X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=minetest.conf.example;h=1c1796a1454130042d9944687e90c5d684f0fa4f;hb=6940e5a191e14c024a123d91a66855ff298c5b84;hp=357d677f41eed5db14ed5188f1503bff346bc918;hpb=308bb69eefdfb2ff3b893c124ccf0321d99a1bfd;p=dragonfireclient.git diff --git a/minetest.conf.example b/minetest.conf.example index 357d677f4..1c1796a14 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -26,6 +26,10 @@ # type: bool # free_move = false +# If enabled, makes move directions relative to the player's pitch when flying or swimming. +# type: bool +# pitch_move = false + # Fast movement (via the "special" key). # This requires the "fast" privilege on the server. # type: bool @@ -57,7 +61,8 @@ # type: float # mouse_sensitivity = 0.2 -# If enabled, "special" key instead of "sneak" key is used for climbing down and descending. +# If enabled, "special" key instead of "sneak" key is used for climbing down and +# descending. # type: bool # aux1_descends = false @@ -65,14 +70,20 @@ # type: bool # doubletap_jump = false -# If disabled, "special" key is used to fly fast if both fly and fast mode are enabled. +# If disabled, "special" 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. -# type: float +# The time in seconds it takes between repeated right clicks when holding the right +# mouse button. +# type: float min: 0.001 # repeat_rightclick_time = 0.25 +# Automatically jump up single-node obstacles. +# type: bool +# autojump = false + # Prevent digging and placing from repeating when holding the mouse buttons. # Enable this when you dig or place too often by accident. # type: bool @@ -83,10 +94,25 @@ # random_input = false # Continuous forward movement, toggled by autoforward key. +# Press the autoforward key again or the backwards movement to disable. # type: bool # continuous_forward = false -# Enable Joysticks +# The length in pixels it takes for touch screen interaction to start. +# type: int min: 0 max: 100 +# touchscreen_threshold = 20 + +# (Android) Fixes the position of virtual joystick. +# If disabled, virtual joystick will center to first-touch's position. +# 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. +# type: bool +# virtual_joystick_triggers_aux = false + +# Enable joysticks # type: bool # enable_joysticks = false @@ -100,7 +126,7 @@ # The time in seconds it takes between repeated events # when holding down a joystick button combination. -# type: float +# type: float min: 0.001 # repeat_joystick_button_time = 0.17 # The sensitivity of the joystick axes for moving the @@ -114,6 +140,7 @@ # keymap_forward = KEY_KEY_W # Key for moving the player backward. +# Will also disable autoforward, when active. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_backward = KEY_KEY_S @@ -174,6 +201,11 @@ # type: key # keymap_freemove = KEY_KEY_K +# Key for toggling pitch move mode. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_pitchmove = KEY_KEY_P + # Key for toggling fast mode. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key @@ -339,27 +371,72 @@ # type: key # keymap_slot20 = -# Key for selecting the 21th hotbar slot. +# Key for selecting the 21st hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot21 = -# Key for selecting the 22th hotbar slot. +# Key for selecting the 22nd hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot22 = -# Key for selecting the 23th hotbar slot. +# Key for selecting the 23rd hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot23 = +# Key for selecting the 24th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot24 = + +# Key for selecting the 25th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot25 = + +# Key for selecting the 26th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot26 = + +# Key for selecting the 27th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot27 = + +# Key for selecting the 28th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot28 = + +# Key for selecting the 29th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot29 = + +# Key for selecting the 30th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot30 = + +# Key for selecting the 31st hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot31 = + +# Key for selecting the 32nd hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot32 = + # Key for toggling the display of the HUD. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_toggle_hud = KEY_F1 -# Key for toggling the display of the chat. +# Key for toggling the display of chat. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_toggle_chat = KEY_F2 @@ -369,7 +446,7 @@ # type: key # keymap_console = KEY_F10 -# Key for toggling the display of the fog. +# Key for toggling the display of fog. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_toggle_force_fog_off = KEY_F3 @@ -412,7 +489,8 @@ ### Basic -# Enable VBO +# Enable vertex buffer objects. +# This should greatly improve graphics performance. # type: bool # enable_vbo = true @@ -454,7 +532,9 @@ ### Filtering -# Use mip mapping to scale textures. May slightly increase performance. +# Use mip mapping to scale textures. May slightly increase performance, +# especially when using a high resolution texture pack. +# Gamma correct downscaling is not supported. # type: bool # mip_map = false @@ -472,16 +552,16 @@ # 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 +# light edge to transparent textures. Apply this filter to clean that up # at texture load time. # type: bool # 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 +# 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 +# memory. Powers of 2 are recommended. Setting this higher than 1 may not # have a visible effect unless bilinear/trilinear/anisotropic filtering is # enabled. # This is also used as the base node texture size for world-aligned @@ -494,15 +574,17 @@ # type: enum values: 0, 1, 2, 4, 8, 16 # fsaa = 0 -# Undersampling is similar to using lower screen resolution, but it applies +# Undersampling is similar to using a lower screen resolution, but it applies # to the game world only, keeping the GUI intact. -# It should give significant performance boost at the cost of less detailed image. -# type: enum values: 0, 2, 3, 4 -# undersampling = 0 +# It should give a significant performance boost at the cost of less detailed image. +# Higher values result in a less detailed image. +# type: int min: 1 max: 8 +# undersampling = 1 ### Shaders -# Shaders allow advanced visual effects and may increase performance on some video cards. +# Shaders allow advanced visual effects and may increase performance on some video +# cards. # This only works with the OpenGL video backend. # type: bool # enable_shaders = true @@ -513,7 +595,10 @@ #### Tone Mapping -# Enables filmic tone mapping +# Enables Hable's 'Uncharted 2' filmic tone mapping. +# Simulates the tone curve of photographic film and how this approximates the +# appearance of high dynamic range images. Mid-range contrast is slightly +# enhanced, highlights and shadows are gradually compressed. # type: bool # tone_mapping = false @@ -569,26 +654,36 @@ #### Waving Nodes -# Set to true enables waving water. +# Set to true to enable waving liquids (like water). # Requires shaders to be enabled. # type: bool # enable_waving_water = false -# type: float +# The maximum height of the surface of waving liquids. +# 4.0 = Wave height is two nodes. +# 0.0 = Wave doesn't move at all. +# Default is 1.0 (1/2 node). +# Requires waving liquids to be enabled. +# type: float min: 0 max: 4 # water_wave_height = 1.0 -# type: float +# Length of liquid waves. +# Requires waving liquids to be enabled. +# type: float min: 0.1 # water_wave_length = 20.0 +# How fast liquid waves will move. Higher = faster. +# If negative, liquid waves will move backwards. +# Requires waving liquids to be enabled. # type: float # water_wave_speed = 5.0 -# Set to true enables waving leaves. +# Set to true to enable waving leaves. # Requires shaders to be enabled. # type: bool # enable_waving_leaves = false -# Set to true enables waving plants. +# Set to true to enable waving plants. # Requires shaders to be enabled. # type: bool # enable_waving_plants = false @@ -602,30 +697,35 @@ # If FPS would go higher than this, limit it by sleeping # to not waste CPU power for no benefit. -# type: int +# type: int min: 1 # fps_max = 60 # Maximum FPS when game is paused. -# type: int +# type: int min: 1 # pause_fps_max = 20 +# Open the pause menu when the window's focus is lost. Does not pause if a formspec is +# open. +# type: bool +# pause_on_lost_focus = false + # View distance in nodes. # type: int min: 20 max: 4000 # viewing_range = 100 -# Camera near plane distance in nodes, between 0 and 0.5 -# Most users will not need to change this. +# 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. # Increasing can reduce artifacting on weaker GPUs. # 0.1 = Default, 0.25 = Good value for weaker tablets. -# type: float min: 0 max: 0.5 +# type: float min: 0 max: 0.25 # near_plane = 0.1 # Width component of the initial window size. -# type: int +# type: int min: 1 # screen_w = 1024 # Height component of the initial window size. -# type: int +# type: int min: 1 # screen_h = 600 # Save window size automatically when modified. @@ -645,31 +745,54 @@ # vsync = false # Field of view in degrees. -# type: int min: 30 max: 160 +# type: int min: 45 max: 160 # fov = 72 -# Field of view while zooming in degrees. -# Requires to be allowed by server-sided mods. -# type: int min: 7 max: 160 -# zoom_fov = 15 - -# Adjust the gamma encoding for the light tables. Higher numbers are brighter. -# This setting is for the client only and is ignored by the server. -# type: float min: 0.5 max: 3 +# Alters the light curve by applying 'gamma correction' to it. +# Higher values make middle and lower light levels brighter. +# Value '1.0' leaves the light curve unaltered. +# This only has significant effect on daylight and artificial +# light, it has very little effect on natural night light. +# type: float min: 0.33 max: 3 # display_gamma = 1.0 -# type: float min: 0 max: 4 +# Gradient of light curve at minimum light level. +# Controls the contrast of the lowest light levels. +# type: float min: 0 max: 3 # lighting_alpha = 0.0 -# type: float min: 0 max: 4 -# lighting_beta = 0.0 +# Gradient of light curve at maximum light level. +# Controls the contrast of the highest light levels. +# type: float min: 0 max: 3 +# lighting_beta = 1.5 + +# Strength of light curve boost. +# The 3 'boost' parameters define a range of the light +# curve that is boosted in brightness. +# type: float min: 0 max: 0.4 +# lighting_boost = 0.2 + +# Center of light curve boost range. +# Where 0.0 is minimum light level, 1.0 is maximum light level. +# type: float min: 0 max: 1 +# lighting_boost_center = 0.5 + +# Spread of light curve boost range. +# Controls the width of the range to be boosted. +# Standard deviation of the light curve boost Gaussian. +# type: float min: 0 max: 0.4 +# lighting_boost_spread = 0.2 # Path to texture directory. All textures are first searched from here. # type: path # texture_path = # The rendering back-end for Irrlicht. -# type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl +# 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 # video_driver = opengl # Radius of cloud area stated in number of 64 node cloud squares. @@ -685,7 +808,7 @@ # Multiplier for fall bobbing. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double. # type: float -# fall_bobbing_amount = 0.0 +# fall_bobbing_amount = 0.03 # 3D support. # Currently supported: @@ -694,14 +817,15 @@ # - interlaced: odd/even line based polarisation screen support. # - topbottom: split screen top/bottom. # - sidebyside: split screen side by side. +# - crossview: Cross-eyed 3d # - pageflip: quadbuffer based 3d. # Note that the interlaced mode requires shaders to be enabled. -# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, pageflip +# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip # 3d_mode = none # In-game chat console height, between 0.1 (10%) and 1.0 (100%). # type: float min: 0.1 max: 1 -# console_height = 1.0 +# console_height = 0.6 # In-game chat console background color (R,G,B). # type: string @@ -731,7 +855,7 @@ # type: string # selectionbox_color = (0,0,0) -# Width of the selectionbox's lines around nodes. +# Width of the selection box lines around nodes. # type: int min: 1 max: 5 # selectionbox_width = 2 @@ -785,7 +909,7 @@ # True = 256 # False = 128 -# Useable to make minimap smoother on slower machines. +# Usable to make minimap smoother on slower machines. # type: bool # minimap_double_scan_height = true @@ -804,11 +928,6 @@ # type: bool # inventory_items_animations = false -# Android systems only: Tries to create inventory textures from meshes -# when no supported render was found. -# type: bool -# inventory_image_hack = false - # Fraction of the visible distance at which fog starts to be rendered # type: float min: 0 max: 0.99 # fog_start = 0.4 @@ -831,7 +950,7 @@ # a specially-designed texture pack; with this option, the client tries # to determine the scale automatically basing on the texture size. # See also texture_min_size. -# Warning: this option is EXPERIMENTAL! +# Warning: This option is EXPERIMENTAL! # type: enum values: disable, enable, force # autoscale_mode = disable @@ -845,12 +964,12 @@ # type: bool # menu_clouds = true -# 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. -# type: float +# type: float min: 0.001 # gui_scaling = 1.0 # When gui_scaling_filter is true, all GUI images need to be @@ -874,44 +993,84 @@ # type: bool # tooltip_append_itemname = false -# Whether freetype fonts are used, requires freetype support to be compiled in. +# Whether FreeType fonts are used, requires FreeType support to be compiled in. +# If disabled, bitmap and XML vectors fonts are used instead. # type: bool # freetype = true -# Path to TrueTypeFont or bitmap. -# type: filepath -# font_path = fonts/liberationsans.ttf +# type: bool +# font_bold = false -# type: int -# font_size = 16 +# type: bool +# font_italic = false -# Font shadow offset, if 0 then shadow will not be drawn. +# Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn. # type: int # font_shadow = 1 -# Font shadow alpha (opaqueness, between 0 and 255). +# Opaqueness (alpha) of the shadow behind the default font, between 0 and 255. # type: int min: 0 max: 255 # font_shadow_alpha = 127 +# Font size of the default font in point (pt). +# type: int min: 1 +# font_size = 16 + +# 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. +# The fallback font will be used if the font cannot be loaded. # type: filepath -# mono_font_path = fonts/liberationmono.ttf +# font_path = fonts/Arimo-Regular.ttf -# type: int +# type: filepath +# font_path_bold = fonts/Arimo-Bold.ttf + +# type: filepath +# font_path_italic = fonts/Arimo-Italic.ttf + +# type: filepath +# font_path_bolditalic = fonts/Arimo-BoldItalic.ttf + +# Font size of the monospace font in point (pt). +# type: int min: 1 # mono_font_size = 15 -# This font will be used for certain languages. +# Path to the monospace font. +# If “freetype” setting is enabled: Must be a TrueType font. +# If “freetype” setting is disabled: Must be a bitmap or XML vectors font. +# This font