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			3404 lines
		
	
	
		
			100 KiB
		
	
	
	
		
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			3404 lines
		
	
	
		
			100 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| #    This file contains a list of all available settings and their default value for minetest.conf
 | |
| 
 | |
| #    By default, all the settings are commented and not functional.
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| #    Uncomment settings by removing the preceding #.
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| 
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| #    minetest.conf is read by default from:
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| #    ../minetest.conf
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| #    ../../minetest.conf
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| #    Any other path can be chosen by passing the path as a parameter
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| #    to the program, eg. "minetest.exe --config ../minetest.conf.example".
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| 
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| #    Further documentation:
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| #    http://wiki.minetest.net/
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| 
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| #
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| # Controls
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| #
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| 
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| #    If enabled, you can place blocks at the position (feet + eye level) where you stand.
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| #    This is helpful when working with nodeboxes in small areas.
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| #    type: bool
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| # enable_build_where_you_stand = false
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| 
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| #    Player is able to fly without being affected by gravity.
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| #    This requires the "fly" privilege on the server.
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| #    type: bool
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| # free_move = false
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| 
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| #    If enabled, makes move directions relative to the player's pitch when flying or swimming.
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| #    type: bool
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| # pitch_move = false
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| 
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| #    Fast movement (via the "Aux1" key).
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| #    This requires the "fast" privilege on the server.
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| #    type: bool
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| # fast_move = false
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| 
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| #    If enabled together with fly mode, player is able to fly through solid nodes.
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| #    This requires the "noclip" privilege on the server.
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| #    type: bool
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| # noclip = false
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| 
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| #    Smooths camera when looking around. Also called look or mouse smoothing.
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| #    Useful for recording videos.
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| #    type: bool
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| # cinematic = false
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| 
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| #    Smooths rotation of camera. 0 to disable.
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| #    type: float min: 0 max: 0.99
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| # camera_smoothing = 0.0
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| 
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| #    Smooths rotation of camera in cinematic mode. 0 to disable.
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| #    type: float min: 0 max: 0.99
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| # cinematic_camera_smoothing = 0.7
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| 
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| #    Invert vertical mouse movement.
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| #    type: bool
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| # invert_mouse = false
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| 
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| #    Mouse sensitivity multiplier.
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| #    type: float
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| # mouse_sensitivity = 0.2
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| 
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| #    If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
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| #    descending.
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| #    type: bool
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| # aux1_descends = false
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| 
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| #    Double-tapping the jump key toggles fly mode.
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| #    type: bool
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| # doubletap_jump = false
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| 
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| #    If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
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| #    enabled.
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| #    type: bool
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| # always_fly_fast = true
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| 
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| #    The time in seconds it takes between repeated node placements when holding
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| #    the place button.
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| #    type: float min: 0.001
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| # repeat_place_time = 0.25
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| 
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| #    Automatically jump up single-node obstacles.
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| #    type: bool
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| # autojump = false
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| 
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| #    Prevent digging and placing from repeating when holding the mouse buttons.
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| #    Enable this when you dig or place too often by accident.
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| #    type: bool
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| # safe_dig_and_place = false
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| 
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| #    Enable random user input (only used for testing).
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| #    type: bool
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| # random_input = false
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| 
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| #    Continuous forward movement, toggled by autoforward key.
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| #    Press the autoforward key again or the backwards movement to disable.
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| #    type: bool
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| # continuous_forward = false
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| 
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| #    The length in pixels it takes for touch screen interaction to start.
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| #    type: int min: 0 max: 100
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| # touchscreen_threshold = 20
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| 
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| #    (Android) Fixes the position of virtual joystick.
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| #    If disabled, virtual joystick will center to first-touch's position.
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| #    type: bool
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| # fixed_virtual_joystick = false
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| 
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| #    (Android) Use virtual joystick to trigger "Aux1" button.
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| #    If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
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| #    type: bool
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| # virtual_joystick_triggers_aux1 = false
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| 
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| #    Enable joysticks
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| #    type: bool
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| # enable_joysticks = false
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| 
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| #    The identifier of the joystick to use
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| #    type: int
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| # joystick_id = 0
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| 
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| #    The type of joystick
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| #    type: enum values: auto, generic, xbox, dragonrise_gamecube
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| # joystick_type = auto
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| 
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| #    The time in seconds it takes between repeated events
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| #    when holding down a joystick button combination.
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| #    type: float min: 0.001
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| # repeat_joystick_button_time = 0.17
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| 
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| #    The dead zone of the joystick
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| #    type: int
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| # joystick_deadzone = 2048
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| 
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| #    The sensitivity of the joystick axes for moving the
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| #    in-game view frustum around.
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| #    type: float
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| # joystick_frustum_sensitivity = 170
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| 
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| #    Key for moving the player forward.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_forward = KEY_KEY_W
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| 
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| #    Key for moving the player backward.
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| #    Will also disable autoforward, when active.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_backward = KEY_KEY_S
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| 
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| #    Key for moving the player left.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_left = KEY_KEY_A
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| 
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| #    Key for moving the player right.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_right = KEY_KEY_D
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| 
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| #    Key for jumping.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_jump = KEY_SPACE
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| 
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| #    Key for sneaking.
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| #    Also used for climbing down and descending in water if aux1_descends is disabled.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_sneak = KEY_LSHIFT
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| 
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| #    Key for digging.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_dig = KEY_LBUTTON
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| 
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| #    Key for placing.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_place = KEY_RBUTTON
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| 
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| #    Key for opening the inventory.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_inventory = KEY_KEY_I
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| 
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| #    Key for moving fast in fast mode.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_aux1 = KEY_KEY_E
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| 
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| #    Key for opening the chat window.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_chat = KEY_KEY_T
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| 
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| #    Key for opening the chat window to type commands.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_cmd = /
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| 
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| #    Key for opening the chat window to type local commands.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_cmd_local = .
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| 
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| #    Key for toggling unlimited view range.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_rangeselect = KEY_KEY_R
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| 
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| #    Key for toggling flying.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_freemove = KEY_KEY_K
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| 
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| #    Key for toggling pitch move mode.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_pitchmove = KEY_KEY_P
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| 
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| #    Key for toggling fast mode.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_fastmove = KEY_KEY_J
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| 
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| #    Key for toggling noclip mode.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_noclip = KEY_KEY_H
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| 
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| #    Key for selecting the next item in the hotbar.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_hotbar_next = KEY_KEY_N
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| 
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| #    Key for selecting the previous item in the hotbar.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_hotbar_previous = KEY_KEY_B
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| 
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| #    Key for muting the game.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_mute = KEY_KEY_M
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| 
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| #    Key for increasing the volume.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_increase_volume =
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| 
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| #    Key for decreasing the volume.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_decrease_volume =
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| 
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| #    Key for toggling autoforward.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_autoforward =
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| 
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| #    Key for toggling cinematic mode.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_cinematic =
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| 
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| #    Key for toggling display of minimap.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_minimap = KEY_KEY_V
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| 
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| #    Key for taking screenshots.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_screenshot = KEY_F12
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| 
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| #    Key for dropping the currently selected item.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_drop = KEY_KEY_Q
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| 
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| #    Key to use view zoom when possible.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_zoom = KEY_KEY_Z
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| 
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| #    Key for selecting the first hotbar slot.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_slot1 = KEY_KEY_1
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| 
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| #    Key for selecting the second hotbar slot.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_slot2 = KEY_KEY_2
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| 
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| #    Key for selecting the third hotbar slot.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_slot3 = KEY_KEY_3
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| 
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| #    Key for selecting the fourth hotbar slot.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_slot4 = KEY_KEY_4
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| 
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| #    Key for selecting the fifth hotbar slot.
