1 # This file contains a list of all available settings and their default value for minetest.conf
3 # By default, all the settings are commented and not functional.
4 # Uncomment settings by removing the preceding #.
6 # minetest.conf is read by default from:
9 # Any other path can be chosen by passing the path as a parameter
10 # to the program, eg. "minetest.exe --config ../minetest.conf.example".
12 # Further documentation:
13 # http://wiki.minetest.net/
19 # If enabled, you can place blocks at the position (feet + eye level) where you stand.
20 # This is helpful when working with nodeboxes in small areas.
22 # enable_build_where_you_stand = false
24 # Player is able to fly without being affected by gravity.
25 # This requires the "fly" privilege on the server.
29 # If enabled, makes move directions relative to the player's pitch when flying or swimming.
33 # Fast movement (via the "special" key).
34 # This requires the "fast" privilege on the server.
38 # If enabled together with fly mode, player is able to fly through solid nodes.
39 # This requires the "noclip" privilege on the server.
43 # Smooths camera when looking around. Also called look or mouse smoothing.
44 # Useful for recording videos.
48 # Smooths rotation of camera. 0 to disable.
49 # type: float min: 0 max: 0.99
50 # camera_smoothing = 0.0
52 # Smooths rotation of camera in cinematic mode. 0 to disable.
53 # type: float min: 0 max: 0.99
54 # cinematic_camera_smoothing = 0.7
56 # Invert vertical mouse movement.
58 # invert_mouse = false
60 # Mouse sensitivity multiplier.
62 # mouse_sensitivity = 0.2
64 # If enabled, "special" key instead of "sneak" key is used for climbing down and
67 # aux1_descends = false
69 # Double-tapping the jump key toggles fly mode.
71 # doubletap_jump = false
73 # If disabled, "special" key is used to fly fast if both fly and fast mode are
76 # always_fly_fast = true
78 # The time in seconds it takes between repeated right clicks when holding the right
80 # type: float min: 0.001
81 # repeat_rightclick_time = 0.25
83 # Automatically jump up single-node obstacles.
87 # Prevent digging and placing from repeating when holding the mouse buttons.
88 # Enable this when you dig or place too often by accident.
90 # safe_dig_and_place = false
92 # Enable random user input (only used for testing).
94 # random_input = false
96 # Continuous forward movement, toggled by autoforward key.
97 # Press the autoforward key again or the backwards movement to disable.
99 # continuous_forward = false
101 # The length in pixels it takes for touch screen interaction to start.
102 # type: int min: 0 max: 100
103 # touchscreen_threshold = 20
105 # (Android) Fixes the position of virtual joystick.
106 # If disabled, virtual joystick will center to first-touch's position.
108 # fixed_virtual_joystick = false
110 # (Android) Use virtual joystick to trigger "aux" button.
111 # If enabled, virtual joystick will also tap "aux" button when out of main circle.
113 # virtual_joystick_triggers_aux = false
117 # enable_joysticks = false
119 # The identifier of the joystick to use
123 # The type of joystick
124 # type: enum values: auto, generic, xbox
125 # joystick_type = auto
127 # The time in seconds it takes between repeated events
128 # when holding down a joystick button combination.
129 # type: float min: 0.001
130 # repeat_joystick_button_time = 0.17
132 # The sensitivity of the joystick axes for moving the
133 # ingame view frustum around.
135 # joystick_frustum_sensitivity = 170
137 # Key for moving the player forward.
138 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
140 # keymap_forward = KEY_KEY_W
142 # Key for moving the player backward.
143 # Will also disable autoforward, when active.
144 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
146 # keymap_backward = KEY_KEY_S
148 # Key for moving the player left.
149 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
151 # keymap_left = KEY_KEY_A
153 # Key for moving the player right.
154 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
156 # keymap_right = KEY_KEY_D
159 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
161 # keymap_jump = KEY_SPACE
164 # Also used for climbing down and descending in water if aux1_descends is disabled.
165 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
167 # keymap_sneak = KEY_LSHIFT
169 # Key for opening the inventory.
170 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
172 # keymap_inventory = KEY_KEY_I
174 # Key for moving fast in fast mode.
175 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
177 # keymap_special1 = KEY_KEY_E
179 # Key for opening the chat window.
180 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
182 # keymap_chat = KEY_KEY_T
184 # Key for opening the chat window to type commands.
185 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
189 # Key for opening the chat window to type local commands.
190 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
192 # keymap_cmd_local = .
194 # Key for toggling unlimited view range.
195 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
197 # keymap_rangeselect = KEY_KEY_R
199 # Key for toggling flying.
200 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
202 # keymap_freemove = KEY_KEY_K
204 # Key for toggling pitch move mode.
205 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
207 # keymap_pitchmove = KEY_KEY_P
209 # Key for toggling fast mode.
210 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
212 # keymap_fastmove = KEY_KEY_J
214 # Key for toggling noclip mode.
215 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
217 # keymap_noclip = KEY_KEY_H
219 # Key for selecting the next item in the hotbar.
220 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
222 # keymap_hotbar_next = KEY_KEY_N
224 # Key for selecting the previous item in the hotbar.
225 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
227 # keymap_hotbar_previous = KEY_KEY_B
229 # Key for muting the game.
230 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
232 # keymap_mute = KEY_KEY_M
234 # Key for increasing the volume.
235 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
237 # keymap_increase_volume =
239 # Key for decreasing the volume.
240 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
242 # keymap_decrease_volume =
244 # Key for toggling autoforward.
245 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
247 # keymap_autoforward =
249 # Key for toggling cinematic mode.
250 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
254 # Key for toggling display of minimap.
255 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
257 # keymap_minimap = KEY_KEY_V
259 # Key for taking screenshots.
260 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
262 # keymap_screenshot = KEY_F12
264 # Key for dropping the currently selected item.
265 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
267 # keymap_drop = KEY_KEY_Q
269 # Key to use view zoom when possible.
270 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
272 # keymap_zoom = KEY_KEY_Z
274 # Key for selecting the first hotbar slot.
275 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
277 # keymap_slot1 = KEY_KEY_1
279 # Key for selecting the second hotbar slot.
280 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
282 # keymap_slot2 = KEY_KEY_2
284 # Key for selecting the third hotbar slot.
285 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
287 # keymap_slot3 = KEY_KEY_3
289 # Key for selecting the fourth hotbar slot.
290 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
292 # keymap_slot4 = KEY_KEY_4
294 # Key for selecting the fifth hotbar slot.
295 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
297 # keymap_slot5 = KEY_KEY_5
299 # Key for selecting the sixth hotbar slot.
300 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
302 # keymap_slot6 = KEY_KEY_6
304 # Key for selecting the seventh hotbar slot.
305 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
307 # keymap_slot7 = KEY_KEY_7
309 # Key for selecting the eighth hotbar slot.
310 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
312 # keymap_slot8 = KEY_KEY_8
314 # Key for selecting the ninth hotbar slot.
315 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
317 # keymap_slot9 = KEY_KEY_9
319 # Key for selecting the tenth hotbar slot.
320 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
322 # keymap_slot10 = KEY_KEY_0
324 # Key for selecting the 11th hotbar slot.
325 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
329 # Key for selecting the 12th hotbar slot.
330 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
334 # Key for selecting the 13th hotbar slot.
335 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
339 # Key for selecting the 14th hotbar slot.
340 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
344 # Key for selecting the 15th hotbar slot.
345 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
349 # Key for selecting the 16th hotbar slot.
350 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
354 # Key for selecting the 17th hotbar slot.
355 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
359 # Key for selecting the 18th hotbar slot.
360 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
364 # Key for selecting the 19th hotbar slot.
365 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
369 # Key for selecting the 20th hotbar slot.
370 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
374 # Key for selecting the 21st hotbar slot.
375 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
379 # Key for selecting the 22nd hotbar slot.
380 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
384 # Key for selecting the 23rd hotbar slot.
385 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
389 # Key for selecting the 24th hotbar slot.
390 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
394 # Key for selecting the 25th hotbar slot.
395 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
399 # Key for selecting the 26th hotbar slot.
400 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
404 # Key for selecting the 27th hotbar slot.
405 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
409 # Key for selecting the 28th hotbar slot.
410 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
414 # Key for selecting the 29th hotbar slot.
415 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
419 # Key for selecting the 30th hotbar slot.
420 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
424 # Key for selecting the 31st hotbar slot.
425 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
429 # Key for selecting the 32nd hotbar slot.
430 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
434 # Key for toggling the display of the HUD.
435 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
437 # keymap_toggle_hud = KEY_F1
439 # Key for toggling the display of chat.
440 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
442 # keymap_toggle_chat = KEY_F2
444 # Key for toggling the display of the large chat console.
445 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
447 # keymap_console = KEY_F10
449 # Key for toggling the display of fog.
450 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
452 # keymap_toggle_force_fog_off = KEY_F3
454 # Key for toggling the camera update. Only used for development
455 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
457 # keymap_toggle_update_camera =
459 # Key for toggling the display of debug info.
460 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
462 # keymap_toggle_debug = KEY_F5
464 # Key for toggling the display of the profiler. Used for development.
465 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
467 # keymap_toggle_profiler = KEY_F6
469 # Key for switching between first- and third-person camera.
470 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
472 # keymap_camera_mode = KEY_KEY_C
474 # Key for increasing the viewing range.
475 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
477 # keymap_increase_viewing_range_min = +
479 # Key for decreasing the viewing range.
480 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
482 # keymap_decrease_viewing_range_min = -
492 # Enable vertex buffer objects.
493 # This should greatly improve graphics performance.
497 # Whether to fog out the end of the visible area.
502 # - Fancy: all faces visible
503 # - Simple: only outer faces, if defined special_tiles are used
504 # - Opaque: disable transparency
505 # type: enum values: fancy, simple, opaque
506 # leaves_style = fancy
508 # Connects glass if supported by node.
510 # connected_glass = false
512 # Enable smooth lighting with simple ambient occlusion.
513 # Disable for speed or for different looks.
