minetest/builtin/settingtypes.txt

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# This file contains all settings displayed in the settings menu.
#
# General format:
# name (Readable name) type type_args
#
# Note that the parts are separated by exactly one space
#
# `type` can be:
# - int
# - string
# - bool
# - float
# - enum
# - path
# - filepath
# - key (will be ignored in GUI, since a special key change dialog exists)
# - flags
# - noise_params_2d
# - noise_params_3d
# - v3f
#
# `type_args` can be:
# * int:
# - default
# - default min max
# * string:
# - default (if default is not specified then "" is set)
# * bool:
# - default
# * float:
# - default
# - default min max
# * enum:
# - default value1,value2,...
# * path:
# - default (if default is not specified then "" is set)
# * filepath:
# - default (if default is not specified then "" is set)
# * key:
# - default
# * flags:
# Flags are always separated by comma without spaces.
# - default possible_flags
# * noise_params_2d:
# Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistence>, <lacunarity>[, <default flags>]
# - default
# * noise_params_3d:
# Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistence>, <lacunarity>[, <default flags>]
# - default
# * v3f:
# Format is (<X>, <Y>, <Z>)
# - default
#
# Comments directly above a setting are bound to this setting.
# All other comments are ignored.
#
# Comments and (Readable name) are handled by gettext.
# Comments should be complete sentences that describe the setting and possibly
# give the user additional useful insight.
# The last line of a comment can contain the requirements for the setting, ie:
#
# # This is a comment
# #
# # Requires: shaders, enable_dynamic_shadows, !touchscreen_gui
# name (Readable name) type type_args
#
# A requirement can be the name of a boolean setting or an engine-defined value.
# These requirements may be:
#
# * The value of a boolean setting, such as enable_dynamic_shadows
# * An engine-defined value:
# * shaders_support (a video driver that supports shaders, may not be enabled)
# * shaders (both enable_shaders and shaders_support)
# * desktop / android
# * touchscreen_gui / keyboard_mouse
# * opengl / gles
# * You can negate any requirement by prepending with !
#
# Sections are marked by a single line in the format: [Section Name]
# Sub-section are marked by adding * in front of the section name: [*Sub-section]
# Sub-sub-sections have two * etc.
# There shouldn't be too much settings per category; settings that shouldn't be
# modified by the "average user" should be in (sub-)categories called "Advanced".
[Controls]
[*General]
# Smooths rotation of camera, also called look or mouse smoothing. 0 to disable.
camera_smoothing (Camera smoothing) float 0.0 0.0 0.99
# Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Controls.
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#
# Requires: keyboard_mouse
cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99
# If enabled, you can place nodes at the position (feet + eye level) where you stand.
# This is helpful when working with nodeboxes in small areas.
enable_build_where_you_stand (Build inside player) bool false
# If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
# descending.
aux1_descends (Aux1 key for climbing/descending) bool false
# Double-tapping the jump key toggles fly mode.
doubletap_jump (Double tap jump for fly) bool false
# If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
# enabled.
always_fly_fast (Always fly fast) bool true
# The time in seconds it takes between repeated node placements when holding
# the place button.
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#
# Requires: keyboard_mouse
repeat_place_time (Place repetition interval) float 0.25 0.16 2
# Automatically jump up single-node obstacles.
autojump (Automatic jumping) bool false
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# Prevent digging and placing from repeating when holding the respective buttons.
# Enable this when you dig or place too often by accident.
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# On touchscreens, this only affects digging.
safe_dig_and_place (Safe digging and placing) bool false
[*Keyboard and Mouse]
# Invert vertical mouse movement.
#
# Requires: keyboard_mouse
invert_mouse (Invert mouse) bool false
# Mouse sensitivity multiplier.
#
# Requires: keyboard_mouse
mouse_sensitivity (Mouse sensitivity) float 0.2 0.001 10.0
# Enable mouse wheel (scroll) for item selection in hotbar.
#
# Requires: keyboard_mouse
enable_hotbar_mouse_wheel (Hotbar: Enable mouse wheel for selection) bool true
# Invert mouse wheel (scroll) direction for item selection in hotbar.
#
# Requires: keyboard_mouse
invert_hotbar_mouse_wheel (Hotbar: Invert mouse wheel direction) bool false
[*Touchscreen]
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# The length in pixels it takes for touchscreen interaction to start.
#
# Requires: touchscreen_gui
touchscreen_threshold (Touchscreen threshold) int 20 0 100
# Touchscreen sensitivity multiplier.
#
# Requires: touchscreen_gui
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touchscreen_sensitivity (Touchscreen sensitivity) float 0.2 0.001 10.0
# Use crosshair to select object instead of whole screen.
# If enabled, a crosshair will be shown and will be used for selecting object.
#
# Requires: touchscreen_gui
touch_use_crosshair (Use crosshair for touch screen) bool false
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# Fixes the position of virtual joystick.
# If disabled, virtual joystick will center to first-touch's position.
#
# Requires: touchscreen_gui
fixed_virtual_joystick (Fixed virtual joystick) bool false
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# Use virtual joystick to trigger "Aux1" button.
# If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
#
# Requires: touchscreen_gui
virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool false
[Graphics and Audio]
[*Graphics]
[**Screen]
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# Width component of the initial window size.
#
# Requires: desktop
screen_w (Screen width) int 1024 1 65535
# Height component of the initial window size.
#
# Requires: desktop
screen_h (Screen height) int 600 1 65535
# Whether the window is maximized.
#
# Requires: desktop
window_maximized (Window maximized) bool false
# Save window size automatically when modified.
# If true, screen size is saved in screen_w and screen_h, and whether the window
# is maximized is stored in window_maximized.
# (Autosaving window_maximized only works if compiled with SDL.)
#
# Requires: desktop
autosave_screensize (Remember screen size) bool true
# Fullscreen mode.
#
# Requires: desktop
fullscreen (Full screen) bool false
# Open the pause menu when the window's focus is lost. Does not pause if a formspec is
# open.
#
# Requires: desktop
pause_on_lost_focus (Pause on lost window focus) bool false
[**FPS]
# If FPS would go higher than this, limit it by sleeping
# to not waste CPU power for no benefit.
fps_max (Maximum FPS) int 60 1 4294967295
# Vertical screen synchronization. Your system may still force VSync on even if this is disabled.
vsync (VSync) bool false
# Maximum FPS when the window is not focused, or when the game is paused.
fps_max_unfocused (FPS when unfocused or paused) int 20 1 4294967295
# View distance in nodes.
viewing_range (Viewing range) int 190 20 4000
# 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.
undersampling (Undersampling) int 1 1 8
[**Graphics Effects]
# Makes all liquids opaque
opaque_water (Opaque liquids) bool false
# Leaves style:
# - Fancy: all faces visible
# - Simple: only outer faces, if defined special_tiles are used
# - Opaque: disable transparency
leaves_style (Leaves style) enum fancy fancy,simple,opaque
# Connects glass if supported by node.
connected_glass (Connect glass) bool false
# Enable smooth lighting with simple ambient occlusion.
# Disable for speed or for different looks.
smooth_lighting (Smooth lighting) bool true
# Enables tradeoffs that reduce CPU load or increase rendering performance
# at the expense of minor visual glitches that do not impact game playability.
performance_tradeoffs (Tradeoffs for performance) bool false
# Adds particles when digging a node.
enable_particles (Digging particles) bool true
[**3D]
# 3D support.
# Currently supported:
# - none: no 3d output.
# - anaglyph: cyan/magenta color 3d.
# - interlaced: odd/even line based polarization screen support.
# - topbottom: split screen top/bottom.
# - sidebyside: split screen side by side.
# - crossview: Cross-eyed 3d
# Note that the interlaced mode requires shaders to be enabled.
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3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,crossview
# Strength of 3D mode parallax.
3d_paralax_strength (3D mode parallax strength) float 0.025 -0.087 0.087
[**Bobbing]
# Arm inertia, gives a more realistic movement of
# the arm when the camera moves.
arm_inertia (Arm inertia) bool true
# Enable view bobbing and amount of view bobbing.
# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
view_bobbing_amount (View bobbing factor) float 1.0 0.0 7.9
# Multiplier for fall bobbing.
# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
fall_bobbing_amount (Fall bobbing factor) float 0.03 0.0 100.0
[**Camera]
# Field of view in degrees.
fov (Field of view) int 72 45 160
# 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.
display_gamma (Light curve gamma) float 1.0 0.33 3.0
# The strength (darkness) of node ambient-occlusion shading.
# Lower is darker, Higher is lighter. The valid range of values for this
# setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
# set to the nearest valid value.
ambient_occlusion_gamma (Ambient occlusion gamma) float 1.8 0.25 4.0
[**Screenshots]
# Path to save screenshots at. Can be an absolute or relative path.
# The folder will be created if it doesn't already exist.
#
# Requires: desktop
screenshot_path (Screenshot folder) path screenshots
# Format of screenshots.
#
# Requires: desktop
screenshot_format (Screenshot format) enum png png,jpg
# Screenshot quality. Only used for JPEG format.
# 1 means worst quality; 100 means best quality.
# Use 0 for default quality.
#
# Requires: desktop
screenshot_quality (Screenshot quality) int 0 0 100
[**Node and Entity Highlighting]
# Method used to highlight selected object.
node_highlighting (Node highlighting) enum box box,halo,none
# Show entity selection boxes
# A restart is required after changing this.
show_entity_selectionbox (Show entity selection boxes) bool false
# Selection box border color (R,G,B).
selectionbox_color (Selection box color) string (0,0,0)
# Width of the selection box lines around nodes.
selectionbox_width (Selection box width) int 2 1 5
# Crosshair color (R,G,B).
# Also controls the object crosshair color
crosshair_color (Crosshair color) string (255,255,255)
# Crosshair alpha (opaqueness, between 0 and 255).
# This also applies to the object crosshair.
crosshair_alpha (Crosshair alpha) int 255 0 255
[**Fog]
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# Whether to fog out the end of the visible area.
