# This file contains a list of all available settings and their default value for minetest.conf # By default, all the settings are commented and not functional. # Uncomment settings by removing the preceding #. # minetest.conf 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". # Further documentation: # https://wiki.minetest.net/ # # Controls # ## General # Smooths rotation of camera, also called look or mouse smoothing. 0 to disable. # type: float min: 0 max: 0.99 # camera_smoothing = 0.0 # Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Change Keys. # type: float min: 0 max: 0.99 # cinematic_camera_smoothing = 0.7 # 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. # type: bool # enable_build_where_you_stand = false # If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and # descending. # type: bool # aux1_descends = false # Double-tapping the jump key toggles fly mode. # type: bool # doubletap_jump = false # If disabled, "Aux1" key is used to fly fast if both fly and fast mode are # enabled. # type: bool # always_fly_fast = true # The time in seconds it takes between repeated node placements when holding # the place button. # type: float min: 0.16 max: 2 # repeat_place_time = 0.25 # Automatically jump up single-node obstacles. # type: bool # autojump = false # Prevent digging and placing from repeating when holding the mouse buttons. # Enable this when you dig or place too often by accident. # type: bool # safe_dig_and_place = false ## Keyboard and Mouse # Invert vertical mouse movement. # type: bool # invert_mouse = false # Mouse sensitivity multiplier. # type: float min: 0.001 max: 10 # mouse_sensitivity = 0.2 ## Touchscreen # The length in pixels it takes for touch screen interaction to start. # type: int min: 0 max: 100 # touchscreen_threshold = 20 # Use crosshair to select object instead of whole screen. # If enabled, a crosshair will be shown and will be used for selecting object. # type: bool # touch_use_crosshair = false # (Android) Fixes the position of virtual joystick. # If disabled, virtual joystick will center to first-touch's position. # type: bool # fixed_virtual_joystick = false # (Android) Use virtual joystick to trigger "Aux1" button. # If enabled, virtual joystick will also tap "Aux1" button when out of main circle. # type: bool # virtual_joystick_triggers_aux1 = false # # Graphics and Audio # ## Graphics ### Screen # Width component of the initial window size. # type: int min: 1 max: 65535 # screen_w = 1024 # Height component of the initial window size. # type: int min: 1 max: 65535 # screen_h = 600 # Whether the window is maximized. # type: bool # window_maximized = 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.) # type: bool # autosave_screensize = true # Fullscreen mode. # type: bool # fullscreen = false # Open the pause menu when the window's focus is lost. Does not pause if a formspec is # open. # type: bool # pause_on_lost_focus = false ### FPS # If FPS would go higher than this, limit it by sleeping # to not waste CPU power for no benefit. # type: int min: 1 max: 4294967295 # fps_max = 60 # Vertical screen synchronization. Your system may still force VSync on even if this is disabled. # type: bool # vsync = false # Maximum FPS when the window is not focused, or when the game is paused. # type: int min: 1 max: 4294967295 # fps_max_unfocused = 20 # View distance in nodes. # type: int min: 20 max: 4000 # viewing_range = 190 # Undersampling is similar to using a lower screen resolution, but it applies # to the game world only, keeping the GUI intact. # It should give a significant performance boost at the cost of less detailed image. # Higher values result in a less detailed image. # type: int min: 1 max: 8 # undersampling = 1 ### Graphics Effects # Makes all liquids opaque # type: bool # opaque_water = false # Leaves style: # - Fancy: all faces visible # - Simple: only outer faces, if defined special_tiles are used # - Opaque: disable transparency # type: enum values: fancy, simple, opaque # leaves_style = fancy # Connects glass if supported by node. # type: bool # connected_glass = false # Enable smooth lighting with simple ambient occlusion. # Disable for speed or for different looks. # type: bool # smooth_lighting = true # Enables tradeoffs that reduce CPU load or increase rendering performance # at the expense of minor visual glitches that do not impact game playability. # type: bool # performance_tradeoffs = false # Adds particles when digging a node. # type: bool # enable_particles = true ### 3d # 3D support. # Currently supported: # - none: no 3d output. # - anaglyph: cyan/magenta color 3d. # - interlaced: odd/even line based polarisation screen support. # - topbottom: split screen top/bottom. # - sidebyside: split screen side by side. # - crossview: Cross-eyed 3d # Note that the interlaced mode requires shaders to be enabled. # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview # 3d_mode = none # Strength of 3D mode parallax. # type: float min: -0.087 max: 0.087 # 3d_paralax_strength = 0.025 ### Bobbing # Arm inertia, gives a more realistic movement of # the arm when the camera moves. # type: bool # arm_inertia = true # Enable view bobbing and amount of view bobbing. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double. # type: float min: 0 max: 7.9 # view_bobbing_amount = 1.0 # Multiplier for fall bobbing. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double. # type: float min: 0 max: 100 # fall_bobbing_amount = 0.03 ### Camera # Field of view in degrees. # type: int min: 45 max: 160 # fov = 72 # Alters the light curve by applying 'gamma correction' to it. # Higher values make middle and lower light levels brighter. # Value '1.0' leaves the light curve unaltered. # This only has significant effect on daylight and artificial # light, it has very little effect on natural night light. # type: float min: 0.33 max: 3 # display_gamma = 1.0 # The strength (darkness) of node ambient-occlusion shading. # Lower is darker, Higher is lighter. The valid range of values for this # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be # set to the nearest valid value. # type: float min: 0.25 max: 4 # ambient_occlusion_gamma = 1.8 ### Screenshots # Path to save screenshots at. Can be an absolute or relative path. # The folder will be created if it doesn't already exist. # type: path # screenshot_path = screenshots # Format of screenshots. # type: enum values: png, jpg # screenshot_format = png # Screenshot quality. Only used for JPEG format. # 1 means worst quality; 100 means best quality. # Use 0 for default quality. # type: int min: 0 max: 100 # screenshot_quality = 0 ### Node and Entity Highlighting # Method used to highlight selected object. # type: enum values: box, halo, none # node_highlighting = box # Show entity selection boxes # A restart is required after changing this. # type: bool # show_entity_selectionbox = false # Selection box border color (R,G,B). # type: string # selectionbox_color = (0,0,0) # Width of the selection box lines around nodes. # type: int min: 1 max: 5 # selectionbox_width = 2 # Crosshair color (R,G,B). # Also controls the object crosshair color # type: string # crosshair_color = (255,255,255) # Crosshair alpha (opaqueness, between 0 and 255). # This also applies to the object crosshair. # type: int min: 0 max: 255 # crosshair_alpha = 255 ### Fog # Whether to fog out the end of the visible area. # type: bool # enable_fog = true # Make fog and sky colors depend on daytime (dawn/sunset) and view direction. # type: bool # directional_colored_fog = true # Fraction of the visible distance at which fog starts to be rendered # type: float min: 0 max: 0.99 # fog_start = 0.4 ### Clouds # Clouds are a client side effect. # type: bool # enable_clouds = true # Use 3D cloud look instead of flat. # type: bool # enable_3d_clouds = true ### Filtering and Antialiasing # Use mipmapping to scale textures. May slightly increase performance, # especially when using a high resolution texture pack. # Gamma correct downscaling is not supported. # type: bool # mip_map = false # Use anisotropic filtering when viewing at textures from an angle. # type: bool # anisotropic_filter = false # Use bilinear filtering when scaling textures. # type: bool # bilinear_filter = false # Use trilinear filtering when scaling textures. # type: bool # trilinear_filter = false # Filtered textures can blend RGB values with fully-transparent neighbors, # which PNG optimizers usually discard, often resulting in dark or # light edges to transparent textures. Apply a filter to clean that up # at texture load time. This is automatically enabled if mipmapping is enabled. # type: bool # texture_clean_transparent = false # When using bilinear/trilinear/anisotropic filters, low-resolution textures # can be blurred, so automatically upscale them with nearest-neighbor # interpolation to preserve crisp pixels. This sets the minimum texture size # for the upscaled textures; higher values look sharper, but require more # memory. Powers of 2 are recommended. 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. # type: int min: 1 max: 32768 # texture_min_size = 64 # Use multi-sample antialiasing (MSAA) to smooth out block edges. # This algorithm smooths out the 3D viewport while keeping the image sharp, # but it doesn't affect the insides of textures # (which is especially noticeable with transparent textures). # Visible spaces appear between nodes when shaders are disabled. # If set to 0, MSAA is disabled. # A restart is required after changing this option. # type: enum values: 0, 1, 2, 4, 8, 16 # fsaa = 0 ### 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. # type: enum values: bfs, loops # occlusion_culler = bfs # 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. # type: bool # enable_raytraced_culling = true ## Shaders # Shaders allow advanced visual effects and may increase performance on some video # cards. # This only works with the OpenGL video backend. # type: bool # enable_shaders = true ### Waving Nodes # Set to true to enable waving leaves. # Requires shaders to be enabled. # type: bool # enable_waving_leaves = false # Set to true to enable waving plants. # Requires shaders to be enabled. # type: bool # enable_waving_plants = false # Set to true to enable waving liquids (like water). # Requires shaders to be enabled. # type: bool # enable_waving_water = false # The maximum height of the surface of waving liquids. # 4.0 = Wave height is two nodes. # 0.0 = Wave doesn't move at all. # Default is 1.0 (1/2 node). # Requires waving liquids to be enabled. # type: float min: 0 max: 4 # water_wave_height = 1.0 # Length of liquid waves. # Requires waving liquids to be enabled. # type: float min: 0.1 # water_wave_length = 20.0 # How fast liquid waves will move. Higher = faster. # If negative, liquid waves will move backwards. # Requires