-# This file is read by default from:
-# ../minetest.conf
-# ../../minetest.conf
-# Any other path can be chosen by passing the path as a parameter
-# to the program, eg. "minetest.exe --config ../minetest.conf.example"
-#
-# By default, all the settings are commented and not functional.
-# Uncomment settings by removing the preceding #.
-#
-# Further documentation:
-# http://wiki.minetest.net/
-#
-# NOTE: This file might not be up-to-date, refer to the
-# defaultsettings.cpp file for an up-to-date list:
-# https://github.com/minetest/minetest/blob/master/src/defaultsettings.cpp
-#
-# A vim command to convert most of defaultsettings.cpp to conf file format:
-# :'<,'>s/\tsettings->setDefault("\([^"]*\)", "\([^"]*\)");.*/#\1 = \2/g
-# Note: Some of the settings are implemented in Lua
+# This file is read by default from:
+# ../minetest.conf
+# ../../minetest.conf
+# Any other path can be chosen by passing the path as a parameter
+# to the program, eg. "minetest.exe --config ../minetest.conf.example".
+
+# By default, all the settings are commented and not functional.
+# Uncomment settings by removing the preceding #.
+
+# Further documentation:
+# http://wiki.minetest.net/
+
+# NOTE: This file might not be up-to-date, refer to the
+# defaultsettings.cpp file for an up-to-date list:
+# https://github.com/minetest/minetest/blob/master/src/defaultsettings.cpp
+
+# A vim command to convert most of defaultsettings.cpp to conf file format:
+# :'<,'>s/\tsettings->setDefault("\([^"]*\)", "\([^"]*\)");.*/#\1 = \2/g
+# Note: Some of the settings are implemented in Lua.
#
-# Client and server
+# Client and server
#
-# Name of player; on a server this is the main admin
+# Name of player, on a server this is the main admin
#name =
#
-# Client stuff
+# Client stuff
#
-# Port to connect to (UDP)
+# Port to connect to (UDP)
#remote_port =
-# Key mappings
-# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
+
+# Key mappings.
+# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#keymap_forward = KEY_KEY_W
#keymap_backward = KEY_KEY_S
#keymap_left = KEY_KEY_A
#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
+
+# Go down ladder / go down in fly mode / go fast in fast mode
#keymap_special1 = KEY_KEY_E
#keymap_chat = KEY_KEY_T
#keymap_cmd = /
#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
+
+# If true, keymap_special1 instead of keymap_sneak is used for climbing down and descending
#aux1_descends = false
-# Doubletaping the jump key toogles fly mode
+
+# Double-tapping the jump key toggles fly mode
#doubletap_jump = false
-# If false aux1 is used to fly fast
+
+# If false aux1 is used to fly fast
#always_fly_fast = true
-# Some (temporary) keys for debugging
+
+# Some (temporary) keys for debugging
#keymap_print_debug_stacks = KEY_KEY_P
#keymap_quicktune_prev = KEY_HOME
#keymap_quicktune_next = KEY_END
#keymap_quicktune_dec = KEY_NEXT
#keymap_quicktune_inc = KEY_PRIOR
-# Minimum FPS
-# The amount of rendered stuff is dynamically set according to this
+# 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)
+
+# 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
+
+# Maximum FPS when game is paused
#pause_fps_max = 20
-# The allowed adjustment range for the automatic rendering range adjustment
+
+# The allowed adjustment range for the automatic rendering range adjustment
#viewing_range_nodes_max = 160
#viewing_range_nodes_min = 35
-# Initial window size
+
+# 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
+
+# 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 to connect to (#blank = start local server)
#address =
-# Enable random user input, for testing
+
+# Enable random user input, for testing
#random_input = false
-# Timeout for client to remove unused map data from memory
+
+# Timeout for client to remove unused map data from memory
#client_unload_unused_data_timeout = 600
-# Whether to fog out the end of the visible area
+
+# 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)
+
+# 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)
+
+# Enable a bit lower water surface; disable for speed (not quite optimized)
#new_style_water = false
-# Max liquids processed per step
-#liquid_loop_max = 10000
-# Update liquids every .. recommend for finite: 0.2
+
+# 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 nice leaves; disable for speed
-#new_style_leaves = true
-# Enable smooth lighting with simple ambient occlusion;
-# disable for speed or for different looks.
+
+# 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
+# 1.0 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 back-end.
+# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl.
#video_driver = opengl
-# Unobstructed movement without physics, downwards key is keymap_special1
+
+# Unobstructed movement without physics, downwards key is keymap_special1
#free_move = false
-# Continuous forward movement (for testing)
+
+# Continuous forward movement (for testing)
#continuous_forward = false
-# Fast movement (keymap_special1)
+
+# 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
#invert_mouse = false
-# Enable/disable clouds
+
+# 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
+
+# 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)
+
+# 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)
+
+# Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
#fall_bobbing_amount = 0.0
-# 3d support,
-# right now:
-# "none" = no 3d output,
-# "anaglyph" = cyan/magenta color 3d,
-# "interlaced" = odd/even line based polarisation screen support,
-# "topbottom" = split screen top boton,
-# "sidebyside" = split screen side by side
+
+# 3d support.
