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			3296 lines
		
	
	
		
			96 KiB
		
	
	
	
		
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			3296 lines
		
	
	
		
			96 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
#    This file contains a list of all available settings and their default value for minetest.conf
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#    By default, all the settings are commented and not functional.
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#    Uncomment settings by removing the preceding #.
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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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#    Further documentation:
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#    http://wiki.minetest.net/
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#
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# Controls
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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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#    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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#    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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#    Fast movement (via the "special" 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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#    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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#    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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#    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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#    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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#    Invert vertical mouse movement.
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#    type: bool
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# invert_mouse = false
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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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#    If enabled, "special" 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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#    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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#    If disabled, "special" 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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#    The time in seconds it takes between repeated right clicks when holding the right
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#    mouse button.
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#    type: float min: 0.001
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# repeat_rightclick_time = 0.25
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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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#    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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#    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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#    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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#    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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#    (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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#    (Android) Use virtual joystick to trigger "aux" button.
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#    If enabled, virtual joystick will also tap "aux" button when out of main circle.
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#    type: bool
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# virtual_joystick_triggers_aux = false
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#    Enable joysticks
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#    type: bool
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# enable_joysticks = false
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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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#    The type of joystick
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#    type: enum values: auto, generic, xbox
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# joystick_type = auto
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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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#    The sensitivity of the joystick axes for moving the
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#    ingame view frustum around.
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#    type: float
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# joystick_frustum_sensitivity = 170
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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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#    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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#    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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#    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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#    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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#    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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#    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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#    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_special1 = KEY_KEY_E
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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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#    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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#    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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#    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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#    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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#    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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#    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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#    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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#    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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#    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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						||
#    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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#    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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						||
#    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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						||
#    Key for toggling autoforward.
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						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
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						||
# keymap_autoforward =
 | 
						||
 | 
						||
#    Key for toggling cinematic mode.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
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						||
# keymap_cinematic =
 | 
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						||
#    Key for toggling display of minimap.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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#    type: key
