in regular intervals (in seconds).
1799 # 0 = disable. Useful for developers.
1801 # profiler_print_interval = 0
1807 # Name of map generator to be used when creating a new world.
1808 # Creating a world in the main menu will override this.
1809 # Current mapgens in a highly unstable state:
1810 # - The optional floatlands of v7 (disabled by default).
1811 # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
1814 # Water surface level of the world.
1818 # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
1820 # max_block_generate_distance = 10
1822 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
1823 # Only mapchunks completely within the mapgen limit are generated.
1824 # Value is stored per-world.
1825 # type: int min: 0 max: 31000
1826 # mapgen_limit = 31000
1828 # Global map generation attributes.
1829 # In Mapgen v6 the 'decorations' flag controls all decorations except trees
1830 # and jungle grass, in all other mapgens this flag controls all decorations.
1831 # type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores
1832 # mg_flags = caves,dungeons,light,decorations,biomes,ores
1834 ## Biome API temperature and humidity noise parameters
1836 # Temperature variation for biomes.
1837 # type: noise_params_2d
1838 # mg_biome_np_heat = {
1841 # spread = (1000, 1000, 1000),
1844 # persistence = 0.5,
1849 # Small-scale temperature variation for blending biomes on borders.
1850 # type: noise_params_2d
1851 # mg_biome_np_heat_blend = {
1854 # spread = (8, 8, 8),
1857 # persistence = 1.0,
1862 # Humidity variation for biomes.
1863 # type: noise_params_2d
1864 # mg_biome_np_humidity = {
1867 # spread = (1000, 1000, 1000),
1870 # persistence = 0.5,
1875 # Small-scale humidity variation for blending biomes on borders.
1876 # type: noise_params_2d
1877 # mg_biome_np_humidity_blend = {
1880 # spread = (8, 8, 8),
1883 # persistence = 1.0,
1890 # Map generation attributes specific to Mapgen v5.
1891 # type: flags possible values: caverns, nocaverns
1892 # mgv5_spflags = caverns
1894 # Controls width of tunnels, a smaller value creates wider tunnels.
1895 # Value >= 10.0 completely disables generation of tunnels and avoids the
1896 # intensive noise calculations.
1898 # mgv5_cave_width = 0.09
1900 # Y of upper limit of large caves.
1902 # mgv5_large_cave_depth = -256
1904 # Minimum limit of random number of small caves per mapchunk.
1905 # type: int min: 0 max: 256
1906 # mgv5_small_cave_num_min = 0
1908 # Maximum limit of random number of small caves per mapchunk.
1909 # type: int min: 0 max: 256
1910 # mgv5_small_cave_num_max = 0
1912 # Minimum limit of random number of large caves per mapchunk.
1913 # type: int min: 0 max: 64
1914 # mgv5_large_cave_num_min = 0
1916 # Maximum limit of random number of large caves per mapchunk.
1917 # type: int min: 0 max: 64
1918 # mgv5_large_cave_num_max = 2
1920 # Proportion of large caves that contain liquid.
1921 # type: float min: 0 max: 1
1922 # mgv5_large_cave_flooded = 0.5
1924 # Y-level of cavern upper limit.
1926 # mgv5_cavern_limit = -256
1928 # Y-distance over which caverns expand to full size.
1930 # mgv5_cavern_taper = 256
1932 # Defines full size of caverns, smaller values create larger caverns.
1934 # mgv5_cavern_threshold = 0.7
1936 # Lower Y limit of dungeons.
1938 # mgv5_dungeon_ymin = -31000
1940 # Upper Y limit of dungeons.
1942 # mgv5_dungeon_ymax = 31000
1946 # Variation of biome filler depth.
1947 # type: noise_params_2d
1948 # mgv5_np_filler_depth = {
1951 # spread = (150, 150, 150),
1954 # persistence = 0.7,
1959 # Variation of terrain vertical scale.
1960 # When noise is < -0.55 terrain is near-flat.
1961 # type: noise_params_2d
1962 # mgv5_np_factor = {
1965 # spread = (250, 250, 250),
1968 # persistence = 0.45,
1973 # Y-level of average terrain surface.
1974 # type: noise_params_2d
1975 # mgv5_np_height = {
1978 # spread = (250, 250, 250),
1981 # persistence = 0.5,
1986 # First of two 3D noises that together define tunnels.
1987 # type: noise_params_3d
1991 # spread = (61, 61, 61),
1994 # persistence = 0.5,
1999 # Second of two 3D noises that together define tunnels.
2000 # type: noise_params_3d
2004 # spread = (67, 67, 67),
2007 # persistence = 0.5,
2012 # 3D noise defining giant caverns.
