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  1. # This file contains a list of all available settings and their default value for minetest.conf
  2. # By default, all the settings are commented and not functional.
  3. # Uncomment settings by removing the preceding #.
  4. # minetest.conf is read by default from:
  5. # ../minetest.conf
  6. # ../../minetest.conf
  7. # Any other path can be chosen by passing the path as a parameter
  8. # to the program, eg. "minetest.exe --config ../minetest.conf.example".
  9. # Further documentation:
  10. # http://wiki.minetest.net/
  11. #
  12. # Controls
  13. #
  14. # If enabled, you can place blocks at the position (feet + eye level) where you stand.
  15. # This is helpful when working with nodeboxes in small areas.
  16. # type: bool
  17. # enable_build_where_you_stand = false
  18. # Player is able to fly without being affected by gravity.
  19. # This requires the "fly" privilege on the server.
  20. # type: bool
  21. # free_move = false
  22. # If enabled, makes move directions relative to the player's pitch when flying or swimming.
  23. # type: bool
  24. # pitch_move = false
  25. # Fast movement (via the "special" key).
  26. # This requires the "fast" privilege on the server.
  27. # type: bool
  28. # fast_move = false
  29. # If enabled together with fly mode, player is able to fly through solid nodes.
  30. # This requires the "noclip" privilege on the server.
  31. # type: bool
  32. # noclip = false
  33. # Smooths camera when looking around. Also called look or mouse smoothing.
  34. # Useful for recording videos.
  35. # type: bool
  36. # cinematic = false
  37. # Smooths rotation of camera. 0 to disable.
  38. # type: float min: 0 max: 0.99
  39. # camera_smoothing = 0.0
  40. # Smooths rotation of camera in cinematic mode. 0 to disable.
  41. # type: float min: 0 max: 0.99
  42. # cinematic_camera_smoothing = 0.7
  43. # Invert vertical mouse movement.
  44. # type: bool
  45. # invert_mouse = false
  46. # Mouse sensitivity multiplier.
  47. # type: float
  48. # mouse_sensitivity = 0.2
  49. # If enabled, "special" key instead of "sneak" key is used for climbing down and
  50. # descending.
  51. # type: bool
  52. # aux1_descends = false
  53. # Double-tapping the jump key toggles fly mode.
  54. # type: bool
  55. # doubletap_jump = false
  56. # If disabled, "special" key is used to fly fast if both fly and fast mode are
  57. # enabled.
  58. # type: bool
  59. # always_fly_fast = true
  60. # The time in seconds it takes between repeated right clicks when holding the right
  61. # mouse button.
  62. # type: float min: 0.001
  63. # repeat_rightclick_time = 0.25
  64. # Automatically jump up single-node obstacles.
  65. # type: bool
  66. # autojump = false
  67. # Prevent digging and placing from repeating when holding the mouse buttons.
  68. # Enable this when you dig or place too often by accident.
  69. # type: bool
  70. # safe_dig_and_place = false
  71. # Enable random user input (only used for testing).
  72. # type: bool
  73. # random_input = false
  74. # Continuous forward movement, toggled by autoforward key.
  75. # Press the autoforward key again or the backwards movement to disable.
  76. # type: bool
  77. # continuous_forward = false
  78. # The length in pixels it takes for touch screen interaction to start.
  79. # type: int min: 0 max: 100
  80. # touchscreen_threshold = 20
  81. # (Android) Fixes the position of virtual joystick.
  82. # If disabled, virtual joystick will center to first-touch's position.
  83. # type: bool
  84. # fixed_virtual_joystick = false
  85. # (Android) Use virtual joystick to trigger "aux" button.
  86. # If enabled, virtual joystick will also tap "aux" button when out of main circle.
  87. # type: bool
  88. # virtual_joystick_triggers_aux = false
  89. # Enable joysticks
  90. # type: bool
  91. # enable_joysticks = false
  92. # The identifier of the joystick to use
  93. # type: int
  94. # joystick_id = 0
  95. # The type of joystick
  96. # type: enum values: auto, generic, xbox
  97. # joystick_type = auto
  98. # The time in seconds it takes between repeated events
  99. # when holding down a joystick button combination.
  100. # type: float min: 0.001
  101. # repeat_joystick_button_time = 0.17
  102. # The deadzone of the joystick
  103. # joystick_deadzone = 2048
  104. # The sensitivity of the joystick axes for moving the
  105. # ingame view frustum around.
  106. # type: float
  107. # joystick_frustum_sensitivity = 170
  108. # Key for moving the player forward.
  109. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  110. # type: key
  111. # keymap_forward = KEY_KEY_W
  112. # Key for moving the player backward.
  113. # Will also disable autoforward, when active.
  114. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  115. # type: key
  116. # keymap_backward = KEY_KEY_S
  117. # Key for moving the player left.
  118. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  119. # type: key
  120. # keymap_left = KEY_KEY_A
  121. # Key for moving the player right.
  122. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  123. # type: key
  124. # keymap_right = KEY_KEY_D
  125. # Key for jumping.
  126. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  127. # type: key
  128. # keymap_jump = KEY_SPACE
  129. # Key for sneaking.
  130. # Also used for climbing down and descending in water if aux1_descends is disabled.
  131. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  132. # type: key
  133. # keymap_sneak = KEY_LSHIFT
  134. # Key for opening the inventory.
  135. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  136. # type: key
  137. # keymap_inventory = KEY_KEY_I
  138. # Key for moving fast in fast mode.
  139. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  140. # type: key
  141. # keymap_special1 = KEY_KEY_E
  142. # Key for opening the chat window.
  143. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  144. # type: key
  145. # keymap_chat = KEY_KEY_T
  146. # Key for opening the chat window to type commands.
  147. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  148. # type: key
  149. # keymap_cmd = /
  150. # Key for opening the chat window to type local commands.
  151. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  152. # type: key
  153. # keymap_cmd_local = .
  154. # Key for toggling unlimited view range.
  155. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  156. # type: key
  157. # keymap_rangeselect = KEY_KEY_R
  158. # Key for toggling flying.
  159. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  160. # type: key
  161. # keymap_freemove = KEY_KEY_K
  162. # Key for toggling pitch move mode.
  163. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  164. # type: key
  165. # keymap_pitchmove = KEY_KEY_P
  166. # Key for toggling fast mode.
  167. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  168. # type: key
  169. # keymap_fastmove = KEY_KEY_J
  170. # Key for toggling noclip mode.
  171. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  172. # type: key
  173. # keymap_noclip = KEY_KEY_H
  174. # Key for selecting the next item in the hotbar.
  175. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  176. # type: key
  177. # keymap_hotbar_next = KEY_KEY_N
  178. # Key for selecting the previous item in the hotbar.
  179. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  180. # type: key
  181. # keymap_hotbar_previous = KEY_KEY_B
  182. # Key for muting the game.
  183. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  184. # type: key
  185. # keymap_mute = KEY_KEY_M
  186. # Key for increasing the volume.
  187. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  188. # type: key
  189. # keymap_increase_volume =
  190. # Key for decreasing the volume.
  191. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  192. # type: key
  193. # keymap_decrease_volume =
  194. # Key for toggling autoforward.
  195. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  196. # type: key
  197. # keymap_autoforward =
  198. # Key for toggling cinematic mode.
  199. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  200. # type: key
  201. # keymap_cinematic =
  202. # Key for toggling display of minimap.
  203. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  204. # type: key
  205. # keymap_minimap = KEY_KEY_V
  206. # Key for taking screenshots.
  207. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  208. # type: key
  209. # keymap_screenshot = KEY_F12
  210. # Key for dropping the currently selected item.
  211. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  212. # type: key
  213. # keymap_drop = KEY_KEY_Q
  214. # Key to use view zoom when possible.
  215. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  216. # type: key
  217. # keymap_zoom = KEY_KEY_Z
  218. # Key for selecting the first hotbar slot.
  219. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  220. # type: key
  221. # keymap_slot1 = KEY_KEY_1
  222. # Key for selecting the second hotbar slot.
  223. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  224. # type: key
  225. # keymap_slot2 = KEY_KEY_2
  226. # Key for selecting the third hotbar slot.
  227. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  228. # type: key
  229. # keymap_slot3 = KEY_KEY_3
  230. # Key for selecting the fourth hotbar slot.
  231. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  232. # type: key
  233. # keymap_slot4 = KEY_KEY_4
  234. # Key for selecting the fifth hotbar slot.
  235. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  236. # type: key
  237. # keymap_slot5 = KEY_KEY_5
  238. # Key for selecting the sixth hotbar slot.
  239. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  240. # type: key
  241. # keymap_slot6 = KEY_KEY_6
  242. # Key for selecting the seventh hotbar slot.
  243. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  244. # type: key
  245. # keymap_slot7 = KEY_KEY_7
  246. # Key for selecting the eighth hotbar slot.
  247. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  248. # type: key
  249. # keymap_slot8 = KEY_KEY_8
  250. # Key for selecting the ninth hotbar slot.
  251. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  252. # type: key
  253. # keymap_slot9 = KEY_KEY_9
  254. # Key for selecting the tenth hotbar slot.
  255. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  256. # type: key
  257. # keymap_slot10 = KEY_KEY_0
  258. # Key for selecting the 11th hotbar slot.
