diff --git a/minetest.conf.example b/minetest.conf.example index 656abd13b..54fd66bcb 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -31,6 +31,7 @@ # Port to connect to (UDP) #remote_port = + # Key mappings. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 #keymap_forward = KEY_KEY_W @@ -40,6 +41,7 @@ #keymap_jump = KEY_SPACE #keymap_sneak = KEY_LSHIFT #keymap_inventory = KEY_KEY_I + # Go down ladder / go down in fly mode / go fast in fast mode #keymap_special1 = KEY_KEY_E #keymap_chat = KEY_KEY_T @@ -50,12 +52,16 @@ #keymap_fastmove = KEY_KEY_J #keymap_cinematic = KEY_F8 #keymap_screenshot = KEY_F12 + # If true, keymap_special1 instead of keymap_sneak is used for climbing down and descending #aux1_descends = false + # Double-tapping the jump key toggles fly mode #doubletap_jump = false + # If false aux1 is used to fly fast #always_fly_fast = true + # Some (temporary) keys for debugging #keymap_print_debug_stacks = KEY_KEY_P #keymap_quicktune_prev = KEY_HOME @@ -66,100 +72,143 @@ # If set to true, you can place blocks at the position (feet + eye level) where you stand. # This is helpful when working with nodeboxes. #enable_build_where_you_stand = false + # Minimum FPS. # The amount of rendered stuff is dynamically set according to this. #wanted_fps = 30 + # If FPS would go higher than this, limit it by sleeping # to not waste CPU power for no benefit. #fps_max = 60 + # Maximum FPS when game is paused #pause_fps_max = 20 + # The allowed adjustment range for the automatic rendering range adjustment #viewing_range_nodes_max = 160 #viewing_range_nodes_min = 35 + # Initial window size #screenW = 800 #screenH = 600 #fullscreen = false #fullscreen_bpp = 24 + # Experimental option, might cause visible spaces between blocks # when set to higher number than 0. #fsaa = 0 + +# Vertical synchronization #vsync = false + # Field of view in degrees #fov = 72 + # Address to connect to (#blank = start local server) #address = + # Enable random user input, for testing #random_input = false + # Timeout for client to remove unused map data from memory #client_unload_unused_data_timeout = 600 + # Maximum number of mapblocks for client to be kept in memory # Set to -1 for unlimited amount #client_mapblock_limit = 5000 + # Whether to fog out the end of the visible area #enable_fog = true + # Whether to show the client debug info (has the same effect as hitting F5) #show_debug = false + # Enable a bit lower water surface; disable for speed (not quite optimized) #new_style_water = false + # Max liquids processed per step #liquid_loop_max = 100000 + # The time (in seconds) that the liquids queue may grow beyond processing # capacity until an attempt is made to decrease its size by dumping old queue # items. A value of 0 disables the functionality. #liquid_queue_purge_time = 0 + # Liquid update interval in seconds #liquid_update = 1.0 + # Leaves style: # fancy - all faces visible # simple - only outer faces, if defined special_tiles are used # opaque - disable transparency #leaves_style = fancy + # Connects glass if supported by node #connected_glass = false + # Enable smooth lighting with simple ambient occlusion. # Disable for speed or for different looks. #smooth_lighting = true + # Adjust the gamma encoding for the light tables. Valid values are in the range # 1.0 to 3.0 (inclusive); lower numbers are brighter. This setting is for the # client only and is ignored by the server #display_gamma = 1.8 + # Path to texture directory. All textures are first searched from here. #texture_path = + # Video back-end. # Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl. #video_driver = opengl + # Unobstructed movement without physics, downwards key is keymap_special1 #free_move = false + # Continuous forward movement (for testing) #continuous_forward = false + # Enable cinematic mode #cinematic = false + # Camera smoothing - smooths rotation of camera. 0 is no smoothing. # Must be equal to or greater than 0, and less than 1. #camera_smoothing = 0.0 + # Camera smoothing when in cinematic mode #cinematic_camera_smoothing = 0.7 + # Fast movement (keymap_special1) #fast_move = false + # Invert mouse #invert_mouse = false + # Enable/disable clouds #enable_clouds = true + +# Height on which clouds are appearing #cloud_height = 120 + # Radius of cloud area stated in number of 64 node cloud squares. