Miroir du dépôt minetest. https://gitlab.com/minetest/minetest.git
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  1. # This file contains a list of all available settings and their default value for minetest.conf
  2. # By default, all the settings are commented and not functional.
  3. # Uncomment settings by removing the preceding #.
  4. # minetest.conf is read by default from:
  5. # ../minetest.conf
  6. # ../../minetest.conf
  7. # Any other path can be chosen by passing the path as a parameter
  8. # to the program, eg. "minetest.exe --config ../minetest.conf.example".
  9. # Further documentation:
  10. # http://wiki.minetest.net/
  11. #
  12. # Controls
  13. #
  14. # If enabled, you can place blocks at the position (feet + eye level) where you stand.
  15. # This is helpful when working with nodeboxes in small areas.
  16. # type: bool
  17. # enable_build_where_you_stand = false
  18. # Player is able to fly without being affected by gravity.
  19. # This requires the "fly" privilege on the server.
  20. # type: bool
  21. # free_move = false
  22. # If enabled, makes move directions relative to the player's pitch when flying or swimming.
  23. # type: bool
  24. # pitch_move = false
  25. # Fast movement (via the "special" key).
  26. # This requires the "fast" privilege on the server.
  27. # type: bool
  28. # fast_move = false
  29. # If enabled together with fly mode, player is able to fly through solid nodes.
  30. # This requires the "noclip" privilege on the server.
  31. # type: bool
  32. # noclip = false
  33. # Smooths camera when looking around. Also called look or mouse smoothing.
  34. # Useful for recording videos.
  35. # type: bool
  36. # cinematic = false
  37. # Smooths rotation of camera. 0 to disable.
  38. # type: float min: 0 max: 0.99
  39. # camera_smoothing = 0.0
  40. # Smooths rotation of camera in cinematic mode. 0 to disable.
  41. # type: float min: 0 max: 0.99
  42. # cinematic_camera_smoothing = 0.7
  43. # Invert vertical mouse movement.
  44. # type: bool
  45. # invert_mouse = false
  46. # Mouse sensitivity multiplier.
  47. # type: float
  48. # mouse_sensitivity = 0.2
  49. # If enabled, "special" key instead of "sneak" key is used for climbing down and
  50. # descending.
  51. # type: bool
  52. # aux1_descends = false
  53. # Double-tapping the jump key toggles fly mode.
  54. # type: bool
  55. # doubletap_jump = false
  56. # If disabled, "special" key is used to fly fast if both fly and fast mode are
  57. # enabled.
  58. # type: bool
  59. # always_fly_fast = true
  60. # The time in seconds it takes between repeated right clicks when holding the right
  61. # mouse button.
  62. # type: float min: 0.001
  63. # repeat_rightclick_time = 0.25
  64. # Automatically jump up single-node obstacles.
  65. # type: bool
  66. # autojump = false
  67. # Prevent digging and placing from repeating when holding the mouse buttons.
  68. # Enable this when you dig or place too often by accident.
  69. # type: bool
  70. # safe_dig_and_place = false
  71. # Enable random user input (only used for testing).
  72. # type: bool
  73. # random_input = false
  74. # Continuous forward movement, toggled by autoforward key.
  75. # Press the autoforward key again or the backwards movement to disable.
  76. # type: bool
  77. # continuous_forward = false
  78. # The length in pixels it takes for touch screen interaction to start.
  79. # type: int min: 0 max: 100
  80. # touchscreen_threshold = 20
  81. # (Android) Fixes the position of virtual joystick.
  82. # If disabled, virtual joystick will center to first-touch's position.
  83. # type: bool
  84. # fixed_virtual_joystick = false
  85. # (Android) Use virtual joystick to trigger "aux" button.
  86. # If enabled, virtual joystick will also tap "aux" button when out of main circle.
  87. # type: bool
  88. # virtual_joystick_triggers_aux = false
  89. # Enable joysticks
  90. # type: bool
  91. # enable_joysticks = false
  92. # The identifier of the joystick to use
  93. # type: int
  94. # joystick_id = 0
  95. # The type of joystick
  96. # type: enum values: auto, generic, xbox
  97. # joystick_type = auto
  98. # The time in seconds it takes between repeated events
  99. # when holding down a joystick button combination.
  100. # type: float min: 0.001
  101. # repeat_joystick_button_time = 0.17
  102. # The sensitivity of the joystick axes for moving the
  103. # ingame view frustum around.
  104. # type: float
  105. # joystick_frustum_sensitivity = 170
  106. # Key for moving the player forward.
  107. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  108. # type: key
  109. # keymap_forward = KEY_KEY_W
  110. # Key for moving the player backward.
  111. # Will also disable autoforward, when active.
  112. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  113. # type: key
  114. # keymap_backward = KEY_KEY_S
  115. # Key for moving the player left.
  116. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  117. # type: key
  118. # keymap_left = KEY_KEY_A
  119. # Key for moving the player right.
  120. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  121. # type: key
  122. # keymap_right = KEY_KEY_D
  123. # Key for jumping.
  124. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  125. # type: key
  126. # keymap_jump = KEY_SPACE
  127. # Key for sneaking.
  128. # Also used for climbing down and descending in water if aux1_descends is disabled.
  129. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  130. # type: key
  131. # keymap_sneak = KEY_LSHIFT
  132. # Key for opening the inventory.
  133. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  134. # type: key
  135. # keymap_inventory = KEY_KEY_I
  136. # Key for moving fast in fast mode.
  137. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  138. # type: key
  139. # keymap_special1 = KEY_KEY_E
  140. # Key for opening the chat window.
  141. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  142. # type: key
  143. # keymap_chat = KEY_KEY_T
  144. # Key for opening the chat window to type commands.
  145. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  146. # type: key
  147. # keymap_cmd = /
  148. # Key for opening the chat window to type local commands.
  149. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  150. # type: key
  151. # keymap_cmd_local = .
  152. # Key for toggling unlimited view range.
  153. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  154. # type: key
  155. # keymap_rangeselect = KEY_KEY_R
  156. # Key for toggling flying.
  157. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  158. # type: key
  159. # keymap_freemove = KEY_KEY_K
  160. # Key for toggling pitch move mode.
  161. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  162. # type: key
  163. # keymap_pitchmove = KEY_KEY_P
  164. # Key for toggling fast mode.
  165. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  166. # type: key
  167. # keymap_fastmove = KEY_KEY_J
  168. # Key for toggling noclip mode.
  169. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  170. # type: key
  171. # keymap_noclip = KEY_KEY_H
  172. # Key for selecting the next item in the hotbar.
  173. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  174. # type: key
  175. # keymap_hotbar_next = KEY_KEY_N
  176. # Key for selecting the previous item in the hotbar.
  177. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  178. # type: key
  179. # keymap_hotbar_previous = KEY_KEY_B
  180. # Key for muting the game.
  181. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  182. # type: key
  183. # keymap_mute = KEY_KEY_M
  184. # Key for increasing the volume.
  185. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  186. # type: key
  187. # keymap_increase_volume =
  188. # Key for decreasing the volume.
  189. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  190. # type: key
  191. # keymap_decrease_volume =
  192. # Key for toggling autoforward.
  193. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  194. # type: key
  195. # keymap_autoforward =
  196. # Key for toggling cinematic mode.
  197. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  198. # type: key
  199. # keymap_cinematic =
  200. # Key for toggling display of minimap.
  201. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  202. # type: key
  203. # keymap_minimap = KEY_F9
  204. # Key for taking screenshots.
  205. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  206. # type: key
  207. # keymap_screenshot = KEY_F12
  208. # Key for dropping the currently selected item.
  209. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  210. # type: key
  211. # keymap_drop = KEY_KEY_Q
  212. # Key to use view zoom when possible.
  213. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  214. # type: key
  215. # keymap_zoom = KEY_KEY_Z
  216. # Key for selecting the first hotbar slot.
  217. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  218. # type: key
  219. # keymap_slot1 = KEY_KEY_1
  220. # Key for selecting the second hotbar slot.
  221. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  222. # type: key
  223. # keymap_slot2 = KEY_KEY_2
  224. # Key for selecting the third hotbar slot.
  225. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  226. # type: key
  227. # keymap_slot3 = KEY_KEY_3
  228. # Key for selecting the fourth hotbar slot.
  229. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  230. # type: key
  231. # keymap_slot4 = KEY_KEY_4
  232. # Key for selecting the fifth hotbar slot.
  233. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  234. # type: key
  235. # keymap_slot5 = KEY_KEY_5
  236. # Key for selecting the sixth hotbar slot.
  237. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  238. # type: key
  239. # keymap_slot6 = KEY_KEY_6
  240. # Key for selecting the seventh hotbar slot.
  241. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  242. # type: key
  243. # keymap_slot7 = KEY_KEY_7
  244. # Key for selecting the eighth hotbar slot.
  245. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  246. # type: key
  247. # keymap_slot8 = KEY_KEY_8
  248. # Key for selecting the ninth hotbar slot.
  249. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  250. # type: key
  251. # keymap_slot9 = KEY_KEY_9
  252. # Key for selecting the tenth hotbar slot.
  253. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  254. # type: key
  255. # keymap_slot10 = KEY_KEY_0
  256. # Key for selecting the 11th hotbar slot.
  257. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  258. # type: key
  259. # keymap_slot11 =
  260. # Key for selecting the 12th hotbar slot.
  261. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  262. # type: key
  263. # keymap_slot12 =
  264. # Key for selecting the 13th hotbar slot.
  265. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  266. # type: key
  267. # keymap_slot13 =
  268. # Key for selecting the 14th hotbar slot.
  269. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  270. # type: key
  271. # keymap_slot14 =
  272. # Key for selecting the 15th hotbar slot.
  273. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  274. # type: key
  275. # keymap_slot15 =
  276. # Key for selecting the 16th hotbar slot.
  277. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  278. # type: key
  279. # keymap_slot16 =
  280. # Key for selecting the 17th hotbar slot.
  281. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  282. # type: key
  283. # keymap_slot17 =
  284. # Key for selecting the 18th hotbar slot.
  285. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  286. # type: key
  287. # keymap_slot18 =
  288. # Key for selecting the 19th hotbar slot.
  289. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  290. # type: key
  291. # keymap_slot19 =
  292. # Key for selecting the 20th hotbar slot.
  293. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  294. # type: key
  295. # keymap_slot20 =
  296. # Key for selecting the 21st hotbar slot.
  297. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  298. # type: key
  299. # keymap_slot21 =
  300. # Key for selecting the 22nd hotbar slot.
  301. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  302. # type: key
  303. # keymap_slot22 =
  304. # Key for selecting the 23rd hotbar slot.
  305. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  306. # type: key
  307. # keymap_slot23 =
  308. # Key for selecting the 24th hotbar slot.
  309. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  310. # type: key
  311. # keymap_slot24 =
  312. # Key for selecting the 25th hotbar slot.
  313. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  314. # type: key
  315. # keymap_slot25 =
  316. # Key for selecting the 26th hotbar slot.
  317. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  318. # type: key
  319. # keymap_slot26 =
  320. # Key for selecting the 27th hotbar slot.
  321. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  322. # type: key
  323. # keymap_slot27 =
  324. # Key for selecting the 28th hotbar slot.
  325. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  326. # type: key
  327. # keymap_slot28 =
  328. # Key for selecting the 29th hotbar slot.
  329. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  330. # type: key
  331. # keymap_slot29 =
  332. # Key for selecting the 30th hotbar slot.
  333. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  334. # type: key
  335. # keymap_slot30 =
  336. # Key for selecting the 31st hotbar slot.
  337. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  338. # type: key
  339. # keymap_slot31 =
  340. # Key for selecting the 32nd hotbar slot.
  341. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  342. # type: key
  343. # keymap_slot32 =
  344. # Key for toggling the display of the HUD.
  345. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  346. # type: key
  347. # keymap_toggle_hud = KEY_F1
  348. # Key for toggling the display of chat.
  349. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  350. # type: key
  351. # keymap_toggle_chat = KEY_F2
  352. # Key for toggling the display of the large chat console.
  353. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  354. # type: key
  355. # keymap_console = KEY_F10
  356. # Key for toggling the display of fog.
  357. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  358. # type: key
  359. # keymap_toggle_force_fog_off = KEY_F3
  360. # Key for toggling the camera update. Only used for development
  361. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  362. # type: key
  363. # keymap_toggle_update_camera =
  364. # Key for toggling the display of debug info.
  365. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  366. # type: key
  367. # keymap_toggle_debug = KEY_F5
  368. # Key for toggling the display of the profiler. Used for development.
  369. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  370. # type: key
  371. # keymap_toggle_profiler = KEY_F6
  372. # Key for switching between first- and third-person camera.
  373. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  374. # type: key
  375. # keymap_camera_mode = KEY_F7
  376. # Key for increasing the viewing range.
  377. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  378. # type: key
  379. # keymap_increase_viewing_range_min = +
  380. # Key for decreasing the viewing range.
  381. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  382. # type: key
  383. # keymap_decrease_viewing_range_min = -
  384. #
  385. # Graphics
  386. #
  387. ## In-Game
  388. ### Basic
  389. # Enable vertex buffer objects.
  390. # This should greatly improve graphics performance.
  391. # type: bool
  392. # enable_vbo = true
  393. # Whether to fog out the end of the visible area.
  394. # type: bool
  395. # enable_fog = true
  396. # Leaves style:
  397. # - Fancy: all faces visible
  398. # - Simple: only outer faces, if defined special_tiles are used
  399. # - Opaque: disable transparency
  400. # type: enum values: fancy, simple, opaque
  401. # leaves_style = fancy
  402. # Connects glass if supported by node.