  259. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  260. # type: key
  261. # keymap_slot11 =
  262. # Key for selecting the 12th hotbar slot.
  263. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  264. # type: key
  265. # keymap_slot12 =
  266. # Key for selecting the 13th hotbar slot.
  267. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  268. # type: key
  269. # keymap_slot13 =
  270. # Key for selecting the 14th hotbar slot.
  271. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  272. # type: key
  273. # keymap_slot14 =
  274. # Key for selecting the 15th hotbar slot.
  275. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  276. # type: key
  277. # keymap_slot15 =
  278. # Key for selecting the 16th hotbar slot.
  279. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  280. # type: key
  281. # keymap_slot16 =
  282. # Key for selecting the 17th hotbar slot.
  283. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  284. # type: key
  285. # keymap_slot17 =
  286. # Key for selecting the 18th hotbar slot.
  287. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  288. # type: key
  289. # keymap_slot18 =
  290. # Key for selecting the 19th hotbar slot.
  291. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  292. # type: key
  293. # keymap_slot19 =
  294. # Key for selecting the 20th hotbar slot.
  295. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  296. # type: key
  297. # keymap_slot20 =
  298. # Key for selecting the 21st hotbar slot.
  299. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  300. # type: key
  301. # keymap_slot21 =
  302. # Key for selecting the 22nd hotbar slot.
  303. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  304. # type: key
  305. # keymap_slot22 =
  306. # Key for selecting the 23rd hotbar slot.
  307. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  308. # type: key
  309. # keymap_slot23 =
  310. # Key for selecting the 24th hotbar slot.
  311. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  312. # type: key
  313. # keymap_slot24 =
  314. # Key for selecting the 25th hotbar slot.
  315. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  316. # type: key
  317. # keymap_slot25 =
  318. # Key for selecting the 26th hotbar slot.
  319. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  320. # type: key
  321. # keymap_slot26 =
  322. # Key for selecting the 27th hotbar slot.
  323. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  324. # type: key
  325. # keymap_slot27 =
  326. # Key for selecting the 28th hotbar slot.
  327. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  328. # type: key
  329. # keymap_slot28 =
  330. # Key for selecting the 29th hotbar slot.
  331. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  332. # type: key
  333. # keymap_slot29 =
  334. # Key for selecting the 30th hotbar slot.
  335. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  336. # type: key
  337. # keymap_slot30 =
  338. # Key for selecting the 31st hotbar slot.
  339. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  340. # type: key
  341. # keymap_slot31 =
  342. # Key for selecting the 32nd hotbar slot.
  343. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  344. # type: key
  345. # keymap_slot32 =
  346. # Key for toggling the display of the HUD.
  347. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  348. # type: key
  349. # keymap_toggle_hud = KEY_F1
  350. # Key for toggling the display of chat.
  351. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  352. # type: key
  353. # keymap_toggle_chat = KEY_F2
  354. # Key for toggling the display of the large chat console.
  355. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  356. # type: key
  357. # keymap_console = KEY_F10
  358. # Key for toggling the display of fog.
  359. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  360. # type: key
  361. # keymap_toggle_force_fog_off = KEY_F3
  362. # Key for toggling the camera update. Only used for development
  363. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  364. # type: key
  365. # keymap_toggle_update_camera =
  366. # Key for toggling the display of debug info.
  367. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  368. # type: key
  369. # keymap_toggle_debug = KEY_F5
  370. # Key for toggling the display of the profiler. Used for development.
  371. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  372. # type: key
  373. # keymap_toggle_profiler = KEY_F6
  374. # Key for switching between first- and third-person camera.
  375. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  376. # type: key
  377. # keymap_camera_mode = KEY_KEY_C
  378. # Key for increasing the viewing range.
  379. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  380. # type: key
  381. # keymap_increase_viewing_range_min = +
  382. # Key for decreasing the viewing range.
  383. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
  384. # type: key
  385. # keymap_decrease_viewing_range_min = -
  386. #
  387. # Graphics
  388. #
  389. ## In-Game
  390. ### Basic
  391. # Enable vertex buffer objects.
  392. # This should greatly improve graphics performance.
  393. # type: bool
  394. # enable_vbo = true
  395. # Whether to fog out the end of the visible area.
  396. # type: bool
  397. # enable_fog = true
  398. # Leaves style:
  399. # - Fancy: all faces visible
  400. # - Simple: only outer faces, if defined special_tiles are used
  401. # - Opaque: disable transparency
  402. # type: enum values: fancy, simple, opaque
  403. # leaves_style = fancy
  404. # Connects glass if supported by node.
  405. # type: bool
  406. # connected_glass = false
  407. # Enable smooth lighting with simple ambient occlusion.
  408. # Disable for speed or for different looks.
  409. # type: bool
  410. # smooth_lighting = true
  411. # Clouds are a client side effect.
  412. # type: bool
  413. # enable_clouds = true
  414. # Use 3D cloud look instead of flat.
  415. # type: bool
  416. # enable_3d_clouds = true
  417. # Method used to highlight selected object.
  418. # type: enum values: box, halo, none
  419. # node_highlighting = box
  420. # Adds particles when digging a node.
  421. # type: bool
  422. # enable_particles = true
  423. ### Filtering
  424. # Use mip mapping to scale textures. May slightly increase performance,
  425. # especially when using a high resolution texture pack.
  426. # Gamma correct downscaling is not supported.
  427. # type: bool
  428. # mip_map = false
  429. # Use anisotropic filtering when viewing at textures from an angle.
  430. # type: bool
  431. # anisotropic_filter = false
  432. # Use bilinear filtering when scaling textures.
  433. # type: bool
  434. # bilinear_filter = false
  435. # Use trilinear filtering when scaling textures.
  436. # type: bool
  437. # trilinear_filter = false
  438. # Filtered textures can blend RGB values with fully-transparent neighbors,
  439. # which PNG optimizers usually discard, sometimes resulting in a dark or
  440. # light edge to transparent textures. Apply this filter to clean that up
  441. # at texture load time.
  442. # type: bool
  443. # texture_clean_transparent = false
  444. # When using bilinear/trilinear/anisotropic filters, low-resolution textures
  445. # can be blurred, so automatically upscale them with nearest-neighbor
  446. # interpolation to preserve crisp pixels. This sets the minimum texture size
  447. # for the upscaled textures; higher values look sharper, but require more
  448. # memory. Powers of 2 are recommended. Setting this higher than 1 may not
  449. # have a visible effect unless bilinear/trilinear/anisotropic filtering is
  450. # enabled.
  451. # This is also used as the base node texture size for world-aligned
  452. # texture autoscaling.
  453. # type: int
  454. # texture_min_size = 64
  455. # Experimental option, might cause visible spaces between blocks
  456. # when set to higher number than 0.
  457. # type: enum values: 0, 1, 2, 4, 8, 16
  458. # fsaa = 0
  459. # Undersampling is similar to using a lower screen resolution, but it applies
  460. # to the game world only, keeping the GUI intact.
  461. # It should give a significant performance boost at the cost of less detailed image.
  462. # Higher values result in a less detailed image.
  463. # type: int min: 1 max: 8
  464. # undersampling = 1
  465. ### Shaders
  466. # Shaders allow advanced visual effects and may increase performance on some video
  467. # cards.
  468. # This only works with the OpenGL video backend.
  469. # type: bool
  470. # enable_shaders = true
  471. # Path to shader directory. If no path is defined, default location will be used.
  472. # type: path
  473. # shader_path =
  474. #### Tone Mapping
  475. # Enables Hable's 'Uncharted 2' filmic tone mapping.
  476. # Simulates the tone curve of photographic film and how this approximates the
  477. # appearance of high dynamic range images. Mid-range contrast is slightly
  478. # enhanced, highlights and shadows are gradually compressed.
  479. # type: bool
  480. # tone_mapping = false
  481. #### Bumpmapping
  482. # Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack.
  483. # Requires shaders to be enabled.
  484. # type: bool
  485. # enable_bumpmapping = false
  486. #### Parallax Occlusion
  487. # Enables parallax occlusion mapping.
  488. # Requires shaders to be enabled.
  489. # type: bool
  490. # enable_parallax_occlusion = false
  491. # 0 = parallax occlusion with slope information (faster).
  492. # 1 = relief mapping (slower, more accurate).
  493. # type: int min: 0 max: 1
  494. # parallax_occlusion_mode = 1
  495. # Number of parallax occlusion iterations.
  496. # type: int
  497. # parallax_occlusion_iterations = 4
  498. # Overall scale of parallax occlusion effect.
  499. # type: float
  500. # parallax_occlusion_scale = 0.08
  501. # Overall bias of parallax occlusion effect, usually scale/2.
  502. # type: float
  503. # parallax_occlusion_bias = 0.04
  504. #### Waving Nodes
  505. # Set to true to enable waving liquids (like water).
  506. # Requires shaders to be enabled.
  507. # type: bool
  508. # enable_waving_water = false
  509. # The maximum height of the surface of waving liquids.
  510. # 4.0 = Wave height is two nodes.
  511. # 0.0 = Wave doesn't move at all.
  512. # Default is 1.0 (1/2 node).
  513. # Requires waving liquids to be enabled.
  514. # type: float min: 0 max: 4
  515. # water_wave_height = 1.0
  516. # Length of liquid waves.