is used for e.g. the console and profiler screen. # type: filepath -# fallback_font_path = fonts/DroidSansFallbackFull.ttf +# mono_font_path = fonts/Cousine-Regular.ttf -# type: int +# type: filepath +# mono_font_path_bold = fonts/Cousine-Bold.ttf + +# type: filepath +# 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 +# Path of the fallback font. +# If “freetype” setting is enabled: Must be a TrueType font. +# If “freetype” setting is disabled: Must be a bitmap or XML vectors font. +# This font will be used for certain languages or if the default font is unavailable. +# type: filepath +# fallback_font_path = fonts/DroidSansFallbackFull.ttf + # Path to save screenshots at. # type: path # screenshot_path = @@ -929,7 +1088,7 @@ ## Advanced # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens. -# type: int +# type: int min: 1 # screen_dpi = 72 # Windows systems only: Start Minetest with the command line window in the background. @@ -941,12 +1100,22 @@ # Sound # +# Enables the sound system. +# If disabled, this completely disables all sounds everywhere and the in-game +# sound controls will be non-functional. +# Changing this setting requires a restart. # type: bool # enable_sound = true +# Volume of all sounds. +# Requires the sound system to be enabled. # type: float min: 0 max: 1 # sound_volume = 0.7 +# Whether to mute sounds. You can unmute sounds at any time, unless the +# sound system is disabled (enable_sound=false). +# In-game, you can toggle the mute state with the mute key or by using the +# pause menu. # type: bool # mute_sound = false @@ -986,14 +1155,21 @@ # type: string # 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. # type: string # serverlist_file = favoriteservers.txt -# Maximum size of the out chat queue. 0 to disable queueing and -1 to make the queue size unlimited +# Maximum size of the out chat queue. +# 0 to disable queueing and -1 to make the queue size unlimited. # type: int # max_out_chat_queue_size = 20 +# Enable register confirmation when connecting to server. +# If disabled, new account will be registered automatically. +# type: bool +# enable_register_confirmation = true + ## Advanced # Timeout for client to remove unused map data from memory. @@ -1027,14 +1203,13 @@ # Homepage of server, to be displayed in the serverlist. # type: string -# server_url = http://minetest.net +# server_url = https://minetest.net -# Automaticaly report to the serverlist. +# Automatically report to the serverlist. # type: bool # server_announce = false # Announce to this serverlist. -# If you want to announce your ipv6 address, use serverlist_url = v6.servers.minetest.net. # type: string # serverlist_url = servers.minetest.net @@ -1067,9 +1242,9 @@ # type: string # remote_media = -# Enable/disable running an IPv6 server. An IPv6 server may be restricted -# to IPv6 clients, depending on system configuration. +# Enable/disable running an IPv6 server. # Ignored if bind_address is set. +# Needs enable_ipv6 to be enabled. # type: bool # ipv6_server = false @@ -1079,7 +1254,7 @@ # The maximum total count is calculated dynamically: # max_total = ceil((#clients + max_users) * per_client / 4) # type: int -# max_simultaneous_block_sends_per_client = 10 +# max_simultaneous_block_sends_per_client = 40 # 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. @@ -1103,7 +1278,7 @@ # type: string # motd = -# Maximum number of players that can connect simultaneously. +# Maximum number of players that can be connected simultaneously. # type: int # max_users = 15 @@ -1117,10 +1292,6 @@ # type: int # item_entity_ttl = 900 -# If enabled, show the server status message on player connection. -# type: bool -# show_statusline_on_connect = true - # Enable players getting damage and dying. # type: bool # enable_damage = false @@ -1181,6 +1352,11 @@ # type: bool # enable_rollback_recording = false +# Format of player chat messages. The following strings are valid placeholders: +# @name, @message, @timestamp (optional) +# type: string +# chat_message_format = <@name> @message + # A message to be displayed to all clients when the server shuts down. # type: string # kick_msg_shutdown = Server shutting down. @@ -1195,11 +1371,18 @@ # 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 = 3 +# active_object_send_range_blocks = 4 -# How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes). +# 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. # type: int # active_block_range = 3 @@ -1216,59 +1399,88 @@ # time_send_interval = 5 # Controls length of day/night cycle. -# Examples: 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged. +# Examples: +# 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged. # type: int # time_speed = 72 # Time of day when a new world is started, in millihours (0-23999). # type: int min: 0 max: 23999 -# world_start_time = 5250 +# world_start_time = 6125 # Interval of saving important changes in the world, stated in seconds. # type: float # server_map_save_interval = 5.3 +# Set the maximum character length of a chat message sent by clients. +# type: int +# chat_message_max_size = 500 + +# Amount of messages a player may send per 10 seconds. +# type: float +# chat_message_limit_per_10sec = 10.0 + +# Kick players who sent more than X messages per 10 seconds. +# type: int +# chat_message_limit_trigger_kick = 50 + ### Physics +# Horizontal and vertical acceleration on ground or when climbing, +# in nodes per second per second. # type: float # movement_acceleration_default = 3 +# Horizontal acceleration in air when jumping or falling, +# in nodes per second per second. # type: float # movement_acceleration_air = 2 +# Horizontal and vertical acceleration in fast mode, +# in nodes per second per second. # type: float # movement_acceleration_fast = 10 +# Walking and flying speed, in nodes per second. # type: float # movement_speed_walk = 4 +# Sneaking speed, in nodes per second. # type: float # movement_speed_crouch = 1.35 +# Walking, flying and climbing speed in fast mode, in nodes per second. # type: float # movement_speed_fast = 20 +# Vertical climbing speed, in nodes per second. # type: float # movement_speed_climb = 3 +# Initial vertical speed when jumping, in nodes per second. # type: float # movement_speed_jump = 6.5 +# Decrease this to increase liquid resistance to movement. # type: float # movement_liquid_fluidity = 1 +# Maximum liquid resistance. Controls deceleration when entering liquid at +# high speed. # type: float # movement_liquid_fluidity_smooth = 0.5 +# Controls sinking speed in liquid. # type: float # movement_liquid_sink = 10 +# Acceleration of gravity, in nodes per second per second. # type: float # movement_gravity = 9.81 ### Advanced -# Handling for deprecated lua api calls: +# 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). @@ -1290,19 +1502,20 @@ # type: int # max_objects_per_block = 64 -# See http://www.sqlite.org/pragma.html#pragma_synchronous +# See https://www.sqlite.org/pragma.html#pragma_synchronous # type: enum values: 0, 1, 2 # sqlite_synchronous = 2 -# 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. # type: float # dedicated_server_step = 0.09 -# Time in between active block management cycles +# Length of time between active block management cycles # type: float # active_block_mgmt_interval = 2.0 -# Length of time between ABM execution cycles +# Length of time between Active Block Modifier (ABM) execution cycles # type: float # abm_interval = 1.0 @@ -1329,11 +1542,14 @@ # type: float # liquid_update = 1.0 -# At this distance the server will aggressively optimize which blocks are sent to clients. -# Small values potentially improve