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minetest/minetest.conf.example

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# This file is read by default from:
# ../minetest.conf
# ../../minetest.conf
# 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"
#
# By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #.
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#
# Further documentation:
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# http://wiki.minetest.net/
#
# NOTE: This file might not be up-to-date, refer to the
# defaultsettings.cpp file for an up-to-date list:
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# https://github.com/minetest/minetest/blob/master/src/defaultsettings.cpp
#
# A vim command to convert most of defaultsettings.cpp to conf file format:
# :'<,'>s/\tsettings->setDefault("\([^"]*\)", "\([^"]*\)");.*/#\1 = \2/g
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# Note: Some of the settings are implemented in Lua
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#
# Client and server
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#
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# Name of player; on a server this is the main admin
#name =
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#
# Client stuff
#
# Port to connect to (UDP)
#remote_port =
# Key mappings
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#keymap_forward = KEY_KEY_W
#keymap_backward = KEY_KEY_S
#keymap_left = KEY_KEY_A
#keymap_right = KEY_KEY_D
#keymap_jump = KEY_SPACE
#keymap_sneak = KEY_LSHIFT
#keymap_inventory = KEY_KEY_I
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# Go down ladder / go down in fly mode / go fast in fast mode
#keymap_special1 = KEY_KEY_E
#keymap_chat = KEY_KEY_T
#keymap_cmd = /
#keyman_console = KEY_F10
#keymap_rangeselect = KEY_KEY_R
#keymap_freemove = KEY_KEY_K
#keymap_fastmove = KEY_KEY_J
#keymap_screenshot = KEY_F12
# If true, keymap_special1 instead of keymap_sneak is used for climbing down and descending
#aux1_descends = false
# Double-tapping the jump key toggles fly mode
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#doubletap_jump = false
# If false aux1 is used to fly fast
#always_fly_fast = true
# Some (temporary) keys for debugging
#keymap_print_debug_stacks = KEY_KEY_P
#keymap_quicktune_prev = KEY_HOME
#keymap_quicktune_next = KEY_END
#keymap_quicktune_dec = KEY_NEXT
#keymap_quicktune_inc = KEY_PRIOR
# If set to true, you can place blocks at the position (feet + eye level) where you stand; this is helpful when working with nodeboxes
#enable_build_where_you_stand = false
# Minimum FPS
# The amount of rendered stuff is dynamically set according to this
#wanted_fps = 30
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# If FPS would go higher than this, limit it by sleeping
# (to not waste CPU power for no benefit)
#fps_max = 60
# Maximum FPS when game is paused
#pause_fps_max = 20
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# The allowed adjustment range for the automatic rendering range adjustment
#viewing_range_nodes_max = 160
#viewing_range_nodes_min = 35
# Initial window size
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#screenW = 800
#screenH = 600
#fullscreen = false
#fullscreen_bpp = 24
# Experimental option, might cause visible spaces between blocks
# when set to higher number than 0
#fsaa = 0
#vsync = false
#fov = 72
# Address to connect to (#blank = start local server)
#address =
# Enable random user input, for testing
#random_input = false
# Timeout for client to remove unused map data from memory
#client_unload_unused_data_timeout = 600
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# Whether to fog out the end of the visible area
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#enable_fog = true
# Whether to show the client debug info (has the same effect as hitting F5)
#show_debug = false
# Enable a bit lower water surface; disable for speed (not quite optimized)
#new_style_water = false
# Max liquids processed per step
#liquid_loop_max = 10000
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# Update liquids every .. recommend for finite: 0.2
#liquid_update = 1.0
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# Enable nice leaves; disable for speed
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#new_style_leaves = true
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# Connects glass if supported by node
#connected_glass = false
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# Enable smooth lighting with simple ambient occlusion;
# disable for speed or for different looks.
#smooth_lighting = true
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# Path to texture directory. All textures are first searched from here.
#texture_path =
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# Video back-end.
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# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl
#video_driver = opengl
# Unobstructed movement without physics, downwards key is keymap_special1
#free_move = false
# Continuous forward movement (for testing)
#continuous_forward = false
# Fast movement (keymap_special1)
#fast_move = false
# Invert mouse
#invert_mouse = false
# Enable/disable clouds
#enable_clouds = true
#cloud_height = 120
#enable_3d_clouds = true
# Use a cloud animation for the main menu background
#menu_clouds = true
# Path for screenshots
#screenshot_path = .
