# type: bool
# free_move = false
+# If enabled, makes move directions relative to the player's pitch when flying or swimming.
+# type: bool
+# pitch_move = false
+
# Fast movement (via the "special" key).
# This requires the "fast" privilege on the server.
# type: bool
# type: float
# mouse_sensitivity = 0.2
-# If enabled, "special" key instead of "sneak" key is used for climbing down and descending.
+# If enabled, "special" key instead of "sneak" key is used for climbing down and
+# descending.
# type: bool
# aux1_descends = false
# type: bool
# doubletap_jump = false
-# If disabled, "special" key is used to fly fast if both fly and fast mode are enabled.
+# If disabled, "special" key is used to fly fast if both fly and fast mode are
+# enabled.
# type: bool
# always_fly_fast = true
-# The time in seconds it takes between repeated right clicks when holding the right mouse button.
+# The time in seconds it takes between repeated right clicks when holding the right
+# mouse button.
# type: float
# repeat_rightclick_time = 0.25
+# Automatically jump up single-node obstacles.
+# type: bool
+# autojump = false
+
# Prevent digging and placing from repeating when holding the mouse buttons.
# Enable this when you dig or place too often by accident.
# type: bool
# type: key
# keymap_freemove = KEY_KEY_K
+# Key for toggling pitch move mode.
+# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
+# type: key
+# keymap_pitchmove = KEY_KEY_P
+
# Key for toggling fast mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# type: key
# keymap_slot20 =
-# Key for selecting the 21th hotbar slot.
+# Key for selecting the 21st hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot21 =
-# Key for selecting the 22th hotbar slot.
+# Key for selecting the 22nd hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot22 =
-# Key for selecting the 23th hotbar slot.
+# Key for selecting the 23rd hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_slot23 =
+# Key for selecting the 24th hotbar slot.
+# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
+# type: key
+# keymap_slot24 =
+
+# Key for selecting the 25th hotbar slot.
+# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
+# type: key
+# keymap_slot25 =
+
+# Key for selecting the 26th hotbar slot.
+# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
+# type: key
+# keymap_slot26 =
+
+# Key for selecting the 27th hotbar slot.
+# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
+# type: key
+# keymap_slot27 =
+
+# Key for selecting the 28th hotbar slot.
+# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
+# type: key
+# keymap_slot28 =
+
+# Key for selecting the 29th hotbar slot.
+# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
+# type: key
+# keymap_slot29 =
+
+# Key for selecting the 30th hotbar slot.
+# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
+# type: key
+# keymap_slot30 =
+
+# Key for selecting the 31st hotbar slot.
+# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
+# type: key
+# keymap_slot31 =
+
+# Key for selecting the 32nd hotbar slot.
+# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
+# type: key
+# keymap_slot32 =
+
# Key for toggling the display of the HUD.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_hud = KEY_F1
-# Key for toggling the display of the chat.
+# Key for toggling the display of chat.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_chat = KEY_F2
# type: key
# keymap_console = KEY_F10
-# Key for toggling the display of the fog.
+# Key for toggling the display of fog.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_force_fog_off = KEY_F3
# Filtered textures can blend RGB values with fully-transparent neighbors,
# which PNG optimizers usually discard, sometimes resulting in a dark or
-# light edge to transparent textures. Apply this filter to clean that up
+# light edge to transparent textures. Apply this filter to clean that up
# at texture load time.
# type: bool
# texture_clean_transparent = false
# When using bilinear/trilinear/anisotropic filters, low-resolution textures
# can be blurred, so automatically upscale them with nearest-neighbor
-# interpolation to preserve crisp pixels. This sets the minimum texture size
+# interpolation to preserve crisp pixels. This sets the minimum texture size
# for the upscaled textures; higher values look sharper, but require more
-# memory. Powers of 2 are recommended. Setting this higher than 1 may not
+# memory. Powers of 2 are recommended. Setting this higher than 1 may not
# have a visible effect unless bilinear/trilinear/anisotropic filtering is
# enabled.
# This is also used as the base node texture size for world-aligned
### Shaders
-# Shaders allow advanced visual effects and may increase performance on some video cards.