  403. # type: bool
  404. # connected_glass = false
  405. # Enable smooth lighting with simple ambient occlusion.
  406. # Disable for speed or for different looks.
  407. # type: bool
  408. # smooth_lighting = true
  409. # Clouds are a client side effect.
  410. # type: bool
  411. # enable_clouds = true
  412. # Use 3D cloud look instead of flat.
  413. # type: bool
  414. # enable_3d_clouds = true
  415. # Method used to highlight selected object.
  416. # type: enum values: box, halo, none
  417. # node_highlighting = box
  418. # Adds particles when digging a node.
  419. # type: bool
  420. # enable_particles = true
  421. ### Filtering
  422. # Use mip mapping to scale textures. May slightly increase performance,
  423. # especially when using a high resolution texture pack.
  424. # Gamma correct downscaling is not supported.
  425. # type: bool
  426. # mip_map = false
  427. # Use anisotropic filtering when viewing at textures from an angle.
  428. # type: bool
  429. # anisotropic_filter = false
  430. # Use bilinear filtering when scaling textures.
  431. # type: bool
  432. # bilinear_filter = false
  433. # Use trilinear filtering when scaling textures.
  434. # type: bool
  435. # trilinear_filter = false
  436. # Filtered textures can blend RGB values with fully-transparent neighbors,
  437. # which PNG optimizers usually discard, sometimes resulting in a dark or
  438. # light edge to transparent textures. Apply this filter to clean that up
  439. # at texture load time.
  440. # type: bool
  441. # texture_clean_transparent = false
  442. # When using bilinear/trilinear/anisotropic filters, low-resolution textures
  443. # can be blurred, so automatically upscale them with nearest-neighbor
  444. # interpolation to preserve crisp pixels. This sets the minimum texture size
  445. # for the upscaled textures; higher values look sharper, but require more
  446. # memory. Powers of 2 are recommended. Setting this higher than 1 may not
  447. # have a visible effect unless bilinear/trilinear/anisotropic filtering is
  448. # enabled.
  449. # This is also used as the base node texture size for world-aligned
  450. # texture autoscaling.
  451. # type: int
  452. # texture_min_size = 64
  453. # Experimental option, might cause visible spaces between blocks
  454. # when set to higher number than 0.
  455. # type: enum values: 0, 1, 2, 4, 8, 16
  456. # fsaa = 0
  457. # Undersampling is similar to using a lower screen resolution, but it applies
  458. # to the game world only, keeping the GUI intact.
  459. # It should give a significant performance boost at the cost of less detailed image.
  460. # Higher values result in a less detailed image.
  461. # type: int min: 1 max: 8
  462. # undersampling = 1
  463. ### Shaders
  464. # Shaders allow advanced visual effects and may increase performance on some video
  465. # cards.
  466. # This only works with the OpenGL video backend.
  467. # type: bool
  468. # enable_shaders = true
  469. # Path to shader directory. If no path is defined, default location will be used.
  470. # type: path
  471. # shader_path =
  472. #### Tone Mapping
  473. # Enables Hable's 'Uncharted 2' filmic tone mapping.
  474. # Simulates the tone curve of photographic film and how this approximates the
  475. # appearance of high dynamic range images. Mid-range contrast is slightly
  476. # enhanced, highlights and shadows are gradually compressed.
  477. # type: bool
  478. # tone_mapping = false
  479. #### Bumpmapping
  480. # Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
  481. # or need to be auto-generated.
  482. # Requires shaders to be enabled.
  483. # type: bool
  484. # enable_bumpmapping = false
  485. # Enables on the fly normalmap generation (Emboss effect).
  486. # Requires bumpmapping to be enabled.
  487. # type: bool
  488. # generate_normalmaps = false
  489. # Strength of generated normalmaps.
  490. # type: float
  491. # normalmaps_strength = 0.6
  492. # Defines sampling step of texture.
  493. # A higher value results in smoother normal maps.
  494. # type: int min: 0 max: 2
  495. # normalmaps_smooth = 0
  496. #### Parallax Occlusion
  497. # Enables parallax occlusion mapping.
  498. # Requires shaders to be enabled.
  499. # type: bool
  500. # enable_parallax_occlusion = false
  501. # 0 = parallax occlusion with slope information (faster).
  502. # 1 = relief mapping (slower, more accurate).
  503. # type: int min: 0 max: 1
  504. # parallax_occlusion_mode = 1
  505. # Strength of parallax.
  506. # type: float
  507. # 3d_paralax_strength = 0.025
  508. # Number of parallax occlusion iterations.
  509. # type: int
  510. # parallax_occlusion_iterations = 4
  511. # Overall scale of parallax occlusion effect.
  512. # type: float
  513. # parallax_occlusion_scale = 0.08
  514. # Overall bias of parallax occlusion effect, usually scale/2.
  515. # type: float
  516. # parallax_occlusion_bias = 0.04
  517. #### Waving Nodes
  518. # Set to true to enable waving liquids (like water).
  519. # Requires shaders to be enabled.
  520. # type: bool
  521. # enable_waving_water = false
  522. # The maximum height of the surface of waving liquids.
  523. # 4.0 = Wave height is two nodes.
  524. # 0.0 = Wave doesn't move at all.
  525. # Default is 1.0 (1/2 node).
  526. # Requires waving liquids to be enabled.
  527. # type: float min: 0 max: 4
  528. # water_wave_height = 1.0
  529. # Length of liquid waves.
  530. # Requires waving liquids to be enabled.
  531. # type: float min: 0.1
  532. # water_wave_length = 20.0
  533. # How fast liquid waves will move. Higher = faster.
  534. # If negative, liquid waves will move backwards.
  535. # Requires waving liquids to be enabled.
  536. # type: float
  537. # water_wave_speed = 5.0
  538. # Set to true to enable waving leaves.
  539. # Requires shaders to be enabled.
  540. # type: bool
  541. # enable_waving_leaves = false
  542. # Set to true to enable waving plants.
  543. # Requires shaders to be enabled.
  544. # type: bool
  545. # enable_waving_plants = false
  546. ### Advanced
  547. # Arm inertia, gives a more realistic movement of
  548. # the arm when the camera moves.
  549. # type: bool
  550. # arm_inertia = true
  551. # If FPS would go higher than this, limit it by sleeping
  552. # to not waste CPU power for no benefit.
  553. # type: int min: 1
  554. # fps_max = 60
  555. # Maximum FPS when game is paused.
  556. # type: int min: 1
  557. # pause_fps_max = 20
  558. # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
  559. # open.
  560. # type: bool
  561. # pause_on_lost_focus = false
  562. # View distance in nodes.
  563. # type: int min: 20 max: 4000
  564. # viewing_range = 100
  565. # Camera 'near clipping plane' distance in nodes, between 0 and 0.5.
  566. # Most users will not need to change this.
  567. # Increasing can reduce artifacting on weaker GPUs.
  568. # 0.1 = Default, 0.25 = Good value for weaker tablets.
  569. # type: float min: 0 max: 0.5
  570. # near_plane = 0.1
  571. # Width component of the initial window size.
  572. # type: int min: 1
  573. # screen_w = 1024
  574. # Height component of the initial window size.
  575. # type: int min: 1
  576. # screen_h = 600
  577. # Save window size automatically when modified.
  578. # type: bool
  579. # autosave_screensize = true
  580. # Fullscreen mode.
  581. # type: bool
  582. # fullscreen = false
  583. # Bits per pixel (aka color depth) in fullscreen mode.
  584. # type: int
  585. # fullscreen_bpp = 24
  586. # Vertical screen synchronization.
  587. # type: bool
  588. # vsync = false
  589. # Field of view in degrees.
  590. # type: int min: 45 max: 160
  591. # fov = 72
  592. # Alters the light curve by applying 'gamma correction' to it.
  593. # Higher values make middle and lower light levels brighter.
  594. # Value '1.0' leaves the light curve unaltered.
  595. # This only has significant effect on daylight and artificial
  596. # light, it has very little effect on natural night light.
  597. # type: float min: 0.33 max: 3
  598. # display_gamma = 1.0
  599. # Gradient of light curve at minimum light level.
  600. # Controls the contrast of the lowest light levels.
  601. # type: float min: 0 max: 3
  602. # lighting_alpha = 0.0
  603. # Gradient of light curve at maximum light level.
  604. # Controls the contrast of the highest light levels.
  605. # type: float min: 0 max: 3
  606. # lighting_beta = 1.5
  607. # Strength of light curve boost.
  608. # The 3 'boost' parameters define a range of the light
  609. # curve that is boosted in brightness.
  610. # type: float min: 0 max: 0.4
  611. # lighting_boost = 0.2
  612. # Center of light curve boost range.
  613. # Where 0.0 is minimum light level, 1.0 is maximum light level.
  614. # type: float min: 0 max: 1
  615. # lighting_boost_center = 0.5
  616. # Spread of light curve boost range.
  617. # Controls the width of the range to be boosted.
  618. # Standard deviation of the light curve boost Gaussian.
  619. # type: float min: 0 max: 0.4
  620. # lighting_boost_spread = 0.2
  621. # Path to texture directory. All textures are first searched from here.
  622. # type: path
  623. # texture_path =
  624. # The rendering back-end for Irrlicht.
  625. # A restart is required after changing this.
  626. # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
  627. # On other platforms, OpenGL is recommended, and it’s the only driver with
  628. # shader support currently.
  629. # type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl, ogles1, ogles2
  630. # video_driver = opengl
  631. # Radius of cloud area stated in number of 64 node cloud squares.
  632. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
  633. # type: int
  634. # cloud_radius = 12
  635. # Enable view bobbing and amount of view bobbing.
  636. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  637. # type: float
  638. # view_bobbing_amount = 1.0
  639. # Multiplier for fall bobbing.
  640. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  641. # type: float
  642. # fall_bobbing_amount = 0.03
  643. # 3D support.
  644. # Currently supported:
  645. # - none: no 3d output.
  646. # - anaglyph: cyan/magenta color 3d.
  647. # - interlaced: odd/even line based polarisation screen support.
  648. # - topbottom: split screen top/bottom.
  649. # - sidebyside: split screen side by side.
  650. # - crossview: Cross-eyed 3d
  651. # - pageflip: quadbuffer based 3d.
  652. # Note that the interlaced mode requires shaders to be enabled.
  653. # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
  654. # 3d_mode = none
  655. # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
  656. # type: float min: 0.1 max: 1
  657. # console_height = 0.6
  658. # In-game chat console background color (R,G,B).
  659. # type: string
  660. # console_color = (0,0,0)
  661. # In-game chat console background alpha (opaqueness, between 0 and 255).
  662. # type: int min: 0 max: 255
  663. # console_alpha = 200
  664. # Formspec full-screen background opacity (between 0 and 255).
  665. # type: int min: 0 max: 255
  666. # formspec_fullscreen_bg_opacity = 140
  667. # Formspec full-screen background color (R,G,B).
  668. # type: string
  669. # formspec_fullscreen_bg_color = (0,0,0)
  670. # Formspec default background opacity (between 0 and 255).
  671. # type: int min: 0 max: 255
  672. # formspec_default_bg_opacity = 140
  673. # Formspec default background color (R,G,B).
  674. # type: string
  675. # formspec_default_bg_color = (0,0,0)
  676. # Selection box border color (R,G,B).
  677. # type: string
  678. # selectionbox_color = (0,0,0)
  679. # Width of the selection box lines around nodes.
  680. # type: int min: 1 max: 5
  681. # selectionbox_width = 2
  682. # Crosshair color (R,G,B).
  683. # type: string
  684. # crosshair_color = (255,255,255)
  685. # Crosshair alpha (opaqueness, between 0 and 255).
  686. # type: int min: 0 max: 255
  687. # crosshair_alpha = 255
  688. # Maximum number of recent chat messages to show
  689. # type: int min: 2 max: 20
  690. # recent_chat_messages = 6
  691. # Whether node texture animations should be desynchronized per mapblock.
  692. # type: bool
  693. # desynchronize_mapblock_texture_animation = true
  694. # Maximum proportion of current window to be used for hotbar.
  695. # Useful if there's something to be displayed right or left of hotbar.
  696. # type: float
  697. # hud_hotbar_max_width = 1.0
  698. # Modifies the size of the hudbar elements.
  699. # type: float
  700. # hud_scaling = 1.0
  701. # Enables caching of facedir rotated meshes.
  702. # type: bool
  703. # enable_mesh_cache = false
  704. # Delay between mesh updates on the client in ms. Increasing this will slow
  705. # down the rate of mesh updates, thus reducing jitter on slower clients.
  706. # type: int min: 0 max: 50
  707. # mesh_generation_interval = 0
  708. # Size of the MapBlock cache of the mesh generator. Increasing this will
  709. # increase the cache hit %, reducing the data being copied from the main
  710. # thread, thus reducing jitter.
  711. # type: int min: 0 max: 1000
  712. # meshgen_block_cache_size = 20
  713. # Enables minimap.
  714. # type: bool
  715. # enable_minimap = true
  716. # Shape of the minimap. Enabled = round, disabled = square.
  717. # type: bool
  718. # minimap_shape_round = true
  719. # True = 256
  720. # False = 128
  721. # Usable to make minimap smoother on slower machines.
  722. # type: bool
  723. # minimap_double_scan_height = true
  724. # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
  725. # type: bool
  726. # directional_colored_fog = true
  727. # The strength (darkness) of node ambient-occlusion shading.
