X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=minetest.conf.example;h=38a102e7535338894fdf2e6a56a77be24fdc649b;hb=d82d18bfb1a51e0f2f0a89999474e98890addf7e;hp=2487dad3449bf2bf58a510e65df34d52f3295e03;hpb=25ae0739ed70be8b6a46bdc98aee4b7e33f478ab;p=minetest.git diff --git a/minetest.conf.example b/minetest.conf.example index 2487dad34..38a102e75 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -10,34 +10,19 @@ # to the program, eg. "minetest.exe --config ../minetest.conf.example". # Further documentation: -# http://wiki.minetest.net/ +# https://wiki.minetest.net/ # -# Client +# Controls # -## Controls +## General # If enabled, you can place blocks at the position (feet + eye level) where you stand. # This is helpful when working with nodeboxes in small areas. # type: bool # enable_build_where_you_stand = false -# Player is able to fly without being affected by gravity. -# This requires the "fly" privilege on the server. -# type: bool -# free_move = false - -# Fast movement (via use key). -# This requires the "fast" privilege on the server. -# type: bool -# fast_move = false - -# If enabled together with fly mode, player is able to fly through solid nodes. -# This requires the "noclip" privilege on the server. -# type: bool -# noclip = false - # Smooths camera when looking around. Also called look or mouse smoothing. # Useful for recording videos. # type: bool @@ -51,15 +36,8 @@ # type: float min: 0 max: 0.99 # cinematic_camera_smoothing = 0.7 -# Invert vertical mouse movement. -# type: bool -# invert_mouse = false - -# Mouse sensitivity multiplier. -# type: float -# mouse_sensitivity = 0.2 - -# If enabled, "use" key instead of "sneak" key is used for climbing down and descending. +# If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and +# descending. # type: bool # aux1_descends = false @@ -67,299 +45,116 @@ # type: bool # doubletap_jump = false -# If disabled "use" key is used to fly fast if both fly and fast mode are enabled. +# 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. -# type: float -# repeat_rightclick_time = 0.25 - -# Enable random user input (only used for testing). -# type: bool -# random_input = false +# The time in seconds it takes between repeated node placements when holding +# the place button. +# type: float min: 0.25 max: 2 +# repeat_place_time = 0.25 -# Continuous forward movement, toggled by autoforward key. +# Automatically jump up single-node obstacles. # type: bool -# continuous_forward = false +# autojump = false -# Enable Joysticks +# Prevent digging and placing from repeating when holding the mouse buttons. +# Enable this when you dig or place too often by accident. # type: bool -# enable_joysticks = false - -# The identifier of the joystick to use -# type: int -# joystick_id = 0 - -# The type of joystick -# type: enum values: auto, generic, xbox -# joystick_type = auto - -# The time in seconds it takes between repeated events -# when holding down a joystick button combination. -# type: float -# repeat_joystick_button_time = 0.17 - -# The sensitivity of the joystick axes for moving the -# ingame view frustum around. -# type: float -# joystick_frustum_sensitivity = 170 - -# Key for moving the player forward. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_forward = KEY_KEY_W - -# Key for moving the player backward. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_backward = KEY_KEY_S - -# Key for moving the player left. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_left = KEY_KEY_A - -# Key for moving the player right. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_right = KEY_KEY_D - -# Key for jumping. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_jump = KEY_SPACE - -# Key for sneaking. -# Also used for climbing down and descending in water if aux1_descends is disabled. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_sneak = KEY_LSHIFT - -# Key for opening the inventory. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_inventory = KEY_KEY_I - -# Key for moving fast in fast mode. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_special1 = KEY_KEY_E - -# Key for opening the chat window. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_chat = KEY_KEY_T - -# Key for opening the chat window to type commands. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_cmd = / - -# Key for opening the chat window to type local commands. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_cmd_local = . - -# Key for opening the chat console. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keyman_console = KEY_F10 - -# Key for toggling unlimited view range. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_rangeselect = KEY_KEY_R - -# Key for toggling flying. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_freemove = KEY_KEY_K - -# Key for toggling fast mode. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_fastmove = KEY_KEY_J - -# Key for toggling noclip mode. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_noclip = KEY_KEY_H - -# Key for selecting the next item in the hotbar. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_hotbar_next = KEY_KEY_N - -# Key for selecting the previous item in the hotbar. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_hotbar_previous = KEY_KEY_B - -# Key for muting the game. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_mute = KEY_KEY_M - -# Key for increasing the volume. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_increase_volume = - -# Key for decreasing the volume. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_decrease_volume = - -# Key for toggling autoforward. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_autoforward = - -# Key for toggling cinematic mode. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_cinematic = - -# Key for toggling display of minimap. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_minimap = KEY_F9 - -# Key for taking screenshots. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_screenshot = KEY_F12 - -# Key for dropping the currently selected item. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_drop = KEY_KEY_Q - -# Key to use view zoom when possible. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_zoom = KEY_KEY_Z - -# 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. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_toggle_chat = KEY_F2 +# safe_dig_and_place = false -# Key for toggling the display of the large chat console. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_console = KEY_F10 +## Keyboard and Mouse -# Key for toggling the display of the fog. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_toggle_force_fog_off = KEY_F3 +# Invert vertical mouse movement. +# type: bool +# invert_mouse = false -# Key for toggling the camera update. Only used for development -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_toggle_update_camera = +# Mouse sensitivity multiplier. +# type: float min: 0.001 max: 10 +# mouse_sensitivity = 0.2 -# Key for toggling the display of debug info. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_toggle_debug = KEY_F5 +## Touchscreen -# Key for toggling the display of the profiler. Used for development. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_toggle_profiler = KEY_F6 +# The length in pixels it takes for touch screen interaction to start. +# type: int min: 0 max: 100 +# touchscreen_threshold = 20 -# 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 +# Use crosshair to select object instead of whole screen. +# If enabled, a crosshair will be shown and will be used for selecting object. +# type: bool +# touch_use_crosshair = false -# Key for increasing the viewing range. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_increase_viewing_range_min = + +# (Android) Fixes the position of virtual joystick. +# If disabled, virtual joystick will center to first-touch's position. +# type: bool +# fixed_virtual_joystick = false -# Key for decreasing the viewing range. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_decrease_viewing_range_min = - +# (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_aux1 = false -# Key for printing debug stacks. Used for development. -# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 -# type: key -# keymap_print_debug_stacks = KEY_KEY_P +# +# Graphics and Audio +# -## Network +## Graphics -# Address to connect to. -# Leave this blank to start a local server. -# Note that the address field in the main menu overrides this setting. -# type: string -# address = +### Screen -# Port to connect to (UDP). -# Note that the port field in the main menu overrides this setting. +# Width component of the initial window size. Ignored in fullscreen mode. # type: int min: 1 max: 65535 -# remote_port = 30000 +# screen_w = 1024 -# Whether to support older servers before protocol version 25. -# Enable if you want to connect to 0.4.12 servers and before. -# Servers starting with 0.4.13 will work, 0.4.12-dev servers may work. -# Disabling this option will protect your password better. -# type: bool -# send_pre_v25_init = false - -# Save the map received by the client on disk. -# type: bool -# enable_local_map_saving = false +# Height component of the initial window size. Ignored in fullscreen mode. +# type: int min: 1 max: 65535 +# screen_h = 600 -# Show entity selection boxes +# Save window size automatically when modified. # type: bool -# show_entity_selectionbox = true +# autosave_screensize = true -# Enable usage of remote media server (if provided by server). -# Remote servers offer a significantly faster way to download media (e.g. textures) -# when connecting to the server. +# Fullscreen mode. # type: bool -# enable_remote_media_server = true +# fullscreen = false -# Enable Lua modding support on client. -# This support is experimental and API can change. +# Open the pause menu when the window's focus is lost. Does not pause if a formspec is +# open. # type: bool -# enable_client_modding = false +# pause_on_lost_focus = false -# URL to the server list displayed in the Multiplayer Tab. -# type: string -# serverlist_url = servers.minetest.net +### FPS -# File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab. -# type: string -# serverlist_file = favoriteservers.txt +# If FPS would go higher than this, limit it by sleeping +# to not waste CPU power for no benefit. +# type: int min: 1 max: 4294967295 +# fps_max = 60 -# 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 +# Vertical screen synchronization. +# type: bool +# vsync = false -## Graphics +# Maximum FPS when the window is not focused, or when the game is paused. +# type: int min: 1 max: 4294967295 +# fps_max_unfocused = 20 -### In-Game +# View distance in nodes. +# type: int min: 20 max: 4000 +# viewing_range = 190 -#### Basic +# Undersampling is similar to using a lower screen resolution, but it applies +# to the game world only, keeping the GUI intact. +# 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 -# Enable VBO -# type: bool -# enable_vbo = true +### Graphics Effects -# Whether to fog out the end of the visible area. +# Makes all liquids opaque # type: bool -# enable_fog = true +# opaque_water = false # Leaves style: # - Fancy: all faces visible @@ -377,30 +172,159 @@ # type: bool # smooth_lighting = true -# Clouds are a client side effect. -# type: bool -# enable_clouds = true - -# Use 3D cloud look instead of flat. +# Enables tradeoffs that reduce CPU load or increase rendering performance +# at the expense of minor visual glitches that do not impact game playability. # type: bool -# enable_3d_clouds = true - -# Method used to highlight selected object. -# type: enum values: box, halo, none -# node_highlighting = box +# performance_tradeoffs = false # Adds particles when digging a node. # type: bool # enable_particles = true -#### Filtering - -# Use mip mapping to scale textures. May slightly increase performance. -# type: bool -# mip_map = false +### 3d -# Use anisotropic filtering when viewing at textures from an angle. -# type: bool +# 3D support. +# Currently supported: +# - none: no 3d output. +# - anaglyph: cyan/magenta color 3d. +# - interlaced: odd/even line based polarisation screen support. +# - topbottom: split screen top/bottom. +# - sidebyside: split screen side by side. +# - 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, crossview, pageflip +# 3d_mode = none + +# Strength of 3D mode parallax. +# type: float min: -0.087 max: 0.087 +# 3d_paralax_strength = 0.025 + +### Bobbing + +# Arm inertia, gives a more realistic movement of +# the arm when the camera moves. +# type: bool +# arm_inertia = true + +# Enable view bobbing and amount of view bobbing. +# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double. +# type: float min: 0 max: 7.9 +# view_bobbing_amount = 1.0 + +# Multiplier for