# Client and server
#
-
# Name of player; on a server this is the main admin
-#name =
+#name =
#
# Client stuff
#
# Port to connect to (UDP)
-#remote_port =
+#remote_port =
# Key mappings
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#keymap_forward = KEY_KEY_W
# 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
#vsync = false
#fov = 72
# Address to connect to (#blank = start local server)
-#address =
+#address =
# Enable random user input, for testing
#random_input = false
# Timeout for client to remove unused map data from memory
#enable_fog = true
# Enable a bit lower water surface; disable for speed (not quite optimized)
#new_style_water = false
-# Constant volume liquids
-#liquid_finite = false
# Max liquids processed per step
#liquid_loop_max = 10000
# Update liquids every .. recommend for finite: 0.2
#liquid_update = 1.0
-# Relax flowing blocks to source if level near max and N nearby
-# source blocks, more realistic, but not true constant.
-# values: 0,1,2,3,4 : 0 - disable, 1 - most aggresive
-# (for finite liquids)
-#liquid_relax = 2
-# Optimization: faster cave flood (and not true constant)
-# (for finite liquids)
-#liquid_fast_flood = 1
-# Underground water and lava springs, its infnity sources if liquid_finite enabled
-#underground_springs = 1
-# Enable weather (cold-hot, water freeze-melt). use only with liquid_finite=1
-#weather = false
# Enable nice leaves; disable for speed
#new_style_leaves = true
# Enable smooth lighting with simple ambient occlusion;
# disable for speed or for different looks.
#smooth_lighting = true
# Path to texture directory. All textures are first searched from here.
-#texture_path =
+#texture_path =
# Video back-end.
# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl
#video_driver = opengl
#view_bobbing_amount = 1.0
# Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
#fall_bobbing_amount = 0.0
-# Anaglyph stereo
-#anaglyph = false
-#anaglyph_strength = 0.1
+# 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_mode = none
+#3d_paralax_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)
#crosshair_color = (255,255,255)
# Cross alpha (opaqueness, between 0 and 255)
#crosshair_alpha = 255
+# scale gui by a user specified value
+#gui_scaling = 1.0
# Sensitivity multiplier
#mouse_sensitivity = 0.2
# Sound settings
#sound_volume = 0.7
# 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)
+#hud_hotbar_max_width = 1.0
# Texture filtering settings
#mip_map = false
#anisotropic_filter = false
# 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
+# Strength of generated normalmaps
+#normalmaps_smooth = 1
+# Defines sampling step of texture (0 - 2)
+# Higher the value normal maps will be smoother
#enable_parallax_occlusion = false
# Scale of parallax occlusion effect
-#parallax_mapping_scale = 0.08
+#parallax_occlusion_scale = 0.08
# Bias of parallax occlusion effect, usually scale/2
-#parallax_mapping_scale = 0.04
+#parallax_occlusion_bias = 0.04
# Set to true enables waving water. Requires shaders enabled.
#enable_waving_water = false
# Parameters for waving water:
# 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
+
+# Default timeout for cURL, 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
-# will only work for servers which use remote_media setting
-# and only for clients compiled with cURL
-#media_fetch_threads = 8
+# 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
# 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_shadow = 1
+# Font shadow alpha (opaqueness, between 0 and 255)
+#font_shadow_alpha = 128
#mono_font_path = fonts/liberationmono.ttf
#mono_font_size = 13
# This font will be used for certain languages
#fallback_font_path = fonts/DroidSansFallbackFull.ttf
#fallback_font_size = 13
+#fallback_font_shadow = 1
+#fallback_font_shadow_alpha = 128
#
# Server stuff
#
# Network port to listen (UDP)
-#port =
+#port = 30000
+# Bind address
+#bind_address =
# Name of server
#server_name = Minetest server
# Description of server
#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
# Gives some stuff to players at the beginning
#give_initial_stuff = false
# New users need to input this password
-#default_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
#disable_anticheat = false
# If true, actions are recorded for rollback
#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
# Profiler data print interval. #0 = disable.
#profiler_print_interval = 0
# 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 = 2
+#max_simultaneous_block_sends_per_client = 10
# how many blocks are flying in the wire simultaneously per server
-#max_simultaneous_block_sends_server_total = 8
+#max_simultaneous_block_sends_server_total = 40
# From how far blocks are sent to clients (value * 16 nodes)
#max_block_send_distance = 10
# From how far blocks are generated for clients (value * 16 nodes)
# 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
# Length of day/night cycle. 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged
# 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.
-# Leave blank for an appropriate amount to be chosen automatically.
-#emergequeue_limit_diskonly =
+# 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.
-# Leave blank for an appropriate amount to be chosen automatically.
-#emergequeue_limit_generate =
+# 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
#
# Physics stuff
# Mapgen stuff
#
-# Name of map generator to be used. Currently supported: v6, indev, singlenode, math
+# Name of map generator to be used. Currently supported: v6, v7, indev, singlenode, math
#mg_name = v6
# Water level of map.
#water_level = 1
# Size of chunks to be generated.
#chunksize = 5
-# Map generation attributes. Currently supported: trees, caves, flat, v6_biome_blend, v6_jungles, dungeons, nolight
-#mg_flags = trees, caves, v6_biome_blend
+# 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
#mgv6_freq_desert = 0.45
#mgv6_freq_beach = 0.15
#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
+#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
#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 =