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 # Enables tradeoffs that reduce CPU load or increase rendering performance
537 # at the expense of minor visual glitches that do not impact game playability.
539 # performance_tradeoffs = false
541 # Clouds are a client side effect.
543 # enable_clouds = true
545 # Use 3D cloud look instead of flat.
547 # enable_3d_clouds = true
549 # Method used to highlight selected object.
550 # type: enum values: box, halo, none
551 # node_highlighting = box
553 # Adds particles when digging a node.
555 # enable_particles = true
559 # Use mipmapping to scale textures. May slightly increase performance,
560 # especially when using a high resolution texture pack.
561 # Gamma correct downscaling is not supported.
565 # Use anisotropic filtering when viewing at textures from an angle.
567 # anisotropic_filter = false
569 # Use bilinear filtering when scaling textures.
571 # bilinear_filter = false
573 # Use trilinear filtering when scaling textures.
575 # trilinear_filter = false
577 # Filtered textures can blend RGB values with fully-transparent neighbors,
578 # which PNG optimizers usually discard, often resulting in dark or
579 # light edges to transparent textures. Apply a filter to clean that up
580 # at texture load time. This is automatically enabled if mipmapping is enabled.
582 # texture_clean_transparent = false
584 # When using bilinear/trilinear/anisotropic filters, low-resolution textures
585 # can be blurred, so automatically upscale them with nearest-neighbor
586 # interpolation to preserve crisp pixels. This sets the minimum texture size
587 # for the upscaled textures; higher values look sharper, but require more
588 # memory. Powers of 2 are recommended. This setting is ONLY applied if
589 # bilinear/trilinear/anisotropic filtering is enabled.
590 # This is also used as the base node texture size for world-aligned
591 # texture autoscaling.
593 # texture_min_size = 64
595 # Use multi-sample antialiasing (MSAA) to smooth out block edges.
596 # This algorithm smooths out the 3D viewport while keeping the image sharp,
597 # but it doesn't affect the insides of textures
598 # (which is especially noticeable with transparent textures).
599 # Visible spaces appear between nodes when shaders are disabled.
600 # If set to 0, MSAA is disabled.
601 # A restart is required after changing this option.
602 # type: enum values: 0, 1, 2, 4, 8, 16
605 # Undersampling is similar to using a lower screen resolution, but it applies
606 # to the game world only, keeping the GUI intact.
607 # It should give a significant performance boost at the cost of less detailed image.
608 # Higher values result in a less detailed image.
609 # type: int min: 1 max: 8
614 # Shaders allow advanced visual effects and may increase performance on some video
616 # This only works with the OpenGL video backend.
618 # enable_shaders = true
620 # Path to shader directory. If no path is defined, default location will be used.
626 # Enables Hable's 'Uncharted 2' filmic tone mapping.
627 # Simulates the tone curve of photographic film and how this approximates the
628 # appearance of high dynamic range images. Mid-range contrast is slightly
629 # enhanced, highlights and shadows are gradually compressed.
631 # tone_mapping = false
635 # Set to true to enable waving liquids (like water).
636 # Requires shaders to be enabled.
638 # enable_waving_water = false
640 # The maximum height of the surface of waving liquids.
641 # 4.0 = Wave height is two nodes.
642 # 0.0 = Wave doesn't move at all.
643 # Default is 1.0 (1/2 node).
644 # Requires waving liquids to be enabled.
645 # type: float min: 0 max: 4
646 # water_wave_height = 1.0
648 # Length of liquid waves.
649 # Requires waving liquids to be enabled.
650 # type: float min: 0.1
651 # water_wave_length = 20.0
653 # How fast liquid waves will move. Higher = faster.
654 # If negative, liquid waves will move backwards.
655 # Requires waving liquids to be enabled.
657 # water_wave_speed = 5.0
659 # Set to true to enable waving leaves.
660 # Requires shaders to be enabled.
662 # enable_waving_leaves = false
664 # Set to true to enable waving plants.
665 # Requires shaders to be enabled.
667 # enable_waving_plants = false
671 # Arm inertia, gives a more realistic movement of
672 # the arm when the camera moves.
676 # If FPS would go higher than this, limit it by sleeping
677 # to not waste CPU power for no benefit.
681 # Maximum FPS when the window is not focused, or when the game is paused.
683 # fps_max_unfocused = 20
685 # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
688 # pause_on_lost_focus = false
690 # View distance in nodes.
691 # type: int min: 20 max: 4000
692 # viewing_range = 190
694 # Camera 'near clipping plane' distance in nodes, between 0 and 0.25
695 # Only works on GLES platforms. Most users will not need to change this.
696 # Increasing can reduce artifacting on weaker GPUs.
697 # 0.1 = Default, 0.25 = Good value for weaker tablets.
698 # type: float min: 0 max: 0.25
701 # Width component of the initial window size. Ignored in fullscreen mode.
705 # Height component of the initial window size. Ignored in fullscreen mode.
709 # Save window size automatically when modified.
711 # autosave_screensize = true
717 # Vertical screen synchronization.
721 # Field of view in degrees.
722 # type: int min: 45 max: 160
725 # Alters the light curve by applying 'gamma correction' to it.
726 # Higher values make middle and lower light levels brighter.
727 # Value '1.0' leaves the light curve unaltered.
728 # This only has significant effect on daylight and artificial
729 # light, it has very little effect on natural night light.
730 # type: float min: 0.33 max: 3
731 # display_gamma = 1.0
733 # Gradient of light curve at minimum light level.
734 # Controls the contrast of the lowest light levels.
735 # type: float min: 0 max: 3
736 # lighting_alpha = 0.0
738 # Gradient of light curve at maximum light level.
739 # Controls the contrast of the highest light levels.
740 # type: float min: 0 max: 3
741 # lighting_beta = 1.5
743 # Strength of light curve boost.
744 # The 3 'boost' parameters define a range of the light
745 # curve that is boosted in brightness.
746 # type: float min: 0 max: 0.4
747 # lighting_boost = 0.2
749 # Center of light curve boost range.
750 # Where 0.0 is minimum light level, 1.0 is maximum light level.
751 # type: float min: 0 max: 1
752 # lighting_boost_center = 0.5
754 # Spread of light curve boost range.
755 # Controls the width of the range to be boosted.
756 # Standard deviation of the light curve boost Gaussian.
757 # type: float min: 0 max: 0.4
758 # lighting_boost_spread = 0.2
760 # Path to texture directory. All textures are first searched from here.
764 # The rendering back-end.
765 # A restart is required after changing this.
766 # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
767 # On other platforms, OpenGL is recommended.
768 # Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
769 # type: enum values: opengl, ogles1, ogles2
770 # video_driver = opengl
772 # Radius of cloud area stated in number of 64 node cloud squares.
773 # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
777 # Enable view bobbing and amount of view bobbing.
778 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
780 # view_bobbing_amount = 1.0
782 # Multiplier for fall bobbing.
783 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
785 # fall_bobbing_amount = 0.03
788 # Currently supported:
789 # - none: no 3d output.
790 # - anaglyph: cyan/magenta color 3d.
791 # - interlaced: odd/even line based polarisation screen support.
792 # - topbottom: split screen top/bottom.
793 # - sidebyside: split screen side by side.
794 # - crossview: Cross-eyed 3d
795 # - pageflip: quadbuffer based 3d.
796 # Note that the interlaced mode requires shaders to be enabled.
797 # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
800 # Strength of 3D mode parallax.
802 # 3d_paralax_strength = 0.025
804 # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
805 # type: float min: 0.1 max: 1
806 # console_height = 0.6
808 # In-game chat console background color (R,G,B).
810 # console_color = (0,0,0)
812 # In-game chat console background alpha (opaqueness, between 0 and 255).
813 # type: int min: 0 max: 255
814 # console_alpha = 200
816 # Formspec full-screen background opacity (between 0 and 255).
817 # type: int min: 0 max: 255
818 # formspec_fullscreen_bg_opacity = 140
820 # Formspec full-screen background color (R,G,B).
822 # formspec_fullscreen_bg_color = (0,0,0)
824 # Formspec default background opacity (between 0 and 255).
825 # type: int min: 0 max: 255
826 # formspec_default_bg_opacity = 140
828 # Formspec default background color (R,G,B).
830 # formspec_default_bg_color = (0,0,0)
832 # Selection box border color (R,G,B).
834 # selectionbox_color = (0,0,0)
836 # Width of the selection box lines around nodes.
837 # type: int min: 1 max: 5
838 # selectionbox_width = 2
840 # Crosshair color (R,G,B).
841 # Also controls the object crosshair color
843 # crosshair_color = (255,255,255)
845 # Crosshair alpha (opaqueness, between 0 and 255).
846 # This also applies to the object crosshair.
