# type: key
# keymap_camera_mode = KEY_F7
-# Key for increasing the viewing range. Modifies the minimum viewing range.
+# Key for increasing the viewing range.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_increase_viewing_range_min = +
-# Key for decreasing the viewing range. Modifies the minimum viewing range.
+# Key for decreasing the viewing range.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_decrease_viewing_range_min = -
# type: bool
# enable_fog = true
-# Enable a bit lower water surface, so it doesn't "fill" the node completely.
-# Note that this is not quite optimized and that smooth lighting on the
-# water surface doesn't work with this.
-# type: bool
-# new_style_water = false
-
# Leaves style:
# - Fancy: all faces visible
# - Simple: only outer faces, if defined special_tiles are used
# type: int
# texture_min_size = 64
-# Pre-generate all item visuals used in the inventory.
-# This increases startup time, but runs smoother in-game.
-# The generated textures can easily exceed your VRAM, causing artifacts in the inventory.
-# type: bool
-# preload_item_visuals = false
-
# Experimental option, might cause visible spaces between blocks
# when set to higher number than 0.
# type: enum values: 0, 1, 2, 4, 8, 16
# type: bool
# enable_shaders = true
+##### Tone mapping
+# Enables filmic tone mapping.
+# Requires shaders to be enabled.
+# type: bool
+# tone_mapping = false
+
##### Bumpmapping
# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
#### Advanced
-# Minimum wanted FPS.
-# The amount of rendered stuff is dynamically set according to this. and viewing range min and max.
-# type: int
-# wanted_fps = 30
-
# If FPS would go higher than this, limit it by sleeping
# to not waste CPU power for no benefit.
# type: int
# type: int
# pause_fps_max = 20
-# The allowed adjustment range for the automatic rendering range adjustment.
-# Set this to be equal to viewing range minimum to disable the auto-adjustment algorithm.
-# type: int
-# viewing_range_nodes_max = 160
-
-# The allowed adjustment range for the automatic rendering range adjustment.
-# Set this to be equal to viewing range maximum to disable the auto-adjustment algorithm.
+# View range in nodes.
+# Min = 20.
# type: int
-# viewing_range_nodes_min = 35
+# viewing_range = 100
# Width component of the initial window size.
# type: int
# type: float
# hud_hotbar_max_width = 1.0
-# Enable selection highlighting for nodes (disables selectionbox).
-# type: bool
-# enable_node_highlighting = false
+# Selection highlighting method (box or halo)
+# type: string
+# node_highlighting = box
# Enables caching of facedir rotated meshes.
# type: bool
# type: float min: 0.25 max: 4
# ambient_occlusion_gamma = 2.2
+# Enable animation of inventory items.
+# inventory_items_animations = false
+
### Menus
# Use a cloud animation for the main menu background.
# type: string
# static_spawnpoint =
-# Maximum distance above water level for player spawn.
-# Larger values result in spawn points closer to (x = 0, z = 0).
-# Smaller values may result in a suitable spawn point not being found,
-# resulting in a spawn at (0, 0, 0) possibly buried underground.
-# type: int
-# vertical_spawn_range = 16
-
# If enabled, new players cannot join with an empty password.
# type: bool
# disallow_empty_password = false
# type: noise_params
# mgfractal_np_cave2 = 0, 12, (128, 128, 128), 10325, 4, 0.5, 2.0
+#### Mapgen Valleys
+
+#mg_valleys_spflags = altitude_chill,humid_rivers
+# "altitude_chill" makes higher elevations colder, which may cause biome issues.
+# "humid_rivers" modifies the humidity around rivers and in areas where water would tend to pool. It may interfere with delicately adjusted biomes.
+#
+#mg_valleys_altitude_chill = 90 # the altitude at which temperature drops by 20C
+#mg_valleys_large_cave_depth = -33 # Depth below which you'll find large caves.
+#mg_valleys_lava_features = 0 # Creates unpredictable lava features in caves. These can make mining difficult. Zero disables them. (0-10)
+#mg_valleys_massive_cave_depth = -256 # Depth below which you'll find massive caves.
+#mg_valleys_river_depth = 4 # how deep to make rivers
+#mg_valleys_river_size = 5 # how wide to make rivers
+#mg_valleys_water_features = 0 # Creates unpredictable water features in caves. These can make mining difficult. Zero disables them. (0-10)
+#
+#mg_valleys_np_filler_depth = 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0
+#
+# River noise -- rivers occur close to zero
+#mg_valleys_np_rivers = 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0
+#
+# Caves and tunnels form at the intersection of the two noises
+#mg_valleys_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
+#mg_valleys_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0
+#
+#mg_valleys_np_massive_caves = 0, 1, (768, 256, 768), 59033, 6, 0.63, 2 # Massive caves form here.
+#
+# Base terrain height
+#mg_valleys_np_terrain_height = -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0
+#
+# Raises terrain to make valleys around the rivers
+#mg_valleys_np_valley_depth = 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0
+#
+# Slope and fill work together to modify the heights
+#mg_valleys_np_inter_valley_fill = 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0
+#mg_valleys_np_inter_valley_slope = 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0
+#
+# Amplifies the valleys
+#mg_valleys_np_valley_profile = 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0
+
## Security
# Prevent mods from doing insecure things like running shell commands.