fall bobbing. +# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double. +# type: float min: 0 max: 100 +# fall_bobbing_amount = 0.03 + +### Camera + +# 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: 0.25 +# near_plane = 0.1 + +# Field of view in degrees. +# type: int min: 45 max: 160 +# fov = 72 + +# 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 + +# The strength (darkness) of node ambient-occlusion shading. +# Lower is darker, Higher is lighter. The valid range of values for this +# setting is 0.25 to 4.0 inclusive. If the value is out of range it will be +# set to the nearest valid value. +# type: float min: 0.25 max: 4 +# ambient_occlusion_gamma = 2.2 + +### Screenshots + +# 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 = screenshots + +# Format of screenshots. +# type: enum values: png, jpg +# screenshot_format = png + +# Screenshot quality. Only used for JPEG format. +# 1 means worst quality; 100 means best quality. +# Use 0 for default quality. +# type: int min: 0 max: 100 +# screenshot_quality = 0 + +### Node and Entity Highlighting + +# Method used to highlight selected object. +# type: enum values: box, halo, none +# node_highlighting = box + +# Show entity selection boxes +# A restart is required after changing this. +# type: bool +# show_entity_selectionbox = false + +# Selection box border color (R,G,B). +# type: string +# selectionbox_color = (0,0,0) + +# Width of the selection box lines around nodes. +# type: int min: 1 max: 5 +# 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 + +### Fog + +# Whether to fog out the end of the visible area. +# type: bool +# enable_fog = true + +# Make fog and sky colors depend on daytime (dawn/sunset) and view direction. +# type: bool +# directional_colored_fog = true + +# Fraction of the visible distance at which fog starts to be rendered +# type: float min: 0 max: 0.99 +# fog_start = 0.4 + +### Clouds + +# Clouds are a client side effect. +# type: bool +# enable_clouds = true + +# Use 3D cloud look instead of flat. +# type: bool +# enable_3d_clouds = true + +### Filtering and Antialiasing + +# 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 +# mip_map = false + +# Use anisotropic filtering when viewing at textures from an angle. +# type: bool # anisotropic_filter = false # Use bilinear filtering when scaling textures. @@ -412,220 +336,289 @@ # 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 # 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 -# have a visible effect unless bilinear/trilinear/anisotropic filtering is -# enabled. -# type: int +# 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 min: 1 max: 32768 # 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 -# Undersampling is similar to using 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 - -#### Shaders +## 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 -# Path to shader directory. If no path is defined, default location will be used. -# type: path -# shader_path = - -##### Tone Mapping +### 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 -##### Bumpmapping +# Adjust the saturation (or vividness) of the scene +# Values +# < 1.0 decrease saturation +# > 1.0 increase saturation +# 1.0 = unchanged saturation +# 0.0 = black and white +# (Tone mapping needs to be enabled.) +# type: float min: 0 max: 5 +# saturation = 1.0 + +### Waving Nodes -# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack -# or need to be auto-generated. +# Set to true to enable waving leaves. # Requires shaders to be enabled. # type: bool -# enable_bumpmapping = false +# enable_waving_leaves = false -# Enables on the fly normalmap generation (Emboss effect). -# Requires bumpmapping to be enabled. +# Set to true to enable waving plants. +# Requires shaders to be enabled. # type: bool -# generate_normalmaps = false +# enable_waving_plants = false -# Strength of generated normalmaps. -# type: float -# normalmaps_strength = 0.6 +# Set to true to enable waving liquids (like water). +# Requires shaders to be enabled. +# type: bool +# enable_waving_water = false + +# 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 + +# Length of liquid waves. +# Requires waving liquids to be enabled. +# type: float min: 0.1 +# water_wave_length = 20.0 -# Defines sampling step of texture. -# A higher value results in smoother normal maps. -# type: int min: 0 max: 2 -# normalmaps_smooth = 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 -##### Parallax Occlusion +### Dynamic shadows -# Enables parallax occlusion mapping. +# Set to true to enable Shadow Mapping. # Requires shaders to be enabled. # type: bool -# enable_parallax_occlusion = false +# enable_dynamic_shadows = false -# 0 = parallax occlusion with slope information (faster). -# 1 = relief mapping (slower, more accurate). -# type: int min: 0 max: 1 -# parallax_occlusion_mode = 1 +# Set the shadow strength gamma. +# Adjusts the intensity of in-game dynamic shadows. +# Lower value means lighter shadows, higher value means darker shadows. +# type: float min: 0.1 max: 10 +# shadow_strength_gamma = 1.0 -# Strength of parallax. -# type: float -# 3d_paralax_strength = 0.025 +# Maximum distance to render shadows. +# type: float min: 10 max: 1000 +# shadow_map_max_distance = 120.0 -# Number of parallax occlusion iterations. -# type: int -# parallax_occlusion_iterations = 4 +# 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 -# Overall scale of parallax occlusion effect. -# type: float -# parallax_occlusion_scale = 0.08 +# 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 -# Overall bias of parallax occlusion effect, usually scale/2. -# type: float -# parallax_occlusion_bias = 0.04 +# Enable Poisson disk filtering. +# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering. +# type: bool +# shadow_poisson_filter = true -##### Waving Nodes +# 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 -# Set to true enables waving water. -# Requires shaders to be enabled. +# Enable colored shadows. +# On true translucent nodes cast colored shadows. This is expensive. # type: bool -# enable_waving_water = false +# shadow_map_color = false -# type: float -# water_wave_height = 1.0 +# 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 -# type: float -# water_wave_length = 20.0 +# Set the soft shadow radius size. +# Lower values mean sharper shadows, bigger values mean softer shadows. +# Minimum value: 1.0; maximum value: 15.0 +# type: float min: 1 max: 15 +# shadow_soft_radius = 5.0 -# type: float -# water_wave_speed = 5.0 +# 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: -60 max: 60 +# shadow_sky_body_orbit_tilt = 0.0 -# Set to true enables waving leaves. -# Requires shaders to be enabled. -# type: bool -# enable_waving_leaves = false +### Post processing -# Set to true enables waving plants. -# Requires shaders to be enabled. +# Set the exposure compensation factor. +# This factor is applied to linear color value +# before all other post-processing effects. +# Value of 1.0 (default) means no exposure compensation. +# Range: from 0.1 to 10.0 +# type: float min: 0.1 max: 10 +# exposure_factor = 1.0 + +### Bloom + +# Set to true to enable bloom effect. +# Bright colors will bleed over the neighboring objects. # type: bool -# enable_waving_plants = false +# enable_bloom = false -#### Advanced +# Set to true to render debugging breakdown of the bloom effect. +# In debug mode, the screen is split into 4 quadrants: +# top-left - processed base image, top-right - final image +# bottom-left - raw base image, bottom-right - bloom texture. +# type: bool +# enable_bloom_debug = false -# If FPS would go higher than this, limit it by sleeping -# to not waste CPU power for no benefit. -# type: int -# fps_max = 60 +# Defines how much bloom is applied to the rendered image +# Smaller values make bloom more subtle +# Range: from 0.01 to 1.0, default: 0.05 +# type: float min: 0.01 max: 1 +# bloom_intensity = 0.05 -# Maximum FPS when game is paused. -# type: int -# pause_fps_max = 20 +# Defines the magnitude of bloom overexposure. +# Range: from 0.1 to 10.0, default: 1.0 +# type: float min: 0.1 max: 10 +# bloom_strength_factor = 1.0 -# View distance in nodes. -# type: int min: 20 max: 4000 -# viewing_range = 100 +# Logical value that controls how far the bloom effect spreads +# from the bright objects. +# Range: from 0.1 to 8, default: 1 +# type: float min: 0.1 max: 8 +# bloom_radius = 1 -# Width component of the initial window size. -# type: int -# screen_w = 800 +## Audio -# Height component of the initial window size. -# type: int -# screen_h = 600 +# Volume of all sounds. +# Requires the sound system to be enabled. +# type: float min: 0 max: 1 +# sound_volume = 0.7 -# Save window size automatically when modified. +# 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 -# autosave_screensize = true +# mute_sound = false -# Fullscreen mode. -# type: bool -# fullscreen = false +## User Interfaces -# Bits per pixel (aka color depth) in fullscreen mode. -# type: int -# fullscreen_bpp = 24 +# Set the language. Leave empty to use the system language. +# A restart is required after changing this. +# 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 = -# Vertical screen synchronization. +### GUIs + +# 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 min: 0.5 max: 20 +# gui_scaling = 1.0 + +# Enables animation of inventory items. # type: bool -# vsync = false +# inventory_items_animations = false -# Field of view in degrees. -# type: int min: 30 max: 160 -# fov = 72 +# Formspec full-screen background opacity (between 0 and 255). +# type: int min: 0 max: 255 +# formspec_fullscreen_bg_opacity = 140 -# Field of view while zooming in degrees. -# This requires the "zoom" privilege on the server. -# type: int min: 7 max: 160 -# zoom_fov = 15 +# Formspec full-screen background color (R,G,B). +# type: string +# formspec_fullscreen_bg_color = (0,0,0) -# 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: 1 max: 3 -# display_gamma = 2.2 +# When gui_scaling_filter is true, all GUI images need to be +# filtered in software, but some images are generated directly +# to hardware (e.g. render-to-texture for nodes in inventory). +# type: bool +# gui_scaling_filter = false -# Path to texture directory. All textures are first searched from here. -# type: path -# texture_path = +# When gui_scaling_filter_txr2img is true, copy those images +# from hardware to software for scaling. When false, fall back +# to the old scaling method, for video drivers that don't +# properly support downloading textures back from hardware. +# type: bool +# gui_scaling_filter_txr2img = true -# The rendering back-end for Irrlicht. -# type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl -# video_driver = opengl +# Delay showing tooltips, stated in milliseconds. +# type: int min: 0 max: 1.844674407371e+19 +# tooltip_show_delay = 400 -# Height on which clouds are appearing. -# type: int -# cloud_height = 120 +# Append item name to tooltip. +# type: bool +# tooltip_append_itemname = false -# Radius of cloud area stated in number of 64 node cloud squares. -# Values larger than 26 will start to produce sharp cutoffs at cloud area corners. -# type: int -# cloud_radius = 12 +# Use a cloud animation for the main menu background. +# type: bool +# menu_clouds = true -# Enable view bobbing and amount of view bobbing. -# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double. -# type: float -# view_bobbing_amount = 1.0 +### HUD -# 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 +# Modifies the size of the HUD elements. +# type: float min: 0.5 max: 20 +# hud_scaling = 1.0 -# 3D support. -# Currently supported: -# - none: no 3d output. -# - anaglyph: cyan/magenta color 3d. -# - interlaced: odd/even line based polarisation screen support. -# - topbottom: split screen top/bottom. -# - sidebyside: split screen side by side. -# - pageflip: quadbuffer based 3d. -# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, pageflip -# 3d_mode = none +# Whether name tag backgrounds should be shown by default. +# Mods may still set a background. +# type: bool +# show_nametag_backgrounds = true + +### Chat + +# Maximum number of recent chat messages to show +# type: int min: 2 max: 20 +# recent_chat_messages = 6 # 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 @@ -635,212 +628,88 @@ # type: int min: 0 max: 255 # console_alpha = 200 -# Selection box border color (R,G,B). -# type: string -# selectionbox_color = (0,0,0) +# Maximum proportion of current window to be used for hotbar. +# Useful if there's something to be displayed right or left of hotbar. +# type: float min: 0.001 max: 1 +# hud_hotbar_max_width = 1.0 -# Width of the selectionbox's lines around nodes. -# type: int min: 1 max: 5 -# selectionbox_width = 2 +# Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output. +# type: