# Port to connect to (UDP)
#remote_port =
+
# Key mappings.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#keymap_forward = KEY_KEY_W
#keymap_jump = KEY_SPACE
#keymap_sneak = KEY_LSHIFT
#keymap_inventory = KEY_KEY_I
+
# Go down ladder / go down in fly mode / go fast in fast mode
#keymap_special1 = KEY_KEY_E
#keymap_chat = KEY_KEY_T
#keymap_rangeselect = KEY_KEY_R
#keymap_freemove = KEY_KEY_K
#keymap_fastmove = KEY_KEY_J
+#keymap_cinematic = KEY_F8
#keymap_screenshot = KEY_F12
+
# If true, keymap_special1 instead of keymap_sneak is used for climbing down and descending
#aux1_descends = false
+
# Double-tapping the jump key toggles fly mode
#doubletap_jump = false
+
# If false aux1 is used to fly fast
#always_fly_fast = true
+
# Some (temporary) keys for debugging
#keymap_print_debug_stacks = KEY_KEY_P
#keymap_quicktune_prev = KEY_HOME
# If set to true, you can place blocks at the position (feet + eye level) where you stand.
# This is helpful when working with nodeboxes.
#enable_build_where_you_stand = false
+
# Minimum FPS.
# The amount of rendered stuff is dynamically set according to this.
#wanted_fps = 30
+
# 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
+
# Initial window size
#screenW = 800
#screenH = 600
#fullscreen = false
#fullscreen_bpp = 24
+
# Experimental option, might cause visible spaces between blocks
# when set to higher number than 0.
#fsaa = 0
+
+# Vertical synchronization
#vsync = false
+
# Field of view in degrees
#fov = 72
+
# Address to connect to (#blank = start local server)
#address =
+
# Enable random user input, for testing
#random_input = false
+
# Timeout for client to remove unused map data from memory
#client_unload_unused_data_timeout = 600
+
+# Maximum number of mapblocks for client to be kept in memory
+# Set to -1 for unlimited amount
+#client_mapblock_limit = 5000
+
# Whether to fog out the end of the visible area
#enable_fog = true
+
# Whether to show the client debug info (has the same effect as hitting F5)
#show_debug = false
+
# Enable a bit lower water surface; disable for speed (not quite optimized)
#new_style_water = false
+
# Max liquids processed per step
#liquid_loop_max = 100000
+
# The time (in seconds) that the liquids queue may grow beyond processing
# capacity until an attempt is made to decrease its size by dumping old queue
# items. A value of 0 disables the functionality.
#liquid_queue_purge_time = 0
+
# Liquid update interval in seconds
#liquid_update = 1.0
-# Enable transparent leaf textures, disable for speed
-#new_style_leaves = true
+
+# Leaves style:
+# fancy - all faces visible
+# simple - only outer faces, if defined special_tiles are used
+# opaque - disable transparency
+#leaves_style = fancy
+
# Connects glass if supported by node
#connected_glass = false
+
# Enable smooth lighting with simple ambient occlusion.
# Disable for speed or for different looks.
#smooth_lighting = true
+
# Adjust the gamma encoding for the light tables. Valid values are in the range
-# 1.1 to 3.0 (inclusive); lower numbers are brighter. This setting is for the
+# 1.0 to 3.0 (inclusive); lower numbers are brighter. This setting is for the
# client only and is ignored by the server
#display_gamma = 1.8
+
# Path to texture directory. All textures are first searched from here.
#texture_path =
+
# Video back-end.
# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl.
#video_driver = opengl
+
# Unobstructed movement without physics, downwards key is keymap_special1
#free_move = false
+
# Continuous forward movement (for testing)
#continuous_forward = false
+
+# Enable cinematic mode
+#cinematic = false
+
+# Camera smoothing - smooths rotation of camera. 0 is no smoothing.
+# Must be equal to or greater than 0, and less than 1.
+#camera_smoothing = 0.0
+
+# Camera smoothing when in cinematic mode
+#cinematic_camera_smoothing = 0.7
+
# Fast movement (keymap_special1)
#fast_move = false
+
# Invert mouse
#invert_mouse = false
+
# Enable/disable clouds
#enable_clouds = true
+
+# Height on which clouds are appearing
#cloud_height = 120
+
+# Radius of cloud area stated in number of 64 node cloud squares.
+# Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
+#cloud_radius = 12
+
+# Use 3D cloud look instead of flat
#enable_3d_clouds = true
+
# Use a cloud animation for the main menu background
#menu_clouds = true
+
# Path for screenshots
#screenshot_path =
+
# Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
#view_bobbing_amount = 1.0
+
# Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
#fall_bobbing_amount = 0.0
+
# 3d support.
# Currently:
# "none" = no 3d output.
# "topbottom" = split screen top/bottom.
# "sidebyside" = split screen side by side.
#3d_mode = none
+
+# Strength of parallax
#3d_parallax_strength = 0.025
+
# In-game chat console background color (R,G,B)
#console_color = (0,0,0)
+
# In-game chat console background alpha (opaqueness, between 0 and 255)
#console_alpha = 200
+
# Selection box border color (R,G,B)
#selectionbox_color = (0,0,0)
+
# Crosshair color (R,G,B)
#crosshair_color = (255,255,255)
+
# Cross alpha (opaqueness, between 0 and 255)
#crosshair_alpha = 255
+
# 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
+# edge pixels when images are scaled by non-integer sizes.
#gui_scaling = 1.0
+
+# When gui_scaling_filter is true, all GUI images need to be
+# filtered in software, but some images are generated directly
+# to hardware (e.g. render-to-texture for nodes in inventory).
+#gui_scaling_filter = false
+
+# When gui_scaling_filter_txr2img is true, copy those images
+# from hardware to software for scaling. When false, fall back
+# to the old scaling method, for video drivers that don't
+# propery support downloading textures back from hardware.
+#gui_scaling_filter_txr2img = true
+
# Sensitivity multiplier
#mouse_sensitivity = 0.2
+
# Sound settings
#enable_sound = true
#sound_volume = 0.7
+
# Whether node texture animations should be desynchronized per mapblock
#desynchronize_mapblock_texture_animation = true
+
# Width of the selectionbox's lines (Between 1 and 5)
#selectionbox_width = 2
+
# Maximum proportion of current window to be used for hotbar.
# Useful if there's something to be displayed right or left of hotbar.
#hud_hotbar_max_width = 1.0
+
# Save the map received by the client on disk
#enable_local_map_saving = false
+
# Enable selection highlighting for nodes (disables selectionbox)
#enable_node_highlighting = false
+
# Texture filtering settings
#mip_map = false
#anisotropic_filter = false
#bilinear_filter = false
#trilinear_filter = false
+
+# 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
+# at texture load time.
+#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
+# for the upscaled textures; higher values look sharper, but require more
+# memory. Powers of 2 are recommended. Setting this higher than 1 may not
+# have a visible effect unless bilinear/trilinear/anisotropic filtering is
+# enabled.
+#texture_min_size = 64
+
# Set to true to pre-generate all item visuals
#preload_item_visuals = false
+
# Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
#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.
-#generate_normalmaps = false
+
# Set to true enables on the fly normalmap generation (Emboss effect).
# Requires bumpmapping enabled.
-#normalmaps_strength = 0.6
+#generate_normalmaps = false
+
# Strength of generated normalmaps
-#normalmaps_smooth = 1
+#normalmaps_strength = 0.6
+
# Defines sampling step of texture (0 - 2).
# A higher value results in smoother normal maps.
+#normalmaps_smooth = 0
+
+# 0 = parallax occlusion with slope information (faster)
+# 1 = relief mapping (slower, more accurate)
+#parallax_occlusion_mode = 1
+
+# Set to true enables parallax occlusion mapping. Requires shaders enabled.
#enable_parallax_occlusion = false
-# Scale of parallax occlusion effect
+
+# Number of parallax occlusion iterations
+#parallax_occlusion_iterations = 4
+
+# Overall scale of parallax occlusion effect
#parallax_occlusion_scale = 0.08
-# Bias of parallax occlusion effect, usually scale/2
+
+# Overall 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 strength (darkness) of node ambient-occlusion shading.
+# Lower is darker, Higher is lighter. The valid range of values for this
+# setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
+# set to the nearest valid value.
