1 # This file contains a list of all available settings and their default value for minetest.conf
3 # By default, all the settings are commented and not functional.
4 # Uncomment settings by removing the preceding #.
6 # minetest.conf is read by default from:
9 # Any other path can be chosen by passing the path as a parameter
10 # to the program, eg. "minetest.exe --config ../minetest.conf.example".
12 # Further documentation:
13 # https://wiki.minetest.net/
21 # Smooths rotation of camera, also called look or mouse smoothing. 0 to disable.
22 # type: float min: 0 max: 0.99
23 # camera_smoothing = 0.0
25 # Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Controls.
26 # type: float min: 0 max: 0.99
27 # cinematic_camera_smoothing = 0.7
29 # If enabled, you can place nodes at the position (feet + eye level) where you stand.
30 # This is helpful when working with nodeboxes in small areas.
32 # enable_build_where_you_stand = false
34 # If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
37 # aux1_descends = false
39 # Double-tapping the jump key toggles fly mode.
41 # doubletap_jump = false
43 # If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
46 # always_fly_fast = true
48 # The time in seconds it takes between repeated node placements when holding
50 # type: float min: 0.16 max: 2
51 # repeat_place_time = 0.25
53 # Automatically jump up single-node obstacles.
57 # Prevent digging and placing from repeating when holding the respective buttons.
58 # Enable this when you dig or place too often by accident.
59 # On touchscreens, this only affects digging.
61 # safe_dig_and_place = false
65 # Invert vertical mouse movement.
67 # invert_mouse = false
69 # Mouse sensitivity multiplier.
70 # type: float min: 0.001 max: 10
71 # mouse_sensitivity = 0.2
73 # Enable mouse wheel (scroll) for item selection in hotbar.
75 # enable_hotbar_mouse_wheel = true
77 # Invert mouse wheel (scroll) direction for item selection in hotbar.
79 # invert_hotbar_mouse_wheel = false
83 # The length in pixels it takes for touchscreen interaction to start.
84 # type: int min: 0 max: 100
85 # touchscreen_threshold = 20
87 # Touchscreen sensitivity multiplier.
88 # type: float min: 0.001 max: 10
89 # touchscreen_sensitivity = 0.2
91 # Use crosshair to select object instead of whole screen.
92 # If enabled, a crosshair will be shown and will be used for selecting object.
94 # touch_use_crosshair = false
96 # Fixes the position of virtual joystick.
97 # If disabled, virtual joystick will center to first-touch's position.
99 # fixed_virtual_joystick = false
101 # Use virtual joystick to trigger "Aux1" button.
102 # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
104 # virtual_joystick_triggers_aux1 = false
114 # Width component of the initial window size.
115 # type: int min: 1 max: 65535
118 # Height component of the initial window size.
119 # type: int min: 1 max: 65535
122 # Whether the window is maximized.
124 # window_maximized = false
126 # Save window size automatically when modified.
127 # If true, screen size is saved in screen_w and screen_h, and whether the window
128 # is maximized is stored in window_maximized.
129 # (Autosaving window_maximized only works if compiled with SDL.)
131 # autosave_screensize = true
137 # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
140 # pause_on_lost_focus = false
144 # If FPS would go higher than this, limit it by sleeping
145 # to not waste CPU power for no benefit.
146 # type: int min: 1 max: 4294967295
149 # Vertical screen synchronization. Your system may still force VSync on even if this is disabled.
153 # Maximum FPS when the window is not focused, or when the game is paused.
154 # type: int min: 1 max: 4294967295
155 # fps_max_unfocused = 20
157 # View distance in nodes.
158 # type: int min: 20 max: 4000
159 # viewing_range = 190
161 # Undersampling is similar to using a lower screen resolution, but it applies
162 # to the game world only, keeping the GUI intact.
163 # It should give a significant performance boost at the cost of less detailed image.
164 # Higher values result in a less detailed image.
165 # type: int min: 1 max: 8
170 # Makes all liquids opaque
172 # opaque_water = false
175 # - Fancy: all faces visible
176 # - Simple: only outer faces, if defined special_tiles are used
177 # - Opaque: disable transparency
178 # type: enum values: fancy, simple, opaque
179 # leaves_style = fancy
181 # Connects glass if supported by node.
183 # connected_glass = false
185 # Enable smooth lighting with simple ambient occlusion.
186 # Disable for speed or for different looks.
188 # smooth_lighting = true
190 # Enables tradeoffs that reduce CPU load or increase rendering performance
191 # at the expense of minor visual glitches that do not impact game playability.
193 # performance_tradeoffs = false
195 # Adds particles when digging a node.
197 # enable_particles = true
202 # Currently supported:
203 # - none: no 3d output.
204 # - anaglyph: cyan/magenta color 3d.
205 # - interlaced: odd/even line based polarization screen support.
206 # - topbottom: split screen top/bottom.
207 # - sidebyside: split screen side by side.
208 # - crossview: Cross-eyed 3d
209 # Note that the interlaced mode requires shaders to be enabled.
210 # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview
213 # Strength of 3D mode parallax.
214 # type: float min: -0.087 max: 0.087
215 # 3d_paralax_strength = 0.025
219 # Arm inertia, gives a more realistic movement of
220 # the arm when the camera moves.
224 # Enable view bobbing and amount of view bobbing.
225 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
226 # type: float min: 0 max: 7.9
227 # view_bobbing_amount = 1.0
229 # Multiplier for fall bobbing.
230 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
231 # type: float min: 0 max: 100
232 # fall_bobbing_amount = 0.03
236 # Field of view in degrees.
237 # type: int min: 45 max: 160
240 # Alters the light curve by applying 'gamma correction' to it.
241 # Higher values make middle and lower light levels brighter.
242 # Value '1.0' leaves the light curve unaltered.
243 # This only has significant effect on daylight and artificial
244 # light, it has very little effect on natural night light.
245 # type: float min: 0.33 max: 3
246 # display_gamma = 1.0
248 # The strength (darkness) of node ambient-occlusion shading.
249 # Lower is darker, Higher is lighter. The valid range of values for this
250 # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
251 # set to the nearest valid value.
252 # type: float min: 0.25 max: 4
253 # ambient_occlusion_gamma = 1.8
257 # Path to save screenshots at. Can be an absolute or relative path.
258 # The folder will be created if it doesn't already exist.
260 # screenshot_path = screenshots
262 # Format of screenshots.
263 # type: enum values: png, jpg
264 # screenshot_format = png
266 # Screenshot quality. Only used for JPEG format.
267 # 1 means worst quality; 100 means best quality.
268 # Use 0 for default quality.
269 # type: int min: 0 max: 100
270 # screenshot_quality = 0
272 ### Node and Entity Highlighting
274 # Method used to highlight selected object.
275 # type: enum values: box, halo, none
276 # node_highlighting = box
278 # Show entity selection boxes
279 # A restart is required after changing this.
281 # show_entity_selectionbox = false
283 # Selection box border color (R,G,B).
285 # selectionbox_color = (0,0,0)
287 # Width of the selection box lines around nodes.
288 # type: int min: 1 max: 5
289 # selectionbox_width = 2
291 # Crosshair color (R,G,B).
292 # Also controls the object crosshair color
294 # crosshair_color = (255,255,255)
296 # Crosshair alpha (opaqueness, between 0 and 255).
297 # This also applies to the object crosshair.
298 # type: int min: 0 max: 255
299 # crosshair_alpha = 255
303 # Whether to fog out the end of the visible area.
307 # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
309 # directional_colored_fog = true
311 # Fraction of the visible distance at which fog starts to be rendered
312 # type: float min: 0 max: 0.99
317 # Clouds are a client-side effect.
319 # enable_clouds = true
321 # Use 3D cloud look instead of flat.
323 # enable_3d_clouds = true
325 ### Filtering and Antialiasing
327 # Use mipmaps when scaling textures. May slightly increase performance,
328 # especially when using a high-resolution texture pack.
329 # Gamma-correct downscaling is not supported.
333 # Use bilinear filtering when scaling textures.
335 # bilinear_filter = false
337 # Use trilinear filtering when scaling textures.
338 # If both bilinear and trilinear filtering are enabled, trilinear filtering
341 # trilinear_filter = false
343 # Use anisotropic filtering when looking at textures from an angle.
345 # anisotropic_filter = false
347 # Select the antialiasing method to apply.
349 # * None - No antialiasing (default)
351 # * FSAA - Hardware-provided full-screen antialiasing (incompatible with shaders)
352 # A.K.A multi-sample antialiasing (MSAA)
353 # Smoothens out block edges but does not affect the insides of textures.
354 # A restart is required to change this option.
356 # * FXAA - Fast approximate antialiasing (requires shaders)
357 # Applies a post-processing filter to detect and smoothen high-contrast edges.
358 # Provides balance between speed and image quality.
360 # * SSAA - Super-sampling antialiasing (requires shaders)
361 # Renders higher-resolution image of the scene, then scales down to reduce
362 # the aliasing effects. This is the slowest and the most accurate method.
363 # type: enum values: none, fsaa, fxaa, ssaa
364 # antialiasing = none
366 # Defines the size of the sampling grid for FSAA and SSAA antialiasing methods.
367 # Value of 2 means taking 2x2 = 4 samples.
368 # type: enum values: 2, 4, 8, 16
371 ### Occlusion Culling
373 # Type of occlusion_culler
375 # "loops" is the legacy algorithm with nested loops and O(n³) complexity
376 # "bfs" is the new algorithm based on breadth-first-search and side culling
378 # This setting should only be changed if you have performance problems.
379 # type: enum values: bfs, loops
380 # occlusion_culler = bfs
382 # Use raytraced occlusion culling in the new culler.
383 # This flag enables use of raytraced occlusion culling test for
384 # client mesh sizes smaller than 4x4x4 map blocks.
386 # enable_raytraced_culling = true
390 # Shaders allow advanced visual effects and may increase performance on some video
392 # This only works with the OpenGL video backend.
394 # enable_shaders = true
398 # Set to true to enable waving leaves.
400 # enable_waving_leaves = false
402 # Set to true to enable waving plants.
404 # enable_waving_plants = false
406 # Set to true to enable waving liquids (like water).
408 # enable_waving_water = false
410 # The maximum height of the surface of waving liquids.
411 # 4.0 = Wave height is two nodes.
412 # 0.0 = Wave doesn't move at all.
413 # Default is 1.0 (1/2 node).
414 # type: float min: 0 max: 4
415 # water_wave_height = 1.0
417 # Length of liquid waves.
418 # type: float min: 0.1
419 # water_wave_length = 20.0
421 # How fast liquid waves will move. Higher = faster.
422 # If negative, liquid waves will move backwards.
424 # water_wave_speed = 5.0
428 # Set to true to enable Shadow Mapping.
430 # enable_dynamic_shadows = false
432 # Set the shadow strength gamma.
433 # Adjusts the intensity of in-game dynamic shadows.
434 # Lower value means lighter shadows, higher value means darker shadows.
435 # type: float min: 0.1 max: 10
436 # shadow_strength_gamma = 1.0
438 # Maximum distance to render shadows.
439 # type: float min: 10 max: 1000
440 # shadow_map_max_distance = 140.0
442 # Texture size to render the shadow map on.
443 # This must be a power of two.
444 # Bigger numbers create better shadows but it is also more expensive.
445 # type: int min: 128 max: 8192
446 # shadow_map_texture_size = 2048
448 # Sets shadow texture quality to 32 bits.