515 # smooth_lighting = true
517 # Clouds are a client side effect.
519 # enable_clouds = true
521 # Use 3D cloud look instead of flat.
523 # enable_3d_clouds = true
525 # Method used to highlight selected object.
526 # type: enum values: box, halo, none
527 # node_highlighting = box
529 # Adds particles when digging a node.
531 # enable_particles = true
535 # Use mip mapping to scale textures. May slightly increase performance,
536 # especially when using a high resolution texture pack.
537 # Gamma correct downscaling is not supported.
541 # Use anisotropic filtering when viewing at textures from an angle.
543 # anisotropic_filter = false
545 # Use bilinear filtering when scaling textures.
547 # bilinear_filter = false
549 # Use trilinear filtering when scaling textures.
551 # trilinear_filter = false
553 # Filtered textures can blend RGB values with fully-transparent neighbors,
554 # which PNG optimizers usually discard, sometimes resulting in a dark or
555 # light edge to transparent textures. Apply this filter to clean that up
556 # at texture load time.
558 # texture_clean_transparent = false
560 # When using bilinear/trilinear/anisotropic filters, low-resolution textures
561 # can be blurred, so automatically upscale them with nearest-neighbor
562 # interpolation to preserve crisp pixels. This sets the minimum texture size
563 # for the upscaled textures; higher values look sharper, but require more
564 # memory. Powers of 2 are recommended. Setting this higher than 1 may not
565 # have a visible effect unless bilinear/trilinear/anisotropic filtering is
567 # This is also used as the base node texture size for world-aligned
568 # texture autoscaling.
570 # texture_min_size = 64
572 # Experimental option, might cause visible spaces between blocks
573 # when set to higher number than 0.
574 # type: enum values: 0, 1, 2, 4, 8, 16
577 # Undersampling is similar to using a lower screen resolution, but it applies
578 # to the game world only, keeping the GUI intact.
579 # It should give a significant performance boost at the cost of less detailed image.
580 # Higher values result in a less detailed image.
581 # type: int min: 1 max: 8
586 # Shaders allow advanced visual effects and may increase performance on some video
588 # This only works with the OpenGL video backend.
590 # enable_shaders = true
592 # Path to shader directory. If no path is defined, default location will be used.
598 # Enables Hable's 'Uncharted 2' filmic tone mapping.
599 # Simulates the tone curve of photographic film and how this approximates the
600 # appearance of high dynamic range images. Mid-range contrast is slightly
601 # enhanced, highlights and shadows are gradually compressed.
603 # tone_mapping = false
607 # Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
608 # or need to be auto-generated.
609 # Requires shaders to be enabled.
611 # enable_bumpmapping = false
613 # Enables on the fly normalmap generation (Emboss effect).
614 # Requires bumpmapping to be enabled.
616 # generate_normalmaps = false
618 # Strength of generated normalmaps.
620 # normalmaps_strength = 0.6
622 # Defines sampling step of texture.
623 # A higher value results in smoother normal maps.
624 # type: int min: 0 max: 2
625 # normalmaps_smooth = 0
627 #### Parallax Occlusion
629 # Enables parallax occlusion mapping.
630 # Requires shaders to be enabled.
632 # enable_parallax_occlusion = false
634 # 0 = parallax occlusion with slope information (faster).
635 # 1 = relief mapping (slower, more accurate).
636 # type: int min: 0 max: 1
637 # parallax_occlusion_mode = 1
639 # Number of parallax occlusion iterations.
641 # parallax_occlusion_iterations = 4
643 # Overall scale of parallax occlusion effect.
645 # parallax_occlusion_scale = 0.08
647 # Overall bias of parallax occlusion effect, usually scale/2.
649 # parallax_occlusion_bias = 0.04
653 # Set to true to enable waving liquids (like water).
654 # Requires shaders to be enabled.
656 # enable_waving_water = false
658 # The maximum height of the surface of waving liquids.
659 # 4.0 = Wave height is two nodes.
660 # 0.0 = Wave doesn't move at all.
661 # Default is 1.0 (1/2 node).
662 # Requires waving liquids to be enabled.
663 # type: float min: 0 max: 4
664 # water_wave_height = 1.0
666 # Length of liquid waves.
667 # Requires waving liquids to be enabled.
668 # type: float min: 0.1
669 # water_wave_length = 20.0
671 # How fast liquid waves will move. Higher = faster.
672 # If negative, liquid waves will move backwards.
673 # Requires waving liquids to be enabled.
675 # water_wave_speed = 5.0
677 # Set to true to enable waving leaves.
678 # Requires shaders to be enabled.
680 # enable_waving_leaves = false
682 # Set to true to enable waving plants.
683 # Requires shaders to be enabled.
685 # enable_waving_plants = false
689 # Arm inertia, gives a more realistic movement of
690 # the arm when the camera moves.
694 # If FPS would go higher than this, limit it by sleeping
695 # to not waste CPU power for no benefit.
699 # Maximum FPS when game is paused.
703 # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
706 # pause_on_lost_focus = false
708 # View distance in nodes.
709 # type: int min: 20 max: 4000
710 # viewing_range = 100
712 # Camera 'near clipping plane' distance in nodes, between 0 and 0.25
713 # Only works on GLES platforms. Most users will not need to change this.
714 # Increasing can reduce artifacting on weaker GPUs.
715 # 0.1 = Default, 0.25 = Good value for weaker tablets.
716 # type: float min: 0 max: 0.25
719 # Width component of the initial window size.
723 # Height component of the initial window size.
727 # Save window size automatically when modified.
729 # autosave_screensize = true
735 # Bits per pixel (aka color depth) in fullscreen mode.
737 # fullscreen_bpp = 24
739 # Vertical screen synchronization.
743 # Field of view in degrees.
744 # type: int min: 45 max: 160
747 # Alters the light curve by applying 'gamma correction' to it.
748 # Higher values make middle and lower light levels brighter.
749 # Value '1.0' leaves the light curve unaltered.
750 # This only has significant effect on daylight and artificial
751 # light, it has very little effect on natural night light.
752 # type: float min: 0.33 max: 3
753 # display_gamma = 1.0
755 # Gradient of light curve at minimum light level.
756 # Controls the contrast of the lowest light levels.
757 # type: float min: 0 max: 3
758 # lighting_alpha = 0.0
760 # Gradient of light curve at maximum light level.
761 # Controls the contrast of the highest light levels.
762 # type: float min: 0 max: 3
763 # lighting_beta = 1.5
765 # Strength of light curve boost.
766 # The 3 'boost' parameters define a range of the light
767 # curve that is boosted in brightness.
768 # type: float min: 0 max: 0.4
769 # lighting_boost = 0.2
771 # Center of light curve boost range.
772 # Where 0.0 is minimum light level, 1.0 is maximum light level.
773 # type: float min: 0 max: 1
774 # lighting_boost_center = 0.5
776 # Spread of light curve boost range.
777 # Controls the width of the range to be boosted.
778 # Standard deviation of the light curve boost Gaussian.
779 # type: float min: 0 max: 0.4
780 # lighting_boost_spread = 0.2
782 # Path to texture directory. All textures are first searched from here.
786 # The rendering back-end for Irrlicht.
787 # A restart is required after changing this.
788 # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
789 # On other platforms, OpenGL is recommended, and it’s the only driver with
790 # shader support currently.
791 # type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl, ogles1, ogles2
792 # video_driver = opengl
794 # Radius of cloud area stated in number of 64 node cloud squares.
795 # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
799 # Enable view bobbing and amount of view bobbing.
800 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
802 # view_bobbing_amount = 1.0
804 # Multiplier for fall bobbing.
805 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
807 # fall_bobbing_amount = 0.03
810 # Currently supported:
811 # - none: no 3d output.
812 # - anaglyph: cyan/magenta color 3d.
813 # - interlaced: odd/even line based polarisation screen support.
814 # - topbottom: split screen top/bottom.
815 # - sidebyside: split screen side by side.
816 # - crossview: Cross-eyed 3d
817 # - pageflip: quadbuffer based 3d.
818 # Note that the interlaced mode requires shaders to be enabled.
819 # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
822 # Strength of 3D mode parallax.
824 # 3d_paralax_strength = 0.025
826 # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
827 # type: float min: 0.1 max: 1
828 # console_height = 0.6
830 # In-game chat console background color (R,G,B).
832 # console_color = (0,0,0)
834 # In-game chat console background alpha (opaqueness, between 0 and 255).
835 # type: int min: 0 max: 255
836 # console_alpha = 200
838 # Formspec full-screen background opacity (between 0 and 255).
839 # type: int min: 0 max: 255
840 # formspec_fullscreen_bg_opacity = 140
842 # Formspec full-screen background color (R,G,B).
844 # formspec_fullscreen_bg_color = (0,0,0)
846 # Formspec default background opacity (between 0 and 255).
847 # type: int min: 0 max: 255
848 # formspec_default_bg_opacity = 140
850 # Formspec default background color (R,G,B).
852 # formspec_default_bg_color = (0,0,0)
854 # Selection box border color (R,G,B).
856 # selectionbox_color = (0,0,0)
858 # Width of the selection box lines around nodes.
859 # type: int min: 1 max: 5
860 # selectionbox_width = 2
862 # Crosshair color (R,G,B).
864 # crosshair_color = (255,255,255)
866 # Crosshair alpha (opaqueness, between 0 and 255).
867 # type: int min: 0 max: 255
868 # crosshair_alpha = 255
870 # Maximum number of recent chat messages to show
871 # type: int min: 2 max: 20
872 # recent_chat_messages = 6
874 # Whether node texture animations should be desynchronized per mapblock.
876 # desynchronize_mapblock_texture_animation = true
878 # Maximum proportion of current window to be used for hotbar.
879 # Useful if there's something to be displayed right or left of hotbar.
881 # hud_hotbar_max_width = 1.0
883 # Modifies the size of the hudbar elements.
887 # Enables caching of facedir rotated meshes.
889 # enable_mesh_cache = false
891 # Delay between mesh updates on the client in ms. Increasing this will slow
892 # down the rate of mesh updates, thus reducing jitter on slower clients.