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# Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
#view_bobbing_amount = 1.0
# Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
#fall_bobbing_amount = 0.0
# 3d support,
# right now:
# "none" = no 3d output,
# "anaglyph" = cyan/magenta color 3d,
# "interlaced" = odd/even line based polarisation screen support,
# "topbottom" = split screen top boton,
# "sidebyside" = split screen side by side
#3d_mode = none
#3d_paralax_strength = 0.025
# In-game chat console background color (R,G,B)
#console_color = (0,0,0)
# In-game chat console background alpha (opaqueness, between 0 and 255)
#console_alpha = 200
# Selection box border color (R,G,B)
#selectionbox_color = (0,0,0)
# Crosshair color (R,G,B)
#crosshair_color = (255,255,255)
# Cross alpha (opaqueness, between 0 and 255)
#crosshair_alpha = 255
# scale gui by a user specified value
#gui_scaling = 1.0
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# Sensitivity multiplier
#mouse_sensitivity = 0.2
# Sound settings
#enable_sound = true
#sound_volume = 0.7
# Whether node texture animations should be desynchronized per MapBlock
#desynchronize_mapblock_texture_animation = true
# (useful if you've there's something to be displayed right or left of hotbar)
# Width of the selectionbox's lines (Between 1 and 5)
#selectionbox_width = 2
# maximum percentage of current window to be used for hotbar
#hud_hotbar_max_width = 1.0
# Save the map received by the client on disk
#enable_local_map_saving = false
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# Enable highlighting for nodes (disables selectionboxes)
#enable_node_highlighting = false
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# Texture filtering settings
#mip_map = false
#anisotropic_filter = false
#bilinear_filter = false
#trilinear_filter = false
# Set to true to pre-generate all item visuals
#preload_item_visuals = false
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# Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
#enable_shaders = true
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# Set to true to enable textures bumpmapping. Requires shaders enabled.
#enable_bumpmapping = false
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# Set to true enables parallax occlusion mapping. Requires shaders enabled.
#generate_normalmaps = false
# Set to true enables on the fly normalmap generation (Emboss effect).
# Requires bumpmapping enabled.
#normalmaps_strength = 0.6
# Strength of generated normalmaps
#normalmaps_smooth = 1
# Defines sampling step of texture (0 - 2)
# Higher the value normal maps will be smoother
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#enable_parallax_occlusion = false
# Scale of parallax occlusion effect
#parallax_occlusion_scale = 0.08
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# Bias of parallax occlusion effect, usually scale/2
#parallax_occlusion_bias = 0.04
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# Set to true enables waving water. Requires shaders enabled.
#enable_waving_water = false
# Parameters for waving water:
#water_wave_height = 1.0
#water_wave_length = 20.0
#water_wave_speed = 5.0
# Set to true enables waving leaves. Requires shaders enabled.
#enable_waving_leaves = false
# Set to true enables waving plants. Requires shaders enabled.
#enable_waving_plants = false
# Enables caching of facedir rotated meshes
#enable_mesh_cache = true
# The time in seconds it takes between repeated
# right clicks when holding the right mouse button
#repeat_rightclick_time = 0.25
# Make fog and sky colors depend on daytime (dawn/sunset) and view direction
#directional_colored_fog = true
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#tooltip_show_delay = 400
# Delay showing tooltips, in miliseconds
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#screen_dpi = 72
# adjust dpi configuration to your screen (Desktop only) e.g. for 4k screens
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Rewrite client media download and support hash-based remote download Move most of the media-related code in client.cpp into a new class ClientMediaDownloader (clientmedia.cpp, clientmedia.h). Among other things, this class does the following things: - Download [remote_server][sha1] instead of [remote_server][name]. This is to support servers that provide the same file name with different contents. - Initially fetch [remote_server]index.mth. This file should follow the Minetest Hashset format (currently version 1) and contain a list of SHA1 hashes that exist on the server. - The list of needed SHA1s is uploaded (via HTTP POST) when index.mth is requested, so servers can optionally narrow down the list to the needs of the client. - If index.mth is missing (HTTP response code 404), we enter compat mode, fetching [remote_server][name] as before this commit. - remote_server can now contain multiple servers, separated by commas. The downloader code attempts to split requests between the different servers, as permitted by each server's index.mth. If one server claims to have a file but actually doesn't (or something fails), we ask a different server that also claims to have it. - As before, when none of the remote servers provide a particular file, we download it via the conventional method, i.e. using the minetest protocol: TOSERVER_REQUEST_MEDIA / TOCLIENT_MEDIA. - Bugfix: Every downloaded file's SHA1 is now verified against the SHA1 announced by the minetest server (before loading it and inserting it into the file cache). - Bugfix: Only send TOSERVER_RECEIVED_MEDIA when we actually have all media. This should fix #863.
