X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=minetest.conf.example;h=4b4bda0c5e33b8894653563671f1e567d88f341c;hb=HEAD;hp=d0ed146e0405424c4919c37d2d483538f5db4c57;hpb=2652d8db19fb2758de1da4c04ce169f80c87e5c7;p=dragonfireclient.git diff --git a/minetest.conf.example b/minetest.conf.example index d0ed146e0..4b4bda0c5 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -13,11 +13,9 @@ # http://wiki.minetest.net/ # -# Client +# Controls # -## Controls - # 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 @@ -28,7 +26,11 @@ # type: bool # free_move = false -# Fast movement (via use key). +# 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 @@ -59,7 +61,8 @@ # 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 @@ -67,23 +70,49 @@ # 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 +# The time in seconds it takes between repeated node placements when holding +# the place button. +# type: float min: 0.001 +# repeat_place_time = 0.25 + +# Automatically jump up single-node obstacles. +# type: bool +# autojump = false + +# Prevent digging and placing from repeating when holding the mouse buttons. +# Enable this when you dig or place too often by accident. +# type: bool +# safe_dig_and_place = false # Enable random user input (only used for testing). # type: bool # random_input = false # Continuous forward movement, toggled by autoforward key. +# Press the autoforward key again or the backwards movement to disable. # type: bool # continuous_forward = false -# Enable Joysticks +# The length in pixels it takes for touch screen interaction to start. +# type: int min: 0 max: 100 +# touchscreen_threshold = 20 + +# (Android) Fixes the position of virtual joystick. +# If disabled, virtual joystick will center to first-touch's position. +# type: bool +# fixed_virtual_joystick = false + +# (Android) Use virtual joystick to trigger "Aux1" button. +# If enabled, virtual joystick will also tap "Aux1" button when out of main circle. +# type: bool +# virtual_joystick_triggers_aux1 = false + +# Enable joysticks # type: bool # enable_joysticks = false @@ -92,16 +121,20 @@ # joystick_id = 0 # The type of joystick -# type: enum values: auto, generic, xbox +# type: enum values: auto, generic, xbox, dragonrise_gamecube # joystick_type = auto # The time in seconds it takes between repeated events # when holding down a joystick button combination. -# type: float +# type: float min: 0.001 # repeat_joystick_button_time = 0.17 +# The dead zone of the joystick +# type: int +# joystick_deadzone = 2048 + # The sensitivity of the joystick axes for moving the -# ingame view frustum around. +# in-game view frustum around. # type: float # joystick_frustum_sensitivity = 170 @@ -111,6 +144,7 @@ # keymap_forward = KEY_KEY_W # Key for moving the player backward. +# Will also disable autoforward, when active. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_backward = KEY_KEY_S @@ -136,6 +170,16 @@ # type: key # keymap_sneak = KEY_LSHIFT +# Key for digging. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_dig = KEY_LBUTTON + +# Key for placing. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_place = KEY_RBUTTON + # Key for opening the inventory. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key @@ -144,7 +188,7 @@ # Key for moving fast in fast mode. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key -# keymap_special1 = KEY_KEY_E +# keymap_aux1 = KEY_KEY_E # Key for opening the chat window. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 @@ -161,11 +205,6 @@ # 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 @@ -176,6 +215,11 @@ # type: key # keymap_freemove = KEY_KEY_K +# Key for toggling pitch move mode. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_pitchmove = KEY_KEY_P + # Key for toggling fast mode. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key @@ -224,7 +268,7 @@ # Key for toggling display of minimap. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key -# keymap_minimap = KEY_F9 +# keymap_minimap = KEY_KEY_V # Key for taking screenshots. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 @@ -241,12 +285,172 @@ # type: key # keymap_zoom = KEY_KEY_Z +# Key for selecting the first hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot1 = KEY_KEY_1 + +# Key for selecting the second hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot2 = KEY_KEY_2 + +# Key for selecting the third hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot3 = KEY_KEY_3 + +# Key for selecting the fourth hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot4 = KEY_KEY_4 + +# Key for selecting the fifth hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot5 = KEY_KEY_5 + +# Key for selecting the sixth hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot6 = KEY_KEY_6 + +# Key for selecting the seventh hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot7 = KEY_KEY_7 + +# Key for selecting the eighth hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot8 = KEY_KEY_8 + +# Key for selecting the ninth hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot9 = KEY_KEY_9 + +# Key for selecting the tenth hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot10 = KEY_KEY_0 + +# Key for selecting the 11th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot11 = + +# Key for selecting the 12th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot12 = + +# Key for selecting the 13th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot13 = + +# Key for selecting the 14th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot14 = + +# Key for selecting the 15th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot15 = + +# Key for selecting the 16th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot16 = + +# Key for selecting the 17th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot17 = + +# Key for selecting the 18th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot18 = + +# Key for selecting the 19th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot19 = + +# Key for selecting the 20th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot20 = + +# Key for selecting the 21st hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot21 = + +# Key for selecting the 22nd hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot22 = + +# Key for selecting the 23rd hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot23 = + +# Key for selecting the 24th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot24 = + +# Key for selecting the 25th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot25 = + +# Key for selecting the 26th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot26 = + +# Key for selecting the 27th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot27 = + +# Key for selecting the 28th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot28 = + +# Key for selecting the 29th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot29 = + +# Key for selecting the 30th hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot30 = + +# Key for selecting the 31st hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot31 = + +# Key for selecting the 32nd hotbar slot. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_slot32 = + # Key for toggling the display of the HUD. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_toggle_hud = KEY_F1 -# Key for toggling the display of the chat. +# Key for toggling the display of chat. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_toggle_chat = KEY_F2 @@ -256,7 +460,7 @@ # type: key # keymap_console = KEY_F10 -# Key for toggling the display of the fog. +# Key for toggling the display of fog. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_toggle_force_fog_off = KEY_F3 @@ -279,7 +483,7 @@ # Key for switching between first- and third-person camera. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key -# keymap_camera_mode = KEY_F7 +# keymap_camera_mode = KEY_KEY_C # Key for increasing the viewing range. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 @@ -291,69 +495,21 @@ # type: key # keymap_decrease_viewing_range_min = - -# 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 - -## Network - -# 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 - -# 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 +# +# Graphics +# -# Show entity selection boxes -# type: bool -# show_entity_selectionbox = true +## In-Game -# 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 +### Basic -# Enable Lua modding support on client. -# This support is experimental and API can change. +# Whether name tag backgrounds should be shown by default. +# Mods may still set a background. # type: bool -# enable_client_modding = false +# show_nametag_backgrounds = true -# URL to the server list displayed in the Multiplayer Tab. -# type: string -# serverlist_url = servers.minetest.net - -# File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab. -# type: string -# serverlist_file = favoriteservers.txt - -# Maximum size of the out chat queue. 0 to disable queueing and -1 to make the queue size unlimited -# type: int -# max_out_chat_queue_size = 20 - -## Graphics - -### In-Game - -#### Basic - -# Enable VBO +# Enable vertex buffer objects. +# This should greatly improve graphics performance. # type: bool # enable_vbo = true @@ -377,6 +533,11 @@ # type: bool # smooth_lighting = true +# 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 +# performance_tradeoffs = false + # Clouds are a client side effect. # type: bool # enable_clouds = true @@ -393,9 +554,11 @@ # type: bool # enable_particles = true -#### Filtering +### Filtering -# Use mip mapping to scale textures. May slightly increase performance. +# Use mipmapping to scale textures. May slightly increase performance, +# especially when using a high resolution texture pack. +# Gamma correct downscaling is not supported. # type: bool # mip_map = false @@ -412,36 +575,44 @@ # 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. +# memory. Powers of 2 are recommended. This setting is ONLY applied if +# bilinear/trilinear/anisotropic filtering is enabled. +# This is also used as the base node texture size for world-aligned +# texture autoscaling. # type: int # texture_min_size = 64 -# Experimental option, might cause visible spaces between blocks -# when set to higher number than 0. +# Use multi-sample antialiasing (MSAA) to smooth out block edges. +# This algorithm smooths out the 3D viewport while keeping the image sharp, +# but it doesn't affect the insides of textures +# (which is especially noticeable with transparent textures). +# Visible spaces appear between nodes when shaders are disabled. +# If set to 0, MSAA is disabled. +# A restart is required after changing this option. # type: enum values: 0, 1, 2, 4, 8, 16 # fsaa = 0 -# Undersampling is similar to using lower screen resolution, but it applies +# Undersampling is similar to using a lower screen resolution, but it applies # to the game world only, keeping the GUI intact. -# It should give significant performance boost at the cost of less detailed image. -# type: enum values: 0, 2, 3, 4 -# undersampling = 0 +# It should give a significant performance boost at the cost of less detailed image. +# Higher values result in a less detailed image. +# type: int min: 1 max: 8 +# undersampling = 1 -#### Shaders +### Shaders -# 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 @@ -450,109 +621,153 @@ # 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 +#### 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 liquids (like water). # Requires shaders to be enabled. # type: bool -# enable_bumpmapping = false +# enable_waving_water = false -# Enables on the fly normalmap generation (Emboss effect). -# Requires bumpmapping to be enabled. -# type: bool -# generate_normalmaps = 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 -# Strength of generated normalmaps. +# How fast liquid waves will move. Higher = faster. +# If negative, liquid waves will move backwards. +# Requires waving liquids to be enabled. # type: float -# normalmaps_strength = 0.6 +# water_wave_speed = 5.0 + +# Set to true to enable waving leaves. +# Requires shaders to be enabled. +# type: bool +# enable_waving_leaves = false -# Defines sampling step of texture. -# A higher value results in smoother normal maps. -# type: int min: 0 max: 2 -# normalmaps_smooth = 0 +# Set to true to enable waving plants. +# Requires shaders to be enabled. +# type: bool +# enable_waving_plants = false -##### 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: 10.0 +# type: float min: 1 max: 10 +# shadow_soft_radius = 1.0 -# 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: 0 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 +### Advanced -# Set to true enables waving plants. -# Requires shaders to be enabled. +# Arm inertia, gives a more realistic movement of +# the arm when the camera moves. # type: bool -# enable_waving_plants = false - -#### Advanced +# arm_inertia = true # If FPS would go higher than this, limit it by sleeping # to not waste CPU power for no benefit. -# type: int +# type: int min: 1 # fps_max = 60 -# Maximum FPS when game is paused. -# type: int -# pause_fps_max = 20 +# Maximum FPS when the window is not focused, or when the game is paused. +# type: int min: 1 +# fps_max_unfocused = 20 + +# Open the pause menu when the window's focus is lost. Does not pause if a formspec is +# open. +# type: bool +# pause_on_lost_focus = false # View distance in nodes. # type: int min: 20 max: 4000 -# viewing_range = 100 +# viewing_range = 190 -# Width component of the initial window size. -# type: int -# screen_w = 800 +# 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 -# Height component of the initial window size. -# type: int +# Width component of the initial window size. Ignored in fullscreen mode. +# type: int min: 1 +# screen_w = 1024 + +# Height component of the initial window size. Ignored in fullscreen mode. +# type: int min: 1 # screen_h = 600 # Save window size automatically when modified. @@ -563,40 +778,61 @@ # type: bool # fullscreen = false -# Bits per pixel (aka color depth) in fullscreen mode. -# type: int -# fullscreen_bpp = 24 - # Vertical