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners. #cloud_radius = 12 + +# Use 3D cloud look instead of flat #enable_3d_clouds = true + # Use a cloud animation for the main menu background #menu_clouds = true + # Path for screenshots #screenshot_path = + # Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double) #view_bobbing_amount = 1.0 + # Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double) #fall_bobbing_amount = 0.0 + # 3d support. # Currently: # "none" = no 3d output. @@ -168,58 +217,78 @@ # "topbottom" = split screen top/bottom. # "sidebyside" = split screen side by side. #3d_mode = none + +# Strength of parallax #3d_parallax_strength = 0.025 + # In-game chat console background color (R,G,B) #console_color = (0,0,0) + # In-game chat console background alpha (opaqueness, between 0 and 255) #console_alpha = 200 + # Selection box border color (R,G,B) #selectionbox_color = (0,0,0) + # Crosshair color (R,G,B) #crosshair_color = (255,255,255) + # Cross alpha (opaqueness, between 0 and 255) #crosshair_alpha = 255 + # Scale gui by a user specified value # 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 = 1.0 + # When gui_scaling_filter is true, all GUI images need to be # filtered in software, but some images are generated directly # to hardware (e.g. render-to-texture for nodes in inventory). +#gui_scaling_filter = false + # When gui_scaling_filter_txr2img is true, copy those images # from hardware to software for scaling. When false, fall back # to the old scaling method, for video drivers that don't # propery support downloading textures back from hardware. -#gui_scaling_filter = false #gui_scaling_filter_txr2img = true + # Sensitivity multiplier #mouse_sensitivity = 0.2 + # Sound settings #enable_sound = true #sound_volume = 0.7 + # Whether node texture animations should be desynchronized per mapblock #desynchronize_mapblock_texture_animation = true + # Width of the selectionbox's lines (Between 1 and 5) #selectionbox_width = 2 + # 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 = 1.0 + # Save the map received by the client on disk #enable_local_map_saving = false + # Enable selection highlighting for nodes (disables selectionbox) #enable_node_highlighting = false + # Texture filtering settings #mip_map = false #anisotropic_filter = false #bilinear_filter = false #trilinear_filter = false + # Filtered textures can blend RGB values with fully-transparent neighbors, # which PNG optimizers usually discard, sometimes resulting in a dark or # light edge to transparent textures. Apply this filter to clean that up # at texture load time. #texture_clean_transparent = false + # When using bilinear/trilinear/anisotropic filters, low-resolution textures # can be blurred, so automatically upscale them with nearest-neighbor # interpolation to preserve crisp pixels. This sets the minimum texture size @@ -228,53 +297,72 @@ # have a visible effect unless bilinear/trilinear/anisotropic filtering is # enabled. #texture_min_size = 64 + # Set to true to pre-generate all item visuals #preload_item_visuals = false + # Set to true to enable shaders. Disable them if video_driver = direct3d9/8. #enable_shaders = true + # Set to true to enable textures bumpmapping. Requires shaders enabled. #enable_bumpmapping = false + # Set to true enables on the fly normalmap generation (Emboss effect). # Requires bumpmapping enabled. #generate_normalmaps = false + # Strength of generated normalmaps #normalmaps_strength = 0.6 + # Defines sampling step of texture (0 - 2). # A higher value results in smoother normal maps. #normalmaps_smooth = 0 + # 0 = parallax occlusion with slope information (faster) # 1 = relief mapping (slower, more accurate) #parallax_occlusion_mode = 1 + # Set to true enables parallax occlusion mapping. Requires shaders enabled. #enable_parallax_occlusion = false + # Number of parallax occlusion iterations #parallax_occlusion_iterations = 4 + # Overall scale of parallax occlusion effect #parallax_occlusion_scale = 0.08 + # Overall bias of parallax occlusion effect, usually scale/2 #parallax_occlusion_bias = 0.04 + # Set to true enables waving water. Requires shaders enabled. #enable_waving_water = false + # Parameters for waving water: #water_wave_height = 1.0 #water_wave_length = 20.0 #water_wave_speed = 5.0 + # Set to true enables waving leaves. Requires shaders enabled. #enable_waving_leaves = false + # Set to true enables waving plants. Requires shaders enabled. #enable_waving_plants = false + # 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 = 2.2 + # Enables caching of facedir rotated meshes #enable_mesh_cache = false # Enables minimap #enable_minimap = true + # true - round shape, false - square #minimap_shape_round = true + # true = 256, false = 128 # useable to make minimap smoother on slower machines #minimap_double_scan_height = true @@ -282,40 +370,54 @@ # The time in seconds it takes between repeated # right clicks when holding the right mouse button. #repeat_rightclick_time = 0.25 + # Make fog and sky colors depend on daytime (dawn/sunset) and view direction #directional_colored_fog = true + # Delay showing tooltips, stated in milliseconds #tooltip_show_delay = 400 + # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens #screen_dpi = 72 + # Default timeout for cURL, stated in milliseconds. # Only has an effect if compiled with cURL. #curl_timeout = 5000 + # Limits number of parallel