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# Default timeout for cURL, in milliseconds
# Only has an effect if compiled with cURL
#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
#curl_parallel_limit = 8
# maximum time in ms a file download (e.g. a mod download) may take
#curl_file_download_timeout = 300000
# enable usage of remote media server (if provided by server)
#enable_remote_media_server = true
# Url to the server list displayed in the Multiplayer Tab
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#serverlist_url = servers.minetest.net
# File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab
#serverlist_file = favoriteservers.txt
# Whether freetype fonts are used, requires freetype support to be compiled in
#freetype = true
# Path to TrueTypeFont or bitmap
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#font_path = fonts/liberationsans.ttf
#font_size = 13
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# Font shadow offset, if 0 then shadow will not be drawn.
#font_shadow = 1
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# Font shadow alpha (opaqueness, between 0 and 255)
#font_shadow_alpha = 128
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#mono_font_path = fonts/liberationmono.ttf
#mono_font_size = 13
# This font will be used for certain languages
#fallback_font_path = fonts/DroidSansFallbackFull.ttf
#fallback_font_size = 13
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#fallback_font_shadow = 1
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#fallback_font_shadow_alpha = 128
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#
# Server stuff
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#
# Network port to listen (UDP)
#port = 30000
# Bind address
#bind_address =
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# Name of server
#server_name = Minetest server
# Description of server
#server_description = mine here
# Domain name of server
#server_address = game.minetest.net
# Homepage of server
#server_url = http://minetest.net
# Automaticaly report to masterserver
#server_announce = 0
# Announce to this masterserver. if you want to announce your ipv6 address - use serverlist_url = v6.servers.minetest.net
#serverlist_url = servers.minetest.net
# Default game (default when creating a new world)
#default_game = minetest
# World directory (everything in the world is stored here)
#map-dir = /custom/world
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# Message of the Day
#motd = Welcome to this awesome Minetest server!
# Maximum number of players connected simultaneously
#max_users = 15
# Set to true to disallow old clients from connecting
#strict_protocol_version_checking = false
# Time in seconds for item entity to live. Default value: 900s
# Setting it to -1 disables the feature
#item_entity_ttl = 900
# Set to true to enable creative mode (unlimited inventory)
#creative_mode = false
# Enable players getting damage and dying
#enable_damage = false
# A chosen map seed for a new map, leave empty for random
#fixed_map_seed =
# Gives some stuff to players at the beginning
#give_initial_stuff = false
# New users need to input this password
#default_password =
# Available privileges: interact, shout, teleport, settime, privs, ...
# See /privs in game for a full list on your server and mod configuration.
#default_privs = interact, shout
# Whether players are shown to clients without any range limit
# deprecated, use the setting player_transfer_distance instead
#unlimited_player_transfer_distance = true
# Defines the maximal player transfer distance in blocks (0 = unlimited)
#player_transfer_distance = 0
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# Whether to enable players killing each other
#enable_pvp = true
# If this is set, players will always (re)spawn at the given position
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#static_spawnpoint = 0, 10, 0
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# If true, new players cannot join with an empty password
#disallow_empty_password = false
# If true, disable cheat prevention in multiplayer
#disable_anticheat = false
# If true, actions are recorded for rollback
#enable_rollback_recording = false
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# 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)
#deprecated_lua_api_handling = legacy
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# Mod profiler
#mod_profiling = false
# Detailed mod profile data
#detailed_profiling = false
# Profiler data print interval. #0 = disable.
#profiler_print_interval = 0
#enable_mapgen_debug_info = false
# from how far client knows about objects
#active_object_send_range_blocks = 3
# how large area of blocks are subject to the active block stuff (active = objects are loaded and ABMs run)
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#active_block_range = 2
# how many blocks are flying in the wire simultaneously per client
#max_simultaneous_block_sends_per_client = 10
# how many blocks are flying in the wire simultaneously per server
#max_simultaneous_block_sends_server_total = 40
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# From how far blocks are sent to clients (value * 16 nodes)
#max_block_send_distance = 10
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# From how far blocks are generated for clients (value * 16 nodes)
#max_block_generate_distance = 6
# 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)
#max_clearobjects_extra_loaded_blocks = 4096
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# Maximum number of forceloaded blocks
#max_forceloaded_blocks = 16
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# Interval of sending time of day to clients
#time_send_interval = 5
# Length of day/night cycle. 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged
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#time_speed = 72
# Length of year in days for seasons change. With default time_speed 365 days = 5 real days for year. 30 days = 10 real hours
#year_days = 30
#server_unload_unused_data_timeout = 29
# Maximum number of statically stored objects in a block
#max_objects_per_block = 49
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# Interval of saving important changes in the world
#server_map_save_interval = 5.3
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# http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
