# The time in seconds it takes between repeated right clicks when holding the right
# mouse button.
-# type: float
+# type: float min: 0.001
# repeat_rightclick_time = 0.25
# Automatically jump up single-node obstacles.
# The time in seconds it takes between repeated events
# when holding down a joystick button combination.
-# type: float
+# type: float min: 0.001
# repeat_joystick_button_time = 0.17
# The sensitivity of the joystick axes for moving the
# Key for toggling display of minimap.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
-# keymap_minimap = KEY_F9
+# keymap_minimap = KEY_KEY_V
# Key for taking screenshots.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# Key for switching between first- and third-person camera.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
-# keymap_camera_mode = KEY_F7
+# keymap_camera_mode = KEY_KEY_C
# Key for increasing the viewing range.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
### Basic
-# Enable VBO
+# Enable vertex buffer objects.
+# This should greatly improve graphics performance.
# type: bool
# enable_vbo = true
# type: enum values: 0, 1, 2, 4, 8, 16
# fsaa = 0
-# Undersampling is similar to using lower screen resolution, but it applies
+# Undersampling is similar to using a lower screen resolution, but it applies
# to the game world only, keeping the GUI intact.
-# It should give significant performance boost at the cost of less detailed image.
-# type: enum values: 0, 2, 3, 4
-# undersampling = 0
+# It should give a significant performance boost at the cost of less detailed image.
+# Higher values result in a less detailed image.
+# type: int min: 1 max: 8
+# undersampling = 1
### Shaders
#### Tone Mapping
-# Enables filmic tone mapping
+# Enables Hable's 'Uncharted 2' filmic tone mapping.
+# Simulates the tone curve of photographic film and how this approximates the
+# appearance of high dynamic range images. Mid-range contrast is slightly
+# enhanced, highlights and shadows are gradually compressed.
# type: bool
# tone_mapping = false
# type: int min: 0 max: 1
# parallax_occlusion_mode = 1
-# Strength of parallax.
-# type: float
-# 3d_paralax_strength = 0.025
-
# Number of parallax occlusion iterations.
# type: int
# parallax_occlusion_iterations = 4
#### Waving Nodes
-# Set to true enables waving water.
+# Set to true to enable waving liquids (like water).
# Requires shaders to be enabled.
# type: bool
# enable_waving_water = false
-# type: float
+# The maximum height of the surface of waving liquids.
+# 4.0 = Wave height is two nodes.
+# 0.0 = Wave doesn't move at all.
+# Default is 1.0 (1/2 node).
+# Requires waving liquids to be enabled.
+# type: float min: 0 max: 4
# water_wave_height = 1.0
-# type: float
+# Length of liquid waves.
+# Requires waving liquids to be enabled.
+# type: float min: 0.1
# water_wave_length = 20.0
+# How fast liquid waves will move. Higher = faster.
+# If negative, liquid waves will move backwards.
+# Requires waving liquids to be enabled.
# type: float
# water_wave_speed = 5.0
-# Set to true enables waving leaves.
+# Set to true to enable waving leaves.
# Requires shaders to be enabled.
# type: bool
# enable_waving_leaves = false
-# Set to true enables waving plants.
+# Set to true to enable waving plants.
# Requires shaders to be enabled.
# type: bool
# enable_waving_plants = false
# If FPS would go higher than this, limit it by sleeping
# to not waste CPU power for no benefit.
-# type: int
+# type: int min: 1
# fps_max = 60
# Maximum FPS when game is paused.
-# type: int
+# type: int min: 1
# pause_fps_max = 20
# Open the pause menu when the window's focus is lost. Does not pause if a formspec is
# type: int min: 20 max: 4000
# viewing_range = 100
-# Camera 'near clipping plane' distance in nodes, between 0 and 0.5.
-# Most users will not need to change this.
+# Camera 'near clipping plane' distance in nodes, between 0 and 0.25
+# Only works on GLES platforms. 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.
