# If enabled, makes move directions relative to the player's pitch when flying or swimming.
pitch_move (Pitch move mode) bool false
-# Fast movement (via the "special" key).
+# Fast movement (via the "Aux1" key).
# This requires the "fast" privilege on the server.
fast_move (Fast movement) bool false
# Mouse sensitivity multiplier.
mouse_sensitivity (Mouse sensitivity) float 0.2
-# If enabled, "special" key instead of "sneak" key is used for climbing down and
+# If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
# descending.
-aux1_descends (Special key for climbing/descending) bool false
+aux1_descends (Aux1 key for climbing/descending) bool false
# Double-tapping the jump key toggles fly mode.
doubletap_jump (Double tap jump for fly) bool false
-# If disabled, "special" key is used to fly fast if both fly and fast mode are
+# If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
# enabled.
always_fly_fast (Always fly and fast) bool true
# If disabled, virtual joystick will center to first-touch's position.
fixed_virtual_joystick (Fixed virtual joystick) bool false
-# (Android) Use virtual joystick to trigger "aux" button.
-# If enabled, virtual joystick will also tap "aux" button when out of main circle.
-virtual_joystick_triggers_aux (Virtual joystick triggers aux button) bool false
+# (Android) Use virtual joystick to trigger "Aux1" button.
+# If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
+virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool false
# Enable joysticks
enable_joysticks (Enable joysticks) bool false
# when holding down a joystick button combination.
repeat_joystick_button_time (Joystick button repetition interval) float 0.17 0.001
+# The deadzone of the joystick
+joystick_deadzone (Joystick deadzone) int 2048
+
# The sensitivity of the joystick axes for moving the
# ingame view frustum around.
joystick_frustum_sensitivity (Joystick frustum sensitivity) float 170
# Key for moving fast in fast mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
-keymap_special1 (Special key) key KEY_KEY_E
+keymap_aux1 (Aux1 key) key KEY_KEY_E
# Key for opening the chat window.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
[**Basic]
+# Whether nametag backgrounds should be shown by default.
+# Mods may still set a background.
+show_nametag_backgrounds (Show nametag backgrounds by default) bool true
+
# Enable vertex buffer objects.
# This should greatly improve graphics performance.
enable_vbo (VBO) bool true
# texture autoscaling.
texture_min_size (Minimum texture size) int 64
-# Experimental option, might cause visible spaces between blocks
-# when set to higher number than 0.
+# Use multi-sample antialiasing (MSAA) to smooth out block edges.
+# This algorithm smooths out the 3D viewport while keeping the image sharp,
+# but it doesn't affect the insides of textures
+# (which is especially noticeable with transparent textures).
+# Visible spaces appear between nodes when shaders are disabled.
+# If set to 0, MSAA is disabled.
+# A restart is required after changing this option.
fsaa (FSAA) enum 0 0,1,2,4,8,16
# Undersampling is similar to using a lower screen resolution, but it applies
# enhanced, highlights and shadows are gradually compressed.
tone_mapping (Filmic tone mapping) bool false
-[***Bumpmapping]
-
-# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
-# or need to be auto-generated.
-# Requires shaders to be enabled.
-enable_bumpmapping (Bumpmapping) bool false
-
-# Enables on the fly normalmap generation (Emboss effect).
-# Requires bumpmapping to be enabled.
-generate_normalmaps (Generate normalmaps) bool false
-
-# Strength of generated normalmaps.
-normalmaps_strength (Normalmaps strength) float 0.6
-
-# Defines sampling step of texture.
-# A higher value results in smoother normal maps.
-normalmaps_smooth (Normalmaps sampling) int 0 0 2
-
-[***Parallax Occlusion]
-
-# Enables parallax occlusion mapping.
-# Requires shaders to be enabled.
-enable_parallax_occlusion (Parallax occlusion) bool false
-
-# 0 = parallax occlusion with slope information (faster).
-# 1 = relief mapping (slower, more accurate).
-parallax_occlusion_mode (Parallax occlusion mode) int 1 0 1
-
-# Number of parallax occlusion iterations.
-parallax_occlusion_iterations (Parallax occlusion iterations) int 4
-
-# Overall scale of parallax occlusion effect.
-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
-
[***Waving Nodes]
# Set to true to enable waving liquids (like water).
# to not waste CPU power for no benefit.
fps_max (Maximum FPS) int 60 1
-# Maximum FPS when game is paused.
-pause_fps_max (FPS in pause menu) int 20 1
+# Maximum FPS when the window is not focused, or when the game is paused.
+fps_max_unfocused (FPS when unfocused or paused) int 20 1
# 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
+viewing_range (Viewing range) int 190 20 4000
# Camera 'near clipping plane' distance in nodes, between 0 and 0.25
# Only works on GLES platforms. Most users will not need to change this.
# The rendering back-end for Irrlicht.
# A restart is required after changing this.
# Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
-# On other platforms, OpenGL is recommended, and it’s the only driver with
-# shader support currently.
+# On other platforms, OpenGL is recommended.
+# Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
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.
# File in client/serverlist/ that contains your favorite servers displayed in the
# Multiplayer Tab.
-serverlist_file (Serverlist file) string favoriteservers.txt
+serverlist_file (Serverlist file) string favoriteservers.json
# Maximum size of the out chat queue.
# 0 to disable queueing and -1 to make the queue size unlimited.
# Maximum number of mapblocks for client to be kept in memory.
# Set to -1 for unlimited amount.
-client_mapblock_limit (Mapblock limit) int 5000
+client_mapblock_limit (Mapblock limit) int 7500
# Whether to show the client debug info (has the same effect as hitting F5).
show_debug (Show debug info) bool false
# client number.
max_packets_per_iteration (Max. packets per iteration) int 1024
+# ZLib compression level to use when sending mapblocks to the client.