performance a lot, at the expense of visible rendering glitches. -# (some blocks will not be rendered under water and in caves, as well as sometimes on land) -# Setting this to a value greater than max_block_send_distance disables this optimization. -# Stated in mapblocks (16 nodes) +# At this distance the server will aggressively optimize which blocks are sent to +# clients. +# Small values potentially improve performance a lot, at the expense of visible +# rendering glitches (some blocks will not be rendered under water and in caves, +# as well as sometimes on land). +# Setting this to a value greater than max_block_send_distance disables this +# optimization. +# Stated in mapblocks (16 nodes). # type: int min: 2 # block_send_optimize_distance = 4 @@ -1344,20 +1560,23 @@ # type: bool # server_side_occlusion_culling = true -# Restricts the access of certain client-side functions on servers -# Combine these byteflags below to restrict more client-side features: -# LOAD_CLIENT_MODS: 1 (disable client mods loading) +# Restricts the access of certain client-side functions on servers. +# Combine the byteflags below to restrict client-side features, or set to 0 +# for no restrictions: +# LOAD_CLIENT_MODS: 1 (disable loading client-provided mods) # CHAT_MESSAGES: 2 (disable send_chat_message call client-side) # READ_ITEMDEFS: 4 (disable get_item_def call client-side) # READ_NODEDEFS: 8 (disable get_node_def call client-side) +# LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to +# csm_restriction_noderange) +# READ_PLAYERINFO: 32 (disable get_player_names call client-side) # type: int -# LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to csm_flavour_noderange_limit) -# csm_flavour_limits = 18 +# csm_restriction_flags = 62 -# If the CSM flavour for node range is enabled, get_node is limited to -# this many nodes from the player. +# If the CSM restriction for node range is enabled, get_node calls are limited +# to this distance from the player to the node. # type: int -# csm_flavour_noderange_limit = 8 +# csm_restriction_noderange = 0 ## Security @@ -1443,7 +1662,7 @@ # Set the language. Leave empty to use the system language. # A restart is required after changing this. -# type: enum values: , be, ca, cs, da, de, en, eo, es, et, fr, he, hu, id, it, ja, jbo, ko, ky, lt, nb, nl, pl, pt, pt_BR, ro, ru, sr_Cyrl, tr, uk, zh_CN, zh_TW +# 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 # language = # Level of logging to be written to debug.txt: @@ -1457,7 +1676,15 @@ # type: enum values: , none, error, warning, action, info, verbose # debug_log_level = action -# IPv6 support. +# If the file size of debug.txt exceeds the number of megabytes specified in +# this setting when it is opened, the file is moved to debug.txt.1, +# deleting an older debug.txt.1 if it exists. +# debug.txt is only moved if this setting is positive. +# type: int +# debug_log_size_max = 50 + +# Enable IPv6 support (for both client and server). +# Required for IPv6 connections to work at all. # type: bool # enable_ipv6 = true @@ -1484,17 +1711,19 @@ # 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 = -# type: int -# main_menu_game_mgr = 0 - -# type: int -# main_menu_mod_mgr = 1 - -# Print the engine's profiling data in regular intervals (in seconds). 0 = disable. Useful for developers. +# Print the engine's profiling data in regular intervals (in seconds). +# 0 = disable. Useful for developers. # type: int # profiler_print_interval = 0 @@ -1504,7 +1733,9 @@ # Name of map generator to be used when creating a new world. # Creating a world in the main menu will override this. -# type: enum values: v5, v6, v7, flat, valleys, fractal, singlenode +# Current mapgens in a highly unstable state: +# - The optional floatlands of v7 (disabled by default). +# type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6 # mg_name = v7 # Water surface level of the world. @@ -1513,7 +1744,7 @@ # From how far blocks are generated for clients, stated in mapblocks (16 nodes). # type: int -# max_block_generate_distance = 6 +# max_block_generate_distance = 8 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0). # Only mapchunks completely within the mapgen limit are generated. @@ -1524,14 +1755,8 @@ # 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. -# Flags that are not enabled are not modified from the default. -# Flags starting with 'no' are used to explicitly disable them. -# type: flags possible values: caves, dungeons, light, decorations, nocaves, nodungeons, nolight, nodecorations -# mg_flags = caves,dungeons,light,decorations - -# Whether dungeons occasionally project from the terrain. -# type: bool -# projecting_dungeons = true +# type: flags possible values: caves, dungeons, light, decorations, biomes, nocaves, nodungeons, nolight, nodecorations, nobiomes +# mg_flags = caves,dungeons,light,decorations,biomes ## Biome API temperature and humidity noise parameters @@ -1545,7 +1770,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Small-scale temperature variation for blending biomes on borders. @@ -1558,7 +1783,7 @@ # octaves = 2, # persistence = 1.0, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Humidity variation for biomes. @@ -1571,7 +1796,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Small-scale humidity variation for blending biomes on borders. @@ -1584,28 +1809,44 @@ # octaves = 2, # persistence = 1.0, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } ## Mapgen V5 # Map generation attributes specific to Mapgen v5. -# Flags that are not enabled are not modified from the default. -# Flags starting with 'no' are used to explicitly disable them. # type: flags possible values: caverns, nocaverns # mgv5_spflags = caverns # Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. # type: float -# mgv5_cave_width = 0.125 +# mgv5_cave_width = 0.09 # Y of upper limit of large caves. # type: int # mgv5_large_cave_depth = -256 -# Y of upper limit of lava in large caves. -# type: int -# mgv5_lava_depth = -256 +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgv5_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgv5_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgv5_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgv5_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgv5_large_cave_flooded = 0.5 # Y-level of cavern upper limit. # type: int @@ -1619,6 +1860,14 @@ # type: float # mgv5_cavern_threshold = 0.7 +# Lower Y limit of dungeons. +# type: int +# mgv5_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# mgv5_dungeon_ymax = 31000 + ### Noises # Variation of biome filler depth. @@ -1631,7 +1880,7 @@ # octaves = 4, # persistence = 0.7, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Variation of terrain vertical scale. @@ -1645,7 +1894,7 @@ # octaves = 3, # persistence = 0.45, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Y-level of average terrain surface. @@ -1658,33 +1907,33 @@ # octaves = 4, # persistence = 0.5, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } -# First of 2 3D noises that together define tunnels. +# First of two 3D noises that together define tunnels. # type: noise_params_3d # mgv5_np_cave1 = { # offset = 0, # scale = 12, -# spread = (50, 50, 50), +# spread = (61, 61, 61), # seed = 52534, -# octaves = 4, +# octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = "" +# flags = # } -# Second of 2 3D noises that together define tunnels. +# Second of two 3D noises that together define tunnels. # type: noise_params_3d # mgv5_np_cave2 = { # offset = 0, # scale = 12, -# spread = (50, 50, 50), +# spread = (67, 67, 67), # seed = 10325, -# octaves = 