+# Shaders allow advanced visual effects and may increase performance on some video
+# cards.
# This only works with the OpenGL video backend.
# type: bool
# enable_shaders = true
# type: int
# pause_fps_max = 20
-# Open the pause menu when the window's focus is lost. Does not pause if a formspec is open.
+# Open the pause menu when the window's focus is lost. Does not pause if a formspec is
+# open.
# type: bool
# pause_on_lost_focus = false
# type: int min: 20 max: 4000
# viewing_range = 100
-# Camera near plane distance in nodes, between 0 and 0.5
+# Camera 'near clipping plane' distance in nodes, between 0 and 0.5.
# Most users will not need to change this.
# Increasing can reduce artifacting on weaker GPUs.
# 0.1 = Default, 0.25 = Good value for weaker tablets.
# 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.
-# type: float min: 0.5 max: 3
+# type: float min: 0.5 max: 10
# display_gamma = 1.0
# Gradient of light curve at minimum light level.
# 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.
+# 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.
# type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl, ogles1, ogles2
# Multiplier for fall bobbing.
# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
# type: float
-# fall_bobbing_amount = 0.0
+# fall_bobbing_amount = 0.03
# 3D support.
# Currently supported:
# type: string
# selectionbox_color = (0,0,0)
-# Width of the selectionbox's lines around nodes.
+# Width of the selection box lines around nodes.
# type: int min: 1 max: 5
# selectionbox_width = 2
# type: bool
# inventory_items_animations = false
-# Android systems only: Tries to create inventory textures from meshes
-# when no supported render was found.
-# type: bool
-# inventory_image_hack = false
-
# Fraction of the visible distance at which fog starts to be rendered
# type: float min: 0 max: 0.99
# fog_start = 0.4
# a specially-designed texture pack; with this option, the client tries
# to determine the scale automatically basing on the texture size.
# See also texture_min_size.
-# Warning: this option is EXPERIMENTAL!
+# Warning: This option is EXPERIMENTAL!
# type: enum values: disable, enable, force
# autoscale_mode = disable
# type: bool
# menu_clouds = true
-# Scale gui by a user specified value.
+# Scale GUI by a user specified value.
# Use a nearest-neighbor-anti-alias filter to scale the GUI.
# This will smooth over some of the rough edges, and blend
# pixels when scaling down, at the cost of blurring some
# type: bool
# tooltip_append_itemname = false
-# Whether freetype fonts are used, requires freetype support to be compiled in.
+# Whether FreeType fonts are used, requires FreeType support to be compiled in.
# type: bool
# freetype = true
# type: string
# serverlist_url = servers.minetest.net
-# File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab.
+# File in client/serverlist/ that contains your favorite servers displayed in the
+# Multiplayer Tab.
# type: string
# serverlist_file = favoriteservers.txt
-# Maximum size of the out chat queue. 0 to disable queueing and -1 to make the queue size unlimited
+# Maximum size of the out chat queue.
+# 0 to disable queueing and -1 to make the queue size unlimited.
# type: int
# max_out_chat_queue_size = 20
+# Enable register confirmation when connecting to server.
+# If disabled, new account will be registered automatically.
+# type: bool
+# enable_register_confirmation = true
+
## Advanced
# Timeout for client to remove unused map data from memory.
# Homepage of server, to be displayed in the serverlist.
# type: string
-# server_url = http://minetest.net
+# server_url = https://minetest.net
-# Automaticaly report to the serverlist.
+# Automatically report to the serverlist.
# type: bool
# server_announce = false
# type: string
# remote_media =
-# Enable/disable running an IPv6 server. An IPv6 server may be restricted
-# to IPv6 clients, depending on system configuration.
+# Enable/disable running an IPv6 server.
# Ignored if bind_address is set.
# type: bool
# ipv6_server = false
# type: string
# motd =
-# Maximum number of players that can connect simultaneously.
+# Maximum number of players that can be connected simultaneously.