449 # On false, 16 bits texture will be used.
450 # This can cause much more artifacts in the shadow.
452 # shadow_map_texture_32bit = true
454 # Enable Poisson disk filtering.
455 # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
457 # shadow_poisson_filter = true
459 # Define shadow filtering quality.
460 # This simulates the soft shadows effect by applying a PCF or Poisson disk
461 # but also uses more resources.
462 # type: enum values: 0, 1, 2
465 # Enable colored shadows.
466 # On true translucent nodes cast colored shadows. This is expensive.
468 # shadow_map_color = false
470 # Spread a complete update of shadow map over given number of frames.
471 # Higher values might make shadows laggy, lower values
472 # will consume more resources.
473 # Minimum value: 1; maximum value: 16
474 # type: int min: 1 max: 16
475 # shadow_update_frames = 8
477 # Set the soft shadow radius size.
478 # Lower values mean sharper shadows, bigger values mean softer shadows.
479 # Minimum value: 1.0; maximum value: 15.0
480 # type: float min: 1 max: 15
481 # shadow_soft_radius = 5.0
483 # Set the default tilt of Sun/Moon orbit in degrees.
484 # Games may change orbit tilt via API.
485 # Value of 0 means no tilt / vertical orbit.
486 # type: float min: -60 max: 60
487 # shadow_sky_body_orbit_tilt = 0.0
491 # Enables Hable's 'Uncharted 2' filmic tone mapping.
492 # Simulates the tone curve of photographic film and how this approximates the
493 # appearance of high dynamic range images. Mid-range contrast is slightly
494 # enhanced, highlights and shadows are gradually compressed.
496 # tone_mapping = false
498 # Enable automatic exposure correction
499 # When enabled, the post-processing engine will
500 # automatically adjust to the brightness of the scene,
501 # simulating the behavior of human eye.
503 # enable_auto_exposure = false
505 # Set the exposure compensation in EV units.
506 # Value of 0.0 (default) means no exposure compensation.
507 # Range: from -1 to 1.0
508 # type: float min: -1 max: 1
509 # exposure_compensation = 0.0
513 # Set to true to enable bloom effect.
514 # Bright colors will bleed over the neighboring objects.
516 # enable_bloom = false
518 # Set to true to render debugging breakdown of the bloom effect.
519 # In debug mode, the screen is split into 4 quadrants:
520 # top-left - processed base image, top-right - final image
521 # bottom-left - raw base image, bottom-right - bloom texture.
523 # enable_bloom_debug = false
525 # Defines how much bloom is applied to the rendered image
526 # Smaller values make bloom more subtle
527 # Range: from 0.01 to 1.0, default: 0.05
528 # type: float min: 0.01 max: 1
529 # bloom_intensity = 0.05
531 # Defines the magnitude of bloom overexposure.
532 # Range: from 0.1 to 10.0, default: 1.0
533 # type: float min: 0.1 max: 10
534 # bloom_strength_factor = 1.0
536 # Logical value that controls how far the bloom effect spreads
537 # from the bright objects.
538 # Range: from 0.1 to 8, default: 1
539 # type: float min: 0.1 max: 8
544 # Volume of all sounds.
545 # Requires the sound system to be enabled.
546 # type: float min: 0 max: 1
549 # Whether to mute sounds. You can unmute sounds at any time, unless the
550 # sound system is disabled (enable_sound=false).
551 # In-game, you can toggle the mute state with the mute key or by using the
558 # Set the language. Leave empty to use the system language.
559 # A restart is required after changing this.
560 # type: enum values: , be, bg, ca, cs, da, de, el, en, eo, es, et, eu, fi, fr, gd, gl, hu, id, it, ja, jbo, kk, ko, lt, lv, ms, nb, nl, nn, pl, pt, pt_BR, ro, ru, sk, sl, sr_Cyrl, sr_Latn, sv, sw, tr, uk, vi, zh_CN, zh_TW
565 # Scale GUI by a user specified value.
566 # Use a nearest-neighbor-anti-alias filter to scale the GUI.
567 # This will smooth over some of the rough edges, and blend
568 # pixels when scaling down, at the cost of blurring some
569 # edge pixels when images are scaled by non-integer sizes.
570 # type: float min: 0.5 max: 20
573 # Enables animation of inventory items.
575 # inventory_items_animations = false
577 # Formspec full-screen background opacity (between 0 and 255).
578 # type: int min: 0 max: 255
579 # formspec_fullscreen_bg_opacity = 140
581 # Formspec full-screen background color (R,G,B).
583 # formspec_fullscreen_bg_color = (0,0,0)
585 # When gui_scaling_filter is true, all GUI images need to be
586 # filtered in software, but some images are generated directly
587 # to hardware (e.g. render-to-texture for nodes in inventory).
589 # gui_scaling_filter = false
591 # When gui_scaling_filter_txr2img is true, copy those images
592 # from hardware to software for scaling. When false, fall back
593 # to the old scaling method, for video drivers that don't
594 # properly support downloading textures back from hardware.
596 # gui_scaling_filter_txr2img = true
598 # Delay showing tooltips, stated in milliseconds.
599 # type: int min: 0 max: 1.844674407371e+19
600 # tooltip_show_delay = 400
602 # Append item name to tooltip.
604 # tooltip_append_itemname = false
606 # Use a cloud animation for the main menu background.
612 # Modifies the size of the HUD elements.
613 # type: float min: 0.5 max: 20
616 # Whether name tag backgrounds should be shown by default.
617 # Mods may still set a background.
619 # show_nametag_backgrounds = true
623 # Maximum number of recent chat messages to show
624 # type: int min: 2 max: 20
625 # recent_chat_messages = 6
627 # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
628 # type: float min: 0.1 max: 1
629 # console_height = 0.6
631 # In-game chat console background color (R,G,B).
633 # console_color = (0,0,0)
635 # In-game chat console background alpha (opaqueness, between 0 and 255).
636 # type: int min: 0 max: 255
637 # console_alpha = 200
639 # Maximum proportion of current window to be used for hotbar.
640 # Useful if there's something to be displayed right or left of hotbar.
641 # type: float min: 0.001 max: 1
642 # hud_hotbar_max_width = 1.0
644 # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
646 # clickable_chat_weblinks = true
648 # Optional override for chat weblink color.
650 # chat_weblink_color = #8888FF
652 # Font size of the recent chat text and chat prompt in point (pt).
653 # Value 0 will use the default font size.
654 # type: int min: 0 max: 72
657 ### Content Repository
659 # The URL for the content repository
661 # contentdb_url = https://content.minetest.net
663 # Comma-separated list of flags to hide in the content repository.
664 # "nonfree" can be used to hide packages which do not qualify as 'free software',
665 # as defined by the Free Software Foundation.
666 # You can also specify content ratings.
667 # These flags are independent from Minetest versions,
668 # so see a full list at https://content.minetest.net/help/content_flags/
670 # contentdb_flag_blacklist = nonfree, desktop_default
672 # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
673 # This should be lower than curl_parallel_limit.
675 # contentdb_max_concurrent_downloads = 3
683 # Save the map received by the client on disk.
685 # enable_local_map_saving = false
687 # URL to the server list displayed in the Multiplayer Tab.
689 # serverlist_url = servers.minetest.net
691 # If enabled, account registration is separate from login in the UI.
692 # If disabled, new accounts will be registered automatically when logging in.
694 # enable_split_login_register = true
696 # URL to JSON file which provides information about the newest Minetest release
698 # update_information_url = https://www.minetest.net/release_info.json
702 # Name of the player.
703 # When running a server, clients connecting with this name are admins.
704 # When starting from the main menu, this is overridden.
708 ### Serverlist and MOTD
710 # Name of the server, to be displayed when players join and in the serverlist.
712 # server_name = Minetest server
714 # Description of server, to be displayed when players join and in the serverlist.
716 # server_description = mine here
718 # Domain name of server, to be displayed in the serverlist.
720 # server_address = game.minetest.net
722 # Homepage of server, to be displayed in the serverlist.
724 # server_url = https://minetest.net
726 # Automatically report to the serverlist.
728 # server_announce = false
730 # Announce to this serverlist.
732 # serverlist_url = servers.minetest.net
734 # Message of the day displayed to players connecting.
738 # Maximum number of players that can be connected simultaneously.
739 # type: int min: 0 max: 65535
742 # If this is set, players will always (re)spawn at the given position.
744 # static_spawnpoint =
748 # Network port to listen (UDP).
749 # This value will be overridden when starting from the main menu.
750 # type: int min: 1 max: 65535
753 # The network interface that the server listens on.
757 # Enable to disallow old clients from connecting.
758 # Older clients are compatible in the sense that they will not crash when connecting
759 # to new servers, but they may not support all new features that you are expecting.
761 # strict_protocol_version_checking = false
763 # Define the oldest clients allowed to connect.
764 # Older clients are compatible in the sense that they will not crash when connecting
765 # to new servers, but they may not support all new features that you are expecting.
766 # This allows more fine-grained control than strict_protocol_version_checking.
767 # Minetest may still enforce its own internal minimum, and enabling
768 # strict_protocol_version_checking will effectively override this.
769 # type: int min: 1 max: 65535
770 # protocol_version_min = 1
772 # Specifies URL from which client fetches media instead of using UDP.
773 # $filename should be accessible from $remote_media$filename via cURL
774 # (obviously, remote_media should end with a slash).
775 # Files that are not present will be fetched the usual way.
779 # Enable/disable running an IPv6 server.
780 # Ignored if bind_address is set.
781 # Needs enable_ipv6 to be enabled.
783 # ipv6_server = false
787 # New users need to input this password.
791 # If enabled, players cannot join without a password or change theirs to an empty password.
793 # disallow_empty_password = false
795 # The privileges that new users automatically get.
796 # See /privs in game for a full list on your server and mod configuration.
798 # default_privs = interact, shout
800 # Privileges that players with basic_privs can grant
802 # basic_privs = interact, shout
804 # If enabled, disable cheat prevention in multiplayer.
806 # disable_anticheat = false
808 # If enabled, actions are recorded for rollback.
809 # This option is only read when server starts.
811 # enable_rollback_recording = false
813 ### Client-side Modding
815 # Restricts the access of certain client-side functions on servers.
816 # Combine the byteflags below to restrict client-side features, or set to 0
817 # for no restrictions:
818 # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
819 # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
820 # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
821 # READ_NODEDEFS: 8 (disable get_node_def call client-side)
822 # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
823 # csm_restriction_noderange)
824 # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
825 # type: int min: 0 max: 63
826 # csm_restriction_flags = 62
828 # If the CSM restriction for node range is enabled, get_node calls are limited
829 # to this distance from the player to the node.
830 # type: int min: 0 max: 4294967295
831 # csm_restriction_noderange = 0
835 # Remove color codes from incoming chat messages
836 # Use this to stop players from being able to use color in their messages
838 # strip_color_codes = false
840 # Set the maximum length of a chat message (in characters) sent by clients.
841 # type: int min: 10 max: 65535
842 # chat_message_max_size = 500
844 # Number of messages a player may send per 10 seconds.
846 # chat_message_limit_per_10sec = 8.0
848 # Kick players who sent more than X messages per 10 seconds.
849 # type: int min: 1 max: 65535
850 # chat_message_limit_trigger_kick = 50
854 # Controls length of day/night cycle.
856 # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
860 # Time of day when a new world is started, in millihours (0-23999).
