minetest/minetest.conf.example

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# This file is read by default from:
# ../minetest.conf
# ../../minetest.conf
# Any other path can be chosen by passing the path as a parameter
# to the program, eg. "minetest.exe --config ../minetest.conf.example".
# By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #.
# Further documentation:
# http://wiki.minetest.net/
# NOTE: This file might not be up-to-date, refer to the
# defaultsettings.cpp file for an up-to-date list:
# https://github.com/minetest/minetest/blob/master/src/defaultsettings.cpp
# A vim command to convert most of defaultsettings.cpp to conf file format:
# :'<,'>s/\tsettings->setDefault("\([^"]*\)", "\([^"]*\)");.*/#\1 = \2/g
# Note: Some of the settings are implemented in Lua.
#
# Client and server
#
# Name of player, on a server this is the main admin
#name =
#
# Client stuff
#
# Port to connect to (UDP)
#remote_port =
# Key mappings.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#keymap_forward = KEY_KEY_W
#keymap_backward = KEY_KEY_S
#keymap_left = KEY_KEY_A
#keymap_right = KEY_KEY_D
#keymap_jump = KEY_SPACE
#keymap_sneak = KEY_LSHIFT
#keymap_inventory = KEY_KEY_I
# Go down ladder / go down in fly mode / go fast in fast mode
#keymap_special1 = KEY_KEY_E
#keymap_chat = KEY_KEY_T
#keymap_cmd = /
#keyman_console = KEY_F10
#keymap_rangeselect = KEY_KEY_R
#keymap_freemove = KEY_KEY_K
#keymap_fastmove = KEY_KEY_J
#keymap_cinematic = KEY_F8
#keymap_screenshot = KEY_F12
# If true, keymap_special1 instead of keymap_sneak is used for climbing down and descending
#aux1_descends = false
# Double-tapping the jump key toggles fly mode
#doubletap_jump = false
# If false aux1 is used to fly fast
#always_fly_fast = true
# Some (temporary) keys for debugging
#keymap_print_debug_stacks = KEY_KEY_P
#keymap_quicktune_prev = KEY_HOME
#keymap_quicktune_next = KEY_END
#keymap_quicktune_dec = KEY_NEXT
#keymap_quicktune_inc = KEY_PRIOR
# If set to true, you can place blocks at the position (feet + eye level) where you stand.
# This is helpful when working with nodeboxes.
#enable_build_where_you_stand = false
# Minimum FPS.
# The amount of rendered stuff is dynamically set according to this.
#wanted_fps = 30
# If FPS would go higher than this, limit it by sleeping
# to not waste CPU power for no benefit.
#fps_max = 60
# Maximum FPS when game is paused
#pause_fps_max = 20
# The allowed adjustment range for the automatic rendering range adjustment
#viewing_range_nodes_max = 160
#viewing_range_nodes_min = 35
# Initial window size
#screenW = 800
#screenH = 600
#fullscreen = false
#fullscreen_bpp = 24
# Experimental option, might cause visible spaces between blocks
# when set to higher number than 0.
#fsaa = 0
# Vertical synchronization
#vsync = false
# Field of view in degrees
#fov = 72
# Address to connect to (#blank = start local server)
#address =
# Enable random user input, for testing
#random_input = false
# Timeout for client to remove unused map data from memory
#client_unload_unused_data_timeout = 600
# Maximum number of mapblocks for client to be kept in memory
# Set to -1 for unlimited amount
#client_mapblock_limit = 5000