-# type: float min: 0 max: 0.5
+# type: float min: 0 max: 0.25
# near_plane = 0.1
# Width component of the initial window size.
-# type: int
+# type: int min: 1
# screen_w = 1024
# Height component of the initial window size.
-# type: int
+# type: int min: 1
# screen_h = 600
# Save window size automatically when modified.
# type: int min: 45 max: 160
# fov = 72
-# 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: 10
+# Alters the light curve by applying 'gamma correction' to it.
+# Higher values make middle and lower light levels brighter.
+# Value '1.0' leaves the light curve unaltered.
+# This only has significant effect on daylight and artificial
+# light, it has very little effect on natural night light.
+# type: float min: 0.33 max: 3
# display_gamma = 1.0
# Gradient of light curve at minimum light level.
-# type: float min: 0 max: 4
+# Controls the contrast of the lowest light levels.
+# type: float min: 0 max: 3
# lighting_alpha = 0.0
# Gradient of light curve at maximum light level.
-# type: float min: 0 max: 4
+# Controls the contrast of the highest light levels.
+# type: float min: 0 max: 3
# lighting_beta = 1.5
-# Strength of light curve mid-boost.
-# type: float min: 0 max: 1
+# Strength of light curve boost.
+# The 3 'boost' parameters define a range of the light
+# curve that is boosted in brightness.
+# type: float min: 0 max: 0.4
# lighting_boost = 0.2
-# Center of light curve mid-boost.
+# Center of light curve boost range.
+# Where 0.0 is minimum light level, 1.0 is maximum light level.
# type: float min: 0 max: 1
# lighting_boost_center = 0.5
-# Spread of light curve mid-boost.
-# Standard deviation of the mid-boost gaussian.
-# type: float min: 0 max: 1
+# Spread of light curve boost range.
+# Controls the width of the range to be boosted.
+# Standard deviation of the light curve boost Gaussian.
+# type: float min: 0 max: 0.4
# lighting_boost_spread = 0.2
# Path to texture directory. All textures are first searched from here.
# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
# 3d_mode = none
+# Strength of 3D mode parallax.
+# type: float
+# 3d_paralax_strength = 0.025
+
# In-game chat console height, between 0.1 (10%) and 1.0 (100%).
# type: float min: 0.1 max: 1
# console_height = 0.6
# True = 256
# False = 128
-# Useable to make minimap smoother on slower machines.
+# Usable to make minimap smoother on slower machines.
# type: bool
# minimap_double_scan_height = true
# autoscale_mode = disable
# Show entity selection boxes
+# A restart is required after changing this.
# type: bool
-# show_entity_selectionbox = true
+# show_entity_selectionbox = false
## Menus
# This will smooth over some of the rough edges, and blend
# pixels when scaling down, at the cost of blurring some
# edge pixels when images are scaled by non-integer sizes.
-# type: float
+# type: float min: 0.001
# gui_scaling = 1.0
# When gui_scaling_filter is true, all GUI images need to be
# tooltip_append_itemname = false
# Whether FreeType fonts are used, requires FreeType support to be compiled in.
+# If disabled, bitmap and XML vectors fonts are used instead.
# type: bool
# freetype = true
-# Path to TrueTypeFont or bitmap.
-# type: filepath
-# font_path = fonts/liberationsans.ttf
+# type: bool
+# font_bold = false
-# type: int
-# font_size = 16
+# type: bool
+# font_italic = false
-# Font shadow offset, if 0 then shadow will not be drawn.
+# Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
# type: int
# font_shadow = 1
-# Font shadow alpha (opaqueness, between 0 and 255).
+# Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
# type: int min: 0 max: 255
# font_shadow_alpha = 127
+# Font size of the default font in point (pt).
+# type: int min: 1
+# font_size = 16
+
+# Path to the default font.
+# If “freetype” setting is enabled: Must be a TrueType font.
+# If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
+# The fallback font will be used if the font cannot be loaded.
# type: filepath
-# mono_font_path = fonts/liberationmono.ttf
+# font_path = fonts/Arimo-Regular.ttf
-# type: int
+# type: filepath
+# font_path_bold = fonts/Arimo-Bold.ttf
+
+# type: filepath
+# font_path_italic = fonts/Arimo-Italic.ttf
+
+# type: filepath
+# font_path_bolditalic = fonts/Arimo-BoldItalic.ttf
+
+# Font size of the monospace font in point (pt).