861 # type: int min: 0 max: 23999
862 # world_start_time = 6125
864 # Time in seconds for item entity (dropped items) to live.
865 # Setting it to -1 disables the feature.
867 # item_entity_ttl = 900
869 # Specifies the default stack size of nodes, items and tools.
870 # Note that mods or games may explicitly set a stack for certain (or all) items.
871 # type: int min: 1 max: 65535
872 # default_stack_max = 99
876 # Horizontal and vertical acceleration on ground or when climbing,
877 # in nodes per second per second.
879 # movement_acceleration_default = 3.0
881 # Horizontal acceleration in air when jumping or falling,
882 # in nodes per second per second.
884 # movement_acceleration_air = 2.0
886 # Horizontal and vertical acceleration in fast mode,
887 # in nodes per second per second.
889 # movement_acceleration_fast = 10.0
891 # Walking and flying speed, in nodes per second.
893 # movement_speed_walk = 4.0
895 # Sneaking speed, in nodes per second.
897 # movement_speed_crouch = 1.35
899 # Walking, flying and climbing speed in fast mode, in nodes per second.
901 # movement_speed_fast = 20.0
903 # Vertical climbing speed, in nodes per second.
905 # movement_speed_climb = 3.0
907 # Initial vertical speed when jumping, in nodes per second.
909 # movement_speed_jump = 6.5
911 # How much you are slowed down when moving inside a liquid.
912 # Decrease this to increase liquid resistance to movement.
913 # type: float min: 0.001
914 # movement_liquid_fluidity = 1.0
916 # Maximum liquid resistance. Controls deceleration when entering liquid at
919 # movement_liquid_fluidity_smooth = 0.5
921 # Controls sinking speed in liquid when idling. Negative values will cause
922 # you to rise instead.
924 # movement_liquid_sink = 10.0
926 # Acceleration of gravity, in nodes per second per second.
928 # movement_gravity = 9.81
934 # A chosen map seed for a new map, leave empty for random.
935 # Will be overridden when creating a new world in the main menu.
939 # Name of map generator to be used when creating a new world.
940 # Creating a world in the main menu will override this.
941 # Current mapgens in a highly unstable state:
942 # - The optional floatlands of v7 (disabled by default).
943 # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
946 # Water surface level of the world.
947 # type: int min: -31000 max: 31000
950 # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
951 # type: int min: 1 max: 32767
952 # max_block_generate_distance = 10
954 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
955 # Only mapchunks completely within the mapgen limit are generated.
956 # Value is stored per-world.
957 # type: int min: 0 max: 31007
958 # mapgen_limit = 31007
960 # Global map generation attributes.
961 # In Mapgen v6 the 'decorations' flag controls all decorations except trees
962 # and jungle grass, in all other mapgens this flag controls all decorations.
963 # type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores
964 # mg_flags = caves,dungeons,light,decorations,biomes,ores
968 # Temperature variation for biomes.
969 # type: noise_params_2d
970 # mg_biome_np_heat = {
973 # spread = (1000, 1000, 1000),
981 # Small-scale temperature variation for blending biomes on borders.
982 # type: noise_params_2d
983 # mg_biome_np_heat_blend = {
986 # spread = (8, 8, 8),
994 # Humidity variation for biomes.
995 # type: noise_params_2d
996 # mg_biome_np_humidity = {
999 # spread = (1000, 1000, 1000),
1002 # persistence = 0.5,
1007 # Small-scale humidity variation for blending biomes on borders.
1008 # type: noise_params_2d
1009 # mg_biome_np_humidity_blend = {
1012 # spread = (8, 8, 8),
1015 # persistence = 1.0,
1022 # Map generation attributes specific to Mapgen v5.
1023 # type: flags possible values: caverns, nocaverns
1024 # mgv5_spflags = caverns
1026 # Controls width of tunnels, a smaller value creates wider tunnels.
1027 # Value >= 10.0 completely disables generation of tunnels and avoids the
1028 # intensive noise calculations.
1030 # mgv5_cave_width = 0.09
1032 # Y of upper limit of large caves.
1033 # type: int min: -31000 max: 31000
1034 # mgv5_large_cave_depth = -256
1036 # Minimum limit of random number of small caves per mapchunk.
1037 # type: int min: 0 max: 256
1038 # mgv5_small_cave_num_min = 0
1040 # Maximum limit of random number of small caves per mapchunk.
1041 # type: int min: 0 max: 256
1042 # mgv5_small_cave_num_max = 0
1044 # Minimum limit of random number of large caves per mapchunk.
1045 # type: int min: 0 max: 64
1046 # mgv5_large_cave_num_min = 0
1048 # Maximum limit of random number of large caves per mapchunk.
1049 # type: int min: 0 max: 64
1050 # mgv5_large_cave_num_max = 2
1052 # Proportion of large caves that contain liquid.
1053 # type: float min: 0 max: 1
1054 # mgv5_large_cave_flooded = 0.5
1056 # Y-level of cavern upper limit.
1057 # type: int min: -31000 max: 31000
1058 # mgv5_cavern_limit = -256
1060 # Y-distance over which caverns expand to full size.
1061 # type: int min: 0 max: 32767
1062 # mgv5_cavern_taper = 256
1064 # Defines full size of caverns, smaller values create larger caverns.
1066 # mgv5_cavern_threshold = 0.7
1068 # Lower Y limit of dungeons.
1069 # type: int min: -31000 max: 31000
1070 # mgv5_dungeon_ymin = -31000
1072 # Upper Y limit of dungeons.
1073 # type: int min: -31000 max: 31000
1074 # mgv5_dungeon_ymax = 31000
1078 # Variation of biome filler depth.
1079 # type: noise_params_2d
1080 # mgv5_np_filler_depth = {
1083 # spread = (150, 150, 150),
1086 # persistence = 0.7,
1091 # Variation of terrain vertical scale.
1092 # When noise is < -0.55 terrain is near-flat.
1093 # type: noise_params_2d
1094 # mgv5_np_factor = {
1097 # spread = (250, 250, 250),
1100 # persistence = 0.45,
1105 # Y-level of average terrain surface.
1106 # type: noise_params_2d
1107 # mgv5_np_height = {
1110 # spread = (250, 250, 250),
1113 # persistence = 0.5,
1118 # First of two 3D noises that together define tunnels.
1119 # type: noise_params_3d
1123 # spread = (61, 61, 61),
1126 # persistence = 0.5,
1131 # Second of two 3D noises that together define tunnels.
1132 # type: noise_params_3d
1136 # spread = (67, 67, 67),
1139 # persistence = 0.5,
1144 # 3D noise defining giant caverns.
1145 # type: noise_params_3d
1146 # mgv5_np_cavern = {
1149 # spread = (384, 128, 384),
1152 # persistence = 0.63,
1157 # 3D noise defining terrain.
1158 # type: noise_params_3d
1159 # mgv5_np_ground = {
1162 # spread = (80, 80, 80),
1165 # persistence = 0.55,
1170 # 3D noise that determines number of dungeons per mapchunk.
1171 # type: noise_params_3d
1172 # mgv5_np_dungeons = {
1175 # spread = (500, 500, 500),
1178 # persistence = 0.8,
1185 # Map generation attributes specific to Mapgen v6.
1186 # The 'snowbiomes' flag enables the new 5 biome system.
1187 # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
1188 # the 'jungles' flag is ignored.
1189 # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
1190 # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
1192 # Deserts occur when np_biome exceeds this value.
1193 # When the 'snowbiomes' flag is enabled, this is ignored.
1195 # mgv6_freq_desert = 0.45
1197 # Sandy beaches occur when np_beach exceeds this value.
1199 # mgv6_freq_beach = 0.15
1201 # Lower Y limit of dungeons.
1202 # type: int min: -31000 max: 31000
1203 # mgv6_dungeon_ymin = -31000
1205 # Upper Y limit of dungeons.
1206 # type: int min: -31000 max: 31000
1207 # mgv6_dungeon_ymax = 31000
1211 # Y-level of lower terrain and seabed.
1212 # type: noise_params_2d
1213 # mgv6_np_terrain_base = {
1216 # spread = (250, 250, 250),
1219 # persistence = 0.6,
1224 # Y-level of higher terrain that creates cliffs.
1225 # type: noise_params_2d
1226 # mgv6_np_terrain_higher = {
1229 # spread = (500, 500, 500),
1232 # persistence = 0.6,
1237 # Varies steepness of cliffs.
1238 # type: noise_params_2d
1239 # mgv6_np_steepness = {
1242 # spread = (125, 125, 125),
1245 # persistence = 0.7,
1250 # Defines distribution of higher terrain.
1251 # type: noise_params_2d
1252 # mgv6_np_height_select = {
1255 # spread = (250, 250, 250),
1258 # persistence = 0.69,
1263 # Varies depth of biome surface nodes.
1264 # type: noise_params_2d
1268 # spread = (200, 200, 200),
1271 # persistence = 0.55,
1276 # Defines areas with sandy beaches.
1277 # type: noise_params_2d
1281 # spread = (250, 250, 250),
1284 # persistence = 0.50,
1289 # Temperature variation for biomes.
1290 # type: noise_params_2d
1294 # spread = (500, 500, 500),
1297 # persistence = 0.50,
1302 # Variation of number of caves.
1303 # type: noise_params_2d
1307 # spread = (250, 250, 250),
1310 # persistence = 0.50,
1315 # Humidity variation for biomes.
1316 # type: noise_params_2d
1317 # mgv6_np_humidity = {
1320 # spread = (500, 500, 500),
1323 # persistence = 0.50,
1328 # Defines tree areas and tree density.
1329 # type: noise_params_2d
1333 # spread = (125, 125, 125),
1336 # persistence = 0.66,
1341 # Defines areas where trees have apples.
1342 # type: noise_params_2d
1343 # mgv6_np_apple_trees = {
1346 # spread = (100, 100, 100),
1349 # persistence = 0.45,
1356 # Map generation attributes specific to Mapgen v7.
1358 # 'floatlands': Floating land masses in the atmosphere.
1359 # 'caverns': Giant caves deep underground.
1360 # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
1361 # mgv7_spflags = mountains,ridges,nofloatlands,caverns
1363 # Y of mountain density gradient zero level. Used to shift mountains vertically.
1364 # type: int min: -31000 max: 31000
1365 # mgv7_mount_zero_level = 0
1367 # Lower Y limit of floatlands.
1368 # type: int min: -31000 max: 31000
1369 # mgv7_floatland_ymin = 1024
1371 # Upper Y limit of floatlands.
1372 # type: int min: -31000 max: 31000
1373 # mgv7_floatland_ymax = 4096
1375 # Y-distance over which floatlands taper from full density to nothing.
1376 # Tapering starts at this distance from the Y limit.
1377 # For a solid floatland layer, this controls the height of hills/mountains.
1378 # Must be less than or equal to half the distance between the Y limits.
1379 # type: int min: 0 max: 32767
1380 # mgv7_floatland_taper = 256
1382 # Exponent of the floatland tapering. Alters the tapering behavior.
1383 # Value = 1.0 creates a uniform, linear tapering.
1384 # Values > 1.0 create a smooth tapering suitable for the default separated
1386 # Values < 1.0 (for example 0.25) create a more defined surface level with
1387 # flatter lowlands, suitable for a solid floatland layer.
1389 # mgv7_float_taper_exp = 2.0
1391 # Adjusts the density of the floatland layer.
1392 # Increase value to increase density. Can be positive or negative.