enable_fog (Fog) bool true
# Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
#
# Requires: enable_fog
directional_colored_fog (Colored fog) bool true
# Fraction of the visible distance at which fog starts to be rendered
#
# Requires: enable_fog
fog_start (Fog start) float 0.4 0.0 0.99
[**Clouds]
# Clouds are a client-side effect.
enable_clouds (Clouds) bool true
# Use 3D cloud look instead of flat.
#
# Requires: enable_clouds
enable_3d_clouds (3D clouds) bool true
[**Filtering and Antialiasing]
# Use mipmaps when scaling textures. May slightly increase performance,
# especially when using a high-resolution texture pack.
# Gamma-correct downscaling is not supported.
mip_map (Mipmapping) bool false
# Use bilinear filtering when scaling textures.
bilinear_filter (Bilinear filtering) bool false
# Use trilinear filtering when scaling textures.
# If both bilinear and trilinear filtering are enabled, trilinear filtering
# is applied.
trilinear_filter (Trilinear filtering) bool false
# Use anisotropic filtering when looking at textures from an angle.
anisotropic_filter (Anisotropic filtering) bool false
# Select the antialiasing method to apply.
#
# * None - No antialiasing (default)
#
# * FSAA - Hardware-provided full-screen antialiasing (incompatible with shaders)
# A.K.A multi-sample antialiasing (MSAA)
# Smoothens out block edges but does not affect the insides of textures.
# A restart is required to change this option.
#
# * FXAA - Fast approximate antialiasing (requires shaders)
# Applies a post-processing filter to detect and smoothen high-contrast edges.
# Provides balance between speed and image quality.
#
# * SSAA - Super-sampling antialiasing (requires shaders)
# Renders higher-resolution image of the scene, then scales down to reduce
# the aliasing effects. This is the slowest and the most accurate method.
antialiasing (Antialiasing method) enum none none,fsaa,fxaa,ssaa
# Defines the size of the sampling grid for FSAA and SSAA antialiasing methods.
# Value of 2 means taking 2x2 = 4 samples.
fsaa (Anti-aliasing scale) enum 2 2,4,8,16
[**Occlusion Culling]
# Type of occlusion_culler
#
# "loops" is the legacy algorithm with nested loops and O(n³) complexity
# "bfs" is the new algorithm based on breadth-first-search and side culling
#
# This setting should only be changed if you have performance problems.
occlusion_culler (Occlusion Culler) enum bfs bfs,loops
# Use raytraced occlusion culling in the new culler.
# This flag enables use of raytraced occlusion culling test for
# client mesh sizes smaller than 4x4x4 map blocks.
enable_raytraced_culling (Enable Raytraced Culling) bool true
[*Shaders]
# Shaders allow advanced visual effects and may increase performance on some video
# cards.
#
# Requires: shaders_support
enable_shaders (Shaders) bool true
[**Waving Nodes]
# Set to true to enable waving leaves.
#
# Requires: shaders
enable_waving_leaves (Waving leaves) bool false
# Set to true to enable waving plants.
#
# Requires: shaders
enable_waving_plants (Waving plants) bool false
# Set to true to enable waving liquids (like water).
#
# Requires: shaders
enable_waving_water (Waving liquids) bool 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: shaders, enable_waving_water
water_wave_height (Waving liquids wave height) float 1.0 0.0 4.0
# Length of liquid waves.
#
# Requires: shaders, enable_waving_water
water_wave_length (Waving liquids wavelength) float 20.0 0.1
# How fast liquid waves will move. Higher = faster.
# If negative, liquid waves will move backwards.
#
# Requires: shaders, enable_waving_water
water_wave_speed (Waving liquids wave speed) float 5.0
[**Dynamic shadows]
# Set to true to enable Shadow Mapping.
#
# Requires: shaders, opengl
enable_dynamic_shadows (Dynamic shadows) bool false
# Set the shadow strength gamma.
# Adjusts the intensity of in-game dynamic shadows.
# Lower value means lighter shadows, higher value means darker shadows.
#
# Requires: shaders, enable_dynamic_shadows, opengl
shadow_strength_gamma (Shadow strength gamma) float 1.0 0.1 10.0
# Maximum distance to render shadows.
#
# Requires: shaders, enable_dynamic_shadows, opengl
shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 140.0 10.0 1000.0
# Texture size to render the shadow map on.
# This must be a power of two.
# Bigger numbers create better shadows but it is also more expensive.
#
# Requires: shaders, enable_dynamic_shadows, opengl
shadow_map_texture_size (Shadow map texture size) int 2048 128 8192
# Sets shadow texture quality to 32 bits.
# On false, 16 bits texture will be used.
# This can cause much more artifacts in the shadow.
#
# Requires: shaders, enable_dynamic_shadows, opengl
shadow_map_texture_32bit (Shadow map texture in 32 bits) bool true
# Enable Poisson disk filtering.
# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
#
# Requires: shaders, enable_dynamic_shadows, opengl
shadow_poisson_filter (Poisson filtering) bool true
# Define shadow filtering quality.
# This simulates the soft shadows effect by applying a PCF or Poisson disk
# but also uses more resources.
#
# Requires: shaders, enable_dynamic_shadows, opengl
shadow_filters (Shadow filter quality) enum 1 0,1,2
# Enable colored shadows.
# On true translucent nodes cast colored shadows. This is expensive.
#
# Requires: shaders, enable_dynamic_shadows, opengl
shadow_map_color (Colored shadows) bool false
# Spread a complete update of shadow map over given number of frames.
# Higher values might make shadows laggy, lower values
# will consume more resources.
# Minimum value: 1; maximum value: 16
#
# Requires: shaders, enable_dynamic_shadows, opengl
shadow_update_frames (Map shadows update frames) int 8 1 16
# Set the soft shadow radius size.
# Lower values mean sharper shadows, bigger values mean softer shadows.
# Minimum value: 1.0; maximum value: 15.0
#
# Requires: shaders, enable_dynamic_shadows, opengl
shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0
# Set the default tilt of Sun/Moon orbit in degrees.
# Games may change orbit tilt via API.
# Value of 0 means no tilt / vertical orbit.
#
# Requires: shaders, enable_dynamic_shadows, opengl
shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0
[**Post Processing]
# 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.
#
# Requires: shaders
tone_mapping (Filmic tone mapping) bool false
# Enable automatic exposure correction
# When enabled, the post-processing engine will
# automatically adjust to the brightness of the scene,
# simulating the behavior of human eye.
#
# Requires: shaders
enable_auto_exposure (Enable Automatic Exposure) bool false
# Set the exposure compensation in EV units.
# Value of 0.0 (default) means no exposure compensation.
# Range: from -1 to 1.0
#
# Requires: shaders, enable_auto_exposure
exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
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# Apply dithering to reduce color banding artifacts.
# Dithering significantly increases the size of losslessly-compressed
# screenshots and it works incorrectly if the display or operating system
# performs additional dithering or if the color channels are not quantized
# to 8 bits.
# With OpenGL ES, dithering only works if the shader supports high
# floating-point precision and it may have a higher performance impact.
#
# Requires: shaders
debanding (Enable Debanding) bool true
[**Bloom]
# Set to true to enable bloom effect.
# Bright colors will bleed over the neighboring objects.
#
# Requires: shaders
enable_bloom (Enable Bloom) bool false
# Set to true to render debugging breakdown of the bloom effect.
# In debug mode, the screen is split into 4 quadrants:
# top-left - processed base image, top-right - final image
# bottom-left - raw base image, bottom-right - bloom texture.
#
# Requires: shaders, enable_bloom
enable_bloom_debug (Enable Bloom Debug) bool false
# Defines how much bloom is applied to the rendered image
# Smaller values make bloom more subtle
# Range: from 0.01 to 1.0, default: 0.05
#
# Requires: shaders, enable_bloom
bloom_intensity (Bloom Intensity) float 0.05 0.01 1.0
# Defines the magnitude of bloom overexposure.
# Range: from 0.1 to 10.0, default: 1.0
#
# Requires: shaders, enable_bloom
bloom_strength_factor (Bloom Strength Factor) float 1.0 0.1 10.0
# Logical value that controls how far the bloom effect spreads
# from the bright objects.
# Range: from 0.1 to 8, default: 1
#
# Requires: shaders, enable_bloom
bloom_radius (Bloom Radius) float 1 0.1 8
# Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
#
# Requires: shaders, enable_bloom
enable_volumetric_lighting (Volumetric lighting) bool false
[*Audio]
2017-06-26 20:03:48 +02:00
# Volume of all sounds.
# Requires the sound system to be enabled.
sound_volume (Volume) float 0.8 0.0 1.0
# Volume multiplier when the window is unfocused.
sound_volume_unfocused (Volume when unfocused) float 0.3 0.0 1.0
# 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.
mute_sound (Mute sound) bool false
[*User Interfaces]
# Set the language. By default, the system language is used.
# A restart is required after changing this.
language (Language) enum ,be,bg,ca,cs,da,de,el,en,eo,es,et,eu,fi,fr,gd,gl,hu,id,it,ja,jbo,kk,ko,lt,lv,ms,nb,nl,nn,pl,pt,pt_BR,ro,ru,sk,sl,sr_Cyrl,sr_Latn,sv,sw,tr,uk,vi,zh_CN,zh_TW
[**GUI]
# 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.
gui_scaling (GUI scaling) float 1.0 0.5 20
# Enables animation of inventory items.
inventory_items_animations (Inventory items animations) bool false
# Formspec full-screen background opacity (between 0 and 255).
formspec_fullscreen_bg_opacity (Formspec Full-Screen Background Opacity) int 140 0 255
# Formspec full-screen background color (R,G,B).
formspec_fullscreen_bg_color (Formspec Full-Screen Background Color) string (0,0,0)
# 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).
gui_scaling_filter (GUI scaling filter) bool 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.
gui_scaling_filter_txr2img (GUI scaling filter txr2img) bool true
# Delay showing tooltips, stated in milliseconds.
tooltip_show_delay (Tooltip delay) int 400 0 18446744073709551615
# Append item name to tooltip.
tooltip_append_itemname (Append item name) bool false
# Use a cloud animation for the main menu background.
menu_clouds (Clouds in menu) bool true
[**HUD]
# Modifies the size of the HUD elements.
hud_scaling (HUD scaling) float 1.0 0.5 20
# Whether name tag backgrounds should be shown by default.
# Mods may still set a background.
show_nametag_backgrounds (Show name tag backgrounds by default) bool true
[**Chat]
# Maximum number of recent chat messages to show
recent_chat_messages (Recent Chat Messages) int 6 2 20
2017-01-29 17:10:17 +01:00
# In-game chat console height, between 0.1 (10%) and 1.0 (100%).
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console_height (Console height) float 0.6 0.1 1.0
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# In-game chat console background color (R,G,B).