  728. # Lower is darker, Higher is lighter. The valid range of values for this
  729. # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
  730. # set to the nearest valid value.
  731. # type: float min: 0.25 max: 4
  732. # ambient_occlusion_gamma = 2.2
  733. # Enables animation of inventory items.
  734. # type: bool
  735. # inventory_items_animations = false
  736. # Fraction of the visible distance at which fog starts to be rendered
  737. # type: float min: 0 max: 0.99
  738. # fog_start = 0.4
  739. # Makes all liquids opaque
  740. # type: bool
  741. # opaque_water = false
  742. # Textures on a node may be aligned either to the node or to the world.
  743. # The former mode suits better things like machines, furniture, etc., while
  744. # the latter makes stairs and microblocks fit surroundings better.
  745. # However, as this possibility is new, thus may not be used by older servers,
  746. # this option allows enforcing it for certain node types. Note though that
  747. # that is considered EXPERIMENTAL and may not work properly.
  748. # type: enum values: disable, enable, force_solid, force_nodebox
  749. # world_aligned_mode = enable
  750. # World-aligned textures may be scaled to span several nodes. However,
  751. # the server may not send the scale you want, especially if you use
  752. # a specially-designed texture pack; with this option, the client tries
  753. # to determine the scale automatically basing on the texture size.
  754. # See also texture_min_size.
  755. # Warning: This option is EXPERIMENTAL!
  756. # type: enum values: disable, enable, force
  757. # autoscale_mode = disable
  758. # Show entity selection boxes
  759. # type: bool
  760. # show_entity_selectionbox = true
  761. ## Menus
  762. # Use a cloud animation for the main menu background.
  763. # type: bool
  764. # menu_clouds = true
  765. # Scale GUI by a user specified value.
  766. # Use a nearest-neighbor-anti-alias filter to scale the GUI.
  767. # This will smooth over some of the rough edges, and blend
  768. # pixels when scaling down, at the cost of blurring some
  769. # edge pixels when images are scaled by non-integer sizes.
  770. # type: float min: 0.001
  771. # gui_scaling = 1.0
  772. # When gui_scaling_filter is true, all GUI images need to be
  773. # filtered in software, but some images are generated directly
  774. # to hardware (e.g. render-to-texture for nodes in inventory).
  775. # type: bool
  776. # gui_scaling_filter = false
  777. # When gui_scaling_filter_txr2img is true, copy those images
  778. # from hardware to software for scaling. When false, fall back
  779. # to the old scaling method, for video drivers that don't
  780. # properly support downloading textures back from hardware.
  781. # type: bool
  782. # gui_scaling_filter_txr2img = true
  783. # Delay showing tooltips, stated in milliseconds.
  784. # type: int
  785. # tooltip_show_delay = 400
  786. # Append item name to tooltip.
  787. # type: bool
  788. # tooltip_append_itemname = false
  789. # Whether FreeType fonts are used, requires FreeType support to be compiled in.
  790. # If disabled, bitmap and XML vectors fonts are used instead.
  791. # type: bool
  792. # freetype = true
  793. # type: bool
  794. # font_bold = false
  795. # type: bool
  796. # font_italic = false
  797. # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
  798. # type: int
  799. # font_shadow = 1
  800. # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
  801. # type: int min: 0 max: 255
  802. # font_shadow_alpha = 127
  803. # Font size of the default font in point (pt).
  804. # type: int min: 1
  805. # font_size = 16
  806. # Path to the default font.
  807. # If “freetype” setting is enabled: Must be a TrueType font.
  808. # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
  809. # The fallback font will be used if the font cannot be loaded.
  810. # type: filepath
  811. # font_path = fonts/Arimo-Regular.ttf
  812. # type: filepath
  813. # font_path_bold = fonts/Arimo-Bold.ttf
  814. # type: filepath
  815. # font_path_italic = fonts/Arimo-Italic.ttf
  816. # type: filepath
  817. # font_path_bolditalic = fonts/Arimo-BoldItalic.ttf
  818. # Font size of the monospace font in point (pt).
  819. # type: int min: 1
  820. # mono_font_size = 15
  821. # Path to the monospace font.
  822. # If “freetype” setting is enabled: Must be a TrueType font.
  823. # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
  824. # This font is used for e.g. the console and profiler screen.
  825. # type: filepath
  826. # mono_font_path = fonts/Cousine-Regular.ttf
  827. # type: filepath
  828. # mono_font_path_bold = fonts/Cousine-Bold.ttf
  829. # type: filepath
  830. # mono_font_path_italic = fonts/Cousine-Italic.ttf
  831. # type: filepath
  832. # mono_font_path_bolditalic = fonts/Cousine-BoldItalic.ttf
  833. # Font size of the fallback font in point (pt).
  834. # type: int min: 1
  835. # fallback_font_size = 15
  836. # Shadow offset (in pixels) of the fallback font. If 0, then shadow will not be drawn.
  837. # type: int
  838. # fallback_font_shadow = 1
  839. # Opaqueness (alpha) of the shadow behind the fallback font, between 0 and 255.
  840. # type: int min: 0 max: 255
  841. # fallback_font_shadow_alpha = 128
  842. # Path of the fallback font.
  843. # If “freetype” setting is enabled: Must be a TrueType font.
  844. # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
  845. # This font will be used for certain languages or if the default font is unavailable.
  846. # type: filepath
  847. # fallback_font_path = fonts/DroidSansFallbackFull.ttf
  848. # Path to save screenshots at.
  849. # type: path
  850. # screenshot_path =
  851. # Format of screenshots.
  852. # type: enum values: png, jpg, bmp, pcx, ppm, tga
  853. # screenshot_format = png
  854. # Screenshot quality. Only used for JPEG format.
  855. # 1 means worst quality; 100 means best quality.
  856. # Use 0 for default quality.
  857. # type: int min: 0 max: 100
  858. # screenshot_quality = 0
  859. ## Advanced
  860. # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
  861. # type: int min: 1
  862. # screen_dpi = 72
  863. # Windows systems only: Start Minetest with the command line window in the background.
  864. # Contains the same information as the file debug.txt (default name).
  865. # type: bool
  866. # enable_console = false
  867. #
  868. # Sound
  869. #
  870. # Enables the sound system.
  871. # If disabled, this completely disables all sounds everywhere and the in-game
  872. # sound controls will be non-functional.
  873. # Changing this setting requires a restart.
  874. # type: bool
  875. # enable_sound = true
  876. # Volume of all sounds.
  877. # Requires the sound system to be enabled.
  878. # type: float min: 0 max: 1
  879. # sound_volume = 0.7
  880. # Whether to mute sounds. You can unmute sounds at any time, unless the
  881. # sound system is disabled (enable_sound=false).
  882. # In-game, you can toggle the mute state with the mute key or by using the
  883. # pause menu.
  884. # type: bool
  885. # mute_sound = false
  886. #
  887. # Client
  888. #
  889. ## Network
  890. # Address to connect to.
  891. # Leave this blank to start a local server.
  892. # Note that the address field in the main menu overrides this setting.
  893. # type: string
  894. # address =
  895. # Port to connect to (UDP).
  896. # Note that the port field in the main menu overrides this setting.
  897. # type: int min: 1 max: 65535
  898. # remote_port = 30000
  899. # Save the map received by the client on disk.
  900. # type: bool
  901. # enable_local_map_saving = false
  902. # Enable usage of remote media server (if provided by server).
  903. # Remote servers offer a significantly faster way to download media (e.g. textures)
  904. # when connecting to the server.
  905. # type: bool
  906. # enable_remote_media_server = true
  907. # Enable Lua modding support on client.
  908. # This support is experimental and API can change.
  909. # type: bool
  910. # enable_client_modding = false
  911. # URL to the server list displayed in the Multiplayer Tab.
  912. # type: string
  913. # serverlist_url = servers.minetest.net
  914. # File in client/serverlist/ that contains your favorite servers displayed in the
  915. # Multiplayer Tab.
  916. # type: string
  917. # serverlist_file = favoriteservers.txt
  918. # Maximum size of the out chat queue.
  919. # 0 to disable queueing and -1 to make the queue size unlimited.
  920. # type: int
  921. # max_out_chat_queue_size = 20
  922. # Enable register confirmation when connecting to server.
  923. # If disabled, new account will be registered automatically.
  924. # type: bool
  925. # enable_register_confirmation = true
  926. ## Advanced
  927. # Timeout for client to remove unused map data from memory.
  928. # type: int
  929. # client_unload_unused_data_timeout = 600
  930. # Maximum number of mapblocks for client to be kept in memory.
  931. # Set to -1 for unlimited amount.
  932. # type: int
  933. # client_mapblock_limit = 5000
  934. # Whether to show the client debug info (has the same effect as hitting F5).
  935. # type: bool
  936. # show_debug = false
  937. #
  938. # Server / Singleplayer
  939. #
  940. # Name of the server, to be displayed when players join and in the serverlist.
  941. # type: string
  942. # server_name = Minetest server
  943. # Description of server, to be displayed when players join and in the serverlist.
  944. # type: string
  945. # server_description = mine here
  946. # Domain name of server, to be displayed in the serverlist.
  947. # type: string
  948. # server_address = game.minetest.net
  949. # Homepage of server, to be displayed in the serverlist.
  950. # type: string
  951. # server_url = https://minetest.net
  952. # Automatically report to the serverlist.
  953. # type: bool
  954. # server_announce = false
  955. # Announce to this serverlist.
  956. # type: string
  957. # serverlist_url = servers.minetest.net
  958. # Remove color codes from incoming chat messages
  959. # Use this to stop players from being able to use color in their messages
  960. # type: bool
  961. # strip_color_codes = false
  962. ## Network
  963. # Network port to listen (UDP).
  964. # This value will be overridden when starting from the main menu.
  965. # type: int
  966. # port = 30000
  967. # The network interface that the server listens on.
  968. # type: string
  969. # bind_address =
  970. # Enable to disallow old clients from connecting.
  971. # Older clients are compatible in the sense that they will not crash when connecting
  972. # to new servers, but they may not support all new features that you are expecting.
  973. # type: bool
  974. # strict_protocol_version_checking = false
  975. # Specifies URL from which client fetches media instead of using UDP.
  976. # $filename should be accessible from $remote_media$filename via cURL
  977. # (obviously, remote_media should end with a slash).
  978. # Files that are not present will be fetched the usual way.
  979. # type: string
  980. # remote_media =
  981. # Enable/disable running an IPv6 server.
  982. # Ignored if bind_address is set.
  983. # Needs enable_ipv6 to be enabled.
  984. # type: bool
  985. # ipv6_server = false
  986. ### Advanced
  987. # Maximum number of blocks that are simultaneously sent per client.
  988. # The maximum total count is calculated dynamically:
  989. # max_total = ceil((#clients + max_users) * per_client / 4)
  990. # type: int
  991. # max_simultaneous_block_sends_per_client = 40
  992. # To reduce lag, block transfers are slowed down when a player is building something.
  993. # This determines how long they are slowed down after placing or removing a node.
  994. # type: float
  995. # full_block_send_enable_min_time_from_building = 2.0
  996. # Maximum number of packets sent per send step, if you have a slow connection
  997. # try reducing it, but don't reduce it to a number below double of targeted
  998. # client number.
  999. # type: int
  1000. # max_packets_per_iteration = 1024
  1001. ## Game
  1002. # Default game when creating a new world.
  1003. # This will be overridden when creating a world from the main menu.
  1004. # type: string
  1005. # default_game = minetest
  1006. # Message of the day displayed to players connecting.
  1007. # type: string
  1008. # motd =
  1009. # Maximum number of players that can be connected simultaneously.
  1010. # type: int
  1011. # max_users = 15
  1012. # World directory (everything in the world is stored here).
  1013. # Not needed if starting from the main menu.
  1014. # type: path
  1015. # map-dir =
  1016. # Time in seconds for item entity (dropped items) to live.
  1017. # Setting it to -1 disables the feature.
  1018. # type: int
  1019. # item_entity_ttl = 900
  1020. # Enable players getting damage and dying.
  1021. # type: bool
  1022. # enable_damage = false
  1023. # Enable creative mode for new created maps.
  1024. # type: bool
  1025. # creative_mode = false
  1026. # A chosen map seed for a new map, leave empty for random.
  1027. # Will be overridden when creating a new world in the main menu.
  1028. # type: string
  1029. # fixed_map_seed =
  1030. # New users need to input this password.
  1031. # type: string
  1032. # default_password =
  1033. # The privileges that new users automatically get.
  1034. # See /privs in game for a full list on your server and mod configuration.
  1035. # type: string
  1036. # default_privs = interact, shout
  1037. # Privileges that players with basic_privs can grant
  1038. # type: string
  1039. # basic_privs = interact, shout
  1040. # Whether players are shown to clients without any range limit.
  1041. # Deprecated, use the setting player_transfer_distance instead.
  1042. # type: bool
  1043. # unlimited_player_transfer_distance = true
  1044. # Defines the maximal player transfer distance in blocks (0 = unlimited).
  1045. # type: int
  1046. # player_transfer_distance = 0
  1047. # Whether to allow players to damage and kill each other.
  1048. # type: bool
  1049. # enable_pvp = true
  1050. # Enable mod channels support.
  1051. # type: bool
  1052. # enable_mod_channels = false
  1053. # If this is set, players will always (re)spawn at the given position.
  1054. # type: string
  1055. # static_spawnpoint =
  1056. # If enabled, new players cannot join with an empty password.
  1057. # type: bool
  1058. # disallow_empty_password = false
  1059. # If enabled, disable cheat prevention in multiplayer.
