# type: bool
# pitch_move = false
-# Fast movement (via the "special" key).
+# Fast movement (via the "Aux1" key).
# This requires the "fast" privilege on the server.
# type: bool
# fast_move = false
# type: float
# mouse_sensitivity = 0.2
-# If enabled, "special" key instead of "sneak" key is used for climbing down and
+# If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
# descending.
# type: bool
# aux1_descends = false
# type: bool
# doubletap_jump = false
-# If disabled, "special" key is used to fly fast if both fly and fast mode are
+# If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
# enabled.
# type: bool
# always_fly_fast = true
-# The time in seconds it takes between repeated right clicks when holding the right
-# mouse button.
+# The time in seconds it takes between repeated node placements when holding
+# the place button.
# type: float min: 0.001
-# repeat_rightclick_time = 0.25
+# repeat_place_time = 0.25
# Automatically jump up single-node obstacles.
# type: bool
# type: bool
# fixed_virtual_joystick = false
-# (Android) Use virtual joystick to trigger "aux" button.
-# If enabled, virtual joystick will also tap "aux" button when out of main circle.
+# (Android) Use virtual joystick to trigger "Aux1" button.
+# If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
# type: bool
-# virtual_joystick_triggers_aux = false
+# virtual_joystick_triggers_aux1 = false
# Enable joysticks
# type: bool
# joystick_id = 0
# The type of joystick
-# type: enum values: auto, generic, xbox
+# type: enum values: auto, generic, xbox, dragonrise_gamecube
# joystick_type = auto
# The time in seconds it takes between repeated events
# type: float min: 0.001
# repeat_joystick_button_time = 0.17
+# The dead zone of the joystick
+# type: int
+# joystick_deadzone = 2048
+
# The sensitivity of the joystick axes for moving the
-# ingame view frustum around.
+# in-game view frustum around.
# type: float
# joystick_frustum_sensitivity = 170
# type: key
# keymap_sneak = KEY_LSHIFT
+# Key for digging.
+# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
+# type: key
+# keymap_dig = KEY_LBUTTON
+
+# Key for placing.
+# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
+# type: key
+# keymap_place = KEY_RBUTTON
+
# Key for opening the inventory.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# Key for moving fast in fast mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
-# keymap_special1 = KEY_KEY_E
+# keymap_aux1 = KEY_KEY_E
# Key for opening the chat window.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# 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
+# Whether name tag backgrounds should be shown by default.
+# Mods may still set a background.
+# type: bool
+# show_nametag_backgrounds = true
+
# Enable vertex buffer objects.
# This should greatly improve graphics performance.
# type: bool
### Filtering
-# Use mip mapping to scale textures. May slightly increase performance,
+# Use mipmapping to scale textures. May slightly increase performance,
# especially when using a high resolution texture pack.
# Gamma correct downscaling is not supported.
# type: bool
# 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.
+# which PNG optimizers usually discard, often resulting in dark or
+# light edges to transparent textures. Apply a filter to clean that up
+# at texture load time. This is automatically enabled if mipmapping is enabled.
# type: bool
# texture_clean_transparent = false
# 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.
+# memory. Powers of 2 are recommended. This setting is ONLY applied if
+# bilinear/trilinear/anisotropic filtering is enabled.
# This is also used as the base node texture size for world-aligned
# texture autoscaling.
# type: int
# texture_min_size = 64
-# Experimental option, might cause visible spaces between blocks
-# when set to higher number than 0.
+# Use multi-sample antialiasing (MSAA) to smooth out block edges.
+# This algorithm smooths out the 3D viewport while keeping the image sharp,
+# but it doesn't affect the insides of textures
+# (which is especially noticeable with transparent textures).
+# Visible spaces appear between nodes when shaders are disabled.
+# If set to 0, MSAA is disabled.
+# A restart is required after changing this option.
# type: enum values: 0, 1, 2, 4, 8, 16
# fsaa = 0
# type: bool
# tone_mapping = false
-#### Bumpmapping
-
-# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
-# or need to be auto-generated.
-# Requires shaders to be enabled.
-# type: bool
-# enable_bumpmapping = false
-
-# Enables on the fly normalmap generation (Emboss effect).
-# Requires bumpmapping to be enabled.