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						||
# keymap_minimap = KEY_F9
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						||
#    Key for taking screenshots.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
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						||
# keymap_screenshot = KEY_F12
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						||
 | 
						||
#    Key for dropping the currently selected item.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
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						||
# keymap_drop = KEY_KEY_Q
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						||
 | 
						||
#    Key to use view zoom when possible.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_zoom = KEY_KEY_Z
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						||
 | 
						||
#    Key for selecting the first hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot1 = KEY_KEY_1
 | 
						||
 | 
						||
#    Key for selecting the second hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot2 = KEY_KEY_2
 | 
						||
 | 
						||
#    Key for selecting the third hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot3 = KEY_KEY_3
 | 
						||
 | 
						||
#    Key for selecting the fourth hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot4 = KEY_KEY_4
 | 
						||
 | 
						||
#    Key for selecting the fifth hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot5 = KEY_KEY_5
 | 
						||
 | 
						||
#    Key for selecting the sixth hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot6 = KEY_KEY_6
 | 
						||
 | 
						||
#    Key for selecting the seventh hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot7 = KEY_KEY_7
 | 
						||
 | 
						||
#    Key for selecting the eighth hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot8 = KEY_KEY_8
 | 
						||
 | 
						||
#    Key for selecting the ninth hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot9 = KEY_KEY_9
 | 
						||
 | 
						||
#    Key for selecting the tenth hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot10 = KEY_KEY_0
 | 
						||
 | 
						||
#    Key for selecting the 11th hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot11 =
 | 
						||
 | 
						||
#    Key for selecting the 12th hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot12 =
 | 
						||
 | 
						||
#    Key for selecting the 13th hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot13 =
 | 
						||
 | 
						||
#    Key for selecting the 14th hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot14 =
 | 
						||
 | 
						||
#    Key for selecting the 15th hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot15 =
 | 
						||
 | 
						||
#    Key for selecting the 16th hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot16 =
 | 
						||
 | 
						||
#    Key for selecting the 17th hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot17 =
 | 
						||
 | 
						||
#    Key for selecting the 18th hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot18 =
 | 
						||
 | 
						||
#    Key for selecting the 19th hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot19 =
 | 
						||
 | 
						||
#    Key for selecting the 20th hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot20 =
 | 
						||
 | 
						||
#    Key for selecting the 21st hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot21 =
 | 
						||
 | 
						||
#    Key for selecting the 22nd hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot22 =
 | 
						||
 | 
						||
#    Key for selecting the 23rd hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot23 =
 | 
						||
 | 
						||
#    Key for selecting the 24th hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot24 =
 | 
						||
 | 
						||
#    Key for selecting the 25th hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot25 =
 | 
						||
 | 
						||
#    Key for selecting the 26th hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot26 =
 | 
						||
 | 
						||
#    Key for selecting the 27th hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot27 =
 | 
						||
 | 
						||
#    Key for selecting the 28th hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot28 =
 | 
						||
 | 
						||
#    Key for selecting the 29th hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot29 =
 | 
						||
 | 
						||
#    Key for selecting the 30th hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot30 =
 | 
						||
 | 
						||
#    Key for selecting the 31st hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot31 =
 | 
						||
 | 
						||
#    Key for selecting the 32nd hotbar slot.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_slot32 =
 | 
						||
 | 
						||
#    Key for toggling the display of the HUD.
 | 
						||
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 | 
						||
#    type: key
 | 
						||
# keymap_toggle_hud = KEY_F1
 | 
						||
 | 
						||
#    Key for toggling the display of 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_F7
 | 
						||
 | 
						||
#    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
 | 
						||
 | 
						||
#    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
 | 
						||
 | 
						||
#    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 mip mapping to scale textures. May slightly increase performance,