847 # type: int min: 0 max: 255
848 # crosshair_alpha = 255
850 # Maximum number of recent chat messages to show
851 # type: int min: 2 max: 20
852 # recent_chat_messages = 6
854 # Whether node texture animations should be desynchronized per mapblock.
856 # desynchronize_mapblock_texture_animation = true
858 # Maximum proportion of current window to be used for hotbar.
859 # Useful if there's something to be displayed right or left of hotbar.
861 # hud_hotbar_max_width = 1.0
863 # Modifies the size of the HUD elements.
867 # Enables caching of facedir rotated meshes.
869 # enable_mesh_cache = false
871 # Delay between mesh updates on the client in ms. Increasing this will slow
872 # down the rate of mesh updates, thus reducing jitter on slower clients.
873 # type: int min: 0 max: 50
874 # mesh_generation_interval = 0
876 # Size of the MapBlock cache of the mesh generator. Increasing this will
877 # increase the cache hit %, reducing the data being copied from the main
878 # thread, thus reducing jitter.
879 # type: int min: 0 max: 1000
880 # meshgen_block_cache_size = 20
884 # enable_minimap = true
886 # Shape of the minimap. Enabled = round, disabled = square.
888 # minimap_shape_round = true
892 # Usable to make minimap smoother on slower machines.
894 # minimap_double_scan_height = true
896 # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
898 # directional_colored_fog = true
900 # The strength (darkness) of node ambient-occlusion shading.
901 # Lower is darker, Higher is lighter. The valid range of values for this
902 # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
903 # set to the nearest valid value.
904 # type: float min: 0.25 max: 4
905 # ambient_occlusion_gamma = 2.2
907 # Enables animation of inventory items.
909 # inventory_items_animations = false
911 # Fraction of the visible distance at which fog starts to be rendered
912 # type: float min: 0 max: 0.99
915 # Makes all liquids opaque
917 # opaque_water = false
919 # Textures on a node may be aligned either to the node or to the world.
920 # The former mode suits better things like machines, furniture, etc., while
921 # the latter makes stairs and microblocks fit surroundings better.
922 # However, as this possibility is new, thus may not be used by older servers,
923 # this option allows enforcing it for certain node types. Note though that
924 # that is considered EXPERIMENTAL and may not work properly.
925 # type: enum values: disable, enable, force_solid, force_nodebox
926 # world_aligned_mode = enable
928 # World-aligned textures may be scaled to span several nodes. However,
929 # the server may not send the scale you want, especially if you use
930 # a specially-designed texture pack; with this option, the client tries
931 # to determine the scale automatically basing on the texture size.
932 # See also texture_min_size.
933 # Warning: This option is EXPERIMENTAL!
934 # type: enum values: disable, enable, force
935 # autoscale_mode = disable
937 # Show entity selection boxes
938 # A restart is required after changing this.
940 # show_entity_selectionbox = false
944 # Use a cloud animation for the main menu background.
948 # Scale GUI by a user specified value.
949 # Use a nearest-neighbor-anti-alias filter to scale the GUI.
950 # This will smooth over some of the rough edges, and blend
951 # pixels when scaling down, at the cost of blurring some
952 # edge pixels when images are scaled by non-integer sizes.
953 # type: float min: 0.001
956 # When gui_scaling_filter is true, all GUI images need to be
957 # filtered in software, but some images are generated directly
958 # to hardware (e.g. render-to-texture for nodes in inventory).
960 # gui_scaling_filter = false
962 # When gui_scaling_filter_txr2img is true, copy those images
963 # from hardware to software for scaling. When false, fall back
964 # to the old scaling method, for video drivers that don't
965 # properly support downloading textures back from hardware.
967 # gui_scaling_filter_txr2img = true
969 # Delay showing tooltips, stated in milliseconds.
971 # tooltip_show_delay = 400
973 # Append item name to tooltip.
975 # tooltip_append_itemname = false
981 # font_italic = false
983 # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
987 # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
988 # type: int min: 0 max: 255
989 # font_shadow_alpha = 127
991 # Font size of the default font where 1 unit = 1 pixel at 96 DPI
995 # For pixel-style fonts that do not scale well, this ensures that font sizes used
996 # with this font will always be divisible by this value, in pixels. For instance,
997 # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
998 # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
1000 # font_size_divisible_by = 1
1002 # Path to the default font. Must be a TrueType font.
1003 # The fallback font will be used if the font cannot be loaded.
1005 # font_path = fonts/Arimo-Regular.ttf
1008 # font_path_bold = fonts/Arimo-Bold.ttf
1011 # font_path_italic = fonts/Arimo-Italic.ttf
1014 # font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
1016 # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
1018 # mono_font_size = 16
1020 # For pixel-style fonts that do not scale well, this ensures that font sizes used
1021 # with this font will always be divisible by this value, in pixels. For instance,
1022 # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
1023 # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
1025 # mono_font_size_divisible_by = 1
1027 # Path to the monospace font. Must be a TrueType font.
1028 # This font is used for e.g. the console and profiler screen.
1030 # mono_font_path = fonts/Cousine-Regular.ttf
1033 # mono_font_path_bold = fonts/Cousine-Bold.ttf
1036 # mono_font_path_italic = fonts/Cousine-Italic.ttf
1039 # mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
1041 # Path of the fallback font. Must be a TrueType font.
1042 # This font will be used for certain languages or if the default font is unavailable.
1044 # fallback_font_path = fonts/DroidSansFallbackFull.ttf
1046 # Font size of the recent chat text and chat prompt in point (pt).
1047 # Value 0 will use the default font size.
1049 # chat_font_size = 0
1051 # Path to save screenshots at. Can be an absolute or relative path.
1052 # The folder will be created if it doesn't already exist.
1054 # screenshot_path = screenshots
1056 # Format of screenshots.
1057 # type: enum values: png, jpg
1058 # screenshot_format = png
1060 # Screenshot quality. Only used for JPEG format.
1061 # 1 means worst quality; 100 means best quality.
1062 # Use 0 for default quality.
1063 # type: int min: 0 max: 100
1064 # screenshot_quality = 0
1068 # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
1072 # Adjust the detected display density, used for scaling UI elements.
1074 # display_density_factor = 1
1076 # Windows systems only: Start Minetest with the command line window in the background.
1077 # Contains the same information as the file debug.txt (default name).
1079 # enable_console = false
1085 # Enables the sound system.
1086 # If disabled, this completely disables all sounds everywhere and the in-game
1087 # sound controls will be non-functional.
1088 # Changing this setting requires a restart.
1090 # enable_sound = true
1092 # Volume of all sounds.
1093 # Requires the sound system to be enabled.
1094 # type: float min: 0 max: 1
1095 # sound_volume = 0.7
1097 # Whether to mute sounds. You can unmute sounds at any time, unless the
1098 # sound system is disabled (enable_sound=false).
1099 # In-game, you can toggle the mute state with the mute key or by using the
1102 # mute_sound = false
1108 # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
1110 # clickable_chat_weblinks = false
1112 # Optional override for chat weblink color.
1114 # chat_weblink_color =
1118 # Address to connect to.
1119 # Leave this blank to start a local server.
1120 # Note that the address field in the main menu overrides this setting.
1124 # Port to connect to (UDP).
1125 # Note that the port field in the main menu overrides this setting.
1126 # type: int min: 1 max: 65535
1127 # remote_port = 30000
1129 # Prometheus listener address.
1130 # If Minetest is compiled with ENABLE_PROMETHEUS option enabled,
1131 # enable metrics listener for Prometheus on that address.
1132 # Metrics can be fetched on http://127.0.0.1:30000/metrics
1134 # prometheus_listener_address = 127.0.0.1:30000
1136 # Save the map received by the client on disk.
1138 # enable_local_map_saving = false
1140 # Enable usage of remote media server (if provided by server).
1141 # Remote servers offer a significantly faster way to download media (e.g. textures)
1142 # when connecting to the server.
1144 # enable_remote_media_server = true
1146 # Enable Lua modding support on client.
1147 # This support is experimental and API can change.
1149 # enable_client_modding = false
1151 # URL to the server list displayed in the Multiplayer Tab.
1153 # serverlist_url = servers.minetest.net
1155 # File in client/serverlist/ that contains your favorite servers displayed in the
1158 # serverlist_file = favoriteservers.json
1160 # Maximum size of the out chat queue.
1161 # 0 to disable queueing and -1 to make the queue size unlimited.
1163 # max_out_chat_queue_size = 20
1165 # Enable register confirmation when connecting to server.
1166 # If disabled, new account will be registered automatically.
1168 # enable_register_confirmation = true
1172 # Timeout for client to remove unused map data from memory.
1174 # client_unload_unused_data_timeout = 600
1176 # Maximum number of mapblocks for client to be kept in memory.