waving liquids to be enabled. # type: float # water_wave_speed = 5.0 ### Dynamic shadows # Set to true to enable Shadow Mapping. # Requires shaders to be enabled. # type: bool # enable_dynamic_shadows = false # Set the shadow strength gamma. # Adjusts the intensity of in-game dynamic shadows. # Lower value means lighter shadows, higher value means darker shadows. # type: float min: 0.1 max: 10 # shadow_strength_gamma = 1.0 # Maximum distance to render shadows. # type: float min: 10 max: 1000 # shadow_map_max_distance = 140.0 # 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. # type: int min: 128 max: 8192 # shadow_map_texture_size = 2048 # Sets shadow texture quality to 32 bits. # On false, 16 bits texture will be used. # This can cause much more artifacts in the shadow. # type: bool # shadow_map_texture_32bit = true # Enable Poisson disk filtering. # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering. # type: bool # shadow_poisson_filter = true # Define shadow filtering quality. # This simulates the soft shadows effect by applying a PCF or Poisson disk # but also uses more resources. # type: enum values: 0, 1, 2 # shadow_filters = 1 # Enable colored shadows. # On true translucent nodes cast colored shadows. This is expensive. # type: bool # shadow_map_color = false # Spread a complete update of shadow map over given amount of frames. # Higher values might make shadows laggy, lower values # will consume more resources. # Minimum value: 1; maximum value: 16 # type: int min: 1 max: 16 # shadow_update_frames = 8 # Set the soft shadow radius size. # Lower values mean sharper shadows, bigger values mean softer shadows. # Minimum value: 1.0; maximum value: 15.0 # type: float min: 1 max: 15 # shadow_soft_radius = 5.0 # 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. # type: float min: -60 max: 60 # shadow_sky_body_orbit_tilt = 0.0 ### 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. # type: bool # tone_mapping = 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. # type: bool # enable_auto_exposure = false # Set the exposure compensation in EV units. # Value of 0.0 (default) means no exposure compensation. # Range: from -1 to 1.0 # type: float min: -1 max: 1 # exposure_compensation = 0.0 ### Bloom # Set to true to enable bloom effect. # Bright colors will bleed over the neighboring objects. # type: bool # enable_bloom = 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. # type: bool # enable_bloom_debug = 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 # type: float min: 0.01 max: 1 # bloom_intensity = 0.05 # Defines the magnitude of bloom overexposure. # Range: from 0.1 to 10.0, default: 1.0 # type: float min: 0.1 max: 10 # bloom_strength_factor = 1.0 # Logical value that controls how far the bloom effect spreads # from the bright objects. # Range: from 0.1 to 8, default: 1 # type: float min: 0.1 max: 8 # bloom_radius = 1 ## Audio # Volume of all sounds. # Requires the sound system to be enabled. # type: float min: 0 max: 1 # sound_volume = 0.8 # Whether to mute sounds. You can unmute sounds at any time, unless the # sound system is disabled (enable_sound=false). # In-game, you can toggle the mute state with the mute key or by using the # pause menu. # type: bool # mute_sound = false ## User Interfaces # Set the language. Leave empty to use the system language. # A restart is required after changing this. # type: enum values: , 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 # language = ### GUIs # Scale GUI by a user specified value. # Use a nearest-neighbor-anti-alias filter to scale the GUI. # This will smooth over some of the rough edges, and blend # pixels when scaling down, at the cost of blurring some # edge pixels when images are scaled by non-integer sizes. # type: float min: 0.5 max: 20 # gui_scaling = 1.0 # Enables animation of inventory items. # type: bool # inventory_items_animations = false # Formspec full-screen background opacity (between 0 and 255). # type: int min: 0 max: 255 # formspec_fullscreen_bg_opacity = 140 # Formspec full-screen background color (R,G,B). # type: string # formspec_fullscreen_bg_color = (0,0,0) # When gui_scaling_filter is true, all GUI images need to be # filtered in software, but some images are generated directly # to hardware (e.g. render-to-texture for nodes in inventory). # type: bool # gui_scaling_filter = false # When gui_scaling_filter_txr2img is true, copy those images # from hardware to software for scaling. When false, fall back # to the old scaling method, for video drivers that don't # properly support downloading textures back from hardware. # type: bool # gui_scaling_filter_txr2img = true # Delay showing tooltips, stated in milliseconds. # type: int min: 0 max: 1.844674407371e+19 # tooltip_show_delay = 400 # Append item name to tooltip. # type: bool # tooltip_append_itemname = false # Use a cloud animation for the main menu background. # type: bool # menu_clouds = true ### HUD # Modifies the size of the HUD elements. # type: float min: 0.5 max: 20 # hud_scaling = 1.0 # Whether name tag backgrounds should be shown by default. # Mods may still set a background. # type: bool # show_nametag_backgrounds = true ### Chat # Maximum number of recent chat messages to show # type: int min: 2 max: 20 # recent_chat_messages = 6 # In-game chat console height, between 0.1 (10%) and 1.0 (100%). # type: float min: 0.1 max: 1 # console_height = 0.6 # In-game chat console background color (R,G,B). # type: string # console_color = (0,0,0) # In-game chat console background alpha (opaqueness, between 0 and 255). # type: int min: 0 max: 255 # console_alpha = 200 # Maximum proportion of current window to be used for hotbar. # Useful if there's something to be displayed right or left of hotbar. # type: float min: 0.001 max: 1 # hud_hotbar_max_width = 1.0 # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output. # type: bool # clickable_chat_weblinks = true # Optional override for chat weblink color. # type: string # chat_weblink_color = #8888FF # Font size of the recent chat text and chat prompt in point (pt). # Value 0 will use the default font size. # type: int min: 0 max: 72 # chat_font_size = 0 ### Content Repository # The URL for the content repository # type: string # contentdb_url = https://content.minetest.net # Comma-separated list of flags to hide in the content repository. # "nonfree" can be used to hide packages which do not qualify as 'free software', # as defined by the Free Software Foundation. # You can also specify content ratings. # These flags are independent from Minetest versions, # so see a full list at https://content.minetest.net/help/content_flags/ # type: string # contentdb_flag_blacklist = nonfree, desktop_default # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued. # This should be lower than curl_parallel_limit. # type: int min: 1 # contentdb_max_concurrent_downloads = 3 # # Client and Server # ## Client # Save the map received by the client on disk. # type: bool # enable_local_map_saving = false # URL to the server list displayed in the Multiplayer Tab. # type: string # serverlist_url = 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. # type: bool # enable_split_login_register = true # URL to JSON file which provides information about the newest Minetest release # type: string # update_information_url = 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. # type: string # name = ### Serverlist and MOTD # Name of the server, to be displayed when players join and in the serverlist. # type: string # server_name = Minetest server # Description of server, to be displayed when players join and in the serverlist. # type: string # server_description = mine here # Domain name of server, to be displayed in the serverlist. # type: string # server_address = game.minetest.net # Homepage of server, to be displayed in the serverlist. # type: string # server_url = https://minetest.net # Automatically report to the serverlist. # type: bool # server_announce = false # Announce to this serverlist. # type: string # serverlist_url = servers.minetest.net # Message of the day displayed to players connecting. # type: string # motd = # Maximum number of players that can be connected simultaneously. # type: int min: 0 max: 65535 # max_users = 15 # If this is set, players will always (re)spawn at the given position. # type: string # static_spawnpoint = ### Networking # Network port to listen (UDP). # This value will be overridden when starting from the main menu. # type: int min: 1 max: 65535 # port = 30000 # The network interface that the server listens on. # type: string # bind_address = # Enable to disallow old clients from connecting. # Older clients are compatible in the sense that they will not crash when connecting # to new servers, but they may not support all new features that you are expecting. # type: bool # strict_protocol_version_checking = false # Specifies URL from which client fetches media instead of using UDP. # $filename should be accessible from $remote_media$filename via cURL # (obviously, remote_media should end with a slash). # Files that are not present will be fetched the usual way. # type: string # remote_media = # Enable/disable running an IPv6 server. # Ignored if bind_address is set. # Needs enable_ipv6 to be enabled. # type: bool # ipv6_server = false ## Server Security # New users need to input this password. # type: string # default_password = # If enabled, players cannot join without a password or change theirs to an empty password. # type: bool # disallow_empty_password = false # The privileges that new users automatically get. # See /privs in game for a full list on your server and mod configuration. # type: string # default_privs = interact, shout # Privileges that players with basic_privs can grant # type: string # basic_privs = interact, shout # If enabled, disable cheat prevention in multiplayer. # type: bool # disable_anticheat = false # If enabled, actions are recorded for rollback. # This option is only read when server starts. # type: bool # enable_rollback_recording = false ### 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) # type: int min: 0 max: 63 # csm_restriction_flags = 62 # If the CSM restriction for node range is enabled, get_node calls are limited # to this distance from the player to the node. # type: int min: 0 max: 4294967295 # csm_restriction_noderange = 0 ### Chat # Remove color codes from incoming chat messages # Use this to stop players from being able to use color in their messages # type: bool # strip_color_codes = false # Set the maximum length of a chat message (in characters) sent by clients. # type: int min: 10 max: 65535 # chat_message_max_size = 500 # Amount of messages a player may send per 10 seconds. # type: float min: 1 # chat_message_limit_per_10sec = 8.0 # Kick players who sent more than X messages per 10 