 | 
						||
#    especially when using a high resolution texture pack.
 | 
						||
#    Gamma correct downscaling is not supported.
 | 
						||
#    type: bool
 | 
						||
# mip_map = false
 | 
						||
 | 
						||
#    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, sometimes resulting in a dark or
 | 
						||
#    light edge to transparent textures. Apply this filter to clean that up
 | 
						||
#    at texture load time.
 | 
						||
#    type: bool
 | 
						||
# texture_clean_transparent = false
 | 
						||
 | 
						||
#    When using bilinear/trilinear/anisotropic filters, low-resolution textures
 | 
						||
#    can be blurred, so automatically upscale them with nearest-neighbor
 | 
						||
#    interpolation to preserve crisp pixels. This sets the minimum texture size
 | 
						||
#    for the upscaled textures; higher values look sharper, but require more
 | 
						||
#    memory.  Powers of 2 are recommended. Setting this higher than 1 may not
 | 
						||
#    have a visible effect unless bilinear/trilinear/anisotropic filtering is
 | 
						||
#    enabled.
 | 
						||
#    This is also used as the base node texture size for world-aligned
 | 
						||
#    texture autoscaling.
 | 
						||
#    type: int
 | 
						||
# texture_min_size = 64
 | 
						||
 | 
						||
#    Experimental option, might cause visible spaces between blocks
 | 
						||
#    when set to higher number than 0.
 | 
						||
#    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
 | 
						||
 | 
						||
#### Bumpmapping
 | 
						||
 | 
						||
#    Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
 | 
						||
#    or need to be auto-generated.
 | 
						||
#    Requires shaders to be enabled.
 | 
						||
#    type: bool
 | 
						||
# enable_bumpmapping = false
 | 
						||
 | 
						||
#    Enables on the fly normalmap generation (Emboss effect).
 | 
						||
#    Requires bumpmapping to be enabled.
 | 
						||
#    type: bool
 | 
						||
# generate_normalmaps = false
 | 
						||
 | 
						||
#    Strength of generated normalmaps.
 | 
						||
#    type: float
 | 
						||
# normalmaps_strength = 0.6
 | 
						||
 | 
						||
#    Defines sampling step of texture.
 | 
						||
#    A higher value results in smoother normal maps.
 | 
						||
#    type: int min: 0 max: 2
 | 
						||
# normalmaps_smooth = 0
 | 
						||
 | 
						||
#### Parallax Occlusion
 | 
						||
 | 
						||
#    Enables parallax occlusion mapping.
 | 
						||
#    Requires shaders to be enabled.
 | 
						||
#    type: bool
 | 
						||
# enable_parallax_occlusion = false
 | 
						||
 | 
						||
#    0 = parallax occlusion with slope information (faster).
 | 
						||
#    1 = relief mapping (slower, more accurate).
 | 
						||
#    type: int min: 0 max: 1
 | 
						||
# parallax_occlusion_mode = 1
 | 
						||
 | 
						||
#    Strength of parallax.
 | 
						||
#    type: float
 | 
						||
# 3d_paralax_strength = 0.025
 | 
						||
 | 
						||
#    Number of parallax occlusion iterations.
 | 
						||
#    type: int
 | 
						||
# parallax_occlusion_iterations = 4
 | 
						||
 | 
						||
#    Overall scale of parallax occlusion effect.
 | 
						||
#    type: float
 | 
						||
# parallax_occlusion_scale = 0.08
 | 
						||
 | 
						||
#    Overall bias of parallax occlusion effect, usually scale/2.
 | 
						||
#    type: float
 | 
						||
# parallax_occlusion_bias = 0.04
 | 
						||
 | 
						||
#### 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 game is paused.
 | 
						||
#    type: int min: 1
 | 
						||
# pause_fps_max = 20
 | 
						||
 | 
						||
#    Open the pause menu when the window's focus is lost. Does not pause if a formspec is
 | 
						||
#    open.
 | 
						||
#    type: bool
 | 
						||
# pause_on_lost_focus = false
 | 
						||
 | 
						||
#    View distance in nodes.
 | 
						||
#    type: int min: 20 max: 4000
 | 
						||
# viewing_range = 100
 | 
						||
 | 
						||
#    Camera 'near clipping plane' distance in nodes, between 0 and 0.5.
 | 
						||
#    Most users will not need to change this.
 | 
						||
#    Increasing can reduce artifacting on weaker GPUs.
 | 
						||
#    0.1 = Default, 0.25 = Good value for weaker tablets.
 | 
						||
#    type: float min: 0 max: 0.5
 | 
						||
# near_plane = 0.1
 | 
						||
 | 
						||
#    Width component of the initial window size.
 | 
						||
#    type: int min: 1
 | 
						||
# screen_w = 1024
 | 
						||
 | 
						||
#    Height component of the initial window size.
 | 
						||
#    type: int min: 1
 | 
						||
# screen_h = 600
 | 
						||
 | 
						||
#    Save window size automatically when modified.
 | 
						||
#    type: bool
 | 
						||
# autosave_screensize = true
 | 
						||
 | 
						||
#    Fullscreen mode.
 | 
						||
#    type: bool
 | 
						||
# fullscreen = false
 | 
						||
 | 
						||
#    Bits per pixel (aka color depth) in fullscreen mode.
 | 
						||
