+ gettext("Engine profiling data print interval");
+ gettext("Print the engine's profiling data in regular intervals (in seconds).\n0 = disable. Useful for developers.");
+ gettext("Mapgen");
+ gettext("Mapgen name");
+ gettext("Name of map generator to be used when creating a new world.\nCreating a world in the main menu will override this.\nCurrent mapgens in a highly unstable state:\n- The optional floatlands of v7 (disabled by default).");
+ gettext("Water level");
+ gettext("Water surface level of the world.");
+ gettext("Max block generate distance");
+ gettext("From how far blocks are generated for clients, stated in mapblocks (16 nodes).");
+ gettext("Map generation limit");
+ gettext("Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).\nOnly mapchunks completely within the mapgen limit are generated.\nValue is stored per-world.");
+ gettext("Mapgen flags");
+ gettext("Global map generation attributes.\nIn Mapgen v6 the 'decorations' flag controls all decorations except trees\nand junglegrass, in all other mapgens this flag controls all decorations.");
+ gettext("Biome API temperature and humidity noise parameters");
+ gettext("Heat noise");
+ gettext("Temperature variation for biomes.");
+ gettext("Heat blend noise");
+ gettext("Small-scale temperature variation for blending biomes on borders.");
+ gettext("Humidity noise");
+ gettext("Humidity variation for biomes.");
+ gettext("Humidity blend noise");
+ gettext("Small-scale humidity variation for blending biomes on borders.");
+ gettext("Mapgen V5");
+ gettext("Mapgen V5 specific flags");
+ gettext("Map generation attributes specific to Mapgen v5.");
+ gettext("Cave width");
+ gettext("Controls width of tunnels, a smaller value creates wider tunnels.\nValue >= 10.0 completely disables generation of tunnels and avoids the\nintensive noise calculations.");
+ gettext("Large cave depth");
+ gettext("Y of upper limit of large caves.");
+ gettext("Small cave minimum number");
+ gettext("Minimum limit of random number of small caves per mapchunk.");
+ gettext("Small cave maximum number");
+ gettext("Maximum limit of random number of small caves per mapchunk.");
+ gettext("Large cave minimum number");
+ gettext("Minimum limit of random number of large caves per mapchunk.");
+ gettext("Large cave maximum number");
+ gettext("Maximum limit of random number of large caves per mapchunk.");
+ gettext("Large cave proportion flooded");
+ gettext("Proportion of large caves that contain liquid.");
+ gettext("Cavern limit");
+ gettext("Y-level of cavern upper limit.");
+ gettext("Cavern taper");
+ gettext("Y-distance over which caverns expand to full size.");
+ gettext("Cavern threshold");
+ gettext("Defines full size of caverns, smaller values create larger caverns.");
+ gettext("Dungeon minimum Y");
+ gettext("Lower Y limit of dungeons.");
+ gettext("Dungeon maximum Y");
+ gettext("Upper Y limit of dungeons.");
+ gettext("Noises");
+ gettext("Filler depth noise");
+ gettext("Variation of biome filler depth.");
+ gettext("Factor noise");
+ gettext("Variation of terrain vertical scale.\nWhen noise is < -0.55 terrain is near-flat.");
+ gettext("Height noise");
+ gettext("Y-level of average terrain surface.");
+ gettext("Cave1 noise");
+ gettext("First of two 3D noises that together define tunnels.");
+ gettext("Cave2 noise");
+ gettext("Second of two 3D noises that together define tunnels.");
+ gettext("Cavern noise");
+ gettext("3D noise defining giant caverns.");
+ gettext("Ground noise");
+ gettext("3D noise defining terrain.");
+ gettext("Dungeon noise");
+ gettext("3D noise that determines number of dungeons per mapchunk.");
+ gettext("Mapgen V6");
+ gettext("Mapgen V6 specific flags");
+ gettext("Map generation attributes specific to Mapgen v6.\nThe 'snowbiomes' flag enables the new 5 biome system.\nWhen the 'snowbiomes' flag is enabled jungles are automatically enabled and\nthe 'jungles' flag is ignored.");
+ gettext("Desert noise threshold");
+ gettext("Deserts occur when np_biome exceeds this value.\nWhen the 'snowbiomes' flag is enabled, this is ignored.");
+ gettext("Beach noise threshold");
+ gettext("Sandy beaches occur when np_beach exceeds this value.");
+ gettext("Dungeon minimum Y");
+ gettext("Lower Y limit of dungeons.");