+#ambient_occlusion_gamma = 2.2
+
# Enables caching of facedir rotated meshes
-#enable_mesh_cache = true
+#enable_mesh_cache = false
+
+# Enables minimap
+#enable_minimap = true
+
+# true - round shape, false - square
+#minimap_shape_round = true
+
+# true = 256, false = 128
+# useable to make minimap smoother on slower machines
+#minimap_double_scan_height = true
+
# 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
+
# Delay showing tooltips, stated in milliseconds
#tooltip_show_delay = 400
-# Adjust dpi configuration to your screen (Desktop only) e.g. for 4k screens
+
+# Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens
#screen_dpi = 72
+
# Default timeout for cURL, stated 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
+
# Maximum time in ms a file download (e.g. a mod download) may take
#curl_file_download_timeout = 300000
+
# Enable usage of remote media server (if provided by server)
#enable_remote_media_server = true
+
# Url to the server list displayed in the Multiplayer Tab
#serverlist_url = servers.minetest.net
+
# File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab
#serverlist_file = favoriteservers.txt
+
# Whether freetype fonts are used, requires freetype support to be compiled in
#freetype = true
+
# Path to TrueTypeFont or bitmap
#font_path = fonts/liberationsans.ttf
-#font_size = 13
+#font_size = 15
+
# 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
+#mono_font_size = 15
+
# This font will be used for certain languages
#fallback_font_path = fonts/DroidSansFallbackFull.ttf
-#fallback_font_size = 13
+#fallback_font_size = 15
#fallback_font_shadow = 1
#fallback_font_shadow_alpha = 128
-# Override language. When no value is provided (default) system language is used.
-# Check "locale" directory for the list of available translations.
-#language =
-#main_menu_script =
-#main_menu_game_mgr = 0
-#main_menu_mod_mgr = 1
-#modstore_download_url = https://forum.minetest.net/media/
-#modstore_listmods_url = https://forum.minetest.net/mmdb/mods/
-#modstore_details_url = https://forum.minetest.net/mmdb/mod/*/
-# Makes DirectX work with LuaJIT. Disable if it causes troubles.
-#high_precision_fpu = true
#
# Server stuff
# Network port to listen (UDP)
#port = 30000
+
# Bind address
#bind_address =
+
# Name of server
#server_name = Minetest server
+
# Description of server
#server_description = mine here
+
# Domain name of server
#server_address = game.minetest.net
+
# Homepage of server
#server_url = http://minetest.net
+
# Automaticaly report to masterserver
#server_announce = 0
+
# Announce to this masterserver.
# If you want to announce your ipv6 address - use serverlist_url = v6.servers.minetest.net.
#serverlist_url = servers.minetest.net
+
# Default game (default when creating a new world)
#default_game = minetest
+
# World directory (everything in the world is stored here)
#map-dir = /custom/world
+
# Message of the Day
#motd = Welcome to this awesome Minetest server!
+
# Maximum number of players connected simultaneously
#max_users = 15
+
# Set to true to disallow old clients from connecting
#strict_protocol_version_checking = false
+
# Time in seconds for item entity to live. Default value: 900s.
# Setting it to -1 disables the feature.
#item_entity_ttl = 900
+
# Set to true to enable creative mode (unlimited inventory)
#creative_mode = false
+
# Enable players getting damage and dying
#enable_damage = false
+
# A chosen map seed for a new map, leave empty for random
#fixed_map_seed =
+
# Gives some stuff to players at the beginning
#give_initial_stuff = false
+
# New users need to input this 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
+
# Whether players are shown to clients without any range limit.
# Deprecated, use the setting player_transfer_distance instead.
#unlimited_player_transfer_distance = true
+
# Defines the maximal player transfer distance in blocks (0 = unlimited)
#player_transfer_distance = 0
+
# Whether to enable players killing each other
#enable_pvp = true
+
# If this is set, players will always (re)spawn at the given position
#static_spawnpoint = 0, 10, 0
+
# If true, new players cannot join with an empty password
#disallow_empty_password = false
+
# If true, disable cheat prevention in multiplayer
#disable_anticheat = false
+
# If true, actions are recorded for rollback
+# This option is only read when server starts
#enable_rollback_recording = false
+
# 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).
#deprecated_lua_api_handling = legacy
+
+# A message to be displayed to all clients when the server shuts down
+#kick_msg_shutdown = Server shutting down.
+
+# A message to be displayed to all clients when the server crashes
+#kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
+
+# Whether to ask clients to reconnect after a (lua) crash.
+# Set this to true if your server is set up to restart automatically.
+#ask_reconnect_on_crash = false
+
# Mod profiler
#mod_profiling = false
+
# Detailed mod profile data
#detailed_profiling = false
+
# Profiler data print interval. #0 = disable.
#profiler_print_interval = 0
#enable_mapgen_debug_info = false
+
# From how far client knows about objects
#active_object_send_range_blocks = 3
+
# How large area of blocks are subject to the active block stuff.
# Active = objects are loaded and ABMs run.
#active_block_range = 2
+
# How many blocks are flying in the wire simultaneously per client
#max_simultaneous_block_sends_per_client = 10
+
# How many blocks are flying in the wire simultaneously per server
#max_simultaneous_block_sends_server_total = 40
+
# From how far blocks are sent to clients, stated in mapblocks (16 nodes)
#max_block_send_distance = 10
+
# From how far blocks are generated for clients, stated in mapblocks (16 nodes)
#max_block_generate_distance = 6
+
+# Where the map generator stops.