screen synchronization. # type: bool # vsync = false # Field of view in degrees. -# type: int min: 30 max: 160 +# type: int min: 45 max: 160 # fov = 72 -# Field of view while zooming in degrees. -# This requires the "zoom" privilege on the server. -# type: int min: 7 max: 160 -# zoom_fov = 15 +# 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 + +# 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 -# 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 +# Spread of light curve boost range. +# Controls the width of the range to be boosted. +# Standard deviation of the light curve boost Gaussian. +# type: float min: 0 max: 0.4 +# lighting_boost_spread = 0.2 # Path to texture directory. All textures are first searched from here. # type: path # texture_path = -# The rendering back-end for Irrlicht. -# type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl +# The rendering back-end. +# A restart is required after changing this. +# Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise. +# On other platforms, OpenGL is recommended. +# Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental) +# type: enum values: opengl, ogles1, ogles2 # video_driver = opengl -# Height on which clouds are appearing. -# type: int -# cloud_height = 120 - # Radius of cloud area stated in number of 64 node cloud squares. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners. # type: int @@ -610,7 +846,7 @@ # Multiplier for fall bobbing. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double. # type: float -# fall_bobbing_amount = 0.0 +# fall_bobbing_amount = 0.03 # 3D support. # Currently supported: @@ -619,13 +855,19 @@ # - 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. -# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, pageflip +# 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 +# 3d_paralax_strength = 0.025 + # In-game chat console height, between 0.1 (10%) and 1.0 (100%). # type: float min: 0.1 max: 1 -# console_height = 1.0 +# console_height = 0.6 # In-game chat console background color (R,G,B). # type: string @@ -635,22 +877,44 @@ # type: int min: 0 max: 255 # console_alpha = 200 +# Formspec full-screen background opacity (between 0 and 255). +# type: int min: 0 max: 255 +# formspec_fullscreen_bg_opacity = 140 + +# Formspec full-screen background color (R,G,B). +# type: string +# formspec_fullscreen_bg_color = (0,0,0) + +# 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) + # Selection box border color (R,G,B). # type: string # selectionbox_color = (0,0,0) -# Width of the selectionbox's lines around nodes. +# Width of the selection box lines around nodes. # type: int min: 1 max: 5 # selectionbox_width = 2 # 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 +# Maximum number of recent chat messages to show +# type: int min: 2 max: 20 +# recent_chat_messages = 6 + # Whether node texture animations should be desynchronized per mapblock. # type: bool # desynchronize_mapblock_texture_animation = true @@ -660,7 +924,7 @@ # type: float # hud_hotbar_max_width = 1.0 -# Modifies the size of the hudbar elements. +# Modifies the size of the HUD elements. # type: float # hud_scaling = 1.0 @@ -689,7 +953,7 @@ # True = 256 # False = 128 -# Useable to make minimap smoother on slower machines. +# Usable to make minimap smoother on slower machines. # type: bool # minimap_double_scan_height = true @@ -708,11 +972,6 @@ # type: bool # inventory_items_animations = false -# Android systems only: Tries to create inventory textures from meshes -# when no supported render was found. -# type: bool -# inventory_image_hack = false - # Fraction of the visible distance at which fog starts to be rendered # type: float min: 0 max: 0.99 # fog_start = 0.4 @@ -721,18 +980,46 @@ # type: bool # opaque_water = false -### Menus +# 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 + +# Show entity selection boxes +# A restart is required after changing this. +# type: bool +# show_entity_selectionbox = false + +# 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 + +## Menus # Use a cloud animation for the main menu background. # type: bool # menu_clouds = true -# Scale gui by a user specified value. +# Scale GUI by a user specified value. # Use a nearest-neighbor-anti-alias filter to scale the GUI. # This will smooth over some of the rough edges, and blend # pixels when scaling down, at the cost of blurring some # edge pixels when images are scaled by non-integer sizes. -# type: float +# type: float min: 0.001 # gui_scaling = 1.0 # When gui_scaling_filter is true, all GUI images need to be @@ -752,50 +1039,91 @@ # type: int # tooltip_show_delay = 400 -# Whether freetype fonts are used, requires freetype support to be compiled in. +# Append item name to tooltip. # type: bool -# freetype = true +# tooltip_append_itemname = false -# Path to TrueTypeFont or bitmap. -# type: filepath -# font_path = fonts/liberationsans.ttf +# type: bool +# font_bold = false -# type: int -# font_size = 16 +# type: bool +# font_italic = false -# Font shadow offset, if 0 then shadow will not be drawn. +# Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn. # type: int # font_shadow = 1 -# Font shadow alpha (opaqueness, between 0 and 255). +# Opaqueness (alpha) of the shadow behind the default font, between 0 and 255. # type: int min: 0 max: 255 # font_shadow_alpha = 127 -# type: filepath -# mono_font_path = fonts/liberationmono.ttf +# Font size of the default font where 1 unit = 1 pixel at 96 DPI +# type: int min: 1 +# font_size = 16 -# type: int -# mono_font_size = 15 +# 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 -# This font will be used for certain languages. +# Path to the default font. Must be a TrueType font. +# The fallback font will be used if the font cannot be loaded. # type: filepath -# fallback_font_path = fonts/DroidSansFallbackFull.ttf +# font_path = fonts/Arimo-Regular.ttf -# type: int -# fallback_font_size = 15 +# type: filepath +# font_path_bold = fonts/Arimo-Bold.ttf -# type: int -# fallback_font_shadow = 1 +# type: filepath +# font_path_italic = fonts/Arimo-Italic.ttf -# type: int min: 0 max: 255 -# fallback_font_shadow_alpha = 128 +# 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: 1 +# 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 + +# Font size of the recent chat text and chat prompt in point (pt). +# Value 0 will use the default font size. +# type: int +# chat_font_size = 0 -# Path to save screenshots at. +# Path to save screenshots at. Can be an absolute or relative path. +# The folder will be created if it doesn't already exist. # type: path -# screenshot_path = +# screenshot_path = screenshots # Format of screenshots. -# type: enum values: png, jpg, bmp, pcx, ppm, tga +# type: enum values: png, jpg # screenshot_format = png # Screenshot quality. Only used for JPEG format. @@ -804,25 +1132,110 @@ # type: int min: 0 max: 100 # screenshot_quality = 0 -### Advanced +## Advanced # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens. -# type: int +# type: int min: 1 # screen_dpi = 72 +# Adjust the detected display density, used for scaling UI