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| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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| #    type: key
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| # keymap_slot5 = KEY_KEY_5
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| 
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| #    Key for selecting the sixth hotbar slot.
 | |
| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | |
| #    type: key
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| # keymap_slot6 = KEY_KEY_6
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| 
 | |
| #    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
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| #    type: key
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| # keymap_slot8 = KEY_KEY_8
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| 
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| #    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 chat.
 | |
| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | |
| #    type: key
 | |
| # keymap_toggle_chat = KEY_F2
 | |
| 
 | |
| #    Key for toggling the display of the large chat console.
 | |
| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | |
| #    type: key
 | |
| # keymap_console = KEY_F10
 | |
| 
 | |
| #    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
 | |
| 
 | |
| #    Key for toggling the camera update. Only used for development
 | |
| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | |
| #    type: key
 | |
| # keymap_toggle_update_camera =
 | |
| 
 | |
| #    Key for toggling the display of debug info.
 | |
| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | |
| #    type: key
 | |
| # keymap_toggle_debug = KEY_F5
 | |
| 
 | |
| #    Key for toggling the display of the profiler. Used for development.
 | |
| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | |
| #    type: key
 | |
| # keymap_toggle_profiler = KEY_F6
 | |
| 
 | |
| #    Key for switching between first- and third-person camera.
 | |
| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | |
| #    type: key
 | |
| # keymap_camera_mode = KEY_KEY_C
 | |
| 
 | |
| #    Key for increasing the viewing range.
 | |
| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | |
| #    type: key
 | |
| # keymap_increase_viewing_range_min = +
 | |
| 
 | |
| #    Key for decreasing the viewing range.
 | |
| #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | |
| #    type: key
 | |
| # keymap_decrease_viewing_range_min = -
 | |
| 
 | |
| #
 | |
| # Graphics
 | |
| #
 | |
| 
 | |
| ## In-Game
 | |
| 
 | |
| ### Basic
 | |
| 
 | |
| #    Whether name tag backgrounds should be shown by default.
 | |
| #    Mods may still set a background.
 | |
| #    type: bool
 | |
| # show_nametag_backgrounds = true
 | |
| 
 | |
| #    Enable vertex buffer objects.
 | |
| #    This should greatly improve graphics performance.
 | |
| #    type: bool
 | |
| # enable_vbo = true
 | |
| 
 | |
| #    Whether to fog out the end of the visible area.
 | |
| #    type: bool
 | |
| # enable_fog = true
 | |
| 
 | |
| #    Leaves style:
 | |
| #    -   Fancy:  all faces visible
 | |
| #    -   Simple: only outer faces, if defined special_tiles are used
 | |
| #    -   Opaque: disable transparency
 | |
| #    type: enum values: fancy, simple, opaque
 | |
| # leaves_style = fancy
 | |
| 
 | |
| #    Connects glass if supported by node.
 | |
| #    type: bool
 | |
| # connected_glass = false
 | |
| 
 | |
| #    Enable smooth lighting with simple ambient occlusion.
 | |
| #    Disable for speed or for different looks.
 | |
| #    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
 | |
| 
 | |
| #    Use 3D cloud look instead of flat.
 | |
| #    type: bool
 | |
| # enable_3d_clouds = true
 | |
| 
 | |
| #    Method used to highlight selected object.
 | |
| #    type: enum values: box, halo, none
 | |
| # node_highlighting = box
 | |
| 
 | |
| #    Adds particles when digging a node.
 | |
| #    type: bool
 | |
| # enable_particles = true
 | |
| 
 | |
| ### Filtering
 | |
| 
 | |
| #    Use mipmapping to scale textures. May slightly increase performance,
 | |
| #    especially when using a high resolution texture pack.
 | |
| #    Gamma correct downscaling is not supported.
 | |
| #    type: bool
 | |
| # mip_map = false
 | |
| 
 | |
| #    Use anisotropic filtering when viewing at textures from an angle.
 | |
| #    type: bool
 | |
| # anisotropic_filter = false
 | |
| 
 | |
| #    Use bilinear filtering when scaling textures.
 | |
| #    type: bool
 | |
| # bilinear_filter = false
 | |
| 
 | |
| #    Use trilinear filtering when scaling textures.
 | |
| #    type: bool
 | |
| # trilinear_filter = false
 | |
| 
 | |
| #    Filtered textures can blend RGB values with fully-transparent neighbors,
 | |
| #    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
 | |
| #    for the upscaled textures; higher values look sharper, but require more
 | |
| #    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
 | |
| 
 | |
| #    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 a lower screen resolution, but it applies
 | |
| #    to the game world only, keeping the GUI intact.
 | |
| #    It should give a significant performance boost at the cost of less detailed image.
 | |
| #    Higher values result in a less detailed image.
 | |
| #    type: int min: 1 max: 8
 | |
| # undersampling = 1
 | |
| 
 | |
| ### Shaders
 | |
| 
 | |
| #    Shaders allow advanced visual effects and may increase performance on some video
 | |
| #    cards.
 | |
| #    This only works with the OpenGL video backend.
 | |
| #    type: bool
 | |
| # enable_shaders = true
 | |
| 
 | |
| #    Path to shader directory. If no path is defined, default location will be used.
 | |
| #    type: path
 | |
| # shader_path =
 | |
| 
 | |
| #### Tone Mapping
 | |
| 
 | |
| #    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
 | |
| 
 | |
| #### Waving Nodes
 | |
| 
 | |
| #    Set to true to enable waving liquids (like water).
 | |
| #    Requires shaders to be enabled.
 | |
| #    type: bool
 | |
| # enable_waving_water = false
 | |
| 
 | |
| #    The maximum height of the surface of waving liquids.
 | |
| #    4.0 = Wave height is two nodes.
 | |
| #    0.0 = Wave doesn't move at all.
 | |
| #    Default is 1.0 (1/2 node).
 | |
| #    Requires waving liquids to be enabled.
 | |
| #    type: float min: 0 max: 4
 | |
| # water_wave_height = 1.0
 | |
| 
 | |
| #    Length of liquid waves.
 | |
| #    Requires waving liquids to be enabled.
 | |
| #    type: float min: 0.1
 | |
| # water_wave_length = 20.0
 | |
| 
 | |
| #    How fast liquid waves will move. Higher = faster.
 | |
| #    If negative, liquid waves will move backwards.
 | |
| #    Requires waving liquids to be enabled.
 | |
| #    type: float
 | |
| # water_wave_speed = 5.0
 | |
| 
 | |
| #    Set to true to enable waving leaves.
 | |
| #    Requires shaders to be enabled.
 | |
| #    type: bool
 | |
| # enable_waving_leaves = false
 | |
| 
 | |
| #    Set to true to enable waving plants.
 | |
| #    Requires shaders to be enabled.
 | |
| #    type: bool
 | |
| # enable_waving_plants = false
 | |
| 
 | |
| ### Advanced
 | |
| 
 | |
| #    Arm inertia, gives a more realistic movement of
 | |
| #    the arm when the camera moves.
 | |
| #    type: bool
 | |
| # arm_inertia = true
 | |
| 
 | |
| #    If FPS would go higher than this, limit it by sleeping
 | |
| #    to not waste CPU power for no benefit.
 | |
| #    type: int min: 1
 | |
| # fps_max = 60
 | |
| 
 | |
| #    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 = 190
 | |
| 
 | |
| #    Camera 'near clipping plane' distance in nodes, between 0 and 0.25
 | |
| #    Only works on GLES platforms. Most users will not need to change this.
 | |
| #    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
 | |
| 
 | |
| #    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.
 | |
| #    type: bool
 | |
| # autosave_screensize = true
 | |
| 
 | |
| #    Fullscreen mode.
 | |
| #    type: bool
 | |
| # fullscreen = false
 | |
| 
 | |
| #    Vertical screen synchronization.
 | |
| #    type: bool
 | |
| # vsync = false
 | |
| 
 | |
| #    Field of view in degrees.
 | |
| #    type: int min: 45 max: 160
 | |
| # fov = 72
 | |
| 
 | |
| #    Alters the light curve by applying 'gamma correction' to it.
 | |
| #    Higher values make middle and lower light levels brighter.
 | |
| #    Value '1.0' leaves the light curve unaltered.
 | |
| #    This only has significant effect on daylight and artificial
 | |
| #    light, it has very little effect on natural night light.