893 # type: int min: 0 max: 50
894 # mesh_generation_interval = 0
896 # Size of the MapBlock cache of the mesh generator. Increasing this will
897 # increase the cache hit %, reducing the data being copied from the main
898 # thread, thus reducing jitter.
899 # type: int min: 0 max: 1000
900 # meshgen_block_cache_size = 20
904 # enable_minimap = true
906 # Shape of the minimap. Enabled = round, disabled = square.
908 # minimap_shape_round = true
912 # Usable to make minimap smoother on slower machines.
914 # minimap_double_scan_height = true
916 # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
918 # directional_colored_fog = true
920 # The strength (darkness) of node ambient-occlusion shading.
921 # Lower is darker, Higher is lighter. The valid range of values for this
922 # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
923 # set to the nearest valid value.
924 # type: float min: 0.25 max: 4
925 # ambient_occlusion_gamma = 2.2
927 # Enables animation of inventory items.
929 # inventory_items_animations = false
931 # Fraction of the visible distance at which fog starts to be rendered
932 # type: float min: 0 max: 0.99
935 # Makes all liquids opaque
937 # opaque_water = false
939 # Textures on a node may be aligned either to the node or to the world.
940 # The former mode suits better things like machines, furniture, etc., while
941 # the latter makes stairs and microblocks fit surroundings better.
942 # However, as this possibility is new, thus may not be used by older servers,
943 # this option allows enforcing it for certain node types. Note though that
944 # that is considered EXPERIMENTAL and may not work properly.
945 # type: enum values: disable, enable, force_solid, force_nodebox
946 # world_aligned_mode = enable
948 # World-aligned textures may be scaled to span several nodes. However,
949 # the server may not send the scale you want, especially if you use
950 # a specially-designed texture pack; with this option, the client tries
951 # to determine the scale automatically basing on the texture size.
952 # See also texture_min_size.
953 # Warning: This option is EXPERIMENTAL!
954 # type: enum values: disable, enable, force
955 # autoscale_mode = disable
957 # Show entity selection boxes
958 # A restart is required after changing this.
960 # show_entity_selectionbox = false
964 # Use a cloud animation for the main menu background.
968 # Scale GUI by a user specified value.
969 # Use a nearest-neighbor-anti-alias filter to scale the GUI.
970 # This will smooth over some of the rough edges, and blend
971 # pixels when scaling down, at the cost of blurring some
972 # edge pixels when images are scaled by non-integer sizes.
973 # type: float min: 0.001
976 # When gui_scaling_filter is true, all GUI images need to be
977 # filtered in software, but some images are generated directly
978 # to hardware (e.g. render-to-texture for nodes in inventory).
980 # gui_scaling_filter = false
982 # When gui_scaling_filter_txr2img is true, copy those images
983 # from hardware to software for scaling. When false, fall back
984 # to the old scaling method, for video drivers that don't
985 # properly support downloading textures back from hardware.
987 # gui_scaling_filter_txr2img = true
989 # Delay showing tooltips, stated in milliseconds.
991 # tooltip_show_delay = 400
993 # Append item name to tooltip.
995 # tooltip_append_itemname = false
997 # Whether FreeType fonts are used, requires FreeType support to be compiled in.
998 # If disabled, bitmap and XML vectors fonts are used instead.
1006 # font_italic = false
1008 # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
1012 # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
1013 # type: int min: 0 max: 255
1014 # font_shadow_alpha = 127
1016 # Font size of the default font in point (pt).
1020 # Path to the default font.
1021 # If “freetype” setting is enabled: Must be a TrueType font.
1022 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1023 # The fallback font will be used if the font cannot be loaded.
1025 # font_path = fonts/Arimo-Regular.ttf
1028 # font_path_bold = fonts/Arimo-Bold.ttf
1031 # font_path_italic = fonts/Arimo-Italic.ttf
1034 # font_path_bolditalic = fonts/Arimo-BoldItalic.ttf
1036 # Font size of the monospace font in point (pt).
1038 # mono_font_size = 15
1040 # Path to the monospace font.
1041 # If “freetype” setting is enabled: Must be a TrueType font.
1042 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1043 # This font is used for e.g. the console and profiler screen.
1045 # mono_font_path = fonts/Cousine-Regular.ttf
1048 # mono_font_path_bold = fonts/Cousine-Bold.ttf
1051 # mono_font_path_italic = fonts/Cousine-Italic.ttf
1054 # mono_font_path_bolditalic = fonts/Cousine-BoldItalic.ttf
1056 # Font size of the fallback font in point (pt).
1058 # fallback_font_size = 15
1060 # Shadow offset (in pixels) of the fallback font. If 0, then shadow will not be drawn.
1062 # fallback_font_shadow = 1
1064 # Opaqueness (alpha) of the shadow behind the fallback font, between 0 and 255.
1065 # type: int min: 0 max: 255
1066 # fallback_font_shadow_alpha = 128
1068 # Path of the fallback font.
1069 # If “freetype” setting is enabled: Must be a TrueType font.
1070 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1071 # This font will be used for certain languages or if the default font is unavailable.
1073 # fallback_font_path = fonts/DroidSansFallbackFull.ttf
1075 # Font size of the recent chat text and chat prompt in point (pt).
1076 # Value 0 will use the default font size.
1078 # chat_font_size = 0
1080 # Path to save screenshots at. Can be an absolute or relative path.
1081 # The folder will be created if it doesn't already exist.
1083 # screenshot_path = screenshots
1085 # Format of screenshots.
1086 # type: enum values: png, jpg, bmp, pcx, ppm, tga
1087 # screenshot_format = png
1089 # Screenshot quality. Only used for JPEG format.
1090 # 1 means worst quality; 100 means best quality.
1091 # Use 0 for default quality.
1092 # type: int min: 0 max: 100
1093 # screenshot_quality = 0
1097 # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
1101 # Windows systems only: Start Minetest with the command line window in the background.
1102 # Contains the same information as the file debug.txt (default name).
1104 # enable_console = false
1110 # Enables the sound system.
1111 # If disabled, this completely disables all sounds everywhere and the in-game
1112 # sound controls will be non-functional.
1113 # Changing this setting requires a restart.
1115 # enable_sound = true
1117 # Volume of all sounds.
1118 # Requires the sound system to be enabled.
1119 # type: float min: 0 max: 1
1120 # sound_volume = 0.7
1122 # Whether to mute sounds. You can unmute sounds at any time, unless the
1123 # sound system is disabled (enable_sound=false).
1124 # In-game, you can toggle the mute state with the mute key or by using the
1127 # mute_sound = false
1135 # Address to connect to.
1136 # Leave this blank to start a local server.
1137 # Note that the address field in the main menu overrides this setting.
1141 # Port to connect to (UDP).
1142 # Note that the port field in the main menu overrides this setting.
1143 # type: int min: 1 max: 65535
1144 # remote_port = 30000
1146 # Prometheus listener address.
1147 # If minetest is compiled with ENABLE_PROMETHEUS option enabled,
1148 # enable metrics listener for Prometheus on that address.
1149 # Metrics can be fetch on http://127.0.0.1:30000/metrics
1151 # prometheus_listener_address = 127.0.0.1:30000
1153 # Save the map received by the client on disk.
1155 # enable_local_map_saving = false
1157 # Enable usage of remote media server (if provided by server).
1158 # Remote servers offer a significantly faster way to download media (e.g. textures)
1159 # when connecting to the server.
1161 # enable_remote_media_server = true
1163 # Enable Lua modding support on client.
1164 # This support is experimental and API can change.
1166 # enable_client_modding = false
1168 # URL to the server list displayed in the Multiplayer Tab.
1170 # serverlist_url = servers.minetest.net
1172 # File in client/serverlist/ that contains your favorite servers displayed in the
1175 # serverlist_file = favoriteservers.txt
1177 # Maximum size of the out chat queue.
1178 # 0 to disable queueing and -1 to make the queue size unlimited.
1180 # max_out_chat_queue_size = 20
1182 # Enable register confirmation when connecting to server.
1183 # If disabled, new account will be registered automatically.
1185 # enable_register_confirmation = true
1189 # Timeout for client to remove unused map data from memory.
1191 # client_unload_unused_data_timeout = 600
1193 # Maximum number of mapblocks for client to be kept in memory.
1194 # Set to -1 for unlimited amount.
1196 # client_mapblock_limit = 5000
1198 # Whether to show the client debug info (has the same effect as hitting F5).
1200 # show_debug = false
1203 # Server / Singleplayer
1206 # Name of the server, to be displayed when players join and in the serverlist.
1208 # server_name = Minetest server
1210 # Description of server, to be displayed when players join and in the serverlist.
1212 # server_description = mine here
1214 # Domain name of server, to be displayed in the serverlist.
1216 # server_address = game.minetest.net
1218 # Homepage of server, to be displayed in the serverlist.
1220 # server_url = https://minetest.net
1222 # Automatically report to the serverlist.
1224 # server_announce = false
1226 # Announce to this serverlist.
1228 # serverlist_url = servers.minetest.net
1230 # Remove color codes from incoming chat messages
1231 # Use this to stop players from being able to use color in their messages
1233 # strip_color_codes = false
1237 # Network port to listen (UDP).
1238 # This value will be overridden when starting from the main menu.
1242 # The network interface that the server listens on.
1246 # Enable to disallow old clients from connecting.
1247 # Older clients are compatible in the sense that they will not crash when connecting
1248 # to new servers, but they may not support all new features that you are expecting.
1250 # strict_protocol_version_checking = false
1252 # Specifies URL from which client fetches media instead of using UDP.
1253 # $filename should be accessible from $remote_media$filename via cURL
1254 # (obviously, remote_media should end with a slash).
1255 # Files that are not present will be fetched the usual way.
1259 # Enable/disable running an IPv6 server.
1260 # Ignored if bind_address is set.
1261 # Needs enable_ipv6 to be enabled.
1263 # ipv6_server = false
1267 # Maximum number of blocks that are simultaneously sent per client.
