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 # http://wiki.minetest.net/
19 # If enabled, you can place blocks at the position (feet + eye level) where you stand.
20 # This is helpful when working with nodeboxes in small areas.
22 # enable_build_where_you_stand = false
24 # Player is able to fly without being affected by gravity.
25 # This requires the "fly" privilege on the server.
29 # If enabled, makes move directions relative to the player's pitch when flying or swimming.
33 # Fast movement (via the "special" key).
34 # This requires the "fast" privilege on the server.
38 # If enabled together with fly mode, player is able to fly through solid nodes.
39 # This requires the "noclip" privilege on the server.
43 # Smooths camera when looking around. Also called look or mouse smoothing.
44 # Useful for recording videos.
48 # Smooths rotation of camera. 0 to disable.
49 # type: float min: 0 max: 0.99
50 # camera_smoothing = 0.0
52 # Smooths rotation of camera in cinematic mode. 0 to disable.
53 # type: float min: 0 max: 0.99
54 # cinematic_camera_smoothing = 0.7
56 # Invert vertical mouse movement.
58 # invert_mouse = false
60 # Mouse sensitivity multiplier.
62 # mouse_sensitivity = 0.2
64 # If enabled, "special" key instead of "sneak" key is used for climbing down and
67 # aux1_descends = false
69 # Double-tapping the jump key toggles fly mode.
71 # doubletap_jump = false
73 # If disabled, "special" key is used to fly fast if both fly and fast mode are
76 # always_fly_fast = true
78 # The time in seconds it takes between repeated right clicks when holding the right
80 # type: float min: 0.001
81 # repeat_rightclick_time = 0.25
83 # Automatically jump up single-node obstacles.
87 # Prevent digging and placing from repeating when holding the mouse buttons.
88 # Enable this when you dig or place too often by accident.
90 # safe_dig_and_place = false
92 # Enable random user input (only used for testing).
94 # random_input = false
96 # Continuous forward movement, toggled by autoforward key.
97 # Press the autoforward key again or the backwards movement to disable.
99 # continuous_forward = false
101 # The length in pixels it takes for touch screen interaction to start.
102 # type: int min: 0 max: 100
103 # touchscreen_threshold = 20
105 # (Android) Fixes the position of virtual joystick.
106 # If disabled, virtual joystick will center to first-touch's position.
108 # fixed_virtual_joystick = false
110 # (Android) Use virtual joystick to trigger "aux" button.
111 # If enabled, virtual joystick will also tap "aux" button when out of main circle.
113 # virtual_joystick_triggers_aux = false
117 # enable_joysticks = false
119 # The identifier of the joystick to use
123 # The type of joystick
124 # type: enum values: auto, generic, xbox
125 # joystick_type = auto
127 # The time in seconds it takes between repeated events
128 # when holding down a joystick button combination.
129 # type: float min: 0.001
130 # repeat_joystick_button_time = 0.17
132 # The sensitivity of the joystick axes for moving the
133 # ingame view frustum around.
135 # joystick_frustum_sensitivity = 170
137 # Key for moving the player forward.
138 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
140 # keymap_forward = KEY_KEY_W
142 # Key for moving the player backward.
143 # Will also disable autoforward, when active.
144 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
146 # keymap_backward = KEY_KEY_S
148 # Key for moving the player left.
149 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
151 # keymap_left = KEY_KEY_A
153 # Key for moving the player right.
154 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
156 # keymap_right = KEY_KEY_D
159 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
161 # keymap_jump = KEY_SPACE
164 # Also used for climbing down and descending in water if aux1_descends is disabled.
165 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
167 # keymap_sneak = KEY_LSHIFT
169 # Key for opening the inventory.
170 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
172 # keymap_inventory = KEY_KEY_I
174 # Key for moving fast in fast mode.
175 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
177 # keymap_special1 = KEY_KEY_E
179 # Key for opening the chat window.
180 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
182 # keymap_chat = KEY_KEY_T
184 # Key for opening the chat window to type commands.
185 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
189 # Key for opening the chat window to type local commands.
190 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
192 # keymap_cmd_local = .
194 # Key for toggling unlimited view range.
195 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
197 # keymap_rangeselect = KEY_KEY_R
199 # Key for toggling flying.
200 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
202 # keymap_freemove = KEY_KEY_K
204 # Key for toggling pitch move mode.
205 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
207 # keymap_pitchmove = KEY_KEY_P
209 # Key for toggling fast mode.
210 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
212 # keymap_fastmove = KEY_KEY_J
214 # Key for toggling noclip mode.
215 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
217 # keymap_noclip = KEY_KEY_H
219 # Key for selecting the next item in the hotbar.
220 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
222 # keymap_hotbar_next = KEY_KEY_N
224 # Key for selecting the previous item in the hotbar.
225 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
227 # keymap_hotbar_previous = KEY_KEY_B
229 # Key for muting the game.
230 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
232 # keymap_mute = KEY_KEY_M
234 # Key for increasing the volume.
235 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
237 # keymap_increase_volume =
239 # Key for decreasing the volume.
240 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
242 # keymap_decrease_volume =
244 # Key for toggling autoforward.
245 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
247 # keymap_autoforward =
249 # Key for toggling cinematic mode.
250 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
254 # Key for toggling display of minimap.
255 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
257 # keymap_minimap = KEY_KEY_V
259 # Key for taking screenshots.
260 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
262 # keymap_screenshot = KEY_F12
264 # Key for dropping the currently selected item.
265 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
267 # keymap_drop = KEY_KEY_Q
269 # Key to use view zoom when possible.
270 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
272 # keymap_zoom = KEY_KEY_Z
274 # Key for selecting the first hotbar slot.
275 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
277 # keymap_slot1 = KEY_KEY_1
279 # Key for selecting the second hotbar slot.
280 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
282 # keymap_slot2 = KEY_KEY_2
284 # Key for selecting the third hotbar slot.
285 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
287 # keymap_slot3 = KEY_KEY_3
289 # Key for selecting the fourth hotbar slot.
290 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
292 # keymap_slot4 = KEY_KEY_4
294 # Key for selecting the fifth hotbar slot.
295 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
297 # keymap_slot5 = KEY_KEY_5
299 # Key for selecting the sixth hotbar slot.
300 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
302 # keymap_slot6 = KEY_KEY_6
304 # Key for selecting the seventh hotbar slot.
305 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
307 # keymap_slot7 = KEY_KEY_7
309 # Key for selecting the eighth hotbar slot.
310 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
312 # keymap_slot8 = KEY_KEY_8
314 # Key for selecting the ninth hotbar slot.
315 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
317 # keymap_slot9 = KEY_KEY_9
319 # Key for selecting the tenth hotbar slot.
320 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
322 # keymap_slot10 = KEY_KEY_0
324 # Key for selecting the 11th hotbar slot.
325 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
329 # Key for selecting the 12th hotbar slot.
330 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
334 # Key for selecting the 13th hotbar slot.
335 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
339 # Key for selecting the 14th hotbar slot.
340 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
344 # Key for selecting the 15th hotbar slot.
345 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
349 # Key for selecting the 16th hotbar slot.
350 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
354 # Key for selecting the 17th hotbar slot.
355 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
359 # Key for selecting the 18th hotbar slot.
360 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
364 # Key for selecting the 19th hotbar slot.
365 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
369 # Key for selecting the 20th hotbar slot.
370 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
374 # Key for selecting the 21st hotbar slot.
375 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
379 # Key for selecting the 22nd hotbar slot.
380 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
384 # Key for selecting the 23rd hotbar slot.
385 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
389 # Key for selecting the 24th hotbar slot.
390 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
394 # Key for selecting the 25th hotbar slot.
395 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
399 # Key for selecting the 26th hotbar slot.
400 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
404 # Key for selecting the 27th hotbar slot.
405 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
409 # Key for selecting the 28th hotbar slot.
410 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
414 # Key for selecting the 29th hotbar slot.
415 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
419 # Key for selecting the 30th hotbar slot.
420 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
424 # Key for selecting the 31st hotbar slot.
425 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
429 # Key for selecting the 32nd hotbar slot.
430 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
434 # Key for toggling the display of the HUD.
435 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
437 # keymap_toggle_hud = KEY_F1
439 # Key for toggling the display of chat.
440 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
442 # keymap_toggle_chat = KEY_F2
444 # Key for toggling the display of the large chat console.
445 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
447 # keymap_console = KEY_F10
449 # Key for toggling the display of fog.
450 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
452 # keymap_toggle_force_fog_off = KEY_F3
454 # Key for toggling the camera update. Only used for development
455 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
457 # keymap_toggle_update_camera =
459 # Key for toggling the display of debug info.
460 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
462 # keymap_toggle_debug = KEY_F5
464 # Key for toggling the display of the profiler. Used for development.
465 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
467 # keymap_toggle_profiler = KEY_F6
469 # Key for switching between first- and third-person camera.
470 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
472 # keymap_camera_mode = KEY_KEY_C
474 # Key for increasing the viewing range.
475 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
477 # keymap_increase_viewing_range_min = +
479 # Key for decreasing the viewing range.
480 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
482 # keymap_decrease_viewing_range_min = -
492 # Enable vertex buffer objects.
493 # This should greatly improve graphics performance.
497 # Whether to fog out the end of the visible area.
502 # - Fancy: all faces visible
503 # - Simple: only outer faces, if defined special_tiles are used
504 # - Opaque: disable transparency
505 # type: enum values: fancy, simple, opaque
506 # leaves_style = fancy
508 # Connects glass if supported by node.
510 # connected_glass = false
512 # Enable smooth lighting with simple ambient occlusion.
513 # Disable for speed or for different looks.
515 # smooth_lighting = true
517 # Clouds are a client side effect.
519 # enable_clouds = true
521 # Use 3D cloud look instead of flat.
523 # enable_3d_clouds = true
525 # Method used to highlight selected object.
526 # type: enum values: box, halo, none
527 # node_highlighting = box
529 # Adds particles when digging a node.