elements. +# type: float +# display_density_factor = 1 + # Windows systems only: Start Minetest with the command line window in the background. # Contains the same information as the file debug.txt (default name). # type: bool # enable_console = false -## Sound +# +# Sound +# +# Enables the sound system. +# If disabled, this completely disables all sounds everywhere and the in-game +# sound controls will be non-functional. +# Changing this setting requires a restart. # type: bool # enable_sound = true +# Volume of all sounds. +# Requires the sound system to be enabled. # type: float min: 0 max: 1 # sound_volume = 0.7 +# Whether to mute sounds. You can unmute sounds at any time, unless the +# sound system is disabled (enable_sound=false). +# In-game, you can toggle the mute state with the mute key or by using the +# pause menu. +# type: bool +# mute_sound = false + +# +# Client +# + +# Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output. +# type: bool +# clickable_chat_weblinks = true + +# Optional override for chat weblink color. +# type: string +# chat_weblink_color = + +## Network + +# 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 + +# Prometheus listener address. +# If Minetest is compiled with ENABLE_PROMETHEUS option enabled, +# enable metrics listener for Prometheus on that address. +# Metrics can be fetched on http://127.0.0.1:30000/metrics +# type: string +# prometheus_listener_address = 127.0.0.1:30000 + +# Save the map received by the client on disk. +# type: bool +# enable_local_map_saving = false + +# 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 + +# Enable Lua modding support on client. +# This support is experimental and API can change. +# type: bool +# enable_client_modding = false + +# URL to the server list displayed in the Multiplayer Tab. +# type: string +# serverlist_url = servers.minetest.net + +# File in client/serverlist/ that contains your favorite servers displayed in the +# Multiplayer Tab. +# type: string +# serverlist_file = favoriteservers.json + +# Maximum size of the out chat queue. +# 0 to disable queueing and -1 to make the queue size unlimited. +# type: int +# max_out_chat_queue_size = 20 + +# Enable register confirmation when connecting to server. +# If disabled, new account will be registered automatically. +# type: bool +# enable_register_confirmation = true + ## Advanced # Timeout for client to remove unused map data from memory. @@ -832,7 +1245,7 @@ # Maximum number of mapblocks for client to be kept in memory. # Set to -1 for unlimited amount. # type: int -# client_mapblock_limit = 5000 +# client_mapblock_limit = 7500 # Whether to show the client debug info (has the same effect as hitting F5). # type: bool @@ -856,14 +1269,13 @@ # Homepage of server, to be displayed in the serverlist. # type: string -# server_url = http://minetest.net +# server_url = https://minetest.net -# Automaticaly report to the serverlist. +# Automatically report to the serverlist. # type: bool # server_announce = false # Announce to this serverlist. -# If you want to announce your ipv6 address, use serverlist_url = v6.servers.minetest.net. # type: string # serverlist_url = servers.minetest.net @@ -896,21 +1308,19 @@ # 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. +# The maximum total count is calculated dynamically: +# max_total = ceil((#clients + max_users) * per_client / 4) # type: int -# max_simultaneous_block_sends_per_client = 10 - -# Maximum number of blocks that are simultaneously sent in total. -# type: int -# max_simultaneous_block_sends_server_total = 40 +# 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. @@ -923,6 +1333,13 @@ # type: int # max_packets_per_iteration = 1024 +# Compression level to use when sending mapblocks to the client. +# -1 - use default compression level +# 0 - least compression, fastest +# 9 - best compression, slowest +# type: int min: -1 max: 9 +# map_compression_level_net = -1 + ## Game # Default game when creating a new world. @@ -934,7 +1351,7 @@ # type: string # motd = -# Maximum number of players that can connect simultaneously. +# Maximum number of players that can be connected simultaneously. # type: int # max_users = 15 @@ -948,15 +1365,16 @@ # type: int # item_entity_ttl = 900 -# If enabled, show the server status message on player connection. -# type: bool -# show_statusline_on_connect = true +# Specifies the default stack size of nodes, items and tools. +# Note that mods or games may explicitly set a stack for certain (or all) items. +# type: int +# default_stack_max = 99 # Enable players getting damage and dying. # type: bool # enable_damage = false -# Enable creative mode for new created maps. +# Enable creative mode for all players # type: bool # creative_mode = false @@ -991,6 +1409,10 @@ # type: bool # enable_pvp = true +# Enable mod channels support. +# type: bool +# enable_mod_channels = false + # If this is set, players will always (re)spawn at the given position. # type: string # static_spawnpoint = @@ -1008,6 +1430,16 @@ # type: bool # enable_rollback_recording = false +# Format of player chat messages. The following strings are valid placeholders: +# @name, @message, @timestamp (optional) +# type: string +# chat_message_format = <@name> @message + +# If the execution of a chat command takes longer than this specified time in +# seconds, add the time information to the chat command message +# type: float +# chatcommand_msg_time_threshold = 0.1 + # A message to be displayed to all clients when the server shuts down. # type: string # kick_msg_shutdown = Server shutting down. @@ -1022,17 +1454,24 @@ # ask_reconnect_on_crash = false # From how far clients know about objects, stated in mapblocks (16 nodes). +# +# Setting this larger than active_block_range will also cause the server +# to maintain active objects up to this distance in the direction the +# player is looking. (This can avoid mobs suddenly disappearing from view) # type: int -# active_object_send_range_blocks = 3 +# active_object_send_range_blocks = 8 -# How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes). +# The radius of the volume of blocks around every player that is subject to the +# active block stuff, stated in mapblocks (16 nodes). # In active blocks objects are loaded and ABMs run. +# This is also the minimum range in which active objects (mobs) are maintained. +# This should be configured together with active_object_send_range_blocks. # type: int -# active_block_range = 3 +# active_block_range = 4 # From how far blocks are sent to clients, stated in mapblocks (16 nodes). # type: int -# max_block_send_distance = 10 +# max_block_send_distance = 12 # Maximum number of forceloaded mapblocks. # type: int @@ -1043,63 +1482,96 @@ # time_send_interval = 5 # Controls length of day/night cycle. -# Examples: 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged. +# Examples: +# 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged. # type: int # time_speed = 72 +# Time of day when a new world is started, in millihours (0-23999). +# type: int min: 0 max: 23999 +# world_start_time = 6125 + # Interval of