1268 # The maximum total count is calculated dynamically:
1269 # max_total = ceil((#clients + max_users) * per_client / 4)
1271 # max_simultaneous_block_sends_per_client = 40
1273 # To reduce lag, block transfers are slowed down when a player is building something.
1274 # This determines how long they are slowed down after placing or removing a node.
1276 # full_block_send_enable_min_time_from_building = 2.0
1278 # Maximum number of packets sent per send step, if you have a slow connection
1279 # try reducing it, but don't reduce it to a number below double of targeted
1282 # max_packets_per_iteration = 1024
1286 # Default game when creating a new world.
1287 # This will be overridden when creating a world from the main menu.
1289 # default_game = minetest
1291 # Message of the day displayed to players connecting.
1295 # Maximum number of players that can be connected simultaneously.
1299 # World directory (everything in the world is stored here).
1300 # Not needed if starting from the main menu.
1304 # Time in seconds for item entity (dropped items) to live.
1305 # Setting it to -1 disables the feature.
1307 # item_entity_ttl = 900
1309 # Specifies the default stack size of nodes, items and tools.
1310 # Note that mods or games may explicitly set a stack for certain (or all) items.
1312 # default_stack_max = 99
1314 # Enable players getting damage and dying.
1316 # enable_damage = false
1318 # Enable creative mode for new created maps.
1320 # creative_mode = false
1322 # A chosen map seed for a new map, leave empty for random.
1323 # Will be overridden when creating a new world in the main menu.
1327 # New users need to input this password.
1329 # default_password =
1331 # The privileges that new users automatically get.
1332 # See /privs in game for a full list on your server and mod configuration.
1334 # default_privs = interact, shout
1336 # Privileges that players with basic_privs can grant
1338 # basic_privs = interact, shout
1340 # Whether players are shown to clients without any range limit.
1341 # Deprecated, use the setting player_transfer_distance instead.
1343 # unlimited_player_transfer_distance = true
1345 # Defines the maximal player transfer distance in blocks (0 = unlimited).
1347 # player_transfer_distance = 0
1349 # Whether to allow players to damage and kill each other.
1353 # Enable mod channels support.
1355 # enable_mod_channels = false
1357 # If this is set, players will always (re)spawn at the given position.
1359 # static_spawnpoint =
1361 # If enabled, new players cannot join with an empty password.
1363 # disallow_empty_password = false
1365 # If enabled, disable cheat prevention in multiplayer.
1367 # disable_anticheat = false
1369 # If enabled, actions are recorded for rollback.
1370 # This option is only read when server starts.
1372 # enable_rollback_recording = false
1374 # Format of player chat messages. The following strings are valid placeholders:
1375 # @name, @message, @timestamp (optional)
1377 # chat_message_format = <@name> @message
1379 # A message to be displayed to all clients when the server shuts down.
1381 # kick_msg_shutdown = Server shutting down.
1383 # A message to be displayed to all clients when the server crashes.
1385 # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
1387 # Whether to ask clients to reconnect after a (Lua) crash.
1388 # Set this to true if your server is set up to restart automatically.
1390 # ask_reconnect_on_crash = false
1392 # From how far clients know about objects, stated in mapblocks (16 nodes).
1394 # Setting this larger than active_block_range will also cause the server
1395 # to maintain active objects up to this distance in the direction the
1396 # player is looking. (This can avoid mobs suddenly disappearing from view)
1398 # active_object_send_range_blocks = 4
1400 # The radius of the volume of blocks around every player that is subject to the
1401 # active block stuff, stated in mapblocks (16 nodes).
1402 # In active blocks objects are loaded and ABMs run.
1403 # This is also the minimum range in which active objects (mobs) are maintained.
1404 # This should be configured together with active_object_send_range_blocks.
1406 # active_block_range = 3
1408 # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
1410 # max_block_send_distance = 10
1412 # Maximum number of forceloaded mapblocks.
1414 # max_forceloaded_blocks = 16
1416 # Interval of sending time of day to clients.
1418 # time_send_interval = 5
1420 # Controls length of day/night cycle.
1422 # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
1426 # Time of day when a new world is started, in millihours (0-23999).
1427 # type: int min: 0 max: 23999
1428 # world_start_time = 6125
1430 # Interval of saving important changes in the world, stated in seconds.
1432 # server_map_save_interval = 5.3
1434 # Set the maximum character length of a chat message sent by clients.
1436 # chat_message_max_size = 500
1438 # Amount of messages a player may send per 10 seconds.
1440 # chat_message_limit_per_10sec = 10.0
1442 # Kick players who sent more than X messages per 10 seconds.
1444 # chat_message_limit_trigger_kick = 50
1448 # Horizontal and vertical acceleration on ground or when climbing,
1449 # in nodes per second per second.
1451 # movement_acceleration_default = 3
1453 # Horizontal acceleration in air when jumping or falling,
1454 # in nodes per second per second.
1456 # movement_acceleration_air = 2
1458 # Horizontal and vertical acceleration in fast mode,
1459 # in nodes per second per second.
1461 # movement_acceleration_fast = 10
1463 # Walking and flying speed, in nodes per second.
1465 # movement_speed_walk = 4
1467 # Sneaking speed, in nodes per second.
1469 # movement_speed_crouch = 1.35
1471 # Walking, flying and climbing speed in fast mode, in nodes per second.
1473 # movement_speed_fast = 20
1475 # Vertical climbing speed, in nodes per second.
1477 # movement_speed_climb = 3
1479 # Initial vertical speed when jumping, in nodes per second.
1481 # movement_speed_jump = 6.5
1483 # Decrease this to increase liquid resistance to movement.
1485 # movement_liquid_fluidity = 1
1487 # Maximum liquid resistance. Controls deceleration when entering liquid at
1490 # movement_liquid_fluidity_smooth = 0.5
1492 # Controls sinking speed in liquid.
1494 # movement_liquid_sink = 10
1496 # Acceleration of gravity, in nodes per second per second.
1498 # movement_gravity = 9.81
1502 # Handling for deprecated Lua API calls:
1503 # - legacy: (try to) mimic old behaviour (default for release).
1504 # - log: mimic and log backtrace of deprecated call (default for debug).
1505 # - error: abort on usage of deprecated call (suggested for mod developers).
1506 # type: enum values: legacy, log, error
1507 # deprecated_lua_api_handling = legacy
1509 # Number of extra blocks that can be loaded by /clearobjects at once.
1510 # This is a trade-off between sqlite transaction overhead and
1511 # memory consumption (4096=100MB, as a rule of thumb).
1513 # max_clearobjects_extra_loaded_blocks = 4096
1515 # How much the server will wait before unloading unused mapblocks.
1516 # Higher value is smoother, but will use more RAM.
1518 # server_unload_unused_data_timeout = 29
1520 # Maximum number of statically stored objects in a block.
1522 # max_objects_per_block = 64
1524 # See https://www.sqlite.org/pragma.html#pragma_synchronous
1525 # type: enum values: 0, 1, 2
1526 # sqlite_synchronous = 2
1528 # Length of a server tick and the interval at which objects are generally updated over
1531 # dedicated_server_step = 0.09
1533 # Length of time between active block management cycles
1535 # active_block_mgmt_interval = 2.0
1537 # Length of time between Active Block Modifier (ABM) execution cycles
1539 # abm_interval = 1.0
1541 # Length of time between NodeTimer execution cycles
1543 # nodetimer_interval = 0.2
1545 # If enabled, invalid world data won't cause the server to shut down.
1546 # Only enable this if you know what you are doing.
1548 # ignore_world_load_errors = false
1550 # Max liquids processed per step.
1552 # liquid_loop_max = 100000
1554 # The time (in seconds) that the liquids queue may grow beyond processing
1555 # capacity until an attempt is made to decrease its size by dumping old queue
1556 # items. A value of 0 disables the functionality.
1558 # liquid_queue_purge_time = 0
1560 # Liquid update interval in seconds.
1562 # liquid_update = 1.0
1564 # At this distance the server will aggressively optimize which blocks are sent to
1566 # Small values potentially improve performance a lot, at the expense of visible
1567 # rendering glitches (some blocks will not be rendered under water and in caves,
1568 # as well as sometimes on land).
1569 # Setting this to a value greater than max_block_send_distance disables this
1571 # Stated in mapblocks (16 nodes).
1573 # block_send_optimize_distance = 4
1575 # If enabled the server will perform map block occlusion culling based on
1576 # on the eye position of the player. This can reduce the number of blocks
1577 # sent to the client 50-80%. The client will not longer receive most invisible
1578 # so that the utility of noclip mode is reduced.
1580 # server_side_occlusion_culling = true
1582 # Restricts the access of certain client-side functions on servers.
1583 # Combine the byteflags below to restrict client-side features, or set to 0
1584 # for no restrictions:
1585 # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
1586 # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
1587 # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
1588 # READ_NODEDEFS: 8 (disable get_node_def call client-side)
1589 # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
1590 # csm_restriction_noderange)
1591 # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
1593 # csm_restriction_flags = 62
1595 # If the CSM restriction for node range is enabled, get_node calls are limited
1596 # to this distance from the player to the node.
1598 # csm_restriction_noderange = 0
1602 # Prevent mods from doing insecure things like running shell commands.
1604 # secure.enable_security = true
1606 # Comma-separated list of trusted mods that are allowed to access insecure
1607 # functions even when mod security is on (via request_insecure_environment()).
1609 # secure.trusted_mods =
1611 # Comma-separated list of mods that are allowed to access HTTP APIs, which
1612 # allow them to upload and download data to/from the internet.
1614 # secure.http_mods =
1620 # Load the game profiler to collect game profiling data.
1621 # Provides a /profiler command to access the compiled profile.
1622 # Useful for mod developers and server operators.
1624 # profiler.load = false
1626 # The default format in which profiles are being saved,
1627 # when calling `/profiler save [format]` without format.
1628 # type: enum values: txt, csv, lua, json, json_pretty
1629 # profiler.default_report_format = txt
1631 # The file path relative to your worldpath in which profiles will be saved to.