# type: int
# max_users = 15
# type: bool
# enable_rollback_recording = false
+# Format of player chat messages. The following strings are valid placeholders:
+# @name, @message, @timestamp (optional)
+# type: string
+# chat_message_format = <@name> @message
+
# A message to be displayed to all clients when the server shuts down.
# type: string
# kick_msg_shutdown = Server shutting down.
# to maintain active objects up to this distance in the direction the
# player is looking. (This can avoid mobs suddenly disappearing from view)
# type: int
-# active_object_send_range_blocks = 3
+# active_object_send_range_blocks = 4
-# How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes).
+# 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_range.
# From how far blocks are sent to clients, stated in mapblocks (16 nodes).
# type: int
-# max_block_send_distance = 9
+# max_block_send_distance = 10
# Maximum number of forceloaded mapblocks.
# type: int
# time_send_interval = 5
# Controls length of day/night cycle.
-# Examples: 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
+# Examples:
+# 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
# type: int
# time_speed = 72
# Time of day when a new world is started, in millihours (0-23999).
# type: int min: 0 max: 23999
-# world_start_time = 5250
+# world_start_time = 6125
# Interval of saving important changes in the world, stated in seconds.
# type: float
### Physics
+# Horizontal and vertical acceleration on ground or when climbing,
+# in nodes per second per second.
# type: float
# movement_acceleration_default = 3
+# Horizontal acceleration in air when jumping or falling,
+# in nodes per second per second.
# type: float
# movement_acceleration_air = 2
+# Horizontal and vertical acceleration in fast mode,
+# in nodes per second per second.
# type: float
# movement_acceleration_fast = 10
+# Walking and flying speed, in nodes per second.
# type: float
# movement_speed_walk = 4
+# Sneaking speed, in nodes per second.
# type: float
# movement_speed_crouch = 1.35
+# Walking, flying and climbing speed in fast mode, in nodes per second.
# type: float
# movement_speed_fast = 20
+# Vertical climbing speed, in nodes per second.
# type: float
# movement_speed_climb = 3
+# Initial vertical speed when jumping, in nodes per second.
# type: float
# movement_speed_jump = 6.5
+# Decrease this to increase liquid resistence to movement.
# type: float
# movement_liquid_fluidity = 1
+# Maximum liquid resistence. Controls deceleration when entering liquid at
+# high speed.
# type: float
# movement_liquid_fluidity_smooth = 0.5
+# Controls sinking speed in liquid.
# type: float
# movement_liquid_sink = 10
+# Acceleration of gravity, in nodes per second per second.
# type: float
# movement_gravity = 9.81
# type: int
# max_objects_per_block = 64
-# See http://www.sqlite.org/pragma.html#pragma_synchronous
+# See https://www.sqlite.org/pragma.html#pragma_synchronous
# type: enum values: 0, 1, 2
# sqlite_synchronous = 2
-# Length of a server tick and the interval at which objects are generally updated over network.
+# Length of a server tick and the interval at which objects are generally updated over
+# network.
# type: float
# dedicated_server_step = 0.09
-# Time in between active block management cycles
+# Length of time between active block management cycles
# type: float
# active_block_mgmt_interval = 2.0
-# Length of time between ABM execution cycles
+# Length of time between Active Block Modifier (ABM) execution cycles
# type: float
# abm_interval = 1.0
# type: float
# liquid_update = 1.0
-# At this distance the server will aggressively optimize which blocks are sent to clients.
-# Small values potentially improve performance a lot, at the expense of visible rendering glitches.
-# (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)
+# At this distance the server will aggressively optimize which blocks are sent to
+# clients.
+# Small values potentially improve performance a lot, at the expense of visible
+# rendering glitches (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).
# type: int min: 2
# block_send_optimize_distance = 4
# type: bool
# server_side_occlusion_culling = true
-# Restricts the access of certain client-side functions on servers
-# Combine these byteflags below to restrict client-side features:
-# LOAD_CLIENT_MODS: 1 (disable client mods loading)
+# Restricts the access of certain client-side functions on servers.