+# Please note:
+# * Limited to 31000 (setting above has no effect)
+# * The map generator works in groups of 80x80x80 nodes (5x5x5 MapBlocks).
+# * Those groups have an offset of -32, -32 nodes from the origin.
+# * Only groups which are within the map_generation_limit are generated
+#map_generation_limit = 31000
+
# Number of extra blocks that can be loaded by /clearobjects at once.
# 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
+
# Controls length of day/night cycle.
# 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged.
#time_speed = 72
-# Length of year in days for seasons change.
-# With default time_speed 365 days = 5 real days for year, 30 days = 10 real hours.
-#year_days = 30
+
+# How much the server will wait before unloading unused MapBlocks.
+# Higher value is smoother, but will use more RAM.
#server_unload_unused_data_timeout = 29
+
# Maximum number of statically stored objects in a block
#max_objects_per_block = 49
+
# Interval of saving important changes in the world, stated in seconds
#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
+
# Length of a server tick and the interval at which objects are generally updated over network
#dedicated_server_step = 0.1
+
# Can be set to true to disable shutting down on invalid world data
#ignore_world_load_errors = false
+
# Specifies URL from which client fetches media instead of using UDP.
# $filename should be accessible from $remote_media$filename via cURL
# (obviously, remote_media should end with a slash).
# Files that are not present would be fetched the usual way.
#remote_media =
+
# Level of logging to be written to debug.txt:
# 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose.
#debug_log_level = 2
+
# Maximum number of blocks that can be queued for loading
#emergequeue_limit_total = 256
+
# 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.
#emergequeue_limit_diskonly = 32
+
# Maximum number of blocks to be queued that are to be generated.
# Set to blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_generate = 32
+
# 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
+
# Enable/disable IPv6
#enable_ipv6 = true
+
# Enable/disable running an IPv6 server. An IPv6 server may be restricted
# to IPv6 clients, depending on system configuration.
# Ignored if bind_address is set.
#ipv6_server = false
+#main_menu_script =
+#main_menu_game_mgr = 0
+#main_menu_mod_mgr = 1
+#modstore_download_url = https://forum.minetest.net/media/
+#modstore_listmods_url = https://forum.minetest.net/mmdb/mods/
+#modstore_details_url = https://forum.minetest.net/mmdb/mod/*/
+
+# Makes DirectX work with LuaJIT. Disable if it causes troubles.
+#high_precision_fpu = true
+
+# Override language. When no value is provided (default) system language is used.
+# Check "locale" directory for the list of available translations.
+#language =
+
#
# Physics stuff
#
# Mapgen stuff
#
-# Name of map generator to be used. Currently supported: v5, v6, v7, singlenode.
+# Name of map generator to be used.
+# Currently supported: v5, v6, v7, singlenode.
#mg_name = v6
+
# Water surface level of map
#water_level = 1
+
# Size of chunks to be generated, stated in mapblocks (16 nodes)
#chunksize = 5
-# Global map generation attributes. Currently supported: trees, caves, flat, dungeons, light.
+
+# Global map generation attributes.
+# Currently supported: trees, caves, flat, dungeons, light.
# Flags that are not specified in the flag string are not modified from the default.
# To explicitly turn off a flag, prepend "no" to the beginning, e.g. nolight.
-#mg_flags = trees, caves
+# 'trees' and 'flat' flags only have effect in mgv6.
+#mg_flags = trees, caves, dungeons, light
+
# Map generation attributes specific to Mapgen V6.
-# Currently supported: biomeblend, jungles, mudflow.
-#mgv6_spflags = biomeblend, jungles, mudflow
+# Currently supported: jungles, biomeblend, mudflow, snowbiomes.
+# When snowbiomes are enabled jungles are enabled and the jungles flag is ignored.
+#mgv6_spflags = jungles, biomeblend, mudflow, snowbiomes
+
# Controls size of deserts and beaches in Mapgen V6
+# When snowbiomes are enabled 'mgv6_freq_desert' is ignored.
#mgv6_freq_desert = 0.45
#mgv6_freq_beach = 0.15
+# Map generation attributes specific to Mapgen V7.