+ gettext("Dungeon maximum Y");
+ gettext("Upper Y limit of dungeons.");
+ gettext("Noises");
+ gettext("Terrain base noise");
+ gettext("Y-level of lower terrain and seabed.");
+ gettext("Terrain higher noise");
+ gettext("Y-level of higher terrain that creates cliffs.");
+ gettext("Steepness noise");
+ gettext("Varies steepness of cliffs.");
+ gettext("Height select noise");
+ gettext("Defines distribution of higher terrain.");
+ gettext("Mud noise");
+ gettext("Varies depth of biome surface nodes.");
+ gettext("Beach noise");
+ gettext("Defines areas with sandy beaches.");
+ gettext("Biome noise");
+ gettext("Temperature variation for biomes.");
+ gettext("Cave noise");
+ gettext("Variation of number of caves.");
+ gettext("Humidity noise");
+ gettext("Humidity variation for biomes.");
+ gettext("Trees noise");
+ gettext("Defines tree areas and tree density.");
+ gettext("Apple trees noise");
+ gettext("Defines areas where trees have apples.");
+ gettext("Mapgen V7");
+ gettext("Mapgen V7 specific flags");
+ gettext("Map generation attributes specific to Mapgen v7.\n'ridges': Rivers.\n'floatlands': Floating land masses in the atmosphere.\n'caverns': Giant caves deep underground.");
+ gettext("Mountain zero level");
+ gettext("Y of mountain density gradient zero level. Used to shift mountains vertically.");
+ gettext("Floatland minimum Y");
+ gettext("Lower Y limit of floatlands.");
+ gettext("Floatland maximum Y");
+ gettext("Upper Y limit of floatlands.");
+ gettext("Floatland tapering distance");
+ gettext("Y-distance over which floatlands taper from full density to nothing.\nTapering starts at this distance from the Y limit.\nFor a solid floatland layer, this controls the height of hills/mountains.\nMust be less than or equal to half the distance between the Y limits.");
+ gettext("Floatland taper exponent");
+ gettext("Exponent of the floatland tapering. Alters the tapering behaviour.\nValue = 1.0 creates a uniform, linear tapering.\nValues > 1.0 create a smooth tapering suitable for the default separated\nfloatlands.\nValues < 1.0 (for example 0.25) create a more defined surface level with\nflatter lowlands, suitable for a solid floatland layer.");
+ gettext("Floatland density");
+ gettext("Adjusts the density of the floatland layer.\nIncrease value to increase density. Can be positive or negative.\nValue = 0.0: 50% of volume is floatland.\nValue = 2.0 (can be higher depending on 'mgv7_np_floatland', always test\nto be sure) creates a solid floatland layer.");
+ gettext("Floatland water level");
+ gettext("Surface level of optional water placed on a solid floatland layer.\nWater is disabled by default and will only be placed if this value is set\nto above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the\nupper tapering).\n***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:\nWhen enabling water placement the floatlands must be configured and tested\nto be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other\nrequired value depending on 'mgv7_np_floatland'), to avoid\nserver-intensive extreme water flow and to avoid vast flooding of the\nworld surface below.");
+ gettext("Cave width");
+ gettext("Controls width of tunnels, a smaller value creates wider tunnels.\nValue >= 10.0 completely disables generation of tunnels and avoids the\nintensive noise calculations.");
+ gettext("Large cave depth");
+ gettext("Y of upper limit of large caves.");
+ gettext("Small cave minimum number");
+ gettext("Minimum limit of random number of small caves per mapchunk.");
+ gettext("Small cave maximum number");
+ gettext("Maximum limit of random number of small caves per mapchunk.");
+ gettext("Large cave minimum number");
+ gettext("Minimum limit of random number of large caves per mapchunk.");
+ gettext("Large cave maximum number");
+ gettext("Maximum limit of random number of large caves per mapchunk.");
+ gettext("Large cave proportion flooded");
+ gettext("Proportion of large caves that contain liquid.");
+ gettext("Cavern limit");
+ gettext("Y-level of cavern upper limit.");
+ gettext("Cavern taper");
+ gettext("Y-distance over which caverns expand to full size.");
+ gettext("Cavern threshold");
+ gettext("Defines full size of caverns, smaller values create larger caverns.");