  517. # Requires waving liquids to be enabled.
  518. # type: float min: 0.1
  519. # water_wave_length = 20.0
  520. # How fast liquid waves will move. Higher = faster.
  521. # If negative, liquid waves will move backwards.
  522. # Requires waving liquids to be enabled.
  523. # type: float
  524. # water_wave_speed = 5.0
  525. # Set to true to enable waving leaves.
  526. # Requires shaders to be enabled.
  527. # type: bool
  528. # enable_waving_leaves = false
  529. # Set to true to enable waving plants.
  530. # Requires shaders to be enabled.
  531. # type: bool
  532. # enable_waving_plants = false
  533. ### Advanced
  534. # Arm inertia, gives a more realistic movement of
  535. # the arm when the camera moves.
  536. # type: bool
  537. # arm_inertia = true
  538. # If FPS would go higher than this, limit it by sleeping
  539. # to not waste CPU power for no benefit.
  540. # type: int min: 1
  541. # fps_max = 60
  542. # Maximum FPS when game is paused.
  543. # type: int min: 1
  544. # pause_fps_max = 20
  545. # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
  546. # open.
  547. # type: bool
  548. # pause_on_lost_focus = false
  549. # View distance in nodes.
  550. # type: int min: 20 max: 4000
  551. # viewing_range = 100
  552. # Camera 'near clipping plane' distance in nodes, between 0 and 0.25
  553. # Only works on GLES platforms. Most users will not need to change this.
  554. # Increasing can reduce artifacting on weaker GPUs.
  555. # 0.1 = Default, 0.25 = Good value for weaker tablets.
  556. # type: float min: 0 max: 0.25
  557. # near_plane = 0.1
  558. # Width component of the initial window size.
  559. # type: int min: 1
  560. # screen_w = 1024
  561. # Height component of the initial window size.
  562. # type: int min: 1
  563. # screen_h = 600
  564. # Save window size automatically when modified.
  565. # type: bool
  566. # autosave_screensize = true
  567. # Fullscreen mode.
  568. # type: bool
  569. # fullscreen = false
  570. # Bits per pixel (aka color depth) in fullscreen mode.
  571. # type: int
  572. # fullscreen_bpp = 24
  573. # Vertical screen synchronization.
  574. # type: bool
  575. # vsync = false
  576. # Field of view in degrees.
  577. # type: int min: 45 max: 160
  578. # fov = 72
  579. # Alters the light curve by applying 'gamma correction' to it.
  580. # Higher values make middle and lower light levels brighter.
  581. # Value '1.0' leaves the light curve unaltered.
  582. # This only has significant effect on daylight and artificial
  583. # light, it has very little effect on natural night light.
  584. # type: float min: 0.33 max: 3
  585. # display_gamma = 1.0
  586. # Gradient of light curve at minimum light level.
  587. # Controls the contrast of the lowest light levels.
  588. # type: float min: 0 max: 3
  589. # lighting_alpha = 0.0
  590. # Gradient of light curve at maximum light level.
  591. # Controls the contrast of the highest light levels.
  592. # type: float min: 0 max: 3
  593. # lighting_beta = 1.5
  594. # Strength of light curve boost.
  595. # The 3 'boost' parameters define a range of the light
  596. # curve that is boosted in brightness.
  597. # type: float min: 0 max: 0.4
  598. # lighting_boost = 0.2
  599. # Center of light curve boost range.
  600. # Where 0.0 is minimum light level, 1.0 is maximum light level.
  601. # type: float min: 0 max: 1
  602. # lighting_boost_center = 0.5
  603. # Spread of light curve boost range.
  604. # Controls the width of the range to be boosted.
  605. # Standard deviation of the light curve boost Gaussian.
  606. # type: float min: 0 max: 0.4
  607. # lighting_boost_spread = 0.2
  608. # Path to texture directory. All textures are first searched from here.
  609. # type: path
  610. # texture_path =
  611. # The rendering back-end for Irrlicht.
  612. # A restart is required after changing this.
  613. # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
  614. # On other platforms, OpenGL is recommended, and it’s the only driver with
  615. # shader support currently.
  616. # type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl, ogles1, ogles2
  617. # video_driver = opengl
  618. # Radius of cloud area stated in number of 64 node cloud squares.
  619. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
  620. # type: int
  621. # cloud_radius = 12
  622. # Enable view bobbing and amount of view bobbing.
  623. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  624. # type: float
  625. # view_bobbing_amount = 1.0
  626. # Multiplier for fall bobbing.
  627. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  628. # type: float
  629. # fall_bobbing_amount = 0.03
  630. # 3D support.
  631. # Currently supported:
  632. # - none: no 3d output.
  633. # - anaglyph: cyan/magenta color 3d.
  634. # - interlaced: odd/even line based polarisation screen support.
  635. # - topbottom: split screen top/bottom.
  636. # - sidebyside: split screen side by side.
  637. # - crossview: Cross-eyed 3d
  638. # - pageflip: quadbuffer based 3d.
  639. # Note that the interlaced mode requires shaders to be enabled.
  640. # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
  641. # 3d_mode = none
  642. # Strength of 3D mode parallax.
  643. # type: float
  644. # 3d_paralax_strength = 0.025
  645. # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
  646. # type: float min: 0.1 max: 1
  647. # console_height = 0.6
  648. # In-game chat console background color (R,G,B).
  649. # type: string
  650. # console_color = (0,0,0)
  651. # In-game chat console background alpha (opaqueness, between 0 and 255).
  652. # type: int min: 0 max: 255
  653. # console_alpha = 200
  654. # Formspec full-screen background opacity (between 0 and 255).
  655. # type: int min: 0 max: 255
  656. # formspec_fullscreen_bg_opacity = 140
  657. # Formspec full-screen background color (R,G,B).
  658. # type: string
  659. # formspec_fullscreen_bg_color = (0,0,0)
  660. # Formspec default background opacity (between 0 and 255).
  661. # type: int min: 0 max: 255
  662. # formspec_default_bg_opacity = 140
  663. # Formspec default background color (R,G,B).
  664. # type: string
  665. # formspec_default_bg_color = (0,0,0)
  666. # Selection box border color (R,G,B).
  667. # type: string
  668. # selectionbox_color = (0,0,0)
  669. # Width of the selection box lines around nodes.
  670. # type: int min: 1 max: 5
  671. # selectionbox_width = 2
  672. # Crosshair color (R,G,B).
  673. # type: string
  674. # crosshair_color = (255,255,255)
  675. # Crosshair alpha (opaqueness, between 0 and 255).
  676. # type: int min: 0 max: 255
  677. # crosshair_alpha = 255
  678. # Maximum number of recent chat messages to show
  679. # type: int min: 2 max: 20
  680. # recent_chat_messages = 6
  681. # Whether node texture animations should be desynchronized per mapblock.
  682. # type: bool
  683. # desynchronize_mapblock_texture_animation = true
  684. # Maximum proportion of current window to be used for hotbar.
  685. # Useful if there's something to be displayed right or left of hotbar.
  686. # type: float
  687. # hud_hotbar_max_width = 1.0
  688. # Modifies the size of the hudbar elements.
  689. # type: float
  690. # hud_scaling = 1.0
  691. # Enables caching of facedir rotated meshes.
  692. # type: bool
  693. # enable_mesh_cache = false
  694. # Delay between mesh updates on the client in ms. Increasing this will slow
  695. # down the rate of mesh updates, thus reducing jitter on slower clients.
  696. # type: int min: 0 max: 50
  697. # mesh_generation_interval = 0
  698. # Size of the MapBlock cache of the mesh generator. Increasing this will
  699. # increase the cache hit %, reducing the data being copied from the main
  700. # thread, thus reducing jitter.
  701. # type: int min: 0 max: 1000
  702. # meshgen_block_cache_size = 20
  703. # Enables minimap.
  704. # type: bool
  705. # enable_minimap = true
  706. # Shape of the minimap. Enabled = round, disabled = square.
  707. # type: bool
  708. # minimap_shape_round = true
  709. # True = 256
  710. # False = 128
  711. # Usable to make minimap smoother on slower machines.
  712. # type: bool
  713. # minimap_double_scan_height = true
  714. # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
  715. # type: bool
  716. # directional_colored_fog = true
  717. # The strength (darkness) of node ambient-occlusion shading.
  718. # Lower is darker, Higher is lighter. The valid range of values for this
  719. # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
  720. # set to the nearest valid value.
  721. # type: float min: 0.25 max: 4
  722. # ambient_occlusion_gamma = 2.2
  723. # Enables animation of inventory items.
  724. # type: bool
  725. # inventory_items_animations = false
  726. # Fraction of the visible distance at which fog starts to be rendered
  727. # type: float min: 0 max: 0.99
  728. # fog_start = 0.4
  729. # Makes all liquids opaque
  730. # type: bool
  731. # opaque_water = false
  732. # Textures on a node may be aligned either to the node or to the world.
  733. # The former mode suits better things like machines, furniture, etc., while
  734. # the latter makes stairs and microblocks fit surroundings better.
  735. # However, as this possibility is new, thus may not be used by older servers,
  736. # this option allows enforcing it for certain node types. Note though that
  737. # that is considered EXPERIMENTAL and may not work properly.