seconds. # type: int min: 1 max: 65535 # chat_message_limit_trigger_kick = 50 ## Server Gameplay # Controls length of day/night cycle. # Examples: # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged. # type: int min: 0 # time_speed = 72 # Time of day when a new world is started, in millihours (0-23999). # type: int min: 0 max: 23999 # world_start_time = 6125 # Time in seconds for item entity (dropped items) to live. # Setting it to -1 disables the feature. # type: int min: -1 # item_entity_ttl = 900 # 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. # type: int min: 1 max: 65535 # default_stack_max = 99 ### Physics # Horizontal and vertical acceleration on ground or when climbing, # in nodes per second per second. # type: float min: 0 # movement_acceleration_default = 3.0 # Horizontal acceleration in air when jumping or falling, # in nodes per second per second. # type: float min: 0 # movement_acceleration_air = 2.0 # Horizontal and vertical acceleration in fast mode, # in nodes per second per second. # type: float min: 0 # movement_acceleration_fast = 10.0 # Walking and flying speed, in nodes per second. # type: float min: 0 # movement_speed_walk = 4.0 # Sneaking speed, in nodes per second. # type: float min: 0 # movement_speed_crouch = 1.35 # Walking, flying and climbing speed in fast mode, in nodes per second. # type: float min: 0 # movement_speed_fast = 20.0 # Vertical climbing speed, in nodes per second. # type: float min: 0 # movement_speed_climb = 3.0 # Initial vertical speed when jumping, in nodes per second. # type: float min: 0 # movement_speed_jump = 6.5 # How much you are slowed down when moving inside a liquid. # Decrease this to increase liquid resistance to movement. # type: float min: 0.001 # movement_liquid_fluidity = 1.0 # Maximum liquid resistance. Controls deceleration when entering liquid at # high speed. # type: float # movement_liquid_fluidity_smooth = 0.5 # Controls sinking speed in liquid when idling. Negative values will cause # you to rise instead. # type: float # movement_liquid_sink = 10.0 # Acceleration of gravity, in nodes per second per second. # type: float # movement_gravity = 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. # type: string # fixed_map_seed = # Name of map generator to be used when creating a new world. # Creating a world in the main menu will override this. # Current mapgens in a highly unstable state: # - The optional floatlands of v7 (disabled by default). # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6 # mg_name = v7 # Water surface level of the world. # type: int min: -31000 max: 31000 # water_level = 1 # From how far blocks are generated for clients, stated in mapblocks (16 nodes). # type: int min: 1 max: 32767 # max_block_generate_distance = 10 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0). # Only mapchunks completely within the mapgen limit are generated. # Value is stored per-world. # type: int min: 0 max: 31007 # mapgen_limit = 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. # type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores # mg_flags = caves,dungeons,light,decorations,biomes,ores ## Biome API noise parameters # Temperature variation for biomes. # type: noise_params_2d # mg_biome_np_heat = { # offset = 50, # scale = 50, # spread = (1000, 1000, 1000), # seed = 5349, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = eased # } # Small-scale temperature variation for blending biomes on borders. # type: noise_params_2d # mg_biome_np_heat_blend = { # offset = 0, # scale = 1.5, # spread = (8, 8, 8), # seed = 13, # octaves = 2, # persistence = 1.0, # lacunarity = 2.0, # flags = eased # } # Humidity variation for biomes. # type: noise_params_2d # mg_biome_np_humidity = { # offset = 50, # scale = 50, # spread = (1000, 1000, 1000), # seed = 842, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = eased # } # Small-scale humidity variation for blending biomes on borders. # type: noise_params_2d # mg_biome_np_humidity_blend = { # offset = 0, # scale = 1.5, # spread = (8, 8, 8), # seed = 90003, # octaves = 2, # persistence = 1.0, # lacunarity = 2.0, # flags = eased # } ## Mapgen V5 # Map generation attributes specific to Mapgen v5. # type: flags possible values: caverns, nocaverns # mgv5_spflags = caverns # Controls width of tunnels, a smaller value creates wider tunnels. # Value >= 10.0 completely disables generation of tunnels and avoids the # intensive noise calculations. # type: float # mgv5_cave_width = 0.09 # Y of upper limit of large caves. # type: int min: -31000 max: 31000 # mgv5_large_cave_depth = -256 # Minimum limit of random number of small caves per mapchunk. # type: int min: 0 max: 256 # mgv5_small_cave_num_min = 0 # Maximum limit of random number of small caves per mapchunk. # type: int min: 0 max: 256 # mgv5_small_cave_num_max = 0 # Minimum limit of random number of large caves per mapchunk. # type: int min: 0 max: 64 # mgv5_large_cave_num_min = 0 # Maximum limit of random number of large caves per mapchunk. # type: int min: 0 max: 64 # mgv5_large_cave_num_max = 2 # Proportion of large caves that contain liquid. # type: float min: 0 max: 1 # mgv5_large_cave_flooded = 0.5 # Y-level of cavern upper limit. # type: int min: -31000 max: 31000 # mgv5_cavern_limit = -256 # Y-distance over which caverns expand to full size. # type: int min: 0 max: 32767 # mgv5_cavern_taper = 256 # Defines full size of caverns, smaller values create larger caverns. # type: float # mgv5_cavern_threshold = 0.7 # Lower Y limit of dungeons. # type: int min: -31000 max: 31000 # mgv5_dungeon_ymin = -31000 # Upper Y limit of dungeons. # type: int min: -31000 max: 31000 # mgv5_dungeon_ymax = 31000 ### Noises # Variation of biome filler depth. # type: noise_params_2d # mgv5_np_filler_depth = { # offset = 0, # scale = 1, # spread = (150, 150, 150), # seed = 261, # octaves = 4, # persistence = 0.7, # lacunarity = 2.0, # flags = eased # } # Variation of terrain vertical scale. # When noise is < -0.55 terrain is near-flat. # type: noise_params_2d # mgv5_np_factor = { # offset = 0, # scale = 1, # spread = (250, 250, 250), # seed = 920381, # octaves = 3, # persistence = 0.45, # lacunarity = 2.0, # flags = eased # } # Y-level of average terrain surface. # type: noise_params_2d # mgv5_np_height = { # offset = 0, # scale = 10, # spread = (250, 250, 250), # seed = 84174, # octaves = 4, # persistence = 0.5, # lacunarity = 2.0, # flags = eased # } # First of two 3D noises that together define tunnels. # type: noise_params_3d # mgv5_np_cave1 = { # offset = 0, # scale = 12, # spread = (61, 61, 61), # seed = 52534, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = # } # Second of two 3D noises that together define tunnels. # type: noise_params_3d # mgv5_np_cave2 = { # offset = 0, # scale = 12, # spread = (67, 67, 67), # seed = 10325, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = # } # 3D noise defining giant caverns. # type: noise_params_3d # mgv5_np_cavern = { # offset = 0, # scale = 1, # spread = (384, 128, 384), # seed = 723, # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, # flags = # } # 3D noise defining terrain. # type: noise_params_3d # mgv5_np_ground = { # offset = 0, # scale = 40, # spread = (80, 80, 80), # seed = 983240, # octaves = 4, # persistence = 0.55, # lacunarity = 2.0, # flags = eased # } # 3D noise that determines number of dungeons per mapchunk. # type: noise_params_3d # mgv5_np_dungeons = { # offset = 0.9, # scale = 0.5, # spread = (500, 500, 500), # seed = 0, # octaves = 2, # persistence = 0.8, # lacunarity = 2.0, # flags = # } ## Mapgen V6 # Map generation attributes specific to Mapgen v6. # The 'snowbiomes' flag enables the new 5 biome system. # When the 'snowbiomes' flag is enabled jungles are automatically enabled and # the 'jungles' flag is ignored. # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees # Deserts occur when np_biome exceeds this value. # When the 'snowbiomes' flag is enabled, this is ignored. # type: float # mgv6_freq_desert = 0.45 # Sandy beaches occur when np_beach exceeds this value. # type: float # mgv6_freq_beach = 0.15 # Lower Y limit of dungeons. # type: int min: -31000 max: 31000 # mgv6_dungeon_ymin = -31000 # Upper Y limit of dungeons. # type: int min: -31000 max: 31000 # mgv6_dungeon_ymax = 31000 ### Noises # Y-level of lower terrain and seabed. # type: noise_params_2d # mgv6_np_terrain_base = { # offset = -4, # scale = 20, # spread = (250, 250, 250), # seed = 82341, # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, # flags = eased # } # Y-level of higher terrain that creates cliffs. # type: noise_params_2d # mgv6_np_terrain_higher = { # offset = 20, # scale = 16, # spread = (500, 500, 500), # seed = 85039, # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, # flags = eased # } # Varies steepness of cliffs. # type: noise_params_2d # mgv6_np_steepness = { # offset = 0.85, # scale = 0.5, # spread = (125, 125, 125), # seed = -932, # octaves = 5, # persistence = 0.7, # lacunarity = 2.0, # flags = eased # } # Defines distribution of higher terrain. # type: noise_params_2d # mgv6_np_height_select = { # offset = 0.5, # scale = 1, # spread = (250, 250, 250), # seed = 4213, # octaves = 5, # persistence = 0.69, # lacunarity = 2.0, # flags = eased # } # Varies depth of biome surface nodes. # type: noise_params_2d # mgv6_np_mud = { # offset = 4, # scale = 2, # spread = (200, 200, 200), # seed = 91013, # octaves = 3, # persistence = 0.55, # lacunarity = 2.0, # flags = eased # } # Defines areas with sandy beaches. # type: noise_params_2d # mgv6_np_beach = { # offset = 0, # scale = 1, # spread = (250, 250, 250), # seed = 59420, # octaves = 3, # persistence = 0.50, # lacunarity = 2.0, # flags = eased # } # Temperature variation for biomes. # type: noise_params_2d # mgv6_np_biome = { # offset = 0, # scale = 1, # spread = (500, 500, 500), # seed = 9130, # octaves = 3, # persistence = 0.50, # lacunarity = 2.0, # flags = eased # } # Variation of number of caves. # type: noise_params_2d # mgv6_np_cave = { # offset = 6, # scale = 6, # spread = (250, 250, 250), # seed = 34329, # octaves = 3, # persistence = 0.50, # lacunarity = 2.0, # flags = eased # } # Humidity variation for biomes. # type: noise_params_2d # mgv6_np_humidity = { # offset = 0.5, # scale = 0.5, # spread = (500, 500, 500), # seed = 72384, # octaves = 3, # persistence = 0.50, # lacunarity = 2.0, # flags = eased # } # Defines tree areas and tree density. # type: noise_params_2d # mgv6_np_trees = { # offset = 0, # scale = 1, # spread = (125, 125, 125), # seed = 2, # octaves = 4, # persistence = 0.66, # lacunarity = 2.0, # flags = eased # } # Defines areas where trees have apples. # type: noise_params_2d # mgv6_np_apple_trees = { # offset = 0, # scale = 1, # spread = (100, 100, 100), # seed = 342902, # octaves = 3, # persistence = 0.45, # lacunarity = 2.0, # flags = eased # } ## Mapgen