 | |
| #    type: float min: 0.33 max: 3
 | |
| # display_gamma = 1.0
 | |
| 
 | |
| #    Gradient of light curve at minimum light level.
 | |
| #    Controls the contrast of the lowest light levels.
 | |
| #    type: float min: 0 max: 3
 | |
| # lighting_alpha = 0.0
 | |
| 
 | |
| #    Gradient of light curve at maximum light level.
 | |
| #    Controls the contrast of the highest light levels.
 | |
| #    type: float min: 0 max: 3
 | |
| # lighting_beta = 1.5
 | |
| 
 | |
| #    Strength of light curve boost.
 | |
| #    The 3 'boost' parameters define a range of the light
 | |
| #    curve that is boosted in brightness.
 | |
| #    type: float min: 0 max: 0.4
 | |
| # lighting_boost = 0.2
 | |
| 
 | |
| #    Center of light curve boost range.
 | |
| #    Where 0.0 is minimum light level, 1.0 is maximum light level.
 | |
| #    type: float min: 0 max: 1
 | |
| # lighting_boost_center = 0.5
 | |
| 
 | |
| #    Spread of light curve boost range.
 | |
| #    Controls the width of the range to be boosted.
 | |
| #    Standard deviation of the light curve boost Gaussian.
 | |
| #    type: float min: 0 max: 0.4
 | |
| # lighting_boost_spread = 0.2
 | |
| 
 | |
| #    Path to texture directory. All textures are first searched from here.
 | |
| #    type: path
 | |
| # texture_path =
 | |
| 
 | |
| #    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
 | |
| 
 | |
| #    Radius of cloud area stated in number of 64 node cloud squares.
 | |
| #    Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
 | |
| #    type: int
 | |
| # cloud_radius = 12
 | |
| 
 | |
| #    Enable view bobbing and amount of view bobbing.
 | |
| #    For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
 | |
| #    type: float
 | |
| # view_bobbing_amount = 1.0
 | |
| 
 | |
| #    Multiplier for fall bobbing.
 | |
| #    For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
 | |
| #    type: float
 | |
| # fall_bobbing_amount = 0.03
 | |
| 
 | |
| #    3D support.
 | |
| #    Currently supported:
 | |
| #    -    none: no 3d output.
 | |
| #    -    anaglyph: cyan/magenta color 3d.
 | |
| #    -    interlaced: odd/even line based polarisation screen support.
 | |
| #    -    topbottom: split screen top/bottom.
 | |
| #    -    sidebyside: split screen side by side.
 | |
| #    -    crossview: Cross-eyed 3d
 | |
| #    -    pageflip: quadbuffer based 3d.
 | |
| #    Note that the interlaced mode requires shaders to be enabled.
 | |
| #    type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
 | |
| # 3d_mode = none
 | |
| 
 | |
| #    Strength of 3D mode parallax.
 | |
| #    type: float
 | |
| # 3d_paralax_strength = 0.025
 | |
| 
 | |
| #    In-game chat console height, between 0.1 (10%) and 1.0 (100%).
 | |
| #    type: float min: 0.1 max: 1
 | |
| # console_height = 0.6
 | |
| 
 | |
| #    In-game chat console background color (R,G,B).
 | |
| #    type: string
 | |
| # console_color = (0,0,0)
 | |
| 
 | |
| #    In-game chat console background alpha (opaqueness, between 0 and 255).
 | |
| #    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 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
 | |
| 
 | |
| #    Maximum proportion of current window to be used for hotbar.
 | |
| #    Useful if there's something to be displayed right or left of hotbar.
 | |
| #    type: float
 | |
| # hud_hotbar_max_width = 1.0
 | |
| 
 | |
| #    Modifies the size of the HUD elements.
 | |
| #    type: float
 | |
| # hud_scaling = 1.0
 | |
| 
 | |
| #    Enables caching of facedir rotated meshes.
 | |
| #    type: bool
 | |
| # enable_mesh_cache = false
 | |
| 
 | |
| #    Delay between mesh updates on the client in ms. Increasing this will slow
 | |
| #    down the rate of mesh updates, thus reducing jitter on slower clients.
 | |
| #    type: int min: 0 max: 50
 | |
| # mesh_generation_interval = 0
 | |
| 
 | |
| #    Size of the MapBlock cache of the mesh generator. Increasing this will
 | |
| #    increase the cache hit %, reducing the data being copied from the main
 | |
| #    thread, thus reducing jitter.
 | |
| #    type: int min: 0 max: 1000
 | |
| # meshgen_block_cache_size = 20
 | |
| 
 | |
| #    Enables minimap.
 | |
| #    type: bool
 | |
| # enable_minimap = true
 | |
| 
 | |
| #    Shape of the minimap. Enabled = round, disabled = square.
 | |
| #    type: bool
 | |
| # minimap_shape_round = true
 | |
| 
 | |
| #    True = 256
 | |
| #    False = 128
 | |
| #    Usable to make minimap smoother on slower machines.
 | |
| #    type: bool
 | |
| # minimap_double_scan_height = true
 | |
| 
 | |
| #    Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
 | |
| #    type: bool
 | |
| # directional_colored_fog = true
 | |
| 
 | |
| #    The strength (darkness) of node ambient-occlusion shading.
 | |
| #    Lower is darker, Higher is lighter. The valid range of values for this
 | |
| #    setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
 | |
| #    set to the nearest valid value.
 | |
| #    type: float min: 0.25 max: 4
 | |
| # ambient_occlusion_gamma = 2.2
 | |
| 
 | |
| #    Enables animation of inventory items.
 | |
| #    type: bool
 | |
| # inventory_items_animations = false
 | |
| 
 | |
| #    Fraction of the visible distance at which fog starts to be rendered
 | |
| #    type: float min: 0 max: 0.99
 | |
| # fog_start = 0.4
 | |
| 
 | |
| #    Makes all liquids opaque
 | |
| #    type: bool
 | |
| # opaque_water = false
 | |
| 
 | |
| #    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
 | |
| 
 | |
| ## Menus
 | |
| 
 | |
| #    Use a cloud animation for the main menu background.
 | |
| #    type: bool
 | |
| # menu_clouds = true
 | |
| 
 | |
| #    Scale GUI by a user specified value.
 | |
| #    Use a nearest-neighbor-anti-alias filter to scale the GUI.
 | |
| #    This will smooth over some of the rough edges, and blend
 | |
| #    pixels when scaling down, at the cost of blurring some
 | |
| #    edge pixels when images are scaled by non-integer sizes.
 | |
| #    type: float min: 0.001
 | |
| # gui_scaling = 1.0
 | |
| 
 | |
| #    When gui_scaling_filter is true, all GUI images need to be
 | |
| #    filtered in software, but some images are generated directly
 | |
| #    to hardware (e.g. render-to-texture for nodes in inventory).
 | |
| #    type: bool
 | |
| # gui_scaling_filter = false
 | |
| 
 | |
| #    When gui_scaling_filter_txr2img is true, copy those images
 | |
| #    from hardware to software for scaling.  When false, fall back
 | |
| #    to the old scaling method, for video drivers that don't
 | |
| #    properly support downloading textures back from hardware.
 | |
| #    type: bool
 | |
| # gui_scaling_filter_txr2img = true
 | |
| 
 | |
| #    Delay showing tooltips, stated in milliseconds.
 | |
| #    type: int
 | |
| # tooltip_show_delay = 400
 | |
| 
 | |
| #    Append item name to tooltip.
 | |
| #    type: bool
 | |
| # tooltip_append_itemname = false
 | |
| 
 | |
| #    type: bool
 | |
| # font_bold = false
 | |
| 
 | |
| #    type: bool
 | |
| # font_italic = false
 | |
| 
 | |
| #    Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
 | |
| #    type: int
 | |
| # font_shadow = 1
 | |
| 
 | |
| #    Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
 | |
| #    type: int min: 0 max: 255
 | |
| # font_shadow_alpha = 127
 | |
| 
 | |
| #    Font size of the default font where 1 unit = 1 pixel at 96 DPI
 | |
| #    type: int min: 1
 | |
| # font_size = 16
 | |
| 
 | |
| #    For pixel-style fonts that do not scale well, this ensures that font sizes used
 | |
| #    with this font will always be divisible by this value, in pixels. For instance,
 | |
| #    a pixel font 16 pixels tall should have this set to 16, so it will only ever be
 | |
| #    sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
 | |
| #    type: int min: 1
 | |
| # font_size_divisible_by = 1
 | |
| 
 | |
| #    Path to the default font. Must be a TrueType font.