1177 # Set to -1 for unlimited amount.
1179 # client_mapblock_limit = 7500
1181 # Whether to show the client debug info (has the same effect as hitting F5).
1183 # show_debug = false
1186 # Server / Singleplayer
1189 # Name of the server, to be displayed when players join and in the serverlist.
1191 # server_name = Minetest server
1193 # Description of server, to be displayed when players join and in the serverlist.
1195 # server_description = mine here
1197 # Domain name of server, to be displayed in the serverlist.
1199 # server_address = game.minetest.net
1201 # Homepage of server, to be displayed in the serverlist.
1203 # server_url = https://minetest.net
1205 # Automatically report to the serverlist.
1207 # server_announce = false
1209 # Announce to this serverlist.
1211 # serverlist_url = servers.minetest.net
1213 # Remove color codes from incoming chat messages
1214 # Use this to stop players from being able to use color in their messages
1216 # strip_color_codes = false
1220 # Network port to listen (UDP).
1221 # This value will be overridden when starting from the main menu.
1225 # The network interface that the server listens on.
1229 # Enable to disallow old clients from connecting.
1230 # Older clients are compatible in the sense that they will not crash when connecting
1231 # to new servers, but they may not support all new features that you are expecting.
1233 # strict_protocol_version_checking = false
1235 # Specifies URL from which client fetches media instead of using UDP.
1236 # $filename should be accessible from $remote_media$filename via cURL
1237 # (obviously, remote_media should end with a slash).
1238 # Files that are not present will be fetched the usual way.
1242 # Enable/disable running an IPv6 server.
1243 # Ignored if bind_address is set.
1244 # Needs enable_ipv6 to be enabled.
1246 # ipv6_server = false
1250 # Maximum number of blocks that are simultaneously sent per client.
1251 # The maximum total count is calculated dynamically:
1252 # max_total = ceil((#clients + max_users) * per_client / 4)
1254 # max_simultaneous_block_sends_per_client = 40
1256 # To reduce lag, block transfers are slowed down when a player is building something.
1257 # This determines how long they are slowed down after placing or removing a node.
1259 # full_block_send_enable_min_time_from_building = 2.0
1261 # Maximum number of packets sent per send step, if you have a slow connection
1262 # try reducing it, but don't reduce it to a number below double of targeted
1265 # max_packets_per_iteration = 1024
1267 # Compression level to use when sending mapblocks to the client.
1268 # -1 - use default compression level
1269 # 0 - least compression, fastest
1270 # 9 - best compression, slowest
1271 # type: int min: -1 max: 9
1272 # map_compression_level_net = -1
1276 # Default game when creating a new world.
1277 # This will be overridden when creating a world from the main menu.
1279 # default_game = minetest
1281 # Message of the day displayed to players connecting.
1285 # Maximum number of players that can be connected simultaneously.
1289 # World directory (everything in the world is stored here).
1290 # Not needed if starting from the main menu.
1294 # Time in seconds for item entity (dropped items) to live.
1295 # Setting it to -1 disables the feature.
1297 # item_entity_ttl = 900
1299 # Specifies the default stack size of nodes, items and tools.
1300 # Note that mods or games may explicitly set a stack for certain (or all) items.
1302 # default_stack_max = 99
1304 # Enable players getting damage and dying.
1306 # enable_damage = false
1308 # Enable creative mode for all players
1310 # creative_mode = false
1312 # A chosen map seed for a new map, leave empty for random.
1313 # Will be overridden when creating a new world in the main menu.
1317 # New users need to input this password.
1319 # default_password =
1321 # The privileges that new users automatically get.
1322 # See /privs in game for a full list on your server and mod configuration.
1324 # default_privs = interact, shout
1326 # Privileges that players with basic_privs can grant
1328 # basic_privs = interact, shout
1330 # Whether players are shown to clients without any range limit.
1331 # Deprecated, use the setting player_transfer_distance instead.
1333 # unlimited_player_transfer_distance = true
1335 # Defines the maximal player transfer distance in blocks (0 = unlimited).
1337 # player_transfer_distance = 0
1339 # Whether to allow players to damage and kill each other.
1343 # Enable mod channels support.
1345 # enable_mod_channels = false
1347 # If this is set, players will always (re)spawn at the given position.
1349 # static_spawnpoint =
1351 # If enabled, new players cannot join with an empty password.
1353 # disallow_empty_password = false
1355 # If enabled, disable cheat prevention in multiplayer.
1357 # disable_anticheat = false
1359 # If enabled, actions are recorded for rollback.
1360 # This option is only read when server starts.
1362 # enable_rollback_recording = false
1364 # Format of player chat messages. The following strings are valid placeholders:
1365 # @name, @message, @timestamp (optional)
1367 # chat_message_format = <@name> @message
1369 # If the execution of a chat command takes longer than this specified time in
1370 # seconds, add the time information to the chat command message
1372 # chatcommand_msg_time_threshold = 0.1
1374 # A message to be displayed to all clients when the server shuts down.
1376 # kick_msg_shutdown = Server shutting down.
1378 # A message to be displayed to all clients when the server crashes.
1380 # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
1382 # Whether to ask clients to reconnect after a (Lua) crash.
1383 # Set this to true if your server is set up to restart automatically.
1385 # ask_reconnect_on_crash = false
1387 # From how far clients know about objects, stated in mapblocks (16 nodes).
1389 # Setting this larger than active_block_range will also cause the server
1390 # to maintain active objects up to this distance in the direction the
1391 # player is looking. (This can avoid mobs suddenly disappearing from view)
1393 # active_object_send_range_blocks = 8
1395 # The radius of the volume of blocks around every player that is subject to the
1396 # active block stuff, stated in mapblocks (16 nodes).
1397 # In active blocks objects are loaded and ABMs run.
1398 # This is also the minimum range in which active objects (mobs) are maintained.
1399 # This should be configured together with active_object_send_range_blocks.
1401 # active_block_range = 4
1403 # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
1405 # max_block_send_distance = 12
1407 # Maximum number of forceloaded mapblocks.
1409 # max_forceloaded_blocks = 16
1411 # Interval of sending time of day to clients.
1413 # time_send_interval = 5
1415 # Controls length of day/night cycle.
1417 # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
1421 # Time of day when a new world is started, in millihours (0-23999).
1422 # type: int min: 0 max: 23999
1423 # world_start_time = 6125
1425 # Interval of saving important changes in the world, stated in seconds.
1427 # server_map_save_interval = 5.3
1429 # Set the maximum character length of a chat message sent by clients.
1431 # chat_message_max_size = 500
1433 # Amount of messages a player may send per 10 seconds.
1435 # chat_message_limit_per_10sec = 10.0
1437 # Kick players who sent more than X messages per 10 seconds.
1439 # chat_message_limit_trigger_kick = 50
1443 # Horizontal and vertical acceleration on ground or when climbing,
1444 # in nodes per second per second.
1446 # movement_acceleration_default = 3
1448 # Horizontal acceleration in air when jumping or falling,
1449 # in nodes per second per second.
1451 # movement_acceleration_air = 2
1453 # Horizontal and vertical acceleration in fast mode,
1454 # in nodes per second per second.
1456 # movement_acceleration_fast = 10
1458 # Walking and flying speed, in nodes per second.
1460 # movement_speed_walk = 4
1462 # Sneaking speed, in nodes per second.
1464 # movement_speed_crouch = 1.35
1466 # Walking, flying and climbing speed in fast mode, in nodes per second.
1468 # movement_speed_fast = 20
1470 # Vertical climbing speed, in nodes per second.
1472 # movement_speed_climb = 3
1474 # Initial vertical speed when jumping, in nodes per second.
1476 # movement_speed_jump = 6.5
1478 # Decrease this to increase liquid resistance to movement.
1480 # movement_liquid_fluidity = 1
1482 # Maximum liquid resistance. Controls deceleration when entering liquid at
1485 # movement_liquid_fluidity_smooth = 0.5
1487 # Controls sinking speed in liquid.
1489 # movement_liquid_sink = 10
1491 # Acceleration of gravity, in nodes per second per second.
1493 # movement_gravity = 9.81
1497 # Handling for deprecated Lua API calls:
1498 # - none: Do not log deprecated calls
1499 # - log: mimic and log backtrace of deprecated call (default).
1500 # - error: abort on usage of deprecated call (suggested for mod developers).
1501 # type: enum values: none, log, error
1502 # deprecated_lua_api_handling = log
1504 # Number of extra blocks that can be loaded by /clearobjects at once.
1505 # This is a trade-off between SQLite transaction overhead and
1506 # memory consumption (4096=100MB, as a rule of thumb).
1508 # max_clearobjects_extra_loaded_blocks = 4096
1510 # How much the server will wait before unloading unused mapblocks.