# Whether to fog out the end of the visible area
#enable_fog = true
# Whether to show the client debug info (has the same effect as hitting F5)
#show_debug = false
# Enable a bit lower water surface; disable for speed (not quite optimized)
#new_style_water = false
# Max liquids processed per step
#liquid_loop_max = 100000
# The time (in seconds) that the liquids queue may grow beyond processing
# capacity until an attempt is made to decrease its size by dumping old queue
# items. A value of 0 disables the functionality.
#liquid_queue_purge_time = 0
# Liquid update interval in seconds
#liquid_update = 1.0
# Leaves style:
# fancy - all faces visible
# simple - only outer faces, if defined special_tiles are used
# opaque - disable transparency
#leaves_style = fancy
# Connects glass if supported by node
#connected_glass = false
# Enable smooth lighting with simple ambient occlusion.
# Disable for speed or for different looks.
#smooth_lighting = true
# Adjust the gamma encoding for the light tables. Valid values are in the range
# 1.0 to 3.0 (inclusive); lower numbers are brighter. This setting is for the
# client only and is ignored by the server
#display_gamma = 1.8
# Path to texture directory. All textures are first searched from here.
#texture_path =
# Video back-end.
# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl.
#video_driver = opengl
# Unobstructed movement without physics, downwards key is keymap_special1
#free_move = false
# Continuous forward movement (for testing)
#continuous_forward = false
# Enable cinematic mode
#cinematic = false
# Camera smoothing - smooths rotation of camera. 0 is no smoothing.
# Must be equal to or greater than 0, and less than 1.
#camera_smoothing = 0.0
# Camera smoothing when in cinematic mode
#cinematic_camera_smoothing = 0.7
# Fast movement (keymap_special1)
#fast_move = false
# Invert mouse
#invert_mouse = false
# Enable/disable clouds
#enable_clouds = true
# Height on which clouds are appearing
#cloud_height = 120
# Radius of cloud area stated in number of 64 node cloud squares.
# Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
#cloud_radius = 12
# Use 3D cloud look instead of flat
#enable_3d_clouds = true
# Use a cloud animation for the main menu background
#menu_clouds = true
# Path for screenshots
#screenshot_path =
# Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
#view_bobbing_amount = 1.0
# Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
#fall_bobbing_amount = 0.0
# 3d support.
# Currently:
# "none" = no 3d output.
# "anaglyph" = cyan/magenta color 3d.
# "interlaced" = odd/even line based polarisation screen support.
# "topbottom" = split screen top/bottom.
# "sidebyside" = split screen side by side.
#3d_mode = none
# Strength of parallax
#3d_parallax_strength = 0.025
# In-game chat console background color (R,G,B)
#console_color = (0,0,0)
# In-game chat console background alpha (opaqueness, between 0 and 255)
#console_alpha = 200
# Selection box border color (R,G,B)
#selectionbox_color = (0,0,0)
# Crosshair color (R,G,B)
#crosshair_color = (255,255,255)