+# Combine the byteflags below to restrict client-side features, or set to 0
+# for no restrictions:
+# LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
# 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_restriction_noderange)
+# LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
+# csm_restriction_noderange)
+# READ_PLAYERINFO: 32 (disable get_player_names call client-side)
# type: int
-# csm_restriction_flags = 30
+# csm_restriction_flags = 62
# If the CSM restriction for node range is enabled, get_node calls are limited
# to this distance from the player to the node.
# type: enum values: , none, error, warning, action, info, verbose
# debug_log_level = action
+# If the file size of debug.txt exceeds the number of megabytes specified in
+# this setting when it is opened, the file is moved to debug.txt.1,
+# deleting an older debug.txt.1 if it exists.
+# debug.txt is only moved if this setting is positive.
+# type: int
+# debug_log_size_max = 50
+
# IPv6 support.
# type: bool
# enable_ipv6 = true
# high_precision_fpu = 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.
-# type: enum values: auto, full, simple
-# main_menu_style = auto
+# - 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.
+# type: enum values: full, simple
+# main_menu_style = full
# Replaces the default main menu with a custom one.
# type: string
# main_menu_script =
-# type: int
-# main_menu_game_mgr = 0
-
-# type: int
-# main_menu_mod_mgr = 1
-
-# Print the engine's profiling data in regular intervals (in seconds). 0 = disable. Useful for developers.
+# Print the engine's profiling data in regular intervals (in seconds).
+# 0 = disable. Useful for developers.
# type: int
# profiler_print_interval = 0
# Name of map generator to be used when creating a new world.
# Creating a world in the main menu will override this.
-# type: enum values: v5, v6, v7, flat, valleys, fractal, singlenode
+# Current mapgens in a highly unstable state:
+# - The optional floatlands of v7 (disabled by default).
+# type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
# mg_name = v7
# Water surface level of the world.
# From how far blocks are generated for clients, stated in mapblocks (16 nodes).
# type: int
-# max_block_generate_distance = 6
+# max_block_generate_distance = 8
# 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.
-# Flags that are not enabled are not modified from the default.
-# Flags starting with 'no' are used to explicitly disable them.
# type: flags possible values: caves, dungeons, light, decorations, biomes, nocaves, nodungeons, nolight, nodecorations, nobiomes
# mg_flags = caves,dungeons,light,decorations,biomes
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Small-scale temperature variation for blending biomes on borders.
# octaves = 2,
# persistence = 1.0,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Humidity variation for biomes.
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Small-scale humidity variation for blending biomes on borders.
# octaves = 2,
# persistence = 1.0,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
## Mapgen V5
# Map generation attributes specific to Mapgen v5.
-# Flags that are not enabled are not modified from the default.
-# Flags starting with 'no' are used to explicitly disable them.
# type: flags possible values: caverns, nocaverns
# mgv5_spflags = caverns
# Controls width of tunnels, a smaller value creates wider tunnels.
# type: float
-# mgv5_cave_width = 0.125
+# mgv5_cave_width = 0.09
# Y of upper limit of large caves.
# type: int
# mgv5_large_cave_depth = -256
+# Deprecated, define and locate cave liquids using biome definitions instead.
# Y of upper limit of lava in large caves.
# type: int
# mgv5_lava_depth = -256
# octaves = 4,
# persistence = 0.7,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Variation of terrain vertical scale.
# octaves = 3,
# persistence = 0.45,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Y-level of average terrain surface.
# octaves = 4,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
-# First of 2 3D noises that together define tunnels.
+# First of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgv5_np_cave1 = {
# offset = 0,
# scale = 12,
-# spread = (50, 50, 50),
+# spread = (61, 61, 61),
# seed = 52534,
-# octaves = 4,
+# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = ""
+# flags =
# }
-# Second of 2 3D noises that together define tunnels.
+# Second of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgv5_np_cave2 = {
# offset = 0,
# scale = 12,
-# spread = (50, 50, 50),
+# spread = (67, 67, 67),
# seed = 10325,
-# octaves = 4,
+# 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 = 4,
# persistence = 0.55,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
+# }
+
+# 3D noise that determines number of dungeons per mapchunk.