1393 # Value = 0.0: 50% of volume is floatland.
1394 # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
1395 # to be sure) creates a solid floatland layer.
1397 # mgv7_floatland_density = -0.6
1399 # Surface level of optional water placed on a solid floatland layer.
1400 # Water is disabled by default and will only be placed if this value is set
1401 # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
1403 # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
1404 # When enabling water placement, floatlands must be configured and tested
1405 # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
1406 # required value depending on 'mgv7_np_floatland'), to avoid
1407 # server-intensive extreme water flow and to avoid vast flooding of the
1408 # world surface below.
1409 # type: int min: -31000 max: 31000
1410 # mgv7_floatland_ywater = -31000
1412 # Controls width of tunnels, a smaller value creates wider tunnels.
1413 # Value >= 10.0 completely disables generation of tunnels and avoids the
1414 # intensive noise calculations.
1416 # mgv7_cave_width = 0.09
1418 # Y of upper limit of large caves.
1419 # type: int min: -31000 max: 31000
1420 # mgv7_large_cave_depth = -33
1422 # Minimum limit of random number of small caves per mapchunk.
1423 # type: int min: 0 max: 256
1424 # mgv7_small_cave_num_min = 0
1426 # Maximum limit of random number of small caves per mapchunk.
1427 # type: int min: 0 max: 256
1428 # mgv7_small_cave_num_max = 0
1430 # Minimum limit of random number of large caves per mapchunk.
1431 # type: int min: 0 max: 64
1432 # mgv7_large_cave_num_min = 0
1434 # Maximum limit of random number of large caves per mapchunk.
1435 # type: int min: 0 max: 64
1436 # mgv7_large_cave_num_max = 2
1438 # Proportion of large caves that contain liquid.
1439 # type: float min: 0 max: 1
1440 # mgv7_large_cave_flooded = 0.5
1442 # Y-level of cavern upper limit.
1443 # type: int min: -31000 max: 31000
1444 # mgv7_cavern_limit = -256
1446 # Y-distance over which caverns expand to full size.
1447 # type: int min: 0 max: 32767
1448 # mgv7_cavern_taper = 256
1450 # Defines full size of caverns, smaller values create larger caverns.
1452 # mgv7_cavern_threshold = 0.7
1454 # Lower Y limit of dungeons.
1455 # type: int min: -31000 max: 31000
1456 # mgv7_dungeon_ymin = -31000
1458 # Upper Y limit of dungeons.
1459 # type: int min: -31000 max: 31000
1460 # mgv7_dungeon_ymax = 31000
1464 # Y-level of higher terrain that creates cliffs.
1465 # type: noise_params_2d
1466 # mgv7_np_terrain_base = {
1469 # spread = (600, 600, 600),
1472 # persistence = 0.6,
1477 # Y-level of lower terrain and seabed.
1478 # type: noise_params_2d
1479 # mgv7_np_terrain_alt = {
1482 # spread = (600, 600, 600),
1485 # persistence = 0.6,
1490 # Varies roughness of terrain.
1491 # Defines the 'persistence' value for terrain_base and terrain_alt noises.
1492 # type: noise_params_2d
1493 # mgv7_np_terrain_persist = {
1496 # spread = (2000, 2000, 2000),
1499 # persistence = 0.6,
1504 # Defines distribution of higher terrain and steepness of cliffs.
1505 # type: noise_params_2d
1506 # mgv7_np_height_select = {
1509 # spread = (500, 500, 500),
1512 # persistence = 0.7,
1517 # Variation of biome filler depth.
1518 # type: noise_params_2d
1519 # mgv7_np_filler_depth = {
1522 # spread = (150, 150, 150),
1525 # persistence = 0.7,
1530 # Variation of maximum mountain height (in nodes).
1531 # type: noise_params_2d
1532 # mgv7_np_mount_height = {
1535 # spread = (1000, 1000, 1000),
1538 # persistence = 0.6,
1543 # Defines large-scale river channel structure.
1544 # type: noise_params_2d
1545 # mgv7_np_ridge_uwater = {
1548 # spread = (1000, 1000, 1000),
1551 # persistence = 0.6,
1556 # 3D noise defining mountain structure and height.
1557 # Also defines structure of floatland mountain terrain.
1558 # type: noise_params_3d
1559 # mgv7_np_mountain = {
1562 # spread = (250, 350, 250),
1565 # persistence = 0.63,
1570 # 3D noise defining structure of river canyon walls.
1571 # type: noise_params_3d
1575 # spread = (100, 100, 100),
1578 # persistence = 0.75,
1583 # 3D noise defining structure of floatlands.
1584 # If altered from the default, the noise 'scale' (0.7 by default) may need
1585 # to be adjusted, as floatland tapering functions best when this noise has
1586 # a value range of approximately -2.0 to 2.0.
1587 # type: noise_params_3d
1588 # mgv7_np_floatland = {
1591 # spread = (384, 96, 384),
1594 # persistence = 0.75,
1595 # lacunarity = 1.618,
1599 # 3D noise defining giant caverns.
1600 # type: noise_params_3d
1601 # mgv7_np_cavern = {
1604 # spread = (384, 128, 384),
1607 # persistence = 0.63,
1612 # First of two 3D noises that together define tunnels.
1613 # type: noise_params_3d
1617 # spread = (61, 61, 61),
1620 # persistence = 0.5,
1625 # Second of two 3D noises that together define tunnels.
1626 # type: noise_params_3d
1630 # spread = (67, 67, 67),
1633 # persistence = 0.5,
1638 # 3D noise that determines number of dungeons per mapchunk.
1639 # type: noise_params_3d
1640 # mgv7_np_dungeons = {
1643 # spread = (500, 500, 500),
1646 # persistence = 0.8,
1651 ## Mapgen Carpathian
1653 # Map generation attributes specific to Mapgen Carpathian.
1654 # type: flags possible values: caverns, rivers, nocaverns, norivers
1655 # mgcarpathian_spflags = caverns,norivers
1657 # Defines the base ground level.
1659 # mgcarpathian_base_level = 12.0
1661 # Defines the width of the river channel.
1663 # mgcarpathian_river_width = 0.05
1665 # Defines the depth of the river channel.
1667 # mgcarpathian_river_depth = 24.0
1669 # Defines the width of the river valley.
1671 # mgcarpathian_valley_width = 0.25
1673 # Controls width of tunnels, a smaller value creates wider tunnels.
1674 # Value >= 10.0 completely disables generation of tunnels and avoids the
1675 # intensive noise calculations.
1677 # mgcarpathian_cave_width = 0.09
1679 # Y of upper limit of large caves.
1680 # type: int min: -31000 max: 31000
1681 # mgcarpathian_large_cave_depth = -33
1683 # Minimum limit of random number of small caves per mapchunk.
1684 # type: int min: 0 max: 256
1685 # mgcarpathian_small_cave_num_min = 0
1687 # Maximum limit of random number of small caves per mapchunk.
1688 # type: int min: 0 max: 256
1689 # mgcarpathian_small_cave_num_max = 0
1691 # Minimum limit of random number of large caves per mapchunk.
1692 # type: int min: 0 max: 64
1693 # mgcarpathian_large_cave_num_min = 0
1695 # Maximum limit of random number of large caves per mapchunk.
1696 # type: int min: 0 max: 64
1697 # mgcarpathian_large_cave_num_max = 2
1699 # Proportion of large caves that contain liquid.
1700 # type: float min: 0 max: 1
1701 # mgcarpathian_large_cave_flooded = 0.5
1703 # Y-level of cavern upper limit.
1704 # type: int min: -31000 max: 31000
1705 # mgcarpathian_cavern_limit = -256
1707 # Y-distance over which caverns expand to full size.
1708 # type: int min: 0 max: 32767
1709 # mgcarpathian_cavern_taper = 256
1711 # Defines full size of caverns, smaller values create larger caverns.
1713 # mgcarpathian_cavern_threshold = 0.7
1715 # Lower Y limit of dungeons.
1716 # type: int min: -31000 max: 31000
1717 # mgcarpathian_dungeon_ymin = -31000
1719 # Upper Y limit of dungeons.
1720 # type: int min: -31000 max: 31000
1721 # mgcarpathian_dungeon_ymax = 31000
1725 # Variation of biome filler depth.
1726 # type: noise_params_2d
1727 # mgcarpathian_np_filler_depth = {
1730 # spread = (128, 128, 128),
1733 # persistence = 0.7,
1738 # First of 4 2D noises that together define hill/mountain range height.
1739 # type: noise_params_2d
1740 # mgcarpathian_np_height1 = {
1743 # spread = (251, 251, 251),
1746 # persistence = 0.5,
1751 # Second of 4 2D noises that together define hill/mountain range height.
1752 # type: noise_params_2d
1753 # mgcarpathian_np_height2 = {
1756 # spread = (383, 383, 383),
1759 # persistence = 0.5,
1764 # Third of 4 2D noises that together define hill/mountain range height.
1765 # type: noise_params_2d
1766 # mgcarpathian_np_height3 = {
1769 # spread = (509, 509, 509),
1772 # persistence = 0.5,
1777 # Fourth of 4 2D noises that together define hill/mountain range height.
1778 # type: noise_params_2d
1779 # mgcarpathian_np_height4 = {
1782 # spread = (631, 631, 631),
1785 # persistence = 0.5,
1790 # 2D noise that controls the size/occurrence of rolling hills.
1791 # type: noise_params_2d
1792 # mgcarpathian_np_hills_terrain = {
1795 # spread = (1301, 1301, 1301),
1798 # persistence = 0.5,
1803 # 2D noise that controls the size/occurrence of ridged mountain ranges.
1804 # type: noise_params_2d
1805 # mgcarpathian_np_ridge_terrain = {
1808 # spread = (1889, 1889, 1889),
1811 # persistence = 0.5,
1816 # 2D noise that controls the size/occurrence of step mountain ranges.
1817 # type: noise_params_2d
1818 # mgcarpathian_np_step_terrain = {
1821 # spread = (1889, 1889, 1889),
1824 # persistence = 0.5,
1829 # 2D noise that controls the shape/size of rolling hills.
1830 # type: noise_params_2d
1831 # mgcarpathian_np_hills = {
1834 # spread = (257, 257, 257),
1837 # persistence = 0.5,
1842 # 2D noise that controls the shape/size of ridged mountains.
1843 # type: noise_params_2d
1844 # mgcarpathian_np_ridge_mnt = {
1847 # spread = (743, 743, 743),
1850 # persistence = 0.7,
1855 # 2D noise that controls the shape/size of step mountains.
1856 # type: noise_params_2d
1857 # mgcarpathian_np_step_mnt = {
1860 # spread = (509, 509, 509),
1863 # persistence = 0.6,
1868 # 2D noise that locates the river valleys and channels.
1869 # type: noise_params_2d
1870 # mgcarpathian_np_rivers = {
1873 # spread = (1000, 1000, 1000),
1876 # persistence = 0.6,
1881 # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
1882 # type: noise_params_3d
1883 # mgcarpathian_np_mnt_var = {
1886 # spread = (499, 499, 499),
1889 # persistence = 0.55,
1894 # First of two 3D noises that together define tunnels.
1895 # type: noise_params_3d
1896 # mgcarpathian_np_cave1 = {
1899 # spread = (61, 61, 61),
1902 # persistence = 0.5,
1907 # Second of two 3D noises that together define tunnels.