bool +# clickable_chat_weblinks = true -# Crosshair color (R,G,B). +# Optional override for chat weblink color. # type: string -# crosshair_color = (255,255,255) - -# Crosshair alpha (opaqueness, between 0 and 255). -# type: int min: 0 max: 255 -# crosshair_alpha = 255 +# chat_weblink_color = -# Whether node texture animations should be desynchronized per mapblock. -# type: bool -# desynchronize_mapblock_texture_animation = true +# Font size of the recent chat text and chat prompt in point (pt). +# Value 0 will use the default font size. +# type: int min: 0 max: 72 +# chat_font_size = 0 -# Maximum proportion of current window to be used for hotbar. -# Useful if there's something to be displayed right or left of hotbar. -# type: float -# hud_hotbar_max_width = 1.0 +### Content Repository -# Modifies the size of the hudbar elements. -# type: float -# hud_scaling = 1.0 +# 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 -# Enables caching of facedir rotated meshes. -# type: bool -# enable_mesh_cache = false +# Maximum number of concurrent downloads. Downloads exceeding this limit will be queued. +# This should be lower than curl_parallel_limit. +# type: int min: 1 +# contentdb_max_concurrent_downloads = 3 -# Delay between mesh updates on the client in ms. Increasing this will slow -# down the rate of mesh updates, thus reducing jitter on slower clients. -# type: int min: 0 max: 50 -# mesh_generation_interval = 0 - -# Size of the MapBlock cache of the mesh generator. Increasing this will -# increase the cache hit %, reducing the data being copied from the main -# thread, thus reducing jitter. -# type: int min: 0 max: 1000 -# meshgen_block_cache_size = 20 - -# Enables minimap. -# type: bool -# enable_minimap = true - -# Shape of the minimap. Enabled = round, disabled = square. -# type: bool -# minimap_shape_round = true - -# True = 256 -# False = 128 -# Useable to make minimap smoother on slower machines. -# type: bool -# minimap_double_scan_height = true - -# Make fog and sky colors depend on daytime (dawn/sunset) and view direction. -# type: bool -# directional_colored_fog = true - -# The strength (darkness) of node ambient-occlusion shading. -# Lower is darker, Higher is lighter. The valid range of values for this -# setting is 0.25 to 4.0 inclusive. If the value is out of range it will be -# set to the nearest valid value. -# type: float min: 0.25 max: 4 -# ambient_occlusion_gamma = 2.2 - -# Enables animation of inventory items. -# 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 - -# Makes all liquids opaque -# type: bool -# opaque_water = false - -### Menus - -# Use a cloud animation for the main menu background. -# type: bool -# menu_clouds = true - -# 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 -# gui_scaling = 1.0 - -# When gui_scaling_filter is true, all GUI images need to be -# filtered in software, but some images are generated directly -# to hardware (e.g. render-to-texture for nodes in inventory). -# type: bool -# gui_scaling_filter = false - -# When gui_scaling_filter_txr2img is true, copy those images -# from hardware to software for scaling. When false, fall back -# to the old scaling method, for video drivers that don't -# properly support downloading textures back from hardware. -# type: bool -# gui_scaling_filter_txr2img = true - -# Delay showing tooltips, stated in milliseconds. -# type: int -# tooltip_show_delay = 400 - -# Whether freetype fonts are used, requires freetype support to be compiled in. -# type: bool -# freetype = true - -# Path to TrueTypeFont or bitmap. -# type: path -# font_path = fonts/liberationsans.ttf - -# type: int -# font_size = 16 - -# Font shadow offset, if 0 then shadow will not be drawn. -# type: int -# font_shadow = 1 - -# Font shadow alpha (opaqueness, between 0 and 255). -# type: int min: 0 max: 255 -# font_shadow_alpha = 127 - -# type: path -# mono_font_path = fonts/liberationmono.ttf - -# type: int -# mono_font_size = 15 - -# This font will be used for certain languages. -# type: path -# fallback_font_path = fonts/DroidSansFallbackFull.ttf - -# type: int -# fallback_font_size = 15 - -# type: int -# fallback_font_shadow = 1 - -# type: int min: 0 max: 255 -# fallback_font_shadow_alpha = 128 - -# Path to save screenshots at. -# type: path -# screenshot_path = - -# Format of screenshots. -# type: enum values: png, jpg, bmp, pcx, ppm, tga -# screenshot_format = png - -# Screenshot quality. Only used for JPEG format. -# 1 means worst quality; 100 means best quality. -# Use 0 for default quality. -# type: int min: 0 max: 100 -# screenshot_quality = 0 - -### Advanced +# +# Client and Server +# -# Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens. -# type: int -# screen_dpi = 72 +## Client -# Windows systems only: Start Minetest with the command line window in the background. -# Contains the same information as the file debug.txt (default name). +# Save the map received by the client on disk. # type: bool -# enable_console = false +# enable_local_map_saving = false -## Sound +# URL to the server list displayed in the Multiplayer Tab. +# type: string +# serverlist_url = servers.minetest.net +# If enabled, account registration is separate from login in the UI. +# If disabled, new accounts will be registered automatically when logging in. # type: bool -# enable_sound = true +# enable_split_login_register = true -# type: float min: 0 max: 1 -# sound_volume = 0.7 +# URL to JSON file which provides information about the newest Minetest release +# type: string +# update_information_url = https://www.minetest.net/release_info.json -## Advanced +# Unix timestamp (integer) of when the client last checked for an update +# Set this value to "disabled" to never check for updates. +# type: string +# update_last_checked = -# Timeout for client to remove unused map data from memory. +# Version number which was last seen during an update check. +# +# Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch +# Ex: 5.5.0 is 005005000 # type: int -# client_unload_unused_data_timeout = 600 +# update_last_known = 0 -# Maximum number of mapblocks for client to be kept in memory. -# Set to -1 for unlimited amount. -# type: int -# client_mapblock_limit = 5000 +## Server -# Whether to show the client debug info (has the same effect as hitting F5). -# type: bool -# show_debug = false +# Name of the player. +# When running a server, clients connecting with this name are admins. +# When starting from the main menu, this is overridden. +# type: string +# name = -# -# Server / Singleplayer -# +### Serverlist and MOTD # Name of the server, to be displayed when players join and in the serverlist. # type: string @@ -856,27 +725,33 @@ # 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 -# Remove color codes from incoming chat messages -# Use this to stop players from being able to use color in their messages -# type: bool -# strip_color_codes = false +# Message of the day displayed to players connecting. +# type: string +# motd = + +# Maximum number of players that can be connected simultaneously. +# type: int min: 0 max: 65535 +# max_users = 15 + +# If this is set, players will always (re)spawn at the given position. +# type: string +# static_spawnpoint = -## Network +### Networking # Network port to listen (UDP). # This value will be overridden when starting from the main menu. -# type: int +# type: int min: 1 max: 65535 # port = 30000 # The network interface that the server listens on. @@ -896,79 +771,22 @@ # 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 -### Advanced - -# Maximum number of blocks that are simultaneously sent per client. -# type: int -# max_simultaneous_block_sends_per_client = 10 - -# Maximum number of blocks that are simultaneously sent in total. -# type: int -# max_simultaneous_block_sends_server_total = 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. -# type: float -# full_block_send_enable_min_time_from_building = 2.0 - -# 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. -# type: int -# max_packets_per_iteration = 1024 - -## Game - -# Default game when creating a new world. -# This will be overridden when creating a world from the main menu. -# type: string -# default_game = minetest - -# Message of the day displayed to players connecting. -# type: string -# motd = - -# Maximum number of players that can connect simultaneously. -# type: int -# max_users = 15 - -# World directory (everything in the world is stored here). -# Not needed if starting from the main menu. -# type: path -# map-dir = - -# Time in seconds for item entity (dropped items) to live. -# Setting it to -1 disables the feature. -# 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 - -# Enable creative mode for new created maps. -# type: bool -# creative_mode = false - -# A chosen map seed for a new map, leave empty for random. -# Will be overridden when creating a new world in the main menu. -# type: string -# fixed_map_seed = +## Server Security # New users need to input this password. # type: string # default_password = +# If enabled, players cannot join without a password or change theirs to an empty password. +# type: bool +# disallow_empty_password = false + # The privileges that new users automatically get. # See /privs in game for a full list on your server and mod configuration. # type: string @@ -978,27 +796,6 @@ # type: string # basic_privs = interact, shout -# Whether players are shown to clients without any range limit. -# Deprecated, use the setting player_transfer_distance instead. -# type: bool -# unlimited_player_transfer_distance = true - -# Defines the maximal player transfer distance in blocks (0 = unlimited). -# type: int -# player_transfer_distance = 0 - -# Whether to allow players to damage and kill each other. -# type: bool -# enable_pvp = true - -# If this is set, players will always (re)spawn at the given position. -# type: string -# static_spawnpoint = - -# If enabled, new players cannot join with an empty password. -# type: bool -# disallow_empty_password = false - # If enabled, disable cheat prevention in multiplayer. # type: bool # disable_anticheat = false @@ -1008,304 +805,387 @@ # type: bool # enable_rollback_recording = false -# A message to be displayed to all clients when the server shuts down. -# type: string -# kick_msg_shutdown = Server shutting down. +### Client-side Modding -# A message to be displayed to all clients when the server crashes. -# type: string -# kick_msg_crash = This server has experienced an internal error. You will now be disconnected. +# 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 min: 0 max: 63 +# csm_restriction_flags = 62 -# Whether to ask clients to reconnect after a (Lua) crash. -# Set this to true if your server is set up to restart automatically. +# 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 min: 0 max: 4294967295 +# csm_restriction_noderange = 0 + +### Chat + +# Remove color codes from incoming chat messages +# Use this to stop players from being able to use color in their messages # type: bool -# ask_reconnect_on_crash = false +# strip_color_codes = false -# From how far clients know about objects, stated in mapblocks (16 nodes). -# type: int -# active_object_send_range_blocks = 3 +# Set the maximum length of a chat message (in characters) sent by clients. +# type: int min: 10 max: 65535 +# chat_message_max_size = 500 -# How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes). -# In active blocks objects are loaded and ABMs run. -# type: int -# active_block_range = 3 - -# From how far blocks are sent to clients, stated in mapblocks (16 nodes). -# type: int -# max_block_send_distance = 10 +# Amount of messages a player may send per 10 seconds. +# type: float min: 1 +# chat_message_limit_per_10sec = 10.0 -# Maximum number of forceloaded mapblocks. -# type: int -# max_forceloaded_blocks = 16 +# Kick players who sent more than X messages per 10 seconds. +# type: int min: 1 max: 65535 +# chat_message_limit_trigger_kick = 50 -# Interval of sending time of day to clients. -# type: int -# time_send_interval = 5 +## Server Gameplay # Controls length of day/night cycle. -# Examples: 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged. -# type: int +# Examples: +# 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged. +# type: int min: 0 # time_speed = 72 -# Interval of saving important changes in the world, stated in seconds. -# type: float -# server_map_save_interval = 5.3 +# Time of day when a new world is started, in millihours (0-23999). +# type: int min: 0 max: 23999 +# world_start_time = 6125 + +# Time in seconds for item entity (dropped items) to live. +# Setting it to -1 disables the feature. +# type: int min: -1 +# 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 min: 1 max: 65535 +# default_stack_max = 99 ### Physics -# type: float -# movement_acceleration_default = 3 +# Horizontal and vertical acceleration on ground or when climbing, +# in nodes per second per second. +# type: float min: 0 +# movement_acceleration_default = 3.0 -# type: float -# movement_acceleration_air = 2 +# Horizontal acceleration in air when jumping or falling, +# in nodes per second per second. +# type: float min: 0 +# movement_acceleration_air = 2.0 -# type: float -# movement_acceleration_fast = 10 +# Horizontal and vertical acceleration in fast mode, +# in nodes per second per second. +# type: float min: 0 +# movement_acceleration_fast = 10.0 -# type: float -# movement_speed_walk = 4 +# Walking and flying speed, in nodes per second. +# type: float min: 0 +# movement_speed_walk = 4.0 -# type: float +# Sneaking speed, in nodes per second. +# type: float min: 0 # movement_speed_crouch = 1.35 -# type: float -# movement_speed_fast = 20 +# Walking, flying and climbing speed in fast mode, in nodes per second. +# type: float min: 0 +# movement_speed_fast = 20.0 -# type: float -# movement_speed_climb = 3 +# Vertical climbing speed, in nodes per second. +# type: float min: 0 +# movement_speed_climb = 3.0 -# type: float +# Initial vertical speed when jumping, in nodes per second. +# type: float min: 0 # movement_speed_jump = 6.5 -# type: float -# movement_liquid_fluidity = 1 +# How much you are slowed down when moving inside a liquid. +# Decrease this to increase liquid resistance to movement. +# type: float min: 0.001 +# movement_liquid_fluidity = 1.0 +# Maximum liquid resistance. Controls deceleration when entering liquid at +# high speed. # type: float # movement_liquid_fluidity_smooth = 0.5 +# Controls sinking speed in liquid when idling. Negative values will cause +# you to rise instead. # type: float -# movement_liquid_sink = 10 +# movement_liquid_sink = 10.0 +# Acceleration of gravity, in nodes per second per second. # type: float # movement_gravity = 9.81 -### 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). -# - error: abort on usage of deprecated call (suggested for mod developers). -# type: enum values: legacy, log, error -# deprecated_lua_api_handling = legacy - -# Number of extra blocks that can be loaded by /clearobjects at once. -# This is a trade-off between sqlite transaction overhead and -# memory consumption (4096=100MB, as a rule of thumb). -# type: int -# max_clearobjects_extra_loaded_blocks = 4096 - -# How much the server will wait before unloading unused mapblocks. -# Higher value is smoother, but will use more RAM. -# type: int -# server_unload_unused_data_timeout = 29 - -# Maximum number of statically stored objects in a block. -# type: int -# max_objects_per_block = 64 - -# See http://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. -# type: float -# dedicated_server_step = 0.1 - -# Time in between active block management cycles -# type: float -# active_block_mgmt_interval = 2.0 - -# Length of time between ABM execution cycles -# type: float -# abm_interval = 1.0 - -# Length of time between NodeTimer execution cycles -# type: float -# nodetimer_interval = 0.2 - -# If enabled, invalid world data won't cause the server to shut down. -# Only enable this if you know what you are doing. -# type: bool -# ignore_world_load_errors = false - -# Max liquids processed per step. -# type: int -# liquid_loop_max = 100000 - -# The time (in seconds) that the liquids queue may grow beyond processing -# capacity until an attempt is made to decrease its size by dumping old queue -# items. A value of 0 disables the functionality. -# type: int -# liquid_queue_purge_time = 0 - -# Liquid update interval in seconds. -# 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) -# type: int min: 2 -# block_send_optimize_distance = 4 - -# If enabled the server will perform map block occlusion culling based on -# on the eye position of the player. This can reduce the number of blocks -# sent to the client 50-80%. The client will not longer receive most invisible -# so that the utility of noclip mode is reduced. -# type: bool -# server_side_occlusion_culling = true +# +# Mapgen +# -## Mapgen +# A chosen map seed for a new map, leave empty for random. +# Will be overridden when creating a new world in the main menu. +# type: string +# fixed_map_seed = # 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. -# type: int +# type: int min: -31000 max: 31000 # water_level = 1 # From how far blocks are generated for clients, stated in mapblocks (16 nodes). -# type: int -# max_block_generate_distance = 6 +# type: int min: 1 max: 32767 +# 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. # Value is stored per-world. -# type: int min: 0 max: 31000 -# mapgen_limit = 31000 +# type: int min: 0 max: 31007 +# mapgen_limit = 31007 # 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 specified in the flag string 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 - -### Advanced - -# Size of chunks to be generated at once by mapgen, stated in mapblocks (16 nodes). -# type: int -# chunksize = 5 +# 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 -# Dump the mapgen debug infos. -# type: bool -# enable_mapgen_debug_info = false - -# Maximum number of blocks that can be queued for loading. -# type: int -# emergequeue_limit_total = 256 - -# Maximum number of blocks to be queued that are to be loaded from file. -# Set to blank for an appropriate amount to be chosen automatically. -# type: int -# emergequeue_limit_diskonly = 32 - -# Maximum number of blocks to be queued that are to be generated. -# Set to blank for an appropriate amount to be chosen automatically. -# 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. -# type: int -# num_emerge_threads = 1 - -#### Biome API temperature and humidity noise parameters +## Biome API noise parameters # Temperature variation for biomes. -# type: noise_params -# mg_biome_np_heat = 50, 50, (1000, 1000, 1000), 5349, 3, 0.5, 2.0 +# type: noise_params_2d +# mg_biome_np_heat = { +# offset = 50, +# scale = 50, +# spread = (1000, 1000, 1000), +# seed = 5349, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } # Small-scale temperature variation for blending biomes on borders. -# type: noise_params -# mg_biome_np_heat_blend = 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0 +# type: noise_params_2d +# mg_biome_np_heat_blend = { +# offset = 0, +# scale = 1.5, +# spread = (8, 8, 8), +# seed = 13, +# octaves = 2, +# persistence = 1.0, +# lacunarity = 2.0, +# flags = eased +# } # Humidity variation for biomes. -# type: noise_params -# mg_biome_np_humidity = 50, 50, (1000, 1000, 1000), 842, 3, 0.5, 2.0 +# type: noise_params_2d +# mg_biome_np_humidity = { +# offset = 50, +# scale = 50, +# spread = (1000, 1000, 1000), +# seed = 842, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } # Small-scale humidity variation for blending biomes on borders. -# type: noise_params -# mg_biome_np_humidity_blend = 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0 - -#### Mapgen v5 +# type: noise_params_2d +# mg_biome_np_humidity_blend = { +# offset = 0, +# scale = 1.5, +# spread = (8, 8, 8), +# seed = 90003, +# octaves = 2, +# persistence = 1.0, +# lacunarity = 2.0, +# flags = eased +# } + +## Mapgen V5 # Map generation attributes specific to Mapgen v5. -# Flags that are not specified in the flag string 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 min: -31000 max: 31000 +# mgv5_large_cave_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 +# type: int min: -31000 max: 31000 # mgv5_cavern_limit = -256 # Y-distance over which caverns expand to full size. -# type: int +# type: int min: 0 max: 32767 # mgv5_cavern_taper = 256 # Defines full size of caverns, smaller values create larger caverns. # type: float # mgv5_cavern_threshold = 0.7 +# Lower Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgv5_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgv5_dungeon_ymax = 31000 + +### Noises + # Variation of biome filler depth. -# type: noise_params -# mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0 +# type: noise_params_2d +# mgv5_np_filler_depth = { +# offset = 0, +# scale = 1, +# spread = (150, 150, 150), +# seed = 261, +# octaves = 4, +# persistence = 0.7, +# lacunarity = 2.0, +# flags = eased +# } # Variation of terrain vertical scale. # When noise is < -0.55 terrain is near-flat. -# type: noise_params -# mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0 +# type: noise_params_2d +# mgv5_np_factor = { +# offset = 0, +# scale = 1, +# spread = (250, 250, 250), +# seed = 920381, +# octaves = 3, +# persistence = 0.45, +# lacunarity = 2.0, +# flags = eased +# } # Y-level of average terrain surface. -# type: noise_params -# mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0 - -# First of 2 3D noises that together define tunnels. -# type: noise_params -# mgv5_np_cave1 = 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0 - -# Second of 2 3D noises that together define tunnels. -# type: noise_params -# mgv5_np_cave2 = 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0 +# type: noise_params_2d +# mgv5_np_height = { +# offset = 0, +# scale = 10, +# spread = (250, 250, 250), +# seed = 84174, +# octaves = 4, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# First of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgv5_np_cave1 = { +# offset = 0, +# scale = 12, +# spread = (61, 61, 61), +# seed = 52534, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } + +# Second of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgv5_np_cave2 = { +# offset = 0, +# scale = 12, +# spread = (67, 67, 67), +# seed = 10325, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } # 3D noise defining giant caverns. -# type: noise_params -# mgv5_np_cavern = 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0 - -#### Mapgen v6 +# type: noise_params_3d +# mgv5_np_cavern = { +# offset = 0, +# scale = 1, +# spread = (384, 128, 384), +# seed = 723, +# octaves = 5, +# persistence = 0.63, +# lacunarity = 2.0, +# flags = +# } + +# 3D noise defining terrain. +# type: noise_params_3d +# mgv5_np_ground = { +# offset = 0, +# scale = 40, +# spread = (80, 80, 80), +# seed = 983240, +# octaves = 4, +# persistence = 0.55, +# lacunarity = 2.0, +# 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 specified in the flag string 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 @@ -1313,170 +1193,789 @@ # type: float # mgv6_freq_beach = 0.15 -# Y-level of lower terrain and lakebeds. -# type: noise_params -# mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0 - -# Y-level of higher (cliff-top) terrain. -# type: noise_params -# mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0 +# Lower Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgv6_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgv6_dungeon_ymax = 31000 + +### Noises + +# Y-level of lower terrain and seabed. +# type: noise_params_2d +# mgv6_np_terrain_base = { +# offset = -4, +# scale = 20, +# spread = (250, 250, 250), +# seed = 82341, +# octaves = 5, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } + +# Y-level of higher terrain that creates cliffs. +# type: noise_params_2d +# mgv6_np_terrain_higher = { +# offset = 20, +# scale = 16, +# spread = (500, 500, 500), +# seed = 85039, +# octaves = 5, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } # Varies steepness of cliffs. -# type: noise_params -# mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0 - -# Defines areas of 'terrain_higher' (cliff-top terrain). -# type: noise_params -# mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0 +# type: noise_params_2d +# mgv6_np_steepness = { +# offset = 0.85, +# scale = 0.5, +# spread = (125, 125, 125), +# seed = -932, +# octaves = 5, +# persistence = 0.7, +# lacunarity = 2.0, +# flags = eased +# } + +# Defines distribution of higher terrain. +# type: noise_params_2d +# mgv6_np_height_select = { +# offset = 0.5, +# scale = 1, +# spread = (250, 250, 250), +# seed = 4213, +# octaves = 5, +# persistence = 0.69, +# lacunarity = 2.0, +# flags = eased +# } # Varies depth of biome surface nodes. -# type: noise_params -# mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0 +# type: noise_params_2d +# mgv6_np_mud = { +# offset = 4, +# scale = 2, +# spread = (200, 200, 200), +# seed = 91013, +# octaves = 3, +# persistence = 0.55, +# lacunarity = 2.0, +# flags = eased +# } # Defines areas with sandy beaches. -# type: noise_params -# mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0 +# type: noise_params_2d +# mgv6_np_beach = { +# offset = 0, +# scale = 1, +# spread = (250, 250, 250), +# seed = 59420, +# octaves = 3, +# persistence = 0.50, +# lacunarity = 2.0, +# flags = eased +# } # Temperature variation for biomes. -# type: noise_params -# mgv6_np_biome = 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0 +# type: noise_params_2d +# mgv6_np_biome = { +# offset = 0, +# scale = 1, +# spread = (500, 500, 500), +# seed = 9130, +# octaves = 3, +# persistence = 0.50, +# lacunarity = 2.0, +# flags = eased +# } # Variation of number of caves. -# type: noise_params -# mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0 +# type: noise_params_2d +# mgv6_np_cave = { +# offset = 6, +# scale = 6, +# spread = (250, 250, 250), +# seed = 34329, +# octaves = 3, +# persistence = 0.50, +# lacunarity = 2.0, +# flags = eased +# } # Humidity variation for biomes. -# type: noise_params -# mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0 +# type: noise_params_2d +# mgv6_np_humidity = { +# offset = 0.5, +# scale = 0.5, +# spread = (500, 500, 500), +# seed = 72384, +# octaves = 3, +# persistence = 0.50, +# lacunarity = 2.0, +# flags = eased +# } # Defines tree areas and tree density. -# type: noise_params -# mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0 +# type: noise_params_2d +# mgv6_np_trees = { +# offset = 0, +# scale = 1, +# spread = (125, 125, 125), +# seed = 2, +# octaves = 4, +# persistence = 0.66, +# lacunarity = 2.0, +# flags = eased +# } # Defines areas where trees have apples. -# type: noise_params -# mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0 - -#### Mapgen v7 +# type: noise_params_2d +# mgv6_np_apple_trees = { +# offset = 0, +# scale = 1, +# spread = (100, 100, 100), +# seed = 342902, +# octaves = 3, +# persistence = 0.45, +# lacunarity = 2.0, +# flags = eased +# } + +## Mapgen V7 # Map generation attributes specific to Mapgen v7. -# The 'ridges' flag enables the rivers. -# Floatlands are currently experimental and subject to change. -# Flags that are not specified in the flag string are not modified from the default. -# Flags starting with 'no' are used to explicitly disable them. +# '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 -# Controls width of tunnels, a smaller value creates wider tunnels. +# Y of mountain density gradient zero level. Used to shift mountains vertically. +# type: int min: -31000 max: 31000 +# mgv7_mount_zero_level = 0 + +# Lower Y limit of floatlands. +# type: int min: -31000 max: 31000 +# mgv7_floatland_ymin = 1024 + +# Upper Y limit of floatlands. +# type: int min: -31000 max: 31000 +# 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 min: 0 max: 32767 +# mgv7_floatland_taper = 256 + +# Exponent of the floatland tapering. Alters the tapering behavior. +# 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_cave_width = 0.09 +# mgv7_float_taper_exp = 2.0 -# Controls the density of floatland mountain terrain. -# Is an offset added to the 'np_mountain' noise value. +# 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_float_mount_density = 0.6 +# 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 min: -31000 max: 31000 +# mgv7_floatland_ywater = -31000 -# Typical maximum height, above and below midpoint, of floatland mountain 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 -# mgv7_float_mount_height = 128.0 +# mgv7_cave_width = 0.09 -# Y-level of floatland midpoint and lake surface. -# type: int -# mgv7_floatland_level = 1280 +# Y of upper limit of large caves. +# type: int min: -31000 max: 31000 +# mgv7_large_cave_depth = -33 -# Y-level to which floatland shadows extend. -# type: int -# mgv7_shadow_limit = 1024 +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgv7_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgv7_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgv7_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgv7_large_cave_num_max = 2 + +# 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 +# type: int min: -31000 max: 31000 # mgv7_cavern_limit = -256 # Y-distance over which caverns expand to full size. -# type: int +# type: int min: 0 max: 32767 # mgv7_cavern_taper = 256 # Defines full size of caverns, smaller values create larger caverns. # type: float # mgv7_cavern_threshold = 0.7 -# Y-level of higher (cliff-top) terrain. -# type: noise_params -# mgv7_np_terrain_base = 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0 - -# Y-level of lower terrain and lakebeds. -# type: noise_params -# mgv7_np_terrain_alt = 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0 +# Lower Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgv7_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgv7_dungeon_ymax = 31000 + +### Noises + +# Y-level of higher terrain that creates cliffs. +# type: noise_params_2d +# mgv7_np_terrain_base = { +# offset = 4, +# scale = 70, +# spread = (600, 600, 600), +# seed = 82341, +# octaves = 5, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } + +# Y-level of lower terrain and seabed. +# type: noise_params_2d +# mgv7_np_terrain_alt = { +# offset = 4, +# scale = 25, +# spread = (600, 600, 600), +# seed = 5934, +# octaves = 5, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } # Varies roughness of terrain. # Defines the 'persistence' value for terrain_base and terrain_alt noises. -# type: noise_params -# mgv7_np_terrain_persist = 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0 - -# Defines areas of higher (cliff-top) terrain and affects steepness of cliffs. -# type: noise_params -# mgv7_np_height_select = -8, 16, (500, 500, 500), 4213, 6, 0.7, 2.0 +# type: noise_params_2d +# mgv7_np_terrain_persist = { +# offset = 0.6, +# scale = 0.1, +# spread = (2000, 2000, 2000), +# seed = 539, +# octaves = 3, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } + +# Defines distribution of higher terrain and steepness of cliffs. +# type: noise_params_2d +# mgv7_np_height_select = { +# offset = -8, +# scale = 16, +# spread = (500, 500, 500), +# seed = 4213, +# octaves = 6, +# persistence = 0.7, +# lacunarity = 2.0, +# flags = eased +# } # Variation of biome filler depth. -# type: noise_params -# mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0 +# type: noise_params_2d +# mgv7_np_filler_depth = { +# offset = 0, +# scale = 1.2, +# spread = (150, 150, 150), +# seed = 261, +# octaves = 3, +# persistence = 0.7, +# lacunarity = 2.0, +# flags = eased +# } # Variation of maximum mountain height (in nodes). -# type: noise_params -# mgv7_np_mount_height = 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0 +# type: noise_params_2d +# mgv7_np_mount_height = { +# offset = 256, +# scale = 112, +# spread = (1000, 1000, 1000), +# seed = 72449, +# octaves = 3, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } # Defines large-scale river channel structure. -# type: noise_params -# mgv7_np_ridge_uwater = 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0 - -# Defines areas of floatland smooth terrain. -# Smooth floatlands occur when noise > 0. -# type: noise_params -# mgv7_np_floatland_base = -0.6, 1.5, (600, 600, 600), 114, 5, 0.6, 2.0 - -# Variation of hill height and lake depth on floatland smooth terrain. -# type: noise_params -# mgv7_np_float_base_height = 48, 24, (300, 300, 300), 907, 4, 0.7, 2.0 +# type: noise_params_2d +# mgv7_np_ridge_uwater = { +# offset = 0, +# scale = 1, +# spread = (1000, 1000, 1000), +# seed = 85039, +# octaves = 5, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } # 3D noise defining mountain structure and height. # Also defines structure of floatland mountain terrain. -# type: noise_params -# mgv7_np_mountain = -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0 +# type: noise_params_3d +# mgv7_np_mountain = { +# offset = -0.6, +# scale = 1, +# spread = (250, 350, 250), +# seed = 5333, +# octaves = 5, +# persistence = 0.63, +# lacunarity = 2.0, +# flags = +# } # 3D noise defining structure of river canyon walls. -# type: noise_params -# mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0 +# type: noise_params_3d +# mgv7_np_ridge = { +# offset = 0, +# scale = 1, +# spread = (100, 100, 100), +# seed = 6467, +# octaves = 4, +# persistence = 0.75, +# lacunarity = 2.0, +# 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. -# type: noise_params -# mgv7_np_cavern = 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0 +# type: noise_params_3d +# mgv7_np_cavern = { +# offset = 0, +# scale = 1, +# spread = (384, 128, 384), +# seed = 723, +# octaves = 5, +# persistence = 0.63, +# lacunarity = 2.0, +# flags = +# } + +# First of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgv7_np_cave1 = { +# offset = 0, +# scale = 12, +# spread = (61, 61, 61), +# seed = 52534, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } + +# Second of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgv7_np_cave2 = { +# offset = 0, +# scale = 12, +# spread = (67, 67, 67), +# seed = 10325, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# 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. +# 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 + +# Y of upper limit of large caves. +# type: int min: -31000 max: 31000 +# mgcarpathian_large_cave_depth = -33 + +# 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 -# First of 2 3D noises that together define tunnels. -# type: noise_params -# mgv7_np_cave1 = 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0 +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgcarpathian_large_cave_num_min = 0 -# Second of 2 3D noises that together define tunnels. -# type: noise_params -# mgv7_np_cave2 = 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0 +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgcarpathian_large_cave_num_max = 2 -#### Mapgen flat +# 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 min: -31000 max: 31000 +# mgcarpathian_cavern_limit = -256 + +# Y-distance over which caverns expand to full size. +# type: int min: 0 max: 32767 +# mgcarpathian_cavern_taper = 256 + +# Defines full size of caverns, smaller values create larger caverns. +# type: float +# mgcarpathian_cavern_threshold = 0.7 -# Map generation attributes specific to Mapgen flat. +# Lower Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgcarpathian_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgcarpathian_dungeon_ymax = 31000 + +### Noises + +# Variation of biome filler depth. +# type: noise_params_2d +# mgcarpathian_np_filler_depth = { +# offset = 0, +# scale = 1, +# spread = (128, 128, 128), +# seed = 261, +# octaves = 3, +# persistence = 0.7, +# lacunarity = 2.0, +# flags = eased +# } + +# First of 4 2D noises that together define hill/mountain range height. +# type: noise_params_2d +# mgcarpathian_np_height1 = { +# offset = 0, +# scale = 5, +# spread = (251, 251, 251), +# seed = 9613, +# octaves = 5, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# Second of 4 2D noises that together define hill/mountain range height. +# type: noise_params_2d +# mgcarpathian_np_height2 = { +# offset = 0, +# scale = 5, +# spread = (383, 383, 383), +# seed = 1949, +# octaves = 5, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# Third of 4 2D noises that together define hill/mountain range height. +# type: noise_params_2d +# mgcarpathian_np_height3 = { +# offset = 0, +# scale = 5, +# spread = (509, 509, 509), +# seed = 3211, +# octaves = 5, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# Fourth of 4 2D noises that together define hill/mountain range height. +# type: noise_params_2d +# mgcarpathian_np_height4 = { +# offset = 0, +# scale = 5, +# spread = (631, 631, 631), +# seed = 1583, +# octaves = 5, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# 2D noise that controls the size/occurrence of rolling hills. +# type: noise_params_2d +# mgcarpathian_np_hills_terrain = { +# offset = 1, +# scale = 1, +# spread = (1301, 1301, 1301), +# seed = 1692, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# 2D noise that controls the size/occurrence of ridged mountain ranges. +# type: noise_params_2d +# mgcarpathian_np_ridge_terrain = { +# offset = 1, +# scale = 1, +# spread = (1889, 1889, 1889), +# seed = 3568, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# 2D noise that controls the size/occurrence of step mountain ranges. +# type: noise_params_2d +# mgcarpathian_np_step_terrain = { +# offset = 1, +# scale = 1, +# spread = (1889, 1889, 1889), +# seed = 4157, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# 2D noise that controls the shape/size of rolling hills. +# type: noise_params_2d +# mgcarpathian_np_hills = { +# offset = 0, +# scale = 3, +# spread = (257, 257, 257), +# seed = 6604, +# octaves = 6, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } + +# 2D noise that controls the shape/size of ridged mountains. +# type: noise_params_2d +# mgcarpathian_np_ridge_mnt = { +# offset = 0, +# scale = 12, +# spread = (743, 743, 743), +# seed = 5520, +# octaves = 6, +# persistence = 0.7, +# lacunarity = 2.0, +# flags = eased +# } + +# 2D noise that controls the shape/size of step mountains. +# type: noise_params_2d +# mgcarpathian_np_step_mnt = { +# offset = 0, +# scale = 8, +# spread = (509, 509, 509), +# seed = 2590, +# octaves = 6, +# persistence = 0.6, +# lacunarity = 2.0, +# 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. +# type: noise_params_3d +# mgcarpathian_np_mnt_var = { +# offset = 0, +# scale = 1, +# spread = (499, 499, 499), +# seed = 2490, +# octaves = 5, +# persistence = 0.55, +# lacunarity = 2.0, +# flags = +# } + +# First of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgcarpathian_np_cave1 = { +# offset = 0, +# scale = 12, +# spread = (61, 61, 61), +# seed = 52534, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } + +# Second of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgcarpathian_np_cave2 = { +# offset = 0, +# scale = 12, +# spread = (67, 67, 67), +# seed = 10325, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } + +# 3D noise defining giant caverns. +# type: noise_params_3d +# mgcarpathian_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. +# 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. # Occasional lakes and hills can be added to the flat world. -# Flags that are not specified in the flag string 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 +# type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns +# mgflat_spflags = nolakes,nohills,nocaverns # Y of flat ground. -# type: int +# type: int min: -31000 max: 31000 # mgflat_ground_level = 8 -# Y of upper limit of large pseudorandom caves. -# type: int +# Y of upper limit of large caves. +# type: int min: -31000 max: 31000 # mgflat_large_cave_depth = -33 +# 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 @@ -1500,200 +1999,542 @@ # type: float # mgflat_hill_steepness = 64.0 -# Defines location and terrain of optional hills and lakes. -# type: noise_params -# mgflat_np_terrain = 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0 +# Y-level of cavern upper limit. +# type: int min: -31000 max: 31000 +# mgflat_cavern_limit = -256 -# Variation of biome filler depth. -# type: noise_params -# mgflat_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0 +# Y-distance over which caverns expand to full size. +# type: int min: 0 max: 32767 +# 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 min: -31000 max: 31000 +# mgflat_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgflat_dungeon_ymax = 31000 + +### Noises -# First of 2 3D noises that together define tunnels. -# type: noise_params -# mgflat_np_cave1 = 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0 +# Defines location and terrain of optional hills and lakes. +# type: noise_params_2d +# mgflat_np_terrain = { +# offset = 0, +# scale = 1, +# spread = (600, 600, 600), +# seed = 7244, +# octaves = 5, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } -# Second of 2 3D noises that together define tunnels. -# type: noise_params -# mgflat_np_cave2 = 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0 +# Variation of biome filler depth. +# type: noise_params_2d +# mgflat_np_filler_depth = { +# offset = 0, +# scale = 1.2, +# spread = (150, 150, 150), +# seed = 261, +# octaves = 3, +# persistence = 0.7, +# lacunarity = 2.0, +# flags = eased +# } + +# First of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgflat_np_cave1 = { +# offset = 0, +# scale = 12, +# spread = (61, 61, 61), +# seed = 52534, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } + +# Second of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgflat_np_cave2 = { +# offset = 0, +# scale = 12, +# spread = (67, 67, 67), +# seed = 10325, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } -#### Mapgen fractal +# 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. +# 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 -# 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. +# Y of upper limit of large caves. +# type: int min: -31000 max: 31000 +# mgfractal_large_cave_depth = -33 + +# 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 min: -31000 max: 31000 +# mgfractal_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int min: -31000 max: 31000 +# 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. -# type: int +# 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 min: 1 max: 65535 # 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 # mgfractal_julia_w = 0.33 +### Noises + # Y-level of seabed. -# type: noise_params -# mgfractal_np_seabed = -14, 9, (600, 600, 600), 41900, 5, 0.6, 2.0 +# type: noise_params_2d +# mgfractal_np_seabed = { +# offset = -14, +# scale = 9, +# spread = (600, 600, 600), +# seed = 41900, +# octaves = 5, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } # Variation of biome filler depth. -# type: noise_params -# mgfractal_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0 - -# First of 2 3D noises that together define tunnels. -# type: noise_params -# mgfractal_np_cave1 = 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0 - -# Second of 2 3D noises that together define tunnels. -# type: noise_params -# mgfractal_np_cave2 = 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0 - -#### Mapgen Valleys - -##### General +# type: noise_params_2d +# mgfractal_np_filler_depth = { +# offset = 0, +# scale = 1.2, +# spread = (150, 150, 150), +# seed = 261, +# octaves = 3, +# persistence = 0.7, +# lacunarity = 2.0, +# flags = eased +# } + +# First of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgfractal_np_cave1 = { +# offset = 0, +# scale = 12, +# spread = (61, 61, 61), +# seed = 52534, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } + +# Second of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgfractal_np_cave2 = { +# offset = 0, +# scale = 12, +# spread = (67, 67, 67), +# seed = 10325, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# 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 specified in the flag string 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 -# type: int +# '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 min: 0 max: 65535 # mgvalleys_altitude_chill = 90 # Depth below which you'll find large caves. -# type: int +# type: int min: -31000 max: 31000 # mgvalleys_large_cave_depth = -33 -# Creates unpredictable lava features in caves. -# These can make mining difficult. Zero disables them. (0-10) -# type: int -# mgvalleys_lava_features = 0 +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgvalleys_small_cave_num_min = 0 -# Depth below which you'll find massive caves. -# type: int -# mgvalleys_massive_cave_depth = -256 +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgvalleys_small_cave_num_max = 0 -# How deep to make rivers -# type: int -# mgvalleys_river_depth = 4 +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgvalleys_large_cave_num_min = 0 -# How wide to make rivers -# type: int -# mgvalleys_river_size = 5 +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgvalleys_large_cave_num_max = 2 -# Creates unpredictable water features in caves. -# These can make mining difficult. Zero disables them. (0-10) -# type: int -# mgvalleys_water_features = 0 +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgvalleys_large_cave_flooded = 0.5 -# Controls width of tunnels, a smaller value creates wider tunnels. -# type: float -# mgvalleys_cave_width = 0.09 +# Depth below which you'll find giant caverns. +# type: int min: -31000 max: 31000 +# mgvalleys_cavern_limit = -256 + +# Y-distance over which caverns expand to full size. +# type: int min: 0 max: 32767 +# mgvalleys_cavern_taper = 192 -##### Noises +# Defines full size of caverns, smaller values create larger caverns. +# type: float +# mgvalleys_cavern_threshold = 0.6 -# Caves and tunnels form at the intersection of the two noises -# type: noise_params -# mgvalleys_np_cave1 = 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0 +# How deep to make rivers. +# type: int min: 0 max: 65535 +# mgvalleys_river_depth = 4 -# Caves and tunnels form at the intersection of the two noises -# type: noise_params -# mgvalleys_np_cave2 = 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0 +# How wide to make rivers. +# type: int min: 0 max: 65535 +# mgvalleys_river_size = 5 -# The depth of dirt or other filler -# type: noise_params -# mgvalleys_np_filler_depth = 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0 +# 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 -# Massive caves form here. -# type: noise_params -# mgvalleys_np_massive_caves = 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0 +# Lower Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgvalleys_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int min: -31000 max: 31000 +# mgvalleys_dungeon_ymax = 63 + +### Noises + +# First of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgvalleys_np_cave1 = { +# offset = 0, +# scale = 12, +# spread = (61, 61, 61), +# seed = 52534, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } + +# Second of two 3D noises that together define tunnels. +# type: noise_params_3d +# mgvalleys_np_cave2 = { +# offset = 0, +# scale = 12, +# spread = (67, 67, 67), +# seed = 10325, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = +# } + +# The depth of dirt or other biome filler node. +# type: noise_params_2d +# mgvalleys_np_filler_depth = { +# offset = 0, +# scale = 1.2, +# spread = (256, 256, 256), +# seed = 1605, +# octaves = 3, +# persistence = 0.5, +# lacunarity = 2.0, +# flags = eased +# } -# River noise -- rivers occur close to zero -# type: noise_params -# mgvalleys_np_rivers = 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0 +# 3D noise defining giant caverns. +# type: noise_params_3d +# mgvalleys_np_cavern = { +# offset = 0, +# scale = 1, +# spread = (768, 256, 768), +# seed = 59033, +# octaves = 6, +# persistence = 0.63, +# lacunarity = 2.0, +# flags = +# } -# Base terrain height -# type: noise_params -# mgvalleys_np_terrain_height = -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0 +# Defines large-scale river channel structure. +# type: noise_params_2d +# mgvalleys_np_rivers = { +# offset = 0, +# scale = 1, +# spread = (256, 256, 256), +# seed = -6050, +# octaves = 5, +# persistence = 0.6, +# lacunarity = 2.0, +# flags = eased +# } + +# Base terrain height. +# type: noise_params_2d +# mgvalleys_np_terrain_height = { +# offset = -10, +# scale = 50, +# spread = (1024, 1024, 1024), +# seed = 5202, +# octaves = 6, +# persistence = 0.4, +# lacunarity = 2.0, +# flags = eased +# } + +# Raises terrain to make valleys around the rivers. +# type: noise_params_2d +# mgvalleys_np_valley_depth = { +# offset = 5, +# scale = 4, +# spread = (512, 512, 512), +# seed = -1914, +# octaves = 1, +# persistence = 1.0, +# lacunarity = 2.0, +# flags = eased +# } + +# Slope and fill work together to modify the heights. +# type: noise_params_3d +# mgvalleys_np_inter_valley_fill = { +# offset = 0, +# scale = 1, +# spread = (256, 512, 256), +# seed = 1993, +# octaves = 6, +# persistence = 0.8, +# lacunarity = 2.0, +# flags = +# } + +# Amplifies the valleys. +# type: noise_params_2d +# mgvalleys_np_valley_profile = { +# offset = 0.6, +# scale = 0.5, +# spread = (512, 512, 512), +# seed = 777, +# octaves = 1, +# persistence = 1.0, +# lacunarity = 2.0, +# flags = eased +# } + +# Slope and fill work together to modify the heights. +# type: noise_params_2d +# mgvalleys_np_inter_valley_slope = { +# offset = 0.5, +# scale = 0.5, +# spread = (128, 128, 128), +# seed = 746, +# octaves = 1, +# persistence = 1.0, +# lacunarity = 2.0, +# 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 = +# } -# Raises terrain to make valleys around the rivers -# type: noise_params -# mgvalleys_np_valley_depth = 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0 +# +# Advanced +# -# Slope and fill work together to modify the heights -# type: noise_params -# mgvalleys_np_inter_valley_fill = 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0 +## Developer Options -# Amplifies the valleys -# type: noise_params -# mgvalleys_np_valley_profile = 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0 +# Enable Lua modding support on client. +# This support is experimental and API can change. +# type: bool +# enable_client_modding = false -# Slope and fill work together to modify the heights -# type: noise_params -# mgvalleys_np_inter_valley_slope = 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0 +# Replaces the default main menu with a custom one. +# type: string +# main_menu_script = -## Security +### Mod Security # Prevent mods from doing insecure things like running shell commands. # type: bool @@ -1709,15 +2550,53 @@ # type: string # secure.http_mods = -## Advanced +### Debugging -### Profiling +# Level of logging to be written to debug.txt: +# - (no logging) +# - none (messages with no level) +# - error +# - warning +# - action +# - info +# - verbose +# - trace +# type: enum values: , none, error, warning, action, info, verbose, trace +# debug_log_level = action -# Load the game profiler to collect game profiling data. -# Provides a /profiler command to access the