  738. # type: enum values: disable, enable, force_solid, force_nodebox
  739. # world_aligned_mode = enable
  740. # World-aligned textures may be scaled to span several nodes. However,
  741. # the server may not send the scale you want, especially if you use
  742. # a specially-designed texture pack; with this option, the client tries
  743. # to determine the scale automatically basing on the texture size.
  744. # See also texture_min_size.
  745. # Warning: This option is EXPERIMENTAL!
  746. # type: enum values: disable, enable, force
  747. # autoscale_mode = disable
  748. # Show entity selection boxes
  749. # A restart is required after changing this.
  750. # type: bool
  751. # show_entity_selectionbox = false
  752. ## Menus
  753. # Use a cloud animation for the main menu background.
  754. # type: bool
  755. # menu_clouds = true
  756. # Scale GUI by a user specified value.
  757. # Use a nearest-neighbor-anti-alias filter to scale the GUI.
  758. # This will smooth over some of the rough edges, and blend
  759. # pixels when scaling down, at the cost of blurring some
  760. # edge pixels when images are scaled by non-integer sizes.
  761. # type: float min: 0.001
  762. # gui_scaling = 1.0
  763. # When gui_scaling_filter is true, all GUI images need to be
  764. # filtered in software, but some images are generated directly
  765. # to hardware (e.g. render-to-texture for nodes in inventory).
  766. # type: bool
  767. # gui_scaling_filter = false
  768. # When gui_scaling_filter_txr2img is true, copy those images
  769. # from hardware to software for scaling. When false, fall back
  770. # to the old scaling method, for video drivers that don't
  771. # properly support downloading textures back from hardware.
  772. # type: bool
  773. # gui_scaling_filter_txr2img = true
  774. # Delay showing tooltips, stated in milliseconds.
  775. # type: int
  776. # tooltip_show_delay = 400
  777. # Append item name to tooltip.
  778. # type: bool
  779. # tooltip_append_itemname = false
  780. # Whether FreeType fonts are used, requires FreeType support to be compiled in.
  781. # If disabled, bitmap and XML vectors fonts are used instead.
  782. # type: bool
  783. # freetype = true
  784. # type: bool
  785. # font_bold = false
  786. # type: bool
  787. # font_italic = false
  788. # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
  789. # type: int
  790. # font_shadow = 1
  791. # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
  792. # type: int min: 0 max: 255
  793. # font_shadow_alpha = 127
  794. # Font size of the default font in point (pt).
  795. # type: int min: 1
  796. # font_size = 16
  797. # Path to the default font.
  798. # If “freetype” setting is enabled: Must be a TrueType font.
  799. # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
  800. # The fallback font will be used if the font cannot be loaded.
  801. # type: filepath
  802. # font_path = fonts/Arimo-Regular.ttf
  803. # type: filepath
  804. # font_path_bold = fonts/Arimo-Bold.ttf
  805. # type: filepath
  806. # font_path_italic = fonts/Arimo-Italic.ttf
  807. # type: filepath
  808. # font_path_bolditalic = fonts/Arimo-BoldItalic.ttf
  809. # Font size of the monospace font in point (pt).
  810. # type: int min: 1
  811. # mono_font_size = 15
  812. # Path to the monospace font.
  813. # If “freetype” setting is enabled: Must be a TrueType font.
  814. # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
  815. # This font is used for e.g. the console and profiler screen.
  816. # type: filepath
  817. # mono_font_path = fonts/Cousine-Regular.ttf
  818. # type: filepath
  819. # mono_font_path_bold = fonts/Cousine-Bold.ttf
  820. # type: filepath
  821. # mono_font_path_italic = fonts/Cousine-Italic.ttf
  822. # type: filepath
  823. # mono_font_path_bolditalic = fonts/Cousine-BoldItalic.ttf
  824. # Font size of the fallback font in point (pt).
  825. # type: int min: 1
  826. # fallback_font_size = 15
  827. # Shadow offset (in pixels) of the fallback font. If 0, then shadow will not be drawn.
  828. # type: int
  829. # fallback_font_shadow = 1
  830. # Opaqueness (alpha) of the shadow behind the fallback font, between 0 and 255.
  831. # type: int min: 0 max: 255
  832. # fallback_font_shadow_alpha = 128
  833. # Path of the fallback font.
  834. # If “freetype” setting is enabled: Must be a TrueType font.
  835. # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
  836. # This font will be used for certain languages or if the default font is unavailable.
  837. # type: filepath
  838. # fallback_font_path = fonts/DroidSansFallbackFull.ttf
  839. # Font size of the recent chat text and chat prompt in point (pt).
  840. # Value 0 will use the default font size.
  841. # type: int
  842. # chat_font_size = 0
  843. # Path to save screenshots at. Can be an absolute or relative path.
  844. # The folder will be created if it doesn't already exist.
  845. # type: path
  846. # screenshot_path = screenshots
  847. # Format of screenshots.
  848. # type: enum values: png, jpg, bmp, pcx, ppm, tga
  849. # screenshot_format = png
  850. # Screenshot quality. Only used for JPEG format.
  851. # 1 means worst quality; 100 means best quality.
  852. # Use 0 for default quality.
  853. # type: int min: 0 max: 100
  854. # screenshot_quality = 0
  855. ## Advanced
  856. # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
  857. # type: int min: 1
  858. # screen_dpi = 72
  859. # Windows systems only: Start Minetest with the command line window in the background.
  860. # Contains the same information as the file debug.txt (default name).
  861. # type: bool
  862. # enable_console = false
  863. #
  864. # Sound
  865. #
  866. # Enables the sound system.
  867. # If disabled, this completely disables all sounds everywhere and the in-game
  868. # sound controls will be non-functional.
  869. # Changing this setting requires a restart.
  870. # type: bool
  871. # enable_sound = true
  872. # Volume of all sounds.
  873. # Requires the sound system to be enabled.
  874. # type: float min: 0 max: 1
  875. # sound_volume = 0.7
  876. # Whether to mute sounds. You can unmute sounds at any time, unless the
  877. # sound system is disabled (enable_sound=false).
  878. # In-game, you can toggle the mute state with the mute key or by using the
  879. # pause menu.
  880. # type: bool
  881. # mute_sound = false
  882. #
  883. # Client
  884. #
  885. ## Network
  886. # Address to connect to.
  887. # Leave this blank to start a local server.
  888. # Note that the address field in the main menu overrides this setting.
  889. # type: string
  890. # address =
  891. # Port to connect to (UDP).
  892. # Note that the port field in the main menu overrides this setting.
  893. # type: int min: 1 max: 65535
  894. # remote_port = 30000
  895. # Prometheus listener address.
  896. # If minetest is compiled with ENABLE_PROMETHEUS option enabled,
  897. # enable metrics listener for Prometheus on that address.
  898. # Metrics can be fetch on http://127.0.0.1:30000/metrics
  899. # type: string
  900. # prometheus_listener_address = 127.0.0.1:30000
  901. # Save the map received by the client on disk.
  902. # type: bool
  903. # enable_local_map_saving = false
  904. # Enable usage of remote media server (if provided by server).
  905. # Remote servers offer a significantly faster way to download media (e.g. textures)
  906. # when connecting to the server.
  907. # type: bool
  908. # enable_remote_media_server = true
  909. # Enable Lua modding support on client.
  910. # This support is experimental and API can change.
  911. # type: bool
  912. # enable_client_modding = false
  913. # URL to the server list displayed in the Multiplayer Tab.
  914. # type: string
  915. # serverlist_url = servers.minetest.net
  916. # File in client/serverlist/ that contains your favorite servers displayed in the
  917. # Multiplayer Tab.
  918. # type: string
  919. # serverlist_file = favoriteservers.txt
  920. # Maximum size of the out chat queue.
  921. # 0 to disable queueing and -1 to make the queue size unlimited.
  922. # type: int
  923. # max_out_chat_queue_size = 20
  924. # Enable register confirmation when connecting to server.
  925. # If disabled, new account will be registered automatically.
  926. # type: bool
  927. # enable_register_confirmation = true
  928. ## Advanced
  929. # Timeout for client to remove unused map data from memory.
  930. # type: int
  931. # client_unload_unused_data_timeout = 600
  932. # Maximum number of mapblocks for client to be kept in memory.
  933. # Set to -1 for unlimited amount.
  934. # type: int
  935. # client_mapblock_limit = 5000
  936. # Whether to show the client debug info (has the same effect as hitting F5).
  937. # type: bool
  938. # show_debug = false
  939. #
  940. # Server / Singleplayer
  941. #
  942. # Name of the server, to be displayed when players join and in the serverlist.
  943. # type: string
  944. # server_name = Minetest server
  945. # Description of server, to be displayed when players join and in the serverlist.
  946. # type: string
  947. # server_description = mine here
  948. # Domain name of server, to be displayed in the serverlist.
  949. # type: string
  950. # server_address = game.minetest.net
  951. # Homepage of server, to be displayed in the serverlist.
  952. # type: string
  953. # server_url = https://minetest.net
  954. # Automatically report to the serverlist.
  955. # type: bool
  956. # server_announce = false
  957. # Announce to this serverlist.
  958. # type: string
  959. # serverlist_url = servers.minetest.net
  960. # Remove color codes from incoming chat messages
  961. # Use this to stop players from being able to use color in their messages
  962. # type: bool
  963. # strip_color_codes = false
  964. ## Network
  965. # Network port to listen (UDP).