V7 # Map generation attributes specific to Mapgen v7. # 'ridges': Rivers. # 'floatlands': Floating land masses in the atmosphere. # 'caverns': Giant caves deep underground. # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns # mgv7_spflags = mountains,ridges,nofloatlands,caverns # Y of mountain density gradient zero level. Used to shift mountains vertically. # type: int min: -31000 max: 31000 # mgv7_mount_zero_level = 0 # Lower Y limit of floatlands. # type: int min: -31000 max: 31000 # mgv7_floatland_ymin = 1024 # Upper Y limit of floatlands. # type: int min: -31000 max: 31000 # mgv7_floatland_ymax = 4096 # 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. # type: int min: 0 max: 32767 # mgv7_floatland_taper = 256 # 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. # type: float # mgv7_float_taper_exp = 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. # type: float # mgv7_floatland_density = -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 the 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. # type: int min: -31000 max: 31000 # mgv7_floatland_ywater = -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. # type: float # mgv7_cave_width = 0.09 # Y of upper limit of large caves. # type: int min: -31000 max: 31000 # mgv7_large_cave_depth = -33 # Minimum limit of random number of small caves per mapchunk. # type: int min: 0 max: 256 # mgv7_small_cave_num_min = 0 # Maximum limit of random number of small caves per mapchunk. # type: int min: 0 max: 256 # mgv7_small_cave_num_max = 0 # Minimum limit of random number of large caves per mapchunk. # type: int min: 0 max: 64 # mgv7_large_cave_num_min = 0 # Maximum limit of random number of large caves per mapchunk. # type: int min: 0 max: 64 # mgv7_large_cave_num_max = 2 # Proportion of large caves that contain liquid. # type: float min: 0 max: 1 # mgv7_large_cave_flooded = 0.5 # Y-level of cavern upper limit. # type: int min: -31000 max: 31000 # mgv7_cavern_limit = -256 # Y-distance over which caverns expand to full size. # type: int min: 0 max: 32767 # mgv7_cavern_taper = 256 # Defines full size of caverns, smaller values create larger caverns. # type: float # mgv7_cavern_threshold = 0.7 # Lower Y limit of dungeons. # type: int min: -31000 max: 31000 # mgv7_dungeon_ymin = -31000 # Upper Y limit of dungeons. # type: int min: -31000 max: 31000 # mgv7_dungeon_ymax = 31000 ### Noises # Y-level of higher terrain that creates cliffs. # type: noise_params_2d # mgv7_np_terrain_base = { # offset = 4, # scale = 70, # spread = (600, 600, 600), # seed = 82341, # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, # flags = eased # } # Y-level of lower terrain and seabed. # type: noise_params_2d # mgv7_np_terrain_alt = { # offset = 4, # scale = 25, # spread = (600, 600, 600), # seed = 5934, # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, # flags = eased # } # Varies roughness of terrain. # Defines the 'persistence' value for terrain_base and terrain_alt noises. # type: noise_params_2d # mgv7_np_terrain_persist = { # offset = 0.6, # scale = 0.1, # spread = (2000, 2000, 2000), # seed = 539, # octaves = 3, # persistence = 0.6, # lacunarity = 2.0, # flags = eased # } # Defines distribution of higher terrain and steepness of cliffs. # type: noise_params_2d # mgv7_np_height_select = { # offset = -8, # scale = 16, # spread = (500, 500, 500), # seed = 4213, # octaves = 6, # persistence = 0.7, # lacunarity = 2.0, # flags = eased # } # Variation of biome filler depth. # type: noise_params_2d # mgv7_np_filler_depth = { # offset = 0, # scale = 1.2, # spread = (150, 150, 150), # seed = 261, # octaves = 3, # persistence = 0.7, # lacunarity = 2.0, # flags = eased # } # Variation of maximum mountain height (in nodes). # type: noise_params_2d # mgv7_np_mount_height = { # offset = 256, # scale = 112, # spread = (1000, 1000, 1000), # seed = 72449, # octaves = 3, # persistence = 0.6, # lacunarity = 2.0, # flags = eased # } # Defines large-scale river channel structure. # type: noise_params_2d # mgv7_np_ridge_uwater = { # offset = 0, # scale = 1, # spread = (1000, 1000, 1000), # seed = 85039, # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, # flags = eased # } # 3D noise defining mountain structure and height. # Also defines structure of floatland mountain terrain. # type: noise_params_3d # mgv7_np_mountain = { # offset = -0.6, # scale = 1, # spread = (250, 350, 250), # seed = 5333, # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, # flags = # } # 3D noise defining structure of river canyon walls. # type: noise_params_3d # mgv7_np_ridge = { # offset = 0, # scale = 1, # spread = (100, 100, 100), # seed = 6467, # octaves = 4, # persistence = 0.75, # lacunarity = 2.0, # flags = # } # 3D noise defining 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. # type: noise_params_3d # mgv7_np_floatland = { # offset = 0, # scale = 0.7, # spread = (384, 96, 384), # seed = 1009, # octaves = 4, # persistence = 0.75, # lacunarity = 1.618, # flags = # } # 3D noise defining giant caverns. # type: noise_params_3d # mgv7_np_cavern = { # offset = 0, # scale = 1, # spread = (384, 128, 384), # seed = 723, # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, # flags = # } # First of two 3D noises that together define tunnels. # type: noise_params_3d # mgv7_np_cave1 = { # offset = 0, # scale = 12, # spread = (61, 61, 61), # seed = 52534, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = # } # Second of two 3D noises that together define tunnels. # type: noise_params_3d # mgv7_np_cave2 = { # offset = 0, # scale = 12, # spread = (67, 67, 67), # seed = 10325, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = # } # 3D noise that determines number of dungeons per mapchunk. # type: noise_params_3d # mgv7_np_dungeons = { # offset = 0.9, # scale = 0.5, # spread = (500, 500, 500), # seed = 0, # octaves = 2, # persistence = 0.8, # lacunarity = 2.0, # flags = # } ## Mapgen Carpathian # Map generation attributes specific to Mapgen Carpathian. # type: flags possible values: caverns, rivers, nocaverns, norivers # mgcarpathian_spflags = caverns,norivers # Defines the base ground level. # type: float # mgcarpathian_base_level = 12.0 # Defines the width of the river channel. # type: float # mgcarpathian_river_width = 0.05 # Defines the depth of the river channel. # type: float # mgcarpathian_river_depth = 24.0 # Defines the width of the river valley. # type: float # mgcarpathian_valley_width = 0.25 # Controls width of tunnels, a smaller value creates wider tunnels. # Value >= 10.0 completely disables generation of tunnels and avoids the # intensive noise calculations. # type: float # mgcarpathian_cave_width = 0.09 # Y of upper limit of large caves. # type: int min: -31000 max: 31000 # mgcarpathian_large_cave_depth = -33 # Minimum limit of random number of small caves per mapchunk. # type: int min: 0 max: 256 # mgcarpathian_small_cave_num_min = 0 # Maximum limit of random number of small caves per mapchunk. # type: int min: 0 max: 256 # mgcarpathian_small_cave_num_max = 0 # Minimum limit of random number of large caves per mapchunk. # type: int min: 0 max: 64 # mgcarpathian_large_cave_num_min = 0 # Maximum limit of random number of large caves per mapchunk. # type: int min: 0 max: 64 # mgcarpathian_large_cave_num_max = 2 # Proportion of large caves that contain liquid. # type: float min: 0 max: 1 # mgcarpathian_large_cave_flooded = 0.5 # Y-level of cavern upper limit. # type: int min: -31000 max: 31000 # mgcarpathian_cavern_limit = -256 # Y-distance over which caverns expand to full size. # type: int min: 0 max: 32767 # mgcarpathian_cavern_taper = 256 # Defines full size of caverns, smaller values create larger caverns. # type: float # mgcarpathian_cavern_threshold = 0.7 # Lower Y limit of dungeons. # type: int min: -31000 max: 31000 # mgcarpathian_dungeon_ymin = -31000 # Upper Y limit of dungeons. # type: int min: -31000 max: 31000 # mgcarpathian_dungeon_ymax = 31000 ### Noises # Variation of biome filler depth. # type: noise_params_2d # mgcarpathian_np_filler_depth = { # offset = 0, # scale = 1, # spread = (128, 128, 128), # seed = 261, # octaves = 3, # persistence = 0.7, # lacunarity = 2.0, # flags = eased # } # First of 4 2D noises that together define hill/mountain range height. # type: noise_params_2d # mgcarpathian_np_height1 = { # offset = 0, # scale = 5, # spread = (251, 251, 251), # seed = 9613, # octaves = 5, # persistence = 0.5, # lacunarity = 2.0, # flags = eased # } # Second of 4 2D noises that together define hill/mountain range height. # type: noise_params_2d # mgcarpathian_np_height2 = { # offset = 0, # scale = 5, # spread = (383, 383, 383), # seed = 1949, # octaves = 5, # persistence = 0.5, # lacunarity = 2.0, # flags = eased # } # Third of 4 2D noises that together define hill/mountain range height. # type: noise_params_2d # mgcarpathian_np_height3 = { # offset = 0, # scale = 5, # spread = (509, 509, 509), # seed = 3211, # octaves = 5, # persistence = 0.5, # lacunarity = 2.0, # flags = eased # } # Fourth of 4 2D noises that together define hill/mountain range height. # type: noise_params_2d # mgcarpathian_np_height4 = { # offset = 0, # scale = 5, # spread = (631, 631, 631), # seed = 1583, # octaves = 5, # persistence = 0.5, # lacunarity = 2.0, # flags = eased # } # 2D noise that controls the size/occurrence of rolling hills. # type: noise_params_2d # mgcarpathian_np_hills_terrain = { # offset = 1, # scale = 1, # spread = (1301, 1301, 1301), # seed = 1692, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = eased # } # 2D noise that controls the size/occurrence of ridged mountain ranges. # type: noise_params_2d # mgcarpathian_np_ridge_terrain = { # offset = 1, # scale = 1, # spread = (1889, 1889, 1889), # seed = 3568, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = eased # } # 2D noise that controls the size/occurrence of step mountain ranges. # type: noise_params_2d # mgcarpathian_np_step_terrain = { # offset = 1, # scale = 1, # spread = (1889, 1889, 1889), # seed = 4157, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = eased # } # 2D noise that controls the shape/size of rolling hills. # type: noise_params_2d # mgcarpathian_np_hills = { # offset = 0, # scale = 3, # spread = (257, 257, 257), # seed = 6604, # octaves = 6, # persistence = 0.5, # lacunarity = 2.0, # flags = eased # } # 2D noise that controls the shape/size of ridged mountains. # type: noise_params_2d # mgcarpathian_np_ridge_mnt = { # offset = 0, # scale = 12, # spread = (743, 743, 743), # seed = 5520, # octaves = 6, # persistence = 0.7, # lacunarity = 2.0, # flags = eased # } # 2D noise that controls the shape/size of step mountains. # type: noise_params_2d # mgcarpathian_np_step_mnt = { # offset = 0, # scale = 8, # spread = (509, 509, 509), # seed = 2590, # octaves = 6, # persistence = 0.6, # lacunarity = 2.0, # flags = eased # } # 2D noise that