# Client and server
#
-
# Name of player; on a server this is the main admin
-#name =
+#name =
#
# Client stuff
#
# Port to connect to (UDP)
-#remote_port =
+#remote_port =
# Key mappings
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#keymap_forward = KEY_KEY_W
# If FPS would go higher than this, limit it by sleeping
# (to not waste CPU power for no benefit)
#fps_max = 60
+# Maximum FPS when game is paused
+#pause_fps_max = 20
# The allowed adjustment range for the automatic rendering range adjustment
#viewing_range_nodes_max = 160
#viewing_range_nodes_min = 35
#vsync = false
#fov = 72
# Address to connect to (#blank = start local server)
-#address =
+#address =
# Enable random user input, for testing
#random_input = false
# Timeout for client to remove unused map data from memory
# disable for speed or for different looks.
#smooth_lighting = true
# Path to texture directory. All textures are first searched from here.
-#texture_path =
+#texture_path =
# Video back-end.
# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl
#video_driver = opengl
# Set to true enables parallax occlusion mapping. Requires shaders enabled.
#enable_parallax_occlusion = false
# Scale of parallax occlusion effect
-#parallax_mapping_scale = 0.08
+#parallax_occlusion_scale = 0.08
# Bias of parallax occlusion effect, usually scale/2
-#parallax_mapping_scale = 0.04
+#parallax_occlusion_bias = 0.04
# Set to true enables waving water. Requires shaders enabled.
#enable_waving_water = false
# Parameters for waving water:
# The time in seconds it takes between repeated
# right clicks when holding the right mouse button
#repeat_rightclick_time = 0.25
+# Make fog and sky colors depend on daytime (dawn/sunset) and view direction
+#directional_colored_fog = true
# Default timeout for cURL, in milliseconds
# Only has an effect if compiled with cURL
# Server stuff
#
# Network port to listen (UDP)
-#port =
+#port =
# Name of server
#server_name = Minetest server
# Description of server
# Gives some stuff to players at the beginning
#give_initial_stuff = false
# New users need to input this password
-#default_password =
+#default_password =
# Available privileges: interact, shout, teleport, settime, privs, ...
# See /privs in game for a full list on your server and mod configuration.
#default_privs = interact, shout
#disable_anticheat = false
# If true, actions are recorded for rollback
#enable_rollback_recording = false
-# If true, blocks are cached (and generated if not before) before a player is spawned.
-#cache_block_before_spawn = true
-# Defines the maximum height a player can spawn in a map, above water level
-#max_spawn_height = 50
# Profiler data print interval. #0 = disable.
#profiler_print_interval = 0
# This is a trade-off between sqlite transaction overhead and
# memory consumption (4096=100MB, as a rule of thumb)
#max_clearobjects_extra_loaded_blocks = 4096
+# Maximum number of forceloaded blocks
+#max_forceloaded_blocks = 16
# Interval of sending time of day to clients
#time_send_interval = 5
# Length of day/night cycle. 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged
#emergequeue_limit_diskonly =
# Maximum number of blocks to be queued that are to be generated.
# Leave blank for an appropriate amount to be chosen automatically.
-#emergequeue_limit_generate =
+#emergequeue_limit_generate =
# Number of emerge threads to use. Make this field blank, or increase this number, to use multiple threads.
# On multiprocessor systems, this will improve mapgen speed greatly, at the cost of slightly buggy caves.
#num_emerge_threads = 1
-
+# maximum number of packets sent per send step, if you have a slow connection
+# try reducing it, but don't reduce it to a number below double of targeted
+# client number
+#max_packets_per_iteration = 1024
#
# Physics stuff
#