1511 # Higher value is smoother, but will use more RAM.
1513 # server_unload_unused_data_timeout = 29
1515 # Maximum number of statically stored objects in a block.
1517 # max_objects_per_block = 64
1519 # See https://www.sqlite.org/pragma.html#pragma_synchronous
1520 # type: enum values: 0, 1, 2
1521 # sqlite_synchronous = 2
1523 # Compression level to use when saving mapblocks to disk.
1524 # -1 - use default compression level
1525 # 0 - least compression, fastest
1526 # 9 - best compression, slowest
1527 # type: int min: -1 max: 9
1528 # map_compression_level_disk = -1
1530 # Length of a server tick and the interval at which objects are generally updated over
1533 # dedicated_server_step = 0.09
1535 # Length of time between active block management cycles
1537 # active_block_mgmt_interval = 2.0
1539 # Length of time between Active Block Modifier (ABM) execution cycles
1541 # abm_interval = 1.0
1543 # The time budget allowed for ABMs to execute on each step
1544 # (as a fraction of the ABM Interval)
1545 # type: float min: 0.1 max: 0.9
1546 # abm_time_budget = 0.2
1548 # Length of time between NodeTimer execution cycles
1550 # nodetimer_interval = 0.2
1552 # If enabled, invalid world data won't cause the server to shut down.
1553 # Only enable this if you know what you are doing.
1555 # ignore_world_load_errors = false
1557 # Max liquids processed per step.
1559 # liquid_loop_max = 100000
1561 # The time (in seconds) that the liquids queue may grow beyond processing
1562 # capacity until an attempt is made to decrease its size by dumping old queue
1563 # items. A value of 0 disables the functionality.
1565 # liquid_queue_purge_time = 0
1567 # Liquid update interval in seconds.
1569 # liquid_update = 1.0
1571 # At this distance the server will aggressively optimize which blocks are sent to
1573 # Small values potentially improve performance a lot, at the expense of visible
1574 # rendering glitches (some blocks will not be rendered under water and in caves,
1575 # as well as sometimes on land).
1576 # Setting this to a value greater than max_block_send_distance disables this
1578 # Stated in mapblocks (16 nodes).
1580 # block_send_optimize_distance = 4
1582 # If enabled the server will perform map block occlusion culling based on
1583 # on the eye position of the player. This can reduce the number of blocks
1584 # sent to the client 50-80%. The client will not longer receive most invisible
1585 # so that the utility of noclip mode is reduced.
1587 # server_side_occlusion_culling = true
1589 # Restricts the access of certain client-side functions on servers.
1590 # Combine the byteflags below to restrict client-side features, or set to 0
1591 # for no restrictions:
1592 # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
1593 # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
1594 # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
1595 # READ_NODEDEFS: 8 (disable get_node_def call client-side)
1596 # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
1597 # csm_restriction_noderange)
1598 # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
1600 # csm_restriction_flags = 62
1602 # If the CSM restriction for node range is enabled, get_node calls are limited
1603 # to this distance from the player to the node.
1605 # csm_restriction_noderange = 0
1609 # Prevent mods from doing insecure things like running shell commands.
1611 # secure.enable_security = true
1613 # Comma-separated list of trusted mods that are allowed to access insecure
1614 # functions even when mod security is on (via request_insecure_environment()).
1616 # secure.trusted_mods =
1618 # Comma-separated list of mods that are allowed to access HTTP APIs, which
1619 # allow them to upload and download data to/from the internet.
1621 # secure.http_mods =
1627 # Load the game profiler to collect game profiling data.
1628 # Provides a /profiler command to access the compiled profile.
1629 # Useful for mod developers and server operators.
1631 # profiler.load = false
1633 # The default format in which profiles are being saved,
1634 # when calling `/profiler save [format]` without format.
1635 # type: enum values: txt, csv, lua, json, json_pretty
1636 # profiler.default_report_format = txt
1638 # The file path relative to your worldpath in which profiles will be saved to.
1640 # profiler.report_path = ""
1642 #### Instrumentation
1644 # Instrument the methods of entities on registration.
1646 # instrument.entity = true
1648 # Instrument the action function of Active Block Modifiers on registration.
1650 # instrument.abm = true
1652 # Instrument the action function of Loading Block Modifiers on registration.
1654 # instrument.lbm = true
1656 # Instrument chat commands on registration.
1658 # instrument.chatcommand = true
1660 # Instrument global callback functions on registration.
1661 # (anything you pass to a minetest.register_*() function)
1663 # instrument.global_callback = true
1667 # Instrument builtin.
1668 # This is usually only needed by core/builtin contributors
1670 # instrument.builtin = false
1672 # Have the profiler instrument itself:
1673 # * Instrument an empty function.
1674 # This estimates the overhead, that instrumentation is adding (+1 function call).
1675 # * Instrument the sampler being used to update the statistics.
1677 # instrument.profiler = false
1683 # Name of the player.
1684 # When running a server, clients connecting with this name are admins.
1685 # When starting from the main menu, this is overridden.
1689 # Set the language. Leave empty to use the system language.
1690 # A restart is required after changing this.
1691 # 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
1694 # Level of logging to be written to debug.txt:
1695 # - <nothing> (no logging)
1696 # - none (messages with no level)
1702 # type: enum values: , none, error, warning, action, info, verbose
1703 # debug_log_level = action
1705 # If the file size of debug.txt exceeds the number of megabytes specified in
1706 # this setting when it is opened, the file is moved to debug.txt.1,
1707 # deleting an older debug.txt.1 if it exists.
1708 # debug.txt is only moved if this setting is positive.
1710 # debug_log_size_max = 50
1712 # Minimal level of logging to be written to chat.
1713 # type: enum values: , none, error, warning, action, info, verbose
1714 # chat_log_level = error
1716 # Enable IPv6 support (for both client and server).
1717 # Required for IPv6 connections to work at all.
1719 # enable_ipv6 = true
1723 # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
1725 # curl_timeout = 20000
1727 # Limits number of parallel HTTP requests. Affects:
1728 # - Media fetch if server uses remote_media setting.
1729 # - Serverlist download and server announcement.
1730 # - Downloads performed by main menu (e.g. mod manager).
1731 # Only has an effect if compiled with cURL.
1733 # curl_parallel_limit = 8
1735 # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
1737 # curl_file_download_timeout = 300000
1739 # Replaces the default main menu with a custom one.
1741 # main_menu_script =
1743 # Print the engine's profiling data in regular intervals (in seconds).
1744 # 0 = disable. Useful for developers.
1746 # profiler_print_interval = 0
1752 # Name of map generator to be used when creating a new world.
1753 # Creating a world in the main menu will override this.
1754 # Current mapgens in a highly unstable state:
1755 # - The optional floatlands of v7 (disabled by default).
1756 # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
1759 # Water surface level of the world.
1763 # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
1765 # max_block_generate_distance = 10
1767 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
1768 # Only mapchunks completely within the mapgen limit are generated.
1769 # Value is stored per-world.
1770 # type: int min: 0 max: 31007
1771 # mapgen_limit = 31007
1773 # Global map generation attributes.
1774 # In Mapgen v6 the 'decorations' flag controls all decorations except trees
1775 # and jungle grass, in all other mapgens this flag controls all decorations.
1776 # type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores
1777 # mg_flags = caves,dungeons,light,decorations,biomes,ores
1779 ## Biome API temperature and humidity noise parameters
1781 # Temperature variation for biomes.
1782 # type: noise_params_2d
1783 # mg_biome_np_heat = {
1786 # spread = (1000, 1000, 1000),
1789 # persistence = 0.5,
1794 # Small-scale temperature variation for blending biomes on borders.
1795 # type: noise_params_2d
1796 # mg_biome_np_heat_blend = {
1799 # spread = (8, 8, 8),
1802 # persistence = 1.0,
1807 # Humidity variation for biomes.
1808 # type: noise_params_2d
1809 # mg_biome_np_humidity = {
1812 # spread = (1000, 1000, 1000),
1815 # persistence = 0.5,
1820 # Small-scale humidity variation for blending biomes on borders.
1821 # type: noise_params_2d
1822 # mg_biome_np_humidity_blend = {
1825 # spread = (8, 8, 8),
1828 # persistence = 1.0,
1835 # Map generation attributes specific to Mapgen v5.
1836 # type: flags possible values: caverns, nocaverns
1837 # mgv5_spflags = caverns
1839 # Controls width of tunnels, a smaller value creates wider tunnels.
1840 # Value >= 10.0 completely disables generation of tunnels and avoids the
1841 # intensive noise calculations.
1843 # mgv5_cave_width = 0.09
1845 # Y of upper limit of large caves.
1847 # mgv5_large_cave_depth = -256
1849 # Minimum limit of random number of small caves per mapchunk.
