# Continuous forward movement, toggled by autoforward key.
continuous_forward (Continuous forward) bool false
-# Enable Joysticks
-enable_joysticks (Enable Joysticks) bool false
+# Enable joysticks
+enable_joysticks (Enable joysticks) bool false
# The identifier of the joystick to use
joystick_id (Joystick ID) int 0
# The type of joystick
-joystick_type (Joystick Type) enum auto auto,generic,xbox
+joystick_type (Joystick type) enum auto auto,generic,xbox
# The time in seconds it takes between repeated events
# when holding down a joystick button combination.
parallax_occlusion_iterations (Parallax occlusion iterations) int 4
# Overall scale of parallax occlusion effect.
-parallax_occlusion_scale (Parallax occlusion Scale) float 0.08
+parallax_occlusion_scale (Parallax occlusion scale) float 0.08
# Overall bias of parallax occlusion effect, usually scale/2.
parallax_occlusion_bias (Parallax occlusion bias) float 0.04
# Maximum FPS when game is paused.
pause_fps_max (FPS in pause menu) int 20
+# Open the pause menu when the window's focus is lost. Does not pause if a formspec is open.
+pause_on_lost_focus (Pause on lost window focus) bool false
+
# View distance in nodes.
viewing_range (Viewing range) int 100 20 4000
screen_h (Screen height) int 600
# Save window size automatically when modified.
-autosave_screensize (Autosave Screen Size) bool true
+autosave_screensize (Autosave screen size) bool true
# Fullscreen mode.
fullscreen (Full screen) bool false
# Field of view in degrees.
fov (Field of view) int 72 30 160
-# Field of view while zooming in degrees.
-# Requires to be allowed by server-sided mods.
-zoom_fov (Field of view for zoom) int 15 7 160
-
# Adjust the gamma encoding for the light tables. Higher numbers are brighter.
# This setting is for the client only and is ignored by the server.
display_gamma (Gamma) float 1.0 0.5 3.0
+# Gradient of light curve at minimum light level.
lighting_alpha (Darkness sharpness) float 0.0 0.0 4.0
-lighting_beta (Lightness sharpness) float 0.0 0.0 4.0
+# Gradient of light curve at maximum light level.
+lighting_beta (Lightness sharpness) float 1.5 0.0 4.0
+
+# Strength of light curve mid-boost.
+lighting_boost (Light curve mid boost) float 0.2 0.0 1.0
+
+# Center of light curve mid-boost.
+lighting_boost_center (Light curve mid boost center) float 0.5 0.0 1.0
+
+# Spread of light curve mid-boost.
+# Standard deviation of the mid-boost gaussian.
+lighting_boost_spread (Light curve mid boost spread) float 0.2 0.0 1.0
# Path to texture directory. All textures are first searched from here.
texture_path (Texture path) path
# The rendering back-end for Irrlicht.
-video_driver (Video driver) enum opengl null,software,burningsvideo,direct3d8,direct3d9,opengl
+video_driver (Video driver) enum opengl null,software,burningsvideo,direct3d8,direct3d9,opengl,ogles1,ogles2
# Radius of cloud area stated in number of 64 node cloud squares.
# Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,pageflip
# In-game chat console height, between 0.1 (10%) and 1.0 (100%).
-console_height (Console height) float 1.0 0.1 1.0
+console_height (Console height) float 0.6 0.1 1.0
# In-game chat console background color (R,G,B).
console_color (Console color) string (0,0,0)
inventory_image_hack (Inventory image hack) bool false
# Fraction of the visible distance at which fog starts to be rendered
-fog_start (Fog Start) float 0.4 0.0 0.99
+fog_start (Fog start) float 0.4 0.0 0.99
# Makes all liquids opaque
opaque_water (Opaque liquids) bool false
default_privs (Default privileges) string interact, shout
# Privileges that players with basic_privs can grant
-basic_privs (Basic Privileges) string interact, shout
+basic_privs (Basic privileges) string interact, shout
# Whether players are shown to clients without any range limit.
# Deprecated, use the setting player_transfer_distance instead.
player_transfer_distance (Player transfer distance) int 0
# Whether to allow players to damage and kill each other.
-enable_pvp (Player versus Player) bool true
+enable_pvp (Player versus player) bool true
# Enable mod channels support.
enable_mod_channels (Mod channels) bool false
ask_reconnect_on_crash (Ask to reconnect after crash) bool false
# From how far clients know about objects, stated in mapblocks (16 nodes).
+#
+# Setting this larger than active_block_range will also cause the server
+# to maintain active objects up to this distance in the direction the
+# player is looking. (This can avoid mobs suddenly disappearing from view)
active_object_send_range_blocks (Active object send range) int 3
# How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes).
# In active blocks objects are loaded and ABMs run.
+# This is also the minimum range in which active objects (mobs) are maintained.