  1060. # type: bool
  1061. # disable_anticheat = false
  1062. # If enabled, actions are recorded for rollback.
  1063. # This option is only read when server starts.
  1064. # type: bool
  1065. # enable_rollback_recording = false
  1066. # Format of player chat messages. The following strings are valid placeholders:
  1067. # @name, @message, @timestamp (optional)
  1068. # type: string
  1069. # chat_message_format = <@name> @message
  1070. # A message to be displayed to all clients when the server shuts down.
  1071. # type: string
  1072. # kick_msg_shutdown = Server shutting down.
  1073. # A message to be displayed to all clients when the server crashes.
  1074. # type: string
  1075. # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
  1076. # Whether to ask clients to reconnect after a (Lua) crash.
  1077. # Set this to true if your server is set up to restart automatically.
  1078. # type: bool
  1079. # ask_reconnect_on_crash = false
  1080. # From how far clients know about objects, stated in mapblocks (16 nodes).
  1081. #
  1082. # Setting this larger than active_block_range will also cause the server
  1083. # to maintain active objects up to this distance in the direction the
  1084. # player is looking. (This can avoid mobs suddenly disappearing from view)
  1085. # type: int
  1086. # active_object_send_range_blocks = 4
  1087. # The radius of the volume of blocks around every player that is subject to the
  1088. # active block stuff, stated in mapblocks (16 nodes).
  1089. # In active blocks objects are loaded and ABMs run.
  1090. # This is also the minimum range in which active objects (mobs) are maintained.
  1091. # This should be configured together with active_object_range.
  1092. # type: int
  1093. # active_block_range = 3
  1094. # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
  1095. # type: int
  1096. # max_block_send_distance = 10
  1097. # Maximum number of forceloaded mapblocks.
  1098. # type: int
  1099. # max_forceloaded_blocks = 16
  1100. # Interval of sending time of day to clients.
  1101. # type: int
  1102. # time_send_interval = 5
  1103. # Controls length of day/night cycle.
  1104. # Examples:
  1105. # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
  1106. # type: int
  1107. # time_speed = 72
  1108. # Time of day when a new world is started, in millihours (0-23999).
  1109. # type: int min: 0 max: 23999
  1110. # world_start_time = 6125
  1111. # Interval of saving important changes in the world, stated in seconds.
  1112. # type: float
  1113. # server_map_save_interval = 5.3
  1114. # Set the maximum character length of a chat message sent by clients.
  1115. # type: int
  1116. # chat_message_max_size = 500
  1117. # Amount of messages a player may send per 10 seconds.
  1118. # type: float
  1119. # chat_message_limit_per_10sec = 10.0
  1120. # Kick players who sent more than X messages per 10 seconds.
  1121. # type: int
  1122. # chat_message_limit_trigger_kick = 50
  1123. ### Physics
  1124. # Horizontal and vertical acceleration on ground or when climbing,
  1125. # in nodes per second per second.
  1126. # type: float
  1127. # movement_acceleration_default = 3
  1128. # Horizontal acceleration in air when jumping or falling,
  1129. # in nodes per second per second.
  1130. # type: float
  1131. # movement_acceleration_air = 2
  1132. # Horizontal and vertical acceleration in fast mode,
  1133. # in nodes per second per second.
  1134. # type: float
  1135. # movement_acceleration_fast = 10
  1136. # Walking and flying speed, in nodes per second.
  1137. # type: float
  1138. # movement_speed_walk = 4
  1139. # Sneaking speed, in nodes per second.
  1140. # type: float
  1141. # movement_speed_crouch = 1.35
  1142. # Walking, flying and climbing speed in fast mode, in nodes per second.
  1143. # type: float
  1144. # movement_speed_fast = 20
  1145. # Vertical climbing speed, in nodes per second.
  1146. # type: float
  1147. # movement_speed_climb = 3
  1148. # Initial vertical speed when jumping, in nodes per second.
  1149. # type: float
  1150. # movement_speed_jump = 6.5
  1151. # Decrease this to increase liquid resistance to movement.
  1152. # type: float
  1153. # movement_liquid_fluidity = 1
  1154. # Maximum liquid resistance. Controls deceleration when entering liquid at
  1155. # high speed.
  1156. # type: float
  1157. # movement_liquid_fluidity_smooth = 0.5
  1158. # Controls sinking speed in liquid.
  1159. # type: float
  1160. # movement_liquid_sink = 10
  1161. # Acceleration of gravity, in nodes per second per second.
  1162. # type: float
  1163. # movement_gravity = 9.81
  1164. ### Advanced
  1165. # Handling for deprecated Lua API calls:
  1166. # - legacy: (try to) mimic old behaviour (default for release).
  1167. # - log: mimic and log backtrace of deprecated call (default for debug).
  1168. # - error: abort on usage of deprecated call (suggested for mod developers).
  1169. # type: enum values: legacy, log, error
  1170. # deprecated_lua_api_handling = legacy
  1171. # Number of extra blocks that can be loaded by /clearobjects at once.
  1172. # This is a trade-off between sqlite transaction overhead and
  1173. # memory consumption (4096=100MB, as a rule of thumb).
  1174. # type: int
  1175. # max_clearobjects_extra_loaded_blocks = 4096
  1176. # How much the server will wait before unloading unused mapblocks.
  1177. # Higher value is smoother, but will use more RAM.
  1178. # type: int
  1179. # server_unload_unused_data_timeout = 29
  1180. # Maximum number of statically stored objects in a block.
  1181. # type: int
  1182. # max_objects_per_block = 64
  1183. # See https://www.sqlite.org/pragma.html#pragma_synchronous
  1184. # type: enum values: 0, 1, 2
  1185. # sqlite_synchronous = 2
  1186. # Length of a server tick and the interval at which objects are generally updated over
  1187. # network.
  1188. # type: float
  1189. # dedicated_server_step = 0.09
  1190. # Length of time between active block management cycles
  1191. # type: float
  1192. # active_block_mgmt_interval = 2.0
  1193. # Length of time between Active Block Modifier (ABM) execution cycles
  1194. # type: float
  1195. # abm_interval = 1.0
  1196. # Length of time between NodeTimer execution cycles
  1197. # type: float
  1198. # nodetimer_interval = 0.2
  1199. # If enabled, invalid world data won't cause the server to shut down.
  1200. # Only enable this if you know what you are doing.
  1201. # type: bool
  1202. # ignore_world_load_errors = false
  1203. # Max liquids processed per step.
  1204. # type: int
  1205. # liquid_loop_max = 100000
  1206. # The time (in seconds) that the liquids queue may grow beyond processing
  1207. # capacity until an attempt is made to decrease its size by dumping old queue
  1208. # items. A value of 0 disables the functionality.
  1209. # type: int
  1210. # liquid_queue_purge_time = 0
  1211. # Liquid update interval in seconds.
  1212. # type: float
  1213. # liquid_update = 1.0
  1214. # At this distance the server will aggressively optimize which blocks are sent to
  1215. # clients.
  1216. # Small values potentially improve performance a lot, at the expense of visible
  1217. # rendering glitches (some blocks will not be rendered under water and in caves,
  1218. # as well as sometimes on land).
  1219. # Setting this to a value greater than max_block_send_distance disables this
  1220. # optimization.
  1221. # Stated in mapblocks (16 nodes).
  1222. # type: int min: 2
  1223. # block_send_optimize_distance = 4
  1224. # If enabled the server will perform map block occlusion culling based on
  1225. # on the eye position of the player. This can reduce the number of blocks
  1226. # sent to the client 50-80%. The client will not longer receive most invisible
  1227. # so that the utility of noclip mode is reduced.
  1228. # type: bool
  1229. # server_side_occlusion_culling = true
  1230. # Restricts the access of certain client-side functions on servers.
  1231. # Combine the byteflags below to restrict client-side features, or set to 0
  1232. # for no restrictions:
  1233. # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
  1234. # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
  1235. # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
  1236. # READ_NODEDEFS: 8 (disable get_node_def call client-side)
  1237. # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
  1238. # csm_restriction_noderange)
  1239. # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
  1240. # type: int
  1241. # csm_restriction_flags = 62
  1242. # If the CSM restriction for node range is enabled, get_node calls are limited
  1243. # to this distance from the player to the node.
  1244. # type: int
  1245. # csm_restriction_noderange = 0
  1246. ## Security
  1247. # Prevent mods from doing insecure things like running shell commands.
  1248. # type: bool
  1249. # secure.enable_security = true
  1250. # Comma-separated list of trusted mods that are allowed to access insecure
  1251. # functions even when mod security is on (via request_insecure_environment()).
  1252. # type: string
  1253. # secure.trusted_mods =
  1254. # Comma-separated list of mods that are allowed to access HTTP APIs, which
  1255. # allow them to upload and download data to/from the internet.
  1256. # type: string
  1257. # secure.http_mods =
  1258. ## Advanced
  1259. ### Profiling
  1260. # Load the game profiler to collect game profiling data.
  1261. # Provides a /profiler command to access the compiled profile.
  1262. # Useful for mod developers and server operators.
  1263. # type: bool
  1264. # profiler.load = false
  1265. # The default format in which profiles are being saved,
  1266. # when calling `/profiler save [format]` without format.
  1267. # type: enum values: txt, csv, lua, json, json_pretty
  1268. # profiler.default_report_format = txt
  1269. # The file path relative to your worldpath in which profiles will be saved to.
  1270. # type: string
  1271. # profiler.report_path = ""
  1272. #### Instrumentation
  1273. # Instrument the methods of entities on registration.
  1274. # type: bool
  1275. # instrument.entity = true
  1276. # Instrument the action function of Active Block Modifiers on registration.
  1277. # type: bool
  1278. # instrument.abm = true
  1279. # Instrument the action function of Loading Block Modifiers on registration.
  1280. # type: bool
  1281. # instrument.lbm = true
  1282. # Instrument chatcommands on registration.
  1283. # type: bool
  1284. # instrument.chatcommand = true
  1285. # Instrument global callback functions on registration.
  1286. # (anything you pass to a minetest.register_*() function)
  1287. # type: bool
  1288. # instrument.global_callback = true
  1289. ##### Advanced
  1290. # Instrument builtin.
  1291. # This is usually only needed by core/builtin contributors
  1292. # type: bool
  1293. # instrument.builtin = false
  1294. # Have the profiler instrument itself:
  1295. # * Instrument an empty function.
  1296. # This estimates the overhead, that instrumentation is adding (+1 function call).
  1297. # * Instrument the sampler being used to update the statistics.
  1298. # type: bool
  1299. # instrument.profiler = false
  1300. #
  1301. # Client and Server
  1302. #
  1303. # Name of the player.
  1304. # When running a server, clients connecting with this name are admins.
  1305. # When starting from the main menu, this is overridden.
  1306. # type: string
  1307. # name =
  1308. # Set the language. Leave empty to use the system language.
  1309. # A restart is required after changing this.
  1310. # type: enum values: , ar, ca, cs, da, de, dv, el, eo, es, et, eu, fil, fr, hu, id, it, ja, ja_KS, jbo, kk, kn, lo, lt, ms, my, nb, nl, nn, pl, pt, pt_BR, ro, ru, sl, sr_Cyrl, sv, sw, th, tr, uk, vi
  1311. # language =
  1312. # Level of logging to be written to debug.txt:
  1313. # - <nothing> (no logging)
  1314. # - none (messages with no level)
  1315. # - error
  1316. # - warning
  1317. # - action
  1318. # - info
  1319. # - verbose
  1320. # type: enum values: , none, error, warning, action, info, verbose
  1321. # debug_log_level = action
  1322. # If the file size of debug.txt exceeds the number of megabytes specified in
  1323. # this setting when it is opened, the file is moved to debug.txt.1,
  1324. # deleting an older debug.txt.1 if it exists.
  1325. # debug.txt is only moved if this setting is positive.
  1326. # type: int
  1327. # debug_log_size_max = 50
  1328. # Enable IPv6 support (for both client and server).
  1329. # Required for IPv6 connections to work at all.
  1330. # type: bool
  1331. # enable_ipv6 = true
  1332. ## Advanced
  1333. # Default timeout for cURL, stated in milliseconds.
  1334. # Only has an effect if compiled with cURL.
  1335. # type: int
  1336. # curl_timeout = 5000
  1337. # Limits number of parallel HTTP requests. Affects:
  1338. # - Media fetch if server uses remote_media setting.
  1339. # - Serverlist download and server announcement.
  1340. # - Downloads performed by main menu (e.g. mod manager).
  1341. # Only has an effect if compiled with cURL.
  1342. # type: int
  1343. # curl_parallel_limit = 8
  1344. # Maximum time in ms a file download (e.g. a mod download) may take.
  1345. # type: int
  1346. # curl_file_download_timeout = 300000
  1347. # Makes DirectX work with LuaJIT. Disable if it causes troubles.
  1348. # type: bool
  1349. # high_precision_fpu = true
  1350. # Changes the main menu UI:
  1351. # - Full: Multiple singleplayer worlds, game choice, texture pack chooser, etc.
  1352. # - Simple: One singleplayer world, no game or texture pack choosers. May be
  1353. # necessary for smaller screens.
  1354. # type: enum values: full, simple
  1355. # main_menu_style = full
  1356. # Replaces the default main menu with a custom one.
  1357. # type: string
  1358. # main_menu_script =
  1359. # Print the engine's profiling data in regular intervals (in seconds).
  1360. # 0 = disable. Useful for developers.
  1361. # type: int
  1362. # profiler_print_interval = 0
  1363. #
  1364. # Mapgen
  1365. #
  1366. # Name of map generator to be used when creating a new world.