1850 # type: int min: 0 max: 256
1851 # mgv5_small_cave_num_min = 0
1853 # Maximum limit of random number of small caves per mapchunk.
1854 # type: int min: 0 max: 256
1855 # mgv5_small_cave_num_max = 0
1857 # Minimum limit of random number of large caves per mapchunk.
1858 # type: int min: 0 max: 64
1859 # mgv5_large_cave_num_min = 0
1861 # Maximum limit of random number of large caves per mapchunk.
1862 # type: int min: 0 max: 64
1863 # mgv5_large_cave_num_max = 2
1865 # Proportion of large caves that contain liquid.
1866 # type: float min: 0 max: 1
1867 # mgv5_large_cave_flooded = 0.5
1869 # Y-level of cavern upper limit.
1871 # mgv5_cavern_limit = -256
1873 # Y-distance over which caverns expand to full size.
1875 # mgv5_cavern_taper = 256
1877 # Defines full size of caverns, smaller values create larger caverns.
1879 # mgv5_cavern_threshold = 0.7
1881 # Lower Y limit of dungeons.
1883 # mgv5_dungeon_ymin = -31000
1885 # Upper Y limit of dungeons.
1887 # mgv5_dungeon_ymax = 31000
1891 # Variation of biome filler depth.
1892 # type: noise_params_2d
1893 # mgv5_np_filler_depth = {
1896 # spread = (150, 150, 150),
1899 # persistence = 0.7,
1904 # Variation of terrain vertical scale.
1905 # When noise is < -0.55 terrain is near-flat.
1906 # type: noise_params_2d
1907 # mgv5_np_factor = {
1910 # spread = (250, 250, 250),
1913 # persistence = 0.45,
1918 # Y-level of average terrain surface.
1919 # type: noise_params_2d
1920 # mgv5_np_height = {
1923 # spread = (250, 250, 250),
1926 # persistence = 0.5,
1931 # First of two 3D noises that together define tunnels.
1932 # type: noise_params_3d
1936 # spread = (61, 61, 61),
1939 # persistence = 0.5,
1944 # Second of two 3D noises that together define tunnels.
1945 # type: noise_params_3d
1949 # spread = (67, 67, 67),
1952 # persistence = 0.5,
1957 # 3D noise defining giant caverns.
1958 # type: noise_params_3d
1959 # mgv5_np_cavern = {
1962 # spread = (384, 128, 384),
1965 # persistence = 0.63,
1970 # 3D noise defining terrain.
1971 # type: noise_params_3d
1972 # mgv5_np_ground = {
1975 # spread = (80, 80, 80),
1978 # persistence = 0.55,
1983 # 3D noise that determines number of dungeons per mapchunk.
1984 # type: noise_params_3d
1985 # mgv5_np_dungeons = {
1988 # spread = (500, 500, 500),
1991 # persistence = 0.8,
1998 # Map generation attributes specific to Mapgen v6.
1999 # The 'snowbiomes' flag enables the new 5 biome system.
2000 # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
2001 # the 'jungles' flag is ignored.
2002 # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
2003 # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
2005 # Deserts occur when np_biome exceeds this value.
2006 # When the 'snowbiomes' flag is enabled, this is ignored.
2008 # mgv6_freq_desert = 0.45
2010 # Sandy beaches occur when np_beach exceeds this value.
2012 # mgv6_freq_beach = 0.15
2014 # Lower Y limit of dungeons.
2016 # mgv6_dungeon_ymin = -31000
2018 # Upper Y limit of dungeons.
2020 # mgv6_dungeon_ymax = 31000
2024 # Y-level of lower terrain and seabed.
2025 # type: noise_params_2d
2026 # mgv6_np_terrain_base = {
2029 # spread = (250, 250, 250),
2032 # persistence = 0.6,
2037 # Y-level of higher terrain that creates cliffs.
2038 # type: noise_params_2d
2039 # mgv6_np_terrain_higher = {
2042 # spread = (500, 500, 500),
2045 # persistence = 0.6,
2050 # Varies steepness of cliffs.
2051 # type: noise_params_2d
2052 # mgv6_np_steepness = {
2055 # spread = (125, 125, 125),
2058 # persistence = 0.7,
2063 # Defines distribution of higher terrain.
2064 # type: noise_params_2d
2065 # mgv6_np_height_select = {
2068 # spread = (250, 250, 250),
2071 # persistence = 0.69,
2076 # Varies depth of biome surface nodes.
2077 # type: noise_params_2d
2081 # spread = (200, 200, 200),
2084 # persistence = 0.55,
2089 # Defines areas with sandy beaches.
2090 # type: noise_params_2d
2094 # spread = (250, 250, 250),
2097 # persistence = 0.50,
2102 # Temperature variation for biomes.
2103 # type: noise_params_2d
2107 # spread = (500, 500, 500),
2110 # persistence = 0.50,
2115 # Variation of number of caves.
2116 # type: noise_params_2d
2120 # spread = (250, 250, 250),
2123 # persistence = 0.50,
2128 # Humidity variation for biomes.
2129 # type: noise_params_2d
2130 # mgv6_np_humidity = {
2133 # spread = (500, 500, 500),
2136 # persistence = 0.50,
2141 # Defines tree areas and tree density.
2142 # type: noise_params_2d
2146 # spread = (125, 125, 125),
2149 # persistence = 0.66,
2154 # Defines areas where trees have apples.
2155 # type: noise_params_2d
2156 # mgv6_np_apple_trees = {
2159 # spread = (100, 100, 100),
2162 # persistence = 0.45,
2169 # Map generation attributes specific to Mapgen v7.
2171 # 'floatlands': Floating land masses in the atmosphere.
2172 # 'caverns': Giant caves deep underground.
2173 # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
2174 # mgv7_spflags = mountains,ridges,nofloatlands,caverns
2176 # Y of mountain density gradient zero level. Used to shift mountains vertically.
2178 # mgv7_mount_zero_level = 0
2180 # Lower Y limit of floatlands.
2182 # mgv7_floatland_ymin = 1024
2184 # Upper Y limit of floatlands.
2186 # mgv7_floatland_ymax = 4096
2188 # Y-distance over which floatlands taper from full density to nothing.
2189 # Tapering starts at this distance from the Y limit.
2190 # For a solid floatland layer, this controls the height of hills/mountains.
2191 # Must be less than or equal to half the distance between the Y limits.
2193 # mgv7_floatland_taper = 256
2195 # Exponent of the floatland tapering. Alters the tapering behaviour.
2196 # Value = 1.0 creates a uniform, linear tapering.
2197 # Values > 1.0 create a smooth tapering suitable for the default separated
2199 # Values < 1.0 (for example 0.25) create a more defined surface level with
2200 # flatter lowlands, suitable for a solid floatland layer.
2202 # mgv7_float_taper_exp = 2.0
2204 # Adjusts the density of the floatland layer.
2205 # Increase value to increase density. Can be positive or negative.
2206 # Value = 0.0: 50% of volume is floatland.
2207 # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
2208 # to be sure) creates a solid floatland layer.
2210 # mgv7_floatland_density = -0.6
2212 # Surface level of optional water placed on a solid floatland layer.
2213 # Water is disabled by default and will only be placed if this value is set
2214 # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
2216 # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
2217 # When enabling water placement the floatlands must be configured and tested
2218 # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
2219 # required value depending on 'mgv7_np_floatland'), to avoid
2220 # server-intensive extreme water flow and to avoid vast flooding of the
2221 # world surface below.
2223 # mgv7_floatland_ywater = -31000
2225 # Controls width of tunnels, a smaller value creates wider tunnels.
2226 # Value >= 10.0 completely disables generation of tunnels and avoids the
2227 # intensive noise calculations.
2229 # mgv7_cave_width = 0.09
2231 # Y of upper limit of large caves.
2233 # mgv7_large_cave_depth = -33
2235 # Minimum limit of random number of small caves per mapchunk.
2236 # type: int min: 0 max: 256
2237 # mgv7_small_cave_num_min = 0
2239 # Maximum limit of random number of small caves per mapchunk.
2240 # type: int min: 0 max: 256
2241 # mgv7_small_cave_num_max = 0
2243 # Minimum limit of random number of large caves per mapchunk.
2244 # type: int min: 0 max: 64
2245 # mgv7_large_cave_num_min = 0
2247 # Maximum limit of random number of large caves per mapchunk.
2248 # type: int min: 0 max: 64
2249 # mgv7_large_cave_num_max = 2
2251 # Proportion of large caves that contain liquid.
2252 # type: float min: 0 max: 1
2253 # mgv7_large_cave_flooded = 0.5
2255 # Y-level of cavern upper limit.
2257 # mgv7_cavern_limit = -256
2259 # Y-distance over which caverns expand to full size.