# Cross alpha (opaqueness, between 0 and 255)
#crosshair_alpha = 255
# Scale gui by a user specified value
# Use a nearest-neighbor-anti-alias filter to scale the GUI.
# This will smooth over some of the rough edges, and blend
# pixels when scaling down, at the cost of blurring some
# edge pixels when images are scaled by non-integer sizes.
#gui_scaling = 1.0
# When gui_scaling_filter is true, all GUI images need to be
# filtered in software, but some images are generated directly
# to hardware (e.g. render-to-texture for nodes in inventory).
#gui_scaling_filter = false
# When gui_scaling_filter_txr2img is true, copy those images
# from hardware to software for scaling. When false, fall back
# to the old scaling method, for video drivers that don't
# propery support downloading textures back from hardware.
#gui_scaling_filter_txr2img = true
# Sensitivity multiplier
#mouse_sensitivity = 0.2
# Sound settings
#enable_sound = true
#sound_volume = 0.7
# Whether node texture animations should be desynchronized per mapblock
#desynchronize_mapblock_texture_animation = true
# Width of the selectionbox's lines (Between 1 and 5)
#selectionbox_width = 2
# Maximum proportion of current window to be used for hotbar.
# Useful if there's something to be displayed right or left of hotbar.
#hud_hotbar_max_width = 1.0
# Save the map received by the client on disk
#enable_local_map_saving = false
# Enable selection highlighting for nodes (disables selectionbox)
#enable_node_highlighting = false
# Texture filtering settings
#mip_map = false
#anisotropic_filter = false
#bilinear_filter = false
#trilinear_filter = false
# Filtered textures can blend RGB values with fully-transparent neighbors,
# which PNG optimizers usually discard, sometimes resulting in a dark or
# light edge to transparent textures. Apply this filter to clean that up
# at texture load time.
#texture_clean_transparent = false
# When using bilinear/trilinear/anisotropic filters, low-resolution textures
# can be blurred, so automatically upscale them with nearest-neighbor
# interpolation to preserve crisp pixels. This sets the minimum texture size
# for the upscaled textures; higher values look sharper, but require more
# memory. Powers of 2 are recommended. Setting this higher than 1 may not
# have a visible effect unless bilinear/trilinear/anisotropic filtering is
# enabled.
#texture_min_size = 64
# Set to true to pre-generate all item visuals
#preload_item_visuals = false
# Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
#enable_shaders = true
# Set to true to enable textures bumpmapping. Requires shaders enabled.
#enable_bumpmapping = false
# Set to true enables on the fly normalmap generation (Emboss effect).
# Requires bumpmapping enabled.
#generate_normalmaps = false
# Strength of generated normalmaps
#normalmaps_strength = 0.6
# Defines sampling step of texture (0 - 2).
# A higher value results in smoother normal maps.
#normalmaps_smooth = 0
# 0 = parallax occlusion with slope information (faster)
# 1 = relief mapping (slower, more accurate)
#parallax_occlusion_mode = 1
# Set to true enables parallax occlusion mapping. Requires shaders enabled.
#enable_parallax_occlusion = false
# Number of parallax occlusion iterations
#parallax_occlusion_iterations = 4
# Overall scale of parallax occlusion effect
#parallax_occlusion_scale = 0.08
# Overall bias of parallax occlusion effect, usually scale/2
#parallax_occlusion_bias = 0.04
# Set to true enables waving water. Requires shaders enabled.
#enable_waving_water = false
# Parameters for waving water:
#water_wave_height = 1.0
#water_wave_length = 20.0
#water_wave_speed = 5.0
# Set to true enables waving leaves. Requires shaders enabled.
#enable_waving_leaves = false
# Set to true enables waving plants. Requires shaders enabled.
#enable_waving_plants = false
# The strength (darkness) of node ambient-occlusion shading.
# Lower is darker, Higher is lighter. The valid range of values for this
# setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
# set to the nearest valid value.
#ambient_occlusion_gamma = 2.2
# Enables caching of facedir rotated meshes
#enable_mesh_cache = false
# Enables minimap
#enable_minimap = true
# true - round shape, false - square
#minimap_shape_round = true
# true = 256, false = 128
# useable to make minimap smoother on slower machines
#minimap_double_scan_height = true
# The time in seconds it takes between repeated
# right clicks when holding the right mouse button.
#repeat_rightclick_time = 0.25