  1367. # Creating a world in the main menu will override this.
  1368. # Current mapgens in a highly unstable state:
  1369. # - The optional floatlands of v7 (disabled by default).
  1370. # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
  1371. # mg_name = v7
  1372. # Water surface level of the world.
  1373. # type: int
  1374. # water_level = 1
  1375. # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
  1376. # type: int
  1377. # max_block_generate_distance = 8
  1378. # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
  1379. # Only mapchunks completely within the mapgen limit are generated.
  1380. # Value is stored per-world.
  1381. # type: int min: 0 max: 31000
  1382. # mapgen_limit = 31000
  1383. # Global map generation attributes.
  1384. # In Mapgen v6 the 'decorations' flag controls all decorations except trees
  1385. # and junglegrass, in all other mapgens this flag controls all decorations.
  1386. # type: flags possible values: caves, dungeons, light, decorations, biomes, nocaves, nodungeons, nolight, nodecorations, nobiomes
  1387. # mg_flags = caves,dungeons,light,decorations,biomes
  1388. ## Biome API temperature and humidity noise parameters
  1389. # Temperature variation for biomes.
  1390. # type: noise_params_2d
  1391. # mg_biome_np_heat = {
  1392. # offset = 50,
  1393. # scale = 50,
  1394. # spread = (1000, 1000, 1000),
  1395. # seed = 5349,
  1396. # octaves = 3,
  1397. # persistence = 0.5,
  1398. # lacunarity = 2.0,
  1399. # flags = eased
  1400. # }
  1401. # Small-scale temperature variation for blending biomes on borders.
  1402. # type: noise_params_2d
  1403. # mg_biome_np_heat_blend = {
  1404. # offset = 0,
  1405. # scale = 1.5,
  1406. # spread = (8, 8, 8),
  1407. # seed = 13,
  1408. # octaves = 2,
  1409. # persistence = 1.0,
  1410. # lacunarity = 2.0,
  1411. # flags = eased
  1412. # }
  1413. # Humidity variation for biomes.
  1414. # type: noise_params_2d
  1415. # mg_biome_np_humidity = {
  1416. # offset = 50,
  1417. # scale = 50,
  1418. # spread = (1000, 1000, 1000),
  1419. # seed = 842,
  1420. # octaves = 3,
  1421. # persistence = 0.5,
  1422. # lacunarity = 2.0,
  1423. # flags = eased
  1424. # }
  1425. # Small-scale humidity variation for blending biomes on borders.
  1426. # type: noise_params_2d
  1427. # mg_biome_np_humidity_blend = {
  1428. # offset = 0,
  1429. # scale = 1.5,
  1430. # spread = (8, 8, 8),
  1431. # seed = 90003,
  1432. # octaves = 2,
  1433. # persistence = 1.0,
  1434. # lacunarity = 2.0,
  1435. # flags = eased
  1436. # }
  1437. ## Mapgen V5
  1438. # Map generation attributes specific to Mapgen v5.
  1439. # type: flags possible values: caverns, nocaverns
  1440. # mgv5_spflags = caverns
  1441. # Controls width of tunnels, a smaller value creates wider tunnels.
  1442. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1443. # intensive noise calculations.
  1444. # type: float
  1445. # mgv5_cave_width = 0.09
  1446. # Y of upper limit of large caves.
  1447. # type: int
  1448. # mgv5_large_cave_depth = -256
  1449. # Minimum limit of random number of small caves per mapchunk.
  1450. # type: int min: 0 max: 256
  1451. # mgv5_small_cave_num_min = 0
  1452. # Maximum limit of random number of small caves per mapchunk.
  1453. # type: int min: 0 max: 256
  1454. # mgv5_small_cave_num_max = 0
  1455. # Minimum limit of random number of large caves per mapchunk.
  1456. # type: int min: 0 max: 64
  1457. # mgv5_large_cave_num_min = 0
  1458. # Maximum limit of random number of large caves per mapchunk.
  1459. # type: int min: 0 max: 64
  1460. # mgv5_large_cave_num_max = 2
  1461. # Proportion of large caves that contain liquid.
  1462. # type: float min: 0 max: 1
  1463. # mgv5_large_cave_flooded = 0.5
  1464. # Y-level of cavern upper limit.
  1465. # type: int
  1466. # mgv5_cavern_limit = -256
  1467. # Y-distance over which caverns expand to full size.
  1468. # type: int
  1469. # mgv5_cavern_taper = 256
  1470. # Defines full size of caverns, smaller values create larger caverns.
  1471. # type: float
  1472. # mgv5_cavern_threshold = 0.7
  1473. # Lower Y limit of dungeons.
  1474. # type: int
  1475. # mgv5_dungeon_ymin = -31000
  1476. # Upper Y limit of dungeons.
  1477. # type: int
  1478. # mgv5_dungeon_ymax = 31000
  1479. ### Noises
  1480. # Variation of biome filler depth.
  1481. # type: noise_params_2d
  1482. # mgv5_np_filler_depth = {
  1483. # offset = 0,
  1484. # scale = 1,
  1485. # spread = (150, 150, 150),
  1486. # seed = 261,
  1487. # octaves = 4,
  1488. # persistence = 0.7,
  1489. # lacunarity = 2.0,
  1490. # flags = eased
  1491. # }
  1492. # Variation of terrain vertical scale.
  1493. # When noise is < -0.55 terrain is near-flat.
  1494. # type: noise_params_2d
  1495. # mgv5_np_factor = {
  1496. # offset = 0,
  1497. # scale = 1,
  1498. # spread = (250, 250, 250),
  1499. # seed = 920381,
  1500. # octaves = 3,
  1501. # persistence = 0.45,
  1502. # lacunarity = 2.0,
  1503. # flags = eased
  1504. # }
  1505. # Y-level of average terrain surface.
  1506. # type: noise_params_2d
  1507. # mgv5_np_height = {
  1508. # offset = 0,
  1509. # scale = 10,
  1510. # spread = (250, 250, 250),
  1511. # seed = 84174,
  1512. # octaves = 4,
  1513. # persistence = 0.5,
  1514. # lacunarity = 2.0,
  1515. # flags = eased
  1516. # }
  1517. # First of two 3D noises that together define tunnels.
  1518. # type: noise_params_3d
  1519. # mgv5_np_cave1 = {
  1520. # offset = 0,
  1521. # scale = 12,
  1522. # spread = (61, 61, 61),
  1523. # seed = 52534,
  1524. # octaves = 3,
  1525. # persistence = 0.5,
  1526. # lacunarity = 2.0,
  1527. # flags =
  1528. # }
  1529. # Second of two 3D noises that together define tunnels.
  1530. # type: noise_params_3d
  1531. # mgv5_np_cave2 = {
  1532. # offset = 0,
  1533. # scale = 12,
  1534. # spread = (67, 67, 67),
  1535. # seed = 10325,
  1536. # octaves = 3,
  1537. # persistence = 0.5,
  1538. # lacunarity = 2.0,
  1539. # flags =
  1540. # }
  1541. # 3D noise defining giant caverns.
  1542. # type: noise_params_3d
  1543. # mgv5_np_cavern = {
  1544. # offset = 0,
  1545. # scale = 1,
  1546. # spread = (384, 128, 384),
  1547. # seed = 723,
  1548. # octaves = 5,
  1549. # persistence = 0.63,
  1550. # lacunarity = 2.0,
  1551. # flags =
  1552. # }
  1553. # 3D noise defining terrain.
  1554. # type: noise_params_3d
  1555. # mgv5_np_ground = {
  1556. # offset = 0,
  1557. # scale = 40,
  1558. # spread = (80, 80, 80),
  1559. # seed = 983240,
  1560. # octaves = 4,
  1561. # persistence = 0.55,
  1562. # lacunarity = 2.0,
  1563. # flags = eased
  1564. # }
  1565. # 3D noise that determines number of dungeons per mapchunk.
  1566. # type: noise_params_3d
  1567. # mgv5_np_dungeons = {
  1568. # offset = 0.9,
  1569. # scale = 0.5,
  1570. # spread = (500, 500, 500),
  1571. # seed = 0,
  1572. # octaves = 2,
  1573. # persistence = 0.8,
  1574. # lacunarity = 2.0,
  1575. # flags =
  1576. # }
  1577. ## Mapgen V6
  1578. # Map generation attributes specific to Mapgen v6.
  1579. # The 'snowbiomes' flag enables the new 5 biome system.
  1580. # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
  1581. # the 'jungles' flag is ignored.
  1582. # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
  1583. # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
  1584. # Deserts occur when np_biome exceeds this value.
  1585. # When the 'snowbiomes' flag is enabled, this is ignored.
  1586. # type: float
  1587. # mgv6_freq_desert = 0.45
  1588. # Sandy beaches occur when np_beach exceeds this value.
  1589. # type: float
  1590. # mgv6_freq_beach = 0.15
  1591. # Lower Y limit of dungeons.
  1592. # type: int
  1593. # mgv6_dungeon_ymin = -31000
  1594. # Upper Y limit of dungeons.
  1595. # type: int
  1596. # mgv6_dungeon_ymax = 31000
  1597. ### Noises
  1598. # Y-level of lower terrain and seabed.
  1599. # type: noise_params_2d
  1600. # mgv6_np_terrain_base = {
  1601. # offset = -4,
  1602. # scale = 20,
  1603. # spread = (250, 250, 250),
  1604. # seed = 82341,
  1605. # octaves = 5,
  1606. # persistence = 0.6,
  1607. # lacunarity = 2.0,
  1608. # flags = eased
  1609. # }
  1610. # Y-level of higher terrain that creates cliffs.
  1611. # type: noise_params_2d
  1612. # mgv6_np_terrain_higher = {
  1613. # offset = 20,
  1614. # scale = 16,
  1615. # spread = (500, 500, 500),
  1616. # seed = 85039,
  1617. # octaves = 5,
  1618. # persistence = 0.6,
  1619. # lacunarity = 2.0,
  1620. # flags = eased
  1621. # }
  1622. # Varies steepness of cliffs.
  1623. # type: noise_params_2d
  1624. # mgv6_np_steepness = {
  1625. # offset = 0.85,
  1626. # scale = 0.5,
  1627. # spread = (125, 125, 125),
  1628. # seed = -932,
  1629. # octaves = 5,
  1630. # persistence = 0.7,
  1631. # lacunarity = 2.0,
  1632. # flags = eased
  1633. # }
  1634. # Defines distribution of higher terrain.
  1635. # type: noise_params_2d
  1636. # mgv6_np_height_select = {
  1637. # offset = 0.5,
  1638. # scale = 1,
  1639. # spread = (250, 250, 250),
  1640. # seed = 4213,
  1641. # octaves = 5,
  1642. # persistence = 0.69,
  1643. # lacunarity = 2.0,
  1644. # flags = eased
  1645. # }
  1646. # Varies depth of biome surface nodes.
  1647. # type: noise_params_2d
  1648. # mgv6_np_mud = {
  1649. # offset = 4,
  1650. # scale = 2,
  1651. # spread = (200, 200, 200),
  1652. # seed = 91013,
  1653. # octaves = 3,
  1654. # persistence = 0.55,
  1655. # lacunarity = 2.0,
  1656. # flags = eased
  1657. # }
  1658. # Defines areas with sandy beaches.
  1659. # type: noise_params_2d
  1660. # mgv6_np_beach = {
  1661. # offset = 0,
  1662. # scale = 1,
  1663. # spread = (250, 250, 250),
  1664. # seed = 59420,
  1665. # octaves = 3,
  1666. # persistence = 0.50,
  1667. # lacunarity = 2.0,
  1668. # flags = eased
  1669. # }
  1670. # Temperature variation for biomes.
  1671. # type: noise_params_2d
  1672. # mgv6_np_biome = {
  1673. # offset = 0,
  1674. # scale = 1,
  1675. # spread = (500, 500, 500),
  1676. # seed = 9130,
  1677. # octaves = 3,
  1678. # persistence = 0.50,
  1679. # lacunarity = 2.0,
  1680. # flags = eased
  1681. # }
  1682. # Variation of number of caves.
  1683. # type: noise_params_2d
  1684. # mgv6_np_cave = {
  1685. # offset = 6,
  1686. # scale = 6,
  1687. # spread = (250, 250, 250),
  1688. # seed = 34329,
  1689. # octaves = 3,
  1690. # persistence = 0.50,
  1691. # lacunarity = 2.0,
  1692. # flags = eased
  1693. # }
  1694. # Humidity variation for biomes.
  1695. # type: noise_params_2d
  1696. # mgv6_np_humidity = {
  1697. # offset = 0.5,
  1698. # scale = 0.5,
  1699. # spread = (500, 500, 500),
  1700. # seed = 72384,
  1701. # octaves = 3,
  1702. # persistence = 0.50,
  1703. # lacunarity = 2.0,
  1704. # flags = eased
  1705. # }
  1706. # Defines tree areas and tree density.
  1707. # type: noise_params_2d
  1708. # mgv6_np_trees = {
  1709. # offset = 0,
  1710. # scale = 1,
  1711. # spread = (125, 125, 125),
  1712. # seed = 2,
  1713. # octaves = 4,
  1714. # persistence = 0.66,
  1715. # lacunarity = 2.0,
  1716. # flags = eased
  1717. # }
  1718. # Defines areas where trees have apples.