+# type: noise_params_3d
+# mgv5_np_dungeons = {
+# offset = 0.9,
+# scale = 0.5,
+# spread = (500, 500, 500),
+# seed = 0,
+# octaves = 2,
+# persistence = 0.8,
+# lacunarity = 2.0,
+# flags =
# }
## Mapgen V6
# Map generation attributes specific to Mapgen v6.
# The 'snowbiomes' flag enables the new 5 biome system.
-# When the new biome system is enabled jungles are automatically enabled and
+# When the 'snowbiomes' flag is enabled jungles are automatically enabled and
# the 'jungles' flag is ignored.
-# Flags that are not enabled are not modified from the default.
-# Flags starting with 'no' are used to explicitly disable them.
# type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
-# mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,trees
+# mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
# Deserts occur when np_biome exceeds this value.
-# When the new biome system is enabled, this is ignored.
+# When the 'snowbiomes' flag is enabled, this is ignored.
# type: float
# mgv6_freq_desert = 0.45
### Noises
-# Y-level of lower terrain and lakebeds.
+# Y-level of lower terrain and seabed.
# type: noise_params_2d
# mgv6_np_terrain_base = {
# offset = -4,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
-# Y-level of higher (cliff-top) terrain.
+# Y-level of higher terrain that creates cliffs.
# type: noise_params_2d
# mgv6_np_terrain_higher = {
# offset = 20,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Varies steepness of cliffs.
# octaves = 5,
# persistence = 0.7,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
-# Defines areas of 'terrain_higher' (cliff-top terrain).
+# Defines distribution of higher terrain.
# type: noise_params_2d
# mgv6_np_height_select = {
# offset = 0.5,
# octaves = 5,
# persistence = 0.69,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Varies depth of biome surface nodes.
# octaves = 3,
# persistence = 0.55,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Defines areas with sandy beaches.
# octaves = 3,
# persistence = 0.50,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Temperature variation for biomes.
# octaves = 3,
# persistence = 0.50,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Variation of number of caves.
# octaves = 3,
# persistence = 0.50,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Humidity variation for biomes.
# octaves = 3,
# persistence = 0.50,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Defines tree areas and tree density.
# octaves = 4,
# persistence = 0.66,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Defines areas where trees have apples.
# octaves = 3,
# persistence = 0.45,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
## Mapgen V7
# Map generation attributes specific to Mapgen v7.
# 'ridges' enables the rivers.
-# Flags that are not enabled are not modified from the default.
-# Flags starting with 'no' are used to explicitly disable them.
# type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
# mgv7_spflags = mountains,ridges,nofloatlands,caverns
# type: int
# mgv7_large_cave_depth = -33
+# Deprecated, define and locate cave liquids using biome definitions instead.
# Y of upper limit of lava in large caves.
# type: int
# mgv7_lava_depth = -256
### Noises
-# Y-level of higher (cliff-top) terrain.
+# Y-level of higher terrain that creates cliffs.
# type: noise_params_2d
# mgv7_np_terrain_base = {
# offset = 4,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
-# Y-level of lower terrain and lakebeds.
+# Y-level of lower terrain and seabed.
# type: noise_params_2d
# mgv7_np_terrain_alt = {
# offset = 4,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Varies roughness of terrain.
# octaves = 3,
# persistence = 0.6,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
-# Defines areas of higher (cliff-top) terrain and affects steepness of cliffs.
+# Defines distribution of higher terrain and steepness of cliffs.
# type: noise_params_2d
# mgv7_np_height_select = {
# offset = -8,
# octaves = 6,
# persistence = 0.7,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Variation of biome filler depth.
# octaves = 3,
# persistence = 0.7,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Variation of maximum mountain height (in nodes).
# octaves = 3,
# persistence = 0.6,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Defines large-scale river channel structure.
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Defines areas of floatland smooth terrain.
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Variation of hill height and lake depth on floatland smooth terrain.
# octaves = 4,
# persistence = 0.7,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# 3D noise defining mountain structure and height.
# 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 giant caverns.
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
-# flags = ""
+# flags =
# }
-# First of 2 3D noises that together define tunnels.