 | |
| #    The fallback font will be used if the font cannot be loaded.
 | |
| #    type: filepath
 | |
| # font_path = fonts/Arimo-Regular.ttf
 | |
| 
 | |
| #    type: filepath
 | |
| # font_path_bold = fonts/Arimo-Bold.ttf
 | |
| 
 | |
| #    type: filepath
 | |
| # font_path_italic = fonts/Arimo-Italic.ttf
 | |
| 
 | |
| #    type: filepath
 | |
| # font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
 | |
| 
 | |
| #    Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
 | |
| #    type: int min: 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. Can be an absolute or relative path.
 | |
| #    The folder will be created if it doesn't already exist.
 | |
| #    type: path
 | |
| # screenshot_path = screenshots
 | |
| 
 | |
| #    Format of screenshots.
 | |
| #    type: enum values: png, jpg
 | |
| # screenshot_format = png
 | |
| 
 | |
| #    Screenshot quality. Only used for JPEG format.
 | |
| #    1 means worst quality; 100 means best quality.
 | |
| #    Use 0 for default quality.
 | |
| #    type: int min: 0 max: 100
 | |
| # screenshot_quality = 0
 | |
| 
 | |
| ## Advanced
 | |
| 
 | |
| #    Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
 | |
| #    type: int min: 1
 | |
| # screen_dpi = 72
 | |
| 
 | |
| #    Adjust the detected display density, used for scaling UI elements.
 | |
| #    type: float
 | |
| # 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
 | |
| #
 | |
| 
 | |
| #    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 = false
 | |
| 
 | |
| #    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.
 | |
| #    type: int
 | |
| # client_unload_unused_data_timeout = 600
 | |
| 
 | |
| #    Maximum number of mapblocks for client to be kept in memory.
 | |
| #    Set to -1 for unlimited amount.
 | |
| #    type: int
 | |
| # client_mapblock_limit = 7500
 | |
| 
 | |
| #    Whether to show the client debug info (has the same effect as hitting F5).
 | |
| #    type: bool
 | |
| # show_debug = false
 | |
| 
 | |
| #
 | |
| # Server / Singleplayer
 | |
| #
 | |
| 
 | |
| #    Name of the server, to be displayed when players join and in the serverlist.
 | |
| #    type: string
 | |
| # server_name = Minetest server
 | |
| 
 | |
| #    Description of server, to be displayed when players join and in the serverlist.
 | |
| #    type: string
 | |
| # server_description = mine here
 | |
| 
 | |
| #    Domain name of server, to be displayed in the serverlist.
 | |
| #    type: string
 | |
| # server_address = game.minetest.net
 | |
| 
 | |
| #    Homepage of server, to be displayed in the serverlist.
 | |
| #    type: string
 | |
| # server_url = https://minetest.net
 | |
| 
 | |
| #    Automatically report to the serverlist.
 | |
| #    type: bool
 | |
| # server_announce = false
 | |
| 
 | |
| #    Announce to this serverlist.
 | |
| #    type: string
 | |
| # serverlist_url = servers.minetest.net
 | |
| 
 | |
| #    Remove color codes from incoming chat messages
 | |
| #    Use this to stop players from being able to use color in their messages
 | |
| #    type: bool
 | |
| # strip_color_codes = false
 | |
| 
 | |
| ## Network
 | |
| 
 | |
| #    Network port to listen (UDP).
 | |
| #    This value will be overridden when starting from the main menu.
 | |
| #    type: int
 | |
| # port = 30000
 | |
| 
 | |
| #    The network interface that the server listens on.
 | |
| #    type: string
 | |
| # bind_address =
 | |
| 
 | |
| #    Enable to disallow old clients from connecting.
 | |
| #    Older clients are compatible in the sense that they will not crash when connecting
 | |
| #    to new servers, but they may not support all new features that you are expecting.
 | |
| #    type: bool
 | |
| # strict_protocol_version_checking = false
 | |
| 
 | |
| #    Specifies URL from which client fetches media instead of using UDP.
 | |
| #    $filename should be accessible from $remote_media$filename via cURL
 | |
| #    (obviously, remote_media should end with a slash).
 | |
| #    Files that are not present will be fetched the usual way.
 | |
| #    type: string
 | |
| # remote_media =
 | |
| 
 | |
| #    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 = 40
 | |
| 
 | |
| #    To reduce lag, block transfers are slowed down when a player is building something.
 | |
| #    This determines how long they are slowed down after placing or removing a node.
 | |
| #    type: float
 | |
| # full_block_send_enable_min_time_from_building = 2.0
 | |
| 
 | |
| #    Maximum number of packets sent per send step, if you have a slow connection
 | |
| #    try reducing it, but don't reduce it to a number below double of targeted
 | |
| #    client number.
 | |
| #    type: int
 | |
| # max_packets_per_iteration = 1024
 | |
| 
 | |
| #    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.
 | |
| #    This will be overridden when creating a world from the main menu.
 | |
| #    type: string
 | |
| # default_game = minetest
 | |
| 
 | |
| #    Message of the day displayed to players connecting.
 | |
| #    type: string
 | |
| # motd =
 | |
| 
 | |
| #    Maximum number of players that can be connected simultaneously.
 | |
| #    type: int
 | |
| # max_users = 15
 | |
| 
 | |
| #    World directory (everything in the world is stored here).
 | |
| #    Not needed if starting from the main menu.
 | |
| #    type: path
 | |
| # map-dir =
 | |
| 
 | |
| #    Time in seconds for item entity (dropped items) to live.
 | |
| #    Setting it to -1 disables the feature.
 | |
| #    type: int
 | |
| # item_entity_ttl = 900
 | |
| 
 | |
| #    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 all players
 | |
| #    type: bool
 | |
| # creative_mode = false
 | |
| 
 | |
| #    A chosen map seed for a new map, leave empty for random.
 | |
| #    Will be overridden when creating a new world in the main menu.
 | |
| #    type: string
 | |
| # fixed_map_seed =
 | |
| 
 | |
| #    New users need to input this password.
 | |
| #    type: string
 | |
| # default_password =
 | |
| 
 | |
| #    The privileges that new users automatically get.
 | |
| #    See /privs in game for a full list on your server and mod configuration.
 | |
| #    type: string
 | |
| # default_privs = interact, shout
 | |
| 
 | |
| #    Privileges that players with basic_privs can grant
 | |
| #    type: string
 | |
| # basic_privs = interact, shout
 | |
| 
 | |
| #    Whether players are shown to clients without any range limit.
 | |
| #    Deprecated, use the setting player_transfer_distance instead.
 | |
| #    type: bool
 | |
| # unlimited_player_transfer_distance = true
 | |
| 
 | |
| #    Defines the maximal player transfer distance in blocks (0 = unlimited).
 | |
| #    type: int
 | |
| # player_transfer_distance = 0
 | |
| 
 | |
| #    Whether to allow players to damage and kill each other.
 | |
| #    type: bool
 | |
| # enable_pvp = true
 | |
| 
 | |
| #    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 =
 | |
| 
 | |
| #    If enabled, new players cannot join with an empty password.
 | |
| #    type: bool
 | |
| # disallow_empty_password = false
 | |
| 
 | |
| #    If enabled, disable cheat prevention in multiplayer.
 | |
| #    type: bool
 | |
| # disable_anticheat = false
 | |
| 
 | |
| #    If enabled, actions are recorded for rollback.
 | |
| #    This option is only read when server starts.
 | |
| #    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.
 | |
| 
 | |
| #    A message to be displayed to all clients when the server crashes.