#sqlite_synchronous = 2
# 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.
#full_block_send_enable_min_time_from_building = 2.0
# Length of a server tick and the interval at which objects are generally updated over network
#dedicated_server_step = 0.1
# Can be set to true to disable shutting down on invalid world data
#ignore_world_load_errors = false
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# 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 would be fetched the usual way
#remote_media =
# Level of logging to be written to debug.txt.
# 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose
#debug_log_level = 2
# Maximum number of blocks that can be queued for loading.
#emergequeue_limit_total = 256
# Maximum number of blocks to be queued that are to be loaded from file.
# Set to blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_diskonly = 32
# Maximum number of blocks to be queued that are to be generated.
# Set to blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_generate = 32
# Number of emerge threads to use. Make this field blank, or increase this number, to use multiple threads.
# On multiprocessor systems, this will improve mapgen speed greatly, at the cost of slightly buggy caves.
#num_emerge_threads = 1
# 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
#max_packets_per_iteration = 1024
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#
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# Physics stuff
#
#movement_acceleration_default = 3
#movement_acceleration_air = 2
#movement_acceleration_fast = 10
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#movement_speed_walk = 4
#movement_speed_crouch = 1.35
#movement_speed_fast = 20
#movement_speed_climb = 2
#movement_speed_jump = 6.5
#movement_speed_descend = 6
#movement_liquid_fluidity = 1
#movement_liquid_fluidity_smooth = 0.5
#movement_liquid_sink = 10
#movement_gravity = 9.81
#
# Mapgen stuff
#
# Name of map generator to be used. Currently supported: v5, v6, v7, singlenode
#mg_name = v6
# Water level of map.
#water_level = 1
# Size of chunks to be generated.
#chunksize = 5
# Map generation attributes. Currently supported: trees, caves, flat, dungeons, light
# Flags that are not specified in the flag string are not modified from the default.
# To explicitly turn off a flag, prepend "no" to the beginning, e.g. nolight.
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#mg_flags = trees, caves
# Map generation attributes specific to Mapgen V6. Currently supported: biomeblend, jungles, mudflow
#mgv6_spflags = biomeblend
# How large deserts and beaches are
#mgv6_freq_desert = 0.45
#mgv6_freq_beach = 0.15
# Perlin noise attributes for different map generation parameters
# Offset, scale, spread factor, seed offset, number of octaves, persistence
#mgv5_spflags = blobs
#mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7
#mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45
#mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5
#mgv5_np_cave1 = 0, 6, (50, 50, 50), 52534, 4, 0.5
#mgv5_np_cave2 = 0, 6, (50, 50, 50), 10325, 4, 0.5
#mgv5_np_ground = 0, 40, (80, 80, 80), 983240, 4, 0.55
#mgv5_np_crumble = 0, 1, (20, 20, 20), 34413, 3, 1.3
#mgv5_np_wetness = 0, 1, (40, 40, 40), 32474, 4, 1.1
#mgv6_spflags = biomeblend, jungles, mudflow
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#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6
#mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6
#mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7
#mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69
#mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55
#mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50
#mgv6_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50
#mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50
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#mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 4, 0.66
#mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66
#mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45
#mgv7_spflags = mountains, ridges
#mgv7_np_terrain = 10, 12, (350, 350, 350), 82341, 5, 0.6
#mgv7_np_bgroup = 0.5, 0.3125, (350, 350, 350), 5923, 2, 0.6
#mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0
#mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6
# Enable/disable IPv6
#enable_ipv6 = true
# Enable/disable running an IPv6 server. An IPv6 server may be restricted
# to IPv6 clients, depending on system configuration.
# Ignored if bind_address is set.
#ipv6_server = false
#main_menu_script =
#main_menu_game_mgr = 0
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#main_menu_mod_mgr = 1
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#modstore_download_url = https://forum.minetest.net/media/
#modstore_listmods_url = https://forum.minetest.net/mmdb/mods/
#modstore_details_url = https://forum.minetest.net/mmdb/mod/*/
# Makes DirectX work with LuaJIT. Disable if it causes troubles.
#high_precision_fpu = true
# Override language. When no value is provided (default) system language is used.
# Check "locale" directory for the list of available translations.
#language =