1908 # type: noise_params_3d
1909 # mgcarpathian_np_cave2 = {
1912 # spread = (67, 67, 67),
1915 # persistence = 0.5,
1920 # 3D noise defining giant caverns.
1921 # type: noise_params_3d
1922 # mgcarpathian_np_cavern = {
1925 # spread = (384, 128, 384),
1928 # persistence = 0.63,
1933 # 3D noise that determines number of dungeons per mapchunk.
1934 # type: noise_params_3d
1935 # mgcarpathian_np_dungeons = {
1938 # spread = (500, 500, 500),
1941 # persistence = 0.8,
1948 # Map generation attributes specific to Mapgen Flat.
1949 # Occasional lakes and hills can be added to the flat world.
1950 # type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns
1951 # mgflat_spflags = nolakes,nohills,nocaverns
1954 # type: int min: -31000 max: 31000
1955 # mgflat_ground_level = 8
1957 # Y of upper limit of large caves.
1958 # type: int min: -31000 max: 31000
1959 # mgflat_large_cave_depth = -33
1961 # Minimum limit of random number of small caves per mapchunk.
1962 # type: int min: 0 max: 256
1963 # mgflat_small_cave_num_min = 0
1965 # Maximum limit of random number of small caves per mapchunk.
1966 # type: int min: 0 max: 256
1967 # mgflat_small_cave_num_max = 0
1969 # Minimum limit of random number of large caves per mapchunk.
1970 # type: int min: 0 max: 64
1971 # mgflat_large_cave_num_min = 0
1973 # Maximum limit of random number of large caves per mapchunk.
1974 # type: int min: 0 max: 64
1975 # mgflat_large_cave_num_max = 2
1977 # Proportion of large caves that contain liquid.
1978 # type: float min: 0 max: 1
1979 # mgflat_large_cave_flooded = 0.5
1981 # Controls width of tunnels, a smaller value creates wider tunnels.
1982 # Value >= 10.0 completely disables generation of tunnels and avoids the
1983 # intensive noise calculations.
1985 # mgflat_cave_width = 0.09
1987 # Terrain noise threshold for lakes.
1988 # Controls proportion of world area covered by lakes.
1989 # Adjust towards 0.0 for a larger proportion.
1991 # mgflat_lake_threshold = -0.45
1993 # Controls steepness/depth of lake depressions.
1995 # mgflat_lake_steepness = 48.0
1997 # Terrain noise threshold for hills.
1998 # Controls proportion of world area covered by hills.
1999 # Adjust towards 0.0 for a larger proportion.
2001 # mgflat_hill_threshold = 0.45
2003 # Controls steepness/height of hills.
2005 # mgflat_hill_steepness = 64.0
2007 # Y-level of cavern upper limit.
2008 # type: int min: -31000 max: 31000
2009 # mgflat_cavern_limit = -256
2011 # Y-distance over which caverns expand to full size.
2012 # type: int min: 0 max: 32767
2013 # mgflat_cavern_taper = 256
2015 # Defines full size of caverns, smaller values create larger caverns.
2017 # mgflat_cavern_threshold = 0.7
2019 # Lower Y limit of dungeons.
2020 # type: int min: -31000 max: 31000
2021 # mgflat_dungeon_ymin = -31000
2023 # Upper Y limit of dungeons.
2024 # type: int min: -31000 max: 31000
2025 # mgflat_dungeon_ymax = 31000
2029 # Defines location and terrain of optional hills and lakes.
2030 # type: noise_params_2d
2031 # mgflat_np_terrain = {
2034 # spread = (600, 600, 600),
2037 # persistence = 0.6,
2042 # Variation of biome filler depth.
2043 # type: noise_params_2d
2044 # mgflat_np_filler_depth = {
2047 # spread = (150, 150, 150),
2050 # persistence = 0.7,
2055 # First of two 3D noises that together define tunnels.
2056 # type: noise_params_3d
2057 # mgflat_np_cave1 = {
2060 # spread = (61, 61, 61),
2063 # persistence = 0.5,
2068 # Second of two 3D noises that together define tunnels.
2069 # type: noise_params_3d
2070 # mgflat_np_cave2 = {
2073 # spread = (67, 67, 67),
2076 # persistence = 0.5,
2081 # 3D noise defining giant caverns.
2082 # type: noise_params_3d
2083 # mgflat_np_cavern = {
2086 # spread = (384, 128, 384),
2089 # persistence = 0.63,
2094 # 3D noise that determines number of dungeons per mapchunk.
2095 # type: noise_params_3d
2096 # mgflat_np_dungeons = {
2099 # spread = (500, 500, 500),
2102 # persistence = 0.8,
2109 # Map generation attributes specific to Mapgen Fractal.
2110 # 'terrain' enables the generation of non-fractal terrain:
2111 # ocean, islands and underground.
2112 # type: flags possible values: terrain, noterrain
2113 # mgfractal_spflags = terrain
2115 # Controls width of tunnels, a smaller value creates wider tunnels.
2116 # Value >= 10.0 completely disables generation of tunnels and avoids the
2117 # intensive noise calculations.
2119 # mgfractal_cave_width = 0.09
2121 # Y of upper limit of large caves.
2122 # type: int min: -31000 max: 31000
2123 # mgfractal_large_cave_depth = -33
2125 # Minimum limit of random number of small caves per mapchunk.
2126 # type: int min: 0 max: 256
2127 # mgfractal_small_cave_num_min = 0
2129 # Maximum limit of random number of small caves per mapchunk.
2130 # type: int min: 0 max: 256
2131 # mgfractal_small_cave_num_max = 0
2133 # Minimum limit of random number of large caves per mapchunk.
2134 # type: int min: 0 max: 64
2135 # mgfractal_large_cave_num_min = 0
2137 # Maximum limit of random number of large caves per mapchunk.
2138 # type: int min: 0 max: 64
2139 # mgfractal_large_cave_num_max = 2
2141 # Proportion of large caves that contain liquid.
2142 # type: float min: 0 max: 1
2143 # mgfractal_large_cave_flooded = 0.5
2145 # Lower Y limit of dungeons.
2146 # type: int min: -31000 max: 31000
2147 # mgfractal_dungeon_ymin = -31000
2149 # Upper Y limit of dungeons.
2150 # type: int min: -31000 max: 31000
2151 # mgfractal_dungeon_ymax = 31000
2153 # Selects one of 18 fractal types.
2154 # 1 = 4D "Roundy" Mandelbrot set.
2155 # 2 = 4D "Roundy" Julia set.
2156 # 3 = 4D "Squarry" Mandelbrot set.
2157 # 4 = 4D "Squarry" Julia set.
2158 # 5 = 4D "Mandy Cousin" Mandelbrot set.
2159 # 6 = 4D "Mandy Cousin" Julia set.
2160 # 7 = 4D "Variation" Mandelbrot set.
2161 # 8 = 4D "Variation" Julia set.
2162 # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
2163 # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
2164 # 11 = 3D "Christmas Tree" Mandelbrot set.
2165 # 12 = 3D "Christmas Tree" Julia set.
2166 # 13 = 3D "Mandelbulb" Mandelbrot set.
2167 # 14 = 3D "Mandelbulb" Julia set.
2168 # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
2169 # 16 = 3D "Cosine Mandelbulb" Julia set.
2170 # 17 = 4D "Mandelbulb" Mandelbrot set.
2171 # 18 = 4D "Mandelbulb" Julia set.
2172 # type: int min: 1 max: 18
2173 # mgfractal_fractal = 1
2175 # Iterations of the recursive function.
2176 # Increasing this increases the amount of fine detail, but also
2177 # increases processing load.
2178 # At iterations = 20 this mapgen has a similar load to mapgen V7.
2179 # type: int min: 1 max: 65535
2180 # mgfractal_iterations = 11
2182 # (X,Y,Z) scale of fractal in nodes.
2183 # Actual fractal size will be 2 to 3 times larger.
2184 # These numbers can be made very large, the fractal does
2185 # not have to fit inside the world.
2186 # Increase these to 'zoom' into the detail of the fractal.
2187 # Default is for a vertically-squashed shape suitable for
2188 # an island, set all 3 numbers equal for the raw shape.
2190 # mgfractal_scale = (4096.0, 1024.0, 4096.0)
2192 # (X,Y,Z) offset of fractal from world center in units of 'scale'.
2193 # Can be used to move a desired point to (0, 0) to create a
2194 # suitable spawn point, or to allow 'zooming in' on a desired
2195 # point by increasing 'scale'.
2196 # The default is tuned for a suitable spawn point for Mandelbrot
2197 # sets with default parameters, it may need altering in other
2199 # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
2201 # mgfractal_offset = (1.79, 0.0, 0.0)
2203 # W coordinate of the generated 3D slice of a 4D fractal.
2204 # Determines which 3D slice of the 4D shape is generated.
2205 # Alters the shape of the fractal.
2206 # Has no effect on 3D fractals.
2207 # Range roughly -2 to 2.
2209 # mgfractal_slice_w = 0.0
2212 # X component of hypercomplex constant.
2213 # Alters the shape of the fractal.
2214 # Range roughly -2 to 2.
2216 # mgfractal_julia_x = 0.33
2219 # Y component of hypercomplex constant.
2220 # Alters the shape of the fractal.
2221 # Range roughly -2 to 2.
2223 # mgfractal_julia_y = 0.33
2226 # Z component of hypercomplex constant.
2227 # Alters the shape of the fractal.
2228 # Range roughly -2 to 2.
2230 # mgfractal_julia_z = 0.33
2233 # W component of hypercomplex constant.
2234 # Alters the shape of the fractal.
2235 # Has no effect on 3D fractals.
2236 # Range roughly -2 to 2.
2238 # mgfractal_julia_w = 0.33
2242 # Y-level of seabed.
2243 # type: noise_params_2d
2244 # mgfractal_np_seabed = {
2247 # spread = (600, 600, 600),
2250 # persistence = 0.6,
2255 # Variation of biome filler depth.
2256 # type: noise_params_2d
2257 # mgfractal_np_filler_depth = {
2260 # spread = (150, 150, 150),
2263 # persistence = 0.7,
2268 # First of two 3D noises that together define tunnels.
2269 # type: noise_params_3d
2270 # mgfractal_np_cave1 = {
2273 # spread = (61, 61, 61),
2276 # persistence = 0.5,
2281 # Second of two 3D noises that together define tunnels.
2282 # type: noise_params_3d
2283 # mgfractal_np_cave2 = {
2286 # spread = (67, 67, 67),
2289 # persistence = 0.5,
2294 # 3D noise that determines number of dungeons per mapchunk.
2295 # type: noise_params_3d
2296 # mgfractal_np_dungeons = {
2299 # spread = (500, 500, 500),
2302 # persistence = 0.8,
2309 # Map generation attributes specific to Mapgen Valleys.
2310 # 'altitude_chill': Reduces heat with altitude.
2311 # 'humid_rivers': Increases humidity around rivers.
2312 # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
2313 # to become shallower and occasionally dry.
2314 # 'altitude_dry': Reduces humidity with altitude.
2315 # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
2316 # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
2318 # The vertical distance over which heat drops by 20 if 'altitude_chill' is
2319 # enabled. Also, the vertical distance over which humidity drops by 10 if
2320 # 'altitude_dry' is enabled.
2321 # type: int min: 0 max: 65535
2322 # mgvalleys_altitude_chill = 90
2324 # Depth below which you'll find large caves.
2325 # type: int min: -31000 max: 31000
2326 # mgvalleys_large_cave_depth = -33
2328 # Minimum limit of random number of small caves per mapchunk.