-# type: bool
-# generate_normalmaps = false
-
-# Strength of generated normalmaps.
-# type: float
-# normalmaps_strength = 0.6
-
-# Defines sampling step of texture.
-# A higher value results in smoother normal maps.
-# type: int min: 0 max: 2
-# normalmaps_smooth = 0
-
-#### Parallax Occlusion
-
-# Enables parallax occlusion mapping.
-# Requires shaders to be enabled.
-# type: bool
-# enable_parallax_occlusion = false
-
-# 0 = parallax occlusion with slope information (faster).
-# 1 = relief mapping (slower, more accurate).
-# 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
-
-# Overall scale of parallax occlusion effect.
-# type: float
-# parallax_occlusion_scale = 0.08
-
-# Overall bias of parallax occlusion effect, usually scale/2.
-# type: float
-# parallax_occlusion_bias = 0.04
-
#### Waving Nodes
# Set to true to enable waving liquids (like water).
# type: bool
# enable_waving_plants = false
+#### Dynamic shadows
+
+# Set to true to enable Shadow Mapping.
+# Requires shaders to be enabled.
+# type: bool
+# enable_dynamic_shadows = false
+
+# Set the shadow strength.
+# Lower value means lighter shadows, higher value means darker shadows.
+# type: float min: 0.05 max: 1
+# shadow_strength = 0.2
+
+# Maximum distance to render shadows.
+# type: float min: 10 max: 1000
+# shadow_map_max_distance = 120.0
+
+# Texture size to render the shadow map on.
+# This must be a power of two.
+# Bigger numbers create better shadows but it is also more expensive.
+# type: int min: 128 max: 8192
+# shadow_map_texture_size = 1024
+
+# Sets shadow texture quality to 32 bits.
+# On false, 16 bits texture will be used.
+# This can cause much more artifacts in the shadow.
+# type: bool
+# shadow_map_texture_32bit = true
+
+# Enable Poisson disk filtering.
+# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
+# type: bool
+# shadow_poisson_filter = true
+
+# Define shadow filtering quality.
+# This simulates the soft shadows effect by applying a PCF or Poisson disk
+# but also uses more resources.
+# type: enum values: 0, 1, 2
+# shadow_filters = 1
+
+# Enable colored shadows.
+# On true translucent nodes cast colored shadows. This is expensive.
+# type: bool
+# shadow_map_color = false
+
+# Spread a complete update of shadow map over given amount of frames.
+# Higher values might make shadows laggy, lower values
+# will consume more resources.
+# Minimum value: 1; maximum value: 16
+# type: int min: 1 max: 16
+# shadow_update_frames = 8
+
+# Set the soft shadow radius size.
+# Lower values mean sharper shadows, bigger values mean softer shadows.
+# Minimum value: 1.0; maximum value: 10.0
+# type: float min: 1 max: 10
+# shadow_soft_radius = 1.0
+
+# Set the tilt of Sun/Moon orbit in degrees.
+# Value of 0 means no tilt / vertical orbit.
+# Minimum value: 0.0; maximum value: 60.0
+# type: float min: 0 max: 60
+# shadow_sky_body_orbit_tilt = 0.0
+
### Advanced
# Arm inertia, gives a more realistic movement of
# type: int min: 1
# fps_max = 60
-# Maximum FPS when game is paused.
+# Maximum FPS when the window is not focused, or when the game is paused.
# type: int min: 1
-# pause_fps_max = 20
+# fps_max_unfocused = 20
# Open the pause menu when the window's focus is lost. Does not pause if a formspec is
# open.
# View distance in nodes.
# type: int min: 20 max: 4000
-# viewing_range = 100
+# viewing_range = 190
# 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.
# type: float min: 0 max: 0.25
# near_plane = 0.1
-# Width component of the initial window size.
+# Width component of the initial window size. Ignored in fullscreen mode.
# type: int min: 1
# screen_w = 1024
-# Height component of the initial window size.
+# Height component of the initial window size. Ignored in fullscreen mode.
# type: int min: 1
# screen_h = 600
# type: bool
# fullscreen = false
-# Bits per pixel (aka color depth) in fullscreen mode.