531 # enable_particles = true
535 # Use mip mapping to scale textures. May slightly increase performance,
536 # especially when using a high resolution texture pack.
537 # Gamma correct downscaling is not supported.
541 # Use anisotropic filtering when viewing at textures from an angle.
543 # anisotropic_filter = false
545 # Use bilinear filtering when scaling textures.
547 # bilinear_filter = false
549 # Use trilinear filtering when scaling textures.
551 # trilinear_filter = false
553 # Filtered textures can blend RGB values with fully-transparent neighbors,
554 # which PNG optimizers usually discard, sometimes resulting in a dark or
555 # light edge to transparent textures. Apply this filter to clean that up
556 # at texture load time.
558 # texture_clean_transparent = false
560 # When using bilinear/trilinear/anisotropic filters, low-resolution textures
561 # can be blurred, so automatically upscale them with nearest-neighbor
562 # interpolation to preserve crisp pixels. This sets the minimum texture size
563 # for the upscaled textures; higher values look sharper, but require more
564 # memory. Powers of 2 are recommended. Setting this higher than 1 may not
565 # have a visible effect unless bilinear/trilinear/anisotropic filtering is
567 # This is also used as the base node texture size for world-aligned
568 # texture autoscaling.
570 # texture_min_size = 64
572 # Experimental option, might cause visible spaces between blocks
573 # when set to higher number than 0.
574 # type: enum values: 0, 1, 2, 4, 8, 16
577 # Undersampling is similar to using a lower screen resolution, but it applies
578 # to the game world only, keeping the GUI intact.
579 # It should give a significant performance boost at the cost of less detailed image.
580 # Higher values result in a less detailed image.
581 # type: int min: 1 max: 8
586 # Shaders allow advanced visual effects and may increase performance on some video
588 # This only works with the OpenGL video backend.
590 # enable_shaders = true
592 # Path to shader directory. If no path is defined, default location will be used.
598 # Enables Hable's 'Uncharted 2' filmic tone mapping.
599 # Simulates the tone curve of photographic film and how this approximates the
600 # appearance of high dynamic range images. Mid-range contrast is slightly
601 # enhanced, highlights and shadows are gradually compressed.
603 # tone_mapping = false
607 # Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack.
608 # Requires shaders to be enabled.
610 # enable_bumpmapping = false
612 #### Parallax Occlusion
614 # Enables parallax occlusion mapping.
615 # Requires shaders to be enabled.
617 # enable_parallax_occlusion = false
619 # 0 = parallax occlusion with slope information (faster).
620 # 1 = relief mapping (slower, more accurate).
621 # type: int min: 0 max: 1
622 # parallax_occlusion_mode = 1
624 # Number of parallax occlusion iterations.
626 # parallax_occlusion_iterations = 4
628 # Overall scale of parallax occlusion effect.
630 # parallax_occlusion_scale = 0.08
632 # Overall bias of parallax occlusion effect, usually scale/2.
634 # parallax_occlusion_bias = 0.04
638 # Set to true to enable waving liquids (like water).
639 # Requires shaders to be enabled.
641 # enable_waving_water = false
643 # The maximum height of the surface of waving liquids.
644 # 4.0 = Wave height is two nodes.
645 # 0.0 = Wave doesn't move at all.
646 # Default is 1.0 (1/2 node).
647 # Requires waving liquids to be enabled.
648 # type: float min: 0 max: 4
649 # water_wave_height = 1.0
651 # Length of liquid waves.
652 # Requires waving liquids to be enabled.
653 # type: float min: 0.1
654 # water_wave_length = 20.0
656 # How fast liquid waves will move. Higher = faster.
657 # If negative, liquid waves will move backwards.
658 # Requires waving liquids to be enabled.
660 # water_wave_speed = 5.0
662 # Set to true to enable waving leaves.
663 # Requires shaders to be enabled.
665 # enable_waving_leaves = false
667 # Set to true to enable waving plants.
668 # Requires shaders to be enabled.
670 # enable_waving_plants = false
674 # Arm inertia, gives a more realistic movement of
675 # the arm when the camera moves.
679 # If FPS would go higher than this, limit it by sleeping
680 # to not waste CPU power for no benefit.
684 # Maximum FPS when game is paused.
688 # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
691 # pause_on_lost_focus = false
693 # View distance in nodes.
694 # type: int min: 20 max: 4000
695 # viewing_range = 100
697 # Camera 'near clipping plane' distance in nodes, between 0 and 0.25
698 # Only works on GLES platforms. Most users will not need to change this.
699 # Increasing can reduce artifacting on weaker GPUs.
700 # 0.1 = Default, 0.25 = Good value for weaker tablets.
701 # type: float min: 0 max: 0.25
704 # Width component of the initial window size.
708 # Height component of the initial window size.
712 # Save window size automatically when modified.
714 # autosave_screensize = true
720 # Bits per pixel (aka color depth) in fullscreen mode.
722 # fullscreen_bpp = 24
724 # Vertical screen synchronization.
728 # Field of view in degrees.
729 # type: int min: 45 max: 160
732 # Alters the light curve by applying 'gamma correction' to it.
733 # Higher values make middle and lower light levels brighter.
734 # Value '1.0' leaves the light curve unaltered.
735 # This only has significant effect on daylight and artificial
736 # light, it has very little effect on natural night light.
737 # type: float min: 0.33 max: 3
738 # display_gamma = 1.0
740 # Gradient of light curve at minimum light level.
741 # Controls the contrast of the lowest light levels.
742 # type: float min: 0 max: 3
743 # lighting_alpha = 0.0
745 # Gradient of light curve at maximum light level.
746 # Controls the contrast of the highest light levels.
747 # type: float min: 0 max: 3
748 # lighting_beta = 1.5
750 # Strength of light curve boost.
751 # The 3 'boost' parameters define a range of the light
752 # curve that is boosted in brightness.
753 # type: float min: 0 max: 0.4
754 # lighting_boost = 0.2
756 # Center of light curve boost range.
757 # Where 0.0 is minimum light level, 1.0 is maximum light level.
758 # type: float min: 0 max: 1
759 # lighting_boost_center = 0.5
761 # Spread of light curve boost range.
762 # Controls the width of the range to be boosted.
763 # Standard deviation of the light curve boost Gaussian.
764 # type: float min: 0 max: 0.4
765 # lighting_boost_spread = 0.2
767 # Path to texture directory. All textures are first searched from here.
771 # The rendering back-end for Irrlicht.
772 # A restart is required after changing this.
773 # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
774 # On other platforms, OpenGL is recommended, and it’s the only driver with
775 # shader support currently.
776 # type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl, ogles1, ogles2
777 # video_driver = opengl
779 # Radius of cloud area stated in number of 64 node cloud squares.
780 # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
784 # Enable view bobbing and amount of view bobbing.
785 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
787 # view_bobbing_amount = 1.0
789 # Multiplier for fall bobbing.
790 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
792 # fall_bobbing_amount = 0.03
795 # Currently supported:
796 # - none: no 3d output.
797 # - anaglyph: cyan/magenta color 3d.
798 # - interlaced: odd/even line based polarisation screen support.
799 # - topbottom: split screen top/bottom.
800 # - sidebyside: split screen side by side.
801 # - crossview: Cross-eyed 3d
802 # - pageflip: quadbuffer based 3d.
803 # Note that the interlaced mode requires shaders to be enabled.
804 # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
807 # Strength of 3D mode parallax.
809 # 3d_paralax_strength = 0.025
811 # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
812 # type: float min: 0.1 max: 1
813 # console_height = 0.6
815 # In-game chat console background color (R,G,B).
817 # console_color = (0,0,0)
819 # In-game chat console background alpha (opaqueness, between 0 and 255).
820 # type: int min: 0 max: 255
821 # console_alpha = 200
823 # Formspec full-screen background opacity (between 0 and 255).
824 # type: int min: 0 max: 255
825 # formspec_fullscreen_bg_opacity = 140
827 # Formspec full-screen background color (R,G,B).
829 # formspec_fullscreen_bg_color = (0,0,0)
831 # Formspec default background opacity (between 0 and 255).
832 # type: int min: 0 max: 255
833 # formspec_default_bg_opacity = 140
835 # Formspec default background color (R,G,B).
837 # formspec_default_bg_color = (0,0,0)
839 # Selection box border color (R,G,B).
841 # selectionbox_color = (0,0,0)
843 # Width of the selection box lines around nodes.
844 # type: int min: 1 max: 5
845 # selectionbox_width = 2
847 # Crosshair color (R,G,B).
849 # crosshair_color = (255,255,255)
851 # Crosshair alpha (opaqueness, between 0 and 255).
852 # type: int min: 0 max: 255
853 # crosshair_alpha = 255
855 # Maximum number of recent chat messages to show
856 # type: int min: 2 max: 20
857 # recent_chat_messages = 6
859 # Whether node texture animations should be desynchronized per mapblock.
861 # desynchronize_mapblock_texture_animation = true
863 # Maximum proportion of current window to be used for hotbar.
864 # Useful if there's something to be displayed right or left of hotbar.
866 # hud_hotbar_max_width = 1.0
868 # Modifies the size of the hudbar elements.
872 # Enables caching of facedir rotated meshes.
874 # enable_mesh_cache = false
876 # Delay between mesh updates on the client in ms. Increasing this will slow
877 # down the rate of mesh updates, thus reducing jitter on slower clients.
878 # type: int min: 0 max: 50
879 # mesh_generation_interval = 0
881 # Size of the MapBlock cache of the mesh generator. Increasing this will
882 # increase the cache hit %, reducing the data being copied from the main
883 # thread, thus reducing jitter.
884 # type: int min: 0 max: 1000
885 # meshgen_block_cache_size = 20
889 # enable_minimap = true
891 # Shape of the minimap. Enabled = round, disabled = square.
893 # minimap_shape_round = true
897 # Usable to make minimap smoother on slower machines.