  966. # This value will be overridden when starting from the main menu.
  967. # type: int
  968. # port = 30000
  969. # The network interface that the server listens on.
  970. # type: string
  971. # bind_address =
  972. # Enable to disallow old clients from connecting.
  973. # Older clients are compatible in the sense that they will not crash when connecting
  974. # to new servers, but they may not support all new features that you are expecting.
  975. # type: bool
  976. # strict_protocol_version_checking = false
  977. # Specifies URL from which client fetches media instead of using UDP.
  978. # $filename should be accessible from $remote_media$filename via cURL
  979. # (obviously, remote_media should end with a slash).
  980. # Files that are not present will be fetched the usual way.
  981. # type: string
  982. # remote_media =
  983. # Enable/disable running an IPv6 server.
  984. # Ignored if bind_address is set.
  985. # Needs enable_ipv6 to be enabled.
  986. # type: bool
  987. # ipv6_server = false
  988. ### Advanced
  989. # Maximum number of blocks that are simultaneously sent per client.
  990. # The maximum total count is calculated dynamically:
  991. # max_total = ceil((#clients + max_users) * per_client / 4)
  992. # type: int
  993. # max_simultaneous_block_sends_per_client = 40
  994. # To reduce lag, block transfers are slowed down when a player is building something.
  995. # This determines how long they are slowed down after placing or removing a node.
  996. # type: float
  997. # full_block_send_enable_min_time_from_building = 2.0
  998. # Maximum number of packets sent per send step, if you have a slow connection
  999. # try reducing it, but don't reduce it to a number below double of targeted
  1000. # client number.
  1001. # type: int
  1002. # max_packets_per_iteration = 1024
  1003. ## Game
  1004. # Default game when creating a new world.
  1005. # This will be overridden when creating a world from the main menu.
  1006. # type: string
  1007. # default_game = minetest
  1008. # Message of the day displayed to players connecting.
  1009. # type: string
  1010. # motd =
  1011. # Maximum number of players that can be connected simultaneously.
  1012. # type: int
  1013. # max_users = 15
  1014. # World directory (everything in the world is stored here).
  1015. # Not needed if starting from the main menu.
  1016. # type: path
  1017. # map-dir =
  1018. # Time in seconds for item entity (dropped items) to live.
  1019. # Setting it to -1 disables the feature.
  1020. # type: int
  1021. # item_entity_ttl = 900
  1022. # Specifies the default stack size of nodes, items and tools.
  1023. # Note that mods or games may explicitly set a stack for certain (or all) items.
  1024. # type: int
  1025. # default_stack_max = 99
  1026. # Enable players getting damage and dying.
  1027. # type: bool
  1028. # enable_damage = false
  1029. # Enable creative mode for new created maps.
  1030. # type: bool
  1031. # creative_mode = false
  1032. # A chosen map seed for a new map, leave empty for random.
  1033. # Will be overridden when creating a new world in the main menu.
  1034. # type: string
  1035. # fixed_map_seed =
  1036. # New users need to input this password.
  1037. # type: string
  1038. # default_password =
  1039. # The privileges that new users automatically get.
  1040. # See /privs in game for a full list on your server and mod configuration.
  1041. # type: string
  1042. # default_privs = interact, shout
  1043. # Privileges that players with basic_privs can grant
  1044. # type: string
  1045. # basic_privs = interact, shout
  1046. # Whether players are shown to clients without any range limit.
  1047. # Deprecated, use the setting player_transfer_distance instead.
  1048. # type: bool
  1049. # unlimited_player_transfer_distance = true
  1050. # Defines the maximal player transfer distance in blocks (0 = unlimited).
  1051. # type: int
  1052. # player_transfer_distance = 0
  1053. # Whether to allow players to damage and kill each other.
  1054. # type: bool
  1055. # enable_pvp = true
  1056. # Enable mod channels support.
  1057. # type: bool
  1058. # enable_mod_channels = false
  1059. # If this is set, players will always (re)spawn at the given position.
  1060. # type: string
  1061. # static_spawnpoint =
  1062. # If enabled, new players cannot join with an empty password.
  1063. # type: bool
  1064. # disallow_empty_password = false
  1065. # If enabled, disable cheat prevention in multiplayer.
  1066. # type: bool
  1067. # disable_anticheat = false
  1068. # If enabled, actions are recorded for rollback.
  1069. # This option is only read when server starts.
  1070. # type: bool
  1071. # enable_rollback_recording = false
  1072. # Format of player chat messages. The following strings are valid placeholders:
  1073. # @name, @message, @timestamp (optional)
  1074. # type: string
  1075. # chat_message_format = <@name> @message
  1076. # A message to be displayed to all clients when the server shuts down.
  1077. # type: string
  1078. # kick_msg_shutdown = Server shutting down.
  1079. # A message to be displayed to all clients when the server crashes.
  1080. # type: string
  1081. # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
  1082. # Whether to ask clients to reconnect after a (Lua) crash.
  1083. # Set this to true if your server is set up to restart automatically.
  1084. # type: bool
  1085. # ask_reconnect_on_crash = false
  1086. # From how far clients know about objects, stated in mapblocks (16 nodes).
  1087. #
  1088. # Setting this larger than active_block_range will also cause the server
  1089. # to maintain active objects up to this distance in the direction the
  1090. # player is looking. (This can avoid mobs suddenly disappearing from view)
  1091. # type: int
  1092. # active_object_send_range_blocks = 4
  1093. # The radius of the volume of blocks around every player that is subject to the
  1094. # active block stuff, stated in mapblocks (16 nodes).
  1095. # In active blocks objects are loaded and ABMs run.
  1096. # This is also the minimum range in which active objects (mobs) are maintained.
  1097. # This should be configured together with active_object_send_range_blocks.
  1098. # type: int
  1099. # active_block_range = 3
  1100. # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
  1101. # type: int
  1102. # max_block_send_distance = 10
  1103. # Maximum number of forceloaded mapblocks.
  1104. # type: int
  1105. # max_forceloaded_blocks = 16
  1106. # Interval of sending time of day to clients.
  1107. # type: int
  1108. # time_send_interval = 5
  1109. # Controls length of day/night cycle.
  1110. # Examples:
  1111. # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
  1112. # type: int
  1113. # time_speed = 72
  1114. # Time of day when a new world is started, in millihours (0-23999).
  1115. # type: int min: 0 max: 23999
  1116. # world_start_time = 6125
  1117. # Interval of saving important changes in the world, stated in seconds.
  1118. # type: float
  1119. # server_map_save_interval = 5.3
  1120. # Set the maximum character length of a chat message sent by clients.
  1121. # type: int
  1122. # chat_message_max_size = 500
  1123. # Amount of messages a player may send per 10 seconds.
  1124. # type: float
  1125. # chat_message_limit_per_10sec = 10.0
  1126. # Kick players who sent more than X messages per 10 seconds.
  1127. # type: int
  1128. # chat_message_limit_trigger_kick = 50
  1129. ### Physics
  1130. # Horizontal and vertical acceleration on ground or when climbing,
  1131. # in nodes per second per second.
  1132. # type: float
  1133. # movement_acceleration_default = 3
  1134. # Horizontal acceleration in air when jumping or falling,
  1135. # in nodes per second per second.
  1136. # type: float
  1137. # movement_acceleration_air = 2
  1138. # Horizontal and vertical acceleration in fast mode,
  1139. # in nodes per second per second.
  1140. # type: float
  1141. # movement_acceleration_fast = 10
  1142. # Walking and flying speed, in nodes per second.
  1143. # type: float
  1144. # movement_speed_walk = 4
  1145. # Sneaking speed, in nodes per second.
  1146. # type: float
  1147. # movement_speed_crouch = 1.35
  1148. # Walking, flying and climbing speed in fast mode, in nodes per second.
  1149. # type: float
  1150. # movement_speed_fast = 20
  1151. # Vertical climbing speed, in nodes per second.
  1152. # type: float
  1153. # movement_speed_climb = 3
  1154. # Initial vertical speed when jumping, in nodes per second.
  1155. # type: float
  1156. # movement_speed_jump = 6.5
  1157. # Decrease this to increase liquid resistance to movement.
  1158. # type: float
  1159. # movement_liquid_fluidity = 1
  1160. # Maximum liquid resistance. Controls deceleration when entering liquid at
  1161. # high speed.
  1162. # type: float
  1163. # movement_liquid_fluidity_smooth = 0.5
  1164. # Controls sinking speed in liquid.
  1165. # type: float
  1166. # movement_liquid_sink = 10
  1167. # Acceleration of gravity, in nodes per second per second.
  1168. # type: float
  1169. # movement_gravity = 9.81
  1170. ### Advanced
  1171. # Handling for deprecated Lua API calls:
  1172. # - legacy: (try to) mimic old behaviour (default for release).
  1173. # - log: mimic and log backtrace of deprecated call (default for debug).
  1174. # - error: abort on usage of deprecated call (suggested for mod developers).
  1175. # type: enum values: legacy, log, error
  1176. # deprecated_lua_api_handling = legacy
  1177. # Number of extra blocks that can be loaded by /clearobjects at once.