  1719. # type: noise_params_2d
  1720. # mgv6_np_apple_trees = {
  1721. # offset = 0,
  1722. # scale = 1,
  1723. # spread = (100, 100, 100),
  1724. # seed = 342902,
  1725. # octaves = 3,
  1726. # persistence = 0.45,
  1727. # lacunarity = 2.0,
  1728. # flags = eased
  1729. # }
  1730. ## Mapgen V7
  1731. # Map generation attributes specific to Mapgen v7.
  1732. # 'ridges' enables the rivers.
  1733. # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
  1734. # mgv7_spflags = mountains,ridges,nofloatlands,caverns
  1735. # Y of mountain density gradient zero level. Used to shift mountains vertically.
  1736. # type: int
  1737. # mgv7_mount_zero_level = 0
  1738. # Controls width of tunnels, a smaller value creates wider tunnels.
  1739. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1740. # intensive noise calculations.
  1741. # type: float
  1742. # mgv7_cave_width = 0.09
  1743. # Y of upper limit of large caves.
  1744. # type: int
  1745. # mgv7_large_cave_depth = -33
  1746. # Minimum limit of random number of small caves per mapchunk.
  1747. # type: int min: 0 max: 256
  1748. # mgv7_small_cave_num_min = 0
  1749. # Maximum limit of random number of small caves per mapchunk.
  1750. # type: int min: 0 max: 256
  1751. # mgv7_small_cave_num_max = 0
  1752. # Minimum limit of random number of large caves per mapchunk.
  1753. # type: int min: 0 max: 64
  1754. # mgv7_large_cave_num_min = 0
  1755. # Maximum limit of random number of large caves per mapchunk.
  1756. # type: int min: 0 max: 64
  1757. # mgv7_large_cave_num_max = 2
  1758. # Proportion of large caves that contain liquid.
  1759. # type: float min: 0 max: 1
  1760. # mgv7_large_cave_flooded = 0.5
  1761. # Y-level of cavern upper limit.
  1762. # type: int
  1763. # mgv7_cavern_limit = -256
  1764. # Y-distance over which caverns expand to full size.
  1765. # type: int
  1766. # mgv7_cavern_taper = 256
  1767. # Defines full size of caverns, smaller values create larger caverns.
  1768. # type: float
  1769. # mgv7_cavern_threshold = 0.7
  1770. # Lower Y limit of dungeons.
  1771. # type: int
  1772. # mgv7_dungeon_ymin = -31000
  1773. # Upper Y limit of dungeons.
  1774. # type: int
  1775. # mgv7_dungeon_ymax = 31000
  1776. ### Noises
  1777. # Y-level of higher terrain that creates cliffs.
  1778. # type: noise_params_2d
  1779. # mgv7_np_terrain_base = {
  1780. # offset = 4,
  1781. # scale = 70,
  1782. # spread = (600, 600, 600),
  1783. # seed = 82341,
  1784. # octaves = 5,
  1785. # persistence = 0.6,
  1786. # lacunarity = 2.0,
  1787. # flags = eased
  1788. # }
  1789. # Y-level of lower terrain and seabed.
  1790. # type: noise_params_2d
  1791. # mgv7_np_terrain_alt = {
  1792. # offset = 4,
  1793. # scale = 25,
  1794. # spread = (600, 600, 600),
  1795. # seed = 5934,
  1796. # octaves = 5,
  1797. # persistence = 0.6,
  1798. # lacunarity = 2.0,
  1799. # flags = eased
  1800. # }
  1801. # Varies roughness of terrain.
  1802. # Defines the 'persistence' value for terrain_base and terrain_alt noises.
  1803. # type: noise_params_2d
  1804. # mgv7_np_terrain_persist = {
  1805. # offset = 0.6,
  1806. # scale = 0.1,
  1807. # spread = (2000, 2000, 2000),
  1808. # seed = 539,
  1809. # octaves = 3,
  1810. # persistence = 0.6,
  1811. # lacunarity = 2.0,
  1812. # flags = eased
  1813. # }
  1814. # Defines distribution of higher terrain and steepness of cliffs.
  1815. # type: noise_params_2d
  1816. # mgv7_np_height_select = {
  1817. # offset = -8,
  1818. # scale = 16,
  1819. # spread = (500, 500, 500),
  1820. # seed = 4213,
  1821. # octaves = 6,
  1822. # persistence = 0.7,
  1823. # lacunarity = 2.0,
  1824. # flags = eased
  1825. # }
  1826. # Variation of biome filler depth.
  1827. # type: noise_params_2d
  1828. # mgv7_np_filler_depth = {
  1829. # offset = 0,
  1830. # scale = 1.2,
  1831. # spread = (150, 150, 150),
  1832. # seed = 261,
  1833. # octaves = 3,
  1834. # persistence = 0.7,
  1835. # lacunarity = 2.0,
  1836. # flags = eased
  1837. # }
  1838. # Variation of maximum mountain height (in nodes).
  1839. # type: noise_params_2d
  1840. # mgv7_np_mount_height = {
  1841. # offset = 256,
  1842. # scale = 112,
  1843. # spread = (1000, 1000, 1000),
  1844. # seed = 72449,
  1845. # octaves = 3,
  1846. # persistence = 0.6,
  1847. # lacunarity = 2.0,
  1848. # flags = eased
  1849. # }
  1850. # Defines large-scale river channel structure.
  1851. # type: noise_params_2d
  1852. # mgv7_np_ridge_uwater = {
  1853. # offset = 0,
  1854. # scale = 1,
  1855. # spread = (1000, 1000, 1000),
  1856. # seed = 85039,
  1857. # octaves = 5,
  1858. # persistence = 0.6,
  1859. # lacunarity = 2.0,
  1860. # flags = eased
  1861. # }
  1862. # 3D noise defining mountain structure and height.
  1863. # Also defines structure of floatland mountain terrain.
  1864. # type: noise_params_3d
  1865. # mgv7_np_mountain = {
  1866. # offset = -0.6,
  1867. # scale = 1,
  1868. # spread = (250, 350, 250),
  1869. # seed = 5333,
  1870. # octaves = 5,
  1871. # persistence = 0.63,
  1872. # lacunarity = 2.0,
  1873. # flags =
  1874. # }
  1875. # 3D noise defining structure of river canyon walls.
  1876. # type: noise_params_3d
  1877. # mgv7_np_ridge = {
  1878. # offset = 0,
  1879. # scale = 1,
  1880. # spread = (100, 100, 100),
  1881. # seed = 6467,
  1882. # octaves = 4,
  1883. # persistence = 0.75,
  1884. # lacunarity = 2.0,
  1885. # flags =
  1886. # }
  1887. # 3D noise defining giant caverns.
  1888. # type: noise_params_3d
  1889. # mgv7_np_cavern = {
  1890. # offset = 0,
  1891. # scale = 1,
  1892. # spread = (384, 128, 384),
  1893. # seed = 723,
  1894. # octaves = 5,
  1895. # persistence = 0.63,
  1896. # lacunarity = 2.0,
  1897. # flags =
  1898. # }
  1899. # First of two 3D noises that together define tunnels.
  1900. # type: noise_params_3d
  1901. # mgv7_np_cave1 = {
  1902. # offset = 0,
  1903. # scale = 12,
  1904. # spread = (61, 61, 61),
  1905. # seed = 52534,
  1906. # octaves = 3,
  1907. # persistence = 0.5,
  1908. # lacunarity = 2.0,
  1909. # flags =
  1910. # }
  1911. # Second of two 3D noises that together define tunnels.
  1912. # type: noise_params_3d
  1913. # mgv7_np_cave2 = {
  1914. # offset = 0,
  1915. # scale = 12,
  1916. # spread = (67, 67, 67),
  1917. # seed = 10325,
  1918. # octaves = 3,
  1919. # persistence = 0.5,
  1920. # lacunarity = 2.0,
  1921. # flags =
  1922. # }
  1923. # 3D noise that determines number of dungeons per mapchunk.
  1924. # type: noise_params_3d
  1925. # mgv7_np_dungeons = {
  1926. # offset = 0.9,
  1927. # scale = 0.5,
  1928. # spread = (500, 500, 500),
  1929. # seed = 0,
  1930. # octaves = 2,
  1931. # persistence = 0.8,
  1932. # lacunarity = 2.0,
  1933. # flags =
  1934. # }
  1935. ## Mapgen Carpathian
  1936. # Map generation attributes specific to Mapgen Carpathian.
  1937. # type: flags possible values: caverns, rivers, nocaverns, norivers
  1938. # mgcarpathian_spflags = caverns,norivers
  1939. # Defines the base ground level.
  1940. # type: float
  1941. # mgcarpathian_base_level = 12.0
  1942. # Defines the width of the river channel.
  1943. # type: float
  1944. # mgcarpathian_river_width = 0.05
  1945. # Defines the depth of the river channel.
  1946. # type: float
  1947. # mgcarpathian_river_depth = 24.0
  1948. # Defines the width of the river valley.
  1949. # type: float
  1950. # mgcarpathian_valley_width = 0.25
  1951. # Controls width of tunnels, a smaller value creates wider tunnels.
  1952. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1953. # intensive noise calculations.
  1954. # type: float
  1955. # mgcarpathian_cave_width = 0.09
  1956. # Y of upper limit of large caves.
  1957. # type: int
  1958. # mgcarpathian_large_cave_depth = -33
  1959. # Minimum limit of random number of small caves per mapchunk.
  1960. # type: int min: 0 max: 256
  1961. # mgcarpathian_small_cave_num_min = 0
  1962. # Maximum limit of random number of small caves per mapchunk.
  1963. # type: int min: 0 max: 256
  1964. # mgcarpathian_small_cave_num_max = 0
  1965. # Minimum limit of random number of large caves per mapchunk.
  1966. # type: int min: 0 max: 64
  1967. # mgcarpathian_large_cave_num_min = 0
  1968. # Maximum limit of random number of large caves per mapchunk.
  1969. # type: int min: 0 max: 64
  1970. # mgcarpathian_large_cave_num_max = 2
  1971. # Proportion of large caves that contain liquid.
  1972. # type: float min: 0 max: 1
  1973. # mgcarpathian_large_cave_flooded = 0.5
  1974. # Y-level of cavern upper limit.
  1975. # type: int
  1976. # mgcarpathian_cavern_limit = -256
  1977. # Y-distance over which caverns expand to full size.
  1978. # type: int
  1979. # mgcarpathian_cavern_taper = 256
  1980. # Defines full size of caverns, smaller values create larger caverns.
  1981. # type: float
  1982. # mgcarpathian_cavern_threshold = 0.7
  1983. # Lower Y limit of dungeons.
  1984. # type: int
  1985. # mgcarpathian_dungeon_ymin = -31000
  1986. # Upper Y limit of dungeons.
  1987. # type: int
  1988. # mgcarpathian_dungeon_ymax = 31000
  1989. ### Noises
  1990. # Variation of biome filler depth.
  1991. # type: noise_params_2d
  1992. # mgcarpathian_np_filler_depth = {
  1993. # offset = 0,
  1994. # scale = 1,
  1995. # spread = (128, 128, 128),
  1996. # seed = 261,
  1997. # octaves = 3,
  1998. # persistence = 0.7,
  1999. # lacunarity = 2.0,
  2000. # flags = eased
  2001. # }
  2002. # First of 4 2D noises that together define hill/mountain range height.
  2003. # type: noise_params_2d
  2004. # mgcarpathian_np_height1 = {
  2005. # offset = 0,
  2006. # scale = 5,
  2007. # spread = (251, 251, 251),
  2008. # seed = 9613,
  2009. # octaves = 5,
  2010. # persistence = 0.5,
  2011. # lacunarity = 2.0,
  2012. # flags = eased
  2013. # }
  2014. # Second of 4 2D noises that together define hill/mountain range height.
  2015. # type: noise_params_2d
  2016. # mgcarpathian_np_height2 = {
  2017. # offset = 0,
  2018. # scale = 5,
  2019. # spread = (383, 383, 383),
  2020. # seed = 1949,
  2021. # octaves = 5,
  2022. # persistence = 0.5,
  2023. # lacunarity = 2.0,
  2024. # flags = eased
  2025. # }
  2026. # Third of 4 2D noises that together define hill/mountain range height.
  2027. # type: noise_params_2d
  2028. # mgcarpathian_np_height3 = {
  2029. # offset = 0,
  2030. # scale = 5,
  2031. # spread = (509, 509, 509),
  2032. # seed = 3211,
  2033. # octaves = 5,
  2034. # persistence = 0.5,
  2035. # lacunarity = 2.0,
  2036. # flags = eased
  2037. # }
  2038. # Fourth of 4 2D noises that together define hill/mountain range height.
  2039. # type: noise_params_2d
  2040. # mgcarpathian_np_height4 = {
  2041. # offset = 0,
  2042. # scale = 5,
  2043. # spread = (631, 631, 631),
  2044. # seed = 1583,
  2045. # octaves = 5,
  2046. # persistence = 0.5,
  2047. # lacunarity = 2.0,
  2048. # flags = eased
  2049. # }
  2050. # 2D noise that controls the size/occurrence of rolling hills.
  2051. # type: noise_params_2d
  2052. # mgcarpathian_np_hills_terrain = {
  2053. # offset = 1,
  2054. # scale = 1,
  2055. # spread = (1301, 1301, 1301),
  2056. # seed = 1692,
  2057. # octaves = 3,
  2058. # persistence = 0.5,
  2059. # lacunarity = 2.0,
  2060. # flags = eased
  2061. # }
  2062. # 2D noise that controls the size/occurrence of ridged mountain ranges.