2013 # type: noise_params_3d
2014 # mgv5_np_cavern = {
2017 # spread = (384, 128, 384),
2020 # persistence = 0.63,
2025 # 3D noise defining terrain.
2026 # type: noise_params_3d
2027 # mgv5_np_ground = {
2030 # spread = (80, 80, 80),
2033 # persistence = 0.55,
2038 # 3D noise that determines number of dungeons per mapchunk.
2039 # type: noise_params_3d
2040 # mgv5_np_dungeons = {
2043 # spread = (500, 500, 500),
2046 # persistence = 0.8,
2053 # Map generation attributes specific to Mapgen v6.
2054 # The 'snowbiomes' flag enables the new 5 biome system.
2055 # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
2056 # the 'jungles' flag is ignored.
2057 # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
2058 # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
2060 # Deserts occur when np_biome exceeds this value.
2061 # When the 'snowbiomes' flag is enabled, this is ignored.
2063 # mgv6_freq_desert = 0.45
2065 # Sandy beaches occur when np_beach exceeds this value.
2067 # mgv6_freq_beach = 0.15
2069 # Lower Y limit of dungeons.
2071 # mgv6_dungeon_ymin = -31000
2073 # Upper Y limit of dungeons.
2075 # mgv6_dungeon_ymax = 31000
2079 # Y-level of lower terrain and seabed.
2080 # type: noise_params_2d
2081 # mgv6_np_terrain_base = {
2084 # spread = (250, 250, 250),
2087 # persistence = 0.6,
2092 # Y-level of higher terrain that creates cliffs.
2093 # type: noise_params_2d
2094 # mgv6_np_terrain_higher = {
2097 # spread = (500, 500, 500),
2100 # persistence = 0.6,
2105 # Varies steepness of cliffs.
2106 # type: noise_params_2d
2107 # mgv6_np_steepness = {
2110 # spread = (125, 125, 125),
2113 # persistence = 0.7,
2118 # Defines distribution of higher terrain.
2119 # type: noise_params_2d
2120 # mgv6_np_height_select = {
2123 # spread = (250, 250, 250),
2126 # persistence = 0.69,
2131 # Varies depth of biome surface nodes.
2132 # type: noise_params_2d
2136 # spread = (200, 200, 200),
2139 # persistence = 0.55,
2144 # Defines areas with sandy beaches.
2145 # type: noise_params_2d
2149 # spread = (250, 250, 250),
2152 # persistence = 0.50,
2157 # Temperature variation for biomes.
2158 # type: noise_params_2d
2162 # spread = (500, 500, 500),
2165 # persistence = 0.50,
2170 # Variation of number of caves.
2171 # type: noise_params_2d
2175 # spread = (250, 250, 250),
2178 # persistence = 0.50,
2183 # Humidity variation for biomes.
2184 # type: noise_params_2d
2185 # mgv6_np_humidity = {
2188 # spread = (500, 500, 500),
2191 # persistence = 0.50,
2196 # Defines tree areas and tree density.
2197 # type: noise_params_2d
2201 # spread = (125, 125, 125),
2204 # persistence = 0.66,
2209 # Defines areas where trees have apples.
2210 # type: noise_params_2d
2211 # mgv6_np_apple_trees = {
2214 # spread = (100, 100, 100),
2217 # persistence = 0.45,
2224 # Map generation attributes specific to Mapgen v7.
2226 # 'floatlands': Floating land masses in the atmosphere.
2227 # 'caverns': Giant caves deep underground.
2228 # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
2229 # mgv7_spflags = mountains,ridges,nofloatlands,caverns
2231 # Y of mountain density gradient zero level. Used to shift mountains vertically.
2233 # mgv7_mount_zero_level = 0
2235 # Lower Y limit of floatlands.
2237 # mgv7_floatland_ymin = 1024
2239 # Upper Y limit of floatlands.
2241 # mgv7_floatland_ymax = 4096
2243 # Y-distance over which floatlands taper from full density to nothing.
2244 # Tapering starts at this distance from the Y limit.
2245 # For a solid floatland layer, this controls the height of hills/mountains.
2246 # Must be less than or equal to half the distance between the Y limits.
2248 # mgv7_floatland_taper = 256
2250 # Exponent of the floatland tapering. Alters the tapering behaviour.
2251 # Value = 1.0 creates a uniform, linear tapering.
2252 # Values > 1.0 create a smooth tapering suitable for the default separated
2254 # Values < 1.0 (for example 0.25) create a more defined surface level with
2255 # flatter lowlands, suitable for a solid floatland layer.
2257 # mgv7_float_taper_exp = 2.0
2259 # Adjusts the density of the floatland layer.
2260 # Increase value to increase density. Can be positive or negative.
2261 # Value = 0.0: 50% of volume is floatland.