# Make fog and sky colors depend on daytime (dawn/sunset) and view direction
#directional_colored_fog = true
# Delay showing tooltips, stated in milliseconds
#tooltip_show_delay = 400
# Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens
#screen_dpi = 72
# Default timeout for cURL, stated in milliseconds.
# Only has an effect if compiled with cURL.
#curl_timeout = 5000
# Limits number of parallel HTTP requests. Affects:
# Media fetch if server uses remote_media setting.
# Serverlist download and server announcement.
# Downloads performed by main menu (e.g. mod manager).
# Only has an effect if compiled with cURL.
#curl_parallel_limit = 8
# Maximum time in ms a file download (e.g. a mod download) may take
#curl_file_download_timeout = 300000
# Enable usage of remote media server (if provided by server)
#enable_remote_media_server = true
# Url to the server list displayed in the Multiplayer Tab
#serverlist_url = servers.minetest.net
# File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab
#serverlist_file = favoriteservers.txt
# Whether freetype fonts are used, requires freetype support to be compiled in
#freetype = true
# Path to TrueTypeFont or bitmap
#font_path = fonts/liberationsans.ttf
#font_size = 15
# Font shadow offset, if 0 then shadow will not be drawn
#font_shadow = 1
# Font shadow alpha (opaqueness, between 0 and 255)
#font_shadow_alpha = 128
#mono_font_path = fonts/liberationmono.ttf
#mono_font_size = 15
# This font will be used for certain languages
#fallback_font_path = fonts/DroidSansFallbackFull.ttf
#fallback_font_size = 15
#fallback_font_shadow = 1
#fallback_font_shadow_alpha = 128
#
# Server stuff
#
# Network port to listen (UDP)
#port = 30000
# Bind address
#bind_address =
# Name of server
#server_name = Minetest server
# Description of server
#server_description = mine here
# Domain name of server
#server_address = game.minetest.net
# Homepage of server
#server_url = http://minetest.net
# Automaticaly report to masterserver
#server_announce = 0
# Announce to this masterserver.
# If you want to announce your ipv6 address - use serverlist_url = v6.servers.minetest.net.
#serverlist_url = servers.minetest.net
# Default game (default when creating a new world)
#default_game = minetest
# World directory (everything in the world is stored here)
#map-dir = /custom/world
# Message of the Day
#motd = Welcome to this awesome Minetest server!
# Maximum number of players connected simultaneously
#max_users = 15
# Set to true to disallow old clients from connecting
#strict_protocol_version_checking = false
# Time in seconds for item entity to live. Default value: 900s.
# Setting it to -1 disables the feature.
#item_entity_ttl = 900
# Set to true to enable creative mode (unlimited inventory)
#creative_mode = false
# Enable players getting damage and dying
#enable_damage = false
# A chosen map seed for a new map, leave empty for random
#fixed_map_seed =
# Gives some stuff to players at the beginning
#give_initial_stuff = false
# New users need to input this password
#default_password =
# Available privileges: interact, shout, teleport, settime, privs, ...
# See /privs in game for a full list on your server and mod configuration.
#default_privs = interact, shout
# Whether players are shown to clients without any range limit.
# Deprecated, use the setting player_transfer_distance instead.
#unlimited_player_transfer_distance = true
# Defines the maximal player transfer distance in blocks (0 = unlimited)
#player_transfer_distance = 0
# Whether to enable players killing each other
#enable_pvp = true
# If this is set, players will always (re)spawn at the given position
#static_spawnpoint = 0, 10, 0
# If true, new players cannot join with an empty password
#disallow_empty_password = false
# If true, disable cheat prevention in multiplayer
#disable_anticheat = false
# If true, actions are recorded for rollback
# This option is only read when server starts
#enable_rollback_recording = false
# Handling for deprecated lua api calls:
# "legacy" = (try to) mimic old behaviour (default for release).
# "log" = mimic and log backtrace of deprecated call (default for debug).
# "error" = abort on usage of deprecated call (suggested for mod developers).
#deprecated_lua_api_handling = legacy
# A message to be displayed to all clients when the server shuts down
#kick_msg_shutdown = Server shutting down.