899 # minimap_double_scan_height = true
901 # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
903 # directional_colored_fog = true
905 # The strength (darkness) of node ambient-occlusion shading.
906 # Lower is darker, Higher is lighter. The valid range of values for this
907 # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
908 # set to the nearest valid value.
909 # type: float min: 0.25 max: 4
910 # ambient_occlusion_gamma = 2.2
912 # Enables animation of inventory items.
914 # inventory_items_animations = false
916 # Fraction of the visible distance at which fog starts to be rendered
917 # type: float min: 0 max: 0.99
920 # Makes all liquids opaque
922 # opaque_water = false
924 # Textures on a node may be aligned either to the node or to the world.
925 # The former mode suits better things like machines, furniture, etc., while
926 # the latter makes stairs and microblocks fit surroundings better.
927 # However, as this possibility is new, thus may not be used by older servers,
928 # this option allows enforcing it for certain node types. Note though that
929 # that is considered EXPERIMENTAL and may not work properly.
930 # type: enum values: disable, enable, force_solid, force_nodebox
931 # world_aligned_mode = enable
933 # World-aligned textures may be scaled to span several nodes. However,
934 # the server may not send the scale you want, especially if you use
935 # a specially-designed texture pack; with this option, the client tries
936 # to determine the scale automatically basing on the texture size.
937 # See also texture_min_size.
938 # Warning: This option is EXPERIMENTAL!
939 # type: enum values: disable, enable, force
940 # autoscale_mode = disable
942 # Show entity selection boxes
943 # A restart is required after changing this.
945 # show_entity_selectionbox = false
949 # Use a cloud animation for the main menu background.
953 # Scale GUI by a user specified value.
954 # Use a nearest-neighbor-anti-alias filter to scale the GUI.
955 # This will smooth over some of the rough edges, and blend
956 # pixels when scaling down, at the cost of blurring some
957 # edge pixels when images are scaled by non-integer sizes.
958 # type: float min: 0.001
961 # When gui_scaling_filter is true, all GUI images need to be
962 # filtered in software, but some images are generated directly
963 # to hardware (e.g. render-to-texture for nodes in inventory).
965 # gui_scaling_filter = false
967 # When gui_scaling_filter_txr2img is true, copy those images
968 # from hardware to software for scaling. When false, fall back
969 # to the old scaling method, for video drivers that don't
970 # properly support downloading textures back from hardware.
972 # gui_scaling_filter_txr2img = true
974 # Delay showing tooltips, stated in milliseconds.
976 # tooltip_show_delay = 400
978 # Append item name to tooltip.
980 # tooltip_append_itemname = false
982 # Whether FreeType fonts are used, requires FreeType support to be compiled in.
983 # If disabled, bitmap and XML vectors fonts are used instead.
991 # font_italic = false
993 # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
997 # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
998 # type: int min: 0 max: 255
999 # font_shadow_alpha = 127
1001 # Font size of the default font in point (pt).
1005 # Path to the default font.
1006 # If “freetype” setting is enabled: Must be a TrueType font.
1007 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1008 # The fallback font will be used if the font cannot be loaded.
1010 # font_path = fonts/Arimo-Regular.ttf
1013 # font_path_bold = fonts/Arimo-Bold.ttf
1016 # font_path_italic = fonts/Arimo-Italic.ttf
1019 # font_path_bolditalic = fonts/Arimo-BoldItalic.ttf
1021 # Font size of the monospace font in point (pt).
1023 # mono_font_size = 15
1025 # Path to the monospace font.
1026 # If “freetype” setting is enabled: Must be a TrueType font.
1027 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1028 # This font is used for e.g. the console and profiler screen.
1030 # mono_font_path = fonts/Cousine-Regular.ttf
1033 # mono_font_path_bold = fonts/Cousine-Bold.ttf
1036 # mono_font_path_italic = fonts/Cousine-Italic.ttf
1039 # mono_font_path_bolditalic = fonts/Cousine-BoldItalic.ttf
1041 # Font size of the fallback font in point (pt).
1043 # fallback_font_size = 15
1045 # Shadow offset (in pixels) of the fallback font. If 0, then shadow will not be drawn.
1047 # fallback_font_shadow = 1
1049 # Opaqueness (alpha) of the shadow behind the fallback font, between 0 and 255.
1050 # type: int min: 0 max: 255
1051 # fallback_font_shadow_alpha = 128
1053 # Path of the fallback font.
1054 # If “freetype” setting is enabled: Must be a TrueType font.
1055 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1056 # This font will be used for certain languages or if the default font is unavailable.
1058 # fallback_font_path = fonts/DroidSansFallbackFull.ttf
1060 # Font size of the recent chat text and chat prompt in point (pt).
1061 # Value 0 will use the default font size.
1063 # chat_font_size = 0
1065 # Path to save screenshots at. Can be an absolute or relative path.
1066 # The folder will be created if it doesn't already exist.
1068 # screenshot_path = screenshots
1070 # Format of screenshots.
1071 # type: enum values: png, jpg, bmp, pcx, ppm, tga
1072 # screenshot_format = png
1074 # Screenshot quality. Only used for JPEG format.
1075 # 1 means worst quality; 100 means best quality.
1076 # Use 0 for default quality.
1077 # type: int min: 0 max: 100
1078 # screenshot_quality = 0
1082 # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
1086 # Windows systems only: Start Minetest with the command line window in the background.
1087 # Contains the same information as the file debug.txt (default name).
1089 # enable_console = false
1095 # Enables the sound system.
1096 # If disabled, this completely disables all sounds everywhere and the in-game
1097 # sound controls will be non-functional.
1098 # Changing this setting requires a restart.
1100 # enable_sound = true
1102 # Volume of all sounds.
1103 # Requires the sound system to be enabled.
1104 # type: float min: 0 max: 1
1105 # sound_volume = 0.7
1107 # Whether to mute sounds. You can unmute sounds at any time, unless the
1108 # sound system is disabled (enable_sound=false).
1109 # In-game, you can toggle the mute state with the mute key or by using the
1112 # mute_sound = false
1120 # Address to connect to.
1121 # Leave this blank to start a local server.
1122 # Note that the address field in the main menu overrides this setting.
1126 # Port to connect to (UDP).
1127 # Note that the port field in the main menu overrides this setting.
1128 # type: int min: 1 max: 65535
1129 # remote_port = 30000
1131 # Prometheus listener address.
1132 # If minetest is compiled with ENABLE_PROMETHEUS option enabled,
1133 # enable metrics listener for Prometheus on that address.
1134 # Metrics can be fetch on http://127.0.0.1:30000/metrics
1136 # prometheus_listener_address = 127.0.0.1:30000
1138 # Save the map received by the client on disk.
1140 # enable_local_map_saving = false
1142 # Enable usage of remote media server (if provided by server).
1143 # Remote servers offer a significantly faster way to download media (e.g. textures)
1144 # when connecting to the server.
1146 # enable_remote_media_server = true
1148 # Enable Lua modding support on client.
1149 # This support is experimental and API can change.
1151 # enable_client_modding = false
1153 # URL to the server list displayed in the Multiplayer Tab.
1155 # serverlist_url = servers.minetest.net
1157 # File in client/serverlist/ that contains your favorite servers displayed in the
1160 # serverlist_file = favoriteservers.txt
1162 # Maximum size of the out chat queue.
1163 # 0 to disable queueing and -1 to make the queue size unlimited.
1165 # max_out_chat_queue_size = 20
1167 # Enable register confirmation when connecting to server.
1168 # If disabled, new account will be registered automatically.
1170 # enable_register_confirmation = true
1174 # Timeout for client to remove unused map data from memory.
1176 # client_unload_unused_data_timeout = 600
1178 # Maximum number of mapblocks for client to be kept in memory.
1179 # Set to -1 for unlimited amount.
1181 # client_mapblock_limit = 5000
1183 # Whether to show the client debug info (has the same effect as hitting F5).
1185 # show_debug = false
1188 # Server / Singleplayer
1191 # Name of the server, to be displayed when players join and in the serverlist.
1193 # server_name = Minetest server
1195 # Description of server, to be displayed when players join and in the serverlist.
1197 # server_description = mine here
1199 # Domain name of server, to be displayed in the serverlist.
1201 # server_address = game.minetest.net
1203 # Homepage of server, to be displayed in the serverlist.
1205 # server_url = https://minetest.net
1207 # Automatically report to the serverlist.
1209 # server_announce = false
1211 # Announce to this serverlist.
1213 # serverlist_url = servers.minetest.net
1215 # Remove color codes from incoming chat messages
1216 # Use this to stop players from being able to use color in their messages
1218 # strip_color_codes = false
1222 # Network port to listen (UDP).
1223 # This value will be overridden when starting from the main menu.
1227 # The network interface that the server listens on.
1231 # Enable to disallow old clients from connecting.
1232 # Older clients are compatible in the sense that they will not crash when connecting
1233 # to new servers, but they may not support all new features that you are expecting.
1235 # strict_protocol_version_checking = false
1237 # Specifies URL from which client fetches media instead of using UDP.
1238 # $filename should be accessible from $remote_media$filename via cURL
1239 # (obviously, remote_media should end with a slash).
1240 # Files that are not present will be fetched the usual way.
1244 # Enable/disable running an IPv6 server.
1245 # Ignored if bind_address is set.
1246 # Needs enable_ipv6 to be enabled.
1248 # ipv6_server = false
1252 # Maximum number of blocks that are simultaneously sent per client.
1253 # The maximum total count is calculated dynamically:
1254 # max_total = ceil((#clients + max_users) * per_client / 4)
1256 # max_simultaneous_block_sends_per_client = 40
1258 # To reduce lag, block transfers are slowed down when a player is building something.
1259 # This determines how long they are slowed down after placing or removing a node.