  2063. # type: noise_params_2d
  2064. # mgcarpathian_np_ridge_terrain = {
  2065. # offset = 1,
  2066. # scale = 1,
  2067. # spread = (1889, 1889, 1889),
  2068. # seed = 3568,
  2069. # octaves = 3,
  2070. # persistence = 0.5,
  2071. # lacunarity = 2.0,
  2072. # flags = eased
  2073. # }
  2074. # 2D noise that controls the size/occurrence of step mountain ranges.
  2075. # type: noise_params_2d
  2076. # mgcarpathian_np_step_terrain = {
  2077. # offset = 1,
  2078. # scale = 1,
  2079. # spread = (1889, 1889, 1889),
  2080. # seed = 4157,
  2081. # octaves = 3,
  2082. # persistence = 0.5,
  2083. # lacunarity = 2.0,
  2084. # flags = eased
  2085. # }
  2086. # 2D noise that controls the shape/size of rolling hills.
  2087. # type: noise_params_2d
  2088. # mgcarpathian_np_hills = {
  2089. # offset = 0,
  2090. # scale = 3,
  2091. # spread = (257, 257, 257),
  2092. # seed = 6604,
  2093. # octaves = 6,
  2094. # persistence = 0.5,
  2095. # lacunarity = 2.0,
  2096. # flags = eased
  2097. # }
  2098. # 2D noise that controls the shape/size of ridged mountains.
  2099. # type: noise_params_2d
  2100. # mgcarpathian_np_ridge_mnt = {
  2101. # offset = 0,
  2102. # scale = 12,
  2103. # spread = (743, 743, 743),
  2104. # seed = 5520,
  2105. # octaves = 6,
  2106. # persistence = 0.7,
  2107. # lacunarity = 2.0,
  2108. # flags = eased
  2109. # }
  2110. # 2D noise that controls the shape/size of step mountains.
  2111. # type: noise_params_2d
  2112. # mgcarpathian_np_step_mnt = {
  2113. # offset = 0,
  2114. # scale = 8,
  2115. # spread = (509, 509, 509),
  2116. # seed = 2590,
  2117. # octaves = 6,
  2118. # persistence = 0.6,
  2119. # lacunarity = 2.0,
  2120. # flags = eased
  2121. # }
  2122. # 2D noise that locates the river valleys and channels.
  2123. # type: noise_params_2d
  2124. # mgcarpathian_np_rivers = {
  2125. # offset = 0,
  2126. # scale = 1,
  2127. # spread = (1000, 1000, 1000),
  2128. # seed = 85039,
  2129. # octaves = 5,
  2130. # persistence = 0.6,
  2131. # lacunarity = 2.0,
  2132. # flags = eased
  2133. # }
  2134. # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
  2135. # type: noise_params_3d
  2136. # mgcarpathian_np_mnt_var = {
  2137. # offset = 0,
  2138. # scale = 1,
  2139. # spread = (499, 499, 499),
  2140. # seed = 2490,
  2141. # octaves = 5,
  2142. # persistence = 0.55,
  2143. # lacunarity = 2.0,
  2144. # flags =
  2145. # }
  2146. # First of two 3D noises that together define tunnels.
  2147. # type: noise_params_3d
  2148. # mgcarpathian_np_cave1 = {
  2149. # offset = 0,
  2150. # scale = 12,
  2151. # spread = (61, 61, 61),
  2152. # seed = 52534,
  2153. # octaves = 3,
  2154. # persistence = 0.5,
  2155. # lacunarity = 2.0,
  2156. # flags =
  2157. # }
  2158. # Second of two 3D noises that together define tunnels.
  2159. # type: noise_params_3d
  2160. # mgcarpathian_np_cave2 = {
  2161. # offset = 0,
  2162. # scale = 12,
  2163. # spread = (67, 67, 67),
  2164. # seed = 10325,
  2165. # octaves = 3,
  2166. # persistence = 0.5,
  2167. # lacunarity = 2.0,
  2168. # flags =
  2169. # }
  2170. # 3D noise defining giant caverns.
  2171. # type: noise_params_3d
  2172. # mgcarpathian_np_cavern = {
  2173. # offset = 0,
  2174. # scale = 1,
  2175. # spread = (384, 128, 384),
  2176. # seed = 723,
  2177. # octaves = 5,
  2178. # persistence = 0.63,
  2179. # lacunarity = 2.0,
  2180. # flags =
  2181. # }
  2182. # 3D noise that determines number of dungeons per mapchunk.
  2183. # type: noise_params_3d
  2184. # mgcarpathian_np_dungeons = {
  2185. # offset = 0.9,
  2186. # scale = 0.5,
  2187. # spread = (500, 500, 500),
  2188. # seed = 0,
  2189. # octaves = 2,
  2190. # persistence = 0.8,
  2191. # lacunarity = 2.0,
  2192. # flags =
  2193. # }
  2194. ## Mapgen Flat
  2195. # Map generation attributes specific to Mapgen Flat.
  2196. # Occasional lakes and hills can be added to the flat world.
  2197. # type: flags possible values: lakes, hills, nolakes, nohills
  2198. # mgflat_spflags = nolakes,nohills
  2199. # Y of flat ground.
  2200. # type: int
  2201. # mgflat_ground_level = 8
  2202. # Y of upper limit of large caves.
  2203. # type: int
  2204. # mgflat_large_cave_depth = -33
  2205. # Minimum limit of random number of small caves per mapchunk.
  2206. # type: int min: 0 max: 256
  2207. # mgflat_small_cave_num_min = 0
  2208. # Maximum limit of random number of small caves per mapchunk.
  2209. # type: int min: 0 max: 256
  2210. # mgflat_small_cave_num_max = 0
  2211. # Minimum limit of random number of large caves per mapchunk.
  2212. # type: int min: 0 max: 64
  2213. # mgflat_large_cave_num_min = 0
  2214. # Maximum limit of random number of large caves per mapchunk.
  2215. # type: int min: 0 max: 64
  2216. # mgflat_large_cave_num_max = 2
  2217. # Proportion of large caves that contain liquid.
  2218. # type: float min: 0 max: 1
  2219. # mgflat_large_cave_flooded = 0.5
  2220. # Controls width of tunnels, a smaller value creates wider tunnels.
  2221. # Value >= 10.0 completely disables generation of tunnels and avoids the
  2222. # intensive noise calculations.
  2223. # type: float
  2224. # mgflat_cave_width = 0.09
  2225. # Terrain noise threshold for lakes.
  2226. # Controls proportion of world area covered by lakes.
  2227. # Adjust towards 0.0 for a larger proportion.
  2228. # type: float
  2229. # mgflat_lake_threshold = -0.45
  2230. # Controls steepness/depth of lake depressions.
  2231. # type: float
  2232. # mgflat_lake_steepness = 48.0
  2233. # Terrain noise threshold for hills.
  2234. # Controls proportion of world area covered by hills.
  2235. # Adjust towards 0.0 for a larger proportion.
  2236. # type: float
  2237. # mgflat_hill_threshold = 0.45
  2238. # Controls steepness/height of hills.
  2239. # type: float
  2240. # mgflat_hill_steepness = 64.0
  2241. # Lower Y limit of dungeons.
  2242. # type: int
  2243. # mgflat_dungeon_ymin = -31000
  2244. # Upper Y limit of dungeons.
  2245. # type: int
  2246. # mgflat_dungeon_ymax = 31000
  2247. ### Noises
  2248. # Defines location and terrain of optional hills and lakes.
  2249. # type: noise_params_2d
  2250. # mgflat_np_terrain = {
  2251. # offset = 0,
  2252. # scale = 1,
  2253. # spread = (600, 600, 600),
  2254. # seed = 7244,
  2255. # octaves = 5,
  2256. # persistence = 0.6,
  2257. # lacunarity = 2.0,
  2258. # flags = eased
  2259. # }
  2260. # Variation of biome filler depth.
  2261. # type: noise_params_2d
  2262. # mgflat_np_filler_depth = {
  2263. # offset = 0,
  2264. # scale = 1.2,
  2265. # spread = (150, 150, 150),
  2266. # seed = 261,
  2267. # octaves = 3,
  2268. # persistence = 0.7,
  2269. # lacunarity = 2.0,
  2270. # flags = eased
  2271. # }
  2272. # First of two 3D noises that together define tunnels.
  2273. # type: noise_params_3d
  2274. # mgflat_np_cave1 = {
  2275. # offset = 0,
  2276. # scale = 12,
  2277. # spread = (61, 61, 61),
  2278. # seed = 52534,
  2279. # octaves = 3,
  2280. # persistence = 0.5,
  2281. # lacunarity = 2.0,
  2282. # flags =
  2283. # }
  2284. # Second of two 3D noises that together define tunnels.
  2285. # type: noise_params_3d
  2286. # mgflat_np_cave2 = {
  2287. # offset = 0,
  2288. # scale = 12,
  2289. # spread = (67, 67, 67),
  2290. # seed = 10325,
  2291. # octaves = 3,
  2292. # persistence = 0.5,
  2293. # lacunarity = 2.0,
  2294. # flags =
  2295. # }
  2296. # 3D noise that determines number of dungeons per mapchunk.
  2297. # type: noise_params_3d
  2298. # mgflat_np_dungeons = {
  2299. # offset = 0.9,
  2300. # scale = 0.5,
  2301. # spread = (500, 500, 500),
  2302. # seed = 0,
  2303. # octaves = 2,
  2304. # persistence = 0.8,
  2305. # lacunarity = 2.0,
  2306. # flags =
  2307. # }
  2308. ## Mapgen Fractal
  2309. # Map generation attributes specific to Mapgen Fractal.
  2310. # 'terrain' enables the generation of non-fractal terrain:
  2311. # ocean, islands and underground.
  2312. # type: flags possible values: terrain, noterrain
  2313. # mgfractal_spflags = terrain
  2314. # Controls width of tunnels, a smaller value creates wider tunnels.
  2315. # Value >= 10.0 completely disables generation of tunnels and avoids the
  2316. # intensive noise calculations.
  2317. # type: float
  2318. # mgfractal_cave_width = 0.09
  2319. # Y of upper limit of large caves.
  2320. # type: int
  2321. # mgfractal_large_cave_depth = -33
  2322. # Minimum limit of random number of small caves per mapchunk.
  2323. # type: int min: 0 max: 256
  2324. # mgfractal_small_cave_num_min = 0
  2325. # Maximum limit of random number of small caves per mapchunk.
  2326. # type: int min: 0 max: 256
  2327. # mgfractal_small_cave_num_max = 0
  2328. # Minimum limit of random number of large caves per mapchunk.
  2329. # type: int min: 0 max: 64
  2330. # mgfractal_large_cave_num_min = 0
  2331. # Maximum limit of random number of large caves per mapchunk.
  2332. # type: int min: 0 max: 64
  2333. # mgfractal_large_cave_num_max = 2
  2334. # Proportion of large caves that contain liquid.
  2335. # type: float min: 0 max: 1
  2336. # mgfractal_large_cave_flooded = 0.5
  2337. # Lower Y limit of dungeons.
  2338. # type: int
  2339. # mgfractal_dungeon_ymin = -31000
  2340. # Upper Y limit of dungeons.
  2341. # type: int
  2342. # mgfractal_dungeon_ymax = 31000
  2343. # Selects one of 18 fractal types.
  2344. # 1 = 4D "Roundy" Mandelbrot set.
  2345. # 2 = 4D "Roundy" Julia set.
  2346. # 3 = 4D "Squarry" Mandelbrot set.
  2347. # 4 = 4D "Squarry" Julia set.
  2348. # 5 = 4D "Mandy Cousin" Mandelbrot set.
  2349. # 6 = 4D "Mandy Cousin" Julia set.
  2350. # 7 = 4D "Variation" Mandelbrot set.
  2351. # 8 = 4D "Variation" Julia set.
  2352. # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
  2353. # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
  2354. # 11 = 3D "Christmas Tree" Mandelbrot set.
  2355. # 12 = 3D "Christmas Tree" Julia set.
  2356. # 13 = 3D "Mandelbulb" Mandelbrot set.
  2357. # 14 = 3D "Mandelbulb" Julia set.
  2358. # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
  2359. # 16 = 3D "Cosine Mandelbulb" Julia set.
  2360. # 17 = 4D "Mandelbulb" Mandelbrot set.
  2361. # 18 = 4D "Mandelbulb" Julia set.
  2362. # type: int min: 1 max: 18
  2363. # mgfractal_fractal = 1
  2364. # Iterations of the recursive function.
  2365. # Increasing this increases the amount of fine detail, but also
  2366. # increases processing load.
  2367. # At iterations = 20 this mapgen has a similar load to mapgen V7.
  2368. # type: int
  2369. # mgfractal_iterations = 11
  2370. # (X,Y,Z) scale of fractal in nodes.
  2371. # Actual fractal size will be 2 to 3 times larger.
  2372. # These numbers can be made very large, the fractal does
  2373. # not have to fit inside the world.
  2374. # Increase these to 'zoom' into the detail of the fractal.
  2375. # Default is for a vertically-squashed shape suitable for
  2376. # an island, set all 3 numbers equal for the raw shape.
  2377. # type: v3f
  2378. # mgfractal_scale = (4096.0, 1024.0, 4096.0)
  2379. # (X,Y,Z) offset of fractal from world center in units of 'scale'.
  2380. # Can be used to move a desired point to (0, 0) to create a
  2381. # suitable spawn point, or to allow 'zooming in' on a desired
  2382. # point by increasing 'scale'.
  2383. # The default is tuned for a suitable spawn point for Mandelbrot
  2384. # sets with default parameters, it may need altering in other
  2385. # situations.