locates the river valleys and channels. # type: noise_params_2d # mgcarpathian_np_rivers = { # offset = 0, # scale = 1, # spread = (1000, 1000, 1000), # seed = 85039, # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, # flags = eased # } # 3D noise for mountain overhangs, cliffs, etc. Usually small variations. # type: noise_params_3d # mgcarpathian_np_mnt_var = { # offset = 0, # scale = 1, # spread = (499, 499, 499), # seed = 2490, # octaves = 5, # persistence = 0.55, # lacunarity = 2.0, # flags = # } # First of two 3D noises that together define tunnels. # type: noise_params_3d # mgcarpathian_np_cave1 = { # offset = 0, # scale = 12, # spread = (61, 61, 61), # seed = 52534, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = # } # Second of two 3D noises that together define tunnels. # type: noise_params_3d # mgcarpathian_np_cave2 = { # offset = 0, # scale = 12, # spread = (67, 67, 67), # seed = 10325, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = # } # 3D noise defining giant caverns. # type: noise_params_3d # mgcarpathian_np_cavern = { # offset = 0, # scale = 1, # spread = (384, 128, 384), # seed = 723, # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, # flags = # } # 3D noise that determines number of dungeons per mapchunk. # type: noise_params_3d # mgcarpathian_np_dungeons = { # offset = 0.9, # scale = 0.5, # spread = (500, 500, 500), # seed = 0, # octaves = 2, # persistence = 0.8, # lacunarity = 2.0, # flags = # } ## Mapgen Flat # Map generation attributes specific to Mapgen Flat. # Occasional lakes and hills can be added to the flat world. # type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns # mgflat_spflags = nolakes,nohills,nocaverns # Y of flat ground. # type: int min: -31000 max: 31000 # mgflat_ground_level = 8 # Y of upper limit of large caves. # type: int min: -31000 max: 31000 # mgflat_large_cave_depth = -33 # Minimum limit of random number of small caves per mapchunk. # type: int min: 0 max: 256 # mgflat_small_cave_num_min = 0 # Maximum limit of random number of small caves per mapchunk. # type: int min: 0 max: 256 # mgflat_small_cave_num_max = 0 # Minimum limit of random number of large caves per mapchunk. # type: int min: 0 max: 64 # mgflat_large_cave_num_min = 0 # Maximum limit of random number of large caves per mapchunk. # type: int min: 0 max: 64 # mgflat_large_cave_num_max = 2 # Proportion of large caves that contain liquid. # type: float min: 0 max: 1 # mgflat_large_cave_flooded = 0.5 # Controls width of tunnels, a smaller value creates wider tunnels. # Value >= 10.0 completely disables generation of tunnels and avoids the # intensive noise calculations. # type: float # mgflat_cave_width = 0.09 # Terrain noise threshold for lakes. # Controls proportion of world area covered by lakes. # Adjust towards 0.0 for a larger proportion. # type: float # mgflat_lake_threshold = -0.45 # Controls steepness/depth of lake depressions. # type: float # mgflat_lake_steepness = 48.0 # Terrain noise threshold for hills. # Controls proportion of world area covered by hills. # Adjust towards 0.0 for a larger proportion. # type: float # mgflat_hill_threshold = 0.45 # Controls steepness/height of hills. # type: float # mgflat_hill_steepness = 64.0 # Y-level of cavern upper limit. # type: int min: -31000 max: 31000 # mgflat_cavern_limit = -256 # Y-distance over which caverns expand to full size. # type: int min: 0 max: 32767 # mgflat_cavern_taper = 256 # Defines full size of caverns, smaller values create larger caverns. # type: float # mgflat_cavern_threshold = 0.7 # Lower Y limit of dungeons. # type: int min: -31000 max: 31000 # mgflat_dungeon_ymin = -31000 # Upper Y limit of dungeons. # type: int min: -31000 max: 31000 # mgflat_dungeon_ymax = 31000 ### Noises # Defines location and terrain of optional hills and lakes. # type: noise_params_2d # mgflat_np_terrain = { # offset = 0, # scale = 1, # spread = (600, 600, 600), # seed = 7244, # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, # flags = eased # } # Variation of biome filler depth. # type: noise_params_2d # mgflat_np_filler_depth = { # offset = 0, # scale = 1.2, # spread = (150, 150, 150), # seed = 261, # octaves = 3, # persistence = 0.7, # lacunarity = 2.0, # flags = eased # } # First of two 3D noises that together define tunnels. # type: noise_params_3d # mgflat_np_cave1 = { # offset = 0, # scale = 12, # spread = (61, 61, 61), # seed = 52534, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = # } # Second of two 3D noises that together define tunnels. # type: noise_params_3d # mgflat_np_cave2 = { # offset = 0, # scale = 12, # spread = (67, 67, 67), # seed = 10325, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = # } # 3D noise defining giant caverns. # type: noise_params_3d # mgflat_np_cavern = { # offset = 0, # scale = 1, # spread = (384, 128, 384), # seed = 723, # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, # flags = # } # 3D noise that determines number of dungeons per mapchunk. # type: noise_params_3d # mgflat_np_dungeons = { # offset = 0.9, # scale = 0.5, # spread = (500, 500, 500), # seed = 0, # octaves = 2, # persistence = 0.8, # lacunarity = 2.0, # flags = # } ## Mapgen Fractal # Map generation attributes specific to Mapgen Fractal. # 'terrain' enables the generation of non-fractal terrain: # ocean, islands and underground. # type: flags possible values: terrain, noterrain # mgfractal_spflags = terrain # Controls width of tunnels, a smaller value creates wider tunnels. # Value >= 10.0 completely disables generation of tunnels and avoids the # intensive noise calculations. # type: float # mgfractal_cave_width = 0.09 # Y of upper limit of large caves. # type: int min: -31000 max: 31000 # mgfractal_large_cave_depth = -33 # Minimum limit of random number of small caves per mapchunk. # type: int min: 0 max: 256 # mgfractal_small_cave_num_min = 0 # Maximum limit of random number of small caves per mapchunk. # type: int min: 0 max: 256 # mgfractal_small_cave_num_max = 0 # Minimum limit of random number of large caves per mapchunk. # type: int min: 0 max: 64 # mgfractal_large_cave_num_min = 0 # Maximum limit of random number of large caves per mapchunk. # type: int min: 0 max: 64 # mgfractal_large_cave_num_max = 2 # Proportion of large caves that contain liquid. # type: float min: 0 max: 1 # mgfractal_large_cave_flooded = 0.5 # Lower Y limit of dungeons. # type: int min: -31000 max: 31000 # mgfractal_dungeon_ymin = -31000 # Upper Y limit of dungeons. # type: int min: -31000 max: 31000 # mgfractal_dungeon_ymax = 31000 # Selects one of 18 fractal types. # 1 = 4D "Roundy" Mandelbrot set. # 2 = 4D "Roundy" Julia set. # 3 = 4D "Squarry" Mandelbrot set. # 4 = 4D "Squarry" Julia set. # 5 = 4D "Mandy Cousin" Mandelbrot set. # 6 = 4D "Mandy Cousin" Julia set. # 7 = 4D "Variation" Mandelbrot set. # 8 = 4D "Variation" Julia set. # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set. # 10 = 3D "Mandelbrot/Mandelbar" Julia set. # 11 = 3D "Christmas Tree" Mandelbrot set. # 12 = 3D "Christmas Tree" Julia set. # 13 = 3D "Mandelbulb" Mandelbrot set. # 14 = 3D "Mandelbulb" Julia set. # 15 = 3D "Cosine Mandelbulb" Mandelbrot set. # 16 = 3D "Cosine Mandelbulb" Julia set. # 17 = 4D "Mandelbulb" Mandelbrot set. # 18 = 4D "Mandelbulb" Julia set. # type: int min: 1 max: 18 # mgfractal_fractal = 1 # Iterations of the recursive function. # Increasing this increases the amount of fine detail, but also # increases processing load. # At iterations = 20 this mapgen has a similar load to mapgen V7. # type: int min: 1 max: 65535 # mgfractal_iterations = 11 # (X,Y,Z) scale of fractal in nodes. # Actual fractal size will be 2 to 3 times larger. # These numbers can be made very large, the fractal does # not have to fit inside the world. # Increase these to 'zoom' into the detail of the fractal. # Default is for a vertically-squashed shape suitable for # an island, set all 3 numbers equal for the raw shape. # type: v3f # mgfractal_scale = (4096.0, 1024.0, 4096.0) # (X,Y,Z) offset of fractal from world center in units of 'scale'. # Can be used to move a desired point to (0, 0) to create a # suitable spawn point, or to allow 'zooming in' on a desired # point by increasing 'scale'. # The default is tuned for a suitable spawn point for Mandelbrot # sets with default parameters, it may need altering in other # situations. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes. # type: v3f # mgfractal_offset = (1.79, 0.0, 0.0) # W coordinate of the generated 3D slice of a 4D fractal. # Determines which 3D slice of the 4D shape is generated. # Alters the shape of the fractal. # Has no effect on 3D fractals. # Range roughly -2 to 2. # type: float # mgfractal_slice_w = 0.0 # Julia set only. # X component of hypercomplex constant. # Alters the shape of the fractal. # Range roughly -2 to 2. # type: float # mgfractal_julia_x = 0.33 # Julia set only. # Y component of hypercomplex constant. # Alters the shape of the fractal. # Range roughly -2 to 2. # type: float # mgfractal_julia_y = 0.33 # Julia set only. # Z component of hypercomplex constant. # Alters the shape of the fractal. # Range roughly -2 to 2. # type: float # mgfractal_julia_z = 0.33 # Julia set only. # W component of hypercomplex constant. # Alters the shape of the fractal. # Has no effect on 3D fractals. # Range roughly -2 to 2. # type: float # mgfractal_julia_w = 0.33 ### Noises # Y-level of seabed. # type: noise_params_2d # mgfractal_np_seabed = { # offset = -14, # scale = 9, # spread = (600, 600, 600), # seed = 41900, # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, # flags = eased # } # Variation of biome filler depth. # type: noise_params_2d # mgfractal_np_filler_depth = { # offset = 0, # scale = 1.2, # spread = (150, 150, 150), # seed = 261, # octaves = 3, # persistence = 0.7, # lacunarity = 2.0, # flags = eased # } # First of two 3D noises that together define tunnels. # type: noise_params_3d # mgfractal_np_cave1 = { # offset = 0, # scale = 12, # spread = (61, 61, 61), # seed = 52534, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = # } # Second of two 3D noises that together define tunnels. # type: noise_params_3d # mgfractal_np_cave2 = { # offset = 0, # scale = 12, # spread = (67, 67, 67), # seed = 10325, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = # } # 3D noise that determines number of dungeons per mapchunk. # type: noise_params_3d # mgfractal_np_dungeons = { # offset = 0.9, # scale = 0.5, # spread = (500, 500, 500), # seed = 0, # octaves = 2, # persistence = 0.8, # lacunarity = 2.0, # flags = # } ## Mapgen Valleys # Map generation attributes specific to Mapgen Valleys. # 'altitude_chill': Reduces heat with altitude. # 'humid_rivers': Increases humidity around rivers. # 'vary_river_depth': If enabled, low humidity and high heat causes rivers # to become shallower and occasionally dry. # 'altitude_dry': Reduces humidity with