2261 # mgv7_cavern_taper = 256
2263 # Defines full size of caverns, smaller values create larger caverns.
2265 # mgv7_cavern_threshold = 0.7
2267 # Lower Y limit of dungeons.
2269 # mgv7_dungeon_ymin = -31000
2271 # Upper Y limit of dungeons.
2273 # mgv7_dungeon_ymax = 31000
2277 # Y-level of higher terrain that creates cliffs.
2278 # type: noise_params_2d
2279 # mgv7_np_terrain_base = {
2282 # spread = (600, 600, 600),
2285 # persistence = 0.6,
2290 # Y-level of lower terrain and seabed.
2291 # type: noise_params_2d
2292 # mgv7_np_terrain_alt = {
2295 # spread = (600, 600, 600),
2298 # persistence = 0.6,
2303 # Varies roughness of terrain.
2304 # Defines the 'persistence' value for terrain_base and terrain_alt noises.
2305 # type: noise_params_2d
2306 # mgv7_np_terrain_persist = {
2309 # spread = (2000, 2000, 2000),
2312 # persistence = 0.6,
2317 # Defines distribution of higher terrain and steepness of cliffs.
2318 # type: noise_params_2d
2319 # mgv7_np_height_select = {
2322 # spread = (500, 500, 500),
2325 # persistence = 0.7,
2330 # Variation of biome filler depth.
2331 # type: noise_params_2d
2332 # mgv7_np_filler_depth = {
2335 # spread = (150, 150, 150),
2338 # persistence = 0.7,
2343 # Variation of maximum mountain height (in nodes).
2344 # type: noise_params_2d
2345 # mgv7_np_mount_height = {
2348 # spread = (1000, 1000, 1000),
2351 # persistence = 0.6,
2356 # Defines large-scale river channel structure.
2357 # type: noise_params_2d
2358 # mgv7_np_ridge_uwater = {
2361 # spread = (1000, 1000, 1000),
2364 # persistence = 0.6,
2369 # 3D noise defining mountain structure and height.
2370 # Also defines structure of floatland mountain terrain.
2371 # type: noise_params_3d
2372 # mgv7_np_mountain = {
2375 # spread = (250, 350, 250),
2378 # persistence = 0.63,
2383 # 3D noise defining structure of river canyon walls.
2384 # type: noise_params_3d
2388 # spread = (100, 100, 100),
2391 # persistence = 0.75,
2396 # 3D noise defining structure of floatlands.
2397 # If altered from the default, the noise 'scale' (0.7 by default) may need
2398 # to be adjusted, as floatland tapering functions best when this noise has
2399 # a value range of approximately -2.0 to 2.0.
2400 # type: noise_params_3d
2401 # mgv7_np_floatland = {
2404 # spread = (384, 96, 384),
2407 # persistence = 0.75,
2408 # lacunarity = 1.618,
2412 # 3D noise defining giant caverns.
2413 # type: noise_params_3d
2414 # mgv7_np_cavern = {
2417 # spread = (384, 128, 384),
2420 # persistence = 0.63,
2425 # First of two 3D noises that together define tunnels.
2426 # type: noise_params_3d
2430 # spread = (61, 61, 61),
2433 # persistence = 0.5,
2438 # Second of two 3D noises that together define tunnels.
2439 # type: noise_params_3d
2443 # spread = (67, 67, 67),
2446 # persistence = 0.5,
2451 # 3D noise that determines number of dungeons per mapchunk.
2452 # type: noise_params_3d
2453 # mgv7_np_dungeons = {
2456 # spread = (500, 500, 500),
2459 # persistence = 0.8,
2464 ## Mapgen Carpathian
2466 # Map generation attributes specific to Mapgen Carpathian.
2467 # type: flags possible values: caverns, rivers, nocaverns, norivers
2468 # mgcarpathian_spflags = caverns,norivers
2470 # Defines the base ground level.
2472 # mgcarpathian_base_level = 12.0
2474 # Defines the width of the river channel.
2476 # mgcarpathian_river_width = 0.05
2478 # Defines the depth of the river channel.
2480 # mgcarpathian_river_depth = 24.0
2482 # Defines the width of the river valley.
2484 # mgcarpathian_valley_width = 0.25
2486 # Controls width of tunnels, a smaller value creates wider tunnels.
2487 # Value >= 10.0 completely disables generation of tunnels and avoids the
2488 # intensive noise calculations.
2490 # mgcarpathian_cave_width = 0.09
2492 # Y of upper limit of large caves.
2494 # mgcarpathian_large_cave_depth = -33
2496 # Minimum limit of random number of small caves per mapchunk.
2497 # type: int min: 0 max: 256
2498 # mgcarpathian_small_cave_num_min = 0
2500 # Maximum limit of random number of small caves per mapchunk.
2501 # type: int min: 0 max: 256
2502 # mgcarpathian_small_cave_num_max = 0
2504 # Minimum limit of random number of large caves per mapchunk.
2505 # type: int min: 0 max: 64
2506 # mgcarpathian_large_cave_num_min = 0
2508 # Maximum limit of random number of large caves per mapchunk.
2509 # type: int min: 0 max: 64
2510 # mgcarpathian_large_cave_num_max = 2
2512 # Proportion of large caves that contain liquid.
2513 # type: float min: 0 max: 1
2514 # mgcarpathian_large_cave_flooded = 0.5
2516 # Y-level of cavern upper limit.
2518 # mgcarpathian_cavern_limit = -256
2520 # Y-distance over which caverns expand to full size.
2522 # mgcarpathian_cavern_taper = 256
2524 # Defines full size of caverns, smaller values create larger caverns.
2526 # mgcarpathian_cavern_threshold = 0.7
2528 # Lower Y limit of dungeons.
2530 # mgcarpathian_dungeon_ymin = -31000
2532 # Upper Y limit of dungeons.
2534 # mgcarpathian_dungeon_ymax = 31000
2538 # Variation of biome filler depth.
2539 # type: noise_params_2d
2540 # mgcarpathian_np_filler_depth = {
2543 # spread = (128, 128, 128),
2546 # persistence = 0.7,
2551 # First of 4 2D noises that together define hill/mountain range height.
2552 # type: noise_params_2d
2553 # mgcarpathian_np_height1 = {
2556 # spread = (251, 251, 251),
2559 # persistence = 0.5,
2564 # Second of 4 2D noises that together define hill/mountain range height.
2565 # type: noise_params_2d
2566 # mgcarpathian_np_height2 = {
2569 # spread = (383, 383, 383),
2572 # persistence = 0.5,
2577 # Third of 4 2D noises that together define hill/mountain range height.
2578 # type: noise_params_2d
2579 # mgcarpathian_np_height3 = {
2582 # spread = (509, 509, 509),
2585 # persistence = 0.5,
2590 # Fourth of 4 2D noises that together define hill/mountain range height.
2591 # type: noise_params_2d
2592 # mgcarpathian_np_height4 = {
2595 # spread = (631, 631, 631),
2598 # persistence = 0.5,
2603 # 2D noise that controls the size/occurrence of rolling hills.
2604 # type: noise_params_2d
2605 # mgcarpathian_np_hills_terrain = {
2608 # spread = (1301, 1301, 1301),
2611 # persistence = 0.5,
2616 # 2D noise that controls the size/occurrence of ridged mountain ranges.
2617 # type: noise_params_2d
2618 # mgcarpathian_np_ridge_terrain = {
2621 # spread = (1889, 1889, 1889),
2624 # persistence = 0.5,
2629 # 2D noise that controls the size/occurrence of step mountain ranges.
2630 # type: noise_params_2d
2631 # mgcarpathian_np_step_terrain = {
2634 # spread = (1889, 1889, 1889),
2637 # persistence = 0.5,
2642 # 2D noise that controls the shape/size of rolling hills.
2643 # type: noise_params_2d
2644 # mgcarpathian_np_hills = {
2647 # spread = (257, 257, 257),
2650 # persistence = 0.5,
2655 # 2D noise that controls the shape/size of ridged mountains.
2656 # type: noise_params_2d
2657 # mgcarpathian_np_ridge_mnt = {
2660 # spread = (743, 743, 743),
2663 # persistence = 0.7,
2668 # 2D noise that controls the shape/size of step mountains.
2669 # type: noise_params_2d
2670 # mgcarpathian_np_step_mnt = {
2673 # spread = (509, 509, 509),
2676 # persistence = 0.6,
2681 # 2D noise that locates the river valleys and channels.
2682 # type: noise_params_2d
2683 # mgcarpathian_np_rivers = {
2686 # spread = (1000, 1000, 1000),
2689 # persistence = 0.6,
2694 # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
2695 # type: noise_params_3d
2696 # mgcarpathian_np_mnt_var = {
2699 # spread = (499, 499, 499),
2702 # persistence = 0.55,
2707 # First of two 3D noises that together define tunnels.