console_color (Console color) string (0,0,0)
# In-game chat console background alpha (opaqueness, between 0 and 255).
console_alpha (Console alpha) int 200 0 255
# Maximum proportion of current window to be used for hotbar.
# Useful if there's something to be displayed right or left of hotbar.
hud_hotbar_max_width (Maximum hotbar width) float 1.0 0.001 1.0
# Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
clickable_chat_weblinks (Chat weblinks) bool true
# Optional override for chat weblink color.
chat_weblink_color (Weblink color) string #8888FF
# Font size of the recent chat text and chat prompt in point (pt).
# Value 0 will use the default font size.
chat_font_size (Chat font size) int 0 0 72
[**Content Repository]
# The URL for the content repository
contentdb_url (ContentDB URL) string 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/
contentdb_flag_blacklist (ContentDB Flag Blacklist) string nonfree, desktop_default
2017-10-16 01:28:42 +02:00
# Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
# This should be lower than curl_parallel_limit.
contentdb_max_concurrent_downloads (ContentDB Max Concurrent Downloads) int 3 1
[Client and Server]
[*Client]
# Save the map received by the client on disk.
enable_local_map_saving (Saving map received from server) bool false
2017-02-18 19:53:05 +01:00
# URL to the server list displayed in the Multiplayer Tab.
serverlist_url (Serverlist URL) string servers.minetest.net
# If enabled, account registration is separate from login in the UI.
# If disabled, new accounts will be registered automatically when logging in.
enable_split_login_register (Enable split login/register) bool true
# URL to JSON file which provides information about the newest Minetest release
update_information_url (Update information URL) string https://www.minetest.net/release_info.json
[*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.
name (Admin name) string
[**Serverlist and MOTD]
# Name of the server, to be displayed when players join and in the serverlist.
server_name (Server name) string Minetest server
# Description of server, to be displayed when players join and in the serverlist.
server_description (Server description) string mine here
2016-01-24 14:19:17 +01:00
# Domain name of server, to be displayed in the serverlist.
server_address (Server address) string game.minetest.net
# Homepage of server, to be displayed in the serverlist.
server_url (Server URL) string https://minetest.net
# Automatically report to the serverlist.
server_announce (Announce server) bool false
# Announce to this serverlist.
serverlist_url (Serverlist URL) string servers.minetest.net
# Message of the day displayed to players connecting.
motd (Message of the day) string
# Maximum number of players that can be connected simultaneously.
max_users (Maximum users) int 15 0 65535
# If this is set, players will always (re)spawn at the given position.
static_spawnpoint (Static spawn point) string
[**Networking]
# Network port to listen (UDP).
# This value will be overridden when starting from the main menu.
port (Server port) int 30000 1 65535
# The network interface that the server listens on.
bind_address (Bind address) string
# 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.
strict_protocol_version_checking (Strict protocol checking) bool false
# Define the oldest clients allowed to connect.
# 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.
# This allows for more fine-grained control than strict_protocol_version_checking.
# Minetest still enforces its own internal minimum, and enabling
# strict_protocol_version_checking will effectively override this.
protocol_version_min (Protocol version minimum) int 1 1 65535
# 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.
remote_media (Remote media) string
# Enable/disable running an IPv6 server.
# Ignored if bind_address is set.
# Needs enable_ipv6 to be enabled.
ipv6_server (IPv6 server) bool false
[*Server Security]
# New users need to input this password.
default_password (Default password) string
# If enabled, players cannot join without a password or change theirs to an empty password.
disallow_empty_password (Disallow empty passwords) bool false
# The privileges that new users automatically get.
# See /privs in game for a full list on your server and mod configuration.
default_privs (Default privileges) string interact, shout
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# Privileges that players with basic_privs can grant
basic_privs (Basic privileges) string interact, shout
# If enabled, disable cheat prevention in multiplayer.
disable_anticheat (Disable anticheat) bool false
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# If enabled, actions are recorded for rollback.
# This option is only read when server starts.
enable_rollback_recording (Rollback recording) bool false
[**Client-side Modding]
# 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)
csm_restriction_flags (Client side modding restrictions) int 62 0 63
# If the CSM restriction for node range is enabled, get_node calls are limited
# to this distance from the player to the node.
csm_restriction_noderange (Client-side node lookup range restriction) int 0 0 4294967295
2019-09-10 15:11:26 +02:00
[**Chat]
# Remove color codes from incoming chat messages
# Use this to stop players from being able to use color in their messages
strip_color_codes (Strip color codes) bool false
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# Set the maximum length of a chat message (in characters) sent by clients.
chat_message_max_size (Chat message max length) int 500 10 65535
# Number of messages a player may send per 10 seconds.
chat_message_limit_per_10sec (Chat message count limit) float 8.0 1.0
# Kick players who sent more than X messages per 10 seconds.
chat_message_limit_trigger_kick (Chat message kick threshold) int 50 1 65535
[*Server Gameplay]
# Controls length of day/night cycle.
# Examples:
# 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
time_speed (Time speed) int 72 0
# Time of day when a new world is started, in millihours (0-23999).
world_start_time (World start time) int 6125 0 23999
# Time in seconds for item entity (dropped items) to live.
# Setting it to -1 disables the feature.
item_entity_ttl (Item entity TTL) int 900 -1
# Specifies the default stack size of nodes, items and tools.
# Note that mods or games may explicitly set a stack for certain (or all) items.
default_stack_max (Default stack size) int 99 1 65535
[**Physics]
# Horizontal and vertical acceleration on ground or when climbing,
# in nodes per second per second.
movement_acceleration_default (Default acceleration) float 3.0 0.0
# Horizontal acceleration in air when jumping or falling,
# in nodes per second per second.
movement_acceleration_air (Acceleration in air) float 2.0 0.0
# Horizontal and vertical acceleration in fast mode,
# in nodes per second per second.
movement_acceleration_fast (Fast mode acceleration) float 10.0 0.0
# Walking and flying speed, in nodes per second.
movement_speed_walk (Walking speed) float 4.0 0.0
# Sneaking speed, in nodes per second.
movement_speed_crouch (Sneaking speed) float 1.35 0.0
# Walking, flying and climbing speed in fast mode, in nodes per second.
movement_speed_fast (Fast mode speed) float 20.0 0.0
# Vertical climbing speed, in nodes per second.
movement_speed_climb (Climbing speed) float 3.0 0.0
# Initial vertical speed when jumping, in nodes per second.
movement_speed_jump (Jumping speed) float 6.5 0.0
# How much you are slowed down when moving inside a liquid.
# Decrease this to increase liquid resistance to movement.
movement_liquid_fluidity (Liquid fluidity) float 1.0 0.001
# Maximum liquid resistance. Controls deceleration when entering liquid at
# high speed.
movement_liquid_fluidity_smooth (Liquid fluidity smoothing) float 0.5
# Controls sinking speed in liquid when idling. Negative values will cause
# you to rise instead.
movement_liquid_sink (Liquid sinking) float 10.0
# Acceleration of gravity, in nodes per second per second.
movement_gravity (Gravity) float 9.81
[Mapgen]
# A chosen map seed for a new map, leave empty for random.
# Will be overridden when creating a new world in the main menu.
fixed_map_seed (Fixed map seed) string
# 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).
mg_name (Mapgen name) enum v7 v7,valleys,carpathian,v5,flat,fractal,singlenode,v6
# Water surface level of the world.
water_level (Water level) int 1 -31000 31000
# From how far blocks are generated for clients, stated in mapblocks (16 nodes).
max_block_generate_distance (Max block generate distance) int 10 1 32767
# 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.
mapgen_limit (Map generation limit) int 31007 0 31007
# Global map generation attributes.
# In Mapgen v6 the 'decorations' flag controls all decorations except trees
# and jungle grass, in all other mapgens this flag controls all decorations.
mg_flags (Mapgen flags) flags caves,dungeons,light,decorations,biomes,ores caves,dungeons,light,decorations,biomes,ores,nocaves,nodungeons,nolight,nodecorations,nobiomes,noores
[*Biome API]
# Temperature variation for biomes.
mg_biome_np_heat (Heat noise) noise_params_2d 50, 50, (1000, 1000, 1000), 5349, 3, 0.5, 2.0, eased
# Small-scale temperature variation for blending biomes on borders.
mg_biome_np_heat_blend (Heat blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0, eased
# Humidity variation for biomes.
mg_biome_np_humidity (Humidity noise) noise_params_2d 50, 50, (1000, 1000, 1000), 842, 3, 0.5, 2.0, eased
# Small-scale humidity variation for blending biomes on borders.
mg_biome_np_humidity_blend (Humidity blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0, eased
[*Mapgen V5]
# Map generation attributes specific to Mapgen v5.
mgv5_spflags (Mapgen V5 specific flags) flags caverns caverns,nocaverns
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
mgv5_cave_width (Cave width) float 0.09
# Y of upper limit of large caves.
mgv5_large_cave_depth (Large cave depth) int -256 -31000 31000
# Minimum limit of random number of small caves per mapchunk.
mgv5_small_cave_num_min (Small cave minimum number) int 0 0 256
# Maximum limit of random number of small caves per mapchunk.
mgv5_small_cave_num_max (Small cave maximum number) int 0 0 256
# Minimum limit of random number of large caves per mapchunk.
mgv5_large_cave_num_min (Large cave minimum number) int 0 0 64
# Maximum limit of random number of large caves per mapchunk.
mgv5_large_cave_num_max (Large cave maximum number) int 2 0 64
# Proportion of large caves that contain liquid.
mgv5_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
# Y-level of cavern upper limit.
mgv5_cavern_limit (Cavern limit) int -256 -31000 31000
# Y-distance over which caverns expand to full size.
mgv5_cavern_taper (Cavern taper) int 256 0 32767
# Defines full size of caverns, smaller values create larger caverns.
mgv5_cavern_threshold (Cavern threshold) float 0.7
# Lower Y limit of dungeons.
mgv5_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
# Upper Y limit of dungeons.
mgv5_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
[**Noises]
# Variation of biome filler depth.
mgv5_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0, eased
# Variation of terrain vertical scale.
# When noise is < -0.55 terrain is near-flat.
mgv5_np_factor (Factor noise) noise_params_2d 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0, eased
# Y-level of average terrain surface.
mgv5_np_height (Height noise) noise_params_2d 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0, eased
# First of two 3D noises that together define tunnels.
mgv5_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
# Second of two 3D noises that together define tunnels.
mgv5_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
# 3D noise defining giant caverns.
mgv5_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
# 3D noise defining terrain.
mgv5_np_ground (Ground noise) noise_params_3d 0, 40, (80, 80, 80), 983240, 4, 0.55, 2.0, eased
# 3D noise that determines number of dungeons per mapchunk.
mgv5_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
[*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.