 | |
| #    type: string
 | |
| # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
 | |
| 
 | |
| #    Whether to ask clients to reconnect after a (Lua) crash.
 | |
| #    Set this to true if your server is set up to restart automatically.
 | |
| #    type: bool
 | |
| # ask_reconnect_on_crash = false
 | |
| 
 | |
| #    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 = 8
 | |
| 
 | |
| #    The radius of the volume of blocks around every player that is subject to the
 | |
| #    active block stuff, stated in mapblocks (16 nodes).
 | |
| #    In active blocks objects are loaded and ABMs run.
 | |
| #    This is also the minimum range in which active objects (mobs) are maintained.
 | |
| #    This should be configured together with active_object_send_range_blocks.
 | |
| #    type: int
 | |
| # active_block_range = 4
 | |
| 
 | |
| #    From how far blocks are sent to clients, stated in mapblocks (16 nodes).
 | |
| #    type: int
 | |
| # max_block_send_distance = 12
 | |
| 
 | |
| #    Maximum number of forceloaded mapblocks.
 | |
| #    type: int
 | |
| # max_forceloaded_blocks = 16
 | |
| 
 | |
| #    Interval of sending time of day to clients.
 | |
| #    type: int
 | |
| # time_send_interval = 5
 | |
| 
 | |
| #    Controls length of day/night cycle.
 | |
| #    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:
 | |
| #    -    none: Do not log deprecated calls
 | |
| #    -    log: mimic and log backtrace of deprecated call (default).
 | |
| #    -    error: abort on usage of deprecated call (suggested for mod developers).
 | |
| #    type: enum values: none, log, error
 | |
| # deprecated_lua_api_handling = log
 | |
| 
 | |
| #    Number of extra blocks that can be loaded by /clearobjects at once.
 | |
| #    This is a trade-off between SQLite transaction overhead and
 | |
| #    memory consumption (4096=100MB, as a rule of thumb).
 | |
| #    type: int
 | |
| # max_clearobjects_extra_loaded_blocks = 4096
 | |
| 
 | |
| #    How much the server will wait before unloading unused mapblocks.
 | |
| #    Higher value is smoother, but will use more RAM.
 | |
| #    type: int
 | |
| # server_unload_unused_data_timeout = 29
 | |
| 
 | |
| #    Maximum number of statically stored objects in a block.
 | |
| #    type: int
 | |
| # max_objects_per_block = 64
 | |
| 
 | |
| #    See https://www.sqlite.org/pragma.html#pragma_synchronous
 | |
| #    type: enum values: 0, 1, 2
 | |
| # sqlite_synchronous = 2
 | |
| 
 | |
| #    Compression level to use when saving mapblocks to disk.
 | |
| #    -1 - use default compression level
 | |
| #    0 - least compression, fastest
 | |
| #    9 - best compression, slowest
 | |
| #    type: int min: -1 max: 9
 | |
| # map_compression_level_disk = -1
 | |
| 
 | |
| #    Length of a server tick and the interval at which objects are generally updated over
 | |
| #    network.
 | |
| #    type: float
 | |
| # dedicated_server_step = 0.09
 | |
| 
 | |
| #    Length of time between active block management cycles
 | |
| #    type: float
 | |
| # active_block_mgmt_interval = 2.0
 | |
| 
 | |
| #    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
 | |
| 
 | |
| #    If enabled, invalid world data won't cause the server to shut down.
 | |
| #    Only enable this if you know what you are doing.
 | |
| #    type: bool
 | |
| # ignore_world_load_errors = false
 | |
| 
 | |
| #    Max liquids processed per step.
 | |
| #    type: int
 | |
| # liquid_loop_max = 100000
 | |
| 
 | |
| #    The time (in seconds) that the liquids queue may grow beyond processing
 | |
| #    capacity until an attempt is made to decrease its size by dumping old queue
 | |
| #    items.  A value of 0 disables the functionality.
 | |
| #    type: int
 | |
| # liquid_queue_purge_time = 0
 | |
| 
 | |
| #    Liquid update interval in seconds.
 | |
| #    type: float
 | |
| # liquid_update = 1.0
 | |
| 
 | |
| #    At this distance the server will aggressively optimize which blocks are sent to
 | |
| #    clients.
 | |
| #    Small values potentially improve performance a lot, at the expense of visible
 | |
| #    rendering glitches (some blocks will not be rendered under water and in caves,
 | |
| #    as well as sometimes on land).
 | |
| #    Setting this to a value greater than max_block_send_distance disables this
 | |
| #    optimization.
 | |
| #    Stated in mapblocks (16 nodes).
 | |
| #    type: int min: 2
 | |
| # block_send_optimize_distance = 4
 | |
| 
 | |
| #    If enabled the server will perform map block occlusion culling based on
 | |
| #    on the eye position of the player. This can reduce the number of blocks
 | |
| #    sent to the client 50-80%. The client will not longer receive most invisible
 | |
| #    so that the utility of noclip mode is reduced.
 | |
| #    type: bool
 | |
| # server_side_occlusion_culling = true
 | |
| 
 | |
| #    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
 | |
| # csm_restriction_flags = 62
 | |
| 
 | |
| #    If the CSM restriction for node range is enabled, get_node calls are limited
 | |
| #    to this distance from the player to the node.
 | |
| #    type: int
 | |
| # csm_restriction_noderange = 0
 | |
| 
 | |
| ## 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 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:
 | |
| #    -    <nothing> (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
 | |
| 
 | |
| #    If the file size of debug.txt exceeds the number of megabytes specified in
 | |
| #    this setting when it is opened, the file is moved to debug.txt.1,
 | |
| #    deleting an older debug.txt.1 if it exists.
 | |
| #    debug.txt is only moved if this setting is positive.
 | |
| #    type: int
 | |
| # debug_log_size_max = 50
 | |
| 
 | |
| #    Minimal level of logging to be written to chat.
 | |
| #    type: enum values: , none, error, warning, action, info, verbose
 | |
| # chat_log_level = error
 | |
| 
 | |
| #    Enable IPv6 support (for both client and server).
 | |
| #    Required for IPv6 connections to work at all.
 | |
| #    type: bool
 | |
| # enable_ipv6 = true
 | |
| 
 | |
| ## Advanced
 | |
| 
 | |
| #    Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
 | |
| #    type: int
 | |
| # curl_timeout = 20000
 | |
| 
 | |
| #    Limits number of parallel HTTP requests. Affects:
 | |
| #    -    Media fetch if server uses remote_media setting.
 | |
| #    -    Serverlist download and server announcement.
 | |
| #    -    Downloads performed by main menu (e.g. mod manager).
 | |
| #    Only has an effect if compiled with cURL.
 | |
| #    type: int
 | |
| # curl_parallel_limit = 8
 | |
| 
 | |
| #    Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
 | |
| #    type: int
 | |
| # curl_file_download_timeout = 300000
 | |
| 
 | |
| #    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
 | |
| # profiler_print_interval = 0
 | |
| 
 | |
| #
 | |
| # Mapgen
 | |
| #
 | |
| 
 | |
| #    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_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_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_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_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.
 | |
| #    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 = 0.09
 | |
| 
 | |
| #    Y of upper limit of large caves.
 | |
| #    type: int
 | |
| # mgv5_large_cave_depth = -256
 | |
| 
 | |
| #    Minimum limit of random number of small caves per mapchunk.
 | |
| #    type: int min: 0 max: 256
 | |
| # mgv5_small_cave_num_min = 0
 | |
| 
 | |
| #    Maximum limit of random number of small caves per mapchunk.
 | |
| #    type: int min: 0 max: 256
 | |
| # mgv5_small_cave_num_max = 0
 | |
| 
 | |
| #    Minimum limit of random number of large caves per mapchunk.
 | |
| #    type: int min: 0 max: 64
 | |
| # mgv5_large_cave_num_min = 0
 | |
| 
 | |
| #    Maximum limit of random number of large caves per mapchunk.
 | |
| #    type: int min: 0 max: 64
 | |
| # mgv5_large_cave_num_max = 2
 | |
| 
 | |
| #    Proportion of large caves that contain liquid.