  1178. # This is a trade-off between sqlite transaction overhead and
  1179. # memory consumption (4096=100MB, as a rule of thumb).
  1180. # type: int
  1181. # max_clearobjects_extra_loaded_blocks = 4096
  1182. # How much the server will wait before unloading unused mapblocks.
  1183. # Higher value is smoother, but will use more RAM.
  1184. # type: int
  1185. # server_unload_unused_data_timeout = 29
  1186. # Maximum number of statically stored objects in a block.
  1187. # type: int
  1188. # max_objects_per_block = 64
  1189. # See https://www.sqlite.org/pragma.html#pragma_synchronous
  1190. # type: enum values: 0, 1, 2
  1191. # sqlite_synchronous = 2
  1192. # Length of a server tick and the interval at which objects are generally updated over
  1193. # network.
  1194. # type: float
  1195. # dedicated_server_step = 0.09
  1196. # Length of time between active block management cycles
  1197. # type: float
  1198. # active_block_mgmt_interval = 2.0
  1199. # Length of time between Active Block Modifier (ABM) execution cycles
  1200. # type: float
  1201. # abm_interval = 1.0
  1202. # Length of time between NodeTimer execution cycles
  1203. # type: float
  1204. # nodetimer_interval = 0.2
  1205. # If enabled, invalid world data won't cause the server to shut down.
  1206. # Only enable this if you know what you are doing.
  1207. # type: bool
  1208. # ignore_world_load_errors = false
  1209. # Max liquids processed per step.
  1210. # type: int
  1211. # liquid_loop_max = 100000
  1212. # The time (in seconds) that the liquids queue may grow beyond processing
  1213. # capacity until an attempt is made to decrease its size by dumping old queue
  1214. # items. A value of 0 disables the functionality.
  1215. # type: int
  1216. # liquid_queue_purge_time = 0
  1217. # Liquid update interval in seconds.
  1218. # type: float
  1219. # liquid_update = 1.0
  1220. # At this distance the server will aggressively optimize which blocks are sent to
  1221. # clients.
  1222. # Small values potentially improve performance a lot, at the expense of visible
  1223. # rendering glitches (some blocks will not be rendered under water and in caves,
  1224. # as well as sometimes on land).
  1225. # Setting this to a value greater than max_block_send_distance disables this
  1226. # optimization.
  1227. # Stated in mapblocks (16 nodes).
  1228. # type: int min: 2
  1229. # block_send_optimize_distance = 4
  1230. # If enabled the server will perform map block occlusion culling based on
  1231. # on the eye position of the player. This can reduce the number of blocks
  1232. # sent to the client 50-80%. The client will not longer receive most invisible
  1233. # so that the utility of noclip mode is reduced.
  1234. # type: bool
  1235. # server_side_occlusion_culling = true
  1236. # Restricts the access of certain client-side functions on servers.
  1237. # Combine the byteflags below to restrict client-side features, or set to 0
  1238. # for no restrictions:
  1239. # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
  1240. # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
  1241. # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
  1242. # READ_NODEDEFS: 8 (disable get_node_def call client-side)
  1243. # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
  1244. # csm_restriction_noderange)
  1245. # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
  1246. # type: int
  1247. # csm_restriction_flags = 62
  1248. # If the CSM restriction for node range is enabled, get_node calls are limited
  1249. # to this distance from the player to the node.
  1250. # type: int
  1251. # csm_restriction_noderange = 0
  1252. ## Security
  1253. # Prevent mods from doing insecure things like running shell commands.
  1254. # type: bool
  1255. # secure.enable_security = true
  1256. # Comma-separated list of trusted mods that are allowed to access insecure
  1257. # functions even when mod security is on (via request_insecure_environment()).
  1258. # type: string
  1259. # secure.trusted_mods =
  1260. # Comma-separated list of mods that are allowed to access HTTP APIs, which
  1261. # allow them to upload and download data to/from the internet.
  1262. # type: string
  1263. # secure.http_mods =
  1264. ## Advanced
  1265. ### Profiling
  1266. # Load the game profiler to collect game profiling data.
  1267. # Provides a /profiler command to access the compiled profile.
  1268. # Useful for mod developers and server operators.
  1269. # type: bool
  1270. # profiler.load = false
  1271. # The default format in which profiles are being saved,
  1272. # when calling `/profiler save [format]` without format.
  1273. # type: enum values: txt, csv, lua, json, json_pretty
  1274. # profiler.default_report_format = txt
  1275. # The file path relative to your worldpath in which profiles will be saved to.
  1276. # type: string
  1277. # profiler.report_path = ""
  1278. #### Instrumentation
  1279. # Instrument the methods of entities on registration.
  1280. # type: bool
  1281. # instrument.entity = true
  1282. # Instrument the action function of Active Block Modifiers on registration.
  1283. # type: bool
  1284. # instrument.abm = true
  1285. # Instrument the action function of Loading Block Modifiers on registration.
  1286. # type: bool
  1287. # instrument.lbm = true
  1288. # Instrument chatcommands on registration.
  1289. # type: bool
  1290. # instrument.chatcommand = true
  1291. # Instrument global callback functions on registration.
  1292. # (anything you pass to a minetest.register_*() function)
  1293. # type: bool
  1294. # instrument.global_callback = true
  1295. ##### Advanced
  1296. # Instrument builtin.
  1297. # This is usually only needed by core/builtin contributors
  1298. # type: bool
  1299. # instrument.builtin = false
  1300. # Have the profiler instrument itself:
  1301. # * Instrument an empty function.
  1302. # This estimates the overhead, that instrumentation is adding (+1 function call).
  1303. # * Instrument the sampler being used to update the statistics.
  1304. # type: bool
  1305. # instrument.profiler = false
  1306. #
  1307. # Client and Server
  1308. #
  1309. # Name of the player.
  1310. # When running a server, clients connecting with this name are admins.
  1311. # When starting from the main menu, this is overridden.
  1312. # type: string
  1313. # name =
  1314. # Set the language. Leave empty to use the system language.
  1315. # A restart is required after changing this.
  1316. # 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
  1317. # language =
  1318. # Level of logging to be written to debug.txt:
  1319. # - <nothing> (no logging)
  1320. # - none (messages with no level)
  1321. # - error
  1322. # - warning
  1323. # - action
  1324. # - info
  1325. # - verbose
  1326. # type: enum values: , none, error, warning, action, info, verbose
  1327. # debug_log_level = action
  1328. # If the file size of debug.txt exceeds the number of megabytes specified in
  1329. # this setting when it is opened, the file is moved to debug.txt.1,
  1330. # deleting an older debug.txt.1 if it exists.
  1331. # debug.txt is only moved if this setting is positive.
  1332. # type: int
  1333. # debug_log_size_max = 50
  1334. # Minimal level of logging to be written to chat.
  1335. # type: enum values: , none, error, warning, action, info, verbose
  1336. # chat_log_level = error
  1337. # Enable IPv6 support (for both client and server).
  1338. # Required for IPv6 connections to work at all.
  1339. # type: bool
  1340. # enable_ipv6 = true
  1341. ## Advanced
  1342. # Default timeout for cURL, stated in milliseconds.
  1343. # Only has an effect if compiled with cURL.
  1344. # type: int
  1345. # curl_timeout = 5000
  1346. # Limits number of parallel HTTP requests. Affects:
  1347. # - Media fetch if server uses remote_media setting.
  1348. # - Serverlist download and server announcement.
  1349. # - Downloads performed by main menu (e.g. mod manager).
  1350. # Only has an effect if compiled with cURL.
  1351. # type: int
  1352. # curl_parallel_limit = 8
  1353. # Maximum time in ms a file download (e.g. a mod download) may take.
  1354. # type: int
  1355. # curl_file_download_timeout = 300000
  1356. # Makes DirectX work with LuaJIT. Disable if it causes troubles.
  1357. # type: bool
  1358. # high_precision_fpu = true
  1359. # Changes the main menu UI:
  1360. # - Full: Multiple singleplayer worlds, game choice, texture pack chooser, etc.
  1361. # - Simple: One singleplayer world, no game or texture pack choosers. May be
  1362. # necessary for smaller screens.
  1363. # type: enum values: full, simple
  1364. # main_menu_style = full
  1365. # Replaces the default main menu with a custom one.
  1366. # type: string
  1367. # main_menu_script =
  1368. # Print the engine's profiling data in regular intervals (in seconds).
  1369. # 0 = disable. Useful for developers.
  1370. # type: int
  1371. # profiler_print_interval = 0
  1372. #
  1373. # Mapgen
  1374. #
  1375. # Name of map generator to be used when creating a new world.
  1376. # Creating a world in the main menu will override this.
  1377. # Current mapgens in a highly unstable state:
  1378. # - The optional floatlands of v7 (disabled by default).
  1379. # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
  1380. # mg_name = v7
  1381. # Water surface level of the world.
  1382. # type: int
  1383. # water_level = 1
  1384. # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
  1385. # type: int
  1386. # max_block_generate_distance = 8
  1387. # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
  1388. # Only mapchunks completely within the mapgen limit are generated.
  1389. # Value is stored per-world.
  1390. # type: int min: 0 max: 31000
  1391. # mapgen_limit = 31000
  1392. # Global map generation attributes.