+ gettext("Dungeon minimum Y");
+ gettext("Lower Y limit of dungeons.");
+ gettext("Dungeon maximum Y");
+ gettext("Upper Y limit of dungeons.");
+ gettext("Noises");
+ gettext("Terrain base noise");
+ gettext("Y-level of higher terrain that creates cliffs.");
+ gettext("Terrain alternative noise");
+ gettext("Y-level of lower terrain and seabed.");
+ gettext("Terrain persistence noise");
+ gettext("Varies roughness of terrain.\nDefines the 'persistence' value for terrain_base and terrain_alt noises.");
+ gettext("Height select noise");
+ gettext("Defines distribution of higher terrain and steepness of cliffs.");
+ gettext("Filler depth noise");
+ gettext("Variation of biome filler depth.");
+ gettext("Mountain height noise");
+ gettext("Variation of maximum mountain height (in nodes).");
+ gettext("Ridge underwater noise");
+ gettext("Defines large-scale river channel structure.");
+ gettext("Mountain noise");
+ gettext("3D noise defining mountain structure and height.\nAlso defines structure of floatland mountain terrain.");
+ gettext("Ridge noise");
+ gettext("3D noise defining structure of river canyon walls.");
+ gettext("Floatland noise");
+ gettext("3D noise defining structure of floatlands.\nIf altered from the default, the noise 'scale' (0.7 by default) may need\nto be adjusted, as floatland tapering functions best when this noise has\na value range of approximately -2.0 to 2.0.");
+ gettext("Cavern noise");
+ gettext("3D noise defining giant caverns.");
+ gettext("Cave1 noise");
+ gettext("First of two 3D noises that together define tunnels.");
+ gettext("Cave2 noise");
+ gettext("Second of two 3D noises that together define tunnels.");
+ gettext("Dungeon noise");
+ gettext("3D noise that determines number of dungeons per mapchunk.");
+ gettext("Mapgen Carpathian");
+ gettext("Mapgen Carpathian specific flags");
+ gettext("Map generation attributes specific to Mapgen Carpathian.");
+ gettext("Base ground level");
+ gettext("Defines the base ground level.");
+ gettext("River channel width");
+ gettext("Defines the width of the river channel.");
+ gettext("River channel depth");
+ gettext("Defines the depth of the river channel.");
+ gettext("River valley width");
+ gettext("Defines the width of the river valley.");
+ gettext("Cave width");
+ gettext("Controls width of tunnels, a smaller value creates wider tunnels.\nValue >= 10.0 completely disables generation of tunnels and avoids the\nintensive noise calculations.");
+ gettext("Large cave depth");
+ gettext("Y of upper limit of large caves.");
+ gettext("Small cave minimum number");
+ gettext("Minimum limit of random number of small caves per mapchunk.");
+ gettext("Small cave maximum number");
+ gettext("Maximum limit of random number of small caves per mapchunk.");
+ gettext("Large cave minimum number");
+ gettext("Minimum limit of random number of large caves per mapchunk.");
+ gettext("Large cave maximum number");
+ gettext("Maximum limit of random number of large caves per mapchunk.");
+ gettext("Large cave proportion flooded");
+ gettext("Proportion of large caves that contain liquid.");
+ gettext("Cavern limit");
+ gettext("Y-level of cavern upper limit.");
+ gettext("Cavern taper");
+ gettext("Y-distance over which caverns expand to full size.");
+ gettext("Cavern threshold");
+ gettext("Defines full size of caverns, smaller values create larger caverns.");
+ gettext("Dungeon minimum Y");
+ gettext("Lower Y limit of dungeons.");
+ gettext("Dungeon maximum Y");
+ gettext("Upper Y limit of dungeons.");
+ gettext("Noises");
+ gettext("Filler depth noise");
+ gettext("Variation of biome filler depth.");
+ gettext("Hilliness1 noise");
+ gettext("First of 4 2D noises that together define hill/mountain range height.");
+ gettext("Hilliness2 noise");
+ gettext("Second of 4 2D noises that together define hill/mountain range height.");
+ gettext("Hilliness3 noise");
+ gettext("Third of 4 2D noises that together define hill/mountain range height.");
+ gettext("Hilliness4 noise");
+ gettext("Fourth of 4 2D noises that together define hill/mountain range height.");
+ gettext("Rolling hills spread noise");
+ gettext("2D noise that controls the size/occurrence of rolling hills.");
+ gettext("Ridge mountain spread noise");