saving important changes in the world, stated in seconds. # type: float # server_map_save_interval = 5.3 +# Set the maximum character length of a chat message sent by clients. +# type: int +# chat_message_max_size = 500 + +# Amount of messages a player may send per 10 seconds. +# type: float +# chat_message_limit_per_10sec = 10.0 + +# Kick players who sent more than X messages per 10 seconds. +# type: int +# chat_message_limit_trigger_kick = 50 + ### Physics +# Horizontal and vertical acceleration on ground or when climbing, +# in nodes per second per second. # type: float # movement_acceleration_default = 3 +# Horizontal acceleration in air when jumping or falling, +# in nodes per second per second. # type: float # movement_acceleration_air = 2 +# Horizontal and vertical acceleration in fast mode, +# in nodes per second per second. # type: float # movement_acceleration_fast = 10 +# Walking and flying speed, in nodes per second. # type: float # movement_speed_walk = 4 +# Sneaking speed, in nodes per second. # type: float # movement_speed_crouch = 1.35 +# Walking, flying and climbing speed in fast mode, in nodes per second. # type: float # movement_speed_fast = 20 +# Vertical climbing speed, in nodes per second. # type: float # movement_speed_climb = 3 +# Initial vertical speed when jumping, in nodes per second. # type: float # movement_speed_jump = 6.5 +# Decrease this to increase liquid resistance to movement. # type: float # movement_liquid_fluidity = 1 +# Maximum liquid resistance. Controls deceleration when entering liquid at +# high speed. # type: float # movement_liquid_fluidity_smooth = 0.5 +# Controls sinking speed in liquid. # type: float # movement_liquid_sink = 10 +# Acceleration of gravity, in nodes per second per second. # type: float # movement_gravity = 9.81 ### Advanced -# Handling for deprecated lua api calls: -# - legacy: (try to) mimic old behaviour (default for release). -# - log: mimic and log backtrace of deprecated call (default for debug). +# 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: legacy, log, error -# deprecated_lua_api_handling = legacy +# type: enum values: none, log, error +# deprecated_lua_api_handling = log # Number of extra blocks that can be loaded by /clearobjects at once. -# This is a trade-off between sqlite transaction overhead and +# This is a trade-off between SQLite transaction overhead and # memory consumption (4096=100MB, as a rule of thumb). # type: int # max_clearobjects_extra_loaded_blocks = 4096 @@ -1111,24 +1583,37 @@ # Maximum number of statically stored objects in a block. # type: int -# max_objects_per_block = 64 +# max_objects_per_block = 256 -# See http://www.sqlite.org/pragma.html#pragma_synchronous +# See https://www.sqlite.org/pragma.html#pragma_synchronous # type: enum values: 0, 1, 2 # sqlite_synchronous = 2 -# Length of a server tick and the interval at which objects are generally updated over network. +# Compression level to use when saving mapblocks to disk. +# -1 - use default compression level +# 0 - least compression, fastest +# 9 - best compression, slowest +# type: int min: -1 max: 9 +# map_compression_level_disk = -1 + +# Length of a server tick and the interval at which objects are generally updated over +# network. # type: float -# dedicated_server_step = 0.1 +# dedicated_server_step = 0.09 -# Time in between active block management cycles +# Length of time between active block management cycles # type: float # active_block_mgmt_interval = 2.0 -# Length of time between ABM execution cycles +# Length of time between Active Block Modifier (ABM) execution cycles # type: float # abm_interval = 1.0 +# The time budget allowed for ABMs to execute on each step +# (as a fraction of the ABM Interval) +# type: float min: 0.1 max: 0.9 +# abm_time_budget = 0.2 + # Length of time between NodeTimer execution cycles # type: float # nodetimer_interval = 0.2 @@ -1152,11 +1637,14 @@ # type: float # liquid_update = 1.0 -# At this distance the server will aggressively optimize which blocks are sent to clients. -# Small values potentially improve performance a lot, at the expense of visible rendering glitches. -# (some blocks will not be rendered under water and in caves, as well as sometimes on land) -# Setting this to a value greater than max_block_send_distance disables this optimization. -# Stated in mapblocks (16 nodes) +# At this distance the server will aggressively optimize which blocks are sent to +# clients. +# Small values potentially improve performance a lot, at the expense of visible +# rendering glitches (some blocks will not be rendered under water and in caves, +# as well as sometimes on land). +# Setting this to a value greater than max_block_send_distance disables this +# optimization. +# Stated in mapblocks (16 nodes). # type: int min: 2 # block_send_optimize_distance = 4 @@ -1167,102 +1655,286 @@ # type: bool # server_side_occlusion_culling = true -## Mapgen - -# 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 -# mg_name = v7 - -# Water surface level of the world. +# 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 -# water_level = 1 +# csm_restriction_flags = 62 -# From how far blocks are generated for clients, stated in mapblocks (16 nodes). +# 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 -# max_block_generate_distance = 6 +# csm_restriction_noderange = 0 -# 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 +## Security -# 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 +# Prevent mods from doing insecure things like running shell commands. +# type: bool +# secure.enable_security = true -### Advanced +# Comma-separated list of trusted mods that are allowed to access insecure +# functions even when mod security is on (via request_insecure_environment()). +# type: string +# secure.trusted_mods = + +# Comma-separated list of mods that are allowed to access HTTP APIs, which +# allow them to upload and download data to/from the internet. +# type: string +# secure.http_mods = + +## Advanced + +### Profiling + +# 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. +# type: enum values: txt, csv, lua, json, json_pretty +# profiler.default_report_format = txt + +# The file path relative to your worldpath in which profiles will be saved to. +# type: string +# profiler.report_path = "" + +#### Instrumentation + +# Instrument the methods of entities on registration. +# type: bool +# instrument.entity = true + +# Instrument the action function of Active Block Modifiers on registration. +# type: bool +# instrument.abm = true + +# Instrument the action function of Loading Block Modifiers on registration. +# type: bool +# instrument.lbm = true + +# Instrument chat commands on registration. +# type: bool +# instrument.chatcommand = true + +# Instrument global callback functions on registration. +# (anything you pass to a minetest.register_*() function) +# type: bool +# instrument.global_callback = true + +##### Advanced + +# Instrument builtin. +# This is usually only needed by core/builtin contributors +# type: bool +# instrument.builtin = false + +# Have the profiler