 | |
| #    type: float min: 0 max: 1
 | |
| # mgv5_large_cave_flooded = 0.5
 | |
| 
 | |
| #    Y-level of cavern upper limit.
 | |
| #    type: int
 | |
| # mgv5_cavern_limit = -256
 | |
| 
 | |
| #    Y-distance over which caverns expand to full size.
 | |
| #    type: int
 | |
| # mgv5_cavern_taper = 256
 | |
| 
 | |
| #    Defines full size of caverns, smaller values create larger caverns.
 | |
| #    type: float
 | |
| # mgv5_cavern_threshold = 0.7
 | |
| 
 | |
| #    Lower Y limit of dungeons.
 | |
| #    type: int
 | |
| # mgv5_dungeon_ymin = -31000
 | |
| 
 | |
| #    Upper Y limit of dungeons.
 | |
| #    type: int
 | |
| # mgv5_dungeon_ymax = 31000
 | |
| 
 | |
| ### Noises
 | |
| 
 | |
| #    Variation of biome filler depth.
 | |
| #    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_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_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_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 'snowbiomes' flag is enabled jungles are automatically enabled and
 | |
| #    the 'jungles' flag is ignored.
 | |
| #    type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
 | |
| # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
 | |
| 
 | |
| #    Deserts occur when np_biome exceeds this value.
 | |
| #    When the 'snowbiomes' flag is enabled, this is ignored.
 | |
| #    type: float
 | |
| # mgv6_freq_desert = 0.45
 | |
| 
 | |
| #    Sandy beaches occur when np_beach exceeds this value.
 | |
| #    type: float
 | |
| # mgv6_freq_beach = 0.15
 | |
| 
 | |
| #    Lower Y limit of dungeons.
 | |
| #    type: int
 | |
| # mgv6_dungeon_ymin = -31000
 | |
| 
 | |
| #    Upper Y limit of dungeons.
 | |
| #    type: int
 | |
| # mgv6_dungeon_ymax = 31000
 | |
| 
 | |
| ### Noises
 | |
| 
 | |
| #    Y-level of lower terrain and 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_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_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_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_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_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_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_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_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.
 | |
| #    '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
 | |
| 
 | |
| #    Y of mountain density gradient zero level. Used to shift mountains vertically.
 | |
| #    type: int
 | |
| # mgv7_mount_zero_level = 0
 | |
| 
 | |
| #    Lower Y limit of floatlands.
 | |
| #    type: int
 | |
| # mgv7_floatland_ymin = 1024
 | |
| 
 | |
| #    Upper Y limit of floatlands.
 | |
| #    type: int
 | |
| # mgv7_floatland_ymax = 4096
 | |
| 
 | |
| #    Y-distance over which floatlands taper from full density to nothing.
 | |
| #    Tapering starts at this distance from the Y limit.
 | |
| #    For a solid floatland layer, this controls the height of hills/mountains.
 | |
| #    Must be less than or equal to half the distance between the Y limits.
 | |
| #    type: int
 | |
| # mgv7_floatland_taper = 256
 | |
| 
 | |
| #    Exponent of the floatland tapering. Alters the tapering behaviour.
 | |
| #    Value = 1.0 creates a uniform, linear tapering.
 | |
| #    Values > 1.0 create a smooth tapering suitable for the default separated
 | |
| #    floatlands.
 | |
| #    Values < 1.0 (for example 0.25) create a more defined surface level with
 | |
| #    flatter lowlands, suitable for a solid floatland layer.
 | |
| #    type: float
 | |
| # mgv7_float_taper_exp = 2.0
 | |
| 
 | |
| #    Adjusts the density of the floatland layer.
 | |
| #    Increase value to increase density. Can be positive or negative.
 | |
| #    Value = 0.0: 50% of volume is floatland.
 | |
| #    Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
 | |
| #    to be sure) creates a solid floatland layer.
 | |
| #    type: float
 | |
| # mgv7_floatland_density = -0.6
 | |
| 
 | |
| #    Surface level of optional water placed on a solid floatland layer.
 | |
| #    Water is disabled by default and will only be placed if this value is set
 | |
| #    to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
 | |
| #    upper tapering).
 | |
| #    ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
 | |
| #    When enabling water placement the floatlands must be configured and tested
 | |
| #    to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
 | |
| #    required value depending on 'mgv7_np_floatland'), to avoid
 | |
| #    server-intensive extreme water flow and to avoid vast flooding of the
 | |
| #    world surface below.
 | |
| #    type: int
 | |
| # mgv7_floatland_ywater = -31000
 | |
| 
 | |
| #    Controls width of tunnels, a smaller value creates wider tunnels.
 | |
| #    Value >= 10.0 completely disables generation of tunnels and avoids the
 | |
| #    intensive noise calculations.
 | |
| #    type: float
 | |
| # mgv7_cave_width = 0.09
 | |
| 
 | |
| #    Y of upper limit of large caves.
 | |
| #    type: int
 | |
| # 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
 | |
| # mgv7_cavern_limit = -256
 | |
| 
 | |
| #    Y-distance over which caverns expand to full size.
 | |
| #    type: int
 | |
| # mgv7_cavern_taper = 256
 | |
| 
 | |
| #    Defines full size of caverns, smaller values create larger caverns.
 | |
| #    type: float
 | |
| # mgv7_cavern_threshold = 0.7
 | |
| 
 | |
| #    Lower Y limit of dungeons.
 | |
| #    type: int
 | |
| # mgv7_dungeon_ymin = -31000
 | |
| 
 | |
| #    Upper Y limit of dungeons.
 | |
| #    type: int
 | |
| # mgv7_dungeon_ymax = 31000
 | |
| 
 | |
| ### Noises
 | |
| 
 | |
| #    Y-level of higher 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_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_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_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_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_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_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_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
 | |
| 
 | |
| #    Upper Y limit of dungeons.
 | |
| #    type: int
 | |
| # mgcarpathian_dungeon_ymax = 31000
 | |
| 
 | |
| ### Noises
 | |
| 
 | |
| #    Variation of biome filler depth.
 | |
| #    type: noise_params_2d
 | |
| # mgcarpathian_np_filler_depth = {
 | |
| #    offset      = 0,
 | |
| #    scale       = 1,
 | |
| #    spread      = (128, 128, 128),
 | |
| #    seed        = 261,
 | |
| #    octaves     = 3,
 | |
| #    persistence = 0.7,
 | |
| #    lacunarity  = 2.0,
 | |
| #    flags       = eased
 | |
| # }
 | |
| 
 | |
| #    First of 4 2D noises that together define hill/mountain range height.
 | |
| #    type: noise_params_2d
 | |
| # mgcarpathian_np_height1 = {
 | |
| #    offset      = 0,
 | |
| #    scale       = 5,
 | |
| #    spread      = (251, 251, 251),
 | |
| #    seed        = 9613,
 | |
| #    octaves     = 5,
 | |
| #    persistence = 0.5,
 | |
| #    lacunarity  = 2.0,
 | |
| #    flags       = eased
 | |
| # }
 | |
| 
 | |
| #    Second of 4 2D noises that together define hill/mountain range height.
 | |
| #    type: noise_params_2d
 | |
| # mgcarpathian_np_height2 = {
 | |
| #    offset      = 0,
 | |
| #    scale       = 5,
 | |
| #    spread      = (383, 383, 383),
 | |
| #    seed        = 1949,
 | |
| #    octaves     = 5,
 | |
| #    persistence = 0.5,
 | |
| #    lacunarity  = 2.0,
 | |
| #    flags       = eased
 | |
| # }
 | |
| 
 | |
| #    Third of 4 2D noises that together define hill/mountain range height.
 | |
| #    type: noise_params_2d
 | |
| # mgcarpathian_np_height3 = {
 | |
| #    offset      = 0,
 | |
| #    scale       = 5,
 | |
| #    spread      = (509, 509, 509),
 | |
| #    seed        = 3211,
 | |
| #    octaves     = 5,
 | |
| #    persistence = 0.5,
 | |
| #    lacunarity  = 2.0,
 | |
| #    flags       = eased
 | |
| # }
 | |
| 
 | |
| #    Fourth of 4 2D noises that together define hill/mountain range height.