+# Currently supported: mountains, ridges.
+# 'ridges' are the rivers.
+#mgv7_spflags = mountains, ridges
+
# Perlin noise attributes for different map generation parameters.
# Noise parameters can be specified as a set of positional values:
# Offset, scale, (spread factors), seed offset, number of octaves, persistence, lacunarity.
+# For example:
#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
-# Or the new group format can be used instead:
+# Or the new group format can be used instead, for example:
#mgv6_np_terrain_base = {
# offset = -4
# scale = 20
# flags = "defaults"
#}
# Only the group format supports noise flags which are needed for eased noise.
-# Mgv5 uses eased noise for np_cave1, np_cave2, np_ground and np_crumble, so these are shown in
-# group format, other noise parameters are shown in positional format to save space.
+# Mgv5 uses eased noise for np_ground so this is shown in group format,
+# other noise parameters are shown in positional format to save space.
+
+# Noise parameters for biome API temperature, humidity and biome blend
+#mg_biome_np_heat = 50, 50, (750, 750, 750), 5349, 3, 0.5, 2.0
+#mg_biome_np_heat_blend = 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0
+#mg_biome_np_humidity = 50, 50, (750, 750, 750), 842, 3, 0.5, 2.0
+#mg_biome_np_humidity_blend = 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0
-#mgv5_spflags = blobs
#mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0
#mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0
#mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0
-#mgv5_np_cave1 = {
-# offset = 0
-# scale = 6
-# spread = (50, 50, 50)
-# seed = 52534
-# octaves = 4
-# persistence = 0.5
-# lacunarity = 2.0
-# flags = "eased"
-#}
-#mgv5_np_cave2 = {
-# offset = 0
-# scale = 6
-# spread = (50, 50, 50)
-# seed = 10325
-# octaves = 4
-# persistence = 0.5
-# lacunarity = 2.0
-# flags = "eased"
-#}
+#mgv5_np_cave1 = 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0
+#mgv5_np_cave2 = 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0
#mgv5_np_ground = {
# offset = 0
# scale = 40
# lacunarity = 2.0
# flags = "eased"
#}
-#mgv5_np_crumble = {
-# offset = 0
-# scale = 1
-# spread = (20, 20, 20)
-# seed = 34413
-# octaves = 3
-# persistence = 1.3
-# lacunarity = 2.0
-# flags = "eased"
-#}
-#mgv5_np_wetness = 0, 1, (40, 40, 40), 32474, 4, 1.1, 2.0
-#mgv6_spflags = biomeblend, jungles, mudflow
#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
#mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0
#mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0
#mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0
#mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0
#mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0
-#mgv6_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50, 2.0
+#mgv6_np_biome = 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0
#mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0
-#mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 4, 0.66, 2.0
+#mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0
#mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0
#mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0
-#mgv7_spflags = mountains, ridges
-#mgv7_np_terrain_base = 4, 70, (300, 300, 300), 82341, 6, 0.7, 2.0
+#mgv7_np_terrain_base = 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0
#mgv7_np_terrain_alt = 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0
-#mgv7_np_terrain_persist = 0.6, 0.1, (500, 500, 500), 539, 3, 0.6, 2.0
-#mgv7_np_height_select = -0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0
-#mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 4, 0.7, 2.0
-#mgv7_np_mount_height = 100, 30, (500, 500, 500), 72449, 4, 0.6, 2.0
-#mgv7_np_ridge_uwater = 0, 1, (500, 500, 500), 85039, 4, 0.6, 2.0
-#mgv7_np_mountain = 0, 1, (250, 350, 250), 5333, 5, 0.68, 2.0
+#mgv7_np_terrain_persist = 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0
+#mgv7_np_height_select = -12, 24, (500, 500, 500), 4213, 6, 0.7, 2.0
+#mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0
+#mgv7_np_mount_height = 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0
+#mgv7_np_ridge_uwater = 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0
+#mgv7_np_mountain = -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
#mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
+#mgv7_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
+#mgv7_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0
-# Noise parameters for biome API temperature and humidity
-#mg_biome_np_heat = 50, 50, (500, 500, 500), 5349, 3, 0.5, 2.0
-#mg_biome_np_humidity = 50, 50, (500, 500, 500), 842, 3, 0.5, 2.0
+# Prevent mods from doing insecure things like running shell commands.
+#secure.enable_security = false
+# Comma-separated list of trusted mods that are allowed to access insecure
+# functions even when mod security is on (via request_insecure_environment()).
+#secure.trusted_mods =