# This file is read by default from: # ../minetest.conf # ../../minetest.conf # Any other path can be chosen by passing the path as a parameter # to the program, eg. "minetest.exe --config ../minetest.conf.example". # By default, all the settings are commented and not functional. # Uncomment settings by removing the preceding #. # Further documentation: # http://wiki.minetest.net/ # NOTE: This file might not be up-to-date, refer to the # defaultsettings.cpp file for an up-to-date list: # https://github.com/minetest/minetest/blob/master/src/defaultsettings.cpp # A vim command to convert most of defaultsettings.cpp to conf file format: # :'<,'>s/\tsettings->setDefault("\([^"]*\)", "\([^"]*\)");.*/#\1 = \2/g # Note: Some of the settings are implemented in Lua. # # Client and server # # Name of player, on a server this is the main admin #name = # # Client stuff # # Port to connect to (UDP) #remote_port = # Key mappings. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 #keymap_forward = KEY_KEY_W #keymap_backward = KEY_KEY_S #keymap_left = KEY_KEY_A #keymap_right = KEY_KEY_D #keymap_jump = KEY_SPACE #keymap_sneak = KEY_LSHIFT #keymap_inventory = KEY_KEY_I # Go down ladder / go down in fly mode / go fast in fast mode #keymap_special1 = KEY_KEY_E #keymap_chat = KEY_KEY_T #keymap_cmd = / #keyman_console = KEY_F10 #keymap_rangeselect = KEY_KEY_R #keymap_freemove = KEY_KEY_K #keymap_fastmove = KEY_KEY_J #keymap_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 #keymap_quicktune_next = KEY_END #keymap_quicktune_dec = KEY_NEXT #keymap_quicktune_inc = KEY_PRIOR # If set to true, you can place blocks at the position (feet + eye level) where you stand. # This is helpful when working with nodeboxes. #enable_build_where_you_stand = false # Minimum FPS. # The amount of rendered stuff is dynamically set according to this. #wanted_fps = 30 # 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 #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 # 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 # Enable transparent leaf textures, disable for speed #new_style_leaves = true # 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 # 1.1 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 #cloud_height = 120 #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. # "anaglyph" = cyan/magenta color 3d. # "interlaced" = odd/even line based polarisation screen support. # "topbottom" = split screen top/bottom. # "sidebyside" = split screen side by side. #3d_mode = none #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 #gui_scaling = 1.0 # 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_filter = false # 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). # 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_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 # for the upscaled textures; higher values look sharper, but require more # memory. Powers of 2 are recommended. Setting this higher than 1 may not # have a visible effect unless bilinear/trilinear/anisotropic filtering is # enabled. #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 parallax occlusion mapping. Requires shaders enabled. #generate_normalmaps = false # Set to true enables on the fly normalmap generation (Emboss effect). # Requires bumpmapping enabled. #normalmaps_strength = 0.6 # Strength of generated normalmaps #normalmaps_smooth = 1 # Defines sampling step of texture (0 - 2). # A higher value results in smoother normal maps. #enable_parallax_occlusion = false # Scale of parallax occlusion effect #parallax_occlusion_scale = 0.08 # 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 # Enables caching of facedir rotated meshes #ambient_occlusion_gamma = 2.2 # 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. #enable_mesh_cache = true # The time in seconds it takes between repeated # right clicks when holding the right mouse button. #repeat_rightclick_time = 0.25 # Make fog and sky colors depend on daytime (dawn/sunset) and view direction #directional_colored_fog = true # 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 #fallback_font_shadow = 1 #fallback_font_shadow_alpha = 128 # Override language. When no value is provided (default) system language is used. # Check "locale" directory for the list of available translations. #language = #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 # # Server stuff # # 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). # "error" = abort on usage of deprecated call (suggested for mod developers). #deprecated_lua_api_handling = legacy # 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 # 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 #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. #max_packets_per_iteration = 1024 # 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 # # Physics stuff # #movement_acceleration_default = 3 #movement_acceleration_air = 2 #movement_acceleration_fast = 10 #movement_speed_walk = 4 #movement_speed_crouch = 1.35 #movement_speed_fast = 20 #movement_speed_climb = 2 #movement_speed_jump = 6.5 #movement_speed_descend = 6 #movement_liquid_fluidity = 1 #movement_liquid_fluidity_smooth = 0.5 #movement_liquid_sink = 10 #movement_gravity = 9.81 # # Mapgen stuff # # Name of map generator to be used. Currently supported: v5, v6, v7, singlenode. #mg_name = v6 # Water 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. # To explicitly turn off a flag, prepend "no" to the beginning, e.g. nolight. #mg_flags = trees, caves, light # Enable/disable floating dungeons and dungeon slices #enable_floating_dungeons = true # Map generation attributes specific to Mapgen V6. # Currently supported: jungles, biomeblend, mudflow, snowbiomes. # When snowbiomes are enabled jungles are enabled, the jungles flag is ignored. #mgv6_spflags = biomeblend, mudflow # Controls size of deserts and beaches in Mapgen V6 #mgv6_freq_desert = 0.45 #mgv6_freq_beach = 0.15 # Map generation attributes specific to Mapgen V7. # Currently supported: mountains, ridges. #mgv7_spflags = mountains, ridges # Perlin noise attributes for different map generation parameters. # Noise parameters can be specified as a set of positional values: # Offset, scale, (spread factors), seed offset, number of octaves, persistence, lacunarity. #mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0 # Or the new group format can be used instead, for example: #mgv6_np_terrain_base = { # offset = -4 # scale = 20 # spread = (250, 250, 250) # seed = 82341 # octaves = 5 # persistence = 0.6 # lacunarity = 2.0 # flags = "defaults" #} # Only the group format supports noise flags which are needed for eased noise. # Mgv5 uses eased noise for np_ground so this is shown in group format, # other noise parameters are shown in positional format to save space. # Noise parameters for biome API temperature and humidity #mg_biome_np_heat = 50, 50, (500, 500, 500), 5349, 3, 0.5, 2.0 #mg_biome_np_humidity = 50, 50, (500, 500, 500), 842, 3, 0.5, 2.0 #mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0 #mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0 #mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0 #mgv5_np_cave1 = 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0 #mgv5_np_cave2 = 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0 #mgv5_np_ground = { # offset = 0 # scale = 40 # spread = (80, 80, 80) # seed = 983240 # octaves = 4 # persistence = 0.55 # lacunarity = 2.0 # flags = "eased" #} #mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0 #mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0 #mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0 #mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0 #mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0 #mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0 #mgv6_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50, 2.0 #mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0 #mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 4, 0.66, 2.0 #mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0 #mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0 #mgv7_np_terrain_base = 4, 70, (300, 300, 300), 82341, 6, 0.7, 2.0 #mgv7_np_terrain_alt = 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0 #mgv7_np_terrain_persist = 0.6, 0.1, (500, 500, 500), 539, 3, 0.6, 2.0 #mgv7_np_height_select = -0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0 #mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 4, 0.7, 2.0 #mgv7_np_mount_height = 100, 30, (500, 500, 500), 72449, 4, 0.6, 2.0 #mgv7_np_ridge_uwater = 0, 1, (500, 500, 500), 85039, 4, 0.6, 2.0 #mgv7_np_mountain = -0.6, 1, (250, 350, 250), 5333, 5, 0.68, 2.0 #mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0 #mgv7_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0 #mgv7_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0