# ask_reconnect_on_crash = 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)
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# Second of two 3D noises that together define tunnels.
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# 3D noise defining giant caverns.
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# 3D noise defining terrain.
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
## Mapgen V6
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# 3D noise defining structure of river canyon walls.
# octaves = 4,
# persistence = 0.75,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# 3D noise defining structure of floatlands.
# octaves = 4,
# persistence = 0.75,
# lacunarity = 1.618,
-# flags =
+# flags =
# }
# 3D noise defining giant caverns.
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# First of two 3D noises that together define tunnels.
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# Second of two 3D noises that together define tunnels.
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# 3D noise that determines number of dungeons per mapchunk.
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
## Mapgen Carpathian
# octaves = 5,
# persistence = 0.55,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# First of two 3D noises that together define tunnels.
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# Second of two 3D noises that together define tunnels.
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# 3D noise defining giant caverns.
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# 3D noise that determines number of dungeons per mapchunk.
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
## Mapgen Flat
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# Second of two 3D noises that together define tunnels.
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# 3D noise defining giant caverns.
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# 3D noise that determines number of dungeons per mapchunk.
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
## Mapgen Fractal
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# Second of two 3D noises that together define tunnels.
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# 3D noise that determines number of dungeons per mapchunk.
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
## Mapgen Valleys
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# Second of two 3D noises that together define tunnels.
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# The depth of dirt or other biome filler node.
# octaves = 6,
# persistence = 0.63,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# Defines large-scale river channel structure.
# octaves = 6,
# persistence = 0.8,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# Amplifies the valleys.
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
## Advanced