  1393. # In Mapgen v6 the 'decorations' flag controls all decorations except trees
  1394. # and junglegrass, in all other mapgens this flag controls all decorations.
  1395. # type: flags possible values: caves, dungeons, light, decorations, biomes, nocaves, nodungeons, nolight, nodecorations, nobiomes
  1396. # mg_flags = caves,dungeons,light,decorations,biomes
  1397. ## Biome API temperature and humidity noise parameters
  1398. # Temperature variation for biomes.
  1399. # type: noise_params_2d
  1400. # mg_biome_np_heat = {
  1401. # offset = 50,
  1402. # scale = 50,
  1403. # spread = (1000, 1000, 1000),
  1404. # seed = 5349,
  1405. # octaves = 3,
  1406. # persistence = 0.5,
  1407. # lacunarity = 2.0,
  1408. # flags = eased
  1409. # }
  1410. # Small-scale temperature variation for blending biomes on borders.
  1411. # type: noise_params_2d
  1412. # mg_biome_np_heat_blend = {
  1413. # offset = 0,
  1414. # scale = 1.5,
  1415. # spread = (8, 8, 8),
  1416. # seed = 13,
  1417. # octaves = 2,
  1418. # persistence = 1.0,
  1419. # lacunarity = 2.0,
  1420. # flags = eased
  1421. # }
  1422. # Humidity variation for biomes.
  1423. # type: noise_params_2d
  1424. # mg_biome_np_humidity = {
  1425. # offset = 50,
  1426. # scale = 50,
  1427. # spread = (1000, 1000, 1000),
  1428. # seed = 842,
  1429. # octaves = 3,
  1430. # persistence = 0.5,
  1431. # lacunarity = 2.0,
  1432. # flags = eased
  1433. # }
  1434. # Small-scale humidity variation for blending biomes on borders.
  1435. # type: noise_params_2d
  1436. # mg_biome_np_humidity_blend = {
  1437. # offset = 0,
  1438. # scale = 1.5,
  1439. # spread = (8, 8, 8),
  1440. # seed = 90003,
  1441. # octaves = 2,
  1442. # persistence = 1.0,
  1443. # lacunarity = 2.0,
  1444. # flags = eased
  1445. # }
  1446. ## Mapgen V5
  1447. # Map generation attributes specific to Mapgen v5.
  1448. # type: flags possible values: caverns, nocaverns
  1449. # mgv5_spflags = caverns
  1450. # Controls width of tunnels, a smaller value creates wider tunnels.
  1451. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1452. # intensive noise calculations.
  1453. # type: float
  1454. # mgv5_cave_width = 0.09
  1455. # Y of upper limit of large caves.
  1456. # type: int
  1457. # mgv5_large_cave_depth = -256
  1458. # Minimum limit of random number of small caves per mapchunk.
  1459. # type: int min: 0 max: 256
  1460. # mgv5_small_cave_num_min = 0
  1461. # Maximum limit of random number of small caves per mapchunk.
  1462. # type: int min: 0 max: 256
  1463. # mgv5_small_cave_num_max = 0
  1464. # Minimum limit of random number of large caves per mapchunk.
  1465. # type: int min: 0 max: 64
  1466. # mgv5_large_cave_num_min = 0
  1467. # Maximum limit of random number of large caves per mapchunk.
  1468. # type: int min: 0 max: 64
  1469. # mgv5_large_cave_num_max = 2
  1470. # Proportion of large caves that contain liquid.
  1471. # type: float min: 0 max: 1
  1472. # mgv5_large_cave_flooded = 0.5
  1473. # Y-level of cavern upper limit.
  1474. # type: int
  1475. # mgv5_cavern_limit = -256
  1476. # Y-distance over which caverns expand to full size.
  1477. # type: int
  1478. # mgv5_cavern_taper = 256
  1479. # Defines full size of caverns, smaller values create larger caverns.
  1480. # type: float
  1481. # mgv5_cavern_threshold = 0.7
  1482. # Lower Y limit of dungeons.
  1483. # type: int
  1484. # mgv5_dungeon_ymin = -31000
  1485. # Upper Y limit of dungeons.
  1486. # type: int
  1487. # mgv5_dungeon_ymax = 31000
  1488. ### Noises
  1489. # Variation of biome filler depth.
  1490. # type: noise_params_2d
  1491. # mgv5_np_filler_depth = {
  1492. # offset = 0,
  1493. # scale = 1,
  1494. # spread = (150, 150, 150),
  1495. # seed = 261,
  1496. # octaves = 4,
  1497. # persistence = 0.7,
  1498. # lacunarity = 2.0,
  1499. # flags = eased
  1500. # }
  1501. # Variation of terrain vertical scale.
  1502. # When noise is < -0.55 terrain is near-flat.
  1503. # type: noise_params_2d
  1504. # mgv5_np_factor = {
  1505. # offset = 0,
  1506. # scale = 1,
  1507. # spread = (250, 250, 250),
  1508. # seed = 920381,
  1509. # octaves = 3,
  1510. # persistence = 0.45,
  1511. # lacunarity = 2.0,
  1512. # flags = eased
  1513. # }
  1514. # Y-level of average terrain surface.
  1515. # type: noise_params_2d
  1516. # mgv5_np_height = {
  1517. # offset = 0,
  1518. # scale = 10,
  1519. # spread = (250, 250, 250),
  1520. # seed = 84174,
  1521. # octaves = 4,
  1522. # persistence = 0.5,
  1523. # lacunarity = 2.0,
  1524. # flags = eased
  1525. # }
  1526. # First of two 3D noises that together define tunnels.
  1527. # type: noise_params_3d
  1528. # mgv5_np_cave1 = {
  1529. # offset = 0,
  1530. # scale = 12,
  1531. # spread = (61, 61, 61),
  1532. # seed = 52534,
  1533. # octaves = 3,
  1534. # persistence = 0.5,
  1535. # lacunarity = 2.0,
  1536. # flags =
  1537. # }
  1538. # Second of two 3D noises that together define tunnels.
  1539. # type: noise_params_3d
  1540. # mgv5_np_cave2 = {
  1541. # offset = 0,
  1542. # scale = 12,
  1543. # spread = (67, 67, 67),
  1544. # seed = 10325,
  1545. # octaves = 3,
  1546. # persistence = 0.5,
  1547. # lacunarity = 2.0,
  1548. # flags =
  1549. # }
  1550. # 3D noise defining giant caverns.
  1551. # type: noise_params_3d
  1552. # mgv5_np_cavern = {
  1553. # offset = 0,
  1554. # scale = 1,
  1555. # spread = (384, 128, 384),
  1556. # seed = 723,
  1557. # octaves = 5,
  1558. # persistence = 0.63,
  1559. # lacunarity = 2.0,
  1560. # flags =
  1561. # }
  1562. # 3D noise defining terrain.
  1563. # type: noise_params_3d
  1564. # mgv5_np_ground = {
  1565. # offset = 0,
  1566. # scale = 40,
  1567. # spread = (80, 80, 80),
  1568. # seed = 983240,
  1569. # octaves = 4,
  1570. # persistence = 0.55,
  1571. # lacunarity = 2.0,
  1572. # flags = eased
  1573. # }
  1574. # 3D noise that determines number of dungeons per mapchunk.
  1575. # type: noise_params_3d
  1576. # mgv5_np_dungeons = {
  1577. # offset = 0.9,
  1578. # scale = 0.5,
  1579. # spread = (500, 500, 500),
  1580. # seed = 0,
  1581. # octaves = 2,
  1582. # persistence = 0.8,
  1583. # lacunarity = 2.0,
  1584. # flags =
  1585. # }
  1586. ## Mapgen V6
  1587. # Map generation attributes specific to Mapgen v6.
  1588. # The 'snowbiomes' flag enables the new 5 biome system.
  1589. # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
  1590. # the 'jungles' flag is ignored.
  1591. # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
  1592. # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
  1593. # Deserts occur when np_biome exceeds this value.
  1594. # When the 'snowbiomes' flag is enabled, this is ignored.
  1595. # type: float
  1596. # mgv6_freq_desert = 0.45
  1597. # Sandy beaches occur when np_beach exceeds this value.
  1598. # type: float
  1599. # mgv6_freq_beach = 0.15
  1600. # Lower Y limit of dungeons.
  1601. # type: int
  1602. # mgv6_dungeon_ymin = -31000
  1603. # Upper Y limit of dungeons.
  1604. # type: int
  1605. # mgv6_dungeon_ymax = 31000
  1606. ### Noises
  1607. # Y-level of lower terrain and seabed.
  1608. # type: noise_params_2d
  1609. # mgv6_np_terrain_base = {
  1610. # offset = -4,
  1611. # scale = 20,
  1612. # spread = (250, 250, 250),
  1613. # seed = 82341,
  1614. # octaves = 5,
  1615. # persistence = 0.6,
  1616. # lacunarity = 2.0,
  1617. # flags = eased
  1618. # }
  1619. # Y-level of higher terrain that creates cliffs.
  1620. # type: noise_params_2d
  1621. # mgv6_np_terrain_higher = {
  1622. # offset = 20,
  1623. # scale = 16,
  1624. # spread = (500, 500, 500),
  1625. # seed = 85039,
  1626. # octaves = 5,
  1627. # persistence = 0.6,
  1628. # lacunarity = 2.0,
  1629. # flags = eased
  1630. # }
  1631. # Varies steepness of cliffs.