compiled profile. -# Useful for mod developers and server operators. -# type: bool -# profiler.load = false +# 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 min: 1 +# debug_log_size_max = 50 + +# Minimal level of logging to be written to chat. +# type: enum values: , none, error, warning, action, info, verbose, trace +# chat_log_level = error + +# Handling for deprecated Lua API calls: +# - 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: none, log, error +# deprecated_lua_api_handling = log + +# Enable random user input (only used for testing). +# type: bool +# random_input = false + +# Enable mod channels support. +# type: bool +# enable_mod_channels = false + +### Mod Profiler + +# Load the game profiler to collect game profiling data. +# Provides a /profiler command to access the compiled profile. +# Useful for mod developers and server operators. +# type: bool +# profiler.load = false # The default format in which profiles are being saved, # when calling `/profiler save [format]` without format. @@ -1728,8 +2607,6 @@ # type: string # profiler.report_path = "" -#### Instrumentation - # Instrument the methods of entities on registration. # type: bool # instrument.entity = true @@ -1742,7 +2619,7 @@ # type: bool # instrument.lbm = true -# Instrument chatcommands on registration. +# Instrument chat commands on registration. # type: bool # instrument.chatcommand = true @@ -1751,8 +2628,6 @@ # type: bool # instrument.global_callback = true -##### Advanced - # Instrument builtin. # This is usually only needed by core/builtin contributors # type: bool @@ -1765,79 +2640,958 @@ # type: bool # instrument.profiler = false -# -# Client and Server -# +### Engine profiler -# Name of the player. -# When running a server, clients connecting with this name are admins. -# When starting from the main menu, this is overridden. -# type: string -# name = +# Print the engine's profiling data in regular intervals (in seconds). +# 0 = disable. Useful for developers. +# type: int min: 0 +# profiler_print_interval = 0 -# Set the language. Leave empty to use the system language. +## Advanced + +# Enable IPv6 support (for both client and server). +# Required for IPv6 connections to work at all. +# type: bool +# enable_ipv6 = true + +# If enabled, invalid world data won't cause the server to shut down. +# Only enable this if you know what you are doing. +# type: bool +# ignore_world_load_errors = false + +### Graphics + +# Path to shader directory. If no path is defined, default location will be used. +# type: path +# shader_path = + +# The rendering back-end. # 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 -# language = +# Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise. +# 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 -# Level of logging to be written to debug.txt: -# - (no logging) -# - none (messages with no level) -# - error -# - warning -# - action -# - info -# - verbose -# type: enum values: , none, error, warning, action, info, verbose -# debug_log_level = action +# Distance in nodes at which transparency depth sorting is enabled +# Use this to limit the performance impact of transparency depth sorting +# type: int min: 0 max: 128 +# transparency_sorting_distance = 16 -# IPv6 support. +# Enable vertex buffer objects. +# This should greatly improve graphics performance. # type: bool -# enable_ipv6 = true +# enable_vbo = true -## Advanced +# Radius of cloud area stated in number of 64 node cloud squares. +# Values larger than 26 will start to produce sharp cutoffs at cloud area corners. +# type: int min: 1 max: 62 +# cloud_radius = 12 -# Default timeout for cURL, stated in milliseconds. -# Only has an effect if compiled with cURL. -# type: int -# curl_timeout = 5000 +# Whether node texture animations should be desynchronized per mapblock. +# type: bool +# desynchronize_mapblock_texture_animation = true -# 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. -# type: int -# curl_parallel_limit = 8 +# Enables caching of facedir rotated meshes. +# type: bool +# enable_mesh_cache = false -# Maximum time in ms a file download (e.g. a mod download) may take. -# type: int -# curl_file_download_timeout = 300000 +# Delay between mesh updates on the client in ms. Increasing this will slow +# down the rate of mesh updates, thus reducing jitter on slower clients. +# type: int min: 0 max: 50 +# mesh_generation_interval = 0 + +# Size of the MapBlock cache of the mesh generator. Increasing this will +# increase the cache hit %, reducing the data being copied from the main +# thread, thus reducing jitter. +# type: int min: 0 max: 1000 +# meshgen_block_cache_size = 20 + +# True = 256 +# False = 128 +# Usable to make minimap smoother on slower machines. +# type: bool +# minimap_double_scan_height = true + +# Textures on a node may be aligned either to the node or to the world. +# The former mode suits better things like machines, furniture, etc., while +# the latter makes stairs and microblocks fit surroundings better. +# However, as this possibility is new, thus may not be used by older servers, +# this option allows enforcing it for certain node types. Note though that +# that is considered EXPERIMENTAL and may not work properly. +# type: enum values: disable, enable, force_solid, force_nodebox +# world_aligned_mode = enable + +# World-aligned textures may be scaled to span several nodes. However, +# the server may not send the scale you want, especially if you use +# 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! +# type: enum values: disable, enable, force +# autoscale_mode = disable + +### Font -# Makes DirectX work with LuaJIT. Disable if it causes troubles. # type: bool -# high_precision_fpu = true +# font_bold = false -# Replaces the default main menu with a custom one. +# type: bool +# font_italic = false + +# Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn. +# type: int min: 0 max: 65535 +# font_shadow = 1 + +# 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 where 1 unit = 1 pixel at 96 DPI +# type: int min: 5 max: 72 +# 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. +# type: int min: 1 +# font_size_divisible_by = 1 + +# Path to the default font. Must be a TrueType font. +# The fallback font will be used if the font cannot be loaded. +# type: filepath +# font_path = fonts/Arimo-Regular.ttf + +# type: filepath +# font_path_bold = fonts/Arimo-Bold.ttf + +# type: filepath +# font_path_italic = fonts/Arimo-Italic.ttf + +# type: filepath +# font_path_bold_italic = fonts/Arimo-BoldItalic.ttf + +# Font size of the monospace font where 1 unit = 1 pixel at 96 DPI +# type: int min: 5 max: 72 +# 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. +# type: int min: 1 +# mono_font_size_divisible_by = 1 + +# Path to the monospace font. Must be a TrueType font. +# This font is used for e.g. the console and profiler screen. +# type: filepath +# mono_font_path = fonts/Cousine-Regular.ttf + +# 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_bold_italic = fonts/Cousine-BoldItalic.ttf + +# Path of the fallback font. Must be a TrueType font. +# This font will be used for certain languages or if the default font is unavailable. +# type: filepath +# fallback_font_path = fonts/DroidSansFallbackFull.ttf + +### Lighting + +# 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 + +# 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 + +### Networking + +# 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 -# main_menu_script = +# prometheus_listener_address = 127.0.0.1:30000 -# type: int -# main_menu_game_mgr = 0 +# Maximum size of the out chat queue. +# 0 to disable queueing and -1 to make the queue size unlimited. +# type: int min: -1 max: 32767 +# max_out_chat_queue_size = 20 -# type: int -# main_menu_mod_mgr = 1 +# Timeout for client to remove unused map data from memory, in seconds. +# type: float min: 0 +# client_unload_unused_data_timeout = 600.0 + +# Maximum number of mapblocks for client to be kept in memory. +# Set to -1 for unlimited amount. +# type: int min: -1 max: 2147483647 +# client_mapblock_limit = 7500 + +# Whether to show the client debug info (has the same effect as hitting F5). +# type: bool +# show_debug = false + +# Maximum number of blocks that are simultaneously sent per client. +# The maximum total count is calculated dynamically: +# max_total = ceil((#clients + max_users) * per_client / 4) +# type: int min: 1 max: 4294967295 +# 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. +# type: float min: 0 +# full_block_send_enable_min_time_from_building = 2.0 + +# 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. +# type: int min: 1 max: 65535 +# 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 +### Server + +# Format of player chat messages. The following strings are valid placeholders: +# @name, @message, @timestamp (optional) # type: string -# modstore_download_url = https://forum.minetest.net/media/ +# 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 min: 0 +# chatcommand_msg_time_threshold = 0.1 +# A message to be displayed to all clients when the server shuts down. # type: string -# modstore_listmods_url = https://forum.minetest.net/mmdb/mods/ +# kick_msg_shutdown = Server shutting down. +# A message to be displayed to all clients when the server crashes. # type: string -# modstore_details_url = https://forum.minetest.net/mmdb/mod/*/ +# kick_msg_crash = This server has experienced an internal error. You will now be disconnected. -# Print the engine's profiling data in regular intervals (in seconds). 0 = disable. Useful for developers. -# type: int -# profiler_print_interval = 0 +# Whether to ask clients to reconnect after a (Lua) crash. +# Set this to true if your server is set up to restart automatically. +# type: bool +# ask_reconnect_on_crash = false + +### Server/Env Performance + +# Length of a server tick and the interval at which objects are generally updated over +# network, stated in seconds. +# type: float min: 0 +# dedicated_server_step = 0.09 + +# Whether players are shown to clients without any range limit. +# Deprecated, use the setting player_transfer_distance instead. +# type: bool +# unlimited_player_transfer_distance = true + +# Defines the maximal player transfer distance in blocks (0 = unlimited). +# type: int min: 0 max: 65535 +# player_transfer_distance = 0 + +# 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 min: 1 max: 65535 +# 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_send_range_blocks. +# type: int min: 1 max: 65535 +# active_block_range = 4 + +# From how far blocks are sent to clients, stated in mapblocks (16 nodes). +# type: int min: 1 max: 65535 +# max_block_send_distance = 12 + +# Default maximum number of forceloaded mapblocks. +# Set this to -1 to disable the limit. +# type: int min: -1 +# max_forceloaded_blocks = 16 + +# Interval of sending time of day to clients, stated in seconds. +# type: float min: 0.001 +# time_send_interval = 5.0 + +# Interval of saving important changes in the world, stated in seconds. +# type: float min: 0.001 +# server_map_save_interval = 5.3 + +# How long the server will wait before unloading unused mapblocks, stated in seconds. +# Higher value is smoother, but will use more RAM. +# type: int min: 0 max: 4294967295 +# server_unload_unused_data_timeout = 29 + +# Maximum number of statically stored objects in a block. +# type: int min: 1 max: 65535 +# max_objects_per_block = 256 + +# Length of time between active block management cycles, stated in seconds. +# type: float min: 0 +# active_block_mgmt_interval = 2.0 + +# Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds. +# type: float min: 0 +# 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, stated in seconds. +# type: float min: 0 +# nodetimer_interval = 0.2 + +# Max liquids processed per step. +# type: int min: 1 max: 4294967295 +# liquid_loop_max = 100000 + +# The time (in seconds) that the liquids queue may grow beyond processing +# capacity until an attempt is made to decrease its size by dumping old queue +# items. A value of 0 disables the functionality. +# type: int min: 0 max: 65535 +# liquid_queue_purge_time = 0 + +# Liquid update interval in seconds. +# type: float min: 0.001 +# 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). +# type: int min: 2 max: 32767 +# block_send_optimize_distance = 4 + +# If enabled the server will perform map block occlusion culling based on +# on the eye position of the player. This can reduce the number of blocks +# sent to the client 50-80%. The client will not longer receive most invisible +# so that the utility of noclip mode is reduced. +# type: bool +# server_side_occlusion_culling = true + +### Mapgen + +# 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 min: 1 max: 10 +# chunksize = 5 + +# Dump the mapgen debug information. +# type: bool +# enable_mapgen_debug_info = false + +# Maximum number of blocks that can be queued for loading. +# type: int min: 1 max: 1000000 +# emergequeue_limit_total = 1024 + +# Maximum number of blocks to be queued that are to be loaded from file. +# 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. +# This limit is enforced per player. +# type: int min: 1 max: 1000000 +# emergequeue_limit_generate = 128 + +# Number of emerge threads to use. +# 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 min: 0 max: 32767 +# num_emerge_threads = 1 + +### cURL + +# Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds. +# type: int min: 100 max: 2147483647 +# curl_timeout = 20000 + +# 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. +# type: int min: 1 max: 2147483647 +# curl_parallel_limit = 8 + +# Maximum time a file download (e.g. a mod download) may take, stated in milliseconds. +# type: int min: 100 max: 2147483647 +# curl_file_download_timeout = 300000 + +### Misc + +# Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens. +# type: int min: 1 +# screen_dpi = 72 + +# Adjust the detected display density, used for scaling UI elements. +# type: float min: 0.5 max: 5 +# 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 +# enable_console = false + +# Number of extra blocks that can be loaded by /clearobjects at once. +# This is a trade-off between SQLite transaction overhead and +# memory consumption (4096=100MB, as a rule of thumb). +# type: int min: 0 max: 4294967295 +# max_clearobjects_extra_loaded_blocks = 4096 + +# World directory (everything in the world is stored here). +# Not needed if starting from the main menu. +# type: path +# map-dir = + +# See https://www.sqlite.org/pragma.html#pragma_synchronous +# 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 + +# Enable usage of remote media server (if provided by server). +# Remote servers offer a significantly faster way to download media (e.g. textures) +# when connecting to the server. +# type: bool +# enable_remote_media_server = true + +# File in client/serverlist/ that contains your favorite servers displayed in the +# Multiplayer Tab. +# type: string +# serverlist_file = favoriteservers.json + +## Gamepads + +# Enable joysticks. Requires a restart to take effect +# type: bool +# enable_joysticks = false + +# The identifier of the joystick to use +# type: int min: 0 max: 255 +# joystick_id = 0 + +# The type of joystick +# type: enum values: auto, generic, xbox, dragonrise_gamecube +# joystick_type = auto + +# The time in seconds it takes between repeated events +# when holding down a joystick button combination. +# type: float min: 0.001 +# repeat_joystick_button_time = 0.17 + +# The dead zone of the joystick +# type: int min: 0 max: 65535 +# joystick_deadzone = 2048 + +# The sensitivity of the joystick axes for moving the +# in-game view frustum around. +# type: float min: 0.001 +# joystick_frustum_sensitivity = 170.0 + +## Temporary Settings + +# Path to texture directory. All textures are first searched from here. +# type: path +# texture_path = + +# Enables minimap. +# type: bool +# enable_minimap = true + +# Shape of the minimap. Enabled = round, disabled = square. +# type: bool +# minimap_shape_round = true + +# Address to connect to. +# Leave this blank to start a local server. +# Note that the address field in the main menu overrides this setting. +# type: string +# address = + +# Port to connect to (UDP). +# Note that the port field in the main menu overrides this setting. +# type: int min: 1 max: 65535 +# remote_port = 30000 + +# Default game when creating a new world. +# This will be overridden when creating a world from the main menu. +# type: string +# default_game = minetest + +# Enable players getting damage and dying. +# type: bool +# enable_damage = false + +# Enable creative mode for all players +# type: bool +# creative_mode = false + +# Whether to allow players to damage and kill each other. +# type: bool +# enable_pvp = true + +# Player is able to fly without being affected by gravity. +# This requires the "fly" privilege on the server. +# 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 "Aux1" key). +# This requires the "fast" privilege on the server. +# type: bool +# fast_move = false + +# If enabled together with fly mode, player is able to fly through solid nodes. +# This requires the "noclip" privilege on the server. +# type: bool +# noclip = false + +# Continuous forward movement, toggled by autoforward key. +# Press the autoforward key again or the backwards movement to disable. +# type: bool +# continuous_forward = false + +# Formspec default background opacity (between 0 and 255). +# type: int min: 0 max: 255 +# formspec_default_bg_opacity = 140 + +# Formspec default background color (R,G,B). +# type: string +# formspec_default_bg_color = (0,0,0) + +# Whether to show technical names. +# Affects mods and texture packs in the Content and Select Mods menus, as well as +# setting names in All Settings. +# Controlled by the checkbox in the "All settings" menu. +# type: bool +# show_technical_names = false + +# 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 + +# Key for moving the player forward. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_forward = KEY_KEY_W + +# Key for moving the player backward. +# Will also disable autoforward, when active. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_backward = KEY_KEY_S + +# Key for moving the player left. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_left = KEY_KEY_A + +# Key for moving the player right. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_right = KEY_KEY_D + +# Key for jumping. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_jump = KEY_SPACE + +# Key for sneaking. +# Also used for climbing down and descending in water if aux1_descends is disabled. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_sneak = KEY_LSHIFT + +# Key for digging. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_dig = KEY_LBUTTON + +# Key for placing. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_place = KEY_RBUTTON + +# Key for opening the inventory. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_inventory = KEY_KEY_I + +# Key for moving fast in fast mode. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_aux1 = KEY_KEY_E + +# Key for opening the chat window. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_chat = KEY_KEY_T + +# Key for opening the chat window to type commands. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_cmd = / + +# Key for opening the chat window to type local commands. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_cmd_local = . + +# Key for toggling unlimited view range. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_rangeselect = + +# Key for toggling flying. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_freemove = KEY_KEY_K + +# Key for toggling pitch move mode. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_pitchmove = KEY_KEY_P + +# Key for toggling fast mode. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_fastmove = KEY_KEY_J + +# Key for toggling noclip mode. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_noclip = KEY_KEY_H + +# Key for selecting the next item in the hotbar. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_hotbar_next = KEY_KEY_N + +# Key for selecting the previous item in the hotbar. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_hotbar_previous = KEY_KEY_B + +# Key for muting the game. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_mute = KEY_KEY_M + +# Key for increasing the volume. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_increase_volume = + +# Key for decreasing the volume. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_decrease_volume = + +# Key for toggling autoforward. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_autoforward = + +# Key for toggling cinematic mode. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_cinematic = + +# Key for toggling display of minimap. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_minimap = KEY_KEY_V + +# Key for taking screenshots. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_screenshot = KEY_F12 + +# Key for dropping the currently selected item. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_drop = KEY_KEY_Q + +# Key to use view zoom when possible. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_zoom = KEY_KEY_Z + +# Key for selecting the first hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot1 = KEY_KEY_1 + +# Key for selecting the second hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot2 = KEY_KEY_2 + +# Key for selecting the third hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot3 = KEY_KEY_3 + +# Key for selecting the fourth hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot4 = KEY_KEY_4 + +# Key for selecting the fifth hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot5 = KEY_KEY_5 + +# Key for selecting the sixth hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot6 = KEY_KEY_6 + +# Key for selecting the seventh hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot7 = KEY_KEY_7 + +# Key for selecting the eighth hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot8 = KEY_KEY_8 + +# Key for selecting the ninth hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot9 = KEY_KEY_9 + +# Key for selecting the tenth hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot10 = KEY_KEY_0 + +# Key for selecting the 11th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot11 = + +# Key for selecting the 12th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot12 = + +# Key for selecting the 13th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot13 = + +# Key for selecting the 14th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot14 = + +# Key for selecting the 15th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot15 = + +# Key for selecting the 16th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot16 = + +# Key for selecting the 17th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot17 = + +# Key for selecting the 18th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot18 = + +# Key for selecting the 19th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot19 = + +# Key for selecting the 20th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot20 = + +# Key for selecting the 21st hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot21 = + +# Key for selecting the 22nd hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot22 = + +# Key for selecting the 23rd hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot23 = + +# Key for selecting the 24th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot24 = + +# Key for selecting the 25th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot25 = + +# Key for selecting the 26th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot26 = + +# Key for selecting the 27th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot27 = + +# Key for selecting the 28th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot28 = + +# Key for selecting the 29th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot29 = + +# Key for selecting the 30th hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot30 = + +# Key for selecting the 31st hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot31 = + +# Key for selecting the 32nd hotbar slot. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_slot32 = + +# Key for toggling the display of the HUD. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_toggle_hud = KEY_F1 + +# Key for toggling the display of chat. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_toggle_chat = KEY_F2 + +# Key for toggling the display of the large chat console. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_console = KEY_F10 + +# Key for toggling the display of fog. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_toggle_force_fog_off = KEY_F3 + +# Key for toggling the camera update. Only used for development +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_toggle_update_camera = + +# Key for toggling the display of debug info. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_toggle_debug = KEY_F5 + +# Key for toggling the display of the profiler. Used for development. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_toggle_profiler = KEY_F6 + +# Key for switching between first- and third-person camera. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_camera_mode = KEY_KEY_C + +# Key for increasing the viewing range. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_increase_viewing_range_min = + + +# Key for decreasing the viewing range. +# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h +# type: key +# keymap_decrease_viewing_range_min = -