1633 # profiler.report_path = ""
1635 #### Instrumentation
1637 # Instrument the methods of entities on registration.
1639 # instrument.entity = true
1641 # Instrument the action function of Active Block Modifiers on registration.
1643 # instrument.abm = true
1645 # Instrument the action function of Loading Block Modifiers on registration.
1647 # instrument.lbm = true
1649 # Instrument chatcommands on registration.
1651 # instrument.chatcommand = true
1653 # Instrument global callback functions on registration.
1654 # (anything you pass to a minetest.register_*() function)
1656 # instrument.global_callback = true
1660 # Instrument builtin.
1661 # This is usually only needed by core/builtin contributors
1663 # instrument.builtin = false
1665 # Have the profiler instrument itself:
1666 # * Instrument an empty function.
1667 # This estimates the overhead, that instrumentation is adding (+1 function call).
1668 # * Instrument the sampler being used to update the statistics.
1670 # instrument.profiler = false
1676 # Name of the player.
1677 # When running a server, clients connecting with this name are admins.
1678 # When starting from the main menu, this is overridden.
1682 # Set the language. Leave empty to use the system language.
1683 # A restart is required after changing this.
1684 # type: enum values: , ar, ca, cs, da, de, dv, el, en, eo, es, et, eu, fil, fr, hu, id, it, ja, ja_KS, jbo, kk, kn, lo, lt, ms, my, nb, nl, nn, pl, pt, pt_BR, ro, ru, sl, sr_Cyrl, sv, sw, th, tr, uk, vi
1687 # Level of logging to be written to debug.txt:
1688 # - <nothing> (no logging)
1689 # - none (messages with no level)
1695 # type: enum values: , none, error, warning, action, info, verbose
1696 # debug_log_level = action
1698 # If the file size of debug.txt exceeds the number of megabytes specified in
1699 # this setting when it is opened, the file is moved to debug.txt.1,
1700 # deleting an older debug.txt.1 if it exists.
1701 # debug.txt is only moved if this setting is positive.
1703 # debug_log_size_max = 50
1705 # Minimal level of logging to be written to chat.
1706 # type: enum values: , none, error, warning, action, info, verbose
1707 # chat_log_level = error
1709 # Enable IPv6 support (for both client and server).
1710 # Required for IPv6 connections to work at all.
1712 # enable_ipv6 = true
1716 # Default timeout for cURL, stated in milliseconds.
1717 # Only has an effect if compiled with cURL.
1719 # curl_timeout = 5000
1721 # Limits number of parallel HTTP requests. Affects:
1722 # - Media fetch if server uses remote_media setting.
1723 # - Serverlist download and server announcement.
1724 # - Downloads performed by main menu (e.g. mod manager).
1725 # Only has an effect if compiled with cURL.
1727 # curl_parallel_limit = 8
1729 # Maximum time in ms a file download (e.g. a mod download) may take.
1731 # curl_file_download_timeout = 300000
1733 # Makes DirectX work with LuaJIT. Disable if it causes troubles.
1735 # high_precision_fpu = true
1737 # Changes the main menu UI:
1738 # - Full: Multiple singleplayer worlds, game choice, texture pack chooser, etc.
1739 # - Simple: One singleplayer world, no game or texture pack choosers. May be
1740 # necessary for smaller screens.
1741 # type: enum values: full, simple
1742 # main_menu_style = full
1744 # Replaces the default main menu with a custom one.
1746 # main_menu_script =
1748 # Print the engine's profiling data in regular intervals (in seconds).
1749 # 0 = disable. Useful for developers.
1751 # profiler_print_interval = 0
1757 # Name of map generator to be used when creating a new world.
1758 # Creating a world in the main menu will override this.
1759 # Current mapgens in a highly unstable state:
1760 # - The optional floatlands of v7 (disabled by default).
1761 # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
1764 # Water surface level of the world.
1768 # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
1770 # max_block_generate_distance = 8
1772 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
1773 # Only mapchunks completely within the mapgen limit are generated.
1774 # Value is stored per-world.
1775 # type: int min: 0 max: 31000
1776 # mapgen_limit = 31000
1778 # Global map generation attributes.
1779 # In Mapgen v6 the 'decorations' flag controls all decorations except trees
1780 # and junglegrass, in all other mapgens this flag controls all decorations.
1781 # type: flags possible values: caves, dungeons, light, decorations, biomes, nocaves, nodungeons, nolight, nodecorations, nobiomes
1782 # mg_flags = caves,dungeons,light,decorations,biomes
1784 ## Biome API temperature and humidity noise parameters
1786 # Temperature variation for biomes.
1787 # type: noise_params_2d
1788 # mg_biome_np_heat = {
1791 # spread = (1000, 1000, 1000),
1794 # persistence = 0.5,
1799 # Small-scale temperature variation for blending biomes on borders.
1800 # type: noise_params_2d
1801 # mg_biome_np_heat_blend = {
1804 # spread = (8, 8, 8),
1807 # persistence = 1.0,
1812 # Humidity variation for biomes.
1813 # type: noise_params_2d
1814 # mg_biome_np_humidity = {
1817 # spread = (1000, 1000, 1000),
1820 # persistence = 0.5,
1825 # Small-scale humidity variation for blending biomes on borders.
1826 # type: noise_params_2d
1827 # mg_biome_np_humidity_blend = {
1830 # spread = (8, 8, 8),
1833 # persistence = 1.0,
1840 # Map generation attributes specific to Mapgen v5.
1841 # type: flags possible values: caverns, nocaverns
1842 # mgv5_spflags = caverns
1844 # Controls width of tunnels, a smaller value creates wider tunnels.
1845 # Value >= 10.0 completely disables generation of tunnels and avoids the
1846 # intensive noise calculations.
1848 # mgv5_cave_width = 0.09
1850 # Y of upper limit of large caves.
1852 # mgv5_large_cave_depth = -256
1854 # Minimum limit of random number of small caves per mapchunk.
1855 # type: int min: 0 max: 256
1856 # mgv5_small_cave_num_min = 0
1858 # Maximum limit of random number of small caves per mapchunk.
1859 # type: int min: 0 max: 256
1860 # mgv5_small_cave_num_max = 0
1862 # Minimum limit of random number of large caves per mapchunk.
1863 # type: int min: 0 max: 64
1864 # mgv5_large_cave_num_min = 0
1866 # Maximum limit of random number of large caves per mapchunk.
1867 # type: int min: 0 max: 64
1868 # mgv5_large_cave_num_max = 2
1870 # Proportion of large caves that contain liquid.
1871 # type: float min: 0 max: 1
1872 # mgv5_large_cave_flooded = 0.5
1874 # Y-level of cavern upper limit.
1876 # mgv5_cavern_limit = -256
1878 # Y-distance over which caverns expand to full size.
1880 # mgv5_cavern_taper = 256
1882 # Defines full size of caverns, smaller values create larger caverns.
1884 # mgv5_cavern_threshold = 0.7
1886 # Lower Y limit of dungeons.
1888 # mgv5_dungeon_ymin = -31000
1890 # Upper Y limit of dungeons.
1892 # mgv5_dungeon_ymax = 31000
1896 # Variation of biome filler depth.
1897 # type: noise_params_2d
1898 # mgv5_np_filler_depth = {
1901 # spread = (150, 150, 150),
1904 # persistence = 0.7,
1909 # Variation of terrain vertical scale.
1910 # When noise is < -0.55 terrain is near-flat.
1911 # type: noise_params_2d
1912 # mgv5_np_factor = {
1915 # spread = (250, 250, 250),
1918 # persistence = 0.45,
1923 # Y-level of average terrain surface.
1924 # type: noise_params_2d
1925 # mgv5_np_height = {
1928 # spread = (250, 250, 250),
1931 # persistence = 0.5,
1936 # First of two 3D noises that together define tunnels.
1937 # type: noise_params_3d
1941 # spread = (61, 61, 61),
1944 # persistence = 0.5,
1949 # Second of two 3D noises that together define tunnels.
1950 # type: noise_params_3d
1954 # spread = (67, 67, 67),
1957 # persistence = 0.5,
1962 # 3D noise defining giant caverns.
1963 # type: noise_params_3d
1964 # mgv5_np_cavern = {
1967 # spread = (384, 128, 384),
1970 # persistence = 0.63,
1975 # 3D noise defining terrain.
1976 # type: noise_params_3d
1977 # mgv5_np_ground = {
1980 # spread = (80, 80, 80),
1983 # persistence = 0.55,
1988 # 3D noise that determines number of dungeons per mapchunk.
1989 # type: noise_params_3d
1990 # mgv5_np_dungeons = {
1993 # spread = (500, 500, 500),
1996 # persistence = 0.8,
2003 # Map generation attributes specific to Mapgen v6.
2004 # The 'snowbiomes' flag enables the new 5 biome system.
2005 # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
2006 # the 'jungles' flag is ignored.
2007 # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
2008 # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
2010 # Deserts occur when np_biome exceeds this value.
2011 # When the 'snowbiomes' flag is enabled, this is ignored.
2013 # mgv6_freq_desert = 0.45
2015 # Sandy beaches occur when np_beach exceeds this value.
2017 # mgv6_freq_beach = 0.15
2019 # Lower Y limit of dungeons.
2021 # mgv6_dungeon_ymin = -31000
2023 # Upper Y limit of dungeons.
2025 # mgv6_dungeon_ymax = 31000
2029 # Y-level of lower terrain and seabed.
2030 # type: noise_params_2d
2031 # mgv6_np_terrain_base = {
2034 # spread = (250, 250, 250),
2037 # persistence = 0.6,
2042 # Y-level of higher terrain that creates cliffs.
2043 # type: noise_params_2d
2044 # mgv6_np_terrain_higher = {
2047 # spread = (500, 500, 500),
2050 # persistence = 0.6,
2055 # Varies steepness of cliffs.