1261 # full_block_send_enable_min_time_from_building = 2.0
1263 # Maximum number of packets sent per send step, if you have a slow connection
1264 # try reducing it, but don't reduce it to a number below double of targeted
1267 # max_packets_per_iteration = 1024
1271 # Default game when creating a new world.
1272 # This will be overridden when creating a world from the main menu.
1274 # default_game = minetest
1276 # Message of the day displayed to players connecting.
1280 # Maximum number of players that can be connected simultaneously.
1284 # World directory (everything in the world is stored here).
1285 # Not needed if starting from the main menu.
1289 # Time in seconds for item entity (dropped items) to live.
1290 # Setting it to -1 disables the feature.
1292 # item_entity_ttl = 900
1294 # Specifies the default stack size of nodes, items and tools.
1295 # Note that mods or games may explicitly set a stack for certain (or all) items.
1297 # default_stack_max = 99
1299 # Enable players getting damage and dying.
1301 # enable_damage = false
1303 # Enable creative mode for new created maps.
1305 # creative_mode = false
1307 # A chosen map seed for a new map, leave empty for random.
1308 # Will be overridden when creating a new world in the main menu.
1312 # New users need to input this password.
1314 # default_password =
1316 # The privileges that new users automatically get.
1317 # See /privs in game for a full list on your server and mod configuration.
1319 # default_privs = interact, shout
1321 # Privileges that players with basic_privs can grant
1323 # basic_privs = interact, shout
1325 # Whether players are shown to clients without any range limit.
1326 # Deprecated, use the setting player_transfer_distance instead.
1328 # unlimited_player_transfer_distance = true
1330 # Defines the maximal player transfer distance in blocks (0 = unlimited).
1332 # player_transfer_distance = 0
1334 # Whether to allow players to damage and kill each other.
1338 # Enable mod channels support.
1340 # enable_mod_channels = false
1342 # If this is set, players will always (re)spawn at the given position.
1344 # static_spawnpoint =
1346 # If enabled, new players cannot join with an empty password.
1348 # disallow_empty_password = false
1350 # If enabled, disable cheat prevention in multiplayer.
1352 # disable_anticheat = false
1354 # If enabled, actions are recorded for rollback.
1355 # This option is only read when server starts.
1357 # enable_rollback_recording = false
1359 # Format of player chat messages. The following strings are valid placeholders:
1360 # @name, @message, @timestamp (optional)
1362 # chat_message_format = <@name> @message
1364 # A message to be displayed to all clients when the server shuts down.
1366 # kick_msg_shutdown = Server shutting down.
1368 # A message to be displayed to all clients when the server crashes.
1370 # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
1372 # Whether to ask clients to reconnect after a (Lua) crash.
1373 # Set this to true if your server is set up to restart automatically.
1375 # ask_reconnect_on_crash = false
1377 # From how far clients know about objects, stated in mapblocks (16 nodes).
1379 # Setting this larger than active_block_range will also cause the server
1380 # to maintain active objects up to this distance in the direction the
1381 # player is looking. (This can avoid mobs suddenly disappearing from view)
1383 # active_object_send_range_blocks = 4
1385 # The radius of the volume of blocks around every player that is subject to the
1386 # active block stuff, stated in mapblocks (16 nodes).
1387 # In active blocks objects are loaded and ABMs run.
1388 # This is also the minimum range in which active objects (mobs) are maintained.
1389 # This should be configured together with active_object_send_range_blocks.
1391 # active_block_range = 3
1393 # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
1395 # max_block_send_distance = 10
1397 # Maximum number of forceloaded mapblocks.
1399 # max_forceloaded_blocks = 16
1401 # Interval of sending time of day to clients.
1403 # time_send_interval = 5
1405 # Controls length of day/night cycle.
1407 # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
1411 # Time of day when a new world is started, in millihours (0-23999).
1412 # type: int min: 0 max: 23999
1413 # world_start_time = 6125
1415 # Interval of saving important changes in the world, stated in seconds.
1417 # server_map_save_interval = 5.3
1419 # Set the maximum character length of a chat message sent by clients.
1421 # chat_message_max_size = 500
1423 # Amount of messages a player may send per 10 seconds.
1425 # chat_message_limit_per_10sec = 10.0
1427 # Kick players who sent more than X messages per 10 seconds.
1429 # chat_message_limit_trigger_kick = 50
1433 # Horizontal and vertical acceleration on ground or when climbing,
1434 # in nodes per second per second.
1436 # movement_acceleration_default = 3
1438 # Horizontal acceleration in air when jumping or falling,
1439 # in nodes per second per second.
1441 # movement_acceleration_air = 2
1443 # Horizontal and vertical acceleration in fast mode,
1444 # in nodes per second per second.
1446 # movement_acceleration_fast = 10
1448 # Walking and flying speed, in nodes per second.
1450 # movement_speed_walk = 4
1452 # Sneaking speed, in nodes per second.
1454 # movement_speed_crouch = 1.35
1456 # Walking, flying and climbing speed in fast mode, in nodes per second.
1458 # movement_speed_fast = 20
1460 # Vertical climbing speed, in nodes per second.
1462 # movement_speed_climb = 3
1464 # Initial vertical speed when jumping, in nodes per second.
1466 # movement_speed_jump = 6.5
1468 # Decrease this to increase liquid resistance to movement.
1470 # movement_liquid_fluidity = 1
1472 # Maximum liquid resistance. Controls deceleration when entering liquid at
1475 # movement_liquid_fluidity_smooth = 0.5
1477 # Controls sinking speed in liquid.
1479 # movement_liquid_sink = 10
1481 # Acceleration of gravity, in nodes per second per second.
1483 # movement_gravity = 9.81
1487 # Handling for deprecated Lua API calls:
1488 # - legacy: (try to) mimic old behaviour (default for release).
1489 # - log: mimic and log backtrace of deprecated call (default for debug).
1490 # - error: abort on usage of deprecated call (suggested for mod developers).
1491 # type: enum values: legacy, log, error
1492 # deprecated_lua_api_handling = legacy
1494 # Number of extra blocks that can be loaded by /clearobjects at once.
1495 # This is a trade-off between sqlite transaction overhead and
1496 # memory consumption (4096=100MB, as a rule of thumb).
1498 # max_clearobjects_extra_loaded_blocks = 4096
1500 # How much the server will wait before unloading unused mapblocks.
1501 # Higher value is smoother, but will use more RAM.
1503 # server_unload_unused_data_timeout = 29
1505 # Maximum number of statically stored objects in a block.
1507 # max_objects_per_block = 64
1509 # See https://www.sqlite.org/pragma.html#pragma_synchronous
1510 # type: enum values: 0, 1, 2
1511 # sqlite_synchronous = 2
1513 # Length of a server tick and the interval at which objects are generally updated over
1516 # dedicated_server_step = 0.09
1518 # Length of time between active block management cycles
1520 # active_block_mgmt_interval = 2.0
1522 # Length of time between Active Block Modifier (ABM) execution cycles
1524 # abm_interval = 1.0
1526 # Length of time between NodeTimer execution cycles
1528 # nodetimer_interval = 0.2
1530 # If enabled, invalid world data won't cause the server to shut down.
1531 # Only enable this if you know what you are doing.
1533 # ignore_world_load_errors = false
1535 # Max liquids processed per step.
1537 # liquid_loop_max = 100000
1539 # The time (in seconds) that the liquids queue may grow beyond processing
1540 # capacity until an attempt is made to decrease its size by dumping old queue
1541 # items. A value of 0 disables the functionality.
1543 # liquid_queue_purge_time = 0
1545 # Liquid update interval in seconds.
1547 # liquid_update = 1.0
1549 # At this distance the server will aggressively optimize which blocks are sent to
1551 # Small values potentially improve performance a lot, at the expense of visible
1552 # rendering glitches (some blocks will not be rendered under water and in caves,
1553 # as well as sometimes on land).
1554 # Setting this to a value greater than max_block_send_distance disables this
1556 # Stated in mapblocks (16 nodes).
1558 # block_send_optimize_distance = 4
1560 # If enabled the server will perform map block occlusion culling based on
1561 # on the eye position of the player. This can reduce the number of blocks
1562 # sent to the client 50-80%. The client will not longer receive most invisible
1563 # so that the utility of noclip mode is reduced.
1565 # server_side_occlusion_culling = true
1567 # Restricts the access of certain client-side functions on servers.
1568 # Combine the byteflags below to restrict client-side features, or set to 0
1569 # for no restrictions:
1570 # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
1571 # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
1572 # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
1573 # READ_NODEDEFS: 8 (disable get_node_def call client-side)
1574 # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
1575 # csm_restriction_noderange)
1576 # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
1578 # csm_restriction_flags = 62
1580 # If the CSM restriction for node range is enabled, get_node calls are limited
1581 # to this distance from the player to the node.
1583 # csm_restriction_noderange = 0
1587 # Prevent mods from doing insecure things like running shell commands.
1589 # secure.enable_security = true
1591 # Comma-separated list of trusted mods that are allowed to access insecure
1592 # functions even when mod security is on (via request_insecure_environment()).
1594 # secure.trusted_mods =
1596 # Comma-separated list of mods that are allowed to access HTTP APIs, which
1597 # allow them to upload and download data to/from the internet.
1599 # secure.http_mods =
1605 # Load the game profiler to collect game profiling data.
1606 # Provides a /profiler command to access the compiled profile.
1607 # Useful for mod developers and server operators.
1609 # profiler.load = false
1611 # The default format in which profiles are being saved,
1612 # when calling `/profiler save [format]` without format.
1613 # type: enum values: txt, csv, lua, json, json_pretty
1614 # profiler.default_report_format = txt
1616 # The file path relative to your worldpath in which profiles will be saved to.
1618 # profiler.report_path = ""
1620 #### Instrumentation
1622 # Instrument the methods of entities on registration.
1624 # instrument.entity = true
1626 # Instrument the action function of Active Block Modifiers on registration.
1628 # instrument.abm = true
1630 # Instrument the action function of Loading Block Modifiers on registration.