instrument itself: +# * Instrument an empty function. +# This estimates the overhead, that instrumentation is adding (+1 function call). +# * Instrument the sampler being used to update the statistics. +# type: bool +# instrument.profiler = false + +# +# Client and Server +# + +# 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 = + +# 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 = + +# 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 -# Size of chunks to be generated at once by mapgen, stated in mapblocks (16 nodes). +# 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 -# chunksize = 5 +# debug_log_size_max = 50 -# Dump the mapgen debug infos. +# Minimal level of logging to be written to chat. +# type: enum values: , none, error, warning, action, info, verbose, trace +# chat_log_level = error + +# Enable IPv6 support (for both client and server). +# Required for IPv6 connections to work at all. # type: bool -# enable_mapgen_debug_info = false +# enable_ipv6 = true -# Maximum number of blocks that can be queued for loading. +## Advanced + +# Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds. # type: int -# emergequeue_limit_total = 256 +# curl_timeout = 20000 -# 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. +# 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 -# emergequeue_limit_diskonly = 32 +# curl_parallel_limit = 8 -# Maximum number of blocks to be queued that are to be generated. -# Set to blank for an appropriate amount to be chosen automatically. +# Maximum time a file download (e.g. a mod download) may take, stated in milliseconds. # type: int -# emergequeue_limit_generate = 32 +# curl_file_download_timeout = 300000 -# 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. +# Replaces the default main menu with a custom one. +# type: string +# main_menu_script = + +# Print the engine's profiling data in regular intervals (in seconds). +# 0 = disable. Useful for developers. # type: int -# num_emerge_threads = 1 +# profiler_print_interval = 0 + +# +# Mapgen +# -#### Biome API temperature and humidity noise parameters +# Name of map generator to be used when creating a new world. +# Creating a world in the main menu will override this. +# 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 +# water_level = 1 + +# From how far blocks are generated for clients, stated in mapblocks (16 nodes). +# type: int +# 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: 31007 +# mapgen_limit = 31007 + +# Global map generation attributes. +# In Mapgen v6 the 'decorations' flag controls all decorations except trees +# and jungle grass, in all other mapgens this flag controls all decorations. +# type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores +# mg_flags = caves,dungeons,light,decorations,biomes,ores + +## Biome API temperature and humidity noise parameters # 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 # mgv5_large_cave_depth = -256 -# Y of upper limit of lava in large caves. -# type: int -# mgv5_lava_depth = -256 +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgv5_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgv5_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgv5_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgv5_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgv5_large_cave_flooded = 0.5 # Y-level of cavern upper limit. # type: int @@ -1276,44 +1948,132 @@ # type: float # mgv5_cavern_threshold = 0.7 +# Lower Y limit of dungeons. +# type: int +# mgv5_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# mgv5_dungeon_ymax = 31000 + +### Noises + # Variation of biome filler depth. -# 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 @@ -1321,88 +2081,246 @@ # 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 +# mgv6_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# 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. -# type: float -# mgv7_cave_width = 0.09 +# Y of mountain density gradient zero level. Used to shift mountains vertically. +# type: int +# mgv7_mount_zero_level = 0 -# Y of upper limit of large caves. +# Lower Y limit of floatlands. # type: int -# mgv7_large_cave_depth = -33 +# mgv7_floatland_ymin = 1024 + +# Upper Y limit of floatlands. +# type: int +# mgv7_floatland_ymax = 4096 -# Y of upper limit of lava in large caves. +# Y-distance over which floatlands taper from full density to nothing. +# Tapering starts at this distance from the Y limit. +# For a solid floatland layer, this controls the height of hills/mountains. +# Must be less than or equal to half the distance between the Y limits. # type: int -# mgv7_lava_depth = -256 +# mgv7_floatland_taper = 256 -# Controls the density of floatland mountain terrain. -# Is an offset added to the 'np_mountain' noise value. +# Exponent of the floatland tapering. Alters the tapering behaviour. +# Value = 1.0 creates a uniform, linear tapering. +# Values > 1.0 create a smooth tapering suitable for the default separated +# floatlands. +# Values < 1.0 (for example 0.25) create a more defined surface level with +# flatter lowlands, suitable for a solid floatland layer. # type: float -# mgv7_float_mount_density = 0.6 +# mgv7_float_taper_exp = 2.0 -# Typical maximum height, above and below midpoint, of floatland mountain terrain. +# 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_height = 128.0 +# mgv7_floatland_density = -0.6 -# Y-level of floatland midpoint and lake surface. +# Surface level of optional water placed on a solid floatland layer. +# Water is disabled by default and will only be placed if this value is set +# to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the +# upper tapering). +# ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***: +# When enabling water placement the floatlands must be configured and tested +# to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other +# required value depending on 'mgv7_np_floatland'), to avoid +# server-intensive extreme water flow and to avoid vast flooding of the +# world surface below. # type: int -# mgv7_floatland_level = 1280 +# mgv7_floatland_ywater = -31000 + +# Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. +# type: float +# mgv7_cave_width = 0.09 -# Y-level to which floatland shadows extend. +# Y of upper limit of large caves. # type: int -# mgv7_shadow_limit = 1024 +# mgv7_large_cave_depth = -33 + +# 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 @@ -1416,73 +2334,504 @@ # 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 +# mgv7_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# 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 +# 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 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgcarpathian_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgcarpathian_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgcarpathian_large_cave_flooded = 0.5 + +# Y-level of cavern upper limit. +# type: int +# mgcarpathian_cavern_limit = -256 + +# Y-distance over which caverns expand to full size. +# type: int +# mgcarpathian_cavern_taper = 256 + +# Defines full size of