+# type: int min: 1
# mono_font_size = 15
-# This font will be used for certain languages.
+# Path to the monospace font.
+# If “freetype” setting is enabled: Must be a TrueType font.
+# If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
+# This font is used for e.g. the console and profiler screen.
# type: filepath
-# fallback_font_path = fonts/DroidSansFallbackFull.ttf
+# mono_font_path = fonts/Cousine-Regular.ttf
-# type: int
+# type: filepath
+# mono_font_path_bold = fonts/Cousine-Bold.ttf
+
+# type: filepath
+# mono_font_path_italic = fonts/Cousine-Italic.ttf
+
+# type: filepath
+# mono_font_path_bolditalic = fonts/Cousine-BoldItalic.ttf
+
+# Font size of the fallback font in point (pt).
+# type: int min: 1
# fallback_font_size = 15
+# Shadow offset (in pixels) of the fallback font. If 0, then shadow will not be drawn.
# type: int
# fallback_font_shadow = 1
+# Opaqueness (alpha) of the shadow behind the fallback font, between 0 and 255.
# type: int min: 0 max: 255
# fallback_font_shadow_alpha = 128
-# Path to save screenshots at.
+# Path of the fallback font.
+# If “freetype” setting is enabled: Must be a TrueType font.
+# If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
+# This font will be used for certain languages or if the default font is unavailable.
+# type: filepath
+# fallback_font_path = fonts/DroidSansFallbackFull.ttf
+
+# Font size of the recent chat text and chat prompt in point (pt).
+# Value 0 will use the default font size.
+# type: int
+# chat_font_size = 0
+
+# Path to save screenshots at. Can be an absolute or relative path.
+# The folder will be created if it doesn't already exist.
# type: path
-# screenshot_path =
+# screenshot_path = screenshots
# Format of screenshots.
# type: enum values: png, jpg, bmp, pcx, ppm, tga
## Advanced
# Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
-# type: int
+# type: int min: 1
# screen_dpi = 72
# Windows systems only: Start Minetest with the command line window in the background.
# Sound
#
+# Enables the sound system.
+# If disabled, this completely disables all sounds everywhere and the in-game
+# sound controls will be non-functional.
+# Changing this setting requires a restart.
# type: bool
# enable_sound = true
+# Volume of all sounds.
+# Requires the sound system to be enabled.
# type: float min: 0 max: 1
# sound_volume = 0.7
+# Whether to mute sounds. You can unmute sounds at any time, unless the
+# sound system is disabled (enable_sound=false).
+# In-game, you can toggle the mute state with the mute key or by using the
+# pause menu.
# type: bool
# mute_sound = false
# type: int min: 1 max: 65535
# remote_port = 30000
+# Prometheus listener address.
+# If minetest is compiled with ENABLE_PROMETHEUS option enabled,
+# enable metrics listener for Prometheus on that address.
+# Metrics can be fetch on http://127.0.0.1:30000/metrics
+# type: string
+# prometheus_listener_address = 127.0.0.1:30000
+
# Save the map received by the client on disk.
# type: bool
# enable_local_map_saving = false
# Enable/disable running an IPv6 server.
# Ignored if bind_address is set.
+# Needs enable_ipv6 to be enabled.
# type: bool
# ipv6_server = false
# type: int
# item_entity_ttl = 900
+# Specifies the default stack size of nodes, items and tools.
+# Note that mods or games may explicitly set a stack for certain (or all) items.
+# type: int
+# default_stack_max = 99
+
# Enable players getting damage and dying.
# type: bool
# enable_damage = false
# 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.
+# This should be configured together with active_object_send_range_blocks.
# type: int
# active_block_range = 3
# type: float
# movement_speed_jump = 6.5
-# Decrease this to increase liquid resistence to movement.
+# Decrease this to increase liquid resistance to movement.