2262 # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
2263 # to be sure) creates a solid floatland layer.
2265 # mgv7_floatland_density = -0.6
2267 # Surface level of optional water placed on a solid floatland layer.
2268 # Water is disabled by default and will only be placed if this value is set
2269 # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
2271 # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
2272 # When enabling water placement the floatlands must be configured and tested
2273 # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
2274 # required value depending on 'mgv7_np_floatland'), to avoid
2275 # server-intensive extreme water flow and to avoid vast flooding of the
2276 # world surface below.
2278 # mgv7_floatland_ywater = -31000
2280 # Controls width of tunnels, a smaller value creates wider tunnels.
2281 # Value >= 10.0 completely disables generation of tunnels and avoids the
2282 # intensive noise calculations.
2284 # mgv7_cave_width = 0.09
2286 # Y of upper limit of large caves.
2288 # mgv7_large_cave_depth = -33
2290 # Minimum limit of random number of small caves per mapchunk.
2291 # type: int min: 0 max: 256
2292 # mgv7_small_cave_num_min = 0
2294 # Maximum limit of random number of small caves per mapchunk.
2295 # type: int min: 0 max: 256
2296 # mgv7_small_cave_num_max = 0
2298 # Minimum limit of random number of large caves per mapchunk.
2299 # type: int min: 0 max: 64
2300 # mgv7_large_cave_num_min = 0
2302 # Maximum limit of random number of large caves per mapchunk.
2303 # type: int min: 0 max: 64
2304 # mgv7_large_cave_num_max = 2
2306 # Proportion of large caves that contain liquid.
2307 # type: float min: 0 max: 1
2308 # mgv7_large_cave_flooded = 0.5
2310 # Y-level of cavern upper limit.
2312 # mgv7_cavern_limit = -256
2314 # Y-distance over which caverns expand to full size.
2316 # mgv7_cavern_taper = 256
2318 # Defines full size of caverns, smaller values create larger caverns.
2320 # mgv7_cavern_threshold = 0.7
2322 # Lower Y limit of dungeons.
2324 # mgv7_dungeon_ymin = -31000
2326 # Upper Y limit of dungeons.
2328 # mgv7_dungeon_ymax = 31000
2332 # Y-level of higher terrain that creates cliffs.
2333 # type: noise_params_2d
2334 # mgv7_np_terrain_base = {
2337 # spread = (600, 600, 600),
2340 # persistence = 0.6,
2345 # Y-level of lower terrain and seabed.
2346 # type: noise_params_2d
2347 # mgv7_np_terrain_alt = {
2350 # spread = (600, 600, 600),
2353 # persistence = 0.6,
2358 # Varies roughness of terrain.
2359 # Defines the 'persistence' value for terrain_base and terrain_alt noises.
2360 # type: noise_params_2d
2361 # mgv7_np_terrain_persist = {
2364 # spread = (2000, 2000, 2000),
2367 # persistence = 0.6,
2372 # Defines distribution of higher terrain and steepness of cliffs.
2373 # type: noise_params_2d
2374 # mgv7_np_height_select = {
2377 # spread = (500, 500, 500),
2380 # persistence = 0.7,
2385 # Variation of biome filler depth.
2386 # type: noise_params_2d
2387 # mgv7_np_filler_depth = {
2390 # spread = (150, 150, 150),
2393 # persistence = 0.7,
2398 # Variation of maximum mountain height (in nodes).
2399 # type: noise_params_2d
2400 # mgv7_np_mount_height = {
2403 # spread = (1000, 1000, 1000),
2406 # persistence = 0.6,
2411 # Defines large-scale river channel structure.
2412 # type: noise_params_2d
2413 # mgv7_np_ridge_uwater = {
2416 # spread = (1000, 1000, 1000),
2419 # persistence = 0.6,
2424 # 3D noise defining mountain structure and height.
2425 # Also defines structure of floatland mountain terrain.
2426 # type: noise_params_3d
2427 # mgv7_np_mountain = {
2430 # spread = (250, 350, 250),
2433 # persistence = 0.63,
2438 # 3D noise defining structure of river canyon walls.
2439 # type: noise_params_3d
2443 # spread = (100, 100, 100),
2446 # persistence = 0.75,
2451 # 3D noise defining structure of floatlands.
2452 # If altered from the default, the noise 'scale' (0.7 by default) may need
2453 # to be adjusted, as floatland tapering functions best when this noise has
2454 # a value range of approximately -2.0 to 2.0.
2455 # type: noise_params_3d
2456 # mgv7_np_floatland = {
2459 # spread = (384, 96, 384),
2462 # persistence = 0.75,
2463 # lacunarity = 1.618,
2467 # 3D noise defining giant caverns.