4, +# octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = "" +# flags = # } # 3D noise defining giant caverns. @@ -1697,7 +1946,7 @@ # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, -# flags = "" +# flags = # } # 3D noise defining terrain. @@ -1710,22 +1959,33 @@ # octaves = 4, # persistence = 0.55, # lacunarity = 2.0, -# flags = "eased" +# flags = eased +# } + +# 3D noise that determines number of dungeons per mapchunk. +# type: noise_params_3d +# mgv5_np_dungeons = { +# offset = 0.9, +# scale = 0.5, +# spread = (500, 500, 500), +# seed = 0, +# octaves = 2, +# persistence = 0.8, +# lacunarity = 2.0, +# flags = # } ## Mapgen V6 # Map generation attributes specific to Mapgen v6. # The 'snowbiomes' flag enables the new 5 biome system. -# When the new biome system is enabled jungles are automatically enabled and +# When the 'snowbiomes' flag is enabled jungles are automatically enabled and # the 'jungles' flag is ignored. -# Flags that are not enabled are not modified from the default. -# Flags starting with 'no' are used to explicitly disable them. # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees -# mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,trees +# mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees # Deserts occur when np_biome exceeds this value. -# When the new biome system is enabled, this is ignored. +# When the 'snowbiomes' flag is enabled, this is ignored. # type: float # mgv6_freq_desert = 0.45 @@ -1733,9 +1993,17 @@ # type: float # mgv6_freq_beach = 0.15 +# Lower Y limit of dungeons. +# type: int +# mgv6_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# mgv6_dungeon_ymax = 31000 + ### Noises -# Y-level of lower terrain and lakebeds. +# Y-level of lower terrain and seabed. # type: noise_params_2d # mgv6_np_terrain_base = { # offset = -4, @@ -1745,10 +2013,10 @@ # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } -# Y-level of higher (cliff-top) terrain. +# Y-level of higher terrain that creates cliffs. # type: noise_params_2d # mgv6_np_terrain_higher = { # offset = 20, @@ -1758,7 +2026,7 @@ # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Varies steepness of cliffs. @@ -1771,10 +2039,10 @@ # octaves = 5, # persistence = 0.7, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } -# Defines areas of 'terrain_higher' (cliff-top terrain). +# Defines distribution of higher terrain. # type: noise_params_2d # mgv6_np_height_select = { # offset = 0.5, @@ -1784,7 +2052,7 @@ # octaves = 5, # persistence = 0.69, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Varies depth of biome surface nodes. @@ -1797,7 +2065,7 @@ # octaves = 3, # persistence = 0.55, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Defines areas with sandy beaches. @@ -1810,7 +2078,7 @@ # octaves = 3, # persistence = 0.50, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Temperature variation for biomes. @@ -1823,7 +2091,7 @@ # octaves = 3, # persistence = 0.50, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Variation of number of caves. @@ -1836,7 +2104,7 @@ # octaves = 3, # persistence = 0.50, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Humidity variation for biomes. @@ -1849,7 +2117,7 @@ # octaves = 3, # persistence = 0.50, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Defines tree areas and tree density. @@ -1862,7 +2130,7 @@ # octaves = 4, # persistence = 0.66, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Defines areas where trees have apples. @@ -1875,15 +2143,13 @@ # octaves = 3, # persistence = 0.45, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } ## Mapgen V7 # Map generation attributes specific to Mapgen v7. # 'ridges' enables the rivers. -# Flags that are not enabled are not modified from the default. -# Flags starting with 'no' are used to explicitly disable them. # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns # mgv7_spflags = mountains,ridges,nofloatlands,caverns @@ -1892,6 +2158,8 @@ # mgv7_mount_zero_level = 0 # Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. # type: float # mgv7_cave_width = 0.09 @@ -1899,26 +2167,25 @@ # type: int # mgv7_large_cave_depth = -33 -# Y of upper limit of lava in large caves. -# type: int -# mgv7_lava_depth = -256 +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgv7_small_cave_num_min = 0 -# Controls the density of floatland mountain terrain. -# Is an offset added to the 'np_mountain' noise value. -# type: float -# mgv7_float_mount_density = 0.6 +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgv7_small_cave_num_max = 0 -# Typical maximum height, above and below midpoint, of floatland mountain terrain. -# type: float -# mgv7_float_mount_height = 128.0 +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgv7_large_cave_num_min = 0 -# Y-level of floatland midpoint and lake surface. -# type: int -# mgv7_floatland_level = 1280 +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgv7_large_cave_num_max = 2 -# Y-level to which floatland shadows extend. -# type: int -# mgv7_shadow_limit = 1024 +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgv7_large_cave_flooded = 0.5 # Y-level of cavern upper limit. # type: int @@ -1932,9 +2199,17 @@ # type: float # mgv7_cavern_threshold = 0.7 +# Lower Y limit of dungeons. +# type: int +# mgv7_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# mgv7_dungeon_ymax = 31000 + ### Noises -# Y-level of higher (cliff-top) terrain. +# Y-level of higher terrain that creates cliffs. # type: noise_params_2d # mgv7_np_terrain_base = { # offset = 4, @@ -1944,10 +2219,10 @@ # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } -# Y-level of lower terrain and lakebeds. +# Y-level of lower terrain and seabed. # type: noise_params_2d # mgv7_np_terrain_alt = { # offset = 4, @@ -1957,7 +2232,7 @@ # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Varies roughness of terrain. @@ -1971,10 +2246,10 @@ # octaves = 3, # persistence = 0.6, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } -# Defines areas of higher (cliff-top) terrain and affects steepness of cliffs. +# Defines distribution of higher terrain and steepness of cliffs. # type: noise_params_2d # mgv7_np_height_select = { # offset = -8, @@ -1984,7 +2259,7 @@ # octaves = 6, # persistence = 0.7, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Variation of biome filler depth. @@ -1997,7 +2272,7 @@ # octaves = 3, # persistence = 0.7, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Variation of maximum mountain height (in nodes). @@ -2010,7 +2285,7 @@ # octaves = 3, # persistence = 0.6, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Defines large-scale river channel structure. @@ -2023,34 +2298,7 @@ # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, -# flags = "eased" -# } - -# Defines areas of floatland smooth terrain. -# Smooth floatlands occur when noise > 0. -# type: noise_params_2d -# mgv7_np_floatland_base = { -# offset = -0.6, -# scale = 1.5, -# spread = (600, 600, 600), -# seed = 114, -# octaves = 5, -# persistence = 0.6, -# lacunarity = 2.0, -# flags = "eased" -# } - -# Variation of hill height and lake depth on floatland smooth terrain. -# type: noise_params_2d -# mgv7_np_float_base_height = { -# offset = 48, -# scale = 24, -# spread = (300, 300, 300), -# seed = 907, -# octaves = 4, -# persistence = 0.7, -# lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # 3D noise defining mountain structure and height. @@ -2064,7 +2312,7 @@ # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, -# flags = "" +# flags = # } # 3D noise defining structure of river canyon walls. @@ -2077,7 +2325,7 @@ # octaves = 4, # persistence = 0.75, # lacunarity = 2.0, -# flags = "" +# flags = # } # 3D noise defining giant caverns. @@ -2090,10 +2338,10 @@ # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, -# flags = "" +# flags = # } -# First of 2 3D noises that together define tunnels. +# First of two 3D noises that together define tunnels. # type: noise_params_3d # mgv7_np_cave1 = { # offset = 0, @@ -2103,10 +2351,10 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = "" +# flags = # } -# Second of 2 3D noises that together define tunnels. +# Second of two 3D noises that together define tunnels. # type: noise_params_3d # mgv7_np_cave2 = { # offset = 0, @@ -2116,18 +2364,47 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = "" +# flags = +# } + +# 3D noise that determines number of dungeons per mapchunk. +# type: noise_params_3d +# mgv7_np_dungeons = { +# offset = 0.9, +# scale = 0.5, +# spread = (500, 500, 500), +# seed = 0, +# octaves = 2, +# persistence = 0.8, +# lacunarity = 2.0, +# flags = # } ## Mapgen Carpathian # Map generation attributes specific to Mapgen Carpathian. -# Flags that are not enabled are not modified from the default. -# Flags starting with 'no' are used to explicitly disable them. -# type: flags possible values: caverns, nocaverns -# mgcarpathian_spflags = caverns +# type: flags possible values: caverns, rivers, nocaverns, norivers +# mgcarpathian_spflags = caverns,norivers + +# Defines the base ground level. +# type: float +# mgcarpathian_base_level = 12.0 + +# Defines the width of the river channel. +# type: float +# mgcarpathian_river_width = 0.05 + +# Defines the depth of the river channel. +# type: float +# mgcarpathian_river_depth = 24.0 + +# Defines the width of the river valley. +# type: float +# mgcarpathian_valley_width = 0.25 # Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. # type: float # mgcarpathian_cave_width = 0.09 @@ -2135,9 +2412,25 @@ # type: int # mgcarpathian_large_cave_depth = -33 -# Y of upper limit of lava in large caves. -# type: int -# mgcarpathian_lava_depth = -256 +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgcarpathian_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgcarpathian_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgcarpathian_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgcarpathian_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgcarpathian_large_cave_flooded = 0.5 # Y-level of cavern upper limit. # type: int @@ -2151,20 +2444,15 @@ # type: float # mgcarpathian_cavern_threshold = 0.7 -### Noises +# Lower Y limit of dungeons. +# type: int +# mgcarpathian_dungeon_ymin = -31000 -# 2D noise that defines the base ground level. -# type: noise_params_2d -# mgcarpathian_np_base = { -# offset = 12, -# scale = 1, -# spread = (2557, 2557, 2557), -# seed = 6538, -# octaves = 4, -# persistence = 0.8, -# lacunarity = 0.5, -# flags = "eased" -# } +# Upper Y limit of dungeons. +# type: int +# mgcarpathian_dungeon_ymax = 31000 + +### Noises # Variation of biome filler depth. # type: noise_params_2d @@ -2176,7 +2464,7 @@ # octaves = 3, # persistence = 0.7, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # First of 4 2D noises that together define hill/mountain range height. @@ -2189,7 +2477,7 @@ # octaves = 5, # persistence = 0.5, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Second of 4 2D noises that together define hill/mountain range height. @@ -2202,7 +2490,7 @@ # octaves = 5, # persistence = 0.5, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Third of 4 2D noises that together define hill/mountain range height. @@ -2215,7 +2503,7 @@ # octaves = 5, # persistence = 0.5, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Fourth of 4 2D noises that together define hill/mountain range height. @@ -2228,10 +2516,10 @@ # octaves = 5, # persistence = 0.5, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } -# 2D noise that controls the size/occurance of rolling hills. +# 2D noise that controls the size/occurrence of rolling hills. # type: noise_params_2d # mgcarpathian_np_hills_terrain = { # offset = 1, @@ -2241,10 +2529,10 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } -# 2D noise that controls the size/occurance of ridged mountain ranges. +# 2D noise that controls the size/occurrence of ridged mountain ranges. # type: noise_params_2d # mgcarpathian_np_ridge_terrain = { # offset = 1, @@ -2254,10 +2542,10 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } -# 2D noise that controls the size/occurance of step mountain ranges. +# 2D noise that controls the size/occurrence of step mountain ranges. # type: noise_params_2d # mgcarpathian_np_step_terrain = { # offset = 1, @@ -2267,7 +2555,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # 2D noise that controls the shape/size of rolling hills. @@ -2280,7 +2568,7 @@ # octaves = 6, # persistence = 0.5, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # 2D noise that controls the shape/size of ridged mountains. @@ -2293,7 +2581,7 @@ # octaves = 6, # persistence = 0.7, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # 2D noise that controls the shape/size of step mountains. @@ -2306,7 +2594,20 @@ # octaves = 6, # persistence = 0.6, # lacunarity = 2.0, -# flags = "eased" +# flags = eased +# } + +# 2D noise that locates the river valleys and channels. +# type: noise_params_2d +# mgcarpathian_np_rivers = { +# offset = 0, +# scale = 1, +# spread = (1000, 1000, 1000), +# seed = 85039, +# octaves = 5, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased # } # 3D noise for mountain overhangs, cliffs, etc. Usually small variations. @@ -2319,10 +2620,10 @@ # octaves = 5, # persistence = 0.55, # lacunarity = 2.0, -# flags = "" +# flags = # } -# First of 2 3D noises that together define tunnels. +# First of two 3D noises that together define tunnels. # type: noise_params_3d # mgcarpathian_np_cave1 = { # offset = 0, @@ -2332,10 +2633,10 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = "" +# flags = # } -# Second of 2 3D noises that together define tunnels. +# Second of two 3D noises that together define tunnels. # type: noise_params_3d # mgcarpathian_np_cave2 = { # offset = 0, @@ -2345,7 +2646,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = "" +# flags = # } # 3D noise defining giant caverns. @@ -2358,15 +2659,26 @@ # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, -# flags = "" +# flags = +# } + +# 3D noise that determines number of dungeons per mapchunk. +# type: noise_params_3d +# mgcarpathian_np_dungeons = { +# offset = 0.9, +# scale = 0.5, +# spread = (500, 500, 500), +# seed = 0, +# octaves = 2, +# persistence = 0.8, +# lacunarity = 2.0, +# flags = # } ## Mapgen Flat -# Map generation attributes specific to Mapgen flat. +# Map generation attributes specific to Mapgen Flat. # Occasional lakes and hills can be added to the flat world. -# Flags that are not enabled are not modified from the default. -# Flags starting with 'no' are used to explicitly disable them. # type: flags possible values: lakes, hills, nolakes, nohills # mgflat_spflags = nolakes,nohills @@ -2378,11 +2690,29 @@ # type: int # mgflat_large_cave_depth = -33 -# Y of upper limit of lava in large caves. -# type: int -# mgflat_lava_depth = -256 +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgflat_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgflat_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgflat_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgflat_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgflat_large_cave_flooded = 0.5 # Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. # type: float # mgflat_cave_width = 0.09 @@ -2406,6 +2736,14 @@ # type: float # mgflat_hill_steepness = 64.0 +# Lower