-# type: int
-# fullscreen_bpp = 24
-
# Vertical screen synchronization.
# type: bool
# vsync = false
# type: path
# texture_path =
-# The rendering back-end for Irrlicht.
+# The rendering back-end.
# A restart is required after changing this.
# Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
-# On other platforms, OpenGL is recommended, and it’s the only driver with
-# shader support currently.
-# type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl, ogles1, ogles2
+# On other platforms, OpenGL is recommended.
+# Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
+# type: enum values: opengl, ogles1, ogles2
# video_driver = opengl
# Radius of cloud area stated in number of 64 node cloud squares.
# 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
# selectionbox_width = 2
# Crosshair color (R,G,B).
+# Also controls the object crosshair color
# type: string
# crosshair_color = (255,255,255)
# Crosshair alpha (opaqueness, between 0 and 255).
+# This also applies to the object crosshair.
# type: int min: 0 max: 255
# crosshair_alpha = 255
# type: float
# hud_hotbar_max_width = 1.0
-# Modifies the size of the hudbar elements.
+# Modifies the size of the HUD elements.
# type: float
# hud_scaling = 1.0
# 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
# type: int min: 1
# font_size = 16
+# For pixel-style fonts that do not scale well, this ensures that font sizes used
+# with this font will always be divisible by this value, in pixels. For instance,
+# a pixel font 16 pixels tall should have this set to 16, so it will only ever be
+# sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
+# font_size_divisible_by = 1
+
# 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.
# font_path_italic = fonts/Arimo-Italic.ttf
# type: filepath
-# font_path_bolditalic = fonts/Arimo-BoldItalic.ttf
+# font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
# Font size of the monospace font in point (pt).
# type: int min: 1
-# mono_font_size = 15
+# mono_font_size = 16
+
+# For pixel-style fonts that do not scale well, this ensures that font sizes used
+# with this font will always be divisible by this value, in pixels. For instance,
+# a pixel font 16 pixels tall should have this set to 16, so it will only ever be
+# sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
+# mono_font_size_divisible_by = 1
# Path to the monospace font.
# If “freetype” setting is enabled: Must be a TrueType font.
# 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
+# mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
# Path of the fallback font.
# If “freetype” setting is enabled: Must be a TrueType font.
# type: filepath
# fallback_font_path = fonts/DroidSansFallbackFull.ttf
-# Path to save screenshots at.
+# 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
+# type: enum values: png, jpg
# screenshot_format = png
# Screenshot quality. Only used for JPEG format.
# type: int min: 1
# screen_dpi = 72
+# Adjust the detected display density, used for scaling UI elements.
+# type: float
+# display_density_factor = 1
+
# Windows systems only: Start Minetest with the command line window in the background.
# Contains the same information as the file debug.txt (default name).
# type: bool
# Client
#
+# Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
+# type: bool
+# clickable_chat_weblinks = false
+
+# Optional override for chat weblink color.
+# type: string
+# chat_weblink_color =
+
## Network
# Address to connect to.
# 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 fetched 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
# File in client/serverlist/ that contains your favorite servers displayed in the
# Multiplayer Tab.
# type: string
-# serverlist_file = favoriteservers.txt
+# serverlist_file = favoriteservers.json
# Maximum size of the out chat queue.
# 0 to disable queueing and -1 to make the queue size unlimited.
# Maximum number of mapblocks for client to be kept in memory.
# Set to -1 for unlimited amount.
# type: int
-# client_mapblock_limit = 5000
+# client_mapblock_limit = 7500
# Whether to show the client debug info (has the same effect as hitting F5).
# type: bool
# type: int
# max_packets_per_iteration = 1024
+# Compression level to use when sending mapblocks to the client.
+# -1 - use default compression level
+# 0 - least compression, fastest
+# 9 - best compression, slowest
+# type: int min: -1 max: 9
+# map_compression_level_net = -1
+
## Game
# Default game when creating a new world.
# 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
-# Enable creative mode for new created maps.