caverns, smaller values create larger caverns. +# type: float +# mgcarpathian_cavern_threshold = 0.7 + +# Lower Y limit of dungeons. +# type: int +# mgcarpathian_dungeon_ymin = -31000 -# 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 +# Upper Y limit of dungeons. +# type: int +# mgcarpathian_dungeon_ymax = 31000 -# 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 +### Noises -#### Mapgen flat +# 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 = +# } -# Map generation attributes specific to Mapgen flat. +# 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 @@ -1492,11 +2841,29 @@ # type: int # mgflat_large_cave_depth = -33 -# Y of upper limit of lava in large caves. -# type: int -# mgflat_lava_depth = -256 +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgflat_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgflat_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgflat_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgflat_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgflat_large_cave_flooded = 0.5 # Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. # type: float # mgflat_cave_width = 0.09 @@ -1520,25 +2887,117 @@ # 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 +# 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 +# mgflat_cavern_taper = 256 + +# Defines full size of caverns, smaller values create larger caverns. +# type: float +# mgflat_cavern_threshold = 0.7 + +# Lower Y limit of dungeons. +# type: int +# mgflat_dungeon_ymin = -31000 -# 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 +# Upper Y limit of dungeons. +# type: int +# mgflat_dungeon_ymax = 31000 + +### Noises + +# 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 @@ -1546,106 +3005,202 @@ # type: int # mgfractal_large_cave_depth = -33 -# Y of upper limit of lava in large caves. -# type: int -# mgfractal_lava_depth = -256 - -# Choice of 18 fractals from 9 formulas. -# 1 = 4D "Roundy" mandelbrot set. -# 2 = 4D "Roundy" julia set. -# 3 = 4D "Squarry" mandelbrot set. -# 4 = 4D "Squarry" julia set. -# 5 = 4D "Mandy Cousin" mandelbrot set. -# 6 = 4D "Mandy Cousin" julia set. -# 7 = 4D "Variation" mandelbrot set. -# 8 = 4D "Variation" julia set. -# 9 = 3D "Mandelbrot/Mandelbar" mandelbrot set. -# 10 = 3D "Mandelbrot/Mandelbar" julia set. -# 11 = 3D "Christmas Tree" mandelbrot set. -# 12 = 3D "Christmas Tree" julia set. -# 13 = 3D "Mandelbulb" mandelbrot set. -# 14 = 3D "Mandelbulb" julia set. -# 15 = 3D "Cosine Mandelbulb" mandelbrot set. -# 16 = 3D "Cosine Mandelbulb" julia set. -# 17 = 4D "Mandelbulb" mandelbrot set. -# 18 = 4D "Mandelbulb" julia set. +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgfractal_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgfractal_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgfractal_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgfractal_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgfractal_large_cave_flooded = 0.5 + +# Lower Y limit of dungeons. +# type: int +# mgfractal_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# mgfractal_dungeon_ymax = 31000 + +# Selects one of 18 fractal types. +# 1 = 4D "Roundy" Mandelbrot set. +# 2 = 4D "Roundy" Julia set. +# 3 = 4D "Squarry" Mandelbrot set. +# 4 = 4D "Squarry" Julia set. +# 5 = 4D "Mandy Cousin" Mandelbrot set. +# 6 = 4D "Mandy Cousin" Julia set. +# 7 = 4D "Variation" Mandelbrot set. +# 8 = 4D "Variation" Julia set. +# 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set. +# 10 = 3D "Mandelbrot/Mandelbar" Julia set. +# 11 = 3D "Christmas Tree" Mandelbrot set. +# 12 = 3D "Christmas Tree" Julia set. +# 13 = 3D "Mandelbulb" Mandelbrot set. +# 14 = 3D "Mandelbulb" Julia set. +# 15 = 3D "Cosine Mandelbulb" Mandelbrot set. +# 16 = 3D "Cosine Mandelbulb" Julia set. +# 17 = 4D "Mandelbulb" Mandelbrot set. +# 18 = 4D "Mandelbulb" Julia set. # type: int min: 1 max: 18 # mgfractal_fractal = 1 # Iterations of the recursive function. -# Controls the amount of fine detail. +# Increasing this increases the amount of fine detail, but also +# increases processing load. +# At iterations = 20 this mapgen has a similar load to mapgen V7. # type: int # mgfractal_iterations = 11 -# Approximate (X,Y,Z) scale of fractal in nodes. +# (X,Y,Z) scale of fractal in nodes. +# Actual fractal size will be 2 to 3 times larger. +# These numbers can be made very large, the fractal does +# not have to fit inside the world. +# Increase these to 'zoom' into the detail of the fractal. +# Default is for a vertically-squashed shape suitable for +# an island, set all 3 numbers equal for the raw shape. # type: v3f # mgfractal_scale = (4096.0, 1024.0, 4096.0) -# (X,Y,Z) offset of fractal from world centre in units of 'scale'. -# Used to move a suitable spawn area of low land close to (0, 0). -# The default is suitable for mandelbrot sets, it needs to be edited for julia sets. +# (X,Y,Z) offset of fractal from world center in units of 'scale'. +# Can be used to move a desired point to (0, 0) to create a +# suitable spawn point, or to allow 'zooming in' on a desired +# point by increasing 'scale'. +# The default is tuned for a suitable spawn point for Mandelbrot +# sets with default parameters, it may need altering in other +# situations. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes. # type: v3f # mgfractal_offset = (1.79, 0.0, 0.0) -# W co-ordinate of the generated 3D slice of a 4D fractal. +# W coordinate of the generated 3D slice of a 4D fractal. # Determines which 3D slice of the 4D shape is generated. +# Alters the shape of the fractal. # Has no effect on 3D fractals. # Range roughly -2 to 2. # type: float # mgfractal_slice_w = 0.0 -# Julia set only: X component of hypercomplex constant determining julia shape. +# Julia set only. +# X component of hypercomplex constant. +# Alters the shape of the fractal. # Range roughly -2 to 2. # type: float # mgfractal_julia_x = 0.33 -# Julia set only: Y component of hypercomplex constant determining julia shape. +# Julia set only. +# Y component of hypercomplex constant. +# Alters the shape of the fractal. # Range roughly -2 to 2. # type: float # mgfractal_julia_y = 0.33 -# Julia set only: Z component of hypercomplex constant determining julia shape. +# Julia set only. +# Z component of hypercomplex constant. +# Alters the shape of the fractal. # Range roughly -2 to 2. # type: float # mgfractal_julia_z = 0.33 -# Julia set only: W component of hypercomplex constant determining julia shape. +# Julia set only. +# W component of hypercomplex constant. +# Alters the shape of the fractal. # Has no effect on 3D fractals. # Range roughly -2 to 2. # type: float # 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 +# 'altitude_chill': Reduces heat with altitude. +# 'humid_rivers': Increases humidity around rivers. +# 'vary_river_depth': If enabled, low humidity and high heat causes rivers +# to become shallower and occasionally dry. +# 'altitude_dry': Reduces humidity with altitude. +# type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry +# mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry + +# The vertical distance