+# -1 - Zlib's default compression level
+# 0 - no compresson, fastest
+# 9 - best compression, slowest
+# (levels 1-3 use Zlib's "fast" method, 4-9 use the normal method)
+map_compression_level_net (Map Compression Level for Network Transfer) int -1 -1 9
+
[*Game]
# Default game when creating a new world.
# Enable players getting damage and dying.
enable_damage (Damage) bool false
-# Enable creative mode for new created maps.
+# Enable creative mode for all players
creative_mode (Creative) bool false
# A chosen map seed for a new map, leave empty for random.
# 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 4
+active_object_send_range_blocks (Active object send range) int 8
# The radius of the volume of blocks around every player that is 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_send_range_blocks.
-active_block_range (Active block range) int 3
+active_block_range (Active block range) int 4
# 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 12
# Maximum number of forceloaded mapblocks.
max_forceloaded_blocks (Maximum forceloaded blocks) int 16
[**Advanced]
# Handling for deprecated Lua API calls:
-# - legacy: (try to) mimic old behaviour (default for release).
-# - log: mimic and log backtrace of deprecated call (default for debug).
+# - none: Do not log deprecated calls
+# - log: mimic and log backtrace of deprecated call (default).
# - error: abort on usage of deprecated call (suggested for mod developers).
-deprecated_lua_api_handling (Deprecated Lua API handling) enum legacy legacy,log,error
+deprecated_lua_api_handling (Deprecated Lua API handling) enum log none,log,error
# Number of extra blocks that can be loaded by /clearobjects at once.
# This is a trade-off between sqlite transaction overhead and
# See https://www.sqlite.org/pragma.html#pragma_synchronous
sqlite_synchronous (Synchronous SQLite) enum 2 0,1,2
+# ZLib compression level to use when saving mapblocks to disk.
+# -1 - Zlib's default compression level
+# 0 - no compresson, fastest
+# 9 - best compression, slowest
+# (levels 1-3 use Zlib's "fast" method, 4-9 use the normal method)
+map_compression_level_disk (Map Compression Level for Disk Storage) int 3 -1 9
+
# Length of a server tick and the interval at which objects are generally updated over
# network.
dedicated_server_step (Dedicated server step) float 0.09
# Length of time between Active Block Modifier (ABM) execution cycles
abm_interval (ABM interval) float 1.0
+# The time budget allowed for ABMs to execute on each step
+# (as a fraction of the ABM Interval)
+abm_time_budget (ABM time budget) float 0.2 0.1 0.9
+
# Length of time between NodeTimer execution cycles
nodetimer_interval (NodeTimer interval) float 0.2
# Makes DirectX work with LuaJIT. Disable if it causes troubles.
high_precision_fpu (High-precision FPU) bool true
-# Changes the main menu UI:
-# - Full: Multiple singleplayer worlds, game choice, texture pack chooser, etc.
-# - Simple: One singleplayer world, no game or texture pack choosers. May be
-# necessary for smaller screens.
-main_menu_style (Main menu style) enum full full,simple
-
# Replaces the default main menu with a custom one.
main_menu_script (Main menu script) string
water_level (Water level) int 1
# From how far blocks are generated for clients, stated in mapblocks (16 nodes).
-max_block_generate_distance (Max block generate distance) int 8
+max_block_generate_distance (Max block generate distance) int 10
# Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
# Only mapchunks completely within the mapgen limit are generated.
# Global map generation attributes.
# In Mapgen v6 the 'decorations' flag controls all decorations except trees
# and junglegrass, in all other mapgens this flag controls all decorations.
-mg_flags (Mapgen flags) flags caves,dungeons,light,decorations,biomes caves,dungeons,light,decorations,biomes,nocaves,nodungeons,nolight,nodecorations,nobiomes
+mg_flags (Mapgen flags) flags caves,dungeons,light,decorations,biomes,ores caves,dungeons,light,decorations,biomes,ores,nocaves,nodungeons,nolight,nodecorations,nobiomes,noores
[*Biome API temperature and humidity noise parameters]
enable_mapgen_debug_info (Mapgen debug) bool false
# Maximum number of blocks that can be queued for loading.
-emergequeue_limit_total (Absolute limit of queued blocks to emerge) int 512
+emergequeue_limit_total (Absolute limit of queued blocks to emerge) int 1024
# Maximum number of blocks to be queued that are to be loaded from file.
# This limit is enforced per player.
-emergequeue_limit_diskonly (Per-player limit of queued blocks load from disk) int 64
+emergequeue_limit_diskonly (Per-player limit of queued blocks load from disk) int 128
# Maximum number of blocks to be queued that are to be generated.
# This limit is enforced per player.
-emergequeue_limit_generate (Per-player limit of queued blocks to generate) int 64
+emergequeue_limit_generate (Per-player limit of queued blocks to generate) int 128
# Number of emerge threads to use.
# Value 0:
# These flags are independent from Minetest versions,
# so see a full list at https://content.minetest.net/help/content_flags/
contentdb_flag_blacklist (ContentDB Flag Blacklist) string nonfree, desktop_default
+
+# Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
+# This should be lower than curl_parallel_limit.
+contentdb_max_concurrent_downloads (ContentDB Max Concurrent Downloads) int 3