# type: bool
# enable_waving_plants = false
+#### Dynamic shadows
+
+# Set to true to enable Shadow Mapping.
+# Requires shaders to be enabled.
+# type: bool
+# enable_dynamic_shadows = false
+
+# Set the shadow strength gamma.
+# Adjusts the intensity of in-game dynamic shadows.
+# Lower value means lighter shadows, higher value means darker shadows.
+# type: float min: 0.1 max: 10
+# shadow_strength_gamma = 1.0
+
+# Maximum distance to render shadows.
+# type: float min: 10 max: 1000
+# shadow_map_max_distance = 120.0
+
+# Texture size to render the shadow map on.
+# This must be a power of two.
+# Bigger numbers create better shadows but it is also more expensive.
+# type: int min: 128 max: 8192
+# shadow_map_texture_size = 1024
+
+# Sets shadow texture quality to 32 bits.
+# On false, 16 bits texture will be used.
+# This can cause much more artifacts in the shadow.
+# type: bool
+# shadow_map_texture_32bit = true
+
+# Enable Poisson disk filtering.
+# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
+# type: bool
+# shadow_poisson_filter = true
+
+# Define shadow filtering quality.
+# This simulates the soft shadows effect by applying a PCF or Poisson disk
+# but also uses more resources.
+# type: enum values: 0, 1, 2
+# shadow_filters = 1
+
+# Enable colored shadows.
+# On true translucent nodes cast colored shadows. This is expensive.
+# type: bool
+# shadow_map_color = false
+
+# Spread a complete update of shadow map over given amount of frames.
+# Higher values might make shadows laggy, lower values
+# will consume more resources.
+# Minimum value: 1; maximum value: 16
+# type: int min: 1 max: 16
+# shadow_update_frames = 8
+
+# Set the soft shadow radius size.
+# Lower values mean sharper shadows, bigger values mean softer shadows.
+# Minimum value: 1.0; maximum value: 10.0
+# type: float min: 1 max: 10
+# shadow_soft_radius = 1.0
+
+# Set the tilt of Sun/Moon orbit in degrees.
+# Value of 0 means no tilt / vertical orbit.
+# Minimum value: 0.0; maximum value: 60.0
+# type: float min: 0 max: 60
+# shadow_sky_body_orbit_tilt = 0.0
+
### Advanced
# Arm inertia, gives a more realistic movement of
# type: bool
# show_entity_selectionbox = false
+# Distance in nodes at which transparency depth sorting is enabled
+# Use this to limit the performance impact of transparency depth sorting
+# type: int min: 0 max: 128
+# transparency_sorting_distance = 16
+
## Menus
# Use a cloud animation for the main menu background.
# Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
# type: bool
-# clickable_chat_weblinks = false
+# clickable_chat_weblinks = true
# Optional override for chat weblink color.
# type: string
# 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)
# - action
# - info
# - verbose
-# type: enum values: , none, error, warning, action, info, verbose
+# - trace
+# type: enum values: , none, error, warning, action, info, verbose, trace
# debug_log_level = action
# If the file size of debug.txt exceeds the number of megabytes specified in
# debug_log_size_max = 50
# Minimal level of logging to be written to chat.
-# type: enum values: , none, error, warning, action, info, verbose
+# type: enum values: , none, error, warning, action, info, verbose, trace
# chat_log_level = error
# Enable IPv6 support (for both client and server).
# 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