over which heat drops by 20 if 'altitude_chill' is +# enabled. Also the vertical distance over which humidity drops by 10 if +# 'altitude_dry' is enabled. # type: int # mgvalleys_altitude_chill = 90 @@ -1653,219 +3208,266 @@ # type: int # mgvalleys_large_cave_depth = -33 -# Creates unpredictable lava features in caves. -# These can make mining difficult. Zero disables them. (0-10) +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgvalleys_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgvalleys_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgvalleys_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgvalleys_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgvalleys_large_cave_flooded = 0.5 + +# Depth below which you'll find giant caverns. # type: int -# mgvalleys_lava_features = 0 +# mgvalleys_cavern_limit = -256 -# Depth below which you'll find massive caves. +# Y-distance over which caverns expand to full size. # type: int -# mgvalleys_massive_cave_depth = -256 +# mgvalleys_cavern_taper = 192 -# How deep to make rivers +# Defines full size of caverns, smaller values create larger caverns. +# type: float +# mgvalleys_cavern_threshold = 0.6 + +# How deep to make rivers. # type: int # mgvalleys_river_depth = 4 -# How wide to make rivers +# How wide to make rivers. # type: int # mgvalleys_river_size = 5 -# Creates unpredictable water features in caves. -# These can make mining difficult. Zero disables them. (0-10) -# type: int -# mgvalleys_water_features = 0 - # Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. # type: float # mgvalleys_cave_width = 0.09 -##### Noises - -# 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 - -# 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 - -# 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 - -# Massive caves form here. -# type: noise_params -# mgvalleys_np_massive_caves = 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0 - -# River noise -- rivers occur close to zero -# type: noise_params -# mgvalleys_np_rivers = 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0 - -# Base terrain height -# type: noise_params -# mgvalleys_np_terrain_height = -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0 - -# 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 - -# 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 - -# Amplifies the valleys -# type: noise_params -# mgvalleys_np_valley_profile = 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0 - -# 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 +# Lower Y limit of dungeons. +# type: int +# mgvalleys_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# 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 +# } -## Security - -# Prevent mods from doing insecure things like running shell commands. -# type: bool -# secure.enable_security = true - -# Comma-separated list of trusted mods that are allowed to access insecure -# functions even when mod security is on (via request_insecure_environment()). -# type: string -# secure.trusted_mods = - -# Comma-separated list of mods that are allowed to access HTTP APIs, which -# allow them to upload and download data to/from the internet. -# type: string -# secure.http_mods = - -## Advanced - -### Profiling - -# 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. -# type: enum values: txt, csv, lua, json, json_pretty -# profiler.default_report_format = txt - -# The file path relative to your worldpath in which profiles will be saved to. -# type: string -# profiler.report_path = "" - -#### Instrumentation - -# Instrument the methods of entities on registration. -# type: bool -# instrument.entity = true - -# Instrument the action function of Active Block Modifiers on registration. -# type: bool -# instrument.abm = true - -# Instrument the action function of Loading Block Modifiers on registration. -# type: bool -# instrument.lbm = true - -# Instrument chatcommands on registration. -# type: bool -# instrument.chatcommand = true - -# Instrument global callback functions on registration. -# (anything you pass to a minetest.register_*() function) -# type: bool -# instrument.global_callback = true - -##### Advanced - -# Instrument builtin. -# This is usually only needed by core/builtin contributors -# type: bool -# instrument.builtin = false - -# Have the profiler instrument itself: -# * Instrument an empty function. -# This estimates the overhead, that instrumentation is adding (+1 function call). -# * Instrument the sampler being used to update the statistics. -# type: bool -# instrument.profiler = false - -# -# Client and Server -# - -# 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 = - -# Set the language. Leave empty to use the system language. -# A restart is required after changing this. -# type: enum values: , be, ca, cs, da, de, en, eo, es, et, fr, he, hu, id, it, ja, jbo, ko, ky, lt, nb, nl, pl, pt, pt_BR, ro, ru, sr_Cyrl, tr, uk, zh_CN, zh_TW -# language = - -# 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 +# 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 = +# } -# IPv6 support. -# type: bool -# enable_ipv6 = true +# 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 = +# } ## Advanced -# Default timeout for cURL, stated in milliseconds. -# Only has an effect if compiled with cURL. -# type: int -# curl_timeout = 5000 - -# Limits number of parallel HTTP requests. Affects: -# - Media fetch if server uses remote_media setting. -# - Serverlist download and server announcement. -# - Downloads performed by main menu (e.g. mod manager). -# Only has an effect if compiled with cURL. -# type: int -# curl_parallel_limit = 8 - -# Maximum time in ms a file download (e.g. a mod download) may take. +# 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 -# curl_file_download_timeout = 300000 +# chunksize = 5 -# Makes DirectX work with LuaJIT. Disable if it causes troubles. +# Dump the mapgen debug information. # type: bool -# high_precision_fpu = true +# enable_mapgen_debug_info = false -# Replaces the default main menu with a custom one. -# type: string -# main_menu_script = +# Maximum number of blocks that can be queued for loading. +# type: int min: 1 max: 1000000 +# emergequeue_limit_total = 1024 -# type: int -# main_menu_game_mgr = 0 +# 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 -# main_menu_mod_mgr = 1 +# num_emerge_threads = 1 -# type: string -# modstore_download_url = https://forum.minetest.net/media/ +# +# Online Content Repository +# +# The URL for the content repository # type: string -# modstore_listmods_url = https://forum.minetest.net/mmdb/mods/ - +# 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 -# modstore_details_url = https://forum.minetest.net/mmdb/mod/*/ +# contentdb_flag_blacklist = nonfree, desktop_default -# Print the engine's profiling data in regular intervals (in seconds). 0 = disable. Useful for developers. +# Maximum number of concurrent downloads. Downloads exceeding this limit will be queued. +# This should be lower than curl_parallel_limit. # type: int -# profiler_print_interval = 0 +# contentdb_max_concurrent_downloads = 3