# The 'temples' flag disables generation of desert temples. Normal dungeons will appear instead.
mgv6_spflags (Mapgen V6 specific flags) flags jungles,biomeblend,mudflow,snowbiomes,noflat,trees,temples jungles,biomeblend,mudflow,snowbiomes,flat,trees,temples,nojungles,nobiomeblend,nomudflow,nosnowbiomes,noflat,notrees,notemples
# Deserts occur when np_biome exceeds this value.
# When the 'snowbiomes' flag is enabled, this is ignored.
mgv6_freq_desert (Desert noise threshold) float 0.45
# Sandy beaches occur when np_beach exceeds this value.
mgv6_freq_beach (Beach noise threshold) float 0.15
# Lower Y limit of dungeons.
mgv6_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
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# Upper Y limit of dungeons.
mgv6_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
[**Noises]
# Y-level of lower terrain and seabed.
mgv6_np_terrain_base (Terrain base noise) noise_params_2d -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0, eased
# Y-level of higher terrain that creates cliffs.
mgv6_np_terrain_higher (Terrain higher noise) noise_params_2d 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0, eased
# Varies steepness of cliffs.
mgv6_np_steepness (Steepness noise) noise_params_2d 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0, eased
# Defines distribution of higher terrain.
mgv6_np_height_select (Height select noise) noise_params_2d 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0, eased
# Varies depth of biome surface nodes.
mgv6_np_mud (Mud noise) noise_params_2d 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0, eased
# Defines areas with sandy beaches.
mgv6_np_beach (Beach noise) noise_params_2d 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0, eased
# Temperature variation for biomes.
mgv6_np_biome (Biome noise) noise_params_2d 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0, eased
# Variation of number of caves.
mgv6_np_cave (Cave noise) noise_params_2d 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0, eased
# Humidity variation for biomes.
mgv6_np_humidity (Humidity noise) noise_params_2d 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0, eased
# Defines tree areas and tree density.
mgv6_np_trees (Trees noise) noise_params_2d 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0, eased
# Defines areas where trees have apples.
mgv6_np_apple_trees (Apple trees noise) noise_params_2d 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0, eased
[*Mapgen V7]
# Map generation attributes specific to Mapgen v7.
# 'ridges': Rivers.
# 'floatlands': Floating land masses in the atmosphere.
# 'caverns': Giant caves deep underground.
mgv7_spflags (Mapgen V7 specific flags) flags mountains,ridges,nofloatlands,caverns mountains,ridges,floatlands,caverns,nomountains,noridges,nofloatlands,nocaverns
# Y of mountain density gradient zero level. Used to shift mountains vertically.
mgv7_mount_zero_level (Mountain zero level) int 0 -31000 31000
# Lower Y limit of floatlands.
mgv7_floatland_ymin (Floatland minimum Y) int 1024 -31000 31000
# Upper Y limit of floatlands.
mgv7_floatland_ymax (Floatland maximum Y) int 4096 -31000 31000
# Y-distance over which floatlands taper from full density to nothing.
# Tapering starts at this distance from the Y limit.
# For a solid floatland layer, this controls the height of hills/mountains.
# Must be less than or equal to half the distance between the Y limits.
mgv7_floatland_taper (Floatland tapering distance) int 256 0 32767
# Exponent of the floatland tapering. Alters the tapering behavior.
# Value = 1.0 creates a uniform, linear tapering.
# Values > 1.0 create a smooth tapering suitable for the default separated
# floatlands.
# Values < 1.0 (for example 0.25) create a more defined surface level with
# flatter lowlands, suitable for a solid floatland layer.
mgv7_float_taper_exp (Floatland taper exponent) float 2.0
# Adjusts the density of the floatland layer.
# Increase value to increase density. Can be positive or negative.
# Value = 0.0: 50% of volume is floatland.
# Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
# to be sure) creates a solid floatland layer.
mgv7_floatland_density (Floatland density) float -0.6
# Surface level of optional water placed on a solid floatland layer.
# Water is disabled by default and will only be placed if this value is set
# to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
# upper tapering).
# ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
# When enabling water placement, floatlands must be configured and tested
# to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
# required value depending on 'mgv7_np_floatland'), to avoid
# server-intensive extreme water flow and to avoid vast flooding of the
# world surface below.
mgv7_floatland_ywater (Floatland water level) int -31000 -31000 31000
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
mgv7_cave_width (Cave width) float 0.09
# Y of upper limit of large caves.
mgv7_large_cave_depth (Large cave depth) int -33 -31000 31000
# Minimum limit of random number of small caves per mapchunk.
mgv7_small_cave_num_min (Small cave minimum number) int 0 0 256
# Maximum limit of random number of small caves per mapchunk.
mgv7_small_cave_num_max (Small cave maximum number) int 0 0 256
# Minimum limit of random number of large caves per mapchunk.
mgv7_large_cave_num_min (Large cave minimum number) int 0 0 64
# Maximum limit of random number of large caves per mapchunk.
mgv7_large_cave_num_max (Large cave maximum number) int 2 0 64
# Proportion of large caves that contain liquid.
mgv7_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
# Y-level of cavern upper limit.
mgv7_cavern_limit (Cavern limit) int -256 -31000 31000
# Y-distance over which caverns expand to full size.
mgv7_cavern_taper (Cavern taper) int 256 0 32767
# Defines full size of caverns, smaller values create larger caverns.
mgv7_cavern_threshold (Cavern threshold) float 0.7
# Lower Y limit of dungeons.
mgv7_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
# Upper Y limit of dungeons.
mgv7_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
[**Noises]
# Y-level of higher terrain that creates cliffs.
mgv7_np_terrain_base (Terrain base noise) noise_params_2d 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0, eased
# Y-level of lower terrain and seabed.
mgv7_np_terrain_alt (Terrain alternative noise) noise_params_2d 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0, eased
# Varies roughness of terrain.
# Defines the 'persistence' value for terrain_base and terrain_alt noises.
mgv7_np_terrain_persist (Terrain persistence noise) noise_params_2d 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0, eased
# Defines distribution of higher terrain and steepness of cliffs.
mgv7_np_height_select (Height select noise) noise_params_2d -8, 16, (500, 500, 500), 4213, 6, 0.7, 2.0, eased
# Variation of biome filler depth.
mgv7_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
# Variation of maximum mountain height (in nodes).
mgv7_np_mount_height (Mountain height noise) noise_params_2d 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0, eased
# Defines large-scale river channel structure.
mgv7_np_ridge_uwater (Ridge underwater noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
# 3D noise defining mountain structure and height.
# Also defines structure of floatland mountain terrain.
mgv7_np_mountain (Mountain noise) noise_params_3d -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
# 3D noise defining structure of river canyon walls.
mgv7_np_ridge (Ridge noise) noise_params_3d 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
# 3D noise defining structure of floatlands.
# If altered from the default, the noise 'scale' (0.7 by default) may need
# to be adjusted, as floatland tapering functions best when this noise has
# a value range of approximately -2.0 to 2.0.
mgv7_np_floatland (Floatland noise) noise_params_3d 0, 0.7, (384, 96, 384), 1009, 4, 0.75, 1.618
# 3D noise defining giant caverns.
mgv7_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
# First of two 3D noises that together define tunnels.
mgv7_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
# Second of two 3D noises that together define tunnels.
mgv7_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
# 3D noise that determines number of dungeons per mapchunk.
mgv7_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
[*Mapgen Carpathian]
# Map generation attributes specific to Mapgen Carpathian.
mgcarpathian_spflags (Mapgen Carpathian specific flags) flags caverns,norivers caverns,rivers,nocaverns,norivers
# Defines the base ground level.
mgcarpathian_base_level (Base ground level) float 12.0
# Defines the width of the river channel.
mgcarpathian_river_width (River channel width) float 0.05
# Defines the depth of the river channel.
mgcarpathian_river_depth (River channel depth) float 24.0
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# Defines the width of the river valley.
mgcarpathian_valley_width (River valley width) float 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.