#    type: int
 | 
						||
# fullscreen_bpp = 24
 | 
						||
 | 
						||
#    Vertical screen synchronization.
 | 
						||
#    type: bool
 | 
						||
# vsync = false
 | 
						||
 | 
						||
#    Field of view in degrees.
 | 
						||
#    type: int min: 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 for Irrlicht.
 | 
						||
#    A restart is required after changing this.
 | 
						||
#    Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
 | 
						||
#    On other platforms, OpenGL is recommended, and it’s the only driver with
 | 
						||
#    shader support currently.
 | 
						||
#    type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl, ogles1, ogles2
 | 
						||
# video_driver = opengl
 | 
						||
 | 
						||
#    Radius of cloud area stated in number of 64 node cloud squares.
 | 
						||
#    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
 | 
						||
 | 
						||
#    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).
 | 
						||
#    type: string
 | 
						||
# crosshair_color = (255,255,255)
 | 
						||
 | 
						||
#    Crosshair alpha (opaqueness, between 0 and 255).
 | 
						||
#    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 hudbar 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
 | 
						||
#    type: bool
 | 
						||
# show_entity_selectionbox = true
 | 
						||
 | 
						||
## 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
 | 
						||
 | 
						||
#    Whether FreeType fonts are used, requires FreeType support to be compiled in.
 | 
						||
#    If disabled, bitmap and XML vectors fonts are used instead.
 | 
						||
#    type: bool
 | 
						||
# freetype = true
 | 
						||
 | 
						||
#    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 in point (pt).
 | 
						||
#    type: int min: 1
 | 
						||
# font_size = 16
 | 
						||
 | 
						||
#    Path to the default font.
 | 
						||
#    If “freetype” setting is enabled: Must be a TrueType font.
 | 
						||
#    If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
 | 
						||
#    The fallback font will be used if the font cannot be loaded.
 | 
						||
#    type: filepath
 | 
						||
# 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_bolditalic = fonts/Arimo-BoldItalic.ttf
 | 
						||
 | 
						||
#    Font size of the monospace font in point (pt).
 | 
						||
#    type: int min: 1
 | 
						||
# mono_font_size = 15
 | 
						||
 | 
						||
#    Path to the monospace font.
 | 
						||
#    If “freetype” setting is enabled: Must be a TrueType font.
 | 
						||
#    If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
 | 
						||
#    This font is used for e.g. the console and profiler screen.
 | 
						||
#    type: filepath
 | 
						||
# 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_bolditalic = fonts/Cousine-BoldItalic.ttf
 | 
						||
 | 
						||
#    Font size of the fallback font in point (pt).
 | 
						||
#    type: int min: 1
 | 
						||
# fallback_font_size = 15
 | 
						||
 | 
						||
#    Shadow offset (in pixels) of the fallback font. If 0, then shadow will not be drawn.
 | 
						||
#    type: int
 | 
						||
# fallback_font_shadow = 1
 | 
						||
 | 
						||
#    Opaqueness (alpha) of the shadow behind the fallback font, between 0 and 255.
 | 
						||
#    type: int min: 0 max: 255
 | 
						||
# fallback_font_shadow_alpha = 128
 | 
						||
 | 
						||
#    Path of the fallback font.
 | 
						||
#    If “freetype” setting is enabled: Must be a TrueType font.
 | 
						||
#    If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
 | 
						||
#    This font will be used for certain languages or if the default font is unavailable.
 | 
						||
#    type: filepath
 | 
						||
# fallback_font_path = fonts/DroidSansFallbackFull.ttf
 | 
						||
 | 
						||
#    Path to save screenshots at.
 | 
						||
#    type: path
 | 
						||
# screenshot_path =
 | 
						||
 | 
						||
#    Format of screenshots.
 | 
						||
#    type: enum values: png, jpg, bmp, pcx, ppm, tga
 | 
						||
# screenshot_format = png
 | 
						||
 | 
						||
#    Screenshot quality. Only used for JPEG format.
 | 
						||
#    1 means worst quality; 100 means best quality.
 | 
						||
#    Use 0 for default quality.
 | 
						||
#    type: int min: 0 max: 100
 | 
						||
# screenshot_quality = 0
 | 
						||
 | 
						||
## Advanced
 | 
						||
 | 
						||
#    Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
 | 
						||
#    type: int min: 1
 | 
						||
# screen_dpi = 72
 | 
						||
 | 
						||
#    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
 | 
						||
#
 | 
						||
 | 
						||
## 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
 | 
						||
 | 
						||
#    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.txt
 | 
						||
 | 
						||
#    Maximum size of the out chat queue.
 | 
						||
#    0 to disable queueing and -1 to make the queue size unlimited.
 | 
						||
#    type: int
 | 