1632 # instrument.lbm = true
1634 # Instrument chatcommands on registration.
1636 # instrument.chatcommand = true
1638 # Instrument global callback functions on registration.
1639 # (anything you pass to a minetest.register_*() function)
1641 # instrument.global_callback = true
1645 # Instrument builtin.
1646 # This is usually only needed by core/builtin contributors
1648 # instrument.builtin = false
1650 # Have the profiler instrument itself:
1651 # * Instrument an empty function.
1652 # This estimates the overhead, that instrumentation is adding (+1 function call).
1653 # * Instrument the sampler being used to update the statistics.
1655 # instrument.profiler = false
1661 # Name of the player.
1662 # When running a server, clients connecting with this name are admins.
1663 # When starting from the main menu, this is overridden.
1667 # Set the language. Leave empty to use the system language.
1668 # A restart is required after changing this.
1669 # type: enum values: , ar, ca, cs, da, de, dv, el, en, eo, es, et, eu, fil, fr, hu, id, it, ja, ja_KS, jbo, kk, kn, lo, lt, ms, my, nb, nl, nn, pl, pt, pt_BR, ro, ru, sl, sr_Cyrl, sv, sw, th, tr, uk, vi
1672 # Level of logging to be written to debug.txt:
1673 # - <nothing> (no logging)
1674 # - none (messages with no level)
1680 # type: enum values: , none, error, warning, action, info, verbose
1681 # debug_log_level = action
1683 # If the file size of debug.txt exceeds the number of megabytes specified in
1684 # this setting when it is opened, the file is moved to debug.txt.1,
1685 # deleting an older debug.txt.1 if it exists.
1686 # debug.txt is only moved if this setting is positive.
1688 # debug_log_size_max = 50
1690 # Minimal level of logging to be written to chat.
1691 # type: enum values: , none, error, warning, action, info, verbose
1692 # chat_log_level = error
1694 # Enable IPv6 support (for both client and server).
1695 # Required for IPv6 connections to work at all.
1697 # enable_ipv6 = true
1701 # Default timeout for cURL, stated in milliseconds.
1702 # Only has an effect if compiled with cURL.
1704 # curl_timeout = 5000
1706 # Limits number of parallel HTTP requests. Affects:
1707 # - Media fetch if server uses remote_media setting.
1708 # - Serverlist download and server announcement.
1709 # - Downloads performed by main menu (e.g. mod manager).
1710 # Only has an effect if compiled with cURL.
1712 # curl_parallel_limit = 8
1714 # Maximum time in ms a file download (e.g. a mod download) may take.
1716 # curl_file_download_timeout = 300000
1718 # Makes DirectX work with LuaJIT. Disable if it causes troubles.
1720 # high_precision_fpu = true
1722 # Changes the main menu UI:
1723 # - Full: Multiple singleplayer worlds, game choice, texture pack chooser, etc.
1724 # - Simple: One singleplayer world, no game or texture pack choosers. May be
1725 # necessary for smaller screens.
1726 # type: enum values: full, simple
1727 # main_menu_style = full
1729 # Replaces the default main menu with a custom one.
1731 # main_menu_script =
1733 # Print the engine's profiling data in regular intervals (in seconds).
1734 # 0 = disable. Useful for developers.
1736 # profiler_print_interval = 0
1742 # Name of map generator to be used when creating a new world.
1743 # Creating a world in the main menu will override this.
1744 # Current mapgens in a highly unstable state:
1745 # - The optional floatlands of v7 (disabled by default).
1746 # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
1749 # Water surface level of the world.
1753 # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
1755 # max_block_generate_distance = 8
1757 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
1758 # Only mapchunks completely within the mapgen limit are generated.
1759 # Value is stored per-world.
1760 # type: int min: 0 max: 31000
1761 # mapgen_limit = 31000
1763 # Global map generation attributes.
1764 # In Mapgen v6 the 'decorations' flag controls all decorations except trees
1765 # and junglegrass, in all other mapgens this flag controls all decorations.
1766 # type: flags possible values: caves, dungeons, light, decorations, biomes, nocaves, nodungeons, nolight, nodecorations, nobiomes
1767 # mg_flags = caves,dungeons,light,decorations,biomes
1769 ## Biome API temperature and humidity noise parameters
1771 # Temperature variation for biomes.
1772 # type: noise_params_2d
1773 # mg_biome_np_heat = {
1776 # spread = (1000, 1000, 1000),
1779 # persistence = 0.5,
1784 # Small-scale temperature variation for blending biomes on borders.
1785 # type: noise_params_2d
1786 # mg_biome_np_heat_blend = {
1789 # spread = (8, 8, 8),
1792 # persistence = 1.0,
1797 # Humidity variation for biomes.
1798 # type: noise_params_2d
1799 # mg_biome_np_humidity = {
1802 # spread = (1000, 1000, 1000),
1805 # persistence = 0.5,
1810 # Small-scale humidity variation for blending biomes on borders.
1811 # type: noise_params_2d
1812 # mg_biome_np_humidity_blend = {
1815 # spread = (8, 8, 8),
1818 # persistence = 1.0,
1825 # Map generation attributes specific to Mapgen v5.
1826 # type: flags possible values: caverns, nocaverns
1827 # mgv5_spflags = caverns
1829 # Controls width of tunnels, a smaller value creates wider tunnels.
1830 # Value >= 10.0 completely disables generation of tunnels and avoids the
1831 # intensive noise calculations.
1833 # mgv5_cave_width = 0.09
1835 # Y of upper limit of large caves.
1837 # mgv5_large_cave_depth = -256
1839 # Minimum limit of random number of small caves per mapchunk.
1840 # type: int min: 0 max: 256
1841 # mgv5_small_cave_num_min = 0
1843 # Maximum limit of random number of small caves per mapchunk.
1844 # type: int min: 0 max: 256
1845 # mgv5_small_cave_num_max = 0
1847 # Minimum limit of random number of large caves per mapchunk.
1848 # type: int min: 0 max: 64
1849 # mgv5_large_cave_num_min = 0
1851 # Maximum limit of random number of large caves per mapchunk.
1852 # type: int min: 0 max: 64
1853 # mgv5_large_cave_num_max = 2
1855 # Proportion of large caves that contain liquid.
1856 # type: float min: 0 max: 1
1857 # mgv5_large_cave_flooded = 0.5
1859 # Y-level of cavern upper limit.
1861 # mgv5_cavern_limit = -256
1863 # Y-distance over which caverns expand to full size.
1865 # mgv5_cavern_taper = 256
1867 # Defines full size of caverns, smaller values create larger caverns.
1869 # mgv5_cavern_threshold = 0.7
1871 # Lower Y limit of dungeons.
1873 # mgv5_dungeon_ymin = -31000
1875 # Upper Y limit of dungeons.
1877 # mgv5_dungeon_ymax = 31000
1881 # Variation of biome filler depth.
1882 # type: noise_params_2d
1883 # mgv5_np_filler_depth = {
1886 # spread = (150, 150, 150),
1889 # persistence = 0.7,
1894 # Variation of terrain vertical scale.
1895 # When noise is < -0.55 terrain is near-flat.
1896 # type: noise_params_2d
1897 # mgv5_np_factor = {
1900 # spread = (250, 250, 250),
1903 # persistence = 0.45,
1908 # Y-level of average terrain surface.
1909 # type: noise_params_2d
1910 # mgv5_np_height = {
1913 # spread = (250, 250, 250),
1916 # persistence = 0.5,
1921 # First of two 3D noises that together define tunnels.
1922 # type: noise_params_3d
1926 # spread = (61, 61, 61),
1929 # persistence = 0.5,
1934 # Second of two 3D noises that together define tunnels.
1935 # type: noise_params_3d
1939 # spread = (67, 67, 67),
1942 # persistence = 0.5,
1947 # 3D noise defining giant caverns.
1948 # type: noise_params_3d
1949 # mgv5_np_cavern = {
1952 # spread = (384, 128, 384),
1955 # persistence = 0.63,
1960 # 3D noise defining terrain.
1961 # type: noise_params_3d
1962 # mgv5_np_ground = {
1965 # spread = (80, 80, 80),
1968 # persistence = 0.55,
1973 # 3D noise that determines number of dungeons per mapchunk.
1974 # type: noise_params_3d
1975 # mgv5_np_dungeons = {
1978 # spread = (500, 500, 500),
1981 # persistence = 0.8,
1988 # Map generation attributes specific to Mapgen v6.
1989 # The 'snowbiomes' flag enables the new 5 biome system.
1990 # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
1991 # the 'jungles' flag is ignored.
1992 # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
1993 # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
1995 # Deserts occur when np_biome exceeds this value.
1996 # When the 'snowbiomes' flag is enabled, this is ignored.
1998 # mgv6_freq_desert = 0.45
2000 # Sandy beaches occur when np_beach exceeds this value.
2002 # mgv6_freq_beach = 0.15
2004 # Lower Y limit of dungeons.
2006 # mgv6_dungeon_ymin = -31000
2008 # Upper Y limit of dungeons.
2010 # mgv6_dungeon_ymax = 31000
2014 # Y-level of lower terrain and seabed.
2015 # type: noise_params_2d
2016 # mgv6_np_terrain_base = {
2019 # spread = (250, 250, 250),
2022 # persistence = 0.6,
2027 # Y-level of higher terrain that creates cliffs.
2028 # type: noise_params_2d
2029 # mgv6_np_terrain_higher = {
2032 # spread = (500, 500, 500),
2035 # persistence = 0.6,
2040 # Varies steepness of cliffs.
2041 # type: noise_params_2d
2042 # mgv6_np_steepness = {
2045 # spread = (125, 125, 125),
2048 # persistence = 0.7,
2053 # Defines distribution of higher terrain.
2054 # type: noise_params_2d
2055 # mgv6_np_height_select = {
2058 # spread = (250, 250, 250),
2061 # persistence = 0.69,
2066 # Varies depth of biome surface nodes.