mgcarpathian_cave_width (Cave width) float 0.09
# Y of upper limit of large caves.
mgcarpathian_large_cave_depth (Large cave depth) int -33 -31000 31000
# Minimum limit of random number of small caves per mapchunk.
mgcarpathian_small_cave_num_min (Small cave minimum number) int 0 0 256
# Maximum limit of random number of small caves per mapchunk.
mgcarpathian_small_cave_num_max (Small cave maximum number) int 0 0 256
# Minimum limit of random number of large caves per mapchunk.
mgcarpathian_large_cave_num_min (Large cave minimum number) int 0 0 64
# Maximum limit of random number of large caves per mapchunk.
mgcarpathian_large_cave_num_max (Large cave maximum number) int 2 0 64
# Proportion of large caves that contain liquid.
mgcarpathian_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
# Y-level of cavern upper limit.
mgcarpathian_cavern_limit (Cavern limit) int -256 -31000 31000
# Y-distance over which caverns expand to full size.
mgcarpathian_cavern_taper (Cavern taper) int 256 0 32767
# Defines full size of caverns, smaller values create larger caverns.
mgcarpathian_cavern_threshold (Cavern threshold) float 0.7
# Lower Y limit of dungeons.
mgcarpathian_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
# Upper Y limit of dungeons.
mgcarpathian_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
[**Noises]
# Variation of biome filler depth.
mgcarpathian_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (128, 128, 128), 261, 3, 0.7, 2.0, eased
# First of 4 2D noises that together define hill/mountain range height.
mgcarpathian_np_height1 (Hilliness1 noise) noise_params_2d 0, 5, (251, 251, 251), 9613, 5, 0.5, 2.0, eased
# Second of 4 2D noises that together define hill/mountain range height.
mgcarpathian_np_height2 (Hilliness2 noise) noise_params_2d 0, 5, (383, 383, 383), 1949, 5, 0.5, 2.0, eased
# Third of 4 2D noises that together define hill/mountain range height.
mgcarpathian_np_height3 (Hilliness3 noise) noise_params_2d 0, 5, (509, 509, 509), 3211, 5, 0.5, 2.0, eased
# Fourth of 4 2D noises that together define hill/mountain range height.
mgcarpathian_np_height4 (Hilliness4 noise) noise_params_2d 0, 5, (631, 631, 631), 1583, 5, 0.5, 2.0, eased
# 2D noise that controls the size/occurrence of rolling hills.
mgcarpathian_np_hills_terrain (Rolling hills spread noise) noise_params_2d 1, 1, (1301, 1301, 1301), 1692, 3, 0.5, 2.0, eased
# 2D noise that controls the size/occurrence of ridged mountain ranges.
mgcarpathian_np_ridge_terrain (Ridge mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 3568, 3, 0.5, 2.0, eased
# 2D noise that controls the size/occurrence of step mountain ranges.
mgcarpathian_np_step_terrain (Step mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 4157, 3, 0.5, 2.0, eased
# 2D noise that controls the shape/size of rolling hills.
mgcarpathian_np_hills (Rolling hill size noise) noise_params_2d 0, 3, (257, 257, 257), 6604, 6, 0.5, 2.0, eased
# 2D noise that controls the shape/size of ridged mountains.
mgcarpathian_np_ridge_mnt (Ridged mountain size noise) noise_params_2d 0, 12, (743, 743, 743), 5520, 6, 0.7, 2.0, eased
# 2D noise that controls the shape/size of step mountains.
mgcarpathian_np_step_mnt (Step mountain size noise) noise_params_2d 0, 8, (509, 509, 509), 2590, 6, 0.6, 2.0, eased
# 2D noise that locates the river valleys and channels.
mgcarpathian_np_rivers (River noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
# 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
mgcarpathian_np_mnt_var (Mountain variation noise) noise_params_3d 0, 1, (499, 499, 499), 2490, 5, 0.55, 2.0
# First of two 3D noises that together define tunnels.
mgcarpathian_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
# Second of two 3D noises that together define tunnels.
mgcarpathian_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
# 3D noise defining giant caverns.
mgcarpathian_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
# 3D noise that determines number of dungeons per mapchunk.
mgcarpathian_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
[*Mapgen Flat]
# Map generation attributes specific to Mapgen Flat.
# Occasional lakes and hills can be added to the flat world.
mgflat_spflags (Mapgen Flat specific flags) flags nolakes,nohills,nocaverns lakes,hills,caverns,nolakes,nohills,nocaverns
# Y of flat ground.
mgflat_ground_level (Ground level) int 8 -31000 31000
# Y of upper limit of large caves.
mgflat_large_cave_depth (Large cave depth) int -33 -31000 31000
# Minimum limit of random number of small caves per mapchunk.
mgflat_small_cave_num_min (Small cave minimum number) int 0 0 256
# Maximum limit of random number of small caves per mapchunk.
mgflat_small_cave_num_max (Small cave maximum number) int 0 0 256
# Minimum limit of random number of large caves per mapchunk.
mgflat_large_cave_num_min (Large cave minimum number) int 0 0 64
# Maximum limit of random number of large caves per mapchunk.
mgflat_large_cave_num_max (Large cave maximum number) int 2 0 64
# Proportion of large caves that contain liquid.
mgflat_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
mgflat_cave_width (Cave width) float 0.09
# Terrain noise threshold for lakes.
# Controls proportion of world area covered by lakes.
# Adjust towards 0.0 for a larger proportion.
mgflat_lake_threshold (Lake threshold) float -0.45
# Controls steepness/depth of lake depressions.
mgflat_lake_steepness (Lake steepness) float 48.0
# Terrain noise threshold for hills.
# Controls proportion of world area covered by hills.
# Adjust towards 0.0 for a larger proportion.
mgflat_hill_threshold (Hill threshold) float 0.45
# Controls steepness/height of hills.
mgflat_hill_steepness (Hill steepness) float 64.0
# Y-level of cavern upper limit.
mgflat_cavern_limit (Cavern limit) int -256 -31000 31000
# Y-distance over which caverns expand to full size.
mgflat_cavern_taper (Cavern taper) int 256 0 32767
# Defines full size of caverns, smaller values create larger caverns.
mgflat_cavern_threshold (Cavern threshold) float 0.7
# Lower Y limit of dungeons.
mgflat_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
# Upper Y limit of dungeons.
mgflat_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
[**Noises]
# Defines location and terrain of optional hills and lakes.
mgflat_np_terrain (Terrain noise) noise_params_2d 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0, eased
# Variation of biome filler depth.
mgflat_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
# First of two 3D noises that together define tunnels.
mgflat_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
# Second of two 3D noises that together define tunnels.
mgflat_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
# 3D noise defining giant caverns.
mgflat_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
# 3D noise that determines number of dungeons per mapchunk.
mgflat_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
[*Mapgen Fractal]
# Map generation attributes specific to Mapgen Fractal.
# 'terrain' enables the generation of non-fractal terrain:
# ocean, islands and underground.
mgfractal_spflags (Mapgen Fractal specific flags) flags terrain terrain,noterrain
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
mgfractal_cave_width (Cave width) float 0.09
# Y of upper limit of large caves.
mgfractal_large_cave_depth (Large cave depth) int -33 -31000 31000
# Minimum limit of random number of small caves per mapchunk.
mgfractal_small_cave_num_min (Small cave minimum number) int 0 0 256
# Maximum limit of random number of small caves per mapchunk.
mgfractal_small_cave_num_max (Small cave maximum number) int 0 0 256
# Minimum limit of random number of large caves per mapchunk.
mgfractal_large_cave_num_min (Large cave minimum number) int 0 0 64
# Maximum limit of random number of large caves per mapchunk.
mgfractal_large_cave_num_max (Large cave maximum number) int 2 0 64
# Proportion of large caves that contain liquid.
mgfractal_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
# Lower Y limit of dungeons.
mgfractal_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
# Upper Y limit of dungeons.
mgfractal_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 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.
mgfractal_fractal (Fractal type) int 1 1 18
# 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.
mgfractal_iterations (Iterations) int 11 1 65535
# (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.
mgfractal_scale (Scale) v3f (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.
mgfractal_offset (Offset) v3f (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.
mgfractal_slice_w (Slice w) float 0.0
# Julia set only.
# X component of hypercomplex constant.
# Alters the shape of the fractal.
# Range roughly -2 to 2.
mgfractal_julia_x (Julia x) float 0.33
# Julia set only.
# Y component of hypercomplex constant.
# Alters the shape of the fractal.
# Range roughly -2 to 2.
mgfractal_julia_y (Julia y) float 0.33
# Julia set only.
# Z component of hypercomplex constant.
# Alters the shape of the fractal.
# Range roughly -2 to 2.
mgfractal_julia_z (Julia z) float 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.
mgfractal_julia_w (Julia w) float 0.33
[**Noises]
# Y-level of seabed.
mgfractal_np_seabed (Seabed noise) noise_params_2d -14, 9, (600, 600, 600), 41900, 5, 0.6, 2.0, eased
# Variation of biome filler depth.
mgfractal_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
# First of two 3D noises that together define tunnels.
mgfractal_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
# Second of two 3D noises that together define tunnels.
mgfractal_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
# 3D noise that determines number of dungeons per mapchunk.
mgfractal_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
[*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.
mgvalleys_spflags (Mapgen Valleys specific flags) flags altitude_chill,humid_rivers,vary_river_depth,altitude_dry altitude_chill,humid_rivers,vary_river_depth,altitude_dry,noaltitude_chill,nohumid_rivers,novary_river_depth,noaltitude_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.
mgvalleys_altitude_chill (Altitude chill) int 90 0 65535
# Depth below which you'll find large caves.
mgvalleys_large_cave_depth (Large cave depth) int -33 -31000 31000
# Minimum limit of random number of small caves per mapchunk.
mgvalleys_small_cave_num_min (Small cave minimum number) int 0 0 256
# Maximum limit of random number of small caves per mapchunk.
mgvalleys_small_cave_num_max (Small cave maximum number) int 0 0 256
# Minimum limit of random number of large caves per mapchunk.
mgvalleys_large_cave_num_min (Large cave minimum number) int 0 0 64
# Maximum limit of random number of large caves per mapchunk.
mgvalleys_large_cave_num_max (Large cave maximum number) int 2 0 64
# Proportion of large caves that contain liquid.
mgvalleys_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
# Depth below which you'll find giant caverns.
mgvalleys_cavern_limit (Cavern upper limit) int -256 -31000 31000
# Y-distance over which caverns expand to full size.
mgvalleys_cavern_taper (Cavern taper) int 192 0 32767
# Defines full size of caverns, smaller values create larger caverns.
mgvalleys_cavern_threshold (Cavern threshold) float 0.6
# How deep to make rivers.
mgvalleys_river_depth (River depth) int 4 0 65535
# How wide to make rivers.
mgvalleys_river_size (River size) int 5 0 65535
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
mgvalleys_cave_width (Cave width) float 0.09
# Lower Y limit of dungeons.
mgvalleys_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
# Upper Y limit of dungeons.
mgvalleys_dungeon_ymax (Dungeon maximum Y) int 63 -31000 31000
[**Noises]
# First of two 3D noises that together define tunnels.
mgvalleys_np_cave1 (Cave noise #1) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
# Second of two 3D noises that together define tunnels.
mgvalleys_np_cave2 (Cave noise #2) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
# Variation of biome filler depth.
mgvalleys_np_filler_depth (Filler depth) noise_params_2d 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0, eased
# 3D noise defining giant caverns.
mgvalleys_np_cavern (Cavern noise) noise_params_3d 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0
# Defines large-scale river channel structure.
mgvalleys_np_rivers (River noise) noise_params_2d 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0, eased
# Base terrain height.
mgvalleys_np_terrain_height (Terrain height) noise_params_2d -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0, eased
# Raises terrain to make valleys around the rivers.
mgvalleys_np_valley_depth (Valley depth) noise_params_2d 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0, eased
# Slope and fill work together to modify the heights.
mgvalleys_np_inter_valley_fill (Valley fill) noise_params_3d 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0
# Amplifies the valleys.
mgvalleys_np_valley_profile (Valley profile) noise_params_2d 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0, eased
# Slope and fill work together to modify the heights.
mgvalleys_np_inter_valley_slope (Valley slope) noise_params_2d 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0, eased
# 3D noise that determines number of dungeons per mapchunk.
mgvalleys_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
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[Advanced]
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[*Developer Options]