+ gettext("2D noise that controls the size/occurrence of ridged mountain ranges.");
+ gettext("Step mountain spread noise");
+ gettext("2D noise that controls the size/occurrence of step mountain ranges.");
+ gettext("Rolling hill size noise");
+ gettext("2D noise that controls the shape/size of rolling hills.");
+ gettext("Ridged mountain size noise");
+ gettext("2D noise that controls the shape/size of ridged mountains.");
+ gettext("Step mountain size noise");
+ gettext("2D noise that controls the shape/size of step mountains.");
+ gettext("River noise");
+ gettext("2D noise that locates the river valleys and channels.");
+ gettext("Mountain variation noise");
+ gettext("3D noise for mountain overhangs, cliffs, etc. Usually small variations.");
+ gettext("Cave1 noise");
+ gettext("First of two 3D noises that together define tunnels.");
+ gettext("Cave2 noise");
+ gettext("Second of two 3D noises that together define tunnels.");
+ gettext("Cavern noise");
+ gettext("3D noise defining giant caverns.");
+ gettext("Dungeon noise");
+ gettext("3D noise that determines number of dungeons per mapchunk.");
+ gettext("Mapgen Flat");
+ gettext("Mapgen Flat specific flags");
+ gettext("Map generation attributes specific to Mapgen Flat.\nOccasional lakes and hills can be added to the flat world.");
+ gettext("Ground level");
+ gettext("Y of flat ground.");
+ gettext("Large cave depth");
+ gettext("Y of upper limit of large caves.");
+ gettext("Small cave minimum number");
+ gettext("Minimum limit of random number of small caves per mapchunk.");
+ gettext("Small cave maximum number");
+ gettext("Maximum limit of random number of small caves per mapchunk.");
+ gettext("Large cave minimum number");
+ gettext("Minimum limit of random number of large caves per mapchunk.");
+ gettext("Large cave maximum number");
+ gettext("Maximum limit of random number of large caves per mapchunk.");
+ gettext("Large cave proportion flooded");
+ gettext("Proportion of large caves that contain liquid.");
+ gettext("Cave width");
+ gettext("Controls width of tunnels, a smaller value creates wider tunnels.\nValue >= 10.0 completely disables generation of tunnels and avoids the\nintensive noise calculations.");
+ gettext("Lake threshold");
+ gettext("Terrain noise threshold for lakes.\nControls proportion of world area covered by lakes.\nAdjust towards 0.0 for a larger proportion.");
+ gettext("Lake steepness");
+ gettext("Controls steepness/depth of lake depressions.");
+ gettext("Hill threshold");
+ gettext("Terrain noise threshold for hills.\nControls proportion of world area covered by hills.\nAdjust towards 0.0 for a larger proportion.");
+ gettext("Hill steepness");
+ gettext("Controls steepness/height of hills.");
+ gettext("Dungeon minimum Y");
+ gettext("Lower Y limit of dungeons.");
+ gettext("Dungeon maximum Y");
+ gettext("Upper Y limit of dungeons.");
+ gettext("Noises");
+ gettext("Terrain noise");
+ gettext("Defines location and terrain of optional hills and lakes.");
+ gettext("Filler depth noise");
+ gettext("Variation of biome filler depth.");
+ gettext("Cave1 noise");
+ gettext("First of two 3D noises that together define tunnels.");
+ gettext("Cave2 noise");
+ gettext("Second of two 3D noises that together define tunnels.");
+ gettext("Dungeon noise");
+ gettext("3D noise that determines number of dungeons per mapchunk.");
+ gettext("Mapgen Fractal");
+ gettext("Mapgen Fractal specific flags");
+ gettext("Map generation attributes specific to Mapgen Fractal.\n'terrain' enables the generation of non-fractal terrain:\nocean, islands and underground.");
+ gettext("Cave width");
+ gettext("Controls width of tunnels, a smaller value creates wider tunnels.\nValue >= 10.0 completely disables generation of tunnels and avoids the\nintensive noise calculations.");
+ gettext("Large cave depth");
+ gettext("Y of upper limit of large caves.");
+ gettext("Small cave minimum number");
+ gettext("Minimum limit of random number of small caves per mapchunk.");
+ gettext("Small cave maximum number");
+ gettext("Maximum limit of random number of small caves per mapchunk.");
+ gettext("Large cave minimum number");
+ gettext("Minimum limit of random number of large caves per mapchunk.");
+ gettext("Large cave maximum number");
