# Client and server
#
-# Network port (UDP)
-#port =
# Name of player; on a server this is the main admin
-#name =
+#name =
#
# Client stuff
#
+# Port to connect to (UDP)
+#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
# Constant volume liquids
#liquid_finite = false
# Max liquids processed per step
-#liquid_loop_max = 1000
+#liquid_loop_max = 10000
# Update liquids every .. recommend for finite: 0.2
#liquid_update = 1.0
# Relax flowing blocks to source if level near max and N nearby
# 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
#enable_shaders = true
# Set to true to enable textures bumpmapping. Requires shaders enabled.
#enable_bumpmapping = false
+# Set to true enables parallax occlusion mapping. Requires shaders enabled.
+#enable_parallax_occlusion = false
+# Scale of parallax occlusion effect
+#parallax_occlusion_scale = 0.08
+# Bias of parallax occlusion effect, usually scale/2
+#parallax_occlusion_bias = 0.04
+# Set to true enables waving water. Requires shaders enabled.
+#enable_waving_water = false
+# Parameters for waving water:
+#water_wave_height = 1.0
+#water_wave_length = 20.0
+#water_wave_speed = 5.0
+# Set to true enables waving leaves. Requires shaders enabled.
+#enable_waving_leaves = false
+# Set to true enables waving plants. Requires shaders enabled.
+#enable_waving_plants = false
# 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
-# will only work for servers which use remote_media setting
-# and only for clients compiled with cURL
-#media_fetch_threads = 8
+# Default timeout for cURL, in milliseconds
+# Only has an effect if compiled with cURL
+#curl_timeout = 5000
+# Limits number of parallel HTTP requests. Affects:
+# - Media fetch if server uses remote_media setting
+# - Serverlist download and server announcement
+# - Downloads performed by main menu (e.g. mod manager)
+# Only has an effect if compiled with cURL
+#curl_parallel_limit = 8
# Url to the server list displayed in the Multiplayer Tab
#serverlist_url = servers.minetest.net
# Path to TrueTypeFont or bitmap
#font_path = fonts/liberationsans.ttf
#font_size = 13
+# Font shadow offset, if 0 then shadow will not be drawn.
+#font_shadow = 1
+# Font shadow alpha (opaqueness, between 0 and 255)
+#font_shadow_alpha = 128
#mono_font_path = fonts/liberationmono.ttf
#mono_font_size = 13
# This font will be used for certain languages
#fallback_font_path = fonts/DroidSansFallbackFull.ttf
#fallback_font_size = 13
+#fallback_font_shadow = 1
+#fallback_font_shadow_alpha = 128
#
# Server stuff
#
-
+# Network port to listen (UDP)
+#port =
# Name of server
#server_name = Minetest server
# Description of server
# Message of the Day
#motd = Welcome to this awesome Minetest server!
# Maximum number of players connected simultaneously
-#max_users = 100
+#max_users = 15
# Set to true to disallow old clients from connecting
#strict_protocol_version_checking = false
# Set to true to enable creative mode (unlimited inventory)
# 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
# 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
#max_objects_per_block = 49
# Interval of saving important changes in the world
#server_map_save_interval = 5.3
+# http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
+#sqlite_synchronous = 2
# To reduce lag, block transfers are slowed down when a player is building something.
# This determines how long they are slowed down after placing or removing a node.
#full_block_send_enable_min_time_from_building = 2.0
#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
#