# Enable Lua modding support on client.
# This support is experimental and API can change.
enable_client_modding (Client modding) bool false
# Replaces the default main menu with a custom one.
main_menu_script (Main menu script) string
[**Mod Security]
# Prevent mods from doing insecure things like running shell commands.
secure.enable_security (Enable mod security) bool true
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# Comma-separated list of trusted mods that are allowed to access insecure
# functions even when mod security is on (via request_insecure_environment()).
secure.trusted_mods (Trusted mods) string
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# Comma-separated list of mods that are allowed to access HTTP APIs, which
# allow them to upload and download data to/from the internet.
secure.http_mods (HTTP mods) string
[**Debugging]
# Level of logging to be written to debug.txt:
# - <nothing> (no logging)
# - none (messages with no level)
# - error
# - warning
# - action
# - info
# - verbose
# - trace
debug_log_level (Debug log level) enum action ,none,error,warning,action,info,verbose,trace
# 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.
debug_log_size_max (Debug log file size threshold) int 50 1
# Minimal level of logging to be written to chat.
chat_log_level (Chat log level) enum error ,none,error,warning,action,info,verbose,trace
# Handling for deprecated Lua API calls:
# - none: Do not log deprecated calls
# - log: mimic and log backtrace of deprecated call (default).
# - error: abort on usage of deprecated call (suggested for mod developers).
deprecated_lua_api_handling (Deprecated Lua API handling) enum log none,log,error
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# Enable random user input (only used for testing).
random_input (Random input) bool false
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# Enable mod channels support.
enable_mod_channels (Mod channels) bool false
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[**Mod Profiler]
# Load the game profiler to collect game profiling data.
# Provides a /profiler command to access the compiled profile.
# Useful for mod developers and server operators.
profiler.load (Load the game profiler) bool false
# The default format in which profiles are being saved,
# when calling `/profiler save [format]` without format.
profiler.default_report_format (Default report format) enum txt txt,csv,lua,json,json_pretty
# The file path relative to your world path in which profiles will be saved to.
profiler.report_path (Report path) string
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# Instrument the methods of entities on registration.
instrument.entity (Entity methods) bool true
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# Instrument the action function of Active Block Modifiers on registration.
instrument.abm (Active Block Modifiers) bool true
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# Instrument the action function of Loading Block Modifiers on registration.
instrument.lbm (Loading Block Modifiers) bool true
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# Instrument chat commands on registration.
instrument.chatcommand (Chat commands) bool true
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# Instrument global callback functions on registration.
# (anything you pass to a minetest.register_*() function)
instrument.global_callback (Global callbacks) bool true
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# Instrument builtin.
# This is usually only needed by core/builtin contributors
instrument.builtin (Builtin) bool false
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# 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.
instrument.profiler (Profiler) bool false
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[**Engine Profiler]
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# Print the engine's profiling data in regular intervals (in seconds).
# 0 = disable. Useful for developers.
profiler_print_interval (Engine profiling data print interval) int 0 0
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[*Advanced]
# Enable IPv6 support (for both client and server).
# Required for IPv6 connections to work at all.
enable_ipv6 (IPv6) bool true
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# If enabled, invalid world data won't cause the server to shut down.
# Only enable this if you know what you are doing.
ignore_world_load_errors (Ignore world errors) bool false
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[**Graphics]
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# Path to shader directory. If no path is defined, default location will be used.
#
# Requires: shaders
shader_path (Shader path) path
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# The rendering back-end.
# Note: A restart is required after changing this!
# OpenGL is the default for desktop, and OGLES2 for Android.
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# Shaders are supported by everything but OGLES1.
video_driver (Video driver) enum ,opengl,opengl3,ogles1,ogles2
# Distance in nodes at which transparency depth sorting is enabled
# Use this to limit the performance impact of transparency depth sorting
transparency_sorting_distance (Transparency Sorting Distance) int 16 0 128
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# Enable vertex buffer objects.
# This should greatly improve graphics performance.
enable_vbo (VBO) bool true
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# 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.
cloud_radius (Cloud radius) int 12 1 62
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# Whether node texture animations should be desynchronized per mapblock.
desynchronize_mapblock_texture_animation (Desynchronize block animation) bool false
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# Enables caching of facedir rotated meshes.
enable_mesh_cache (Mesh cache) bool 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.
mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50
# Number of threads to use for mesh generation.
# Value of 0 (default) will let Minetest autodetect the number of available threads.
mesh_generation_threads (Mapblock mesh generation threads) int 0 0 8
# True = 256
# False = 128
# Usable to make minimap smoother on slower machines.
minimap_double_scan_height (Minimap scan height) bool true
# Textures on a node may be aligned either to the node or to the world.
# The former mode suits better things like machines, furniture, etc., while
# the latter makes stairs and microblocks fit surroundings better.
# However, as this possibility is new, thus may not be used by older servers,
# this option allows enforcing it for certain node types. Note though that
# that is considered EXPERIMENTAL and may not work properly.
world_aligned_mode (World-aligned textures mode) enum enable disable,enable,force_solid,force_nodebox
# 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!
autoscale_mode (Autoscaling mode) enum disable disable,enable,force
# When using bilinear/trilinear/anisotropic filters, low-resolution textures
# can be blurred, so automatically upscale them with nearest-neighbor
# interpolation to preserve crisp pixels. This sets the minimum texture size
# for the upscaled textures; higher values look sharper, but require more
# memory. Powers of 2 are recommended. This setting is ONLY applied if
# bilinear/trilinear/anisotropic filtering is enabled.
# This is also used as the base node texture size for world-aligned
# texture autoscaling.
texture_min_size (Base texture size) int 64 1 32768
# Side length of a cube of map blocks that the client will consider together
# when generating meshes.
# Larger values increase the utilization of the GPU by reducing the number of
# draw calls, benefiting especially high-end GPUs.
# Systems with a low-end GPU (or no GPU) would benefit from smaller values.
client_mesh_chunk (Client Mesh Chunksize) int 1 1 16
[**Sound]
# Comma-separated list of AL and ALC extensions that should not be used.
# Useful for testing. See al_extensions.[h,cpp] for details.
sound_extensions_blacklist (Sound Extensions Blacklist) string
[**Font]
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font_bold (Font bold by default) bool false
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font_italic (Font italic by default) bool false
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# Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
font_shadow (Font shadow) int 1 0 65535
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# Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
font_shadow_alpha (Font shadow alpha) int 127 0 255
# Font size of the default font where 1 unit = 1 pixel at 96 DPI
font_size (Font size) int 16 5 72
# For pixel-style fonts that do not scale well, this ensures that font sizes used
# with this font will always be divisible by this value, in pixels. For instance,
# a pixel font 16 pixels tall should have this set to 16, so it will only ever be
# sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
font_size_divisible_by (Font size divisible by) int 1 1
# Path to the default font. Must be a TrueType font.
# The fallback font will be used if the font cannot be loaded.
font_path (Regular font path) filepath fonts/Arimo-Regular.ttf
font_path_bold (Bold font path) filepath fonts/Arimo-Bold.ttf
font_path_italic (Italic font path) filepath fonts/Arimo-Italic.ttf
font_path_bold_italic (Bold and italic font path) filepath fonts/Arimo-BoldItalic.ttf
# Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
mono_font_size (Monospace font size) int 16 5 72
# For pixel-style fonts that do not scale well, this ensures that font sizes used
# with this font will always be divisible by this value, in pixels. For instance,
# a pixel font 16 pixels tall should have this set to 16, so it will only ever be
# sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
mono_font_size_divisible_by (Monospace font size divisible by) int 1 1
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# Path to the monospace font. Must be a TrueType font.
# This font is used for e.g. the console and profiler screen.
mono_font_path (Monospace font path) filepath fonts/Cousine-Regular.ttf
mono_font_path_bold (Bold monospace font path) filepath fonts/Cousine-Bold.ttf
mono_font_path_italic (Italic monospace font path) filepath fonts/Cousine-Italic.ttf
mono_font_path_bold_italic (Bold and italic monospace font path) filepath fonts/Cousine-BoldItalic.ttf
# Path of the fallback font. Must be a TrueType font.
# This font will be used for certain languages or if the default font is unavailable.
fallback_font_path (Fallback font path) filepath fonts/DroidSansFallbackFull.ttf
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[**Lighting]
# Gradient of light curve at minimum light level.
# Controls the contrast of the lowest light levels.
lighting_alpha (Light curve low gradient) float 0.0 0.0 3.0
# Gradient of light curve at maximum light level.
# Controls the contrast of the highest light levels.
lighting_beta (Light curve high gradient) float 1.5 0.0 3.0
# Strength of light curve boost.
# The 3 'boost' parameters define a range of the light
# curve that is boosted in brightness.
lighting_boost (Light curve boost) float 0.2 0.0 0.4
# Center of light curve boost range.
# Where 0.0 is minimum light level, 1.0 is maximum light level.
lighting_boost_center (Light curve boost center) float 0.5 0.0 1.0
# Spread of light curve boost range.
# Controls the width of the range to be boosted.
# Standard deviation of the light curve boost Gaussian.
lighting_boost_spread (Light curve boost spread) float 0.2 0.0 0.4
[**Networking]