+# Enable creative mode for all players
# type: bool
# creative_mode = false
# type: string
# chat_message_format = <@name> @message
+# If the execution of a chat command takes longer than this specified time in
+# seconds, add the time information to the chat command message
+# type: float
+# chatcommand_msg_time_threshold = 0.1
+
# A message to be displayed to all clients when the server shuts down.
# type: string
# kick_msg_shutdown = Server shutting down.
# ask_reconnect_on_crash = false
# From how far clients know about objects, stated in mapblocks (16 nodes).
-#
+#
# Setting this larger than active_block_range will also cause the server
# to maintain active objects up to this distance in the direction the
# player is looking. (This can avoid mobs suddenly disappearing from view)
# type: int
-# active_object_send_range_blocks = 4
+# active_object_send_range_blocks = 8
# The radius of the volume of blocks around every player that is subject to the
# 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
+# active_block_range = 4
# From how far blocks are sent to clients, stated in mapblocks (16 nodes).
# type: int
-# max_block_send_distance = 10
+# max_block_send_distance = 12
# Maximum number of forceloaded mapblocks.
# type: int
### Advanced
# 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).
+# - none: Do not log deprecated calls
+# - log: mimic and log backtrace of deprecated call (default).
# - error: abort on usage of deprecated call (suggested for mod developers).
-# type: enum values: legacy, log, error
-# deprecated_lua_api_handling = legacy
+# type: enum values: none, log, error
+# deprecated_lua_api_handling = log
# Number of extra blocks that can be loaded by /clearobjects at once.
-# This is a trade-off between sqlite transaction overhead and
+# This is a trade-off between SQLite transaction overhead and
# memory consumption (4096=100MB, as a rule of thumb).
# type: int
# max_clearobjects_extra_loaded_blocks = 4096
# type: enum values: 0, 1, 2
# sqlite_synchronous = 2
+# Compression level to use when saving mapblocks to disk.
+# -1 - use default compression level
+# 0 - least compression, fastest
+# 9 - best compression, slowest
+# type: int min: -1 max: 9
+# map_compression_level_disk = -1
+
# Length of a server tick and the interval at which objects are generally updated over
# network.
# type: float
# type: float
# abm_interval = 1.0
+# The time budget allowed for ABMs to execute on each step
+# (as a fraction of the ABM Interval)
+# type: float min: 0.1 max: 0.9
+# abm_time_budget = 0.2
+
# Length of time between NodeTimer execution cycles
# type: float
# nodetimer_interval = 0.2
# type: bool
# instrument.lbm = true
-# Instrument chatcommands on registration.
+# Instrument chat commands on registration.
# type: bool
# instrument.chatcommand = true
# Set the language. Leave empty to use the system language.
# A restart is required after changing this.
-# type: enum values: , ar, ca, cs, da, de, dv, el, 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
+# type: enum values: , be, bg, ca, cs, da, de, el, en, eo, es, et, eu, fi, fr, gd, gl, hu, id, it, ja, jbo, kk, ko, lt, lv, ms, nb, nl, nn, pl, pt, pt_BR, ro, ru, sk, sl, sr_Cyrl, sr_Latn, sv, sw, tr, uk, vi, zh_CN, zh_TW
# language =
# Level of logging to be written to debug.txt:
# type: int
# debug_log_size_max = 50
+# 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
## Advanced
-# Default timeout for cURL, stated in milliseconds.
-# Only has an effect if compiled with cURL.
+# Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
# type: int
-# curl_timeout = 5000
+# curl_timeout = 20000
# Limits number of parallel HTTP requests. Affects:
# - Media fetch if server uses remote_media setting.
# type: int
# curl_parallel_limit = 8
-# Maximum time in ms a file download (e.g. a mod download) may take.
+# Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
# type: int
# curl_file_download_timeout = 300000
-# Makes DirectX work with LuaJIT. Disable if it causes troubles.
-# type: bool
-# high_precision_fpu = true
-
-# Changes the main menu UI:
-# - Full: Multiple singleplayer worlds, game choice, texture pack chooser, etc.
-# - Simple: One singleplayer world, no game or texture pack choosers. May be
-# necessary for smaller screens.
-# type: enum values: full, simple
-# main_menu_style = full
-
# Replaces the default main menu with a custom one.
# type: string
# main_menu_script =
# From how far blocks are generated for clients, stated in mapblocks (16 nodes).
# type: int
-# max_block_generate_distance = 8
+# max_block_generate_distance = 10
# Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
# Only mapchunks completely within the mapgen limit are generated.
# Global map generation attributes.
# In Mapgen v6 the 'decorations' flag controls all decorations except trees
-# and junglegrass, in all other mapgens this flag controls all decorations.