# A message to be displayed to all clients when the server crashes
#kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
# Whether to ask clients to reconnect after a (lua) crash.
# Set this to true if your server is set up to restart automatically.
#ask_reconnect_on_crash = false
# Mod profiler
#mod_profiling = false
# Detailed mod profile data
#detailed_profiling = false
# Profiler data print interval. #0 = disable.
#profiler_print_interval = 0
#enable_mapgen_debug_info = false
# From how far client knows about objects
#active_object_send_range_blocks = 3
# How large area of blocks are subject to the active block stuff.
# Active = objects are loaded and ABMs run.
#active_block_range = 2
# How many blocks are flying in the wire simultaneously per client
#max_simultaneous_block_sends_per_client = 10
# How many blocks are flying in the wire simultaneously per server
#max_simultaneous_block_sends_server_total = 40
# From how far blocks are sent to clients, stated in mapblocks (16 nodes)
#max_block_send_distance = 10
# From how far blocks are generated for clients, stated in mapblocks (16 nodes)
#max_block_generate_distance = 6
# Where the map generator stops.
# Please note:
# * Limited to 31000 (setting above has no effect)
# * The map generator works in groups of 80x80x80 nodes (5x5x5 MapBlocks).
# * Those groups have an offset of -32, -32 nodes from the origin.
# * Only groups which are within the map_generation_limit are generated
#map_generation_limit = 31000
# Number of extra blocks that can be loaded by /clearobjects at once.
# This is a trade-off between sqlite transaction overhead and
# memory consumption (4096=100MB, as a rule of thumb).
#max_clearobjects_extra_loaded_blocks = 4096
# Maximum number of forceloaded blocks
#max_forceloaded_blocks = 16
# Interval of sending time of day to clients
#time_send_interval = 5
# Controls length of day/night cycle.
# 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged.
#time_speed = 72
# How much the server will wait before unloading unused MapBlocks.
# Higher value is smoother, but will use more RAM.
#server_unload_unused_data_timeout = 29
# Maximum number of statically stored objects in a block
#max_objects_per_block = 49
# Interval of saving important changes in the world, stated in seconds
#server_map_save_interval = 5.3
# http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
#sqlite_synchronous = 2
# To reduce lag, block transfers are slowed down when a player is building something.
# This determines how long they are slowed down after placing or removing a node.
#full_block_send_enable_min_time_from_building = 2.0
# Length of a server tick and the interval at which objects are generally updated over network
#dedicated_server_step = 0.1
# Can be set to true to disable shutting down on invalid world data
#ignore_world_load_errors = false
# Specifies URL from which client fetches media instead of using UDP.
# $filename should be accessible from $remote_media$filename via cURL
# (obviously, remote_media should end with a slash).
# Files that are not present would be fetched the usual way.
#remote_media =
# Level of logging to be written to debug.txt:
# 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose.
#debug_log_level = 2
# Maximum number of blocks that can be queued for loading
#emergequeue_limit_total = 256
# Maximum number of blocks to be queued that are to be loaded from file.
# Set to blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_diskonly = 32
# Maximum number of blocks to be queued that are to be generated.
# Set to blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_generate = 32
# Number of emerge threads to use. Make this field blank, or increase this number
# to use multiple threads. On multiprocessor systems, this will improve mapgen speed greatly
# at the cost of slightly buggy caves.
#num_emerge_threads = 1
# Maximum number of packets sent per send step, if you have a slow connection
# try reducing it, but don't reduce it to a number below double of targeted
# client number.
#max_packets_per_iteration = 1024
# Enable/disable IPv6
#enable_ipv6 = true
# Enable/disable running an IPv6 server. An IPv6 server may be restricted
# to IPv6 clients, depending on system configuration.
# Ignored if bind_address is set.
#ipv6_server = false
#main_menu_script =
#main_menu_game_mgr = 0
#main_menu_mod_mgr = 1
#modstore_download_url = https://forum.minetest.net/media/
#modstore_listmods_url = https://forum.minetest.net/mmdb/mods/
#modstore_details_url = https://forum.minetest.net/mmdb/mod/*/
# Makes DirectX work with LuaJIT. Disable if it causes troubles.
#high_precision_fpu = true
# Override language. When no value is provided (default) system language is used.
# Check "locale" directory for the list of available translations.
#language =