# type: float
# movement_liquid_fluidity = 1
-# Maximum liquid resistence. Controls deceleration when entering liquid at
+# Maximum liquid resistance. Controls deceleration when entering liquid at
# high speed.
# type: float
# movement_liquid_fluidity_smooth = 0.5
### Advanced
-# Handling for deprecated lua api calls:
+# Handling for deprecated Lua API calls:
# - legacy: (try to) mimic old behaviour (default for release).
# - log: mimic and log backtrace of deprecated call (default for debug).
# - error: abort on usage of deprecated call (suggested for mod developers).
# Set the language. Leave empty to use the system language.
# A restart is required after changing this.
-# type: enum values: , be, ca, cs, da, de, dv, en, eo, es, et, fr, he, hu, id, it, ja, jbo, ko, ky, lt, ms, nb, nl, pl, pt, pt_BR, ro, ru, sl, sr_Cyrl, sv, sw, tr, uk, zh_CN, zh_TW
+# type: enum values: , ar, ca, cs, da, de, dv, el, en, eo, es, et, eu, fil, fr, hu, id, it, ja, ja_KS, jbo, kk, kn, lo, lt, ms, my, nb, nl, nn, pl, pt, pt_BR, ro, ru, sl, sr_Cyrl, sv, sw, th, tr, uk, vi
# language =
# Level of logging to be written to debug.txt:
# type: int
# debug_log_size_max = 50
-# IPv6 support.
+# Minimal level of logging to be written to chat.
+# type: enum values: , none, error, warning, action, info, verbose
+# chat_log_level = error
+
+# Enable IPv6 support (for both client and server).
+# Required for IPv6 connections to work at all.
# type: bool
# enable_ipv6 = true
# type: flags possible values: caves, dungeons, light, decorations, biomes, nocaves, nodungeons, nolight, nodecorations, nobiomes
# mg_flags = caves,dungeons,light,decorations,biomes
-# Whether dungeons occasionally project from the terrain.
-# type: bool
-# projecting_dungeons = true
-
## Biome API temperature and humidity noise parameters
# Temperature variation for biomes.
# mgv5_spflags = caverns
# Controls width of tunnels, a smaller value creates wider tunnels.
+# Value >= 10.0 completely disables generation of tunnels and avoids the
+# intensive noise calculations.
# type: float
# mgv5_cave_width = 0.09
# 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
+# Minimum limit of random number of small caves per mapchunk.
+# type: int min: 0 max: 256
+# mgv5_small_cave_num_min = 0
+
+# Maximum limit of random number of small caves per mapchunk.
+# type: int min: 0 max: 256
+# mgv5_small_cave_num_max = 0
+
+# Minimum limit of random number of large caves per mapchunk.
+# type: int min: 0 max: 64
+# mgv5_large_cave_num_min = 0
+
+# Maximum limit of random number of large caves per mapchunk.
+# type: int min: 0 max: 64
+# mgv5_large_cave_num_max = 2
+
+# Proportion of large caves that contain liquid.
+# type: float min: 0 max: 1
+# mgv5_large_cave_flooded = 0.5
# Y-level of cavern upper limit.
# type: int
## Mapgen V7
# Map generation attributes specific to Mapgen v7.
-# 'ridges' enables the rivers.
+# 'ridges': Rivers.
+# 'floatlands': Floating land masses in the atmosphere.
+# 'caverns': Giant caves deep underground.
# type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
# mgv7_spflags = mountains,ridges,nofloatlands,caverns
# type: int
# mgv7_mount_zero_level = 0
-# Controls width of tunnels, a smaller value creates wider tunnels.
-# type: float
-# mgv7_cave_width = 0.09
+# Lower Y limit of floatlands.
+# type: int
+# mgv7_floatland_ymin = 1024
-# Y of upper limit of large caves.
+# Upper Y limit of floatlands.
# type: int
-# mgv7_large_cave_depth = -33
+# mgv7_floatland_ymax = 4096
-# Deprecated, define and locate cave liquids using biome definitions instead.
-# Y of upper limit of lava in large caves.
+# Y-distance over which floatlands taper from full density to nothing.
+# Tapering starts at this distance from the Y limit.
+# For a solid floatland layer, this controls the height of hills/mountains.