2468 # type: noise_params_3d
2469 # mgv7_np_cavern = {
2472 # spread = (384, 128, 384),
2475 # persistence = 0.63,
2480 # First of two 3D noises that together define tunnels.
2481 # type: noise_params_3d
2485 # spread = (61, 61, 61),
2488 # persistence = 0.5,
2493 # Second of two 3D noises that together define tunnels.
2494 # type: noise_params_3d
2498 # spread = (67, 67, 67),
2501 # persistence = 0.5,
2506 # 3D noise that determines number of dungeons per mapchunk.
2507 # type: noise_params_3d
2508 # mgv7_np_dungeons = {
2511 # spread = (500, 500, 500),
2514 # persistence = 0.8,
2519 ## Mapgen Carpathian
2521 # Map generation attributes specific to Mapgen Carpathian.
2522 # type: flags possible values: caverns, rivers, nocaverns, norivers
2523 # mgcarpathian_spflags = caverns,norivers
2525 # Defines the base ground level.
2527 # mgcarpathian_base_level = 12.0
2529 # Defines the width of the river channel.
2531 # mgcarpathian_river_width = 0.05
2533 # Defines the depth of the river channel.
2535 # mgcarpathian_river_depth = 24.0
2537 # Defines the width of the river valley.
2539 # mgcarpathian_valley_width = 0.25
2541 # Controls width of tunnels, a smaller value creates wider tunnels.
2542 # Value >= 10.0 completely disables generation of tunnels and avoids the
2543 # intensive noise calculations.
2545 # mgcarpathian_cave_width = 0.09
2547 # Y of upper limit of large caves.
2549 # mgcarpathian_large_cave_depth = -33
2551 # Minimum limit of random number of small caves per mapchunk.
2552 # type: int min: 0 max: 256
2553 # mgcarpathian_small_cave_num_min = 0
2555 # Maximum limit of random number of small caves per mapchunk.
2556 # type: int min: 0 max: 256
2557 # mgcarpathian_small_cave_num_max = 0
2559 # Minimum limit of random number of large caves per mapchunk.
2560 # type: int min: 0 max: 64
2561 # mgcarpathian_large_cave_num_min = 0
2563 # Maximum limit of random number of large caves per mapchunk.
2564 # type: int min: 0 max: 64
2565 # mgcarpathian_large_cave_num_max = 2
2567 # Proportion of large caves that contain liquid.
2568 # type: float min: 0 max: 1
2569 # mgcarpathian_large_cave_flooded = 0.5
2571 # Y-level of cavern upper limit.
2573 # mgcarpathian_cavern_limit = -256
2575 # Y-distance over which caverns expand to full size.
2577 # mgcarpathian_cavern_taper = 256
2579 # Defines full size of caverns, smaller values create larger caverns.
2581 # mgcarpathian_cavern_threshold = 0.7
2583 # Lower Y limit of dungeons.
2585 # mgcarpathian_dungeon_ymin = -31000
2587 # Upper Y limit of dungeons.
2589 # mgcarpathian_dungeon_ymax = 31000
2593 # Variation of biome filler depth.
2594 # type: noise_params_2d
2595 # mgcarpathian_np_filler_depth = {
2598 # spread = (128, 128, 128),
2601 # persistence = 0.7,
2606 # First of 4 2D noises that together define hill/mountain range height.
2607 # type: noise_params_2d
2608 # mgcarpathian_np_height1 = {
2611 # spread = (251, 251, 251),
2614 # persistence = 0.5,
2619 # Second of 4 2D noises that together define hill/mountain range height.
2620 # type: noise_params_2d
2621 # mgcarpathian_np_height2 = {
2624 # spread = (383, 383, 383),
2627 # persistence = 0.5,
2632 # Third of 4 2D noises that together define hill/mountain range height.
2633 # type: noise_params_2d
2634 # mgcarpathian_np_height3 = {
2637 # spread = (509, 509, 509),
2640 # persistence = 0.5,
2645 # Fourth of 4 2D noises that together define hill/mountain range height.
2646 # type: noise_params_2d
2647 # mgcarpathian_np_height4 = {
2650 # spread = (631, 631, 631),
2653 # persistence = 0.5,
2658 # 2D noise that controls the size/occurrence of rolling hills.
2659 # type: noise_params_2d
2660 # mgcarpathian_np_hills_terrain = {
2663 # spread = (1301, 1301, 1301),
2666 # persistence = 0.5,
2671 # 2D noise that controls the size/occurrence of ridged mountain ranges.
2672 # type: noise_params_2d
2673 # mgcarpathian_np_ridge_terrain = {
2676 # spread = (1889, 1889, 1889),
2679 # persistence = 0.5,
2684 # 2D noise that controls the size/occurrence of step mountain ranges.