2056 # type: noise_params_2d
2057 # mgv6_np_steepness = {
2060 # spread = (125, 125, 125),
2063 # persistence = 0.7,
2068 # Defines distribution of higher terrain.
2069 # type: noise_params_2d
2070 # mgv6_np_height_select = {
2073 # spread = (250, 250, 250),
2076 # persistence = 0.69,
2081 # Varies depth of biome surface nodes.
2082 # type: noise_params_2d
2086 # spread = (200, 200, 200),
2089 # persistence = 0.55,
2094 # Defines areas with sandy beaches.
2095 # type: noise_params_2d
2099 # spread = (250, 250, 250),
2102 # persistence = 0.50,
2107 # Temperature variation for biomes.
2108 # type: noise_params_2d
2112 # spread = (500, 500, 500),
2115 # persistence = 0.50,
2120 # Variation of number of caves.
2121 # type: noise_params_2d
2125 # spread = (250, 250, 250),
2128 # persistence = 0.50,
2133 # Humidity variation for biomes.
2134 # type: noise_params_2d
2135 # mgv6_np_humidity = {
2138 # spread = (500, 500, 500),
2141 # persistence = 0.50,
2146 # Defines tree areas and tree density.
2147 # type: noise_params_2d
2151 # spread = (125, 125, 125),
2154 # persistence = 0.66,
2159 # Defines areas where trees have apples.
2160 # type: noise_params_2d
2161 # mgv6_np_apple_trees = {
2164 # spread = (100, 100, 100),
2167 # persistence = 0.45,
2174 # Map generation attributes specific to Mapgen v7.
2176 # 'floatlands': Floating land masses in the atmosphere.
2177 # 'caverns': Giant caves deep underground.
2178 # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
2179 # mgv7_spflags = mountains,ridges,nofloatlands,caverns
2181 # Y of mountain density gradient zero level. Used to shift mountains vertically.
2183 # mgv7_mount_zero_level = 0
2185 # Lower Y limit of floatlands.
2187 # mgv7_floatland_ymin = 1024
2189 # Upper Y limit of floatlands.
2191 # mgv7_floatland_ymax = 4096
2193 # Y-distance over which floatlands taper from full density to nothing.
2194 # Tapering starts at this distance from the Y limit.
2195 # For a solid floatland layer, this controls the height of hills/mountains.
2196 # Must be less than or equal to half the distance between the Y limits.
2198 # mgv7_floatland_taper = 256
2200 # Exponent of the floatland tapering. Alters the tapering behaviour.
2201 # Value = 1.0 creates a uniform, linear tapering.
2202 # Values > 1.0 create a smooth tapering suitable for the default separated
2204 # Values < 1.0 (for example 0.25) create a more defined surface level with
2205 # flatter lowlands, suitable for a solid floatland layer.
2207 # mgv7_float_taper_exp = 2.0
2209 # Adjusts the density of the floatland layer.
2210 # Increase value to increase density. Can be positive or negative.
2211 # Value = 0.0: 50% of volume is floatland.
2212 # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
2213 # to be sure) creates a solid floatland layer.
2215 # mgv7_floatland_density = -0.6
2217 # Surface level of optional water placed on a solid floatland layer.
2218 # Water is disabled by default and will only be placed if this value is set
2219 # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
2221 # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
2222 # When enabling water placement the floatlands must be configured and tested
2223 # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
2224 # required value depending on 'mgv7_np_floatland'), to avoid
2225 # server-intensive extreme water flow and to avoid vast flooding of the
2226 # world surface below.
2228 # mgv7_floatland_ywater = -31000
2230 # Controls width of tunnels, a smaller value creates wider tunnels.
2231 # Value >= 10.0 completely disables generation of tunnels and avoids the
2232 # intensive noise calculations.
2234 # mgv7_cave_width = 0.09
2236 # Y of upper limit of large caves.
2238 # mgv7_large_cave_depth = -33
2240 # Minimum limit of random number of small caves per mapchunk.
2241 # type: int min: 0 max: 256
2242 # mgv7_small_cave_num_min = 0
2244 # Maximum limit of random number of small caves per mapchunk.
2245 # type: int min: 0 max: 256
2246 # mgv7_small_cave_num_max = 0
2248 # Minimum limit of random number of large caves per mapchunk.
2249 # type: int min: 0 max: 64
2250 # mgv7_large_cave_num_min = 0
2252 # Maximum limit of random number of large caves per mapchunk.
2253 # type: int min: 0 max: 64
2254 # mgv7_large_cave_num_max = 2
2256 # Proportion of large caves that contain liquid.
2257 # type: float min: 0 max: 1
2258 # mgv7_large_cave_flooded = 0.5
2260 # Y-level of cavern upper limit.
2262 # mgv7_cavern_limit = -256
2264 # Y-distance over which caverns expand to full size.
2266 # mgv7_cavern_taper = 256
2268 # Defines full size of caverns, smaller values create larger caverns.
2270 # mgv7_cavern_threshold = 0.7
2272 # Lower Y limit of dungeons.
2274 # mgv7_dungeon_ymin = -31000
2276 # Upper Y limit of dungeons.
2278 # mgv7_dungeon_ymax = 31000
2282 # Y-level of higher terrain that creates cliffs.
2283 # type: noise_params_2d
2284 # mgv7_np_terrain_base = {
2287 # spread = (600, 600, 600),
2290 # persistence = 0.6,
2295 # Y-level of lower terrain and seabed.
2296 # type: noise_params_2d
2297 # mgv7_np_terrain_alt = {
2300 # spread = (600, 600, 600),
2303 # persistence = 0.6,
2308 # Varies roughness of terrain.
2309 # Defines the 'persistence' value for terrain_base and terrain_alt noises.
2310 # type: noise_params_2d
2311 # mgv7_np_terrain_persist = {
2314 # spread = (2000, 2000, 2000),
2317 # persistence = 0.6,
2322 # Defines distribution of higher terrain and steepness of cliffs.
2323 # type: noise_params_2d
2324 # mgv7_np_height_select = {
2327 # spread = (500, 500, 500),
2330 # persistence = 0.7,
2335 # Variation of biome filler depth.
2336 # type: noise_params_2d
2337 # mgv7_np_filler_depth = {
2340 # spread = (150, 150, 150),
2343 # persistence = 0.7,
2348 # Variation of maximum mountain height (in nodes).
2349 # type: noise_params_2d
2350 # mgv7_np_mount_height = {
2353 # spread = (1000, 1000, 1000),
2356 # persistence = 0.6,
2361 # Defines large-scale river channel structure.
2362 # type: noise_params_2d
2363 # mgv7_np_ridge_uwater = {
2366 # spread = (1000, 1000, 1000),
2369 # persistence = 0.6,
2374 # 3D noise defining mountain structure and height.
2375 # Also defines structure of floatland mountain terrain.
2376 # type: noise_params_3d
2377 # mgv7_np_mountain = {
2380 # spread = (250, 350, 250),
2383 # persistence = 0.63,
2388 # 3D noise defining structure of river canyon walls.
2389 # type: noise_params_3d
2393 # spread = (100, 100, 100),
2396 # persistence = 0.75,
2401 # 3D noise defining structure of floatlands.
2402 # If altered from the default, the noise 'scale' (0.7 by default) may need
2403 # to be adjusted, as floatland tapering functions best when this noise has
2404 # a value range of approximately -2.0 to 2.0.
2405 # type: noise_params_3d
2406 # mgv7_np_floatland = {
2409 # spread = (384, 96, 384),
2412 # persistence = 0.75,
2413 # lacunarity = 1.618,
2417 # 3D noise defining giant caverns.
2418 # type: noise_params_3d
2419 # mgv7_np_cavern = {
2422 # spread = (384, 128, 384),
2425 # persistence = 0.63,
2430 # First of two 3D noises that together define tunnels.
2431 # type: noise_params_3d
2435 # spread = (61, 61, 61),
2438 # persistence = 0.5,
2443 # Second of two 3D noises that together define tunnels.
2444 # type: noise_params_3d
2448 # spread = (67, 67, 67),
2451 # persistence = 0.5,
2456 # 3D noise that determines number of dungeons per mapchunk.
2457 # type: noise_params_3d
2458 # mgv7_np_dungeons = {
2461 # spread = (500, 500, 500),
2464 # persistence = 0.8,
2469 ## Mapgen Carpathian
2471 # Map generation attributes specific to Mapgen Carpathian.
2472 # type: flags possible values: caverns, rivers, nocaverns, norivers
2473 # mgcarpathian_spflags = caverns,norivers
2475 # Defines the base ground level.
2477 # mgcarpathian_base_level = 12.0
2479 # Defines the width of the river channel.
2481 # mgcarpathian_river_width = 0.05
2483 # Defines the depth of the river channel.
2485 # mgcarpathian_river_depth = 24.0
2487 # Defines the width of the river valley.
2489 # mgcarpathian_valley_width = 0.25
2491 # Controls width of tunnels, a smaller value creates wider tunnels.
2492 # Value >= 10.0 completely disables generation of tunnels and avoids the
2493 # intensive noise calculations.
2495 # mgcarpathian_cave_width = 0.09
2497 # Y of upper limit of large caves.
2499 # mgcarpathian_large_cave_depth = -33
2501 # Minimum limit of random number of small caves per mapchunk.
2502 # type: int min: 0 max: 256
2503 # mgcarpathian_small_cave_num_min = 0
2505 # Maximum limit of random number of small caves per mapchunk.
2506 # type: int min: 0 max: 256
2507 # mgcarpathian_small_cave_num_max = 0
2509 # Minimum limit of random number of large caves per mapchunk.
2510 # type: int min: 0 max: 64
2511 # mgcarpathian_large_cave_num_min = 0
2513 # Maximum limit of random number of large caves per mapchunk.
2514 # type: int min: 0 max: 64
2515 # mgcarpathian_large_cave_num_max = 2
2517 # Proportion of large caves that contain liquid.
2518 # type: float min: 0 max: 1
2519 # mgcarpathian_large_cave_flooded = 0.5
2521 # Y-level of cavern upper limit.