Y limit of dungeons. +# type: int +# mgflat_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# mgflat_dungeon_ymax = 31000 + ### Noises # Defines location and terrain of optional hills and lakes. @@ -2418,7 +2756,7 @@ # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Variation of biome filler depth. @@ -2431,10 +2769,10 @@ # octaves = 3, # persistence = 0.7, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } -# First of 2 3D noises that together define tunnels. +# First of two 3D noises that together define tunnels. # type: noise_params_3d # mgflat_np_cave1 = { # offset = 0, @@ -2444,10 +2782,10 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = "" +# flags = # } -# Second of 2 3D noises that together define tunnels. +# Second of two 3D noises that together define tunnels. # type: noise_params_3d # mgflat_np_cave2 = { # offset = 0, @@ -2457,12 +2795,33 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = "" +# flags = +# } + +# 3D noise that determines number of dungeons per mapchunk. +# type: noise_params_3d +# mgflat_np_dungeons = { +# offset = 0.9, +# scale = 0.5, +# spread = (500, 500, 500), +# seed = 0, +# octaves = 2, +# persistence = 0.8, +# lacunarity = 2.0, +# flags = # } ## Mapgen Fractal +# Map generation attributes specific to Mapgen Fractal. +# 'terrain' enables the generation of non-fractal terrain: +# ocean, islands and underground. +# type: flags possible values: terrain, noterrain +# mgfractal_spflags = terrain + # Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. # type: float # mgfractal_cave_width = 0.09 @@ -2470,71 +2829,116 @@ # type: int # mgfractal_large_cave_depth = -33 -# Y of upper limit of lava in large caves. -# type: int -# mgfractal_lava_depth = -256 - -# Choice of 18 fractals from 9 formulas. -# 1 = 4D "Roundy" mandelbrot set. -# 2 = 4D "Roundy" julia set. -# 3 = 4D "Squarry" mandelbrot set. -# 4 = 4D "Squarry" julia set. -# 5 = 4D "Mandy Cousin" mandelbrot set. -# 6 = 4D "Mandy Cousin" julia set. -# 7 = 4D "Variation" mandelbrot set. -# 8 = 4D "Variation" julia set. -# 9 = 3D "Mandelbrot/Mandelbar" mandelbrot set. -# 10 = 3D "Mandelbrot/Mandelbar" julia set. -# 11 = 3D "Christmas Tree" mandelbrot set. -# 12 = 3D "Christmas Tree" julia set. -# 13 = 3D "Mandelbulb" mandelbrot set. -# 14 = 3D "Mandelbulb" julia set. -# 15 = 3D "Cosine Mandelbulb" mandelbrot set. -# 16 = 3D "Cosine Mandelbulb" julia set. -# 17 = 4D "Mandelbulb" mandelbrot set. -# 18 = 4D "Mandelbulb" julia set. +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgfractal_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgfractal_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgfractal_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgfractal_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgfractal_large_cave_flooded = 0.5 + +# Lower Y limit of dungeons. +# type: int +# mgfractal_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# mgfractal_dungeon_ymax = 31000 + +# Selects one of 18 fractal types. +# 1 = 4D "Roundy" Mandelbrot set. +# 2 = 4D "Roundy" Julia set. +# 3 = 4D "Squarry" Mandelbrot set. +# 4 = 4D "Squarry" Julia set. +# 5 = 4D "Mandy Cousin" Mandelbrot set. +# 6 = 4D "Mandy Cousin" Julia set. +# 7 = 4D "Variation" Mandelbrot set. +# 8 = 4D "Variation" Julia set. +# 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set. +# 10 = 3D "Mandelbrot/Mandelbar" Julia set. +# 11 = 3D "Christmas Tree" Mandelbrot set. +# 12 = 3D "Christmas Tree" Julia set. +# 13 = 3D "Mandelbulb" Mandelbrot set. +# 14 = 3D "Mandelbulb" Julia set. +# 15 = 3D "Cosine Mandelbulb" Mandelbrot set. +# 16 = 3D "Cosine Mandelbulb" Julia set. +# 17 = 4D "Mandelbulb" Mandelbrot set. +# 18 = 4D "Mandelbulb" Julia set. # type: int min: 1 max: 18 # mgfractal_fractal = 1 # Iterations of the recursive function. -# Controls the amount of fine detail. +# Increasing this increases the amount of fine detail, but also +# increases processing load. +# At iterations = 20 this mapgen has a similar load to mapgen V7. # type: int # mgfractal_iterations = 11 -# Approximate (X,Y,Z) scale of fractal in nodes. +# (X,Y,Z) scale of fractal in nodes. +# Actual fractal size will be 2 to 3 times larger. +# These numbers can be made very large, the fractal does +# not have to fit inside the world. +# Increase these to 'zoom' into the detail of the fractal. +# Default is for a vertically-squashed shape suitable for +# an island, set all 3 numbers equal for the raw shape. # type: v3f # mgfractal_scale = (4096.0, 1024.0, 4096.0) -# (X,Y,Z) offset of fractal from world centre in units of 'scale'. -# Used to move a suitable spawn area of low land close to (0, 0). -# The default is suitable for mandelbrot sets, it needs to be edited for julia sets. +# (X,Y,Z) offset of fractal from world center in units of 'scale'. +# Can be used to move a desired point to (0, 0) to create a +# suitable spawn point, or to allow 'zooming in' on a desired +# point by increasing 'scale'. +# The default is tuned for a suitable spawn point for Mandelbrot +# sets with default parameters, it may need altering in other +# situations. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes. # type: v3f # mgfractal_offset = (1.79, 0.0, 0.0) -# W co-ordinate of the generated 3D slice of a 4D fractal. +# W coordinate of the generated 3D slice of a 4D fractal. # Determines which 3D slice of the 4D shape is generated. +# Alters the shape of the fractal. # Has no effect on 3D fractals. # Range roughly -2 to 2. # type: float # mgfractal_slice_w = 0.0 -# Julia set only: X component of hypercomplex constant determining julia shape. +# Julia set only. +# X component of hypercomplex constant. +# Alters the shape of the fractal. # Range roughly -2 to 2. # type: float # mgfractal_julia_x = 0.33 -# Julia set only: Y component of hypercomplex constant determining julia shape. +# Julia set only. +# Y component of hypercomplex constant. +# Alters the shape of the fractal. # Range roughly -2 to 2. # type: float # mgfractal_julia_y = 0.33 -# Julia set only: Z component of hypercomplex constant determining julia shape. +# Julia set only. +# Z component of hypercomplex constant. +# Alters the shape of the fractal. # Range roughly -2 to 2. # type: float # mgfractal_julia_z = 0.33 -# Julia set only: W component of hypercomplex constant determining julia shape. +# Julia set only. +# W component of hypercomplex constant. +# Alters the shape of the fractal. # Has no effect on 3D fractals. # Range roughly -2 to 2. # type: float @@ -2552,7 +2956,7 @@ # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } # Variation of biome filler depth. @@ -2565,10 +2969,10 @@ # octaves = 3, # persistence = 0.7, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } -# First of 2 3D noises that together define tunnels. +# First of two 3D noises that together define tunnels. # type: noise_params_3d # mgfractal_np_cave1 = { # offset = 0, @@ -2578,10 +2982,10 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = "" +# flags = # } -# Second of 2 3D noises that together define tunnels. +# Second of two 3D noises that together define tunnels. # type: noise_params_3d # mgfractal_np_cave2 = { # offset = 0, @@ -2591,21 +2995,36 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = "" +# flags = +# } + +# 3D noise that determines number of dungeons per mapchunk. +# type: noise_params_3d +# mgfractal_np_dungeons = { +# offset = 0.9, +# scale = 0.5, +# spread = (500, 500, 500), +# seed = 0, +# octaves = 2, +# persistence = 0.8, +# lacunarity = 2.0, +# flags = # } ## Mapgen Valleys # Map generation attributes specific to Mapgen Valleys. -# 'altitude_chill' makes higher elevations colder, which