2329 # type: int min: 0 max: 256
2330 # mgvalleys_small_cave_num_min = 0
2332 # Maximum limit of random number of small caves per mapchunk.
2333 # type: int min: 0 max: 256
2334 # mgvalleys_small_cave_num_max = 0
2336 # Minimum limit of random number of large caves per mapchunk.
2337 # type: int min: 0 max: 64
2338 # mgvalleys_large_cave_num_min = 0
2340 # Maximum limit of random number of large caves per mapchunk.
2341 # type: int min: 0 max: 64
2342 # mgvalleys_large_cave_num_max = 2
2344 # Proportion of large caves that contain liquid.
2345 # type: float min: 0 max: 1
2346 # mgvalleys_large_cave_flooded = 0.5
2348 # Depth below which you'll find giant caverns.
2349 # type: int min: -31000 max: 31000
2350 # mgvalleys_cavern_limit = -256
2352 # Y-distance over which caverns expand to full size.
2353 # type: int min: 0 max: 32767
2354 # mgvalleys_cavern_taper = 192
2356 # Defines full size of caverns, smaller values create larger caverns.
2358 # mgvalleys_cavern_threshold = 0.6
2360 # How deep to make rivers.
2361 # type: int min: 0 max: 65535
2362 # mgvalleys_river_depth = 4
2364 # How wide to make rivers.
2365 # type: int min: 0 max: 65535
2366 # mgvalleys_river_size = 5
2368 # Controls width of tunnels, a smaller value creates wider tunnels.
2369 # Value >= 10.0 completely disables generation of tunnels and avoids the
2370 # intensive noise calculations.
2372 # mgvalleys_cave_width = 0.09
2374 # Lower Y limit of dungeons.
2375 # type: int min: -31000 max: 31000
2376 # mgvalleys_dungeon_ymin = -31000
2378 # Upper Y limit of dungeons.
2379 # type: int min: -31000 max: 31000
2380 # mgvalleys_dungeon_ymax = 63
2384 # First of two 3D noises that together define tunnels.
2385 # type: noise_params_3d
2386 # mgvalleys_np_cave1 = {
2389 # spread = (61, 61, 61),
2392 # persistence = 0.5,
2397 # Second of two 3D noises that together define tunnels.
2398 # type: noise_params_3d
2399 # mgvalleys_np_cave2 = {
2402 # spread = (67, 67, 67),
2405 # persistence = 0.5,
2410 # Variation of biome filler depth.
2411 # type: noise_params_2d
2412 # mgvalleys_np_filler_depth = {
2415 # spread = (256, 256, 256),
2418 # persistence = 0.5,
2423 # 3D noise defining giant caverns.
2424 # type: noise_params_3d
2425 # mgvalleys_np_cavern = {
2428 # spread = (768, 256, 768),
2431 # persistence = 0.63,
2436 # Defines large-scale river channel structure.
2437 # type: noise_params_2d
2438 # mgvalleys_np_rivers = {
2441 # spread = (256, 256, 256),
2444 # persistence = 0.6,
2449 # Base terrain height.
2450 # type: noise_params_2d
2451 # mgvalleys_np_terrain_height = {
2454 # spread = (1024, 1024, 1024),
2457 # persistence = 0.4,
2462 # Raises terrain to make valleys around the rivers.
2463 # type: noise_params_2d
2464 # mgvalleys_np_valley_depth = {
2467 # spread = (512, 512, 512),
2470 # persistence = 1.0,
2475 # Slope and fill work together to modify the heights.
2476 # type: noise_params_3d
2477 # mgvalleys_np_inter_valley_fill = {
2480 # spread = (256, 512, 256),
2483 # persistence = 0.8,
2488 # Amplifies the valleys.
2489 # type: noise_params_2d
2490 # mgvalleys_np_valley_profile = {
2493 # spread = (512, 512, 512),
2496 # persistence = 1.0,
2501 # Slope and fill work together to modify the heights.
2502 # type: noise_params_2d
2503 # mgvalleys_np_inter_valley_slope = {
2506 # spread = (128, 128, 128),
2509 # persistence = 1.0,
2514 # 3D noise that determines number of dungeons per mapchunk.
2515 # type: noise_params_3d
2516 # mgvalleys_np_dungeons = {
2519 # spread = (500, 500, 500),
2522 # persistence = 0.8,
2531 ## Developer Options
2533 # Enable Lua modding support on client.
2534 # This support is experimental and API can change.
2536 # enable_client_modding = false
2538 # Replaces the default main menu with a custom one.
2540 # main_menu_script =
2544 # Prevent mods from doing insecure things like running shell commands.
2546 # secure.enable_security = true
2548 # Comma-separated list of trusted mods that are allowed to access insecure
2549 # functions even when mod security is on (via request_insecure_environment()).
2551 # secure.trusted_mods =
2553 # Comma-separated list of mods that are allowed to access HTTP APIs, which
2554 # allow them to upload and download data to/from the internet.
2556 # secure.http_mods =
2560 # Level of logging to be written to debug.txt:
2561 # - <nothing> (no logging)
2562 # - none (messages with no level)
2569 # type: enum values: , none, error, warning, action, info, verbose, trace
2570 # debug_log_level = action
2572 # If the file size of debug.txt exceeds the number of megabytes specified in
2573 # this setting when it is opened, the file is moved to debug.txt.1,
2574 # deleting an older debug.txt.1 if it exists.
2575 # debug.txt is only moved if this setting is positive.
2577 # debug_log_size_max = 50
2579 # Minimal level of logging to be written to chat.
2580 # type: enum values: , none, error, warning, action, info, verbose, trace
2581 # chat_log_level = error
2583 # Handling for deprecated Lua API calls:
2584 # - none: Do not log deprecated calls
2585 # - log: mimic and log backtrace of deprecated call (default).
2586 # - error: abort on usage of deprecated call (suggested for mod developers).
2587 # type: enum values: none, log, error
2588 # deprecated_lua_api_handling = log
2590 # Enable random user input (only used for testing).
2592 # random_input = false
2594 # Enable mod channels support.
2596 # enable_mod_channels = false
2600 # Load the game profiler to collect game profiling data.
2601 # Provides a /profiler command to access the compiled profile.
2602 # Useful for mod developers and server operators.
2604 # profiler.load = false
2606 # The default format in which profiles are being saved,
2607 # when calling `/profiler save [format]` without format.
2608 # type: enum values: txt, csv, lua, json, json_pretty
2609 # profiler.default_report_format = txt
2611 # The file path relative to your world path in which profiles will be saved to.
2613 # profiler.report_path =
2615 # Instrument the methods of entities on registration.
2617 # instrument.entity = true
2619 # Instrument the action function of Active Block Modifiers on registration.
2621 # instrument.abm = true
2623 # Instrument the action function of Loading Block Modifiers on registration.
2625 # instrument.lbm = true
2627 # Instrument chat commands on registration.
2629 # instrument.chatcommand = true
2631 # Instrument global callback functions on registration.
2632 # (anything you pass to a minetest.register_*() function)
2634 # instrument.global_callback = true
2636 # Instrument builtin.
2637 # This is usually only needed by core/builtin contributors
2639 # instrument.builtin = false
2641 # Have the profiler instrument itself:
2642 # * Instrument an empty function.
2643 # This estimates the overhead, that instrumentation is adding (+1 function call).
2644 # * Instrument the sampler being used to update the statistics.
2646 # instrument.profiler = false
2650 # Print the engine's profiling data in regular intervals (in seconds).
2651 # 0 = disable. Useful for developers.
2653 # profiler_print_interval = 0
2657 # Enable IPv6 support (for both client and server).
2658 # Required for IPv6 connections to work at all.
2660 # enable_ipv6 = true
2662 # If enabled, invalid world data won't cause the server to shut down.
2663 # Only enable this if you know what you are doing.
2665 # ignore_world_load_errors = false
2669 # Path to shader directory. If no path is defined, default location will be used.
2673 # The rendering back-end.
2674 # Note: A restart is required after changing this!
2675 # OpenGL is the default for desktop, and OGLES2 for Android.
2676 # Shaders are supported by OpenGL and OGLES2 (experimental).
2677 # type: enum values: , opengl, ogles1, ogles2
2680 # Distance in nodes at which transparency depth sorting is enabled
2681 # Use this to limit the performance impact of transparency depth sorting
2682 # type: int min: 0 max: 128
2683 # transparency_sorting_distance = 16
2685 # Enable vertex buffer objects.
2686 # This should greatly improve graphics performance.
2690 # Radius of cloud area stated in number of 64 node cloud squares.
2691 # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
2692 # type: int min: 1 max: 62
2695 # Whether node texture animations should be desynchronized per mapblock.
2697 # desynchronize_mapblock_texture_animation = false
2699 # Enables caching of facedir rotated meshes.
2701 # enable_mesh_cache = false
2703 # Delay between mesh updates on the client in ms. Increasing this will slow
2704 # down the rate of mesh updates, thus reducing jitter on slower clients.
2705 # type: int min: 0 max: 50
2706 # mesh_generation_interval = 0
2708 # Number of threads to use for mesh generation.
2709 # Value of 0 (default) will let Minetest autodetect the number of available threads.
2710 # type: int min: 0 max: 8
2711 # mesh_generation_threads = 0
2713 # Size of the MapBlock cache of the mesh generator. Increasing this will
2714 # increase the cache hit %, reducing the data being copied from the main
2715 # thread, thus reducing jitter.
2716 # type: int min: 0 max: 1000
2717 # meshgen_block_cache_size = 20
2721 # Usable to make minimap smoother on slower machines.
2723 # minimap_double_scan_height = true
2725 # Textures on a node may be aligned either to the node or to the world.
2726 # The former mode suits better things like machines, furniture, etc., while
2727 # the latter makes stairs and microblocks fit surroundings better.
2728 # However, as this possibility is new, thus may not be used by older servers,
2729 # this option allows enforcing it for certain node types. Note though that
2730 # that is considered EXPERIMENTAL and may not work properly.
2731 # type: enum values: disable, enable, force_solid, force_nodebox
2732 # world_aligned_mode = enable
2734 # World-aligned textures may be scaled to span several nodes. However,
2735 # the server may not send the scale you want, especially if you use
2736 # a specially-designed texture pack; with this option, the client tries
2737 # to determine the scale automatically basing on the texture size.
2738 # See also texture_min_size.
2739 # Warning: This option is EXPERIMENTAL!
2740 # type: enum values: disable, enable, force
2741 # autoscale_mode = disable
2743 # When using bilinear/trilinear/anisotropic filters, low-resolution textures
2744 # can be blurred, so automatically upscale them with nearest-neighbor
2745 # interpolation to preserve crisp pixels. This sets the minimum texture size
2746 # for the upscaled textures; higher values look sharper, but require more
2747 # memory. Powers of 2 are recommended. This setting is ONLY applied if
2748 # bilinear/trilinear/anisotropic filtering is enabled.
2749 # This is also used as the base node texture size for world-aligned
2750 # texture autoscaling.
2751 # type: int min: 1 max: 32768
2752 # texture_min_size = 64
2754 # Side length of a cube of map blocks that the client will consider together
2755 # when generating meshes.
2756 # Larger values increase the utilization of the GPU by reducing the number of
2757 # draw calls, benefiting especially high-end GPUs.
2758 # Systems with a low-end GPU (or no GPU) would benefit from smaller values.