2523 # mgcarpathian_cavern_limit = -256
2525 # Y-distance over which caverns expand to full size.
2527 # mgcarpathian_cavern_taper = 256
2529 # Defines full size of caverns, smaller values create larger caverns.
2531 # mgcarpathian_cavern_threshold = 0.7
2533 # Lower Y limit of dungeons.
2535 # mgcarpathian_dungeon_ymin = -31000
2537 # Upper Y limit of dungeons.
2539 # mgcarpathian_dungeon_ymax = 31000
2543 # Variation of biome filler depth.
2544 # type: noise_params_2d
2545 # mgcarpathian_np_filler_depth = {
2548 # spread = (128, 128, 128),
2551 # persistence = 0.7,
2556 # First of 4 2D noises that together define hill/mountain range height.
2557 # type: noise_params_2d
2558 # mgcarpathian_np_height1 = {
2561 # spread = (251, 251, 251),
2564 # persistence = 0.5,
2569 # Second of 4 2D noises that together define hill/mountain range height.
2570 # type: noise_params_2d
2571 # mgcarpathian_np_height2 = {
2574 # spread = (383, 383, 383),
2577 # persistence = 0.5,
2582 # Third of 4 2D noises that together define hill/mountain range height.
2583 # type: noise_params_2d
2584 # mgcarpathian_np_height3 = {
2587 # spread = (509, 509, 509),
2590 # persistence = 0.5,
2595 # Fourth of 4 2D noises that together define hill/mountain range height.
2596 # type: noise_params_2d
2597 # mgcarpathian_np_height4 = {
2600 # spread = (631, 631, 631),
2603 # persistence = 0.5,
2608 # 2D noise that controls the size/occurrence of rolling hills.
2609 # type: noise_params_2d
2610 # mgcarpathian_np_hills_terrain = {
2613 # spread = (1301, 1301, 1301),
2616 # persistence = 0.5,
2621 # 2D noise that controls the size/occurrence of ridged mountain ranges.
2622 # type: noise_params_2d
2623 # mgcarpathian_np_ridge_terrain = {
2626 # spread = (1889, 1889, 1889),
2629 # persistence = 0.5,
2634 # 2D noise that controls the size/occurrence of step mountain ranges.
2635 # type: noise_params_2d
2636 # mgcarpathian_np_step_terrain = {
2639 # spread = (1889, 1889, 1889),
2642 # persistence = 0.5,
2647 # 2D noise that controls the shape/size of rolling hills.
2648 # type: noise_params_2d
2649 # mgcarpathian_np_hills = {
2652 # spread = (257, 257, 257),
2655 # persistence = 0.5,
2660 # 2D noise that controls the shape/size of ridged mountains.
2661 # type: noise_params_2d
2662 # mgcarpathian_np_ridge_mnt = {
2665 # spread = (743, 743, 743),
2668 # persistence = 0.7,
2673 # 2D noise that controls the shape/size of step mountains.
2674 # type: noise_params_2d
2675 # mgcarpathian_np_step_mnt = {
2678 # spread = (509, 509, 509),
2681 # persistence = 0.6,
2686 # 2D noise that locates the river valleys and channels.
2687 # type: noise_params_2d
2688 # mgcarpathian_np_rivers = {
2691 # spread = (1000, 1000, 1000),
2694 # persistence = 0.6,
2699 # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
2700 # type: noise_params_3d
2701 # mgcarpathian_np_mnt_var = {
2704 # spread = (499, 499, 499),
2707 # persistence = 0.55,
2712 # First of two 3D noises that together define tunnels.
2713 # type: noise_params_3d
2714 # mgcarpathian_np_cave1 = {
2717 # spread = (61, 61, 61),
2720 # persistence = 0.5,
2725 # Second of two 3D noises that together define tunnels.
2726 # type: noise_params_3d
2727 # mgcarpathian_np_cave2 = {
2730 # spread = (67, 67, 67),
2733 # persistence = 0.5,
2738 # 3D noise defining giant caverns.
2739 # type: noise_params_3d
2740 # mgcarpathian_np_cavern = {
2743 # spread = (384, 128, 384),
2746 # persistence = 0.63,
2751 # 3D noise that determines number of dungeons per mapchunk.
2752 # type: noise_params_3d
2753 # mgcarpathian_np_dungeons = {
2756 # spread = (500, 500, 500),
2759 # persistence = 0.8,
2766 # Map generation attributes specific to Mapgen Flat.
2767 # Occasional lakes and hills can be added to the flat world.
2768 # type: flags possible values: lakes, hills, nolakes, nohills
2769 # mgflat_spflags = nolakes,nohills
2773 # mgflat_ground_level = 8
2775 # Y of upper limit of large caves.
2777 # mgflat_large_cave_depth = -33
2779 # Minimum limit of random number of small caves per mapchunk.
2780 # type: int min: 0 max: 256
2781 # mgflat_small_cave_num_min = 0
2783 # Maximum limit of random number of small caves per mapchunk.
2784 # type: int min: 0 max: 256
2785 # mgflat_small_cave_num_max = 0
2787 # Minimum limit of random number of large caves per mapchunk.
2788 # type: int min: 0 max: 64
2789 # mgflat_large_cave_num_min = 0
2791 # Maximum limit of random number of large caves per mapchunk.
2792 # type: int min: 0 max: 64
2793 # mgflat_large_cave_num_max = 2
2795 # Proportion of large caves that contain liquid.
2796 # type: float min: 0 max: 1
2797 # mgflat_large_cave_flooded = 0.5
2799 # Controls width of tunnels, a smaller value creates wider tunnels.
2800 # Value >= 10.0 completely disables generation of tunnels and avoids the
2801 # intensive noise calculations.
2803 # mgflat_cave_width = 0.09
2805 # Terrain noise threshold for lakes.
2806 # Controls proportion of world area covered by lakes.
2807 # Adjust towards 0.0 for a larger proportion.
2809 # mgflat_lake_threshold = -0.45
2811 # Controls steepness/depth of lake depressions.
2813 # mgflat_lake_steepness = 48.0
2815 # Terrain noise threshold for hills.
2816 # Controls proportion of world area covered by hills.
2817 # Adjust towards 0.0 for a larger proportion.
2819 # mgflat_hill_threshold = 0.45
2821 # Controls steepness/height of hills.
2823 # mgflat_hill_steepness = 64.0
2825 # Lower Y limit of dungeons.
2827 # mgflat_dungeon_ymin = -31000
2829 # Upper Y limit of dungeons.
2831 # mgflat_dungeon_ymax = 31000
2835 # Defines location and terrain of optional hills and lakes.
2836 # type: noise_params_2d
2837 # mgflat_np_terrain = {
2840 # spread = (600, 600, 600),
2843 # persistence = 0.6,
2848 # Variation of biome filler depth.
2849 # type: noise_params_2d
2850 # mgflat_np_filler_depth = {
2853 # spread = (150, 150, 150),
2856 # persistence = 0.7,
2861 # First of two 3D noises that together define tunnels.
2862 # type: noise_params_3d
2863 # mgflat_np_cave1 = {
2866 # spread = (61, 61, 61),
2869 # persistence = 0.5,
2874 # Second of two 3D noises that together define tunnels.
2875 # type: noise_params_3d
2876 # mgflat_np_cave2 = {
2879 # spread = (67, 67, 67),
2882 # persistence = 0.5,
2887 # 3D noise that determines number of dungeons per mapchunk.
2888 # type: noise_params_3d
2889 # mgflat_np_dungeons = {
2892 # spread = (500, 500, 500),
2895 # persistence = 0.8,
2902 # Map generation attributes specific to Mapgen Fractal.
2903 # 'terrain' enables the generation of non-fractal terrain:
2904 # ocean, islands and underground.
2905 # type: flags possible values: terrain, noterrain
2906 # mgfractal_spflags = terrain
2908 # Controls width of tunnels, a smaller value creates wider tunnels.
2909 # Value >= 10.0 completely disables generation of tunnels and avoids the
2910 # intensive noise calculations.
2912 # mgfractal_cave_width = 0.09
2914 # Y of upper limit of large caves.
2916 # mgfractal_large_cave_depth = -33
2918 # Minimum limit of random number of small caves per mapchunk.
2919 # type: int min: 0 max: 256
2920 # mgfractal_small_cave_num_min = 0
2922 # Maximum limit of random number of small caves per mapchunk.
2923 # type: int min: 0 max: 256
2924 # mgfractal_small_cave_num_max = 0
2926 # Minimum limit of random number of large caves per mapchunk.
2927 # type: int min: 0 max: 64
2928 # mgfractal_large_cave_num_min = 0
2930 # Maximum limit of random number of large caves per mapchunk.
2931 # type: int min: 0 max: 64
2932 # mgfractal_large_cave_num_max = 2
2934 # Proportion of large caves that contain liquid.
2935 # type: float min: 0 max: 1
2936 # mgfractal_large_cave_flooded = 0.5
2938 # Lower Y limit of dungeons.
2940 # mgfractal_dungeon_ymin = -31000
2942 # Upper Y limit of dungeons.
2944 # mgfractal_dungeon_ymax = 31000
2946 # Selects one of 18 fractal types.
2947 # 1 = 4D "Roundy" Mandelbrot set.
2948 # 2 = 4D "Roundy" Julia set.
2949 # 3 = 4D "Squarry" Mandelbrot set.
2950 # 4 = 4D "Squarry" Julia set.
2951 # 5 = 4D "Mandy Cousin" Mandelbrot set.
2952 # 6 = 4D "Mandy Cousin" Julia set.
2953 # 7 = 4D "Variation" Mandelbrot set.
2954 # 8 = 4D "Variation" Julia set.
2955 # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
2956 # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
2957 # 11 = 3D "Christmas Tree" Mandelbrot set.
2958 # 12 = 3D "Christmas Tree" Julia set.
2959 # 13 = 3D "Mandelbulb" Mandelbrot set.
2960 # 14 = 3D "Mandelbulb" Julia set.
2961 # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
2962 # 16 = 3D "Cosine Mandelbulb" Julia set.