may cause biome issues. -# 'humid_rivers' modifies the humidity around rivers and in areas where water would tend to pool, -# it may interfere with delicately adjusted biomes. -# Flags that are not enabled are not modified from the default. -# Flags starting with 'no' are used to explicitly disable them. -# type: flags possible values: altitude_chill, noaltitude_chill, humid_rivers, nohumid_rivers -# mg_valleys_spflags = altitude_chill,humid_rivers - -# The altitude at which temperature drops by 20C +# 'altitude_chill': Reduces heat with altitude. +# 'humid_rivers': Increases humidity around rivers. +# 'vary_river_depth': If enabled, low humidity and high heat causes rivers +# to become shallower and occasionally dry. +# 'altitude_dry': Reduces humidity with altitude. +# type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry +# mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry + +# The vertical distance over which heat drops by 20 if 'altitude_chill' is +# enabled. Also the vertical distance over which humidity drops by 10 if +# 'altitude_dry' is enabled. # type: int # mgvalleys_altitude_chill = 90 @@ -2613,35 +3032,63 @@ # type: int # mgvalleys_large_cave_depth = -33 -# Creates unpredictable lava features in caves. -# These can make mining difficult. Zero disables them. (0-10) +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgvalleys_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgvalleys_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgvalleys_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgvalleys_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgvalleys_large_cave_flooded = 0.5 + +# Depth below which you'll find giant caverns. # type: int -# mgvalleys_lava_features = 0 +# mgvalleys_cavern_limit = -256 -# Depth below which you'll find massive caves. +# Y-distance over which caverns expand to full size. # type: int -# mgvalleys_massive_cave_depth = -256 +# mgvalleys_cavern_taper = 192 -# How deep to make rivers +# Defines full size of caverns, smaller values create larger caverns. +# type: float +# mgvalleys_cavern_threshold = 0.6 + +# How deep to make rivers. # type: int # mgvalleys_river_depth = 4 -# How wide to make rivers +# How wide to make rivers. # type: int # mgvalleys_river_size = 5 -# Creates unpredictable water features in caves. -# These can make mining difficult. Zero disables them. (0-10) -# type: int -# mgvalleys_water_features = 0 - # Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. # type: float # mgvalleys_cave_width = 0.09 +# Lower Y limit of dungeons. +# type: int +# mgvalleys_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# mgvalleys_dungeon_ymax = 63 + ### Noises -# Caves and tunnels form at the intersection of the two noises +# First of two 3D noises that together define tunnels. # type: noise_params_3d # mgvalleys_np_cave1 = { # offset = 0, @@ -2651,10 +3098,10 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = "" +# flags = # } -# Caves and tunnels form at the intersection of the two noises +# Second of two 3D noises that together define tunnels. # type: noise_params_3d # mgvalleys_np_cave2 = { # offset = 0, @@ -2664,10 +3111,10 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = "" +# flags = # } -# The depth of dirt or other filler +# The depth of dirt or other biome filler node. # type: noise_params_2d # mgvalleys_np_filler_depth = { # offset = 0, @@ -2677,12 +3124,12 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } -# Massive caves form here. +# 3D noise defining giant caverns. # type: noise_params_3d -# mgvalleys_np_massive_caves = { +# mgvalleys_np_cavern = { # offset = 0, # scale = 1, # spread = (768, 256, 768), @@ -2690,10 +3137,10 @@ # octaves = 6, # persistence = 0.63, # lacunarity = 2.0, -# flags = "" +# flags = # } -# River noise -- rivers occur close to zero +# Defines large-scale river channel structure. # type: noise_params_2d # mgvalleys_np_rivers = { # offset = 0, @@ -2703,10 +3150,10 @@ # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } -# Base terrain height +# Base terrain height. # type: noise_params_2d # mgvalleys_np_terrain_height = { # offset = -10, @@ -2716,10 +3163,10 @@ # octaves = 6, # persistence = 0.4, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } -# Raises terrain to make valleys around the rivers +# Raises terrain to make valleys around the rivers. # type: noise_params_2d # mgvalleys_np_valley_depth = { # offset = 5, @@ -2729,10 +3176,10 @@ # octaves = 1, # persistence = 1.0, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } -# Slope and fill work together to modify the heights +# Slope and fill work together to modify the heights. # type: noise_params_3d # mgvalleys_np_inter_valley_fill = { # offset = 0, @@ -2742,10 +3189,10 @@ # octaves = 6, # persistence = 0.8, # lacunarity = 2.0, -# flags = "" +# flags = # } -# Amplifies the valleys +# Amplifies the valleys. # type: noise_params_2d # mgvalleys_np_valley_profile = { # offset = 0.6, @@ -2755,10 +3202,10 @@ # octaves = 1, # persistence = 1.0, # lacunarity = 2.0, -# flags = "eased" +# flags = eased # } -# Slope and fill work together to modify the heights +# Slope and fill work together to modify the heights. # type: noise_params_2d # mgvalleys_np_inter_valley_slope = { # offset = 0.5, @@ -2768,36 +3215,81 @@ # octaves = 1, # persistence = 1.0, # lacunarity = 2.0, -# flags = "eased" +# flags = eased +# } + +# 3D noise that determines number of dungeons per mapchunk. +# type: noise_params_3d +# mgvalleys_np_dungeons = { +# offset = 0.9, +# scale = 0.5, +# spread = (500, 500, 500), +# seed = 0, +# octaves = 2, +# persistence = 0.8, +# lacunarity = 2.0, +# flags = # } ## Advanced -# Size of chunks to be generated at once by mapgen, stated in mapblocks (16 nodes). +# Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes). +# WARNING!: There is no benefit, and there are several dangers, in +# increasing this value above 5. +# Reducing this value increases cave and dungeon density. +# Altering this value is for special usage, leaving it unchanged is +# recommended. # type: int # chunksize = 5 -# Dump the mapgen debug infos. +# Dump the mapgen debug information. # type: bool # enable_mapgen_debug_info = false # Maximum number of blocks that can be queued for loading. # type: int -# emergequeue_limit_total = 256 +# emergequeue_limit_total = 512 # 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 = 32 +# emergequeue_limit_diskonly = 64 # 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 = 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. +# emergequeue_limit_generate = 64 + +# 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. +# Any other value: +# - Specifies the number of emerge threads, with a lower limit of 1. +# WARNING: Increasing the number of emerge threads increases engine mapgen +# speed, but this may harm game performance by interfering with other +# processes, especially in singleplayer and/or when running Lua code in +# 'on_generated'. For many users the optimum setting may be '1'. # type: int # num_emerge_threads = 1 +# +# Online Content Repository +# + +# The URL for the content repository +# type: string +# contentdb_url = https://content.minetest.net + +# Comma-separated list of flags to hide in the content repository. +# "nonfree" can be used to hide packages which do not qualify as 'free software', +# as defined by the Free Software Foundation. +# You can also specify content ratings. +# These flags are independent from Minetest versions, +# so see a full list at https://content.minetest.net/help/content_flags/ +# type: string +# contentdb_flag_blacklist = nonfree, desktop_default +