#
# Physics stuff
#
#movement_acceleration_default = 3
#movement_acceleration_air = 2
#movement_acceleration_fast = 10
#movement_speed_walk = 4
#movement_speed_crouch = 1.35
#movement_speed_fast = 20
#movement_speed_climb = 2
#movement_speed_jump = 6.5
#movement_speed_descend = 6
#movement_liquid_fluidity = 1
#movement_liquid_fluidity_smooth = 0.5
#movement_liquid_sink = 10
#movement_gravity = 9.81
#
# Mapgen stuff
#
# Name of map generator to be used.
# Currently supported: v5, v6, v7, singlenode.
#mg_name = v6
# Water surface level of map
#water_level = 1
# Size of chunks to be generated, stated in mapblocks (16 nodes)
#chunksize = 5
# Global map generation attributes.
# Currently supported: trees, caves, flat, dungeons, light.
# Flags that are not specified in the flag string are not modified from the default.
# To explicitly turn off a flag, prepend "no" to the beginning, e.g. nolight.
# 'trees' and 'flat' flags only have effect in mgv6.
#mg_flags = trees, caves, dungeons, light
# Map generation attributes specific to Mapgen V6.
# Currently supported: jungles, biomeblend, mudflow, snowbiomes.
# When snowbiomes are enabled jungles are enabled and the jungles flag is ignored.
#mgv6_spflags = jungles, biomeblend, mudflow, snowbiomes
# Controls size of deserts and beaches in Mapgen V6
# When snowbiomes are enabled 'mgv6_freq_desert' is ignored.
#mgv6_freq_desert = 0.45
#mgv6_freq_beach = 0.15
# Map generation attributes specific to Mapgen V7.
# Currently supported: mountains, ridges.
# 'ridges' are the rivers.
#mgv7_spflags = mountains, ridges
# Perlin noise attributes for different map generation parameters.
# Noise parameters can be specified as a set of positional values:
# Offset, scale, (spread factors), seed offset, number of octaves, persistence, lacunarity.
# For example:
#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
# Or the new group format can be used instead, for example:
#mgv6_np_terrain_base = {
# offset = -4
# scale = 20
# spread = (250, 250, 250)
# seed = 82341
# octaves = 5
# persistence = 0.6
# lacunarity = 2.0
# flags = "defaults"
#}
# Only the group format supports noise flags which are needed for eased noise.
# Mgv5 uses eased noise for np_ground so this is shown in group format,
# other noise parameters are shown in positional format to save space.
# Noise parameters for biome API temperature, humidity and biome blend
#mg_biome_np_heat = 50, 50, (750, 750, 750), 5349, 3, 0.5, 2.0
#mg_biome_np_heat_blend = 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0
#mg_biome_np_humidity = 50, 50, (750, 750, 750), 842, 3, 0.5, 2.0
#mg_biome_np_humidity_blend = 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0
#mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0
#mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0
#mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0
#mgv5_np_cave1 = 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0
#mgv5_np_cave2 = 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0
#mgv5_np_ground = {
# offset = 0
# scale = 40
# spread = (80, 80, 80)
# seed = 983240
# octaves = 4
# persistence = 0.55
# lacunarity = 2.0
# flags = "eased"
#}
#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
#mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0
#mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0
#mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0
#mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0
#mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0
#mgv6_np_biome = 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0
#mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0
#mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0
#mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0
#mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0
#mgv7_np_terrain_base = 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0
#mgv7_np_terrain_alt = 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0
#mgv7_np_terrain_persist = 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0
#mgv7_np_height_select = -12, 24, (500, 500, 500), 4213, 6, 0.7, 2.0
#mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0
#mgv7_np_mount_height = 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0
#mgv7_np_ridge_uwater = 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0
#mgv7_np_mountain = -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
#mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
#mgv7_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
#mgv7_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0
# Prevent mods from doing insecure things like running shell commands.
#secure.enable_security = false
# Comma-separated list of trusted mods that are allowed to access insecure
# functions even when mod security is on (via request_insecure_environment()).
#secure.trusted_mods =