2067 # type: noise_params_2d
2071 # spread = (200, 200, 200),
2074 # persistence = 0.55,
2079 # Defines areas with sandy beaches.
2080 # type: noise_params_2d
2084 # spread = (250, 250, 250),
2087 # persistence = 0.50,
2092 # Temperature variation for biomes.
2093 # type: noise_params_2d
2097 # spread = (500, 500, 500),
2100 # persistence = 0.50,
2105 # Variation of number of caves.
2106 # type: noise_params_2d
2110 # spread = (250, 250, 250),
2113 # persistence = 0.50,
2118 # Humidity variation for biomes.
2119 # type: noise_params_2d
2120 # mgv6_np_humidity = {
2123 # spread = (500, 500, 500),
2126 # persistence = 0.50,
2131 # Defines tree areas and tree density.
2132 # type: noise_params_2d
2136 # spread = (125, 125, 125),
2139 # persistence = 0.66,
2144 # Defines areas where trees have apples.
2145 # type: noise_params_2d
2146 # mgv6_np_apple_trees = {
2149 # spread = (100, 100, 100),
2152 # persistence = 0.45,
2159 # Map generation attributes specific to Mapgen v7.
2161 # 'floatlands': Floating land masses in the atmosphere.
2162 # 'caverns': Giant caves deep underground.
2163 # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
2164 # mgv7_spflags = mountains,ridges,nofloatlands,caverns
2166 # Y of mountain density gradient zero level. Used to shift mountains vertically.
2168 # mgv7_mount_zero_level = 0
2170 # Lower Y limit of floatlands.
2172 # mgv7_floatland_ymin = 1024
2174 # Upper Y limit of floatlands.
2176 # mgv7_floatland_ymax = 4096
2178 # Y-distance over which floatlands taper from full density to nothing.
2179 # Tapering starts at this distance from the Y limit.
2180 # For a solid floatland layer, this controls the height of hills/mountains.
2181 # Must be less than or equal to half the distance between the Y limits.
2183 # mgv7_floatland_taper = 256
2185 # Exponent of the floatland tapering. Alters the tapering behaviour.
2186 # Value = 1.0 creates a uniform, linear tapering.
2187 # Values > 1.0 create a smooth tapering suitable for the default separated
2189 # Values < 1.0 (for example 0.25) create a more defined surface level with
2190 # flatter lowlands, suitable for a solid floatland layer.
2192 # mgv7_float_taper_exp = 2.0
2194 # Adjusts the density of the floatland layer.
2195 # Increase value to increase density. Can be positive or negative.
2196 # Value = 0.0: 50% of volume is floatland.
2197 # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
2198 # to be sure) creates a solid floatland layer.
2200 # mgv7_floatland_density = -0.6
2202 # Surface level of optional water placed on a solid floatland layer.
2203 # Water is disabled by default and will only be placed if this value is set
2204 # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
2206 # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
2207 # When enabling water placement the floatlands must be configured and tested
2208 # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
2209 # required value depending on 'mgv7_np_floatland'), to avoid
2210 # server-intensive extreme water flow and to avoid vast flooding of the
2211 # world surface below.
2213 # mgv7_floatland_ywater = -31000
2215 # Controls width of tunnels, a smaller value creates wider tunnels.
2216 # Value >= 10.0 completely disables generation of tunnels and avoids the
2217 # intensive noise calculations.
2219 # mgv7_cave_width = 0.09
2221 # Y of upper limit of large caves.
2223 # mgv7_large_cave_depth = -33
2225 # Minimum limit of random number of small caves per mapchunk.
2226 # type: int min: 0 max: 256
2227 # mgv7_small_cave_num_min = 0
2229 # Maximum limit of random number of small caves per mapchunk.
2230 # type: int min: 0 max: 256
2231 # mgv7_small_cave_num_max = 0
2233 # Minimum limit of random number of large caves per mapchunk.
2234 # type: int min: 0 max: 64
2235 # mgv7_large_cave_num_min = 0
2237 # Maximum limit of random number of large caves per mapchunk.
2238 # type: int min: 0 max: 64
2239 # mgv7_large_cave_num_max = 2
2241 # Proportion of large caves that contain liquid.
2242 # type: float min: 0 max: 1
2243 # mgv7_large_cave_flooded = 0.5
2245 # Y-level of cavern upper limit.
2247 # mgv7_cavern_limit = -256
2249 # Y-distance over which caverns expand to full size.
2251 # mgv7_cavern_taper = 256
2253 # Defines full size of caverns, smaller values create larger caverns.
2255 # mgv7_cavern_threshold = 0.7
2257 # Lower Y limit of dungeons.
2259 # mgv7_dungeon_ymin = -31000
2261 # Upper Y limit of dungeons.
2263 # mgv7_dungeon_ymax = 31000
2267 # Y-level of higher terrain that creates cliffs.
2268 # type: noise_params_2d
2269 # mgv7_np_terrain_base = {
2272 # spread = (600, 600, 600),
2275 # persistence = 0.6,
2280 # Y-level of lower terrain and seabed.
2281 # type: noise_params_2d
2282 # mgv7_np_terrain_alt = {
2285 # spread = (600, 600, 600),
2288 # persistence = 0.6,
2293 # Varies roughness of terrain.
2294 # Defines the 'persistence' value for terrain_base and terrain_alt noises.
2295 # type: noise_params_2d
2296 # mgv7_np_terrain_persist = {
2299 # spread = (2000, 2000, 2000),
2302 # persistence = 0.6,
2307 # Defines distribution of higher terrain and steepness of cliffs.
2308 # type: noise_params_2d
2309 # mgv7_np_height_select = {
2312 # spread = (500, 500, 500),
2315 # persistence = 0.7,
2320 # Variation of biome filler depth.
2321 # type: noise_params_2d
2322 # mgv7_np_filler_depth = {
2325 # spread = (150, 150, 150),
2328 # persistence = 0.7,
2333 # Variation of maximum mountain height (in nodes).
2334 # type: noise_params_2d
2335 # mgv7_np_mount_height = {
2338 # spread = (1000, 1000, 1000),
2341 # persistence = 0.6,
2346 # Defines large-scale river channel structure.
2347 # type: noise_params_2d
2348 # mgv7_np_ridge_uwater = {
2351 # spread = (1000, 1000, 1000),
2354 # persistence = 0.6,
2359 # 3D noise defining mountain structure and height.
2360 # Also defines structure of floatland mountain terrain.
2361 # type: noise_params_3d
2362 # mgv7_np_mountain = {
2365 # spread = (250, 350, 250),
2368 # persistence = 0.63,
2373 # 3D noise defining structure of river canyon walls.
2374 # type: noise_params_3d
2378 # spread = (100, 100, 100),
2381 # persistence = 0.75,
2386 # 3D noise defining structure of floatlands.
2387 # If altered from the default, the noise 'scale' (0.7 by default) may need
2388 # to be adjusted, as floatland tapering functions best when this noise has
2389 # a value range of approximately -2.0 to 2.0.
2390 # type: noise_params_3d
2391 # mgv7_np_floatland = {
2394 # spread = (384, 96, 384),
2397 # persistence = 0.75,
2398 # lacunarity = 1.618,
2402 # 3D noise defining giant caverns.
2403 # type: noise_params_3d
2404 # mgv7_np_cavern = {
2407 # spread = (384, 128, 384),
2410 # persistence = 0.63,
2415 # First of two 3D noises that together define tunnels.
2416 # type: noise_params_3d
2420 # spread = (61, 61, 61),
2423 # persistence = 0.5,
2428 # Second of two 3D noises that together define tunnels.
2429 # type: noise_params_3d
2433 # spread = (67, 67, 67),
2436 # persistence = 0.5,
2441 # 3D noise that determines number of dungeons per mapchunk.
2442 # type: noise_params_3d
2443 # mgv7_np_dungeons = {
2446 # spread = (500, 500, 500),
2449 # persistence = 0.8,
2454 ## Mapgen Carpathian
2456 # Map generation attributes specific to Mapgen Carpathian.
2457 # type: flags possible values: caverns, rivers, nocaverns, norivers
2458 # mgcarpathian_spflags = caverns,norivers
2460 # Defines the base ground level.
2462 # mgcarpathian_base_level = 12.0
2464 # Defines the width of the river channel.
2466 # mgcarpathian_river_width = 0.05
2468 # Defines the depth of the river channel.
2470 # mgcarpathian_river_depth = 24.0
2472 # Defines the width of the river valley.
2474 # mgcarpathian_valley_width = 0.25
2476 # Controls width of tunnels, a smaller value creates wider tunnels.
2477 # Value >= 10.0 completely disables generation of tunnels and avoids the
2478 # intensive noise calculations.
2480 # mgcarpathian_cave_width = 0.09
2482 # Y of upper limit of large caves.
2484 # mgcarpathian_large_cave_depth = -33
2486 # Minimum limit of random number of small caves per mapchunk.
2487 # type: int min: 0 max: 256
2488 # mgcarpathian_small_cave_num_min = 0
2490 # Maximum limit of random number of small caves per mapchunk.
2491 # type: int min: 0 max: 256
2492 # mgcarpathian_small_cave_num_max = 0
2494 # Minimum limit of random number of large caves per mapchunk.
2495 # type: int min: 0 max: 64
2496 # mgcarpathian_large_cave_num_min = 0
2498 # Maximum limit of random number of large caves per mapchunk.
2499 # type: int min: 0 max: 64
2500 # mgcarpathian_large_cave_num_max = 2
2502 # Proportion of large caves that contain liquid.
2503 # type: float min: 0 max: 1
2504 # mgcarpathian_large_cave_flooded = 0.5
2506 # Y-level of cavern upper limit.
2508 # mgcarpathian_cavern_limit = -256
2510 # Y-distance over which caverns expand to full size.
2512 # mgcarpathian_cavern_taper = 256
2514 # Defines full size of caverns, smaller values create larger caverns.