2759 # type: int min: 1 max: 16
2760 # client_mesh_chunk = 1
2768 # font_italic = false
2770 # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
2771 # type: int min: 0 max: 65535
2774 # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
2775 # type: int min: 0 max: 255
2776 # font_shadow_alpha = 127
2778 # Font size of the default font where 1 unit = 1 pixel at 96 DPI
2779 # type: int min: 5 max: 72
2782 # For pixel-style fonts that do not scale well, this ensures that font sizes used
2783 # with this font will always be divisible by this value, in pixels. For instance,
2784 # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
2785 # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
2787 # font_size_divisible_by = 1
2789 # Path to the default font. Must be a TrueType font.
2790 # The fallback font will be used if the font cannot be loaded.
2792 # font_path = fonts/Arimo-Regular.ttf
2795 # font_path_bold = fonts/Arimo-Bold.ttf
2798 # font_path_italic = fonts/Arimo-Italic.ttf
2801 # font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
2803 # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
2804 # type: int min: 5 max: 72
2805 # mono_font_size = 16
2807 # For pixel-style fonts that do not scale well, this ensures that font sizes used
2808 # with this font will always be divisible by this value, in pixels. For instance,
2809 # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
2810 # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
2812 # mono_font_size_divisible_by = 1
2814 # Path to the monospace font. Must be a TrueType font.
2815 # This font is used for e.g. the console and profiler screen.
2817 # mono_font_path = fonts/Cousine-Regular.ttf
2820 # mono_font_path_bold = fonts/Cousine-Bold.ttf
2823 # mono_font_path_italic = fonts/Cousine-Italic.ttf
2826 # mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
2828 # Path of the fallback font. Must be a TrueType font.
2829 # This font will be used for certain languages or if the default font is unavailable.
2831 # fallback_font_path = fonts/DroidSansFallbackFull.ttf
2835 # Gradient of light curve at minimum light level.
2836 # Controls the contrast of the lowest light levels.
2837 # type: float min: 0 max: 3
2838 # lighting_alpha = 0.0
2840 # Gradient of light curve at maximum light level.
2841 # Controls the contrast of the highest light levels.
2842 # type: float min: 0 max: 3
2843 # lighting_beta = 1.5
2845 # Strength of light curve boost.
2846 # The 3 'boost' parameters define a range of the light
2847 # curve that is boosted in brightness.
2848 # type: float min: 0 max: 0.4
2849 # lighting_boost = 0.2
2851 # Center of light curve boost range.
2852 # Where 0.0 is minimum light level, 1.0 is maximum light level.
2853 # type: float min: 0 max: 1
2854 # lighting_boost_center = 0.5
2856 # Spread of light curve boost range.
2857 # Controls the width of the range to be boosted.
2858 # Standard deviation of the light curve boost Gaussian.
2859 # type: float min: 0 max: 0.4
2860 # lighting_boost_spread = 0.2
2864 # Prometheus listener address.
2865 # If Minetest is compiled with ENABLE_PROMETHEUS option enabled,
2866 # enable metrics listener for Prometheus on that address.
2867 # Metrics can be fetched on http://127.0.0.1:30000/metrics
2869 # prometheus_listener_address = 127.0.0.1:30000
2871 # Maximum size of the outgoing chat queue.
2872 # 0 to disable queueing and -1 to make the queue size unlimited.
2873 # type: int min: -1 max: 32767
2874 # max_out_chat_queue_size = 20
2876 # Timeout for client to remove unused map data from memory, in seconds.
2877 # type: float min: 0
2878 # client_unload_unused_data_timeout = 600.0
2880 # Maximum number of mapblocks for client to be kept in memory.
2881 # Set to -1 for unlimited amount.
2882 # type: int min: -1 max: 2147483647
2883 # client_mapblock_limit = 7500
2885 # Whether to show the client debug info (has the same effect as hitting F5).
2887 # show_debug = false
2889 # Maximum number of blocks that are simultaneously sent per client.
2890 # The maximum total count is calculated dynamically:
2891 # max_total = ceil((#clients + max_users) * per_client / 4)
2892 # type: int min: 1 max: 4294967295
2893 # max_simultaneous_block_sends_per_client = 40
2895 # To reduce lag, block transfers are slowed down when a player is building something.
2896 # This determines how long they are slowed down after placing or removing a node.
2897 # type: float min: 0
2898 # full_block_send_enable_min_time_from_building = 2.0
2900 # Maximum number of packets sent per send step, if you have a slow connection
2901 # try reducing it, but don't reduce it to a number below double of targeted
2903 # type: int min: 1 max: 65535
2904 # max_packets_per_iteration = 1024
2906 # Compression level to use when sending mapblocks to the client.
2907 # -1 - use default compression level
2908 # 0 - least compression, fastest
2909 # 9 - best compression, slowest
2910 # type: int min: -1 max: 9
2911 # map_compression_level_net = -1
2915 # Format of player chat messages. The following strings are valid placeholders:
2916 # @name, @message, @timestamp (optional)
2918 # chat_message_format = <@name> @message
2920 # If the execution of a chat command takes longer than this specified time in
2921 # seconds, add the time information to the chat command message
2922 # type: float min: 0
2923 # chatcommand_msg_time_threshold = 0.1
2925 # A message to be displayed to all clients when the server shuts down.
2927 # kick_msg_shutdown = Server shutting down.
2929 # A message to be displayed to all clients when the server crashes.
2931 # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
2933 # Whether to ask clients to reconnect after a (Lua) crash.
2934 # Set this to true if your server is set up to restart automatically.
2936 # ask_reconnect_on_crash = false
2938 ### Server/Env Performance
2940 # Length of a server tick and the interval at which objects are generally updated over
2941 # network, stated in seconds.
2942 # type: float min: 0
2943 # dedicated_server_step = 0.09
2945 # Whether players are shown to clients without any range limit.
2946 # Deprecated, use the setting player_transfer_distance instead.
2948 # unlimited_player_transfer_distance = true
2950 # Defines the maximal player transfer distance in blocks (0 = unlimited).
2951 # type: int min: 0 max: 65535
2952 # player_transfer_distance = 0
2954 # From how far clients know about objects, stated in mapblocks (16 nodes).
2956 # Setting this larger than active_block_range will also cause the server
2957 # to maintain active objects up to this distance in the direction the
2958 # player is looking. (This can avoid mobs suddenly disappearing from view)
2959 # type: int min: 1 max: 65535
2960 # active_object_send_range_blocks = 8
2962 # The radius of the volume of blocks around every player that is subject to the
2963 # active block stuff, stated in mapblocks (16 nodes).
2964 # In active blocks objects are loaded and ABMs run.
2965 # This is also the minimum range in which active objects (mobs) are maintained.
2966 # This should be configured together with active_object_send_range_blocks.
2967 # type: int min: 1 max: 65535
2968 # active_block_range = 4
2970 # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
2971 # type: int min: 1 max: 65535
2972 # max_block_send_distance = 12
2974 # Default maximum number of forceloaded mapblocks.
2975 # Set this to -1 to disable the limit.
2977 # max_forceloaded_blocks = 16
2979 # Interval of sending time of day to clients, stated in seconds.
2980 # type: float min: 0.001
2981 # time_send_interval = 5.0
2983 # Interval of saving important changes in the world, stated in seconds.
2984 # type: float min: 0.001
2985 # server_map_save_interval = 5.3
2987 # How long the server will wait before unloading unused mapblocks, stated in seconds.
2988 # Higher value is smoother, but will use more RAM.
2989 # type: int min: 0 max: 4294967295
2990 # server_unload_unused_data_timeout = 29
2992 # Maximum number of statically stored objects in a block.
2993 # type: int min: 1 max: 65535
2994 # max_objects_per_block = 256
2996 # Length of time between active block management cycles, stated in seconds.
2997 # type: float min: 0
2998 # active_block_mgmt_interval = 2.0
3000 # Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
3001 # type: float min: 0
3002 # abm_interval = 1.0
3004 # The time budget allowed for ABMs to execute on each step
3005 # (as a fraction of the ABM Interval)
3006 # type: float min: 0.1 max: 0.9
3007 # abm_time_budget = 0.2
3009 # Length of time between NodeTimer execution cycles, stated in seconds.
3010 # type: float min: 0
3011 # nodetimer_interval = 0.2
3013 # Max liquids processed per step.
3014 # type: int min: 1 max: 4294967295
3015 # liquid_loop_max = 100000
3017 # The time (in seconds) that the liquids queue may grow beyond processing
3018 # capacity until an attempt is made to decrease its size by dumping old queue
3019 # items. A value of 0 disables the functionality.
3020 # type: int min: 0 max: 65535
3021 # liquid_queue_purge_time = 0
3023 # Liquid update interval in seconds.
3024 # type: float min: 0.001
3025 # liquid_update = 1.0
3027 # At this distance the server will aggressively optimize which blocks are sent to
3029 # Small values potentially improve performance a lot, at the expense of visible
3030 # rendering glitches (some blocks will not be rendered under water and in caves,
3031 # as well as sometimes on land).
3032 # Setting this to a value greater than max_block_send_distance disables this
3034 # Stated in mapblocks (16 nodes).
3035 # type: int min: 2 max: 32767
3036 # block_send_optimize_distance = 4
3038 # If enabled, the server will perform map block occlusion culling based on
3039 # on the eye position of the player. This can reduce the number of blocks
3040 # sent to the client by 50-80%. Clients will no longer receive most
3041 # invisible blocks, so that the utility of noclip mode is reduced.
3043 # server_side_occlusion_culling = true
3047 # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
3048 # WARNING: There is no benefit, and there are several dangers, in
3049 # increasing this value above 5.
3050 # Reducing this value increases cave and dungeon density.
3051 # Altering this value is for special usage, leaving it unchanged is
3053 # type: int min: 1 max: 10
3056 # Dump the mapgen debug information.
3058 # enable_mapgen_debug_info = false
3060 # Maximum number of blocks that can be queued for loading.
3061 # type: int min: 1 max: 1000000
3062 # emergequeue_limit_total = 1024
3064 # Maximum number of blocks to be queued that are to be loaded from file.
3065 # This limit is enforced per player.
3066 # type: int min: 1 max: 1000000
3067 # emergequeue_limit_diskonly = 128
3069 # Maximum number of blocks to be queued that are to be generated.
3070 # This limit is enforced per player.
3071 # type: int min: 1 max: 1000000
3072 # emergequeue_limit_generate = 128
3074 # Number of emerge threads to use.
3076 # - Automatic selection. The number of emerge threads will be
3077 # - 'number of processors - 2', with a lower limit of 1.
3079 # - Specifies the number of emerge threads, with a lower limit of 1.
3080 # WARNING: Increasing the number of emerge threads increases engine mapgen
3081 # speed, but this may harm game performance by interfering with other
3082 # processes, especially in singleplayer and/or when running Lua code in
3083 # 'on_generated'. For many users the optimum setting may be '1'.
3084 # type: int min: 0 max: 32767
3085 # num_emerge_threads = 1
3089 # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
3090 # type: int min: 1000 max: 2147483647
3091 # curl_timeout = 20000
3093 # Limits number of parallel HTTP requests. Affects:
3094 # - Media fetch if server uses remote_media setting.
3095 # - Serverlist download and server announcement.
3096 # - Downloads performed by main menu (e.g. mod manager).
3097 # Only has an effect if compiled with cURL.