+# Must be less than or equal to half the distance between the Y limits.
# type: int
-# mgv7_lava_depth = -256
+# mgv7_floatland_taper = 256
-# Controls the density of mountain-type floatlands.
-# Is a noise offset added to the 'mgv7_np_mountain' noise value.
+# Exponent of the floatland tapering. Alters the tapering behaviour.
+# Value = 1.0 creates a uniform, linear tapering.
+# Values > 1.0 create a smooth tapering suitable for the default separated
+# floatlands.
+# Values < 1.0 (for example 0.25) create a more defined surface level with
+# flatter lowlands, suitable for a solid floatland layer.
# type: float
-# mgv7_float_mount_density = 0.6
+# mgv7_float_taper_exp = 2.0
-# Typical maximum height, above and below midpoint, of floatland mountains.
+# Adjusts the density of the floatland layer.
+# Increase value to increase density. Can be positive or negative.
+# Value = 0.0: 50% of volume is floatland.
+# Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
+# to be sure) creates a solid floatland layer.
# type: float
-# mgv7_float_mount_height = 128.0
+# mgv7_floatland_density = -0.6
-# Alters how mountain-type floatlands taper above and below midpoint.
+# Surface level of optional water placed on a solid floatland layer.
+# Water is disabled by default and will only be placed if this value is set
+# to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
+# upper tapering).
+# ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
+# When enabling water placement the floatlands must be configured and tested
+# to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
+# required value depending on 'mgv7_np_floatland'), to avoid
+# server-intensive extreme water flow and to avoid vast flooding of the
+# world surface below.
+# type: int
+# mgv7_floatland_ywater = -31000
+
+# Controls width of tunnels, a smaller value creates wider tunnels.
+# Value >= 10.0 completely disables generation of tunnels and avoids the
+# intensive noise calculations.
# type: float
-# mgv7_float_mount_exponent = 0.75
+# mgv7_cave_width = 0.09
-# Y-level of floatland midpoint and lake surface.
+# Y of upper limit of large caves.
# type: int
-# mgv7_floatland_level = 1280
+# mgv7_large_cave_depth = -33
-# Y-level to which floatland shadows extend.
-# type: int
-# mgv7_shadow_limit = 1024
+# Minimum limit of random number of small caves per mapchunk.
+# type: int min: 0 max: 256
+# mgv7_small_cave_num_min = 0
+
+# Maximum limit of random number of small caves per mapchunk.
+# type: int min: 0 max: 256
+# mgv7_small_cave_num_max = 0
+
+# Minimum limit of random number of large caves per mapchunk.
+# type: int min: 0 max: 64
+# mgv7_large_cave_num_min = 0
+
+# Maximum limit of random number of large caves per mapchunk.
+# type: int min: 0 max: 64
+# mgv7_large_cave_num_max = 2
+
+# Proportion of large caves that contain liquid.
+# type: float min: 0 max: 1
+# mgv7_large_cave_flooded = 0.5
# Y-level of cavern upper limit.
# type: int
# flags = eased
# }
-# Defines areas of floatland smooth terrain.
-# Smooth floatlands occur when noise > 0.
-# type: noise_params_2d
-# mgv7_np_floatland_base = {
-# offset = -0.6,
-# scale = 1.5,
-# spread = (600, 600, 600),
-# seed = 114,
-# octaves = 5,
-# persistence = 0.6,
-# lacunarity = 2.0,
-# flags = eased
-# }
-
-# Variation of hill height and lake depth on floatland smooth terrain.
-# type: noise_params_2d
-# mgv7_np_float_base_height = {
-# offset = 48,
-# scale = 24,
-# spread = (300, 300, 300),
-# seed = 907,
-# octaves = 4,
-# persistence = 0.7,
-# lacunarity = 2.0,
-# flags = eased
-# }
-
# 3D noise defining mountain structure and height.
# Also defines structure of floatland mountain terrain.
# type: noise_params_3d
# flags =
# }
+# 3D noise defining structure of floatlands.
+# If altered from the default, the noise 'scale' (0.7 by default) may need
+# to be adjusted, as floatland tapering functions best when this noise has
+# a value range of approximately -2.0 to 2.0.