+# This should be configured together with active_object_range.
active_block_range (Active block range) int 3
# From how far blocks are sent to clients, stated in mapblocks (16 nodes).
-max_block_send_distance (Max block send distance) int 10
+max_block_send_distance (Max block send distance) int 9
# Maximum number of forceloaded mapblocks.
max_forceloaded_blocks (Maximum forceloaded blocks) int 16
# (some blocks will not be rendered under water and in caves, as well as sometimes on land)
# Setting this to a value greater than max_block_send_distance disables this optimization.
# Stated in mapblocks (16 nodes)
-block_send_optimize_distance (block send optimize distance) int 4 2
+block_send_optimize_distance (Block send optimize distance) int 4 2
# If enabled the server will perform map block occlusion culling based on
# on the eye position of the player. This can reduce the number of blocks
# Restricts the access of certain client-side functions on servers
# Combine these byteflags below to restrict more client-side features:
-# LOOKUP_NODES_LIMIT: 1 (limits get_node call client-side to csm_flavour_noderange_limit)
+# LOAD_CLIENT_MODS: 1 (disable client mods loading)
# CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
# READ_ITEMDEFS: 4 (disable get_item_def call client-side)
# READ_NODEDEFS: 8 (disable get_node_def call client-side)
+# LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to csm_flavour_noderange_limit)
# type: int
-csm_flavour_limits (Client side modding flavour limits) int 3
+csm_flavour_limits (Client side modding flavour limits) int 18
# If the CSM flavour for node range is enabled, get_node is limited to
# this many nodes from the player.
# Comma-separated list of mods that are allowed to access HTTP APIs, which
# allow them to upload and download data to/from the internet.
-secure.http_mods (HTTP Mods) string
+secure.http_mods (HTTP mods) string
[*Advanced]
# Set the language. Leave empty to use the system language.
# A restart is required after changing this.
-language (Language) enum ,be,ca,cs,da,de,en,eo,es,et,fr,he,hu,id,it,ja,jbo,ko,ky,lt,nb,nl,pl,pt,pt_BR,ro,ru,sr_Cyrl,tr,uk,zh_CN,zh_TW
+language (Language) enum ,be,ca,cs,da,de,dv,en,eo,es,et,fr,he,hu,id,it,ja,jbo,ko,ky,lt,ms,nb,nl,pl,pt,pt_BR,ro,ru,sl,sr_Cyrl,sv,sw,tr,uk,zh_CN,zh_TW
+
# Level of logging to be written to debug.txt:
# - <nothing> (no logging)
# Makes DirectX work with LuaJIT. Disable if it causes troubles.
high_precision_fpu (High-precision FPU) bool true
+# Changes the main menu UI:
+# - Full: Multple singleplayer worlds, game choice, texture pack chooser, etc.
+# - Simple: One singleplayer world, no game or texture pack choosers. May be necessary for smaller screens.
+# - Auto: Simple on Android, full on everything else.
+main_menu_style (Main menu style) enum auto auto,full,simple
+
# Replaces the default main menu with a custom one.
main_menu_script (Main menu script) string
# Defines full size of caverns, smaller values create larger caverns.
mgv5_cavern_threshold (Cavern threshold) float 0.7
+# Lower Y limit of dungeons.
+mgv5_dungeon_ymin (Dungeon minimum Y) int -31000
+
+# Upper Y limit of dungeons.
+mgv5_dungeon_ymax (Dungeon maximum Y) int 31000
+
[**Noises]
# Variation of biome filler depth.
# Sandy beaches occur when np_beach exceeds this value.
mgv6_freq_beach (Beach noise threshold) float 0.15
+# Lower Y limit of dungeons.
+mgv6_dungeon_ymin (Dungeon minimum Y) int -31000
+
+# Upper Y limit of dungeons.
+mgv6_dungeon_ymax (Dungeon maximum Y) int 31000
+
[**Noises]
# Y-level of lower terrain and lakebeds.
# Y of upper limit of lava in large caves.
mgv7_lava_depth (Lava depth) int -256
-# Controls the density of floatland mountain terrain.
-# Is an offset added to the 'np_mountain' noise value.
+# Controls the density of mountain-type floatlands.