+# Currently:
+# "none" = no 3d output.
+# "anaglyph" = cyan/magenta color 3d.
+# "interlaced" = odd/even line based polarisation screen support.
+# "topbottom" = split screen top/bottom.
+# "sidebyside" = split screen side by side.
#3d_mode = none
-#3d_paralax_strength = 0.025
-# In-game chat console background color (R,G,B)
+
+# 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)
+
+# In-game chat console background alpha (opaqueness, between 0 and 255)
#console_alpha = 200
-# Selection box border color (R,G,B)
+
+# Selection box border color (R,G,B)
#selectionbox_color = (0,0,0)
-# Crosshair color (R,G,B)
+
+# Crosshair color (R,G,B)
#crosshair_color = (255,255,255)
-# Cross alpha (opaqueness, between 0 and 255)
+
+# Cross alpha (opaqueness, between 0 and 255)
#crosshair_alpha = 255
-# 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
+# edge pixels when images are scaled by non-integer sizes.
#gui_scaling = 1.0
-# Sensitivity multiplier
+
+# 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
+
+# Sound settings
#enable_sound = true
#sound_volume = 0.7
-# Whether node texture animations should be desynchronized per MapBlock
+
+# Whether node texture animations should be desynchronized per mapblock
#desynchronize_mapblock_texture_animation = true
-# maximum percentage of current window to be used for hotbar
-# (usefull if you've there's something to be displayed right or left of hotbar)
+
+# 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
-# Texture filtering settings
+
+# 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
-# Set to true to pre-generate all item visuals
-#preload_item_visuals = true
-# Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
+
+# 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.
+
+# Set to true to enable textures bumpmapping. Requires shaders enabled.
#enable_bumpmapping = false
-# Set to true enables parallax occlusion mapping. Requires shaders enabled.
+
+# Set to true enables on the fly normalmap generation (Emboss effect).
+# Requires bumpmapping enabled.
#generate_normalmaps = false
-# Set to true enables on the fly normalmap generation (Emboss effect).
-# Requires bumpmapping enabled.
+
+# Strength of generated normalmaps
#normalmaps_strength = 0.6
-# Strength of generated normalmaps
-#normalmaps_smooth = 1
-# Defines sampling step of texture (0 - 2)
-# Higher the value normal maps will be smoother
+
+# 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.
+
+# Set to true enables waving water. Requires shaders enabled.
#enable_waving_water = false
-# Parameters for waving water:
+
+# 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.
+
+# Set to true enables waving leaves. Requires shaders enabled.
#enable_waving_leaves = false
-# Set to true enables waving plants. Requires shaders enabled.
+
+# Set to true enables waving plants. Requires shaders enabled.
#enable_waving_plants = false
-# The time in seconds it takes between repeated
-# right clicks when holding the right mouse button
+
+# 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 = 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
+
+# Make fog and sky colors depend on daytime (dawn/sunset) and view direction
#directional_colored_fog = true
-# Default timeout for cURL, in milliseconds
-# Only has an effect if compiled with cURL
+# Delay showing tooltips, stated in milliseconds
+#tooltip_show_delay = 400
+
+# 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
+
+# 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
-# enable usage of remote media server (if provided by server)
+# 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
+# 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
+
+# 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
+# Whether freetype fonts are used, requires freetype support to be compiled in
#freetype = true
-# Path to TrueTypeFont or bitmap
+
+# Path to TrueTypeFont or bitmap
#font_path = fonts/liberationsans.ttf
-#font_size = 13
-# Font shadow offset, if 0 then shadow will not be drawn.
+#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 (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
+# 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
#
-# Server stuff
+# Server stuff
#
-# Network port to listen (UDP)
+
+# Network port to listen (UDP)
#port = 30000
-# Bind address
+
+# Bind address
#bind_address =
-# Name of server
+
+# Name of server
#server_name = Minetest server
-# Description of server
+
+# Description of server
#server_description = mine here
-# Domain name of server
+
+# Domain name of server
#server_address = game.minetest.net
-# Homepage of server
+
+# Homepage of server
#server_url = http://minetest.net
-# Automaticaly report to masterserver
+
+# 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
+
+# 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 (default when creating a new world)
#default_game = minetest
-# World directory (everything in the world is stored here)
+
+# World directory (everything in the world is stored here)
#map-dir = /custom/world
-# Message of the Day
+
+# Message of the Day
#motd = Welcome to this awesome Minetest server!
-# Maximum number of players connected simultaneously
+
+# Maximum number of players connected simultaneously
#max_users = 15
-# Set to true to disallow old clients from connecting
+
+# 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
+
+# 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)
+
+# Set to true to enable creative mode (unlimited inventory)
#creative_mode = false
-# Enable players getting damage and dying
+
+# Enable players getting damage and dying
#enable_damage = false
-# Despawn all non-peaceful mobs
-#only_peaceful_mobs = false
-# A chosen map seed for a new map, leave empty for random
+
+# A chosen map seed for a new map, leave empty for random
#fixed_map_seed =
-# Gives some stuff to players at the beginning
+
+# Gives some stuff to players at the beginning
#give_initial_stuff = false
-# New users need to input this password
+
+# 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.
