# This file is read by default from: # ../minetest.conf # ../../minetest.conf # Any other path can be chosen by passing the path as a parameter # to the program, eg. "minetest.exe --config ../minetest.conf.example" # # By default, all the settings are commented and not functional. # Uncomment settings by removing the preceding #. # # Further documentation: # http://c55.me/minetest/wiki/doku.php # # NOTE: This file might not be up-to-date, refer to the # defaultsettings.cpp file for an up-to-date list: # https://bitbucket.org/celeron55/minetest/src/tip/src/defaultsettings.cpp # # A vim command to convert most of defaultsettings.cpp to conf file format: # :'<,'>s/\tsettings->setDefault("\([^"]*\)", "\([^"]*\)");.*/#\1 = \2/g # Note: Some of the settings are implemented in Lua # # Client and server # # Network port (UDP) #port = # Name of player; on a server this is the main admin #name = # # Client stuff # # Key mappings # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 #keymap_forward = KEY_KEY_W #keymap_backward = KEY_KEY_S #keymap_left = KEY_KEY_A #keymap_right = KEY_KEY_D #keymap_jump = KEY_SPACE #keymap_sneak = KEY_LSHIFT #keymap_inventory = KEY_KEY_I # Go down ladder / go down in fly mode / go fast in fast mode #keymap_special1 = KEY_KEY_E #keymap_chat = KEY_KEY_T #keymap_cmd = / #keyman_console = KEY_F10 #keymap_rangeselect = KEY_KEY_R #keymap_freemove = KEY_KEY_K #keymap_fastmove = KEY_KEY_J #keymap_screenshot = KEY_F12 # If true, keymap_special1 instead of keymap_sneak is used for climbing down and descending #aux1_descends = false # Some (temporary) keys for debugging #keymap_print_debug_stacks = KEY_KEY_P #keymap_quicktune_prev = KEY_HOME #keymap_quicktune_next = KEY_END #keymap_quicktune_dec = KEY_NEXT #keymap_quicktune_inc = KEY_PRIOR # Minimum FPS # The amount of rendered stuff is dynamically set according to this #wanted_fps = 30 # If FPS would go higher than this, limit it by sleeping # (to not waste CPU power for no benefit) #fps_max = 60 # The allowed adjustment range for the automatic rendering range adjustment #viewing_range_nodes_max = 160 #viewing_range_nodes_min = 35 # Initial window size #screenW = 800 #screenH = 600 #fullscreen = false #fullscreen_bpp = 24 # Experimental option, might cause visible spaces between blocks # when set to higher number than 0 #fsaa = 0 #vsync = false # Address to connect to (#blank = start local server) #address = # Enable random user input, for testing #random_input = false # Timeout for client to remove unused map data from memory #client_unload_unused_data_timeout = 600 # Whether to fog out the end of the visible area #enable_fog = true # Enable a bit lower water surface; disable for speed (not quite optimized) #new_style_water = false # Enable nice leaves; disable for speed #new_style_leaves = true # Enable smooth lighting with simple ambient occlusion; # disable for speed or for different looks. #smooth_lighting = true # Enable combining mainly used textures to a bigger one for improved speed # disable if it causes graphics glitches. #enable_texture_atlas = true # Path to texture directory. All textures are first searched from here. #texture_path = # Video back-end. # Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl #video_driver = opengl # Unobstructed movement without physics, downwards key is keymap_special1 #free_move = false # Continuous forward movement (for testing) #continuous_forward = false # Fast movement (keymap_special1) #fast_move = false # Invert mouse #invert_mouse = false # FarMesh thingy #enable_farmesh = false #farmesh_trees = true #farmesh_distance = 40 # Enable/disable clouds #enable_clouds = true # Path for screenshots #screenshot_path = . # Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double) #view_bobbing_amount = 1.0 # Anaglyph stereo #anaglyph = false #anaglyph_strength = 0.1 # In-game chat console background color (R,G,B) #console_color = (0,0,0) # In-game chat console background alpha (opaqueness, between 0 and 255) #console_alpha = 200 # Sound settings #enable_sound = true #sound_volume = 0.7 # Whether node texture animations should be desynchronized per MapBlock #desynchronize_mapblock_texture_animation = true # Texture filtering settings #mip_map = false #anisotropic_filter = false #bilinear_filter = false #trilinear_filter = false # Set to true to pre-generate all item visuals #preload_item_visuals = true # 0: disable shaders # (1: low level shaders; not implemented) # 2: enable high level shaders #enable_shaders = 2 # # Server stuff # # Default game (default when creating a new world) #default_game = minetest # World directory (everything in the world is stored here) #map-dir = /custom/world # Message of the Day #motd = Welcome to this awesome Minetest server! # Maximum number of players connected simultaneously #max_users = 100 # Set to true to disallow old clients from connecting #strict_protocol_version_checking = false # Set to true to enable creative mode (unlimited inventory) #creative_mode = false # Enable players getting damage and dying #enable_damage = false # Despawn all non-peaceful mobs #only_peaceful_mobs = false # A chosen map seed for a new map, leave empty for random #fixed_map_seed = # Gives some stuff to players at the beginning #give_initial_stuff = false # New users need to input this password #default_password = # Available privileges: interact, shout, teleport, settime, privs, ... # See /privs in game for a full list on your server and mod configuration. #default_privs = interact, shout # Whether players are shown to clients without any range limit #unlimited_player_transfer_distance = true # Whether to enable players killing each other #enable_pvp = true # If this is set, players will always (re)spawn at the given position #static_spawnpoint = 0, 10, 0 # If true, new players cannot join with an empty password #disallow_empty_password = false # If true, disable cheat prevention in multiplayer #disable_anticheat = false # If true, actions are recorded for rollback #enable_rollback_recording = false # Profiler data print interval. #0 = disable. #profiler_print_interval = 0 #enable_mapgen_debug_info = false # from how far client knows about objects #active_object_send_range_blocks = 3 # how large area of blocks are subject to the active block stuff (active = objects are loaded and ABMs run) #active_block_range = 2 # how many blocks are flying in the wire simultaneously per client #max_simultaneous_block_sends_per_client = 2 # how many blocks are flying in the wire simultaneously per server #max_simultaneous_block_sends_server_total = 8 # From how far blocks are sent to clients (value * 16 nodes) #max_block_send_distance = 10 # From how far blocks are generated for clients (value * 16 nodes) #max_block_generate_distance = 6 # Interval of sending time of day to clients #time_send_interval = 5 # Length of day/night cycle. 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged #time_speed = 96 #server_unload_unused_data_timeout = 29 # Interval of saving important changes in the world #server_map_save_interval = 5.3 # To reduce lag, block transfers are slowed down when a player is building something. # This determines how long they are slowed down after placing or removing a node. #full_block_send_enable_min_time_from_building = 2.0 # Length of a server tick and the interval at which objects are generally updated over network #dedicated_server_step = 0.1 # Can be set to true to disable shutting down on invalid world data #ignore_world_load_errors = false # Congestion control parameters # time in seconds, rate in ~500B packets #congestion_control_aim_rtt = 0.2 #congestion_control_max_rate = 400 #congestion_control_min_rate = 10