2685 # type: noise_params_2d
2686 # mgcarpathian_np_step_terrain = {
2689 # spread = (1889, 1889, 1889),
2692 # persistence = 0.5,
2697 # 2D noise that controls the shape/size of rolling hills.
2698 # type: noise_params_2d
2699 # mgcarpathian_np_hills = {
2702 # spread = (257, 257, 257),
2705 # persistence = 0.5,
2710 # 2D noise that controls the shape/size of ridged mountains.
2711 # type: noise_params_2d
2712 # mgcarpathian_np_ridge_mnt = {
2715 # spread = (743, 743, 743),
2718 # persistence = 0.7,
2723 # 2D noise that controls the shape/size of step mountains.
2724 # type: noise_params_2d
2725 # mgcarpathian_np_step_mnt = {
2728 # spread = (509, 509, 509),
2731 # persistence = 0.6,
2736 # 2D noise that locates the river valleys and channels.
2737 # type: noise_params_2d
2738 # mgcarpathian_np_rivers = {
2741 # spread = (1000, 1000, 1000),
2744 # persistence = 0.6,
2749 # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
2750 # type: noise_params_3d
2751 # mgcarpathian_np_mnt_var = {
2754 # spread = (499, 499, 499),
2757 # persistence = 0.55,
2762 # First of two 3D noises that together define tunnels.
2763 # type: noise_params_3d
2764 # mgcarpathian_np_cave1 = {
2767 # spread = (61, 61, 61),
2770 # persistence = 0.5,
2775 # Second of two 3D noises that together define tunnels.
2776 # type: noise_params_3d
2777 # mgcarpathian_np_cave2 = {
2780 # spread = (67, 67, 67),
2783 # persistence = 0.5,
2788 # 3D noise defining giant caverns.
2789 # type: noise_params_3d
2790 # mgcarpathian_np_cavern = {
2793 # spread = (384, 128, 384),
2796 # persistence = 0.63,
2801 # 3D noise that determines number of dungeons per mapchunk.
2802 # type: noise_params_3d
2803 # mgcarpathian_np_dungeons = {
2806 # spread = (500, 500, 500),
2809 # persistence = 0.8,
2816 # Map generation attributes specific to Mapgen Flat.
2817 # Occasional lakes and hills can be added to the flat world.
2818 # type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns
2819 # mgflat_spflags = nolakes,nohills,nocaverns
2823 # mgflat_ground_level = 8
2825 # Y of upper limit of large caves.
2827 # mgflat_large_cave_depth = -33
2829 # Minimum limit of random number of small caves per mapchunk.
2830 # type: int min: 0 max: 256
2831 # mgflat_small_cave_num_min = 0
2833 # Maximum limit of random number of small caves per mapchunk.
2834 # type: int min: 0 max: 256
2835 # mgflat_small_cave_num_max = 0
2837 # Minimum limit of random number of large caves per mapchunk.
2838 # type: int min: 0 max: 64
2839 # mgflat_large_cave_num_min = 0
2841 # Maximum limit of random number of large caves per mapchunk.
2842 # type: int min: 0 max: 64
2843 # mgflat_large_cave_num_max = 2
2845 # Proportion of large caves that contain liquid.
2846 # type: float min: 0 max: 1
2847 # mgflat_large_cave_flooded = 0.5
2849 # Controls width of tunnels, a smaller value creates wider tunnels.
2850 # Value >= 10.0 completely disables generation of tunnels and avoids the
2851 # intensive noise calculations.
2853 # mgflat_cave_width = 0.09
2855 # Terrain noise threshold for lakes.
2856 # Controls proportion of world area covered by lakes.
2857 # Adjust towards 0.0 for a larger proportion.
2859 # mgflat_lake_threshold = -0.45
2861 # Controls steepness/depth of lake depressions.
2863 # mgflat_lake_steepness = 48.0
2865 # Terrain noise threshold for hills.
2866 # Controls proportion of world area covered by hills.
2867 # Adjust towards 0.0 for a larger proportion.
2869 # mgflat_hill_threshold = 0.45
2871 # Controls steepness/height of hills.
2873 # mgflat_hill_steepness = 64.0
2875 # Y-level of cavern upper limit.
2877 # mgflat_cavern_limit = -256
2879 # Y-distance over which caverns expand to full size.
2881 # mgflat_cavern_taper = 256
2883 # Defines full size of caverns, smaller values create larger caverns.
2885 # mgflat_cavern_threshold = 0.7
2887 # Lower Y limit of dungeons.
2889 # mgflat_dungeon_ymin = -31000
2891 # Upper Y limit of dungeons.
2893 # mgflat_dungeon_ymax = 31000
2897 # Defines location and terrain of optional hills and lakes.