+# Is a noise offset added to the 'mgv7_np_mountain' noise value.
mgv7_float_mount_density (Floatland mountain density) float 0.6
-# Typical maximum height, above and below midpoint, of floatland mountain terrain.
+# Typical maximum height, above and below midpoint, of floatland mountains.
mgv7_float_mount_height (Floatland mountain height) float 128.0
+# Alters how mountain-type floatlands taper above and below midpoint.
+mgv7_float_mount_exponent (Floatland mountain exponent) float 0.75
+
# Y-level of floatland midpoint and lake surface.
mgv7_floatland_level (Floatland level) int 1280
# Defines full size of caverns, smaller values create larger caverns.
mgv7_cavern_threshold (Cavern threshold) float 0.7
+# Lower Y limit of dungeons.
+mgv7_dungeon_ymin (Dungeon minimum Y) int -31000
+
+# Upper Y limit of dungeons.
+mgv7_dungeon_ymax (Dungeon maximum Y) int 31000
+
[**Noises]
# Y-level of higher (cliff-top) terrain.
# Defines full size of caverns, smaller values create larger caverns.
mgcarpathian_cavern_threshold (Cavern threshold) float 0.7
+# Lower Y limit of dungeons.
+mgcarpathian_dungeon_ymin (Dungeon minimum Y) int -31000
+
+# Upper Y limit of dungeons.
+mgcarpathian_dungeon_ymax (Dungeon maximum Y) int 31000
+
[**Noises]
# 2D noise that defines the base ground level.
# Controls steepness/height of hills.
mgflat_hill_steepness (Hill steepness) float 64.0
+# Lower Y limit of dungeons.
+mgflat_dungeon_ymin (Dungeon minimum Y) int -31000
+
+# Upper Y limit of dungeons.
+mgflat_dungeon_ymax (Dungeon maximum Y) int 31000
+
[**Noises]
# Defines location and terrain of optional hills and lakes.
# Y of upper limit of lava in large caves.
mgfractal_lava_depth (Lava depth) int -256
-# Choice of 18 fractals from 9 formulas.
+# Lower Y limit of dungeons.
+mgfractal_dungeon_ymin (Dungeon minimum Y) int -31000
+
+# Upper Y limit of dungeons.
+mgfractal_dungeon_ymax (Dungeon maximum Y) int 31000
+
+# Selects one of 18 fractal types.
# 1 = 4D "Roundy" mandelbrot set.
# 2 = 4D "Roundy" julia set.
# 3 = 4D "Squarry" mandelbrot set.
mgfractal_fractal (Fractal type) int 1 1 18
# Iterations of the recursive function.
-# Controls the amount of fine detail.
+# Increasing this increases the amount of fine detail, but also
+# increases processing load.
+# At iterations = 20 this mapgen has a similar load to mapgen V7.
mgfractal_iterations (Iterations) int 11
-# Approximate (X,Y,Z) scale of fractal in nodes.
+# (X,Y,Z) scale of fractal in nodes.
+# Actual fractal size will be 2 to 3 times larger.
+# These numbers can be made very large, the fractal does
+# not have to fit inside the world.
+# Increase these to 'zoom' into the detail of the fractal.
+# Default is for a vertically-squashed shape suitable for
+# an island, set all 3 numbers equal for the raw shape.
mgfractal_scale (Scale) v3f (4096.0, 1024.0, 4096.0)
# (X,Y,Z) offset of fractal from world centre in units of 'scale'.
-# Used to move a suitable spawn area of low land close to (0, 0).
-# The default is suitable for mandelbrot sets, it needs to be edited for julia sets.
+# Can be used to move a desired point to (0, 0): to create a
+# suitable spawn point, or to allow 'zooming in' on a desired
+# point by increasing 'scale'.
+# The default is tuned for a suitable spawn point for mandelbrot
+# sets with default parameters, it may need altering in other
+# situations.
# Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
mgfractal_offset (Offset) v3f (1.79, 0.0, 0.0)
# W co-ordinate of the generated 3D slice of a 4D fractal.
# Determines which 3D slice of the 4D shape is generated.
+# Alters the shape of the fractal.
# Has no effect on 3D fractals.
# Range roughly -2 to 2.
mgfractal_slice_w (Slice w) float 0.0
-# Julia set only: X component of hypercomplex constant determining julia shape.
+# Julia set only.
+# X component of hypercomplex constant.
+# Alters the shape of the fractal.
# Range roughly -2 to 2.
mgfractal_julia_x (Julia x) float 0.33
-# Julia set only: Y component of hypercomplex constant determining julia shape.
+# Julia set only.
+# Y component of hypercomplex constant.