-# type: flags possible values: caves, dungeons, light, decorations, biomes, nocaves, nodungeons, nolight, nodecorations, nobiomes
-# mg_flags = caves,dungeons,light,decorations,biomes
+# and jungle grass, in all other mapgens this flag controls all decorations.
+# type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores
+# mg_flags = caves,dungeons,light,decorations,biomes,ores
## Biome API temperature and humidity noise parameters
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# Second of two 3D noises that together define tunnels.
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# 3D noise defining giant caverns.
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# 3D noise defining terrain.
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
## Mapgen V6
## 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
+# Lower Y limit of floatlands.
+# type: int
+# mgv7_floatland_ymin = 1024
+
+# Upper Y limit of floatlands.
+# type: int
+# mgv7_floatland_ymax = 4096
+
+# 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_floatland_taper = 256
+
+# 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_taper_exp = 2.0
+
+# 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_floatland_density = -0.6
+
+# 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.
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# 3D noise defining structure of river canyon walls.
# octaves = 4,
# persistence = 0.75,
# lacunarity = 2.0,
-# flags =
+# flags =
+# }
+
+# 3D noise defining structure of floatlands.
+# 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.
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# First of two 3D noises that together define tunnels.
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# Second of two 3D noises that together define tunnels.
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# 3D noise that determines number of dungeons per mapchunk.
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
## Mapgen Carpathian
# octaves = 5,
# persistence = 0.55,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# First of two 3D noises that together define tunnels.
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# Second of two 3D noises that together define tunnels.
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# 3D noise defining giant caverns.
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# 3D noise that determines number of dungeons per mapchunk.
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
## Mapgen Flat
# 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: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns
+# mgflat_spflags = nolakes,nohills,nocaverns
# Y of flat ground.
# type: int
# type: float
# mgflat_hill_steepness = 64.0
+# Y-level of cavern upper limit.
+# type: int
+# mgflat_cavern_limit = -256
+
+# Y-distance over which caverns expand to full size.
+# type: int
+# mgflat_cavern_taper = 256
+
+# Defines full size of caverns, smaller values create larger caverns.
+# type: float
+# mgflat_cavern_threshold = 0.7
+
# Lower Y limit of dungeons.
# type: int
# mgflat_dungeon_ymin = -31000
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# Second of two 3D noises that together define tunnels.
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
+# }
+
+# 3D noise defining giant caverns.
+# type: noise_params_3d
+# mgflat_np_cavern = {
+# offset = 0,
+# scale = 1,
+# spread = (384, 128, 384),
+# seed = 723,
+# octaves = 5,
+# persistence = 0.63,
+# lacunarity = 2.0,
+# flags =
# }
# 3D noise that determines number of dungeons per mapchunk.
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
## Mapgen Fractal
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# Second of two 3D noises that together define tunnels.
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# 3D noise that determines number of dungeons per mapchunk.
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
## Mapgen Valleys
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# Second of two 3D noises that together define tunnels.
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# The depth of dirt or other biome filler node.
# octaves = 6,
# persistence = 0.63,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# Defines large-scale river channel structure.
# octaves = 6,
# persistence = 0.8,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
# Amplifies the valleys.
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
-# flags =
+# flags =
# }
## Advanced
# enable_mapgen_debug_info = false
# Maximum number of blocks that can be queued for loading.
-# type: int
-# emergequeue_limit_total = 512
+# type: int min: 1 max: 1000000
+# emergequeue_limit_total = 1024
# 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.
-# type: int
-# emergequeue_limit_diskonly = 64
+# This limit is enforced per player.
+# type: int min: 1 max: 1000000
+# emergequeue_limit_diskonly = 128
# Maximum number of blocks to be queued that are to be generated.
-# Set to blank for an appropriate amount to be chosen automatically.
-# type: int
-# emergequeue_limit_generate = 64
+# This limit is enforced per player.
+# type: int min: 1 max: 1000000
+# emergequeue_limit_generate = 128
# 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
+
+# Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
+# This should be lower than curl_parallel_limit.
+# type: int
+# contentdb_max_concurrent_downloads = 3
+