 | |
| #    type: noise_params_2d
 | |
| # mgcarpathian_np_height4 = {
 | |
| #    offset      = 0,
 | |
| #    scale       = 5,
 | |
| #    spread      = (631, 631, 631),
 | |
| #    seed        = 1583,
 | |
| #    octaves     = 5,
 | |
| #    persistence = 0.5,
 | |
| #    lacunarity  = 2.0,
 | |
| #    flags       = eased
 | |
| # }
 | |
| 
 | |
| #    2D noise that controls the size/occurrence of rolling hills.
 | |
| #    type: noise_params_2d
 | |
| # mgcarpathian_np_hills_terrain = {
 | |
| #    offset      = 1,
 | |
| #    scale       = 1,
 | |
| #    spread      = (1301, 1301, 1301),
 | |
| #    seed        = 1692,
 | |
| #    octaves     = 3,
 | |
| #    persistence = 0.5,
 | |
| #    lacunarity  = 2.0,
 | |
| #    flags       = eased
 | |
| # }
 | |
| 
 | |
| #    2D noise that controls the size/occurrence of ridged mountain ranges.
 | |
| #    type: noise_params_2d
 | |
| # mgcarpathian_np_ridge_terrain = {
 | |
| #    offset      = 1,
 | |
| #    scale       = 1,
 | |
| #    spread      = (1889, 1889, 1889),
 | |
| #    seed        = 3568,
 | |
| #    octaves     = 3,
 | |
| #    persistence = 0.5,
 | |
| #    lacunarity  = 2.0,
 | |
| #    flags       = eased
 | |
| # }
 | |
| 
 | |
| #    2D noise that controls the size/occurrence of step mountain ranges.
 | |
| #    type: noise_params_2d
 | |
| # mgcarpathian_np_step_terrain = {
 | |
| #    offset      = 1,
 | |
| #    scale       = 1,
 | |
| #    spread      = (1889, 1889, 1889),
 | |
| #    seed        = 4157,
 | |
| #    octaves     = 3,
 | |
| #    persistence = 0.5,
 | |
| #    lacunarity  = 2.0,
 | |
| #    flags       = eased
 | |
| # }
 | |
| 
 | |
| #    2D noise that controls the shape/size of rolling hills.
 | |
| #    type: noise_params_2d
 | |
| # mgcarpathian_np_hills = {
 | |
| #    offset      = 0,
 | |
| #    scale       = 3,
 | |
| #    spread      = (257, 257, 257),
 | |
| #    seed        = 6604,
 | |
| #    octaves     = 6,
 | |
| #    persistence = 0.5,
 | |
| #    lacunarity  = 2.0,
 | |
| #    flags       = eased
 | |
| # }
 | |
| 
 | |
| #    2D noise that controls the shape/size of ridged mountains.
 | |
| #    type: noise_params_2d
 | |
| # mgcarpathian_np_ridge_mnt = {
 | |
| #    offset      = 0,
 | |
| #    scale       = 12,
 | |
| #    spread      = (743, 743, 743),
 | |
| #    seed        = 5520,
 | |
| #    octaves     = 6,
 | |
| #    persistence = 0.7,
 | |
| #    lacunarity  = 2.0,
 | |
| #    flags       = eased
 | |
| # }
 | |
| 
 | |
| #    2D noise that controls the shape/size of step mountains.
 | |
| #    type: noise_params_2d
 | |
| # mgcarpathian_np_step_mnt = {
 | |
| #    offset      = 0,
 | |
| #    scale       = 8,
 | |
| #    spread      = (509, 509, 509),
 | |
| #    seed        = 2590,
 | |
| #    octaves     = 6,
 | |
| #    persistence = 0.6,
 | |
| #    lacunarity  = 2.0,
 | |
| #    flags       = eased
 | |
| # }
 | |
| 
 | |
| #    2D noise that locates the river valleys and channels.
 | |
| #    type: noise_params_2d
 | |
| # mgcarpathian_np_rivers = {
 | |
| #    offset      = 0,
 | |
| #    scale       = 1,
 | |
| #    spread      = (1000, 1000, 1000),
 | |
| #    seed        = 85039,
 | |
| #    octaves     = 5,
 | |
| #    persistence = 0.6,
 | |
| #    lacunarity  = 2.0,
 | |
| #    flags       = eased
 | |
| # }
 | |
| 
 | |
| #    3D noise for mountain overhangs, cliffs, etc. Usually small variations.
 | |
| #    type: noise_params_3d
 | |
| # mgcarpathian_np_mnt_var = {
 | |
| #    offset      = 0,
 | |
| #    scale       = 1,
 | |
| #    spread      = (499, 499, 499),
 | |
| #    seed        = 2490,
 | |
| #    octaves     = 5,
 | |
| #    persistence = 0.55,
 | |
| #    lacunarity  = 2.0,
 | |
| #    flags       = 
 | |
| # }
 | |
| 
 | |
| #    First of two 3D noises that together define tunnels.
 | |
| #    type: noise_params_3d
 | |
| # mgcarpathian_np_cave1 = {
 | |
| #    offset      = 0,
 | |
| #    scale       = 12,
 | |
| #    spread      = (61, 61, 61),
 | |
| #    seed        = 52534,
 | |
| #    octaves     = 3,
 | |
| #    persistence = 0.5,
 | |
| #    lacunarity  = 2.0,
 | |
| #    flags       = 
 | |
| # }
 | |
| 
 | |
| #    Second of two 3D noises that together define tunnels.
 | |
| #    type: noise_params_3d
 | |
| # mgcarpathian_np_cave2 = {
 | |
| #    offset      = 0,
 | |
| #    scale       = 12,
 | |
| #    spread      = (67, 67, 67),
 | |
| #    seed        = 10325,
 | |
| #    octaves     = 3,
 | |
| #    persistence = 0.5,
 | |
| #    lacunarity  = 2.0,
 | |
| #    flags       = 
 | |
| # }
 | |
| 
 | |
| #    3D noise defining giant caverns.
 | |
| #    type: noise_params_3d
 | |
| # mgcarpathian_np_cavern = {
 | |
| #    offset      = 0,
 | |
| #    scale       = 1,
 | |
| #    spread      = (384, 128, 384),
 | |
| #    seed        = 723,
 | |
| #    octaves     = 5,
 | |
| #    persistence = 0.63,
 | |
| #    lacunarity  = 2.0,
 | |
| #    flags       = 
 | |
| # }
 | |
| 
 | |
| #    3D noise that determines number of dungeons per mapchunk.
 | |
| #    type: noise_params_3d
 | |
| # mgcarpathian_np_dungeons = {
 | |
| #    offset      = 0.9,
 | |
| #    scale       = 0.5,
 | |
| #    spread      = (500, 500, 500),
 | |
| #    seed        = 0,
 | |
| #    octaves     = 2,
 | |
| #    persistence = 0.8,
 | |
| #    lacunarity  = 2.0,
 | |
| #    flags       = 
 | |
| # }
 | |
| 
 | |
| ## Mapgen Flat
 | |
| 
 | |
| #    Map generation attributes specific to Mapgen Flat.
 | |
| #    Occasional lakes and hills can be added to the flat world.
 | |
| #    type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns
 | |
| # mgflat_spflags = nolakes,nohills,nocaverns
 | |
| 
 | |
| #    Y of flat ground.
 | |
| #    type: int
 | |
| # mgflat_ground_level = 8
 | |
| 
 | |
| #    Y of upper limit of large caves.
 | |
| #    type: int
 | |
| # mgflat_large_cave_depth = -33
 | |
| 
 | |
| #    Minimum limit of random number of small caves per mapchunk.
 | |
| #    type: int min: 0 max: 256
 | |
| # mgflat_small_cave_num_min = 0
 | |
| 
 | |
| #    Maximum limit of random number of small caves per mapchunk.