altitude. # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry # The vertical distance over which heat drops by 20 if 'altitude_chill' is # enabled. Also the vertical distance over which humidity drops by 10 if # 'altitude_dry' is enabled. # type: int min: 0 max: 65535 # mgvalleys_altitude_chill = 90 # Depth below which you'll find large caves. # type: int min: -31000 max: 31000 # mgvalleys_large_cave_depth = -33 # Minimum limit of random number of small caves per mapchunk. # type: int min: 0 max: 256 # mgvalleys_small_cave_num_min = 0 # Maximum limit of random number of small caves per mapchunk. # type: int min: 0 max: 256 # mgvalleys_small_cave_num_max = 0 # Minimum limit of random number of large caves per mapchunk. # type: int min: 0 max: 64 # mgvalleys_large_cave_num_min = 0 # Maximum limit of random number of large caves per mapchunk. # type: int min: 0 max: 64 # mgvalleys_large_cave_num_max = 2 # Proportion of large caves that contain liquid. # type: float min: 0 max: 1 # mgvalleys_large_cave_flooded = 0.5 # Depth below which you'll find giant caverns. # type: int min: -31000 max: 31000 # mgvalleys_cavern_limit = -256 # Y-distance over which caverns expand to full size. # type: int min: 0 max: 32767 # mgvalleys_cavern_taper = 192 # Defines full size of caverns, smaller values create larger caverns. # type: float # mgvalleys_cavern_threshold = 0.6 # How deep to make rivers. # type: int min: 0 max: 65535 # mgvalleys_river_depth = 4 # How wide to make rivers. # type: int min: 0 max: 65535 # mgvalleys_river_size = 5 # Controls width of tunnels, a smaller value creates wider tunnels. # Value >= 10.0 completely disables generation of tunnels and avoids the # intensive noise calculations. # type: float # mgvalleys_cave_width = 0.09 # Lower Y limit of dungeons. # type: int min: -31000 max: 31000 # mgvalleys_dungeon_ymin = -31000 # Upper Y limit of dungeons. # type: int min: -31000 max: 31000 # mgvalleys_dungeon_ymax = 63 ### Noises # First of two 3D noises that together define tunnels. # type: noise_params_3d # mgvalleys_np_cave1 = { # offset = 0, # scale = 12, # spread = (61, 61, 61), # seed = 52534, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = # } # Second of two 3D noises that together define tunnels. # type: noise_params_3d # mgvalleys_np_cave2 = { # offset = 0, # scale = 12, # spread = (67, 67, 67), # seed = 10325, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = # } # The depth of dirt or other biome filler node. # type: noise_params_2d # mgvalleys_np_filler_depth = { # offset = 0, # scale = 1.2, # spread = (256, 256, 256), # seed = 1605, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = eased # } # 3D noise defining giant caverns. # type: noise_params_3d # mgvalleys_np_cavern = { # offset = 0, # scale = 1, # spread = (768, 256, 768), # seed = 59033, # octaves = 6, # persistence = 0.63, # lacunarity = 2.0, # flags = # } # Defines large-scale river channel structure. # type: noise_params_2d # mgvalleys_np_rivers = { # offset = 0, # scale = 1, # spread = (256, 256, 256), # seed = -6050, # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, # flags = eased # } # Base terrain height. # type: noise_params_2d # mgvalleys_np_terrain_height = { # offset = -10, # scale = 50, # spread = (1024, 1024, 1024), # seed = 5202, # octaves = 6, # persistence = 0.4, # lacunarity = 2.0, # flags = eased # } # Raises terrain to make valleys around the rivers. # type: noise_params_2d # mgvalleys_np_valley_depth = { # offset = 5, # scale = 4, # spread = (512, 512, 512), # seed = -1914, # octaves = 1, # persistence = 1.0, # lacunarity = 2.0, # flags = eased # } # Slope and fill work together to modify the heights. # type: noise_params_3d # mgvalleys_np_inter_valley_fill = { # offset = 0, # scale = 1, # spread = (256, 512, 256), # seed = 1993, # octaves = 6, # persistence = 0.8, # lacunarity = 2.0, # flags = # } # Amplifies the valleys. # type: noise_params_2d # mgvalleys_np_valley_profile = { # offset = 0.6, # scale = 0.5, # spread = (512, 512, 512), # seed = 777, # octaves = 1, # persistence = 1.0, # lacunarity = 2.0, # flags = eased # } # Slope and fill work together to modify the heights. # type: noise_params_2d # mgvalleys_np_inter_valley_slope = { # offset = 0.5, # scale = 0.5, # spread = (128, 128, 128), # seed = 746, # octaves = 1, # persistence = 1.0, # lacunarity = 2.0, # flags = eased # } # 3D noise that determines number of dungeons per mapchunk. # type: noise_params_3d # mgvalleys_np_dungeons = { # offset = 0.9, # scale = 0.5, # spread = (500, 500, 500), # seed = 0, # octaves = 2, # persistence = 0.8, # lacunarity = 2.0, # flags = # } # # Advanced # ## Developer Options # Enable Lua modding support on client. # This support is experimental and API can change. # type: bool # enable_client_modding = false # Replaces the default main menu with a custom one. # type: string # main_menu_script = ### Mod Security # Prevent mods from doing insecure things like running shell commands. # type: bool # secure.enable_security = true # Comma-separated list of trusted mods that are allowed to access insecure # functions even when mod security is on (via request_insecure_environment()). # type: string # secure.trusted_mods = # Comma-separated list of mods that are allowed to access HTTP APIs, which # allow them to upload and download data to/from the internet. # type: string # secure.http_mods = ### Debugging # Level of logging to be written to debug.txt: # - (no logging) # - none (messages with no level) # - error # - warning # - action # - info # - verbose # - trace # type: enum values: , none, error, warning, action, info, verbose, trace # debug_log_level = action # If the file size of debug.txt exceeds the number of megabytes specified in # this setting when it is opened, the file is moved to debug.txt.1, # deleting an older debug.txt.1 if it exists. # debug.txt is only moved if this setting is positive. # type: int min: 1 # debug_log_size_max = 50 # Minimal level of logging to be written to chat. # type: enum values: , none, error, warning, action, info, verbose, trace # chat_log_level = error # 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). # type: enum values: none, log, error # deprecated_lua_api_handling = log # Enable random user input (only used for testing). # type: bool # random_input = false # Enable mod channels support. # type: bool # enable_mod_channels = false ### 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. # type: bool # profiler.load = false # The default format in which profiles are being saved, # when calling `/profiler save [format]` without format. # type: enum values: txt, csv, lua, json, json_pretty # profiler.default_report_format = txt # The file path relative to your worldpath in which profiles will be saved to. # type: string # profiler.report_path = "" # Instrument the methods of entities on registration. # type: bool # instrument.entity = true # Instrument the action function of Active Block Modifiers on registration. # type: bool # instrument.abm = true # Instrument the action function of Loading Block Modifiers on registration. # type: bool # instrument.lbm = true # Instrument chat commands on registration. # type: bool # instrument.chatcommand = true # Instrument global callback functions on registration. # (anything you pass to a minetest.register_*() function) # type: bool # instrument.global_callback = true # Instrument builtin. # This is usually only needed by core/builtin contributors # type: bool # instrument.builtin = false # Have the profiler instrument itself: # * Instrument an empty function. # This estimates the overhead, that instrumentation is adding (+1 function call). # * Instrument the sampler being used to update the statistics. # type: bool # instrument.profiler = false ### Engine profiler # Print the engine's profiling data in regular intervals (in seconds). # 0 = disable. Useful for developers. # type: int min: 0 # profiler_print_interval = 0 ## Advanced # Enable IPv6 support (for both client and server). # Required for IPv6 connections to work at all. # type: bool # enable_ipv6 = true # If enabled, invalid world data won't cause the server to shut down. # Only enable this if you know what you are doing. # type: bool # ignore_world_load_errors = false ### Graphics # Path to shader directory. If no path is defined, default location will be used. # type: path # shader_path = # The rendering back-end. # Note: A restart is required after changing this! # OpenGL is the default for desktop, and OGLES2 for Android. # Shaders are supported by OpenGL and OGLES2 (experimental). # type: enum values: , opengl, ogles1, ogles2 # video_driver = # Distance in nodes at which transparency depth sorting is enabled # Use this to limit the performance impact of transparency depth sorting # type: int min: 0 max: 128 # transparency_sorting_distance = 16 # Enable vertex buffer objects. # This should greatly improve graphics performance. # type: bool # enable_vbo = true # Radius of cloud area stated in number of 64 node cloud squares. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners. # type: int min: 1 max: 62 # cloud_radius = 12 # Whether node texture animations should be desynchronized per mapblock. # type: bool # desynchronize_mapblock_texture_animation = false # Enables caching of facedir rotated meshes. # type: bool # enable_mesh_cache = false # Delay between mesh updates on the client in ms. Increasing this will slow # down the rate of mesh updates, thus reducing jitter on slower clients. # type: int min: 0 max: 50 # mesh_generation_interval = 0 # Number of threads to use for mesh generation. # Value of 0 (default) will let Minetest autodetect the number of available threads. # type: int min: 0 max: 8 # mesh_generation_threads = 0 # Size of the MapBlock cache of the mesh generator. Increasing this will # increase the cache hit %, reducing the data being copied from the main # thread, thus reducing jitter. # type: int min: 0 max: 1000 # meshgen_block_cache_size = 20 # True = 256 # False = 128 # Usable to make minimap smoother on slower machines. # type: bool # minimap_double_scan_height = 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. # type: enum values: disable, enable, force_solid, force_nodebox # world_aligned_mode = enable # World-aligned textures may be scaled to span several nodes. However, # the server may not send the scale you want, especially if you use # a specially-designed texture pack; with this option, the client tries # to determine the scale automatically basing on the texture size. # See also texture_min_size. # Warning: This option is EXPERIMENTAL! # type: enum values: disable, enable, force # autoscale_mode = disable # 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. # type: int min: 1 max: 16 # client_mesh_chunk = 1 ### Font # type: bool # font_bold = false # type: bool # font_italic = false # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn. # type: int min: 0 max: 65535 # font_shadow = 1 # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255. # type: int min: 0 max: 255 # font_shadow_alpha = 127 # Font size of the default font where 1 unit = 1 pixel at 96 DPI # type: int min: 5 max: 72 # font_size = 16 # 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. # type: int min: 1 # font_size_divisible_by = 1 # Path to the default font. Must be a TrueType font. # The fallback font will be used if the font cannot be loaded. # type: filepath # font_path = fonts/Arimo-Regular.ttf # type: filepath # font_path_bold = fonts/Arimo-Bold.ttf # type: filepath # font_path_italic = fonts/Arimo-Italic.ttf # type: filepath # font_path_bold_italic = fonts/Arimo-BoldItalic.ttf # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI # type: int min: 5 max: 72 # mono_font_size = 16 # 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. # type: int min: 1 # mono_font_size_divisible_by = 1 # Path to the monospace font. Must be a TrueType font. # This font is used for e.g. the console and profiler screen. # type: filepath # mono_font_path = fonts/Cousine-Regular.ttf # type: filepath # mono_font_path_bold = fonts/Cousine-Bold.ttf # type: filepath # mono_font_path_italic = fonts/Cousine-Italic.ttf # type: filepath # mono_font_path_bold_italic = 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. # type: filepath # fallback_font_path = fonts/DroidSansFallbackFull.ttf ### Lighting # Gradient of light curve at minimum light level. # Controls the contrast of the lowest light levels. # type: float min: 0 max: 3 # lighting_alpha = 0.0 # Gradient of light curve at maximum light level. # Controls the contrast of the highest light levels. # type: float min: 0 max: 3 # lighting_beta = 1.5 # Strength of light curve boost. # The 3 'boost' parameters define a range of the light # curve that is boosted in brightness. # type: float min: 0 max: 0.4 # lighting_boost = 0.2 # Center of light curve boost range. # Where 0.0 is minimum light level, 1.0 is maximum light level. # type: float min: 0 max: 1 # lighting_boost_center = 0.5 # Spread of light curve boost range. # Controls the width of the range to be boosted. # Standard deviation of the light curve boost Gaussian. # type: float min: 0 max: 0.4 # lighting_boost_spread = 0.2 ### 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 # type: string # prometheus_listener_address = 127.0.0.1:30000 # Maximum size of the out chat queue. # 0 to disable queueing and -1 to make the queue size unlimited. # type: int min: -1 max: 32767 # max_out_chat_queue_size = 20 # Timeout for client to remove unused map data from memory, in seconds. # type: float min: 0 # client_unload_unused_data_timeout = 600.0 # Maximum number of mapblocks for client to be kept in memory. # Set to -1 for unlimited amount. # type: int min: -1 max: 2147483647 # client_mapblock_limit = 7500 # Whether to show the client debug info (has the same effect as hitting F5). # type: bool # show_debug = 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) # type: int min: 1 max: 4294967295 # max_simultaneous_block_sends_per_client = 40 # To reduce lag, block transfers are slowed down when a player is building something. # This determines how long they are slowed down after placing or removing a node. # type: float min: 0 # full_block_send_enable_min_time_from_building = 2.0 # Maximum number of packets sent per send step, if you have a slow connection # try reducing it, but don't reduce it to a number below double of targeted # client number. # type: int min: 1 max: 65535 # max_packets_per_iteration = 1024 # Compression level to use when sending mapblocks to the client. # -1 - use default compression level # 0 - least compression, fastest # 9 - best compression, slowest # type: int min: -1 max: 9 # map_compression_level_net = -1 ### Server # Format of player chat messages. The following strings are valid placeholders: # @name, @message, @timestamp (optional) # type: string # chat_message_format = <@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 # type: float min: 0 # chatcommand_msg_time_threshold = 0.1 # A message to be displayed to all clients when the server shuts down. # type: string # kick_msg_shutdown = Server shutting down. # A message to be displayed to all clients when the server crashes. # type: string # kick_msg_crash = This server has experienced an internal error. You will now be disconnected. # Whether to ask clients to reconnect after a (Lua) crash. # Set this to true if your server is set up to restart automatically. # type: bool # ask_reconnect_on_crash = false ### Server/Env Performance # Length of a server tick and the interval at which objects are generally updated over # network, stated in seconds. # type: float min: 0 # dedicated_server_step = 0.09 # Whether players are shown to clients without any range limit. # Deprecated, use the setting player_transfer_distance instead. # type: bool # unlimited_player_transfer_distance = true # Defines the maximal player transfer distance in blocks (0 = unlimited). # type: int min: 0 max: 65535 # player_transfer_distance = 0 # From how far clients know about objects, stated in mapblocks (16 nodes). # # Setting this larger than active_block_range will also cause the server # to maintain active objects up to this distance in the direction the # player is looking. (This can avoid mobs suddenly disappearing from view) # type: int min: 1 max: 65535 # active_object_send_range_blocks = 8 # 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. # type: int min: 1 max: 65535 # active_block_range = 4 # From how far blocks are sent to clients, stated in mapblocks (16 nodes). # type: int min: 1 max: 65535 # max_block_send_distance = 12 # Default maximum number of forceloaded mapblocks. # Set this to -1 to disable the limit. # type: int min: -1 # max_forceloaded_blocks = 16 # Interval of sending time of day to clients, stated in seconds. # type: float min: 0.001 # time_send_interval = 5.0 # Interval of saving important changes in the world, stated in seconds. # type: float min: 0.001 # server_map_save_interval = 5.3 # How long the server will wait before unloading unused mapblocks, stated in seconds. # Higher value is smoother, but will use more RAM. # type: int min: 0 max: 4294967295 # server_unload_unused_data_timeout = 29 # Maximum number of statically stored objects in a block. # type: int min: 1 max: 65535 # max_objects_per_block = 256 # Length of time between active block management cycles, stated in seconds. # type: float min: 0 # active_block_mgmt_interval = 2.0 # Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds. # type: float min: 0 # abm_interval = 1.0 # The time budget allowed for ABMs to execute on each step # (as a fraction of the ABM Interval) # type: float min: 0.1 max: 0.9 # abm_time_budget = 0.2 # Length of time between NodeTimer execution cycles, stated in seconds. # type: float min: 0 # nodetimer_interval = 0.2 # Max liquids processed per step. # type: int min: 1 max: 4294967295 # liquid_loop_max = 100000 # The time (in seconds) that the liquids queue may grow beyond processing # capacity until an attempt is made to decrease its size by dumping old queue # items. A value of 0 disables the functionality. # type: int min: 0 max: 65535 # liquid_queue_purge_time = 0 # Liquid update interval in seconds. # type: float min: 0.001 # liquid_update = 1.0 # At this distance the server will aggressively optimize which blocks are sent to # clients. # Small values potentially improve performance a lot, at the expense of visible # rendering glitches (some blocks will not be rendered under water and in caves, # as well as sometimes on land). # Setting this to a value greater than max_block_send_distance disables this # optimization. # Stated in mapblocks (16 nodes). # type: int min: 2 max: 32767 # block_send_optimize_distance = 4 # If enabled the server will perform map block occlusion culling based on # on the eye position of the player. This can reduce the number of blocks # sent to the client 50-80%. The client will not longer receive most invisible # so that the utility of noclip mode is reduced. # type: bool # server_side_occlusion_culling = true ### 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. # type: int min: 1 max: 10 # chunksize = 5 # Dump the mapgen debug information. # type: bool # enable_mapgen_debug_info = false # Maximum number of blocks that can be queued for loading. # type: int min: 1 max: 1000000 # emergequeue_limit_total = 1024 # Maximum number of blocks to be queued that are to be loaded from file. # This limit is enforced per player. # type: int min: 1 max: 1000000 # emergequeue_limit_diskonly = 128 # Maximum number of blocks to be queued that are to be generated. # This limit is enforced per player. # type: int min: 1 max: 1000000 # emergequeue_limit_generate = 128 # 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'. # type: int min: 0 max: 32767 # num_emerge_threads = 1 ### cURL # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds. # type: int min: 100 max: 2147483647 # curl_timeout = 20000 # Limits number of parallel HTTP requests. Affects: # - Media fetch if server uses remote_media setting. # - Serverlist download and server announcement. # - Downloads performed by main menu (e.g. mod manager). # Only has an effect if compiled with cURL. # type: int min: 1 max: 2147483647 # curl_parallel_limit = 8 # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds. # type: int min: 100 max: 2147483647 # curl_file_download_timeout = 300000 ### Misc # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens. # type: int min: 1 # screen_dpi = 72 # Adjust the detected display density, used for scaling UI elements. # type: float min: 0.5 max: 5 # display_density_factor = 1 # Windows systems only: Start Minetest with the command line window in the background. # Contains the same information as the file debug.txt (default name). # type: bool # enable_console = false # Number of extra blocks that can be loaded by /clearobjects at once. # This is a trade-off between SQLite transaction overhead and # memory consumption (4096=100MB, as a rule of thumb). # type: int min: 0 max: 4294967295 # max_clearobjects_extra_loaded_blocks = 4096 # World directory (everything in the world is stored here). # Not needed if starting from the main menu. # type: path # map-dir = # See https://www.sqlite.org/pragma.html#pragma_synchronous # type: enum values: 0, 1, 2 # sqlite_synchronous = 2 # Compression level to use when saving mapblocks to disk. # -1 - use default compression level # 0 - least compression, fastest # 9 - best compression, slowest # type: int min: -1 max: 9 # map_compression_level_disk = -1 # Enable usage of remote media server (if provided by server). # Remote servers offer a significantly faster way to