+ gettext("Maximum limit of random number of large caves per mapchunk.");
+ gettext("Large cave proportion flooded");
+ gettext("Proportion of large caves that contain liquid.");
+ gettext("Dungeon minimum Y");
+ gettext("Lower Y limit of dungeons.");
+ gettext("Dungeon maximum Y");
+ gettext("Upper Y limit of dungeons.");
+ gettext("Fractal type");
+ gettext("Selects one of 18 fractal types.\n1 = 4D \"Roundy\" Mandelbrot set.\n2 = 4D \"Roundy\" Julia set.\n3 = 4D \"Squarry\" Mandelbrot set.\n4 = 4D \"Squarry\" Julia set.\n5 = 4D \"Mandy Cousin\" Mandelbrot set.\n6 = 4D \"Mandy Cousin\" Julia set.\n7 = 4D \"Variation\" Mandelbrot set.\n8 = 4D \"Variation\" Julia set.\n9 = 3D \"Mandelbrot/Mandelbar\" Mandelbrot set.\n10 = 3D \"Mandelbrot/Mandelbar\" Julia set.\n11 = 3D \"Christmas Tree\" Mandelbrot set.\n12 = 3D \"Christmas Tree\" Julia set.\n13 = 3D \"Mandelbulb\" Mandelbrot set.\n14 = 3D \"Mandelbulb\" Julia set.\n15 = 3D \"Cosine Mandelbulb\" Mandelbrot set.\n16 = 3D \"Cosine Mandelbulb\" Julia set.\n17 = 4D \"Mandelbulb\" Mandelbrot set.\n18 = 4D \"Mandelbulb\" Julia set.");
+ gettext("Iterations");
+ gettext("Iterations of the recursive function.\nIncreasing this increases the amount of fine detail, but also\nincreases processing load.\nAt iterations = 20 this mapgen has a similar load to mapgen V7.");
+ gettext("Scale");
+ gettext("(X,Y,Z) scale of fractal in nodes.\nActual fractal size will be 2 to 3 times larger.\nThese numbers can be made very large, the fractal does\nnot have to fit inside the world.\nIncrease these to 'zoom' into the detail of the fractal.\nDefault is for a vertically-squashed shape suitable for\nan island, set all 3 numbers equal for the raw shape.");
+ gettext("Offset");
+ gettext("(X,Y,Z) offset of fractal from world center in units of 'scale'.\nCan be used to move a desired point to (0, 0) to create a\nsuitable spawn point, or to allow 'zooming in' on a desired\npoint by increasing 'scale'.\nThe default is tuned for a suitable spawn point for Mandelbrot\nsets with default parameters, it may need altering in other\nsituations.\nRange roughly -2 to 2. Multiply by 'scale' for offset in nodes.");
+ gettext("Slice w");
+ gettext("W coordinate of the generated 3D slice of a 4D fractal.\nDetermines which 3D slice of the 4D shape is generated.\nAlters the shape of the fractal.\nHas no effect on 3D fractals.\nRange roughly -2 to 2.");
+ gettext("Julia x");
+ gettext("Julia set only.\nX component of hypercomplex constant.\nAlters the shape of the fractal.\nRange roughly -2 to 2.");
+ gettext("Julia y");
+ gettext("Julia set only.\nY component of hypercomplex constant.\nAlters the shape of the fractal.\nRange roughly -2 to 2.");
+ gettext("Julia z");
+ gettext("Julia set only.\nZ component of hypercomplex constant.\nAlters the shape of the fractal.\nRange roughly -2 to 2.");
+ gettext("Julia w");
+ gettext("Julia set only.\nW component of hypercomplex constant.\nAlters the shape of the fractal.\nHas no effect on 3D fractals.\nRange roughly -2 to 2.");
+ gettext("Noises");
+ gettext("Seabed noise");
+ gettext("Y-level of seabed.");
+ gettext("Filler depth noise");
+ gettext("Variation of biome filler depth.");
+ gettext("Cave1 noise");
+ gettext("First of two 3D noises that together define tunnels.");
+ gettext("Cave2 noise");
+ gettext("Second of two 3D noises that together define tunnels.");
+ gettext("Dungeon noise");
+ gettext("3D noise that determines number of dungeons per mapchunk.");
+ gettext("Mapgen Valleys");
+ gettext("Mapgen Valleys specific flags");
+ gettext("Map generation attributes specific to Mapgen Valleys.\n'altitude_chill': Reduces heat with altitude.\n'humid_rivers': Increases humidity around rivers.\n'vary_river_depth': If enabled, low humidity and high heat causes rivers\nto become shallower and occasionally dry.\n'altitude_dry': Reduces humidity with altitude.");
+ gettext("Altitude chill");
+ gettext("The vertical distance over which heat drops by 20 if 'altitude_chill' is\nenabled. Also the vertical distance over which humidity drops by 10 if\n'altitude_dry' is enabled.");
+ gettext("Large cave depth");
+ gettext("Depth below which you'll find large caves.");
+ gettext("Small cave minimum number");