2516 # mgcarpathian_cavern_threshold = 0.7
2518 # Lower Y limit of dungeons.
2520 # mgcarpathian_dungeon_ymin = -31000
2522 # Upper Y limit of dungeons.
2524 # mgcarpathian_dungeon_ymax = 31000
2528 # Variation of biome filler depth.
2529 # type: noise_params_2d
2530 # mgcarpathian_np_filler_depth = {
2533 # spread = (128, 128, 128),
2536 # persistence = 0.7,
2541 # First of 4 2D noises that together define hill/mountain range height.
2542 # type: noise_params_2d
2543 # mgcarpathian_np_height1 = {
2546 # spread = (251, 251, 251),
2549 # persistence = 0.5,
2554 # Second of 4 2D noises that together define hill/mountain range height.
2555 # type: noise_params_2d
2556 # mgcarpathian_np_height2 = {
2559 # spread = (383, 383, 383),
2562 # persistence = 0.5,
2567 # Third of 4 2D noises that together define hill/mountain range height.
2568 # type: noise_params_2d
2569 # mgcarpathian_np_height3 = {
2572 # spread = (509, 509, 509),
2575 # persistence = 0.5,
2580 # Fourth of 4 2D noises that together define hill/mountain range height.
2581 # type: noise_params_2d
2582 # mgcarpathian_np_height4 = {
2585 # spread = (631, 631, 631),
2588 # persistence = 0.5,
2593 # 2D noise that controls the size/occurrence of rolling hills.
2594 # type: noise_params_2d
2595 # mgcarpathian_np_hills_terrain = {
2598 # spread = (1301, 1301, 1301),
2601 # persistence = 0.5,
2606 # 2D noise that controls the size/occurrence of ridged mountain ranges.
2607 # type: noise_params_2d
2608 # mgcarpathian_np_ridge_terrain = {
2611 # spread = (1889, 1889, 1889),
2614 # persistence = 0.5,
2619 # 2D noise that controls the size/occurrence of step mountain ranges.
2620 # type: noise_params_2d
2621 # mgcarpathian_np_step_terrain = {
2624 # spread = (1889, 1889, 1889),
2627 # persistence = 0.5,
2632 # 2D noise that controls the shape/size of rolling hills.
2633 # type: noise_params_2d
2634 # mgcarpathian_np_hills = {
2637 # spread = (257, 257, 257),
2640 # persistence = 0.5,
2645 # 2D noise that controls the shape/size of ridged mountains.
2646 # type: noise_params_2d
2647 # mgcarpathian_np_ridge_mnt = {
2650 # spread = (743, 743, 743),
2653 # persistence = 0.7,
2658 # 2D noise that controls the shape/size of step mountains.
2659 # type: noise_params_2d
2660 # mgcarpathian_np_step_mnt = {
2663 # spread = (509, 509, 509),
2666 # persistence = 0.6,
2671 # 2D noise that locates the river valleys and channels.
2672 # type: noise_params_2d
2673 # mgcarpathian_np_rivers = {
2676 # spread = (1000, 1000, 1000),
2679 # persistence = 0.6,
2684 # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
2685 # type: noise_params_3d
2686 # mgcarpathian_np_mnt_var = {
2689 # spread = (499, 499, 499),
2692 # persistence = 0.55,
2697 # First of two 3D noises that together define tunnels.
2698 # type: noise_params_3d
2699 # mgcarpathian_np_cave1 = {
2702 # spread = (61, 61, 61),
2705 # persistence = 0.5,
2710 # Second of two 3D noises that together define tunnels.
2711 # type: noise_params_3d
2712 # mgcarpathian_np_cave2 = {
2715 # spread = (67, 67, 67),
2718 # persistence = 0.5,
2723 # 3D noise defining giant caverns.
2724 # type: noise_params_3d
2725 # mgcarpathian_np_cavern = {
2728 # spread = (384, 128, 384),
2731 # persistence = 0.63,
2736 # 3D noise that determines number of dungeons per mapchunk.
2737 # type: noise_params_3d
2738 # mgcarpathian_np_dungeons = {
2741 # spread = (500, 500, 500),
2744 # persistence = 0.8,
2751 # Map generation attributes specific to Mapgen Flat.
2752 # Occasional lakes and hills can be added to the flat world.
2753 # type: flags possible values: lakes, hills, nolakes, nohills
2754 # mgflat_spflags = nolakes,nohills
2758 # mgflat_ground_level = 8
2760 # Y of upper limit of large caves.
2762 # mgflat_large_cave_depth = -33
2764 # Minimum limit of random number of small caves per mapchunk.
2765 # type: int min: 0 max: 256
2766 # mgflat_small_cave_num_min = 0
2768 # Maximum limit of random number of small caves per mapchunk.
2769 # type: int min: 0 max: 256
2770 # mgflat_small_cave_num_max = 0
2772 # Minimum limit of random number of large caves per mapchunk.
2773 # type: int min: 0 max: 64
2774 # mgflat_large_cave_num_min = 0
2776 # Maximum limit of random number of large caves per mapchunk.
2777 # type: int min: 0 max: 64
2778 # mgflat_large_cave_num_max = 2
2780 # Proportion of large caves that contain liquid.
2781 # type: float min: 0 max: 1
2782 # mgflat_large_cave_flooded = 0.5
2784 # Controls width of tunnels, a smaller value creates wider tunnels.
2785 # Value >= 10.0 completely disables generation of tunnels and avoids the
2786 # intensive noise calculations.
2788 # mgflat_cave_width = 0.09
2790 # Terrain noise threshold for lakes.
2791 # Controls proportion of world area covered by lakes.
2792 # Adjust towards 0.0 for a larger proportion.
2794 # mgflat_lake_threshold = -0.45
2796 # Controls steepness/depth of lake depressions.
2798 # mgflat_lake_steepness = 48.0
2800 # Terrain noise threshold for hills.
2801 # Controls proportion of world area covered by hills.
2802 # Adjust towards 0.0 for a larger proportion.
2804 # mgflat_hill_threshold = 0.45
2806 # Controls steepness/height of hills.
2808 # mgflat_hill_steepness = 64.0
2810 # Lower Y limit of dungeons.
2812 # mgflat_dungeon_ymin = -31000
2814 # Upper Y limit of dungeons.
2816 # mgflat_dungeon_ymax = 31000
2820 # Defines location and terrain of optional hills and lakes.
2821 # type: noise_params_2d
2822 # mgflat_np_terrain = {
2825 # spread = (600, 600, 600),
2828 # persistence = 0.6,
2833 # Variation of biome filler depth.
2834 # type: noise_params_2d
2835 # mgflat_np_filler_depth = {
2838 # spread = (150, 150, 150),
2841 # persistence = 0.7,
2846 # First of two 3D noises that together define tunnels.
2847 # type: noise_params_3d
2848 # mgflat_np_cave1 = {
2851 # spread = (61, 61, 61),
2854 # persistence = 0.5,
2859 # Second of two 3D noises that together define tunnels.
2860 # type: noise_params_3d
2861 # mgflat_np_cave2 = {
2864 # spread = (67, 67, 67),
2867 # persistence = 0.5,
2872 # 3D noise that determines number of dungeons per mapchunk.
2873 # type: noise_params_3d
2874 # mgflat_np_dungeons = {
2877 # spread = (500, 500, 500),
2880 # persistence = 0.8,
2887 # Map generation attributes specific to Mapgen Fractal.
2888 # 'terrain' enables the generation of non-fractal terrain:
2889 # ocean, islands and underground.
2890 # type: flags possible values: terrain, noterrain
2891 # mgfractal_spflags = terrain
2893 # Controls width of tunnels, a smaller value creates wider tunnels.
2894 # Value >= 10.0 completely disables generation of tunnels and avoids the
2895 # intensive noise calculations.
2897 # mgfractal_cave_width = 0.09
2899 # Y of upper limit of large caves.
2901 # mgfractal_large_cave_depth = -33
2903 # Minimum limit of random number of small caves per mapchunk.
2904 # type: int min: 0 max: 256
2905 # mgfractal_small_cave_num_min = 0
2907 # Maximum limit of random number of small caves per mapchunk.
2908 # type: int min: 0 max: 256
2909 # mgfractal_small_cave_num_max = 0
2911 # Minimum limit of random number of large caves per mapchunk.
2912 # type: int min: 0 max: 64
2913 # mgfractal_large_cave_num_min = 0
2915 # Maximum limit of random number of large caves per mapchunk.
2916 # type: int min: 0 max: 64
2917 # mgfractal_large_cave_num_max = 2
2919 # Proportion of large caves that contain liquid.
2920 # type: float min: 0 max: 1
2921 # mgfractal_large_cave_flooded = 0.5
2923 # Lower Y limit of dungeons.
2925 # mgfractal_dungeon_ymin = -31000
2927 # Upper Y limit of dungeons.
2929 # mgfractal_dungeon_ymax = 31000
2931 # Selects one of 18 fractal types.
2932 # 1 = 4D "Roundy" Mandelbrot set.
2933 # 2 = 4D "Roundy" Julia set.
2934 # 3 = 4D "Squarry" Mandelbrot set.
2935 # 4 = 4D "Squarry" Julia set.
2936 # 5 = 4D "Mandy Cousin" Mandelbrot set.
2937 # 6 = 4D "Mandy Cousin" Julia set.
2938 # 7 = 4D "Variation" Mandelbrot set.
2939 # 8 = 4D "Variation" Julia set.
2940 # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
2941 # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
2942 # 11 = 3D "Christmas Tree" Mandelbrot set.
2943 # 12 = 3D "Christmas Tree" Julia set.
2944 # 13 = 3D "Mandelbulb" Mandelbrot set.
2945 # 14 = 3D "Mandelbulb" Julia set.
2946 # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
2947 # 16 = 3D "Cosine Mandelbulb" Julia set.
2948 # 17 = 4D "Mandelbulb" Mandelbrot set.