						||
# max_out_chat_queue_size = 20
 | 
						||
 | 
						||
#    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 = 5000
 | 
						||
 | 
						||
#    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
 | 
						||
 | 
						||
## 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
 | 
						||
 | 
						||
#    Enable players getting damage and dying.
 | 
						||
#    type: bool
 | 
						||
# enable_damage = false
 | 
						||
 | 
						||
#    Enable creative mode for new created maps.
 | 
						||
#    type: bool
 | 
						||
# creative_mode = false
 | 
						||
 | 
						||
#    A chosen map seed for a new map, leave empty for random.
 | 
						||
#    Will be overridden when creating a new world in the main menu.
 | 
						||
#    type: string
 | 
						||
# fixed_map_seed =
 | 
						||
 | 
						||
#    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
 | 
						||
 | 
						||
#    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 = 4
 | 
						||
 | 
						||
#    The radius of the volume of blocks around every player that is subject to the
 | 
						||
#    active block stuff, stated in mapblocks (16 nodes).
 | 
						||
#    In active blocks objects are loaded and ABMs run.
 | 
						||
#    This is also the minimum range in which active objects (mobs) are maintained.
 | 
						||
#    This should be configured together with active_object_range.
 | 
						||
#    type: int
 | 
						||
# active_block_range = 3
 | 
						||
 | 
						||
#    From how far blocks are sent to clients, stated in mapblocks (16 nodes).
 | 
						||
#    type: int
 | 
						||
# max_block_send_distance = 10
 | 
						||
 | 
						||
#    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:
 | 
						||
#    -    legacy: (try to) mimic old behaviour (default for release).
 | 
						||
#    -    log: mimic and log backtrace of deprecated call (default for debug).
 | 
						||
#    -    error: abort on usage of deprecated call (suggested for mod developers).
 | 
						||
#    type: enum values: legacy, log, error
 | 
						||
# deprecated_lua_api_handling = legacy
 | 
						||
 | 
						||
#    Number of extra blocks that can be loaded by /clearobjects at once.
 | 
						||
#    This is a trade-off between sqlite transaction overhead and
 | 
						||
#    memory consumption (4096=100MB, as a rule of thumb).
 | 
						||
#    type: int
 | 
						||
# max_clearobjects_extra_loaded_blocks = 4096
 | 
						||
 | 
						||
#    How much the server will wait before unloading unused mapblocks.
 | 
						||
#    Higher value is smoother, but will use more RAM.
 | 
						||
#    type: int
 | 
						||
# server_unload_unused_data_timeout = 29
 | 
						||
 | 
						||
#    Maximum number of statically stored objects in a block.
 | 
						||
#    type: int
 | 
						||
# max_objects_per_block = 64
 | 
						||
 | 
						||
#    See https://www.sqlite.org/pragma.html#pragma_synchronous
 | 
						||
#    type: enum values: 0, 1, 2
 | 
						||
# sqlite_synchronous = 2
 | 
						||
 | 
						||
#    Length of a server tick and the interval at which objects are generally updated over
 | 
						||
#    network.
 | 
						||
#    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
 | 
						||
 | 
						||
#    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 chatcommands on registration.
 | 
						||
#    type: bool
 | 
						||
# instrument.chatcommand = true
 | 
						||
 | 
						||
#    Instrument global callback functions on registration.
 | 
						||
#    (anything you pass to a minetest.register_*() function)
 | 
						||
#    type: bool
 | 
						||
# instrument.global_callback = true
 | 
						||
 | 
						||
##### Advanced
 | 
						||
 | 
						||
#    Instrument builtin.
 | 
						||
#    This is usually only needed by core/builtin contributors
 | 
						||
#    type: bool
 | 
						||
# instrument.builtin = false
 | 
						||
 | 
						||
#    Have the profiler instrument itself:
 | 
						||
#    * Instrument an empty function.
 | 
						||
#    This estimates the overhead, that instrumentation is adding (+1 function call).
 | 
						||
#    * Instrument the sampler being used to update the statistics.
 | 
						||
#    type: bool
 | 
						||
# instrument.profiler = false
 | 
						||
 | 
						||
#
 | 
						||
# Client and Server
 | 
						||
#
 | 
						||
 | 
						||
#    Name of the player.
 | 
						||
#    When running a server, clients connecting with this name are admins.
 | 
						||
#    When starting from the main menu, this is overridden.
 | 
						||
#    type: string
 | 
						||
# name =
 | 
						||
 | 
						||
#    Set the language. Leave empty to use the system language.
 | 
						||
#    A restart is required after changing this.
 | 
						||
#    type: enum values: , ar, ca, cs, da, de, dv, el, eo, es, et, eu, fil, fr, hu, id, it, ja, ja_KS, jbo, kk, kn, lo, lt, ms, my, nb, nl, nn, pl, pt, pt_BR, ro, ru, sl, sr_Cyrl, sv, sw, th, tr, uk, vi