2963 # 17 = 4D "Mandelbulb" Mandelbrot set.
2964 # 18 = 4D "Mandelbulb" Julia set.
2965 # type: int min: 1 max: 18
2966 # mgfractal_fractal = 1
2968 # Iterations of the recursive function.
2969 # Increasing this increases the amount of fine detail, but also
2970 # increases processing load.
2971 # At iterations = 20 this mapgen has a similar load to mapgen V7.
2973 # mgfractal_iterations = 11
2975 # (X,Y,Z) scale of fractal in nodes.
2976 # Actual fractal size will be 2 to 3 times larger.
2977 # These numbers can be made very large, the fractal does
2978 # not have to fit inside the world.
2979 # Increase these to 'zoom' into the detail of the fractal.
2980 # Default is for a vertically-squashed shape suitable for
2981 # an island, set all 3 numbers equal for the raw shape.
2983 # mgfractal_scale = (4096.0, 1024.0, 4096.0)
2985 # (X,Y,Z) offset of fractal from world center in units of 'scale'.
2986 # Can be used to move a desired point to (0, 0) to create a
2987 # suitable spawn point, or to allow 'zooming in' on a desired
2988 # point by increasing 'scale'.
2989 # The default is tuned for a suitable spawn point for Mandelbrot
2990 # sets with default parameters, it may need altering in other
2992 # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
2994 # mgfractal_offset = (1.79, 0.0, 0.0)
2996 # W coordinate of the generated 3D slice of a 4D fractal.
2997 # Determines which 3D slice of the 4D shape is generated.
2998 # Alters the shape of the fractal.
2999 # Has no effect on 3D fractals.
3000 # Range roughly -2 to 2.
3002 # mgfractal_slice_w = 0.0
3005 # X component of hypercomplex constant.
3006 # Alters the shape of the fractal.
3007 # Range roughly -2 to 2.
3009 # mgfractal_julia_x = 0.33
3012 # Y component of hypercomplex constant.
3013 # Alters the shape of the fractal.
3014 # Range roughly -2 to 2.
3016 # mgfractal_julia_y = 0.33
3019 # Z component of hypercomplex constant.
3020 # Alters the shape of the fractal.
3021 # Range roughly -2 to 2.
3023 # mgfractal_julia_z = 0.33
3026 # W component of hypercomplex constant.
3027 # Alters the shape of the fractal.
3028 # Has no effect on 3D fractals.
3029 # Range roughly -2 to 2.
3031 # mgfractal_julia_w = 0.33
3035 # Y-level of seabed.
3036 # type: noise_params_2d
3037 # mgfractal_np_seabed = {
3040 # spread = (600, 600, 600),
3043 # persistence = 0.6,
3048 # Variation of biome filler depth.
3049 # type: noise_params_2d
3050 # mgfractal_np_filler_depth = {
3053 # spread = (150, 150, 150),
3056 # persistence = 0.7,
3061 # First of two 3D noises that together define tunnels.
3062 # type: noise_params_3d
3063 # mgfractal_np_cave1 = {
3066 # spread = (61, 61, 61),
3069 # persistence = 0.5,
3074 # Second of two 3D noises that together define tunnels.
3075 # type: noise_params_3d
3076 # mgfractal_np_cave2 = {
3079 # spread = (67, 67, 67),
3082 # persistence = 0.5,
3087 # 3D noise that determines number of dungeons per mapchunk.
3088 # type: noise_params_3d
3089 # mgfractal_np_dungeons = {
3092 # spread = (500, 500, 500),
3095 # persistence = 0.8,
3102 # Map generation attributes specific to Mapgen Valleys.
3103 # 'altitude_chill': Reduces heat with altitude.
3104 # 'humid_rivers': Increases humidity around rivers.
3105 # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
3106 # to become shallower and occasionally dry.
3107 # 'altitude_dry': Reduces humidity with altitude.
3108 # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
3109 # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
3111 # The vertical distance over which heat drops by 20 if 'altitude_chill' is
3112 # enabled. Also the vertical distance over which humidity drops by 10 if
3113 # 'altitude_dry' is enabled.
3115 # mgvalleys_altitude_chill = 90
3117 # Depth below which you'll find large caves.
3119 # mgvalleys_large_cave_depth = -33
3121 # Minimum limit of random number of small caves per mapchunk.
3122 # type: int min: 0 max: 256
3123 # mgvalleys_small_cave_num_min = 0
3125 # Maximum limit of random number of small caves per mapchunk.
3126 # type: int min: 0 max: 256
3127 # mgvalleys_small_cave_num_max = 0
3129 # Minimum limit of random number of large caves per mapchunk.
3130 # type: int min: 0 max: 64
3131 # mgvalleys_large_cave_num_min = 0
3133 # Maximum limit of random number of large caves per mapchunk.
3134 # type: int min: 0 max: 64
3135 # mgvalleys_large_cave_num_max = 2
3137 # Proportion of large caves that contain liquid.
3138 # type: float min: 0 max: 1
3139 # mgvalleys_large_cave_flooded = 0.5
3141 # Depth below which you'll find giant caverns.
3143 # mgvalleys_cavern_limit = -256
3145 # Y-distance over which caverns expand to full size.
3147 # mgvalleys_cavern_taper = 192
3149 # Defines full size of caverns, smaller values create larger caverns.
3151 # mgvalleys_cavern_threshold = 0.6
3153 # How deep to make rivers.
3155 # mgvalleys_river_depth = 4
3157 # How wide to make rivers.
3159 # mgvalleys_river_size = 5
3161 # Controls width of tunnels, a smaller value creates wider tunnels.
3162 # Value >= 10.0 completely disables generation of tunnels and avoids the
3163 # intensive noise calculations.
3165 # mgvalleys_cave_width = 0.09
3167 # Lower Y limit of dungeons.
3169 # mgvalleys_dungeon_ymin = -31000
3171 # Upper Y limit of dungeons.
3173 # mgvalleys_dungeon_ymax = 63
3177 # First of two 3D noises that together define tunnels.
3178 # type: noise_params_3d
3179 # mgvalleys_np_cave1 = {
3182 # spread = (61, 61, 61),
3185 # persistence = 0.5,
3190 # Second of two 3D noises that together define tunnels.
3191 # type: noise_params_3d
3192 # mgvalleys_np_cave2 = {
3195 # spread = (67, 67, 67),
3198 # persistence = 0.5,
3203 # The depth of dirt or other biome filler node.
3204 # type: noise_params_2d
3205 # mgvalleys_np_filler_depth = {
3208 # spread = (256, 256, 256),
3211 # persistence = 0.5,
3216 # 3D noise defining giant caverns.
3217 # type: noise_params_3d
3218 # mgvalleys_np_cavern = {
3221 # spread = (768, 256, 768),
3224 # persistence = 0.63,
3229 # Defines large-scale river channel structure.
3230 # type: noise_params_2d
3231 # mgvalleys_np_rivers = {
3234 # spread = (256, 256, 256),
3237 # persistence = 0.6,
3242 # Base terrain height.
3243 # type: noise_params_2d
3244 # mgvalleys_np_terrain_height = {
3247 # spread = (1024, 1024, 1024),
3250 # persistence = 0.4,
3255 # Raises terrain to make valleys around the rivers.
3256 # type: noise_params_2d
3257 # mgvalleys_np_valley_depth = {
3260 # spread = (512, 512, 512),
3263 # persistence = 1.0,
3268 # Slope and fill work together to modify the heights.
3269 # type: noise_params_3d
3270 # mgvalleys_np_inter_valley_fill = {
3273 # spread = (256, 512, 256),
3276 # persistence = 0.8,
3281 # Amplifies the valleys.
3282 # type: noise_params_2d
3283 # mgvalleys_np_valley_profile = {
3286 # spread = (512, 512, 512),
3289 # persistence = 1.0,
3294 # Slope and fill work together to modify the heights.
3295 # type: noise_params_2d
3296 # mgvalleys_np_inter_valley_slope = {
3299 # spread = (128, 128, 128),
3302 # persistence = 1.0,
3307 # 3D noise that determines number of dungeons per mapchunk.
3308 # type: noise_params_3d
3309 # mgvalleys_np_dungeons = {
3312 # spread = (500, 500, 500),
3315 # persistence = 0.8,
3322 # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
3323 # WARNING!: There is no benefit, and there are several dangers, in
3324 # increasing this value above 5.
3325 # Reducing this value increases cave and dungeon density.
3326 # Altering this value is for special usage, leaving it unchanged is
3331 # Dump the mapgen debug information.
3333 # enable_mapgen_debug_info = false
3335 # Maximum number of blocks that can be queued for loading.
3337 # emergequeue_limit_total = 512
3339 # Maximum number of blocks to be queued that are to be loaded from file.
3340 # This limit is enforced per player.
3342 # emergequeue_limit_diskonly = 64
3344 # Maximum number of blocks to be queued that are to be generated.
3345 # This limit is enforced per player.
3347 # emergequeue_limit_generate = 64
3349 # Number of emerge threads to use.
3351 # - Automatic selection. The number of emerge threads will be
3352 # - 'number of processors - 2', with a lower limit of 1.
3354 # - Specifies the number of emerge threads, with a lower limit of 1.
3355 # WARNING: Increasing the number of emerge threads increases engine mapgen
3356 # speed, but this may harm game performance by interfering with other
3357 # processes, especially in singleplayer and/or when running Lua code in
3358 # 'on_generated'. For many users the optimum setting may be '1'.
3360 # num_emerge_threads = 1
3363 # Online Content Repository
3366 # The URL for the content repository
3368 # contentdb_url = https://content.minetest.net
3370 # Comma-separated list of flags to hide in the content repository.
3371 # "nonfree" can be used to hide packages which do not qualify as 'free software',
3372 # as defined by the Free Software Foundation.
3373 # You can also specify content ratings.
3374 # These flags are independent from Minetest versions,
3375 # so see a full list at https://content.minetest.net/help/content_flags/
3377 # contentdb_flag_blacklist = nonfree, desktop_default