+# First of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgv7_np_cave1 = {
# offset = 0,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = ""
+# flags =
# }
-# Second of 2 3D noises that together define tunnels.
+# Second of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgv7_np_cave2 = {
# offset = 0,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = ""
+# flags =
+# }
+
+# 3D noise that determines number of dungeons per mapchunk.
+# type: noise_params_3d
+# mgv7_np_dungeons = {
+# offset = 0.9,
+# scale = 0.5,
+# spread = (500, 500, 500),
+# seed = 0,
+# octaves = 2,
+# persistence = 0.8,
+# lacunarity = 2.0,
+# flags =
# }
## Mapgen Carpathian
# Map generation attributes specific to Mapgen Carpathian.
-# Flags that are not enabled are not modified from the default.
-# Flags starting with 'no' are used to explicitly disable them.
-# type: flags possible values: caverns, nocaverns
-# mgcarpathian_spflags = caverns
+# type: flags possible values: caverns, nocaverns, rivers, norivers
+# mgcarpathian_spflags = caverns,norivers
# Defines the base ground level.
# type: float
# mgcarpathian_base_level = 12.0
+# Defines the width of the river channel.
+# type: float
+# mgcarpathian_river_width = 0.05
+
+# Defines the depth of the river channel.
+# type: float
+# mgcarpathian_river_depth = 24.0
+
+# Defines the width of the river valley.
+# type: float
+# mgcarpathian_valley_width = 0.25
+
# Controls width of tunnels, a smaller value creates wider tunnels.
# type: float
# mgcarpathian_cave_width = 0.09
# type: int
# mgcarpathian_large_cave_depth = -33
+# Deprecated, define and locate cave liquids using biome definitions instead.
# Y of upper limit of lava in large caves.
# type: int
# mgcarpathian_lava_depth = -256
# octaves = 3,
# persistence = 0.7,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# First of 4 2D noises that together define hill/mountain range height.
# octaves = 5,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Second of 4 2D noises that together define hill/mountain range height.
# octaves = 5,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Third of 4 2D noises that together define hill/mountain range height.
# octaves = 5,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Fourth of 4 2D noises that together define hill/mountain range height.
# octaves = 5,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
-# 2D noise that controls the size/occurance of rolling hills.
+# 2D noise that controls the size/occurrence of rolling hills.
# type: noise_params_2d
# mgcarpathian_np_hills_terrain = {
# offset = 1,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
-# 2D noise that controls the size/occurance of ridged mountain ranges.
+# 2D noise that controls the size/occurrence of ridged mountain ranges.
# type: noise_params_2d
# mgcarpathian_np_ridge_terrain = {
# offset = 1,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
-# 2D noise that controls the size/occurance of step mountain ranges.
+# 2D noise that controls the size/occurrence of step mountain ranges.
# type: noise_params_2d
# mgcarpathian_np_step_terrain = {
# offset = 1,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# 2D noise that controls the shape/size of rolling hills.
# octaves = 6,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# 2D noise that controls the shape/size of ridged mountains.
# octaves = 6,
# persistence = 0.7,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# 2D noise that controls the shape/size of step mountains.
# octaves = 6,
# persistence = 0.6,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
+# }
+
+# 2D noise that locates the river valleys and channels.
+# type: noise_params_2d
+# mgcarpathian_np_rivers = {
+# offset = 0,
+# scale = 1,
+# spread = (1000, 1000, 1000),
+# seed = 85039,
+# octaves = 5,
+# persistence = 0.6,
+# lacunarity = 2.0,
+# flags = eased
# }
# 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
# octaves = 5,
# persistence = 0.55,
# lacunarity = 2.0,
-# flags = ""
+# flags =
# }
-# First of 2 3D noises that together define tunnels.
+# First of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgcarpathian_np_cave1 = {
# offset = 0,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = ""
+# flags =
# }
-# Second of 2 3D noises that together define tunnels.