 | 
						||
# language =
 | 
						||
 | 
						||
#    Level of logging to be written to debug.txt:
 | 
						||
#    -    <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
 | 
						||
 | 
						||
#    Enable IPv6 support (for both client and server).
 | 
						||
#    Required for IPv6 connections to work at all.
 | 
						||
#    type: bool
 | 
						||
# enable_ipv6 = true
 | 
						||
 | 
						||
## Advanced
 | 
						||
 | 
						||
#    Default timeout for cURL, stated in milliseconds.
 | 
						||
#    Only has an effect if compiled with cURL.
 | 
						||
#    type: int
 | 
						||
# curl_timeout = 5000
 | 
						||
 | 
						||
#    Limits number of parallel HTTP requests. Affects:
 | 
						||
#    -    Media fetch if server uses remote_media setting.
 | 
						||
#    -    Serverlist download and server announcement.
 | 
						||
#    -    Downloads performed by main menu (e.g. mod manager).
 | 
						||
#    Only has an effect if compiled with cURL.
 | 
						||
#    type: int
 | 
						||
# curl_parallel_limit = 8
 | 
						||
 | 
						||
#    Maximum time in ms a file download (e.g. a mod download) may take.
 | 
						||
#    type: int
 | 
						||
# curl_file_download_timeout = 300000
 | 
						||
 | 
						||
#    Makes DirectX work with LuaJIT. Disable if it causes troubles.
 | 
						||
#    type: bool
 | 
						||
# high_precision_fpu = true
 | 
						||
 | 
						||
#    Changes the main menu UI:
 | 
						||
#    -   Full:  Multiple singleplayer worlds, game choice, texture pack chooser, etc.
 | 
						||
#    -   Simple: One singleplayer world, no game or texture pack choosers. May be
 | 
						||
#    necessary for smaller screens.
 | 
						||
#    type: enum values: full, simple
 | 
						||
# main_menu_style = full
 | 
						||
 | 
						||
#    Replaces the default main menu with a custom one.
 | 
						||
#    type: string
 | 
						||
# main_menu_script =
 | 
						||
 | 
						||
#    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 = 8
 | 
						||
 | 
						||
#    Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
 | 
						||
#    Only mapchunks completely within the mapgen limit are generated.
 | 
						||
#    Value is stored per-world.
 | 
						||
#    type: int min: 0 max: 31000
 | 
						||
# mapgen_limit = 31000
 | 
						||
 | 
						||
#    Global map generation attributes.
 | 
						||
#    In Mapgen v6 the 'decorations' flag controls all decorations except trees
 | 
						||
#    and junglegrass, in all other mapgens this flag controls all decorations.
 | 
						||
#    type: flags possible values: caves, dungeons, light, decorations, biomes, nocaves, nodungeons, nolight, nodecorations, nobiomes
 | 
						||
# mg_flags = caves,dungeons,light,decorations,biomes
 | 
						||
 | 
						||
## Biome API temperature and humidity noise parameters
 | 
						||
 | 
						||
#    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' enables the rivers.
 | 
						||
#    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
 | 
						||
 | 
						||
#    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 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, nolakes, nohills
 | 
						||
# mgflat_spflags = nolakes,nohills
 | 
						||
 | 
						||
#    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
 | 
						||
 | 
						||
#    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 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
 | 
						||
# emergequeue_limit_total = 512
 | 
						||
 | 
						||
#    Maximum number of blocks to be queued that are to be loaded from file.
 | 
						||
#    Set to blank for an appropriate amount to be chosen automatically.
 | 
						||
#    type: int
 | 
						||
# emergequeue_limit_diskonly = 64
 | 
						||
 | 
						||
#    Maximum number of blocks to be queued that are to be generated.
 | 
						||
#    Set to blank for an appropriate amount to be chosen automatically.
 | 
						||
#    type: int
 | 
						||
# emergequeue_limit_generate = 64
 | 
						||
 | 
						||
#    Number of emerge threads to use.
 | 
						||
#    WARNING: Currently there are multiple bugs that may cause crashes when
 | 
						||
#    'num_emerge_threads' is larger than 1. Until this warning is removed it is
 | 
						||
#    strongly recommended this value is set to the default '1'.
 | 
						||
#    Value 0:
 | 
						||
#    -    Automatic selection. The number of emerge threads will be
 | 
						||
#    -    'number of processors - 2', with a lower limit of 1.
 | 
						||
#    Any other value:
 | 
						||
#    -    Specifies the number of emerge threads, with a lower limit of 1.
 | 
						||
#    WARNING: Increasing the number of emerge threads increases engine mapgen
 | 
						||
#    speed, but this may harm game performance by interfering with other
 | 
						||
#    processes, especially in singleplayer and/or when running Lua code in
 | 
						||
#    'on_generated'. For many users the optimum setting may be '1'.
 | 
						||
#    type: int
 | 
						||
# num_emerge_threads = 1
 | 
						||
 | 
						||
#
 | 
						||
# Online Content Repository
 | 
						||
#
 | 
						||
 | 
						||
#    The URL for the content repository
 | 
						||
#    type: string
 | 
						||
# contentdb_url = https://content.minetest.net
 | 
						||
 | 
						||
#    Comma-separated list of flags to hide in the content repository.
 | 
						||
#    "nonfree" can be used to hide packages which do not qualify as 'free software',
 | 
						||
#    as defined by the Free Software Foundation.
 | 
						||
#    You can also specify content ratings.
 | 
						||
#    These flags are independent from Minetest versions,
 | 
						||
#    so see a full list at https://content.minetest.net/help/content_flags/
 | 
						||
#    type: string
 | 
						||
# contentdb_flag_blacklist = nonfree, desktop_default
 | 
						||
 |