+ gettext("Minimum limit of random number of small caves per mapchunk.");
+ gettext("Small cave maximum number");
+ gettext("Maximum limit of random number of small caves per mapchunk.");
+ gettext("Large cave minimum number");
+ gettext("Minimum limit of random number of large caves per mapchunk.");
+ gettext("Large cave maximum number");
+ gettext("Maximum limit of random number of large caves per mapchunk.");
+ gettext("Large cave proportion flooded");
+ gettext("Proportion of large caves that contain liquid.");
+ gettext("Cavern upper limit");
+ gettext("Depth below which you'll find giant caverns.");
+ gettext("Cavern taper");
+ gettext("Y-distance over which caverns expand to full size.");
+ gettext("Cavern threshold");
+ gettext("Defines full size of caverns, smaller values create larger caverns.");
+ gettext("River depth");
+ gettext("How deep to make rivers.");
+ gettext("River size");
+ gettext("How wide to make rivers.");
+ gettext("Cave width");
+ gettext("Controls width of tunnels, a smaller value creates wider tunnels.\nValue >= 10.0 completely disables generation of tunnels and avoids the\nintensive noise calculations.");
+ gettext("Dungeon minimum Y");
+ gettext("Lower Y limit of dungeons.");
+ gettext("Dungeon maximum Y");
+ gettext("Upper Y limit of dungeons.");
+ gettext("Noises");
+ gettext("Cave noise #1");
+ gettext("First of two 3D noises that together define tunnels.");
+ gettext("Cave noise #2");
+ gettext("Second of two 3D noises that together define tunnels.");
+ gettext("Filler depth");
+ gettext("The depth of dirt or other biome filler node.");
+ gettext("Cavern noise");
+ gettext("3D noise defining giant caverns.");
+ gettext("River noise");
+ gettext("Defines large-scale river channel structure.");
+ gettext("Terrain height");
+ gettext("Base terrain height.");
+ gettext("Valley depth");
+ gettext("Raises terrain to make valleys around the rivers.");
+ gettext("Valley fill");
+ gettext("Slope and fill work together to modify the heights.");
+ gettext("Valley profile");
+ gettext("Amplifies the valleys.");
+ gettext("Valley slope");
+ gettext("Slope and fill work together to modify the heights.");
+ gettext("Dungeon noise");
+ gettext("3D noise that determines number of dungeons per mapchunk.");
+ gettext("Advanced");
+ gettext("Chunk size");
+ gettext("Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).\nWARNING!: There is no benefit, and there are several dangers, in\nincreasing this value above 5.\nReducing this value increases cave and dungeon density.\nAltering this value is for special usage, leaving it unchanged is\nrecommended.");
+ gettext("Mapgen debug");
+ gettext("Dump the mapgen debug information.");
+ gettext("Absolute limit of queued blocks to emerge");
+ gettext("Maximum number of blocks that can be queued for loading.");
+ gettext("Per-player limit of queued blocks load from disk");
+ gettext("Maximum number of blocks to be queued that are to be loaded from file.\nThis limit is enforced per player.");
+ gettext("Per-player limit of queued blocks to generate");
+ gettext("Maximum number of blocks to be queued that are to be generated.\nThis limit is enforced per player.");
+ gettext("Number of emerge threads");
+ gettext("Number of emerge threads to use.\nValue 0:\n- Automatic selection. The number of emerge threads will be\n- 'number of processors - 2', with a lower limit of 1.\nAny other value:\n- Specifies the number of emerge threads, with a lower limit of 1.\nWARNING: Increasing the number of emerge threads increases engine mapgen\nspeed, but this may harm game performance by interfering with other\nprocesses, especially in singleplayer and/or when running Lua code in\n'on_generated'. For many users the optimum setting may be '1'.");
+ gettext("Online Content Repository");
+ gettext("ContentDB URL");
+ gettext("The URL for the content repository");
+ gettext("ContentDB Flag Blacklist");
+ gettext("Comma-separated list of flags to hide in the content repository.\n\"nonfree\" can be used to hide packages which do not qualify as 'free software',\nas defined by the Free Software Foundation.\nYou can also specify content ratings.\nThese flags are independent from Minetest versions,\nso see a full list at https://content.minetest.net/help/content_flags/");