2949 # 18 = 4D "Mandelbulb" Julia set.
2950 # type: int min: 1 max: 18
2951 # mgfractal_fractal = 1
2953 # Iterations of the recursive function.
2954 # Increasing this increases the amount of fine detail, but also
2955 # increases processing load.
2956 # At iterations = 20 this mapgen has a similar load to mapgen V7.
2958 # mgfractal_iterations = 11
2960 # (X,Y,Z) scale of fractal in nodes.
2961 # Actual fractal size will be 2 to 3 times larger.
2962 # These numbers can be made very large, the fractal does
2963 # not have to fit inside the world.
2964 # Increase these to 'zoom' into the detail of the fractal.
2965 # Default is for a vertically-squashed shape suitable for
2966 # an island, set all 3 numbers equal for the raw shape.
2968 # mgfractal_scale = (4096.0, 1024.0, 4096.0)
2970 # (X,Y,Z) offset of fractal from world center in units of 'scale'.
2971 # Can be used to move a desired point to (0, 0) to create a
2972 # suitable spawn point, or to allow 'zooming in' on a desired
2973 # point by increasing 'scale'.
2974 # The default is tuned for a suitable spawn point for Mandelbrot
2975 # sets with default parameters, it may need altering in other
2977 # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
2979 # mgfractal_offset = (1.79, 0.0, 0.0)
2981 # W coordinate of the generated 3D slice of a 4D fractal.
2982 # Determines which 3D slice of the 4D shape is generated.
2983 # Alters the shape of the fractal.
2984 # Has no effect on 3D fractals.
2985 # Range roughly -2 to 2.
2987 # mgfractal_slice_w = 0.0
2990 # X component of hypercomplex constant.
2991 # Alters the shape of the fractal.
2992 # Range roughly -2 to 2.
2994 # mgfractal_julia_x = 0.33
2997 # Y component of hypercomplex constant.
2998 # Alters the shape of the fractal.
2999 # Range roughly -2 to 2.
3001 # mgfractal_julia_y = 0.33
3004 # Z component of hypercomplex constant.
3005 # Alters the shape of the fractal.
3006 # Range roughly -2 to 2.
3008 # mgfractal_julia_z = 0.33
3011 # W component of hypercomplex constant.
3012 # Alters the shape of the fractal.
3013 # Has no effect on 3D fractals.
3014 # Range roughly -2 to 2.
3016 # mgfractal_julia_w = 0.33
3020 # Y-level of seabed.
3021 # type: noise_params_2d
3022 # mgfractal_np_seabed = {
3025 # spread = (600, 600, 600),
3028 # persistence = 0.6,
3033 # Variation of biome filler depth.
3034 # type: noise_params_2d
3035 # mgfractal_np_filler_depth = {
3038 # spread = (150, 150, 150),
3041 # persistence = 0.7,
3046 # First of two 3D noises that together define tunnels.
3047 # type: noise_params_3d
3048 # mgfractal_np_cave1 = {
3051 # spread = (61, 61, 61),
3054 # persistence = 0.5,
3059 # Second of two 3D noises that together define tunnels.
3060 # type: noise_params_3d
3061 # mgfractal_np_cave2 = {
3064 # spread = (67, 67, 67),
3067 # persistence = 0.5,
3072 # 3D noise that determines number of dungeons per mapchunk.
3073 # type: noise_params_3d
3074 # mgfractal_np_dungeons = {
3077 # spread = (500, 500, 500),
3080 # persistence = 0.8,
3087 # Map generation attributes specific to Mapgen Valleys.
3088 # 'altitude_chill': Reduces heat with altitude.
3089 # 'humid_rivers': Increases humidity around rivers.
3090 # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
3091 # to become shallower and occasionally dry.
3092 # 'altitude_dry': Reduces humidity with altitude.
3093 # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
3094 # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
3096 # The vertical distance over which heat drops by 20 if 'altitude_chill' is
3097 # enabled. Also the vertical distance over which humidity drops by 10 if
3098 # 'altitude_dry' is enabled.
3100 # mgvalleys_altitude_chill = 90
3102 # Depth below which you'll find large caves.
3104 # mgvalleys_large_cave_depth = -33
3106 # Minimum limit of random number of small caves per mapchunk.
3107 # type: int min: 0 max: 256
3108 # mgvalleys_small_cave_num_min = 0
3110 # Maximum limit of random number of small caves per mapchunk.
3111 # type: int min: 0 max: 256
3112 # mgvalleys_small_cave_num_max = 0
3114 # Minimum limit of random number of large caves per mapchunk.
3115 # type: int min: 0 max: 64
3116 # mgvalleys_large_cave_num_min = 0
3118 # Maximum limit of random number of large caves per mapchunk.
3119 # type: int min: 0 max: 64
3120 # mgvalleys_large_cave_num_max = 2
3122 # Proportion of large caves that contain liquid.
3123 # type: float min: 0 max: 1
3124 # mgvalleys_large_cave_flooded = 0.5
3126 # Depth below which you'll find giant caverns.
3128 # mgvalleys_cavern_limit = -256
3130 # Y-distance over which caverns expand to full size.
3132 # mgvalleys_cavern_taper = 192
3134 # Defines full size of caverns, smaller values create larger caverns.
3136 # mgvalleys_cavern_threshold = 0.6
3138 # How deep to make rivers.
3140 # mgvalleys_river_depth = 4
3142 # How wide to make rivers.
3144 # mgvalleys_river_size = 5
3146 # Controls width of tunnels, a smaller value creates wider tunnels.
3147 # Value >= 10.0 completely disables generation of tunnels and avoids the
3148 # intensive noise calculations.
3150 # mgvalleys_cave_width = 0.09
3152 # Lower Y limit of dungeons.
3154 # mgvalleys_dungeon_ymin = -31000
3156 # Upper Y limit of dungeons.
3158 # mgvalleys_dungeon_ymax = 63
3162 # First of two 3D noises that together define tunnels.
3163 # type: noise_params_3d
3164 # mgvalleys_np_cave1 = {
3167 # spread = (61, 61, 61),
3170 # persistence = 0.5,
3175 # Second of two 3D noises that together define tunnels.
3176 # type: noise_params_3d
3177 # mgvalleys_np_cave2 = {
3180 # spread = (67, 67, 67),
3183 # persistence = 0.5,
3188 # The depth of dirt or other biome filler node.
3189 # type: noise_params_2d
3190 # mgvalleys_np_filler_depth = {
3193 # spread = (256, 256, 256),
3196 # persistence = 0.5,
3201 # 3D noise defining giant caverns.
3202 # type: noise_params_3d
3203 # mgvalleys_np_cavern = {
3206 # spread = (768, 256, 768),
3209 # persistence = 0.63,
3214 # Defines large-scale river channel structure.
3215 # type: noise_params_2d
3216 # mgvalleys_np_rivers = {
3219 # spread = (256, 256, 256),
3222 # persistence = 0.6,
3227 # Base terrain height.
3228 # type: noise_params_2d
3229 # mgvalleys_np_terrain_height = {
3232 # spread = (1024, 1024, 1024),
3235 # persistence = 0.4,
3240 # Raises terrain to make valleys around the rivers.
3241 # type: noise_params_2d
3242 # mgvalleys_np_valley_depth = {
3245 # spread = (512, 512, 512),
3248 # persistence = 1.0,
3253 # Slope and fill work together to modify the heights.
3254 # type: noise_params_3d
3255 # mgvalleys_np_inter_valley_fill = {
3258 # spread = (256, 512, 256),
3261 # persistence = 0.8,
3266 # Amplifies the valleys.
3267 # type: noise_params_2d
3268 # mgvalleys_np_valley_profile = {
3271 # spread = (512, 512, 512),
3274 # persistence = 1.0,
3279 # Slope and fill work together to modify the heights.
3280 # type: noise_params_2d
3281 # mgvalleys_np_inter_valley_slope = {
3284 # spread = (128, 128, 128),
3287 # persistence = 1.0,
3292 # 3D noise that determines number of dungeons per mapchunk.
3293 # type: noise_params_3d
3294 # mgvalleys_np_dungeons = {
3297 # spread = (500, 500, 500),
3300 # persistence = 0.8,
3307 # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
3308 # WARNING!: There is no benefit, and there are several dangers, in
3309 # increasing this value above 5.
3310 # Reducing this value increases cave and dungeon density.
3311 # Altering this value is for special usage, leaving it unchanged is
3316 # Dump the mapgen debug information.
3318 # enable_mapgen_debug_info = false
3320 # Maximum number of blocks that can be queued for loading.
3322 # emergequeue_limit_total = 512
3324 # Maximum number of blocks to be queued that are to be loaded from file.
3325 # This limit is enforced per player.
3327 # emergequeue_limit_diskonly = 64
3329 # Maximum number of blocks to be queued that are to be generated.
3330 # This limit is enforced per player.
3332 # emergequeue_limit_generate = 64
3334 # Number of emerge threads to use.
3336 # - Automatic selection. The number of emerge threads will be
3337 # - 'number of processors - 2', with a lower limit of 1.
3339 # - Specifies the number of emerge threads, with a lower limit of 1.
3340 # WARNING: Increasing the number of emerge threads increases engine mapgen
3341 # speed, but this may harm game performance by interfering with other
3342 # processes, especially in singleplayer and/or when running Lua code in
3343 # 'on_generated'. For many users the optimum setting may be '1'.
3345 # num_emerge_threads = 1
3348 # Online Content Repository
3351 # The URL for the content repository
3353 # contentdb_url = https://content.minetest.net
3355 # Comma-separated list of flags to hide in the content repository.
3356 # "nonfree" can be used to hide packages which do not qualify as 'free software',
3357 # as defined by the Free Software Foundation.
3358 # You can also specify content ratings.
3359 # These flags are independent from Minetest versions,
3360 # so see a full list at https://content.minetest.net/help/content_flags/
3362 # contentdb_flag_blacklist = nonfree, desktop_default