+# Alters the shape of the fractal.
# Range roughly -2 to 2.
mgfractal_julia_y (Julia y) float 0.33
-# Julia set only: Z component of hypercomplex constant determining julia shape.
+# Julia set only.
+# Z component of hypercomplex constant.
+# Alters the shape of the fractal.
# Range roughly -2 to 2.
mgfractal_julia_z (Julia z) float 0.33
-# Julia set only: W component of hypercomplex constant determining julia shape.
+# Julia set only.
+# W component of hypercomplex constant.
+# Alters the shape of the fractal.
# Has no effect on 3D fractals.
# Range roughly -2 to 2.
mgfractal_julia_w (Julia w) float 0.33
mg_valleys_spflags (Mapgen Valleys specific flags) flags altitude_chill,humid_rivers altitude_chill,noaltitude_chill,humid_rivers,nohumid_rivers
# The altitude at which temperature drops by 20C
-mgvalleys_altitude_chill (Altitude Chill) int 90
+mgvalleys_altitude_chill (Altitude chill) int 90
# Depth below which you'll find large caves.
mgvalleys_large_cave_depth (Large cave depth) int -33
# Creates unpredictable lava features in caves.
# These can make mining difficult. Zero disables them. (0-10)
-mgvalleys_lava_features (Lava Features) int 0
+mgvalleys_lava_features (Lava features) int 0
# Depth below which you'll find massive caves.
mgvalleys_massive_cave_depth (Massive cave depth) int -256
# How deep to make rivers
-mgvalleys_river_depth (River Depth) int 4
+mgvalleys_river_depth (River depth) int 4
# How wide to make rivers
-mgvalleys_river_size (River Size) int 5
+mgvalleys_river_size (River size) int 5
# Creates unpredictable water features in caves.
# These can make mining difficult. Zero disables them. (0-10)
-mgvalleys_water_features (Water Features) int 0
+mgvalleys_water_features (Water features) int 0
# Controls width of tunnels, a smaller value creates wider tunnels.
mgvalleys_cave_width (Cave width) float 0.09
+# Lower Y limit of dungeons.
+mgvalleys_dungeon_ymin (Dungeon minimum Y) int -31000
+
+# Upper Y limit of dungeons.
+mgvalleys_dungeon_ymax (Dungeon maximum Y) int 63
+
[**Noises]
# Caves and tunnels form at the intersection of the two noises
mgvalleys_np_cave2 (Cave noise #2) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
# The depth of dirt or other filler
-mgvalleys_np_filler_depth (Filler Depth) noise_params_2d 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0, eased
+mgvalleys_np_filler_depth (Filler depth) noise_params_2d 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0, eased
# Massive caves form here.
mgvalleys_np_massive_caves (Massive cave noise) noise_params_3d 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0
# River noise -- rivers occur close to zero
-mgvalleys_np_rivers (River Noise) noise_params_2d 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0, eased
+mgvalleys_np_rivers (River noise) noise_params_2d 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0, eased
# Base terrain height
-mgvalleys_np_terrain_height (Terrain Height) noise_params_2d -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0, eased
+mgvalleys_np_terrain_height (Terrain height) noise_params_2d -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0, eased
# Raises terrain to make valleys around the rivers
-mgvalleys_np_valley_depth (Valley Depth) noise_params_2d 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0, eased
+mgvalleys_np_valley_depth (Valley depth) noise_params_2d 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0, eased
# Slope and fill work together to modify the heights
-mgvalleys_np_inter_valley_fill (Valley Fill) noise_params_3d 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0
+mgvalleys_np_inter_valley_fill (Valley fill) noise_params_3d 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0
# Amplifies the valleys
-mgvalleys_np_valley_profile (Valley Profile) noise_params_2d 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0, eased
+mgvalleys_np_valley_profile (Valley profile) noise_params_2d 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0, eased
# Slope and fill work together to modify the heights
-mgvalleys_np_inter_valley_slope (Valley Slope) noise_params_2d 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0, eased
+mgvalleys_np_inter_valley_slope (Valley slope) noise_params_2d 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0, eased
[*Advanced]
# Size of chunks to be generated at once by mapgen, stated in mapblocks (16 nodes).
+# Increasing this by 1 almost doubles the 3D noise calculation load.
+# High values can cause noise calculation to overload.
+# Values smaller than 5 cause a terrain bug in mgv6.
+# Since there is a fixed number of large caves and dungeons per
+# mapchunk, values other than 5 alter the density of these.
chunksize (Chunk size) int 5
# Dump the mapgen debug infos.