HTTP requests. Affects: # Media fetch if server uses remote_media setting. # Serverlist download and server announcement. # Downloads performed by main menu (e.g. mod manager). # Only has an effect if compiled with cURL. #curl_parallel_limit = 8 + # Maximum time in ms a file download (e.g. a mod download) may take #curl_file_download_timeout = 300000 + # Enable usage of remote media server (if provided by server) #enable_remote_media_server = true + # Url to the server list displayed in the Multiplayer Tab #serverlist_url = servers.minetest.net + # File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab #serverlist_file = favoriteservers.txt + # Whether freetype fonts are used, requires freetype support to be compiled in #freetype = true + # Path to TrueTypeFont or bitmap #font_path = fonts/liberationsans.ttf #font_size = 15 + # Font shadow offset, if 0 then shadow will not be drawn #font_shadow = 1 + # Font shadow alpha (opaqueness, between 0 and 255) #font_shadow_alpha = 128 #mono_font_path = fonts/liberationmono.ttf #mono_font_size = 15 + # This font will be used for certain languages #fallback_font_path = fonts/DroidSansFallbackFull.ttf #fallback_font_size = 15 @@ -328,63 +430,90 @@ # Network port to listen (UDP) #port = 30000 + # Bind address #bind_address = + # Name of server #server_name = Minetest server + # Description of server #server_description = mine here + # Domain name of server #server_address = game.minetest.net + # Homepage of server #server_url = http://minetest.net + # Automaticaly report to masterserver #server_announce = 0 + # Announce to this masterserver. # If you want to announce your ipv6 address - use serverlist_url = v6.servers.minetest.net. #serverlist_url = servers.minetest.net + # Default game (default when creating a new world) #default_game = minetest + # World directory (everything in the world is stored here) #map-dir = /custom/world + # Message of the Day #motd = Welcome to this awesome Minetest server! + # Maximum number of players connected simultaneously #max_users = 15 + # Set to true to disallow old clients from connecting #strict_protocol_version_checking = false + # Time in seconds for item entity to live. Default value: 900s. # Setting it to -1 disables the feature. #item_entity_ttl = 900 + # Set to true to enable creative mode (unlimited inventory) #creative_mode = false + # Enable players getting damage and dying #enable_damage = false + # A chosen map seed for a new map, leave empty for random #fixed_map_seed = + # Gives some stuff to players at the beginning #give_initial_stuff = false + # New users need to input this password #default_password = + # Available privileges: interact, shout, teleport, settime, privs, ... # See /privs in game for a full list on your server and mod configuration. #default_privs = interact, shout + # Whether players are shown to clients without any range limit. # Deprecated, use the setting player_transfer_distance instead. #unlimited_player_transfer_distance = true + # Defines the maximal player transfer distance in blocks (0 = unlimited) #player_transfer_distance = 0 + # Whether to enable players killing each other #enable_pvp = true + # If this is set, players will always (re)spawn at the given position #static_spawnpoint = 0, 10, 0 + # If true, new players cannot join with an empty password #disallow_empty_password = false + # If true, disable cheat prevention in multiplayer #disable_anticheat = false + # If true, actions are recorded for rollback # This option is only read when server starts #enable_rollback_recording = false + # Handling for deprecated lua api calls: # "legacy" = (try to) mimic old behaviour (default for release). # "log" = mimic and log backtrace of deprecated call (default for debug). @@ -393,32 +522,43 @@ # A message to be displayed to all clients when the server shuts down #kick_msg_shutdown = Server shutting down. + # A message to be displayed to all clients when the server crashes #kick_msg_crash = This server has experienced an internal error. You will now be disconnected. + # Whether to ask clients to reconnect after a (lua) crash. # Set this to true if your server is set up to restart automatically. #ask_reconnect_on_crash = false # Mod profiler #mod_profiling = false + # Detailed mod profile data #detailed_profiling = false + # Profiler data print interval. #0 = disable. #profiler_print_interval = 0 #enable_mapgen_debug_info = false + # From how far client knows about objects #active_object_send_range_blocks = 3 + # How large area of blocks are subject to the active block stuff. # Active = objects are loaded and ABMs run. #active_block_range = 2 + # How many blocks are flying in the wire simultaneously per client #max_simultaneous_block_sends_per_client = 10 + # How many blocks are flying in the wire simultaneously per server #max_simultaneous_block_sends_server_total = 40 + # From