download media (e.g. textures) # when connecting to the server. # type: bool # enable_remote_media_server = true # File in client/serverlist/ that contains your favorite servers displayed in the # Multiplayer Tab. # type: string # serverlist_file = favoriteservers.json ## Gamepads # Enable joysticks. Requires a restart to take effect # type: bool # enable_joysticks = false # The identifier of the joystick to use # type: int min: 0 max: 255 # joystick_id = 0 # The type of joystick # type: enum values: auto, generic, xbox, dragonrise_gamecube # joystick_type = auto # The time in seconds it takes between repeated events # when holding down a joystick button combination. # type: float min: 0.001 # repeat_joystick_button_time = 0.17 # The dead zone of the joystick # type: int min: 0 max: 65535 # joystick_deadzone = 2048 # The sensitivity of the joystick axes for moving the # in-game view frustum around. # type: float min: 0.001 # joystick_frustum_sensitivity = 170.0 ## Temporary Settings # Path to texture directory. All textures are first searched from here. # type: path # texture_path = # Enables minimap. # type: bool # enable_minimap = true # Shape of the minimap. Enabled = round, disabled = square. # type: bool # minimap_shape_round = 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. # type: string # address = # Port to connect to (UDP). # Note that the port field in the main menu overrides this setting. # type: int min: 1 max: 65535 # remote_port = 30000 # Enable players getting damage and dying. # type: bool # enable_damage = false # Enable creative mode for all players # type: bool # creative_mode = false # Whether to allow players to damage and kill each other. # type: bool # enable_pvp = true # Player is able to fly without being affected by gravity. # This requires the "fly" privilege on the server. # type: bool # free_move = false # If enabled, makes move directions relative to the player's pitch when flying or swimming. # type: bool # pitch_move = false # Fast movement (via the "Aux1" key). # This requires the "fast" privilege on the server. # type: bool # fast_move = false # If enabled together with fly mode, player is able to fly through solid nodes. # This requires the "noclip" privilege on the server. # type: bool # noclip = false # Continuous forward movement, toggled by autoforward key. # Press the autoforward key again or the backwards movement to disable. # type: bool # continuous_forward = false # Whether to show technical names. # Affects mods and texture packs in the Content and Select Mods menus, as well as # setting names in All Settings. # Controlled by the checkbox in the "All settings" menu. # type: bool # show_technical_names = 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. # type: bool # enable_sound = true # Unix timestamp (integer) of when the client last checked for an update # Set this value to "disabled" to never check for updates. # type: string # update_last_checked = # 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 # type: int # update_last_known = 0 # This can be bound to a key to toggle camera smoothing when looking around. # Useful for recording videos # type: bool # cinematic = false # Key for moving the player forward. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_forward = KEY_KEY_W # Key for moving the player backward. # Will also disable autoforward, when active. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_backward = KEY_KEY_S # Key for moving the player left. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_left = KEY_KEY_A # Key for moving the player right. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_right = KEY_KEY_D # Key for jumping. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_jump = KEY_SPACE # Key for sneaking. # Also used for climbing down and descending in water if aux1_descends is disabled. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_sneak = KEY_LSHIFT # Key for digging, punching or using something. # (Note: The actual meaning might vary on a per-game basis.) # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_dig = KEY_LBUTTON # Key for placing an item/block or for using something. # (Note: The actual meaning might vary on a per-game basis.) # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_place = KEY_RBUTTON # Key for opening the inventory. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_inventory = KEY_KEY_I # Key for moving fast in fast mode. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_aux1 = KEY_KEY_E # Key for opening the chat window. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_chat = KEY_KEY_T # Key for opening the chat window to type commands. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_cmd = / # Key for opening the chat window to type local commands. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_cmd_local = . # Key for toggling unlimited view range. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_rangeselect = # Key for toggling flying. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_freemove = KEY_KEY_K # Key for toggling pitch move mode. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_pitchmove = # Key for toggling fast mode. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_fastmove = KEY_KEY_J # Key for toggling noclip mode. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_noclip = KEY_KEY_H # Key for selecting the next item in the hotbar. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_hotbar_next = KEY_KEY_N # Key for selecting the previous item in the hotbar. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_hotbar_previous = KEY_KEY_B # Key for muting the game. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_mute = KEY_KEY_M # Key for increasing the volume. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_increase_volume = # Key for decreasing the volume. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_decrease_volume = # Key for toggling autoforward. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_autoforward = # Key for toggling cinematic mode. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_cinematic = # Key for toggling display of minimap. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_minimap = KEY_KEY_V # Key for taking screenshots. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_screenshot = KEY_F12 # Key for dropping the currently selected item. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_drop = KEY_KEY_Q # Key to use view zoom when possible. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_zoom = KEY_KEY_Z # Key for selecting the first hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot1 = KEY_KEY_1 # Key for selecting the second hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot2 = KEY_KEY_2 # Key for selecting the third hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot3 = KEY_KEY_3 # Key for selecting the fourth hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot4 = KEY_KEY_4 # Key for selecting the fifth hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot5 = KEY_KEY_5 # Key for selecting the sixth hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot6 = KEY_KEY_6 # Key for selecting the seventh hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot7 = KEY_KEY_7 # Key for selecting the eighth hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot8 = KEY_KEY_8 # Key for selecting the ninth hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot9 = KEY_KEY_9 # Key for selecting the tenth hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot10 = KEY_KEY_0 # Key for selecting the 11th hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot11 = # Key for selecting the 12th hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot12 = # Key for selecting the 13th hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot13 = # Key for selecting the 14th hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot14 = # Key for selecting the 15th hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot15 = # Key for selecting the 16th hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot16 = # Key for selecting the 17th hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot17 = # Key for selecting the 18th hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot18 = # Key for selecting the 19th hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot19 = # Key for selecting the 20th hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot20 = # Key for selecting the 21st hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot21 = # Key for selecting the 22nd hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot22 = # Key for selecting the 23rd hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot23 = # Key for selecting the 24th hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot24 = # Key for selecting the 25th hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot25 = # Key for selecting the 26th hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot26 = # Key for selecting the 27th hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot27 = # Key for selecting the 28th hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot28 = # Key for selecting the 29th hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot29 = # Key for selecting the 30th hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot30 = # Key for selecting the 31st hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot31 = # Key for selecting the 32nd hotbar slot. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_slot32 = # Key for toggling the display of the HUD. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_toggle_hud = KEY_F1 # Key for toggling the display of chat. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_toggle_chat = KEY_F2 # Key for toggling the display of the large chat console. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_console = KEY_F10 # Key for toggling the display of fog. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_toggle_force_fog_off = KEY_F3 # Key for toggling the camera update. Only used for development # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_toggle_update_camera = # Key for toggling the display of debug info. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_toggle_debug = KEY_F5 # Key for toggling the display of the profiler. Used for development. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_toggle_profiler = KEY_F6 # Key for switching between first- and third-person camera. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_camera_mode = KEY_KEY_C # Key for increasing the viewing range. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_increase_viewing_range_min = + # Key for decreasing the viewing range. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h # type: key # keymap_decrease_viewing_range_min = -