2898 # type: noise_params_2d
2899 # mgflat_np_terrain = {
2902 # spread = (600, 600, 600),
2905 # persistence = 0.6,
2910 # Variation of biome filler depth.
2911 # type: noise_params_2d
2912 # mgflat_np_filler_depth = {
2915 # spread = (150, 150, 150),
2918 # persistence = 0.7,
2923 # First of two 3D noises that together define tunnels.
2924 # type: noise_params_3d
2925 # mgflat_np_cave1 = {
2928 # spread = (61, 61, 61),
2931 # persistence = 0.5,
2936 # Second of two 3D noises that together define tunnels.
2937 # type: noise_params_3d
2938 # mgflat_np_cave2 = {
2941 # spread = (67, 67, 67),
2944 # persistence = 0.5,
2949 # 3D noise defining giant caverns.
2950 # type: noise_params_3d
2951 # mgflat_np_cavern = {
2954 # spread = (384, 128, 384),
2957 # persistence = 0.63,
2962 # 3D noise that determines number of dungeons per mapchunk.
2963 # type: noise_params_3d
2964 # mgflat_np_dungeons = {
2967 # spread = (500, 500, 500),
2970 # persistence = 0.8,
2977 # Map generation attributes specific to Mapgen Fractal.
2978 # 'terrain' enables the generation of non-fractal terrain:
2979 # ocean, islands and underground.
2980 # type: flags possible values: terrain, noterrain
2981 # mgfractal_spflags = terrain
2983 # Controls width of tunnels, a smaller value creates wider tunnels.
2984 # Value >= 10.0 completely disables generation of tunnels and avoids the
2985 # intensive noise calculations.
2987 # mgfractal_cave_width = 0.09
2989 # Y of upper limit of large caves.
2991 # mgfractal_large_cave_depth = -33
2993 # Minimum limit of random number of small caves per mapchunk.
2994 # type: int min: 0 max: 256
2995 # mgfractal_small_cave_num_min = 0
2997 # Maximum limit of random number of small caves per mapchunk.
2998 # type: int min: 0 max: 256
2999 # mgfractal_small_cave_num_max = 0
3001 # Minimum limit of random number of large caves per mapchunk.
3002 # type: int min: 0 max: 64
3003 # mgfractal_large_cave_num_min = 0
3005 # Maximum limit of random number of large caves per mapchunk.
3006 # type: int min: 0 max: 64
3007 # mgfractal_large_cave_num_max = 2
3009 # Proportion of large caves that contain liquid.
3010 # type: float min: 0 max: 1
3011 # mgfractal_large_cave_flooded = 0.5
3013 # Lower Y limit of dungeons.
3015 # mgfractal_dungeon_ymin = -31000
3017 # Upper Y limit of dungeons.
3019 # mgfractal_dungeon_ymax = 31000
3021 # Selects one of 18 fractal types.
3022 # 1 = 4D "Roundy" Mandelbrot set.
3023 # 2 = 4D "Roundy" Julia set.
3024 # 3 = 4D "Squarry" Mandelbrot set.
3025 # 4 = 4D "Squarry" Julia set.
3026 # 5 = 4D "Mandy Cousin" Mandelbrot set.
3027 # 6 = 4D "Mandy Cousin" Julia set.
3028 # 7 = 4D "Variation" Mandelbrot set.
3029 # 8 = 4D "Variation" Julia set.
3030 # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
3031 # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
3032 # 11 = 3D "Christmas Tree" Mandelbrot set.
3033 # 12 = 3D "Christmas Tree" Julia set.
3034 # 13 = 3D "Mandelbulb" Mandelbrot set.
3035 # 14 = 3D "Mandelbulb" Julia set.
3036 # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
3037 # 16 = 3D "Cosine Mandelbulb" Julia set.
3038 # 17 = 4D "Mandelbulb" Mandelbrot set.
3039 # 18 = 4D "Mandelbulb" Julia set.
3040 # type: int min: 1 max: 18
3041 # mgfractal_fractal = 1
3043 # Iterations of the recursive function.
3044 # Increasing this increases the amount of fine detail, but also
3045 # increases processing load.
3046 # At iterations = 20 this mapgen has a similar load to mapgen V7.
3048 # mgfractal_iterations = 11
3050 # (X,Y,Z) scale of fractal in nodes.
3051 # Actual fractal size will be 2 to 3 times larger.
3052 # These numbers can be made very large, the fractal does
3053 # not have to fit inside the world.
3054 # Increase these to 'zoom' into the detail of the fractal.
3055 # Default is for a vertically-squashed shape suitable for
3056 # an island, set all 3 numbers equal for the raw shape.
3058 # mgfractal_scale = (4096.0, 1024.0, 4096.0)
3060 # (X,Y,Z) offset of fractal from world center in units of 'scale'.