+# type: noise_params_3d
+# mgv7_np_floatland = {
+# offset = 0,
+# scale = 0.7,
+# spread = (384, 96, 384),
+# seed = 1009,
+# octaves = 4,
+# persistence = 0.75,
+# lacunarity = 1.618,
+# flags =
+# }
+
# 3D noise defining giant caverns.
# type: noise_params_3d
# mgv7_np_cavern = {
## Mapgen Carpathian
# Map generation attributes specific to Mapgen Carpathian.
-# type: flags possible values: caverns, nocaverns, rivers, norivers
+# type: flags possible values: caverns, rivers, nocaverns, norivers
# mgcarpathian_spflags = caverns,norivers
# Defines the base ground level.
# mgcarpathian_valley_width = 0.25
# Controls width of tunnels, a smaller value creates wider tunnels.
+# Value >= 10.0 completely disables generation of tunnels and avoids the
+# intensive noise calculations.
# 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
+# Minimum limit of random number of small caves per mapchunk.
+# type: int min: 0 max: 256
+# mgcarpathian_small_cave_num_min = 0
+
+# Maximum limit of random number of small caves per mapchunk.
+# type: int min: 0 max: 256
+# mgcarpathian_small_cave_num_max = 0
+
+# Minimum limit of random number of large caves per mapchunk.
+# type: int min: 0 max: 64
+# mgcarpathian_large_cave_num_min = 0
+
+# Maximum limit of random number of large caves per mapchunk.
+# type: int min: 0 max: 64
+# mgcarpathian_large_cave_num_max = 2
+
+# Proportion of large caves that contain liquid.
+# type: float min: 0 max: 1
+# mgcarpathian_large_cave_flooded = 0.5
# Y-level of cavern upper limit.
# type: int
## Mapgen Flat
-# Map generation attributes specific to Mapgen flat.
+# Map generation attributes specific to Mapgen Flat.
# Occasional lakes and hills can be added to the flat world.
# 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
+# Minimum limit of random number of small caves per mapchunk.
+# type: int min: 0 max: 256
+# mgflat_small_cave_num_min = 0
+
+# Maximum limit of random number of small caves per mapchunk.
+# type: int min: 0 max: 256
+# mgflat_small_cave_num_max = 0
+
+# Minimum limit of random number of large caves per mapchunk.
+# type: int min: 0 max: 64
+# mgflat_large_cave_num_min = 0
+
+# Maximum limit of random number of large caves per mapchunk.
+# type: int min: 0 max: 64
+# mgflat_large_cave_num_max = 2
+
+# Proportion of large caves that contain liquid.
+# type: float min: 0 max: 1
+# mgflat_large_cave_flooded = 0.5
# Controls width of tunnels, a smaller value creates wider tunnels.
+# Value >= 10.0 completely disables generation of tunnels and avoids the
+# intensive noise calculations.
# type: float
# mgflat_cave_width = 0.09
## Mapgen Fractal
-# Map generation attributes specific to Mapgen flat.
+# Map generation attributes specific to Mapgen Fractal.
# '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.
+# Value >= 10.0 completely disables generation of tunnels and avoids the
+# intensive noise calculations.
# 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
+# Minimum limit of random number of small caves per mapchunk.
+# type: int min: 0 max: 256
+# mgfractal_small_cave_num_min = 0
+
+# Maximum limit of random number of small caves per mapchunk.
+# type: int min: 0 max: 256
+# mgfractal_small_cave_num_max = 0
+
+# Minimum limit of random number of large caves per mapchunk.
+# type: int min: 0 max: 64
+# mgfractal_large_cave_num_min = 0
+
+# Maximum limit of random number of large caves per mapchunk.
+# type: int min: 0 max: 64
+# mgfractal_large_cave_num_max = 2
+
+# Proportion of large caves that contain liquid.
+# type: float min: 0 max: 1
+# mgfractal_large_cave_flooded = 0.5
# Lower Y limit of dungeons.
# type: int
# mgfractal_dungeon_ymax = 31000
# Selects one of 18 fractal types.
-# 1 = 4D "Roundy" mandelbrot set.