+# Second of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgcarpathian_np_cave2 = {
# offset = 0,
# 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.
+# type: noise_params_3d
+# mgcarpathian_np_dungeons = {
+# offset = 0.9,
+# scale = 0.5,
+# spread = (500, 500, 500),
+# seed = 0,
+# octaves = 2,
+# persistence = 0.8,
+# lacunarity = 2.0,
+# flags =
# }
## Mapgen Flat
# Map generation attributes specific to Mapgen flat.
# Occasional lakes and hills can be added to the flat world.
-# Flags that are not enabled are not modified from the default.
-# Flags starting with 'no' are used to explicitly disable them.
# type: flags possible values: lakes, hills, nolakes, nohills
# mgflat_spflags = nolakes,nohills
# type: int
# mgflat_large_cave_depth = -33
+# Deprecated, define and locate cave liquids using biome definitions instead.
# Y of upper limit of lava in large caves.
# type: int
# mgflat_lava_depth = -256
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Variation of biome filler depth.
# octaves = 3,
# persistence = 0.7,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
-# First of 2 3D noises that together define tunnels.
+# First of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgflat_np_cave1 = {
# offset = 0,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = ""
+# flags =
# }
-# Second of 2 3D noises that together define tunnels.
+# Second of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgflat_np_cave2 = {
# offset = 0,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = ""
+# flags =
+# }
+
+# 3D noise that determines number of dungeons per mapchunk.
+# type: noise_params_3d
+# mgflat_np_dungeons = {
+# offset = 0.9,
+# scale = 0.5,
+# spread = (500, 500, 500),
+# seed = 0,
+# octaves = 2,
+# persistence = 0.8,
+# lacunarity = 2.0,
+# flags =
# }
## Mapgen Fractal
+# Map generation attributes specific to Mapgen flat.
+# 'terrain' enables the generation of non-fractal terrain:
+# ocean, islands and underground.
+# type: flags possible values: terrain, noterrain
+# mgfractal_spflags = terrain
+
# Controls width of tunnels, a smaller value creates wider tunnels.
# type: float
# mgfractal_cave_width = 0.09
# type: int
# mgfractal_large_cave_depth = -33
+# Deprecated, define and locate cave liquids using biome definitions instead.
# Y of upper limit of lava in large caves.
# type: int
# mgfractal_lava_depth = -256
# type: v3f
# mgfractal_scale = (4096.0, 1024.0, 4096.0)
-# (X,Y,Z) offset of fractal from world centre in units of 'scale'.
-# Can be used to move a desired point to (0, 0): to create a
+# (X,Y,Z) offset of fractal from world center in units of 'scale'.
+# 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
# type: v3f
# mgfractal_offset = (1.79, 0.0, 0.0)
-# W co-ordinate of the generated 3D slice of a 4D fractal.
+# W coordinate 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.
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Variation of biome filler depth.
# octaves = 3,
# persistence = 0.7,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
-# First of 2 3D noises that together define tunnels.
+# First of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgfractal_np_cave1 = {
# offset = 0,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = ""
+# flags =
# }
-# Second of 2 3D noises that together define tunnels.
+# Second of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgfractal_np_cave2 = {
# offset = 0,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = ""
+# flags =
+# }
+
+# 3D noise that determines number of dungeons per mapchunk.
+# type: noise_params_3d
+# mgfractal_np_dungeons = {
+# offset = 0.9,
+# scale = 0.5,
+# spread = (500, 500, 500),
+# seed = 0,
+# octaves = 2,
+# persistence = 0.8,
+# lacunarity = 2.0,
+# flags =
# }
## Mapgen Valleys
# Map generation attributes specific to Mapgen Valleys.
# 'altitude_chill': Reduces heat with altitude.
-# 'humid_rivers': Increases humidity around rivers and where water pools.
+# 'humid_rivers': Increases humidity around rivers.
# 'vary_river_depth': If enabled, low humidity and high heat causes rivers
# to become shallower and occasionally dry.
# 'altitude_dry': Reduces humidity with altitude.
-# type: flags possible values: altitude_chill, noaltitude_chill, humid_rivers, nohumid_rivers, vary_river_depth, novary_river_depth, altitude_dry, noaltitude_dry
+# type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
# mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
# The vertical distance over which heat drops by 20 if 'altitude_chill' is
# type: int
# mgvalleys_large_cave_depth = -33
+# Deprecated, define and locate cave liquids using biome definitions instead.