+
+# 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
+
+# Whether players are shown to clients without any range limit.
+# Deprecated, use the setting player_transfer_distance instead.
#unlimited_player_transfer_distance = true
-# Whether to enable players killing each other
+
+# 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
+
+# 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
+
+# If true, new players cannot join with an empty password
#disallow_empty_password = false
-# If true, disable cheat prevention in multiplayer
+
+# If true, disable cheat prevention in multiplayer
#disable_anticheat = false
-# If true, actions are recorded for rollback
+
+# 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)
+
+# 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
-# Profiler data print interval. #0 = disable.
+# 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
+
+# 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)
+
+# 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
+
+# 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
+
+# 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 (value * 16 nodes)
+
+# 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 (value * 16 nodes)
+
+# From how far blocks are generated for clients, stated in mapblocks (16 nodes)
#max_block_generate_distance = 6
-# 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)
+
+# 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
+
+# Maximum number of forceloaded blocks
#max_forceloaded_blocks = 16
-# Interval of sending time of day to clients
+
+# Interval of sending time of day to clients
#time_send_interval = 5
-# Length of day/night cycle. 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged
+
+# 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
+
+# Maximum number of statically stored objects in a block
#max_objects_per_block = 49
-# Interval of saving important changes in the world
+
+# 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
+
+# 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.
+
+# 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
+
+# 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
+
+# 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
+
+# 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
+
+# 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.
+
+# 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.
+
+# 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.
+
+# 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.
+
+# 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
+
+# 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
+# Physics stuff
#
#movement_acceleration_default = 3
#movement_gravity = 9.81
#
-# Mapgen stuff
+# Mapgen stuff
#
-# Name of map generator to be used. Currently supported: v6, v7, indev, singlenode, math
+# Name of map generator to be used.
+# Currently supported: v5, v6, v7, singlenode.
#mg_name = v6
-# Water level of map.
+
+# Water surface level of map
#water_level = 1
-# Size of chunks to be generated.
+
+# Size of chunks to be generated, stated in mapblocks (16 nodes)
#chunksize = 5
-# 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
-# Map generation attributes specific to Mapgen V6. Currently supported: biomeblend, jungles, mudflow
-#mgv6_spflags = biomeblend
-# How large deserts and beaches are
+
+# 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.
+# 'trees' and 'flat' flags only have effect in mgv6.
+#mg_flags = trees, caves, dungeons, light
+
+# Map generation attributes specific to Mapgen V6.
+# 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
-# Perlin noise attributes for different map generation parameters
-# Offset, scale, spread factor, seed offset, number of octaves, persistence
-#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6
-#mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6
-#mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7
-#mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69
-#mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55
-#mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50
-#mgv6_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50
-#mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50
-#mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 4, 0.66
-#mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66
-#mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45
+# Map generation attributes specific to Mapgen V7.
+# Currently supported: mountains, ridges.
+# 'ridges' are the rivers.
#mgv7_spflags = mountains, ridges
-#mgv7_np_terrain = 10, 12, (350, 350, 350), 82341, 5, 0.6
-#mgv7_np_bgroup = 0.5, 0.3125, (350, 350, 350), 5923, 2, 0.6
-#mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0
-#mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6
-
-# Offset, scale, spread factor, seed offset, number of octaves, persistence, farscale, farspread
-#mgindev_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 10, 10
-#mgindev_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 10, 10
-#mgindev_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2, 10
-#mgindev_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 1, 1
-#mgindev_np_float_islands1 = 0, 1, (64, 64, 64 ), 3683, 5, 0.5, 1, 1.5
-#mgindev_np_float_islands2 = 0, 1, (8, 8, 8 ), 9292, 2, 0.5, 1, 1.5
-#mgindev_np_float_islands3 = 0, 1, (256, 256, 256), 6412, 2, 0.5, 1, 0.5
-#mgindev_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50, 1, 10
-
-# Float islands starts from height, 0 to disable
-#mgindev_float_islands = 500
-
-# Math mapgen generator: sphere, mandelbox, mengersponge dont forget to lower water_level = -30000
-#mgmath_generator = mandelbox
-
-# 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/*/
+# 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, for example:
+#mgv6_np_terrain_base = {
+# offset = -4
+# scale = 20
+# spread = (250, 250, 250)
+# seed = 82341
+# octaves = 5
+# persistence = 0.6
+# lacunarity = 2.0
+# flags = "defaults"
+#}
+# Only the group format supports noise flags which are needed for eased noise.
+# 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.
-# Makes DirectX work with LuaJIT. Disable if it causes troubles.
-#high_precision_fpu = true
+# 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
-# Override language. When no value is provided (default) system language is used.
-# Check "locale" directory for the list of available translations.
-#language =
+#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 = 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
+# spread = (80, 80, 80)
+# seed = 983240
+# octaves = 4
+# persistence = 0.55
+# lacunarity = 2.0
+# flags = "eased"
+#}
+
+#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, (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, 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_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, (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
+
+# 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 =