2708 # type: noise_params_3d
2709 # mgcarpathian_np_cave1 = {
2712 # spread = (61, 61, 61),
2715 # persistence = 0.5,
2720 # Second of two 3D noises that together define tunnels.
2721 # type: noise_params_3d
2722 # mgcarpathian_np_cave2 = {
2725 # spread = (67, 67, 67),
2728 # persistence = 0.5,
2733 # 3D noise defining giant caverns.
2734 # type: noise_params_3d
2735 # mgcarpathian_np_cavern = {
2738 # spread = (384, 128, 384),
2741 # persistence = 0.63,
2746 # 3D noise that determines number of dungeons per mapchunk.
2747 # type: noise_params_3d
2748 # mgcarpathian_np_dungeons = {
2751 # spread = (500, 500, 500),
2754 # persistence = 0.8,
2761 # Map generation attributes specific to Mapgen Flat.
2762 # Occasional lakes and hills can be added to the flat world.
2763 # type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns
2764 # mgflat_spflags = nolakes,nohills,nocaverns
2768 # mgflat_ground_level = 8
2770 # Y of upper limit of large caves.
2772 # mgflat_large_cave_depth = -33
2774 # Minimum limit of random number of small caves per mapchunk.
2775 # type: int min: 0 max: 256
2776 # mgflat_small_cave_num_min = 0
2778 # Maximum limit of random number of small caves per mapchunk.
2779 # type: int min: 0 max: 256
2780 # mgflat_small_cave_num_max = 0
2782 # Minimum limit of random number of large caves per mapchunk.
2783 # type: int min: 0 max: 64
2784 # mgflat_large_cave_num_min = 0
2786 # Maximum limit of random number of large caves per mapchunk.
2787 # type: int min: 0 max: 64
2788 # mgflat_large_cave_num_max = 2
2790 # Proportion of large caves that contain liquid.
2791 # type: float min: 0 max: 1
2792 # mgflat_large_cave_flooded = 0.5
2794 # Controls width of tunnels, a smaller value creates wider tunnels.
2795 # Value >= 10.0 completely disables generation of tunnels and avoids the
2796 # intensive noise calculations.
2798 # mgflat_cave_width = 0.09
2800 # Terrain noise threshold for lakes.
2801 # Controls proportion of world area covered by lakes.
2802 # Adjust towards 0.0 for a larger proportion.
2804 # mgflat_lake_threshold = -0.45
2806 # Controls steepness/depth of lake depressions.
2808 # mgflat_lake_steepness = 48.0
2810 # Terrain noise threshold for hills.
2811 # Controls proportion of world area covered by hills.
2812 # Adjust towards 0.0 for a larger proportion.
2814 # mgflat_hill_threshold = 0.45
2816 # Controls steepness/height of hills.
2818 # mgflat_hill_steepness = 64.0
2820 # Y-level of cavern upper limit.
2822 # mgflat_cavern_limit = -256
2824 # Y-distance over which caverns expand to full size.
2826 # mgflat_cavern_taper = 256
2828 # Defines full size of caverns, smaller values create larger caverns.
2830 # mgflat_cavern_threshold = 0.7
2832 # Lower Y limit of dungeons.
2834 # mgflat_dungeon_ymin = -31000
2836 # Upper Y limit of dungeons.
2838 # mgflat_dungeon_ymax = 31000
2842 # Defines location and terrain of optional hills and lakes.
2843 # type: noise_params_2d
2844 # mgflat_np_terrain = {
2847 # spread = (600, 600, 600),
2850 # persistence = 0.6,
2855 # Variation of biome filler depth.
2856 # type: noise_params_2d
2857 # mgflat_np_filler_depth = {
2860 # spread = (150, 150, 150),
2863 # persistence = 0.7,
2868 # First of two 3D noises that together define tunnels.
2869 # type: noise_params_3d
2870 # mgflat_np_cave1 = {
2873 # spread = (61, 61, 61),
2876 # persistence = 0.5,
2881 # Second of two 3D noises that together define tunnels.
2882 # type: noise_params_3d
2883 # mgflat_np_cave2 = {
2886 # spread = (67, 67, 67),
2889 # persistence = 0.5,
2894 # 3D noise defining giant caverns.
2895 # type: noise_params_3d
2896 # mgflat_np_cavern = {
2899 # spread = (384, 128, 384),
2902 # persistence = 0.63,
2907 # 3D noise that determines number of dungeons per mapchunk.
2908 # type: noise_params_3d
2909 # mgflat_np_dungeons = {
2912 # spread = (500, 500, 500),
2915 # persistence = 0.8,
2922 # Map generation attributes specific to Mapgen Fractal.
2923 # 'terrain' enables the generation of non-fractal terrain:
2924 # ocean, islands and underground.
2925 # type: flags possible values: terrain, noterrain
2926 # mgfractal_spflags = terrain
2928 # Controls width of tunnels, a smaller value creates wider tunnels.
2929 # Value >= 10.0 completely disables generation of tunnels and avoids the
2930 # intensive noise calculations.
2932 # mgfractal_cave_width = 0.09
2934 # Y of upper limit of large caves.
2936 # mgfractal_large_cave_depth = -33
2938 # Minimum limit of random number of small caves per mapchunk.
2939 # type: int min: 0 max: 256
2940 # mgfractal_small_cave_num_min = 0
2942 # Maximum limit of random number of small caves per mapchunk.
2943 # type: int min: 0 max: 256
2944 # mgfractal_small_cave_num_max = 0
2946 # Minimum limit of random number of large caves per mapchunk.
2947 # type: int min: 0 max: 64
2948 # mgfractal_large_cave_num_min = 0
2950 # Maximum limit of random number of large caves per mapchunk.
2951 # type: int min: 0 max: 64
2952 # mgfractal_large_cave_num_max = 2
2954 # Proportion of large caves that contain liquid.
2955 # type: float min: 0 max: 1
2956 # mgfractal_large_cave_flooded = 0.5
2958 # Lower Y limit of dungeons.
2960 # mgfractal_dungeon_ymin = -31000
2962 # Upper Y limit of dungeons.
2964 # mgfractal_dungeon_ymax = 31000
2966 # Selects one of 18 fractal types.
2967 # 1 = 4D "Roundy" Mandelbrot set.
2968 # 2 = 4D "Roundy" Julia set.
2969 # 3 = 4D "Squarry" Mandelbrot set.
2970 # 4 = 4D "Squarry" Julia set.
2971 # 5 = 4D "Mandy Cousin" Mandelbrot set.
2972 # 6 = 4D "Mandy Cousin" Julia set.
2973 # 7 = 4D "Variation" Mandelbrot set.
2974 # 8 = 4D "Variation" Julia set.
2975 # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
2976 # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
2977 # 11 = 3D "Christmas Tree" Mandelbrot set.
2978 # 12 = 3D "Christmas Tree" Julia set.
2979 # 13 = 3D "Mandelbulb" Mandelbrot set.
2980 # 14 = 3D "Mandelbulb" Julia set.
2981 # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
2982 # 16 = 3D "Cosine Mandelbulb" Julia set.
2983 # 17 = 4D "Mandelbulb" Mandelbrot set.
2984 # 18 = 4D "Mandelbulb" Julia set.
2985 # type: int min: 1 max: 18
2986 # mgfractal_fractal = 1
2988 # Iterations of the recursive function.
2989 # Increasing this increases the amount of fine detail, but also
2990 # increases processing load.
2991 # At iterations = 20 this mapgen has a similar load to mapgen V7.
2993 # mgfractal_iterations = 11
2995 # (X,Y,Z) scale of fractal in nodes.
2996 # Actual fractal size will be 2 to 3 times larger.
2997 # These numbers can be made very large, the fractal does
2998 # not have to fit inside the world.
2999 # Increase these to 'zoom' into the detail of the fractal.
3000 # Default is for a vertically-squashed shape suitable for
3001 # an island, set all 3 numbers equal for the raw shape.
3003 # mgfractal_scale = (4096.0, 1024.0, 4096.0)
3005 # (X,Y,Z) offset of fractal from world center in units of 'scale'.
3006 # Can be used to move a desired point to (0, 0) to create a
3007 # suitable spawn point, or to allow 'zooming in' on a desired
3008 # point by increasing 'scale'.
3009 # The default is tuned for a suitable spawn point for Mandelbrot
3010 # sets with default parameters, it may need altering in other
3012 # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
3014 # mgfractal_offset = (1.79, 0.0, 0.0)
3016 # W coordinate of the generated 3D slice of a 4D fractal.
3017 # Determines which 3D slice of the 4D shape is generated.
3018 # Alters the shape of the fractal.