-# 2 = 4D "Roundy" julia set.
-# 3 = 4D "Squarry" mandelbrot set.
-# 4 = 4D "Squarry" julia set.
-# 5 = 4D "Mandy Cousin" mandelbrot set.
-# 6 = 4D "Mandy Cousin" julia set.
-# 7 = 4D "Variation" mandelbrot set.
-# 8 = 4D "Variation" julia set.
-# 9 = 3D "Mandelbrot/Mandelbar" mandelbrot set.
-# 10 = 3D "Mandelbrot/Mandelbar" julia set.
-# 11 = 3D "Christmas Tree" mandelbrot set.
-# 12 = 3D "Christmas Tree" julia set.
-# 13 = 3D "Mandelbulb" mandelbrot set.
-# 14 = 3D "Mandelbulb" julia set.
-# 15 = 3D "Cosine Mandelbulb" mandelbrot set.
-# 16 = 3D "Cosine Mandelbulb" julia set.
-# 17 = 4D "Mandelbulb" mandelbrot set.
-# 18 = 4D "Mandelbulb" julia set.
+# 1 = 4D "Roundy" Mandelbrot set.
+# 2 = 4D "Roundy" Julia set.
+# 3 = 4D "Squarry" Mandelbrot set.
+# 4 = 4D "Squarry" Julia set.
+# 5 = 4D "Mandy Cousin" Mandelbrot set.
+# 6 = 4D "Mandy Cousin" Julia set.
+# 7 = 4D "Variation" Mandelbrot set.
+# 8 = 4D "Variation" Julia set.
+# 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
+# 10 = 3D "Mandelbrot/Mandelbar" Julia set.
+# 11 = 3D "Christmas Tree" Mandelbrot set.
+# 12 = 3D "Christmas Tree" Julia set.
+# 13 = 3D "Mandelbulb" Mandelbrot set.
+# 14 = 3D "Mandelbulb" Julia set.
+# 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
+# 16 = 3D "Cosine Mandelbulb" Julia set.
+# 17 = 4D "Mandelbulb" Mandelbrot set.
+# 18 = 4D "Mandelbulb" Julia set.
# type: int min: 1 max: 18
# mgfractal_fractal = 1
# 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
+# The default is tuned for a suitable spawn point for Mandelbrot
# sets with default parameters, it may need altering in other
# situations.
# Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
# 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
+# Minimum limit of random number of small caves per mapchunk.
+# type: int min: 0 max: 256
+# mgvalleys_small_cave_num_min = 0
+
+# Maximum limit of random number of small caves per mapchunk.
+# type: int min: 0 max: 256
+# mgvalleys_small_cave_num_max = 0
+
+# Minimum limit of random number of large caves per mapchunk.
+# type: int min: 0 max: 64
+# mgvalleys_large_cave_num_min = 0
+
+# Maximum limit of random number of large caves per mapchunk.
+# type: int min: 0 max: 64
+# mgvalleys_large_cave_num_max = 2
+
+# Proportion of large caves that contain liquid.
+# type: float min: 0 max: 1
+# mgvalleys_large_cave_flooded = 0.5
# Depth below which you'll find giant caverns.
# type: int
# mgvalleys_river_size = 5
# Controls width of tunnels, a smaller value creates wider tunnels.
+# Value >= 10.0 completely disables generation of tunnels and avoids the
+# intensive noise calculations.
# type: float
# mgvalleys_cave_width = 0.09
# emergequeue_limit_total = 512
# Maximum number of blocks to be queued that are to be loaded from file.
-# Set to blank for an appropriate amount to be chosen automatically.
+# This limit is enforced per player.
# type: int
# emergequeue_limit_diskonly = 64
# Maximum number of blocks to be queued that are to be generated.
-# Set to blank for an appropriate amount to be chosen automatically.
+# This limit is enforced per player.
# type: int
# emergequeue_limit_generate = 64
# 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.
# so see a full list at https://content.minetest.net/help/content_flags/
# type: string
# contentdb_flag_blacklist = nonfree, desktop_default
-