 | |
| #    type: int min: 0 max: 256
 | |
| # mgflat_small_cave_num_max = 0
 | |
| 
 | |
| #    Minimum limit of random number of large caves per mapchunk.
 | |
| #    type: int min: 0 max: 64
 | |
| # mgflat_large_cave_num_min = 0
 | |
| 
 | |
| #    Maximum limit of random number of large caves per mapchunk.
 | |
| #    type: int min: 0 max: 64
 | |
| # mgflat_large_cave_num_max = 2
 | |
| 
 | |
| #    Proportion of large caves that contain liquid.
 | |
| #    type: float min: 0 max: 1
 | |
| # mgflat_large_cave_flooded = 0.5
 | |
| 
 | |
| #    Controls width of tunnels, a smaller value creates wider tunnels.
 | |
| #    Value >= 10.0 completely disables generation of tunnels and avoids the
 | |
| #    intensive noise calculations.
 | |
| #    type: float
 | |
| # mgflat_cave_width = 0.09
 | |
| 
 | |
| #    Terrain noise threshold for lakes.
 | |
| #    Controls proportion of world area covered by lakes.
 | |
| #    Adjust towards 0.0 for a larger proportion.
 | |
| #    type: float
 | |
| # mgflat_lake_threshold = -0.45
 | |
| 
 | |
| #    Controls steepness/depth of lake depressions.
 | |
| #    type: float
 | |
| # mgflat_lake_steepness = 48.0
 | |
| 
 | |
| #    Terrain noise threshold for hills.
 | |
| #    Controls proportion of world area covered by hills.
 | |
| #    Adjust towards 0.0 for a larger proportion.
 | |
| #    type: float
 | |
| # mgflat_hill_threshold = 0.45
 | |
| 
 | |
| #    Controls steepness/height of hills.
 | |
| #    type: float
 | |
| # mgflat_hill_steepness = 64.0
 | |
| 
 | |
| #    Y-level of cavern upper limit.
 | |
| #    type: int
 | |
| # mgflat_cavern_limit = -256
 | |
| 
 | |
| #    Y-distance over which caverns expand to full size.
 | |
| #    type: int
 | |
| # mgflat_cavern_taper = 256
 | |
| 
 | |
| #    Defines full size of caverns, smaller values create larger caverns.
 | |
| #    type: float
 | |
| # mgflat_cavern_threshold = 0.7
 | |
| 
 | |
| #    Lower Y limit of dungeons.
 | |
| #    type: int
 | |
| # mgflat_dungeon_ymin = -31000
 | |
| 
 | |
| #    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
 | |
| # }
 | |
| 
 | |
| #    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       = 
 | |
| # }
 | |
| 
 | |
| #    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
 | |
| 
 | |
| #    Y of upper limit of large caves.
 | |
| #    type: int
 | |
| # mgfractal_large_cave_depth = -33
 | |
| 
 | |
| #    Minimum limit of random number of small caves per mapchunk.
 | |
| #    type: int min: 0 max: 256
 | |
| # mgfractal_small_cave_num_min = 0
 | |
| 
 | |
| #    Maximum limit of random number of small caves per mapchunk.
 | |
| #    type: int min: 0 max: 256
 | |
| # mgfractal_small_cave_num_max = 0
 | |
| 
 | |
| #    Minimum limit of random number of large caves per mapchunk.
 | |
| #    type: int min: 0 max: 64
 | |
| # mgfractal_large_cave_num_min = 0
 | |
| 
 | |
| #    Maximum limit of random number of large caves per mapchunk.
 | |
| #    type: int min: 0 max: 64
 | |
| # mgfractal_large_cave_num_max = 2
 | |
| 
 | |
| #    Proportion of large caves that contain liquid.
 | |
| #    type: float min: 0 max: 1
 | |
| # mgfractal_large_cave_flooded = 0.5
 | |
| 
 | |
| #    Lower Y limit of dungeons.
 | |
| #    type: int
 | |
| # 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.
 | |
| #    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
 | |
| 
 | |
| #    (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 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 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.
 | |
| #    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.
 | |
| #    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.
 | |
| #    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.
 | |
| #    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_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_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': 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
 | |
| 
 | |
| #    Depth below which you'll find large caves.
 | |
| #    type: int
 | |
| # mgvalleys_large_cave_depth = -33
 | |
| 
 | |
| #    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_cavern_limit = -256
 | |
| 
 | |
| #    Y-distance over which caverns expand to full size.
 | |
| #    type: int
 | |
| # mgvalleys_cavern_taper = 192
 | |
| 
 | |
| #    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.
 | |
| #    type: int
 | |
| # mgvalleys_river_size = 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
 | |
| # mgvalleys_cave_width = 0.09
 | |
| 
 | |
| #    Lower Y limit of dungeons.
 | |
| #    type: int
 | |
| # mgvalleys_dungeon_ymin = -31000
 | |
| 
 | |
| #    Upper Y limit of dungeons.
 | |
| #    type: int
 | |
| # mgvalleys_dungeon_ymax = 63
 | |
| 
 | |
| ### Noises
 | |
| 
 | |
| #    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
 | |
| # }
 | |
| 
 | |
| #    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       = 
 | |
| # }
 | |
| 
 | |
| #    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
 | |
| 
 | |
| #    Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
 | |
| #    WARNING!: There is no benefit, and there are several dangers, in
 | |
| #    increasing this value above 5.
 | |
| #    Reducing this value increases cave and dungeon density.
 | |
| #    Altering this value is for special usage, leaving it unchanged is
 | |
| #    recommended.
 | |
| #    type: int
 | |
| # chunksize = 5
 | |
| 
 | |
| #    Dump the mapgen debug information.
 | |
| #    type: bool
 | |
| # enable_mapgen_debug_info = false
 | |
| 
 | |
| #    Maximum number of blocks that can be queued for loading.
 | |
| #    type: int min: 1 max: 1000000
 | |
| # emergequeue_limit_total = 1024
 | |
| 
 | |
| #    Maximum number of blocks to be queued that are to be loaded from file.
 | |
| #    This limit is enforced per player.
 | |
| #    type: int min: 1 max: 1000000
 | |
| # emergequeue_limit_diskonly = 128
 | |
| 
 | |
| #    Maximum number of blocks to be queued that are to be generated.
 | |
| #    This limit is enforced per player.
 | |
| #    type: int min: 1 max: 1000000
 | |
| # emergequeue_limit_generate = 128
 | |
| 
 | |
| #    Number of emerge threads to use.
 | |
| #    Value 0:
 | |
| #    -    Automatic selection. The number of emerge threads will be
 | |
| #    -    'number of processors - 2', with a lower limit of 1.
 | |
| #    Any other value:
 | |
| #    -    Specifies the number of emerge threads, with a lower limit of 1.
 | |
| #    WARNING: Increasing the number of emerge threads increases engine mapgen
 | |
| #    speed, but this may harm game performance by interfering with other
 | |
| #    processes, especially in singleplayer and/or when running Lua code in
 | |
| #    'on_generated'. For many users the optimum setting may be '1'.
 | |
| #    type: int
 | |
| # num_emerge_threads = 1
 | |
| 
 | |
| #
 | |
| # Online Content Repository
 | |
| #
 | |
| 
 | |
| #    The URL for the content repository
 | |
| #    type: string
 | |
| # contentdb_url = https://content.minetest.net
 | |
| 
 | |
| #    Comma-separated list of flags to hide in the content repository.
 | |
| #    "nonfree" can be used to hide packages which do not qualify as 'free software',
 | |
| #    as defined by the Free Software Foundation.
 | |
| #    You can also specify content ratings.
 | |
| #    These flags are independent from Minetest versions,
 | |
| #    so see a full list at https://content.minetest.net/help/content_flags/
 | |
| #    type: string
 | |
| # contentdb_flag_blacklist = nonfree, desktop_default
 | |
| 
 | |
| #    Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
 | |
| #    This should be lower than curl_parallel_limit.
 | |
| #    type: int
 | |
| # contentdb_max_concurrent_downloads = 3
 | |
| 
 |