3019 # Has no effect on 3D fractals.
3020 # Range roughly -2 to 2.
3022 # mgfractal_slice_w = 0.0
3025 # X component of hypercomplex constant.
3026 # Alters the shape of the fractal.
3027 # Range roughly -2 to 2.
3029 # mgfractal_julia_x = 0.33
3032 # Y component of hypercomplex constant.
3033 # Alters the shape of the fractal.
3034 # Range roughly -2 to 2.
3036 # mgfractal_julia_y = 0.33
3039 # Z component of hypercomplex constant.
3040 # Alters the shape of the fractal.
3041 # Range roughly -2 to 2.
3043 # mgfractal_julia_z = 0.33
3046 # W component of hypercomplex constant.
3047 # Alters the shape of the fractal.
3048 # Has no effect on 3D fractals.
3049 # Range roughly -2 to 2.
3051 # mgfractal_julia_w = 0.33
3055 # Y-level of seabed.
3056 # type: noise_params_2d
3057 # mgfractal_np_seabed = {
3060 # spread = (600, 600, 600),
3063 # persistence = 0.6,
3068 # Variation of biome filler depth.
3069 # type: noise_params_2d
3070 # mgfractal_np_filler_depth = {
3073 # spread = (150, 150, 150),
3076 # persistence = 0.7,
3081 # First of two 3D noises that together define tunnels.
3082 # type: noise_params_3d
3083 # mgfractal_np_cave1 = {
3086 # spread = (61, 61, 61),
3089 # persistence = 0.5,
3094 # Second of two 3D noises that together define tunnels.
3095 # type: noise_params_3d
3096 # mgfractal_np_cave2 = {
3099 # spread = (67, 67, 67),
3102 # persistence = 0.5,
3107 # 3D noise that determines number of dungeons per mapchunk.
3108 # type: noise_params_3d
3109 # mgfractal_np_dungeons = {
3112 # spread = (500, 500, 500),
3115 # persistence = 0.8,
3122 # Map generation attributes specific to Mapgen Valleys.
3123 # 'altitude_chill': Reduces heat with altitude.
3124 # 'humid_rivers': Increases humidity around rivers.
3125 # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
3126 # to become shallower and occasionally dry.
3127 # 'altitude_dry': Reduces humidity with altitude.
3128 # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
3129 # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
3131 # The vertical distance over which heat drops by 20 if 'altitude_chill' is
3132 # enabled. Also the vertical distance over which humidity drops by 10 if
3133 # 'altitude_dry' is enabled.
3135 # mgvalleys_altitude_chill = 90
3137 # Depth below which you'll find large caves.
3139 # mgvalleys_large_cave_depth = -33
3141 # Minimum limit of random number of small caves per mapchunk.
3142 # type: int min: 0 max: 256
3143 # mgvalleys_small_cave_num_min = 0
3145 # Maximum limit of random number of small caves per mapchunk.
3146 # type: int min: 0 max: 256
3147 # mgvalleys_small_cave_num_max = 0
3149 # Minimum limit of random number of large caves per mapchunk.
3150 # type: int min: 0 max: 64
3151 # mgvalleys_large_cave_num_min = 0
3153 # Maximum limit of random number of large caves per mapchunk.
3154 # type: int min: 0 max: 64
3155 # mgvalleys_large_cave_num_max = 2
3157 # Proportion of large caves that contain liquid.
3158 # type: float min: 0 max: 1
3159 # mgvalleys_large_cave_flooded = 0.5
3161 # Depth below which you'll find giant caverns.
3163 # mgvalleys_cavern_limit = -256
3165 # Y-distance over which caverns expand to full size.
3167 # mgvalleys_cavern_taper = 192
3169 # Defines full size of caverns, smaller values create larger caverns.
3171 # mgvalleys_cavern_threshold = 0.6
3173 # How deep to make rivers.
3175 # mgvalleys_river_depth = 4
3177 # How wide to make rivers.
3179 # mgvalleys_river_size = 5
3181 # Controls width of tunnels, a smaller value creates wider tunnels.
3182 # Value >= 10.0 completely disables generation of tunnels and avoids the
3183 # intensive noise calculations.
3185 # mgvalleys_cave_width = 0.09
3187 # Lower Y limit of dungeons.
3189 # mgvalleys_dungeon_ymin = -31000
3191 # Upper Y limit of dungeons.
3193 # mgvalleys_dungeon_ymax = 63
3197 # First of two 3D noises that together define tunnels.
3198 # type: noise_params_3d
3199 # mgvalleys_np_cave1 = {
3202 # spread = (61, 61, 61),
3205 # persistence = 0.5,
3210 # Second of two 3D noises that together define tunnels.
3211 # type: noise_params_3d
3212 # mgvalleys_np_cave2 = {
3215 # spread = (67, 67, 67),
3218 # persistence = 0.5,
3223 # The depth of dirt or other biome filler node.
3224 # type: noise_params_2d
3225 # mgvalleys_np_filler_depth = {
3228 # spread = (256, 256, 256),
3231 # persistence = 0.5,
3236 # 3D noise defining giant caverns.
3237 # type: noise_params_3d
3238 # mgvalleys_np_cavern = {
3241 # spread = (768, 256, 768),
3244 # persistence = 0.63,
3249 # Defines large-scale river channel structure.
3250 # type: noise_params_2d
3251 # mgvalleys_np_rivers = {
3254 # spread = (256, 256, 256),
3257 # persistence = 0.6,
3262 # Base terrain height.
3263 # type: noise_params_2d
3264 # mgvalleys_np_terrain_height = {
3267 # spread = (1024, 1024, 1024),
3270 # persistence = 0.4,
3275 # Raises terrain to make valleys around the rivers.
3276 # type: noise_params_2d
3277 # mgvalleys_np_valley_depth = {
3280 # spread = (512, 512, 512),
3283 # persistence = 1.0,
3288 # Slope and fill work together to modify the heights.
3289 # type: noise_params_3d
3290 # mgvalleys_np_inter_valley_fill = {
3293 # spread = (256, 512, 256),
3296 # persistence = 0.8,
3301 # Amplifies the valleys.
3302 # type: noise_params_2d
3303 # mgvalleys_np_valley_profile = {
3306 # spread = (512, 512, 512),
3309 # persistence = 1.0,
3314 # Slope and fill work together to modify the heights.
3315 # type: noise_params_2d
3316 # mgvalleys_np_inter_valley_slope = {
3319 # spread = (128, 128, 128),
3322 # persistence = 1.0,
3327 # 3D noise that determines number of dungeons per mapchunk.
3328 # type: noise_params_3d
3329 # mgvalleys_np_dungeons = {
3332 # spread = (500, 500, 500),
3335 # persistence = 0.8,
3342 # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
3343 # WARNING!: There is no benefit, and there are several dangers, in
3344 # increasing this value above 5.
3345 # Reducing this value increases cave and dungeon density.
3346 # Altering this value is for special usage, leaving it unchanged is
3351 # Dump the mapgen debug information.
3353 # enable_mapgen_debug_info = false
3355 # Maximum number of blocks that can be queued for loading.
3356 # type: int min: 1 max: 1000000
3357 # emergequeue_limit_total = 1024
3359 # Maximum number of blocks to be queued that are to be loaded from file.
3360 # This limit is enforced per player.
3361 # type: int min: 1 max: 1000000
3362 # emergequeue_limit_diskonly = 128
3364 # Maximum number of blocks to be queued that are to be generated.
3365 # This limit is enforced per player.
3366 # type: int min: 1 max: 1000000
3367 # emergequeue_limit_generate = 128
3369 # Number of emerge threads to use.
3371 # - Automatic selection. The number of emerge threads will be
3372 # - 'number of processors - 2', with a lower limit of 1.
3374 # - Specifies the number of emerge threads, with a lower limit of 1.
3375 # WARNING: Increasing the number of emerge threads increases engine mapgen
3376 # speed, but this may harm game performance by interfering with other
3377 # processes, especially in singleplayer and/or when running Lua code in
3378 # 'on_generated'. For many users the optimum setting may be '1'.
3380 # num_emerge_threads = 1
3383 # Online Content Repository
3386 # The URL for the content repository
3388 # contentdb_url = https://content.minetest.net
3390 # Comma-separated list of flags to hide in the content repository.
3391 # "nonfree" can be used to hide packages which do not qualify as 'free software',
3392 # as defined by the Free Software Foundation.
3393 # You can also specify content ratings.
3394 # These flags are independent from Minetest versions,
3395 # so see a full list at https://content.minetest.net/help/content_flags/
3397 # contentdb_flag_blacklist = nonfree, desktop_default
3399 # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
3400 # This should be lower than curl_parallel_limit.
3402 # contentdb_max_concurrent_downloads = 3