3098 # type: int min: 1 max: 2147483647
3099 # curl_parallel_limit = 8
3101 # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
3102 # type: int min: 5000 max: 2147483647
3103 # curl_file_download_timeout = 300000
3107 # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
3111 # Adjust the detected display density, used for scaling UI elements.
3112 # type: float min: 0.5 max: 5
3113 # display_density_factor = 1
3115 # Windows systems only: Start Minetest with the command line window in the background.
3116 # Contains the same information as the file debug.txt (default name).
3118 # enable_console = false
3120 # Number of extra blocks that can be loaded by /clearobjects at once.
3121 # This is a trade-off between SQLite transaction overhead and
3122 # memory consumption (4096=100MB, as a rule of thumb).
3123 # type: int min: 0 max: 4294967295
3124 # max_clearobjects_extra_loaded_blocks = 4096
3126 # World directory (everything in the world is stored here).
3127 # Not needed if starting from the main menu.
3131 # See https://www.sqlite.org/pragma.html#pragma_synchronous
3132 # type: enum values: 0, 1, 2
3133 # sqlite_synchronous = 2
3135 # Compression level to use when saving mapblocks to disk.
3136 # -1 - use default compression level
3137 # 0 - least compression, fastest
3138 # 9 - best compression, slowest
3139 # type: int min: -1 max: 9
3140 # map_compression_level_disk = -1
3142 # Enable usage of remote media server (if provided by server).
3143 # Remote servers offer a significantly faster way to download media (e.g. textures)
3144 # when connecting to the server.
3146 # enable_remote_media_server = true
3148 # File in client/serverlist/ that contains your favorite servers displayed in the
3151 # serverlist_file = favoriteservers.json
3155 # Enable joysticks. Requires a restart to take effect
3157 # enable_joysticks = false
3159 # The identifier of the joystick to use
3160 # type: int min: 0 max: 255
3163 # The type of joystick
3164 # type: enum values: auto, generic, xbox, dragonrise_gamecube
3165 # joystick_type = auto
3167 # The time in seconds it takes between repeated events
3168 # when holding down a joystick button combination.
3169 # type: float min: 0.001
3170 # repeat_joystick_button_time = 0.17
3172 # The dead zone of the joystick
3173 # type: int min: 0 max: 65535
3174 # joystick_deadzone = 2048
3176 # The sensitivity of the joystick axes for moving the
3177 # in-game view frustum around.
3178 # type: float min: 0.001
3179 # joystick_frustum_sensitivity = 170.0
3181 ## Hide: Temporary Settings
3183 # Path to texture directory. All textures are first searched from here.
3189 # enable_minimap = true
3191 # Shape of the minimap. Enabled = round, disabled = square.
3193 # minimap_shape_round = true
3195 # Address to connect to.
3196 # Leave this blank to start a local server.
3197 # Note that the address field in the main menu overrides this setting.
3201 # Port to connect to (UDP).
3202 # Note that the port field in the main menu overrides this setting.
3203 # type: int min: 1 max: 65535
3204 # remote_port = 30000
3206 # Enable players getting damage and dying.
3208 # enable_damage = false
3210 # Enable creative mode for all players
3212 # creative_mode = false
3214 # Whether to allow players to damage and kill each other.
3218 # Player is able to fly without being affected by gravity.
3219 # This requires the "fly" privilege on the server.
3223 # If enabled, makes move directions relative to the player's pitch when flying or swimming.
3225 # pitch_move = false
3227 # Fast movement (via the "Aux1" key).
3228 # This requires the "fast" privilege on the server.
3232 # If enabled together with fly mode, player is able to fly through solid nodes.
3233 # This requires the "noclip" privilege on the server.
3237 # Continuous forward movement, toggled by autoforward key.
3238 # Press the autoforward key again or the backwards movement to disable.
3240 # continuous_forward = false
3242 # This can be bound to a key to toggle camera smoothing when looking around.
3243 # Useful for recording videos
3247 # Affects mods and texture packs in the Content and Select Mods menus, as well as
3249 # Controlled by a checkbox in the settings menu.
3251 # show_technical_names = false
3253 # Controlled by a checkbox in the settings menu.
3255 # show_advanced = false
3257 # Enables the sound system.
3258 # If disabled, this completely disables all sounds everywhere and the in-game
3259 # sound controls will be non-functional.
3260 # Changing this setting requires a restart.
3262 # enable_sound = true
3264 # Unix timestamp (integer) of when the client last checked for an update
3265 # Set this value to "disabled" to never check for updates.
3267 # update_last_checked =
3269 # Version number which was last seen during an update check.
3271 # Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch
3272 # Ex: 5.5.0 is 005005000
3274 # update_last_known = 0
3276 # If this is set to true, the user will never (again) be shown the
3277 # "reinstall Minetest Game" notification.
3279 # no_mtg_notification = false
3281 # Key for moving the player forward.
3282 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3284 # keymap_forward = KEY_KEY_W
3286 # Key for moving the player backward.
3287 # Will also disable autoforward, when active.
3288 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3290 # keymap_backward = KEY_KEY_S
3292 # Key for moving the player left.
3293 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3295 # keymap_left = KEY_KEY_A
3297 # Key for moving the player right.
3298 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3300 # keymap_right = KEY_KEY_D
3303 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3305 # keymap_jump = KEY_SPACE
3308 # Also used for climbing down and descending in water if aux1_descends is disabled.
3309 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3311 # keymap_sneak = KEY_LSHIFT
3313 # Key for digging, punching or using something.
3314 # (Note: The actual meaning might vary on a per-game basis.)
3315 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3317 # keymap_dig = KEY_LBUTTON
3319 # Key for placing an item/block or for using something.
3320 # (Note: The actual meaning might vary on a per-game basis.)
3321 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3323 # keymap_place = KEY_RBUTTON
3325 # Key for opening the inventory.
3326 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3328 # keymap_inventory = KEY_KEY_I
3330 # Key for moving fast in fast mode.
3331 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3333 # keymap_aux1 = KEY_KEY_E
3335 # Key for opening the chat window.
3336 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3338 # keymap_chat = KEY_KEY_T
3340 # Key for opening the chat window to type commands.
3341 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3345 # Key for opening the chat window to type local commands.
3346 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3348 # keymap_cmd_local = .
3350 # Key for toggling unlimited view range.
3351 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3353 # keymap_rangeselect =
3355 # Key for toggling flying.
3356 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3358 # keymap_freemove = KEY_KEY_K
3360 # Key for toggling pitch move mode.
3361 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3363 # keymap_pitchmove =
3365 # Key for toggling fast mode.
3366 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3368 # keymap_fastmove = KEY_KEY_J
3370 # Key for toggling noclip mode.
3371 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3373 # keymap_noclip = KEY_KEY_H
3375 # Key for selecting the next item in the hotbar.
3376 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3378 # keymap_hotbar_next = KEY_KEY_N
3380 # Key for selecting the previous item in the hotbar.
3381 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3383 # keymap_hotbar_previous = KEY_KEY_B
3385 # Key for muting the game.
3386 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3388 # keymap_mute = KEY_KEY_M
3390 # Key for increasing the volume.
3391 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3393 # keymap_increase_volume =
3395 # Key for decreasing the volume.
3396 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3398 # keymap_decrease_volume =
3400 # Key for toggling autoforward.
3401 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3403 # keymap_autoforward =
3405 # Key for toggling cinematic mode.
3406 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3408 # keymap_cinematic =
3410 # Key for toggling display of minimap.
3411 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3413 # keymap_minimap = KEY_KEY_V
3415 # Key for taking screenshots.
3416 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3418 # keymap_screenshot = KEY_F12
3420 # Key for dropping the currently selected item.
3421 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3423 # keymap_drop = KEY_KEY_Q
3425 # Key to use view zoom when possible.
3426 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3428 # keymap_zoom = KEY_KEY_Z
3430 # Key for selecting the first hotbar slot.
3431 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3433 # keymap_slot1 = KEY_KEY_1
3435 # Key for selecting the second hotbar slot.
3436 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3438 # keymap_slot2 = KEY_KEY_2
3440 # Key for selecting the third hotbar slot.
3441 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3443 # keymap_slot3 = KEY_KEY_3
3445 # Key for selecting the fourth hotbar slot.
3446 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3448 # keymap_slot4 = KEY_KEY_4
3450 # Key for selecting the fifth hotbar slot.
3451 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3453 # keymap_slot5 = KEY_KEY_5
3455 # Key for selecting the sixth hotbar slot.
3456 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3458 # keymap_slot6 = KEY_KEY_6
3460 # Key for selecting the seventh hotbar slot.
3461 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3463 # keymap_slot7 = KEY_KEY_7
3465 # Key for selecting the eighth hotbar slot.
3466 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3468 # keymap_slot8 = KEY_KEY_8
3470 # Key for selecting the ninth hotbar slot.
3471 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3473 # keymap_slot9 = KEY_KEY_9
3475 # Key for selecting the tenth hotbar slot.
3476 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3478 # keymap_slot10 = KEY_KEY_0
3480 # Key for selecting the 11th hotbar slot.
3481 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3485 # Key for selecting the 12th hotbar slot.
3486 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3490 # Key for selecting the 13th hotbar slot.
3491 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3495 # Key for selecting the 14th hotbar slot.
3496 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3500 # Key for selecting the 15th hotbar slot.
3501 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3505 # Key for selecting the 16th hotbar slot.
3506 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3510 # Key for selecting the 17th hotbar slot.
3511 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3515 # Key for selecting the 18th hotbar slot.
3516 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3520 # Key for selecting the 19th hotbar slot.
3521 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3525 # Key for selecting the 20th hotbar slot.
3526 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3530 # Key for selecting the 21st hotbar slot.
3531 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3535 # Key for selecting the 22nd hotbar slot.
3536 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3540 # Key for selecting the 23rd hotbar slot.
3541 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3545 # Key for selecting the 24th hotbar slot.
3546 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3550 # Key for selecting the 25th hotbar slot.
3551 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3555 # Key for selecting the 26th hotbar slot.
3556 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3560 # Key for selecting the 27th hotbar slot.
3561 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3565 # Key for selecting the 28th hotbar slot.
3566 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3570 # Key for selecting the 29th hotbar slot.
3571 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3575 # Key for selecting the 30th hotbar slot.
3576 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3580 # Key for selecting the 31st hotbar slot.
3581 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3585 # Key for selecting the 32nd hotbar slot.
3586 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3590 # Key for toggling the display of the HUD.
3591 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3593 # keymap_toggle_hud = KEY_F1
3595 # Key for toggling the display of chat.
3596 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3598 # keymap_toggle_chat = KEY_F2
3600 # Key for toggling the display of the large chat console.
3601 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3603 # keymap_console = KEY_F10
3605 # Key for toggling the display of fog.
3606 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3608 # keymap_toggle_force_fog_off = KEY_F3
3610 # Key for toggling the camera update. Only used for development
3611 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3613 # keymap_toggle_update_camera =
3615 # Key for toggling the display of debug info.
3616 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3618 # keymap_toggle_debug = KEY_F5
3620 # Key for toggling the display of the profiler. Used for development.
3621 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3623 # keymap_toggle_profiler = KEY_F6
3625 # Key for switching between first- and third-person camera.
3626 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3628 # keymap_camera_mode = KEY_KEY_C
3630 # Key for increasing the viewing range.
3631 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3633 # keymap_increase_viewing_range_min = +
3635 # Key for decreasing the viewing range.
3636 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3638 # keymap_decrease_viewing_range_min = -