# Y of upper limit of lava in large caves.
# type: int
# mgvalleys_lava_depth = 1
### Noises
-# Caves and tunnels form at the intersection of the two noises.
+# First of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgvalleys_np_cave1 = {
# offset = 0,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = ""
+# flags =
# }
-# Caves and tunnels form at the intersection of the two noises.
+# Second of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgvalleys_np_cave2 = {
# offset = 0,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = ""
+# flags =
# }
# The depth of dirt or other biome filler node.
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# 3D noise defining giant caverns.
# octaves = 6,
# persistence = 0.63,
# lacunarity = 2.0,
-# flags = ""
+# flags =
# }
-# River noise. Rivers occur close to noise value zero.
+# Defines large-scale river channel structure.
# type: noise_params_2d
# mgvalleys_np_rivers = {
# offset = 0,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Base terrain height.
# octaves = 6,
# persistence = 0.4,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Raises terrain to make valleys around the rivers.
# octaves = 1,
# persistence = 1.0,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Slope and fill work together to modify the heights.
# octaves = 6,
# persistence = 0.8,
# lacunarity = 2.0,
-# flags = ""
+# flags =
# }
# Amplifies the valleys.
# octaves = 1,
# persistence = 1.0,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
# }
# Slope and fill work together to modify the heights.
# octaves = 1,
# persistence = 1.0,
# lacunarity = 2.0,
-# flags = "eased"
+# flags = eased
+# }
+
+# 3D noise that determines number of dungeons per mapchunk.
+# type: noise_params_3d
+# mgvalleys_np_dungeons = {
+# offset = 0.9,
+# scale = 0.5,
+# spread = (500, 500, 500),
+# seed = 0,
+# octaves = 2,
+# persistence = 0.8,
+# lacunarity = 2.0,
+# flags =
# }
## 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.
+# Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
+# WARNING!: There is no benefit, and there are several dangers, in
+# increasing this value above 5.
+# Reducing this value increases cave and dungeon density.
+# Altering this value is for special usage, leaving it unchanged is
+# recommended.
# type: int
# chunksize = 5
-# Dump the mapgen debug infos.
+# Dump the mapgen debug information.
# type: bool
# enable_mapgen_debug_info = false
# type: int
# emergequeue_limit_generate = 64
-# Number of emerge threads to use. Make this field blank or 0, or increase this number
-# to use multiple threads. On multiprocessor systems, this will improve mapgen speed greatly
-# at the cost of slightly buggy caves.
-# type: int
-# num_emerge_threads = 0
+# Number of emerge threads to use.
+# WARNING: Currently there are multiple bugs that may cause crashes when
+# 'num_emerge_threads' is larger than 1. Until this warning is removed it is
+# strongly recommended this value is set to the default '1'.
+# Value 0:
+# - Automatic selection. The number of emerge threads will be
+# - 'number of processors - 2', with a lower limit of 1.
+# Any other value:
+# - Specifies the number of emerge threads, with a lower limit of 1.
+# WARNING: Increasing the number of emerge threads increases engine mapgen
+# speed, but this may harm game performance by interfering with other
+# processes, especially in singleplayer and/or when running Lua code in
+# 'on_generated'. For many users the optimum setting may be '1'.
+# type: int
+# num_emerge_threads = 1
+
+#
+# Online Content Repository
+#
+
+# The URL for the content repository
+# type: string
+# contentdb_url = https://content.minetest.net
+
+# Comma-separated list of flags to hide in the content repository.
+# "nonfree" can be used to hide packages which do not qualify as 'free software',
+# as defined by the Free Software Foundation.
+# You can also specify content ratings.
+# These flags are independent from Minetest versions,
+# so see a full list at https://content.minetest.net/help/content_flags/
+# type: string
+# contentdb_flag_blacklist = nonfree, desktop_default