  2386. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
  2387. # type: v3f
  2388. # mgfractal_offset = (1.79, 0.0, 0.0)
  2389. # W coordinate of the generated 3D slice of a 4D fractal.
  2390. # Determines which 3D slice of the 4D shape is generated.
  2391. # Alters the shape of the fractal.
  2392. # Has no effect on 3D fractals.
  2393. # Range roughly -2 to 2.
  2394. # type: float
  2395. # mgfractal_slice_w = 0.0
  2396. # Julia set only.
  2397. # X component of hypercomplex constant.
  2398. # Alters the shape of the fractal.
  2399. # Range roughly -2 to 2.
  2400. # type: float
  2401. # mgfractal_julia_x = 0.33
  2402. # Julia set only.
  2403. # Y component of hypercomplex constant.
  2404. # Alters the shape of the fractal.
  2405. # Range roughly -2 to 2.
  2406. # type: float
  2407. # mgfractal_julia_y = 0.33
  2408. # Julia set only.
  2409. # Z component of hypercomplex constant.
  2410. # Alters the shape of the fractal.
  2411. # Range roughly -2 to 2.
  2412. # type: float
  2413. # mgfractal_julia_z = 0.33
  2414. # Julia set only.
  2415. # W component of hypercomplex constant.
  2416. # Alters the shape of the fractal.
  2417. # Has no effect on 3D fractals.
  2418. # Range roughly -2 to 2.
  2419. # type: float
  2420. # mgfractal_julia_w = 0.33
  2421. ### Noises
  2422. # Y-level of seabed.
  2423. # type: noise_params_2d
  2424. # mgfractal_np_seabed = {
  2425. # offset = -14,
  2426. # scale = 9,
  2427. # spread = (600, 600, 600),
  2428. # seed = 41900,
  2429. # octaves = 5,
  2430. # persistence = 0.6,
  2431. # lacunarity = 2.0,
  2432. # flags = eased
  2433. # }
  2434. # Variation of biome filler depth.
  2435. # type: noise_params_2d
  2436. # mgfractal_np_filler_depth = {
  2437. # offset = 0,
  2438. # scale = 1.2,
  2439. # spread = (150, 150, 150),
  2440. # seed = 261,
  2441. # octaves = 3,
  2442. # persistence = 0.7,
  2443. # lacunarity = 2.0,
  2444. # flags = eased
  2445. # }
  2446. # First of two 3D noises that together define tunnels.
  2447. # type: noise_params_3d
  2448. # mgfractal_np_cave1 = {
  2449. # offset = 0,
  2450. # scale = 12,
  2451. # spread = (61, 61, 61),
  2452. # seed = 52534,
  2453. # octaves = 3,
  2454. # persistence = 0.5,
  2455. # lacunarity = 2.0,
  2456. # flags =
  2457. # }
  2458. # Second of two 3D noises that together define tunnels.
  2459. # type: noise_params_3d
  2460. # mgfractal_np_cave2 = {
  2461. # offset = 0,
  2462. # scale = 12,
  2463. # spread = (67, 67, 67),
  2464. # seed = 10325,
  2465. # octaves = 3,
  2466. # persistence = 0.5,
  2467. # lacunarity = 2.0,
  2468. # flags =
  2469. # }
  2470. # 3D noise that determines number of dungeons per mapchunk.
  2471. # type: noise_params_3d
  2472. # mgfractal_np_dungeons = {
  2473. # offset = 0.9,
  2474. # scale = 0.5,
  2475. # spread = (500, 500, 500),
  2476. # seed = 0,
  2477. # octaves = 2,
  2478. # persistence = 0.8,
  2479. # lacunarity = 2.0,
  2480. # flags =
  2481. # }
  2482. ## Mapgen Valleys
  2483. # Map generation attributes specific to Mapgen Valleys.
  2484. # 'altitude_chill': Reduces heat with altitude.
  2485. # 'humid_rivers': Increases humidity around rivers.
  2486. # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
  2487. # to become shallower and occasionally dry.
  2488. # 'altitude_dry': Reduces humidity with altitude.
  2489. # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
  2490. # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
  2491. # The vertical distance over which heat drops by 20 if 'altitude_chill' is
  2492. # enabled. Also the vertical distance over which humidity drops by 10 if
  2493. # 'altitude_dry' is enabled.
  2494. # type: int
  2495. # mgvalleys_altitude_chill = 90
  2496. # Depth below which you'll find large caves.
  2497. # type: int
  2498. # mgvalleys_large_cave_depth = -33
  2499. # Minimum limit of random number of small caves per mapchunk.
  2500. # type: int min: 0 max: 256
  2501. # mgvalleys_small_cave_num_min = 0
  2502. # Maximum limit of random number of small caves per mapchunk.
  2503. # type: int min: 0 max: 256
  2504. # mgvalleys_small_cave_num_max = 0
  2505. # Minimum limit of random number of large caves per mapchunk.
  2506. # type: int min: 0 max: 64
  2507. # mgvalleys_large_cave_num_min = 0
  2508. # Maximum limit of random number of large caves per mapchunk.
  2509. # type: int min: 0 max: 64
  2510. # mgvalleys_large_cave_num_max = 2
  2511. # Proportion of large caves that contain liquid.
  2512. # type: float min: 0 max: 1
  2513. # mgvalleys_large_cave_flooded = 0.5
  2514. # Depth below which you'll find giant caverns.
  2515. # type: int
  2516. # mgvalleys_cavern_limit = -256
  2517. # Y-distance over which caverns expand to full size.
  2518. # type: int
  2519. # mgvalleys_cavern_taper = 192
  2520. # Defines full size of caverns, smaller values create larger caverns.
  2521. # type: float
  2522. # mgvalleys_cavern_threshold = 0.6
  2523. # How deep to make rivers.
  2524. # type: int
  2525. # mgvalleys_river_depth = 4
  2526. # How wide to make rivers.
  2527. # type: int
  2528. # mgvalleys_river_size = 5
  2529. # Controls width of tunnels, a smaller value creates wider tunnels.
  2530. # Value >= 10.0 completely disables generation of tunnels and avoids the
  2531. # intensive noise calculations.
  2532. # type: float
  2533. # mgvalleys_cave_width = 0.09
  2534. # Lower Y limit of dungeons.
  2535. # type: int
  2536. # mgvalleys_dungeon_ymin = -31000
  2537. # Upper Y limit of dungeons.
  2538. # type: int
  2539. # mgvalleys_dungeon_ymax = 63
  2540. ### Noises
  2541. # First of two 3D noises that together define tunnels.
  2542. # type: noise_params_3d
  2543. # mgvalleys_np_cave1 = {
  2544. # offset = 0,
  2545. # scale = 12,
  2546. # spread = (61, 61, 61),
  2547. # seed = 52534,
  2548. # octaves = 3,
  2549. # persistence = 0.5,
  2550. # lacunarity = 2.0,
  2551. # flags =
  2552. # }
  2553. # Second of two 3D noises that together define tunnels.
  2554. # type: noise_params_3d
  2555. # mgvalleys_np_cave2 = {
  2556. # offset = 0,
  2557. # scale = 12,
  2558. # spread = (67, 67, 67),
  2559. # seed = 10325,
  2560. # octaves = 3,
  2561. # persistence = 0.5,
  2562. # lacunarity = 2.0,
  2563. # flags =
  2564. # }
  2565. # The depth of dirt or other biome filler node.
  2566. # type: noise_params_2d
  2567. # mgvalleys_np_filler_depth = {
  2568. # offset = 0,
  2569. # scale = 1.2,
  2570. # spread = (256, 256, 256),
  2571. # seed = 1605,
  2572. # octaves = 3,
  2573. # persistence = 0.5,
  2574. # lacunarity = 2.0,
  2575. # flags = eased
  2576. # }
  2577. # 3D noise defining giant caverns.
  2578. # type: noise_params_3d
  2579. # mgvalleys_np_cavern = {
  2580. # offset = 0,
  2581. # scale = 1,
  2582. # spread = (768, 256, 768),
  2583. # seed = 59033,
  2584. # octaves = 6,
  2585. # persistence = 0.63,
  2586. # lacunarity = 2.0,
  2587. # flags =
  2588. # }
  2589. # Defines large-scale river channel structure.
  2590. # type: noise_params_2d
  2591. # mgvalleys_np_rivers = {
  2592. # offset = 0,
  2593. # scale = 1,
  2594. # spread = (256, 256, 256),
  2595. # seed = -6050,
  2596. # octaves = 5,
  2597. # persistence = 0.6,
  2598. # lacunarity = 2.0,
  2599. # flags = eased
  2600. # }
  2601. # Base terrain height.
  2602. # type: noise_params_2d
  2603. # mgvalleys_np_terrain_height = {
  2604. # offset = -10,
  2605. # scale = 50,
  2606. # spread = (1024, 1024, 1024),
  2607. # seed = 5202,
  2608. # octaves = 6,
  2609. # persistence = 0.4,
  2610. # lacunarity = 2.0,
  2611. # flags = eased
  2612. # }
  2613. # Raises terrain to make valleys around the rivers.
  2614. # type: noise_params_2d
  2615. # mgvalleys_np_valley_depth = {
  2616. # offset = 5,
  2617. # scale = 4,
  2618. # spread = (512, 512, 512),
  2619. # seed = -1914,
  2620. # octaves = 1,
  2621. # persistence = 1.0,
  2622. # lacunarity = 2.0,
  2623. # flags = eased
  2624. # }
  2625. # Slope and fill work together to modify the heights.
  2626. # type: noise_params_3d
  2627. # mgvalleys_np_inter_valley_fill = {
  2628. # offset = 0,
  2629. # scale = 1,
  2630. # spread = (256, 512, 256),
  2631. # seed = 1993,
  2632. # octaves = 6,
  2633. # persistence = 0.8,
  2634. # lacunarity = 2.0,
  2635. # flags =
  2636. # }
  2637. # Amplifies the valleys.
  2638. # type: noise_params_2d
  2639. # mgvalleys_np_valley_profile = {
  2640. # offset = 0.6,
  2641. # scale = 0.5,
  2642. # spread = (512, 512, 512),
  2643. # seed = 777,
  2644. # octaves = 1,
  2645. # persistence = 1.0,
  2646. # lacunarity = 2.0,
  2647. # flags = eased
  2648. # }
  2649. # Slope and fill work together to modify the heights.
  2650. # type: noise_params_2d
  2651. # mgvalleys_np_inter_valley_slope = {
  2652. # offset = 0.5,
  2653. # scale = 0.5,
  2654. # spread = (128, 128, 128),
  2655. # seed = 746,
  2656. # octaves = 1,
  2657. # persistence = 1.0,
  2658. # lacunarity = 2.0,
  2659. # flags = eased
  2660. # }
  2661. # 3D noise that determines number of dungeons per mapchunk.
  2662. # type: noise_params_3d
  2663. # mgvalleys_np_dungeons = {
  2664. # offset = 0.9,
  2665. # scale = 0.5,
  2666. # spread = (500, 500, 500),
  2667. # seed = 0,
  2668. # octaves = 2,
  2669. # persistence = 0.8,
  2670. # lacunarity = 2.0,
  2671. # flags =
  2672. # }
  2673. ## Advanced
  2674. # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
  2675. # WARNING!: There is no benefit, and there are several dangers, in
  2676. # increasing this value above 5.
  2677. # Reducing this value increases cave and dungeon density.
  2678. # Altering this value is for special usage, leaving it unchanged is
  2679. # recommended.
  2680. # type: int
  2681. # chunksize = 5
  2682. # Dump the mapgen debug information.
  2683. # type: bool
  2684. # enable_mapgen_debug_info = false
  2685. # Maximum number of blocks that can be queued for loading.
  2686. # type: int
  2687. # emergequeue_limit_total = 512
  2688. # Maximum number of blocks to be queued that are to be loaded from file.
  2689. # Set to blank for an appropriate amount to be chosen automatically.
  2690. # type: int
  2691. # emergequeue_limit_diskonly = 64
  2692. # Maximum number of blocks to be queued that are to be generated.
  2693. # Set to blank for an appropriate amount to be chosen automatically.
  2694. # type: int
  2695. # emergequeue_limit_generate = 64
  2696. # Number of emerge threads to use.
  2697. # WARNING: Currently there are multiple bugs that may cause crashes when
  2698. # 'num_emerge_threads' is larger than 1. Until this warning is removed it is
  2699. # strongly recommended this value is set to the default '1'.
  2700. # Value 0:
  2701. # - Automatic selection. The number of emerge threads will be
  2702. # - 'number of processors - 2', with a lower limit of 1.
  2703. # Any other value:
  2704. # - Specifies the number of emerge threads, with a lower limit of 1.
  2705. # WARNING: Increasing the number of emerge threads increases engine mapgen
  2706. # speed, but this may harm game performance by interfering with other
  2707. # processes, especially in singleplayer and/or when running Lua code in
  2708. # 'on_generated'. For many users the optimum setting may be '1'.
  2709. # type: int
  2710. # num_emerge_threads = 1
  2711. #
  2712. # Online Content Repository
  2713. #
  2714. # The URL for the content repository
  2715. # type: string
  2716. # contentdb_url = https://content.minetest.net
  2717. # Comma-separated list of flags to hide in the content repository.
  2718. # "nonfree" can be used to hide packages which do not qualify as 'free software',
  2719. # as defined by the Free Software Foundation.
  2720. # You can also specify content ratings.
  2721. # These flags are independent from Minetest versions,
  2722. # so see a full list at https://content.minetest.net/help/content_flags/
  2723. # type: string
  2724. # contentdb_flag_blacklist = nonfree, desktop_default