3061 # Can be used to move a desired point to (0, 0) to create a
3062 # suitable spawn point, or to allow 'zooming in' on a desired
3063 # point by increasing 'scale'.
3064 # The default is tuned for a suitable spawn point for Mandelbrot
3065 # sets with default parameters, it may need altering in other
3067 # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
3069 # mgfractal_offset = (1.79, 0.0, 0.0)
3071 # W coordinate of the generated 3D slice of a 4D fractal.
3072 # Determines which 3D slice of the 4D shape is generated.
3073 # Alters the shape of the fractal.
3074 # Has no effect on 3D fractals.
3075 # Range roughly -2 to 2.
3077 # mgfractal_slice_w = 0.0
3080 # X component of hypercomplex constant.
3081 # Alters the shape of the fractal.
3082 # Range roughly -2 to 2.
3084 # mgfractal_julia_x = 0.33
3087 # Y component of hypercomplex constant.
3088 # Alters the shape of the fractal.
3089 # Range roughly -2 to 2.
3091 # mgfractal_julia_y = 0.33
3094 # Z component of hypercomplex constant.
3095 # Alters the shape of the fractal.
3096 # Range roughly -2 to 2.
3098 # mgfractal_julia_z = 0.33
3101 # W component of hypercomplex constant.
3102 # Alters the shape of the fractal.
3103 # Has no effect on 3D fractals.
3104 # Range roughly -2 to 2.
3106 # mgfractal_julia_w = 0.33
3110 # Y-level of seabed.
3111 # type: noise_params_2d
3112 # mgfractal_np_seabed = {
3115 # spread = (600, 600, 600),
3118 # persistence = 0.6,
3123 # Variation of biome filler depth.
3124 # type: noise_params_2d
3125 # mgfractal_np_filler_depth = {
3128 # spread = (150, 150, 150),
3131 # persistence = 0.7,
3136 # First of two 3D noises that together define tunnels.
3137 # type: noise_params_3d
3138 # mgfractal_np_cave1 = {
3141 # spread = (61, 61, 61),
3144 # persistence = 0.5,
3149 # Second of two 3D noises that together define tunnels.
3150 # type: noise_params_3d
3151 # mgfractal_np_cave2 = {
3154 # spread = (67, 67, 67),
3157 # persistence = 0.5,
3162 # 3D noise that determines number of dungeons per mapchunk.
3163 # type: noise_params_3d
3164 # mgfractal_np_dungeons = {
3167 # spread = (500, 500, 500),
3170 # persistence = 0.8,
3177 # Map generation attributes specific to Mapgen Valleys.
3178 # 'altitude_chill': Reduces heat with altitude.
3179 # 'humid_rivers': Increases humidity around rivers.
3180 # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
3181 # to become shallower and occasionally dry.
3182 # 'altitude_dry': Reduces humidity with altitude.
3183 # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
3184 # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
3186 # The vertical distance over which heat drops by 20 if 'altitude_chill' is
3187 # enabled. Also the vertical distance over which humidity drops by 10 if
3188 # 'altitude_dry' is enabled.
3190 # mgvalleys_altitude_chill = 90
3192 # Depth below which you'll find large caves.
3194 # mgvalleys_large_cave_depth = -33
3196 # Minimum limit of random number of small caves per mapchunk.
3197 # type: int min: 0 max: 256
3198 # mgvalleys_small_cave_num_min = 0
3200 # Maximum limit of random number of small caves per mapchunk.
3201 # type: int min: 0 max: 256
3202 # mgvalleys_small_cave_num_max = 0
3204 # Minimum limit of random number of large caves per mapchunk.
3205 # type: int min: 0 max: 64
3206 # mgvalleys_large_cave_num_min = 0
3208 # Maximum limit of random number of large caves per mapchunk.
3209 # type: int min: 0 max: 64
3210 # mgvalleys_large_cave_num_max = 2
3212 # Proportion of large caves that contain liquid.
3213 # type: float min: 0 max: 1
3214 # mgvalleys_large_cave_flooded = 0.5
3216 # Depth below which you'll find giant caverns.
3218 # mgvalleys_cavern_limit = -256
3220 # Y-distance over which caverns expand to full size.
3222 # mgvalleys_cavern_taper = 192
3224 # Defines full size of caverns, smaller values create larger caverns.
3226 # mgvalleys_cavern_threshold = 0.6
3228 # How deep to make rivers.
3230 # mgvalleys_river_depth = 4
3232 # How wide to make rivers.
3234 # mgvalleys_river_size = 5
3236 # Controls width of tunnels, a smaller value creates wider tunnels.
3237 # Value >= 10.0 completely disables generation of tunnels and avoids the
3238 # intensive noise calculations.