# Prometheus listener address.
# If Minetest is compiled with ENABLE_PROMETHEUS option enabled,
# enable metrics listener for Prometheus on that address.
# Metrics can be fetched on http://127.0.0.1:30000/metrics
prometheus_listener_address (Prometheus listener address) string 127.0.0.1:30000
# Maximum size of the outgoing chat queue.
# 0 to disable queueing and -1 to make the queue size unlimited.
max_out_chat_queue_size (Maximum size of the outgoing chat queue) int 20 -1 32767
# Timeout for client to remove unused map data from memory, in seconds.
client_unload_unused_data_timeout (Mapblock unload timeout) float 600.0 0.0
# Maximum number of mapblocks for client to be kept in memory.
# Set to -1 for unlimited amount.
client_mapblock_limit (Mapblock limit) int 7500 -1 2147483647
# Whether to show the client debug info (has the same effect as hitting F5).
show_debug (Show debug info) bool false
# Maximum number of blocks that are simultaneously sent per client.
# The maximum total count is calculated dynamically:
# max_total = ceil((#clients + max_users) * per_client / 4)
max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 40 1 4294967295
# 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 (Delay in sending blocks after building) float 2.0 0.0
# 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.
max_packets_per_iteration (Max. packets per iteration) int 1024 1 65535
# Compression level to use when sending mapblocks to the client.
# -1 - use default compression level
# 0 - least compression, fastest
# 9 - best compression, slowest
map_compression_level_net (Map Compression Level for Network Transfer) int -1 -1 9
[**Server]
# Format of player chat messages. The following strings are valid placeholders:
# @name, @message, @timestamp (optional)
chat_message_format (Chat message format) string <@name> @message
# If the execution of a chat command takes longer than this specified time in
# seconds, add the time information to the chat command message
chatcommand_msg_time_threshold (Chat command time message threshold) float 0.1 0.0
# A message to be displayed to all clients when the server shuts down.
kick_msg_shutdown (Shutdown message) string Server shutting down.
# A message to be displayed to all clients when the server crashes.
kick_msg_crash (Crash message) string 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.
ask_reconnect_on_crash (Ask to reconnect after crash) bool false
[**Server/Env Performance]
# Length of a server tick and the interval at which objects are generally updated over
# network, stated in seconds.
dedicated_server_step (Dedicated server step) float 0.09 0.0
# Whether players are shown to clients without any range limit.
# Deprecated, use the setting player_transfer_distance instead.
unlimited_player_transfer_distance (Unlimited player transfer distance) bool true
# Defines the maximal player transfer distance in blocks (0 = unlimited).
player_transfer_distance (Player transfer distance) int 0 0 65535
# 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)
active_object_send_range_blocks (Active object send range) int 8 1 65535
# The radius of the volume of blocks around every player that is subject to the
# active block stuff, stated in mapblocks (16 nodes).
# In active blocks objects are loaded and ABMs run.
# This is also the minimum range in which active objects (mobs) are maintained.
# This should be configured together with active_object_send_range_blocks.
active_block_range (Active block range) int 4 1 65535
# From how far blocks are sent to clients, stated in mapblocks (16 nodes).
max_block_send_distance (Max block send distance) int 12 1 65535
# Default maximum number of forceloaded mapblocks.
# Set this to -1 to disable the limit.
max_forceloaded_blocks (Maximum forceloaded blocks) int 16 -1
# Interval of sending time of day to clients, stated in seconds.
time_send_interval (Time send interval) float 5.0 0.001
# Interval of saving important changes in the world, stated in seconds.
server_map_save_interval (Map save interval) float 5.3 0.001
# How long the server will wait before unloading unused mapblocks, stated in seconds.
# Higher value is smoother, but will use more RAM.
server_unload_unused_data_timeout (Unload unused server data) int 29 0 4294967295
# Maximum number of statically stored objects in a block.
max_objects_per_block (Maximum objects per block) int 256 1 65535
# Length of time between active block management cycles, stated in seconds.
active_block_mgmt_interval (Active block management interval) float 2.0 0.0
# Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
abm_interval (ABM interval) float 1.0 0.0
# The time budget allowed for ABMs to execute on each step
# (as a fraction of the ABM Interval)
abm_time_budget (ABM time budget) float 0.2 0.1 0.9
# Length of time between NodeTimer execution cycles, stated in seconds.
nodetimer_interval (NodeTimer interval) float 0.2 0.0
# Max liquids processed per step.
liquid_loop_max (Liquid loop max) int 100000 1 4294967295
# 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.
liquid_queue_purge_time (Liquid queue purge time) int 0 0 65535
# Liquid update interval in seconds.
liquid_update (Liquid update tick) float 1.0 0.001
# 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).
block_send_optimize_distance (Block send optimize distance) int 4 2 2047
# 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 by 50-80%. Clients will no longer receive most
# invisible blocks, so that the utility of noclip mode is reduced.
server_side_occlusion_culling (Server-side occlusion culling) bool true
# At this distance the server will perform a simpler and cheaper occlusion check.
# Smaller values potentially improve performance, at the expense of temporarily visible
# rendering glitches (missing blocks).
# This is especially useful for very large viewing range (upwards of 500).
# Stated in MapBlocks (16 nodes).
block_cull_optimize_distance (Block cull optimize distance) int 25 2 2047
[**Mapgen]
# Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
# WARNING: There is no benefit, and there are several dangers, in
# increasing this value above 5.
# Reducing this value increases cave and dungeon density.
# Altering this value is for special usage, leaving it unchanged is
# recommended.
chunksize (Chunk size) int 5 1 10
# Dump the mapgen debug information.
enable_mapgen_debug_info (Mapgen debug) bool false
# Maximum number of blocks that can be queued for loading.
emergequeue_limit_total (Absolute limit of queued blocks to emerge) int 1024 1 1000000
# Maximum number of blocks to be queued that are to be loaded from file.
# This limit is enforced per player.
emergequeue_limit_diskonly (Per-player limit of queued blocks load from disk) int 128 1 1000000
# Maximum number of blocks to be queued that are to be generated.
# This limit is enforced per player.
emergequeue_limit_generate (Per-player limit of queued blocks to generate) int 128 1 1000000
# Number of emerge threads to use.
# Value 0:
# - Automatic selection. The number of emerge threads will be
# - 'number of processors - 2', with a lower limit of 1.
# Any other value:
# - Specifies the number of emerge threads, with a lower limit of 1.
# WARNING: Increasing the number of emerge threads increases engine mapgen
# speed, but this may harm game performance by interfering with other
# processes, especially in singleplayer and/or when running Lua code in
# 'on_generated'. For many users the optimum setting may be '1'.
num_emerge_threads (Number of emerge threads) int 1 0 32767
[**cURL]
# Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
curl_timeout (cURL interactive timeout) int 20000 1000 2147483647
# 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 (cURL parallel limit) int 8 1 2147483647
# Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
curl_file_download_timeout (cURL file download timeout) int 300000 5000 2147483647
[**Miscellaneous]
# Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
screen_dpi (DPI) int 72 1
# Adjust the detected display density, used for scaling UI elements.
display_density_factor (Display Density Scaling Factor) float 1 0.5 5.0
# Windows systems only: Start Minetest with the command line window in the background.
# Contains the same information as the file debug.txt (default name).
enable_console (Enable console window) bool false
# Number of extra blocks that can be loaded by /clearobjects at once.
# This is a trade-off between SQLite transaction overhead and
# memory consumption (4096=100MB, as a rule of thumb).
max_clearobjects_extra_loaded_blocks (Max. clearobjects extra blocks) int 4096 0 4294967295
# World directory (everything in the world is stored here).
# Not needed if starting from the main menu.
map-dir (Map directory) path
# See https://www.sqlite.org/pragma.html#pragma_synchronous
sqlite_synchronous (Synchronous SQLite) enum 2 0,1,2
# Compression level to use when saving mapblocks to disk.
# -1 - use default compression level
# 0 - least compression, fastest
# 9 - best compression, slowest
map_compression_level_disk (Map Compression Level for Disk Storage) int -1 -1 9
# 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.
enable_remote_media_server (Connect to external media server) bool true
# File in client/serverlist/ that contains your favorite servers displayed in the
# Multiplayer Tab.
serverlist_file (Serverlist file) string favoriteservers.json
[*Gamepads]
# Enable joysticks. Requires a restart to take effect
enable_joysticks (Enable joysticks) bool false
# The identifier of the joystick to use
joystick_id (Joystick ID) int 0 0 255
# The type of joystick
joystick_type (Joystick type) enum auto auto,generic,xbox,dragonrise_gamecube
# The time in seconds it takes between repeated events
# when holding down a joystick button combination.
repeat_joystick_button_time (Joystick button repetition interval) float 0.17 0.001
# The dead zone of the joystick
joystick_deadzone (Joystick dead zone) int 2048 0 65535
# The sensitivity of the joystick axes for moving the
# in-game view frustum around.
joystick_frustum_sensitivity (Joystick frustum sensitivity) float 170.0 0.001
[*Hide: Temporary Settings]