how far blocks are sent to clients, stated in mapblocks (16 nodes) #max_block_send_distance = 10 + # From how far blocks are generated for clients, stated in mapblocks (16 nodes) #max_block_generate_distance = 6 + # Where the map generator stops. # Please note: # * Limited to 31000 (setting above has no effect) @@ -426,51 +566,71 @@ # * Those groups have an offset of -32, -32 nodes from the origin. # * Only groups which are within the map_generation_limit are generated #map_generation_limit = 31000 + # Number of extra blocks that can be loaded by /clearobjects at once. # This is a trade-off between sqlite transaction overhead and # memory consumption (4096=100MB, as a rule of thumb). #max_clearobjects_extra_loaded_blocks = 4096 + # Maximum number of forceloaded blocks #max_forceloaded_blocks = 16 + # Interval of sending time of day to clients #time_send_interval = 5 + # Controls length of day/night cycle. # 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged. #time_speed = 72 + +# How much the server will wait before unloading unused MapBlocks. +# Higher value is smoother, but will use more RAM. #server_unload_unused_data_timeout = 29 + # Maximum number of statically stored objects in a block #max_objects_per_block = 49 + # Interval of saving important changes in the world, stated in seconds #server_map_save_interval = 5.3 + # http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2 #sqlite_synchronous = 2 + # To reduce lag, block transfers are slowed down when a player is building something. # This determines how long they are slowed down after placing or removing a node. #full_block_send_enable_min_time_from_building = 2.0 + # Length of a server tick and the interval at which objects are generally updated over network #dedicated_server_step = 0.1 + # Can be set to true to disable shutting down on invalid world data #ignore_world_load_errors = false + # Specifies URL from which client fetches media instead of using UDP. # $filename should be accessible from $remote_media$filename via cURL # (obviously, remote_media should end with a slash). # Files that are not present would be fetched the usual way. #remote_media = + # Level of logging to be written to debug.txt: # 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose. #debug_log_level = 2 + # Maximum number of blocks that can be queued for loading #emergequeue_limit_total = 256 + # Maximum number of blocks to be queued that are to be loaded from file. # Set to blank for an appropriate amount to be chosen automatically. #emergequeue_limit_diskonly = 32 + # Maximum number of blocks to be queued that are to be generated. # Set to blank for an appropriate amount to be chosen automatically. #emergequeue_limit_generate = 32 + # Number of emerge threads to use. Make this field blank, or increase this number # to use multiple threads. On multiprocessor systems, this will improve mapgen speed greatly # at the cost of slightly buggy caves. #num_emerge_threads = 1 + # Maximum number of packets sent per send step, if you have a slow connection # try reducing it, but don't reduce it to a number below double of targeted # client number. @@ -478,18 +638,22 @@ # Enable/disable IPv6 #enable_ipv6 = true + # Enable/disable running an IPv6 server. An IPv6 server may be restricted # to IPv6 clients, depending on system configuration. # Ignored if bind_address is set. #ipv6_server = false + #main_menu_script = #main_menu_game_mgr = 0 #main_menu_mod_mgr = 1 #modstore_download_url = https://forum.minetest.net/media/ #modstore_listmods_url = https://forum.minetest.net/mmdb/mods/ #modstore_details_url = https://forum.minetest.net/mmdb/mod/*/ + # Makes DirectX work with LuaJIT. Disable if it causes troubles. #high_precision_fpu = true + # Override language. When no value is provided (default) system language is used. # Check "locale" directory for the list of available translations. #language = @@ -519,10 +683,13 @@ # Name of map generator to be used. # Currently supported: v5, v6, v7, singlenode. #mg_name = v6 + # Water surface level of map #water_level = 1 + # Size of chunks to be generated, stated in mapblocks (16 nodes) #chunksize = 5 + # Global map generation attributes. # Currently supported: trees, caves, flat, dungeons, light. # Flags that are not specified in the flag string are not modified from the default. @@ -534,6 +701,7 @@ # Currently supported: jungles, biomeblend, mudflow, snowbiomes. # When snowbiomes are enabled jungles are enabled and the jungles flag is ignored. #mgv6_spflags = jungles, biomeblend, mudflow, snowbiomes + # Controls size of deserts and beaches in Mapgen V6 # When snowbiomes are enabled 'mgv6_freq_desert' is ignored. #mgv6_freq_desert = 0.45 @@ -612,6 +780,7 @@ # Prevent mods from doing insecure things like running shell commands. #secure.enable_security = false + # 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 =