3240 # mgvalleys_cave_width = 0.09
3242 # Lower Y limit of dungeons.
3244 # mgvalleys_dungeon_ymin = -31000
3246 # Upper Y limit of dungeons.
3248 # mgvalleys_dungeon_ymax = 63
3252 # First of two 3D noises that together define tunnels.
3253 # type: noise_params_3d
3254 # mgvalleys_np_cave1 = {
3257 # spread = (61, 61, 61),
3260 # persistence = 0.5,
3265 # Second of two 3D noises that together define tunnels.
3266 # type: noise_params_3d
3267 # mgvalleys_np_cave2 = {
3270 # spread = (67, 67, 67),
3273 # persistence = 0.5,
3278 # The depth of dirt or other biome filler node.
3279 # type: noise_params_2d
3280 # mgvalleys_np_filler_depth = {
3283 # spread = (256, 256, 256),
3286 # persistence = 0.5,
3291 # 3D noise defining giant caverns.
3292 # type: noise_params_3d
3293 # mgvalleys_np_cavern = {
3296 # spread = (768, 256, 768),
3299 # persistence = 0.63,
3304 # Defines large-scale river channel structure.
3305 # type: noise_params_2d
3306 # mgvalleys_np_rivers = {
3309 # spread = (256, 256, 256),
3312 # persistence = 0.6,
3317 # Base terrain height.
3318 # type: noise_params_2d
3319 # mgvalleys_np_terrain_height = {
3322 # spread = (1024, 1024, 1024),
3325 # persistence = 0.4,
3330 # Raises terrain to make valleys around the rivers.
3331 # type: noise_params_2d
3332 # mgvalleys_np_valley_depth = {
3335 # spread = (512, 512, 512),
3338 # persistence = 1.0,
3343 # Slope and fill work together to modify the heights.
3344 # type: noise_params_3d
3345 # mgvalleys_np_inter_valley_fill = {
3348 # spread = (256, 512, 256),
3351 # persistence = 0.8,
3356 # Amplifies the valleys.
3357 # type: noise_params_2d
3358 # mgvalleys_np_valley_profile = {
3361 # spread = (512, 512, 512),
3364 # persistence = 1.0,
3369 # Slope and fill work together to modify the heights.
3370 # type: noise_params_2d
3371 # mgvalleys_np_inter_valley_slope = {
3374 # spread = (128, 128, 128),
3377 # persistence = 1.0,
3382 # 3D noise that determines number of dungeons per mapchunk.
3383 # type: noise_params_3d
3384 # mgvalleys_np_dungeons = {
3387 # spread = (500, 500, 500),
3390 # persistence = 0.8,
3397 # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
3398 # WARNING!: There is no benefit, and there are several dangers, in
3399 # increasing this value above 5.
3400 # Reducing this value increases cave and dungeon density.
3401 # Altering this value is for special usage, leaving it unchanged is
3406 # Dump the mapgen debug information.
3408 # enable_mapgen_debug_info = false
3410 # Maximum number of blocks that can be queued for loading.
3411 # type: int min: 1 max: 1000000
3412 # emergequeue_limit_total = 1024
3414 # Maximum number of blocks to be queued that are to be loaded from file.
3415 # This limit is enforced per player.
3416 # type: int min: 1 max: 1000000
3417 # emergequeue_limit_diskonly = 128
3419 # Maximum number of blocks to be queued that are to be generated.
3420 # This limit is enforced per player.
3421 # type: int min: 1 max: 1000000
3422 # emergequeue_limit_generate = 128
3424 # Number of emerge threads to use.
3426 # - Automatic selection. The number of emerge threads will be
3427 # - 'number of processors - 2', with a lower limit of 1.
3429 # - Specifies the number of emerge threads, with a lower limit of 1.
3430 # WARNING: Increasing the number of emerge threads increases engine mapgen
3431 # speed, but this may harm game performance by interfering with other
3432 # processes, especially in singleplayer and/or when running Lua code in
3433 # 'on_generated'. For many users the optimum setting may be '1'.
3435 # num_emerge_threads = 1
3438 # Online Content Repository
3441 # The URL for the content repository
3443 # contentdb_url = https://content.minetest.net
3445 # Comma-separated list of flags to hide in the content repository.
3446 # "nonfree" can be used to hide packages which do not qualify as 'free software',
3447 # as defined by the Free Software Foundation.
3448 # You can also specify content ratings.
3449 # These flags are independent from Minetest versions,
3450 # so see a full list at https://content.minetest.net/help/content_flags/
3452 # contentdb_flag_blacklist = nonfree, desktop_default
3454 # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
3455 # This should be lower than curl_parallel_limit.
3457 # contentdb_max_concurrent_downloads = 3