# Path to texture directory. All textures are first searched from here.
texture_path (Texture path) path
# Enables minimap.
enable_minimap (Minimap) bool true
# Shape of the minimap. Enabled = round, disabled = square.
minimap_shape_round (Round minimap) bool true
# Address to connect to.
# Leave this blank to start a local server.
# Note that the address field in the main menu overrides this setting.
address (Server address) string
# Port to connect to (UDP).
# Note that the port field in the main menu overrides this setting.
remote_port (Remote port) int 30000 1 65535
# Enable players getting damage and dying.
enable_damage (Damage) bool false
# Enable creative mode for all players
creative_mode (Creative) bool false
# Whether to allow players to damage and kill each other.
enable_pvp (Player versus player) bool true
# Player is able to fly without being affected by gravity.
# This requires the "fly" privilege on the server.
free_move (Flying) bool false
# If enabled, makes move directions relative to the player's pitch when flying or swimming.
pitch_move (Pitch move mode) bool false
# Fast movement (via the "Aux1" key).
# This requires the "fast" privilege on the server.
fast_move (Fast movement) bool false
# If enabled together with fly mode, player is able to fly through solid nodes.
# This requires the "noclip" privilege on the server.
noclip (Noclip) bool false
# Continuous forward movement, toggled by autoforward key.
# Press the autoforward key again or the backwards movement to disable.
continuous_forward (Continuous forward) bool false
# This can be bound to a key to toggle camera smoothing when looking around.
# Useful for recording videos
cinematic (Cinematic mode) bool false
# Affects mods and texture packs in the Content and Select Mods menus, as well as
# setting names.
# Controlled by a checkbox in the settings menu.
show_technical_names (Show technical names) bool false
# Controlled by a checkbox in the settings menu.
show_advanced (Show advanced settings) bool false
# Enables the sound system.
# If disabled, this completely disables all sounds everywhere and the in-game
# sound controls will be non-functional.
# Changing this setting requires a restart.
enable_sound (Sound) bool true
# Unix timestamp (integer) of when the client last checked for an update
# Set this value to "disabled" to never check for updates.
update_last_checked (Last update check) string
# Version number which was last seen during an update check.
#
# Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch
# Ex: 5.5.0 is 005005000
update_last_known (Last known version update) int 0
# If this is set to true, the user will never (again) be shown the
# "reinstall Minetest Game" notification.
no_mtg_notification (Don't show "reinstall Minetest Game" notification) bool false
# Key for moving the player forward.
keymap_forward (Forward key) key KEY_KEY_W
# Key for moving the player backward.
# Will also disable autoforward, when active.
keymap_backward (Backward key) key KEY_KEY_S
# Key for moving the player left.
keymap_left (Left key) key KEY_KEY_A
# Key for moving the player right.
keymap_right (Right key) key KEY_KEY_D
# Key for jumping.
keymap_jump (Jump key) key KEY_SPACE
# Key for sneaking.
# Also used for climbing down and descending in water if aux1_descends is disabled.
keymap_sneak (Sneak key) key KEY_LSHIFT
# Key for digging, punching or using something.
# (Note: The actual meaning might vary on a per-game basis.)
keymap_dig (Dig/punch/use key) key KEY_LBUTTON
# Key for placing an item/block or for using something.
# (Note: The actual meaning might vary on a per-game basis.)
keymap_place (Place/use key) key KEY_RBUTTON
# Key for opening the inventory.
keymap_inventory (Inventory key) key KEY_KEY_I
# Key for moving fast in fast mode.
keymap_aux1 (Aux1 key) key KEY_KEY_E
# Key for opening the chat window.
keymap_chat (Chat key) key KEY_KEY_T
# Key for opening the chat window to type commands.
keymap_cmd (Command key) key /
# Key for opening the chat window to type local commands.
keymap_cmd_local (Command key) key .
# Key for toggling unlimited view range.
keymap_rangeselect (Range select key) key
# Key for toggling flying.
keymap_freemove (Fly key) key KEY_KEY_K
# Key for toggling pitch move mode.
keymap_pitchmove (Pitch move key) key
# Key for toggling fast mode.
keymap_fastmove (Fast key) key KEY_KEY_J
# Key for toggling noclip mode.
keymap_noclip (Noclip key) key KEY_KEY_H
# Key for selecting the next item in the hotbar.
keymap_hotbar_next (Hotbar next key) key KEY_KEY_N
# Key for selecting the previous item in the hotbar.
keymap_hotbar_previous (Hotbar previous key) key KEY_KEY_B
# Key for muting the game.
keymap_mute (Mute key) key KEY_KEY_M
# Key for increasing the volume.
keymap_increase_volume (Inc. volume key) key
# Key for decreasing the volume.
keymap_decrease_volume (Dec. volume key) key
# Key for toggling autoforward.
keymap_autoforward (Automatic forward key) key
# Key for toggling cinematic mode.
keymap_cinematic (Cinematic mode key) key
# Key for toggling display of minimap.
keymap_minimap (Minimap key) key KEY_KEY_V
# Key for taking screenshots.
keymap_screenshot (Screenshot) key KEY_F12
# Key for dropping the currently selected item.
keymap_drop (Drop item key) key KEY_KEY_Q
# Key to use view zoom when possible.
keymap_zoom (View zoom key) key KEY_KEY_Z
# Key for selecting the first hotbar slot.
keymap_slot1 (Hotbar slot 1 key) key KEY_KEY_1
# Key for selecting the second hotbar slot.
keymap_slot2 (Hotbar slot 2 key) key KEY_KEY_2
# Key for selecting the third hotbar slot.
keymap_slot3 (Hotbar slot 3 key) key KEY_KEY_3
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# Key for selecting the fourth hotbar slot.
keymap_slot4 (Hotbar slot 4 key) key KEY_KEY_4
# Key for selecting the fifth hotbar slot.
keymap_slot5 (Hotbar slot 5 key) key KEY_KEY_5
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# Key for selecting the sixth hotbar slot.
keymap_slot6 (Hotbar slot 6 key) key KEY_KEY_6
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# Key for selecting the seventh hotbar slot.
keymap_slot7 (Hotbar slot 7 key) key KEY_KEY_7
# Key for selecting the eighth hotbar slot.
keymap_slot8 (Hotbar slot 8 key) key KEY_KEY_8
# Key for selecting the ninth hotbar slot.
keymap_slot9 (Hotbar slot 9 key) key KEY_KEY_9
# Key for selecting the tenth hotbar slot.
keymap_slot10 (Hotbar slot 10 key) key KEY_KEY_0
# Key for selecting the 11th hotbar slot.
keymap_slot11 (Hotbar slot 11 key) key
# Key for selecting the 12th hotbar slot.
keymap_slot12 (Hotbar slot 12 key) key
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# Key for selecting the 13th hotbar slot.
keymap_slot13 (Hotbar slot 13 key) key
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# Key for selecting the 14th hotbar slot.
keymap_slot14 (Hotbar slot 14 key) key
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# Key for selecting the 15th hotbar slot.
keymap_slot15 (Hotbar slot 15 key) key
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# Key for selecting the 16th hotbar slot.
keymap_slot16 (Hotbar slot 16 key) key
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# Key for selecting the 17th hotbar slot.
keymap_slot17 (Hotbar slot 17 key) key
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# Key for selecting the 18th hotbar slot.
keymap_slot18 (Hotbar slot 18 key) key
# Key for selecting the 19th hotbar slot.
keymap_slot19 (Hotbar slot 19 key) key
# Key for selecting the 20th hotbar slot.
keymap_slot20 (Hotbar slot 20 key) key
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# Key for selecting the 21st hotbar slot.
keymap_slot21 (Hotbar slot 21 key) key
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# Key for selecting the 22nd hotbar slot.
keymap_slot22 (Hotbar slot 22 key) key
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# Key for selecting the 23rd hotbar slot.
keymap_slot23 (Hotbar slot 23 key) key
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# Key for selecting the 24th hotbar slot.
keymap_slot24 (Hotbar slot 24 key) key
# Key for selecting the 25th hotbar slot.
keymap_slot25 (Hotbar slot 25 key) key
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# Key for selecting the 26th hotbar slot.
keymap_slot26 (Hotbar slot 26 key) key
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# Key for selecting the 27th hotbar slot.
keymap_slot27 (Hotbar slot 27 key) key
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# Key for selecting the 28th hotbar slot.
keymap_slot28 (Hotbar slot 28 key) key
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# Key for selecting the 29th hotbar slot.
keymap_slot29 (Hotbar slot 29 key) key
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# Key for selecting the 30th hotbar slot.
keymap_slot30 (Hotbar slot 30 key) key
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# Key for selecting the 31st hotbar slot.
keymap_slot31 (Hotbar slot 31 key) key
# Key for selecting the 32nd hotbar slot.
keymap_slot32 (Hotbar slot 32 key) key
Builtin/profiler: Replace game profiler (#4245) Use the setting "profiler.load" to enable profiling. Other settings can be found in settingtypes.txt. * /profiler print [filter] - report statistics to in-game console * /profiler dump [filter] - report statistics to STDOUT and debug.txt * /profiler save [format [filter]] - saves statistics to a file in your worldpath * txt (default) - same treetable format as used by the dump and print commands * csv - ready for spreadsheet import * json - useful for adhoc D3 visualizations * json_pretty - line wrapped and intended json for humans * lua - serialized lua table of the profile-data, for adhoc scripts * /profiler reset - reset all gathered profile data. This can be helpful to discard of any startup measurements that often spike during loading or to get more useful min-values. [filter] allows limiting the output of the data via substring/pattern matching against the modname. Note: Serialized data structures might be subject to change with changed or added measurements. csv might be the most stable, due to flat structure. Changes to the previous version include: * Updated and extended API monitoring * Correct calculation of average (mean) values (undistorted by idleness) * Reduce instrumentation overhead. * Fix crashes related to missing parameters for the future and occasional DIV/0's. * Prevent issues caused by timetravel (overflow, timejump, NTP corrections) * Prevent modname clashes with internal names. * Measure each instrumentation individually and label based on registration order. * Labeling of ABM's and LBM's for easier classification. Giving several ABM's or LBM's the same label will treat them as one. Missing labels will be autogenerated based on name or registration order. * Configurable instrumentation and reporting. Skip e.g. builtin if you don't need it. * Profile the profiler to measure instrumentation overhead.
2016-07-12 21:51:10 +02:00
# Key for toggling the display of the HUD.
keymap_toggle_hud (HUD toggle key) key KEY_F1
# Key for toggling the display of chat.
keymap_toggle_chat (Chat toggle key) key KEY_F2
# Key for toggling the display of the large chat console.
keymap_console (Large chat console key) key KEY_F10
# Key for toggling the display of fog.
keymap_toggle_force_fog_off (Fog toggle key) key KEY_F3
# Key for toggling the camera update. Only used for development
keymap_toggle_update_camera (Camera update toggle key) key
# Key for toggling the display of debug info.
keymap_toggle_debug (Debug info toggle key) key KEY_F5
# Key for toggling the display of the profiler. Used for development.
keymap_toggle_profiler (Profiler toggle key) key KEY_F6
# Key for switching between first- and third-person camera.
keymap_camera_mode (Toggle camera mode key) key KEY_KEY_C
# Key for increasing the viewing range.
keymap_increase_viewing_range_min (View range increase key) key +
# Key for decreasing the viewing range.
keymap_decrease_viewing_range_min (View range decrease key) key -