  1632. # type: noise_params_2d
  1633. # mgv6_np_steepness = {
  1634. # offset = 0.85,
  1635. # scale = 0.5,
  1636. # spread = (125, 125, 125),
  1637. # seed = -932,
  1638. # octaves = 5,
  1639. # persistence = 0.7,
  1640. # lacunarity = 2.0,
  1641. # flags = eased
  1642. # }
  1643. # Defines distribution of higher terrain.
  1644. # type: noise_params_2d
  1645. # mgv6_np_height_select = {
  1646. # offset = 0.5,
  1647. # scale = 1,
  1648. # spread = (250, 250, 250),
  1649. # seed = 4213,
  1650. # octaves = 5,
  1651. # persistence = 0.69,
  1652. # lacunarity = 2.0,
  1653. # flags = eased
  1654. # }
  1655. # Varies depth of biome surface nodes.
  1656. # type: noise_params_2d
  1657. # mgv6_np_mud = {
  1658. # offset = 4,
  1659. # scale = 2,
  1660. # spread = (200, 200, 200),
  1661. # seed = 91013,
  1662. # octaves = 3,
  1663. # persistence = 0.55,
  1664. # lacunarity = 2.0,
  1665. # flags = eased
  1666. # }
  1667. # Defines areas with sandy beaches.
  1668. # type: noise_params_2d
  1669. # mgv6_np_beach = {
  1670. # offset = 0,
  1671. # scale = 1,
  1672. # spread = (250, 250, 250),
  1673. # seed = 59420,
  1674. # octaves = 3,
  1675. # persistence = 0.50,
  1676. # lacunarity = 2.0,
  1677. # flags = eased
  1678. # }
  1679. # Temperature variation for biomes.
  1680. # type: noise_params_2d
  1681. # mgv6_np_biome = {
  1682. # offset = 0,
  1683. # scale = 1,
  1684. # spread = (500, 500, 500),
  1685. # seed = 9130,
  1686. # octaves = 3,
  1687. # persistence = 0.50,
  1688. # lacunarity = 2.0,
  1689. # flags = eased
  1690. # }
  1691. # Variation of number of caves.
  1692. # type: noise_params_2d
  1693. # mgv6_np_cave = {
  1694. # offset = 6,
  1695. # scale = 6,
  1696. # spread = (250, 250, 250),
  1697. # seed = 34329,
  1698. # octaves = 3,
  1699. # persistence = 0.50,
  1700. # lacunarity = 2.0,
  1701. # flags = eased
  1702. # }
  1703. # Humidity variation for biomes.
  1704. # type: noise_params_2d
  1705. # mgv6_np_humidity = {
  1706. # offset = 0.5,
  1707. # scale = 0.5,
  1708. # spread = (500, 500, 500),
  1709. # seed = 72384,
  1710. # octaves = 3,
  1711. # persistence = 0.50,
  1712. # lacunarity = 2.0,
  1713. # flags = eased
  1714. # }
  1715. # Defines tree areas and tree density.
  1716. # type: noise_params_2d
  1717. # mgv6_np_trees = {
  1718. # offset = 0,
  1719. # scale = 1,
  1720. # spread = (125, 125, 125),
  1721. # seed = 2,
  1722. # octaves = 4,
  1723. # persistence = 0.66,
  1724. # lacunarity = 2.0,
  1725. # flags = eased
  1726. # }
  1727. # Defines areas where trees have apples.
  1728. # type: noise_params_2d
  1729. # mgv6_np_apple_trees = {
  1730. # offset = 0,
  1731. # scale = 1,
  1732. # spread = (100, 100, 100),
  1733. # seed = 342902,
  1734. # octaves = 3,
  1735. # persistence = 0.45,
  1736. # lacunarity = 2.0,
  1737. # flags = eased
  1738. # }
  1739. ## Mapgen V7
  1740. # Map generation attributes specific to Mapgen v7.
  1741. # 'ridges': Rivers.
  1742. # 'floatlands': Floating land masses in the atmosphere.
  1743. # 'caverns': Giant caves deep underground.
  1744. # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
  1745. # mgv7_spflags = mountains,ridges,nofloatlands,caverns
  1746. # Y of mountain density gradient zero level. Used to shift mountains vertically.
  1747. # type: int
  1748. # mgv7_mount_zero_level = 0
  1749. # Lower Y limit of floatlands.
  1750. # type: int
  1751. # mgv7_floatland_ymin = 1024
  1752. # Upper Y limit of floatlands.
  1753. # type: int
  1754. # mgv7_floatland_ymax = 4096
  1755. # Y-distance over which floatlands taper from full density to nothing.
  1756. # Tapering starts at this distance from the Y limit.
  1757. # For a solid floatland layer, this controls the height of hills/mountains.
  1758. # Must be less than or equal to half the distance between the Y limits.
  1759. # type: int
  1760. # mgv7_floatland_taper = 256
  1761. # Exponent of the floatland tapering. Alters the tapering behaviour.
  1762. # Value = 1.0 creates a uniform, linear tapering.
  1763. # Values > 1.0 create a smooth tapering suitable for the default separated
  1764. # floatlands.
  1765. # Values < 1.0 (for example 0.25) create a more defined surface level with
  1766. # flatter lowlands, suitable for a solid floatland layer.
  1767. # type: float
  1768. # mgv7_float_taper_exp = 2.0
  1769. # Adjusts the density of the floatland layer.
  1770. # Increase value to increase density. Can be positive or negative.
  1771. # Value = 0.0: 50% of volume is floatland.
  1772. # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
  1773. # to be sure) creates a solid floatland layer.
  1774. # type: float
  1775. # mgv7_floatland_density = -0.6
  1776. # Surface level of optional water placed on a solid floatland layer.
  1777. # Water is disabled by default and will only be placed if this value is set
  1778. # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
  1779. # upper tapering).
  1780. # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
  1781. # When enabling water placement the floatlands must be configured and tested
  1782. # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
  1783. # required value depending on 'mgv7_np_floatland'), to avoid
  1784. # server-intensive extreme water flow and to avoid vast flooding of the
  1785. # world surface below.
  1786. # type: int
  1787. # mgv7_floatland_ywater = -31000
  1788. # Controls width of tunnels, a smaller value creates wider tunnels.
  1789. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1790. # intensive noise calculations.
  1791. # type: float
  1792. # mgv7_cave_width = 0.09
  1793. # Y of upper limit of large caves.
  1794. # type: int
  1795. # mgv7_large_cave_depth = -33
  1796. # Minimum limit of random number of small caves per mapchunk.
  1797. # type: int min: 0 max: 256
  1798. # mgv7_small_cave_num_min = 0
  1799. # Maximum limit of random number of small caves per mapchunk.
  1800. # type: int min: 0 max: 256
  1801. # mgv7_small_cave_num_max = 0
  1802. # Minimum limit of random number of large caves per mapchunk.
  1803. # type: int min: 0 max: 64
  1804. # mgv7_large_cave_num_min = 0
  1805. # Maximum limit of random number of large caves per mapchunk.
  1806. # type: int min: 0 max: 64
  1807. # mgv7_large_cave_num_max = 2
  1808. # Proportion of large caves that contain liquid.
  1809. # type: float min: 0 max: 1
  1810. # mgv7_large_cave_flooded = 0.5
  1811. # Y-level of cavern upper limit.
  1812. # type: int
  1813. # mgv7_cavern_limit = -256
  1814. # Y-distance over which caverns expand to full size.
  1815. # type: int
  1816. # mgv7_cavern_taper = 256
  1817. # Defines full size of caverns, smaller values create larger caverns.
  1818. # type: float
  1819. # mgv7_cavern_threshold = 0.7
  1820. # Lower Y limit of dungeons.
  1821. # type: int
  1822. # mgv7_dungeon_ymin = -31000
  1823. # Upper Y limit of dungeons.
  1824. # type: int
  1825. # mgv7_dungeon_ymax = 31000
  1826. ### Noises
  1827. # Y-level of higher terrain that creates cliffs.
  1828. # type: noise_params_2d
  1829. # mgv7_np_terrain_base = {
  1830. # offset = 4,
  1831. # scale = 70,
  1832. # spread = (600, 600, 600),
  1833. # seed = 82341,
  1834. # octaves = 5,
  1835. # persistence = 0.6,
  1836. # lacunarity = 2.0,
  1837. # flags = eased
  1838. # }
  1839. # Y-level of lower terrain and seabed.
  1840. # type: noise_params_2d
  1841. # mgv7_np_terrain_alt = {
  1842. # offset = 4,
  1843. # scale = 25,
  1844. # spread = (600, 600, 600),
  1845. # seed = 5934,
  1846. # octaves = 5,
  1847. # persistence = 0.6,
  1848. # lacunarity = 2.0,
  1849. # flags = eased
  1850. # }
  1851. # Varies roughness of terrain.
  1852. # Defines the 'persistence' value for terrain_base and terrain_alt noises.
  1853. # type: noise_params_2d
  1854. # mgv7_np_terrain_persist = {
  1855. # offset = 0.6,
  1856. # scale = 0.1,
  1857. # spread = (2000, 2000, 2000),
  1858. # seed = 539,
  1859. # octaves = 3,
  1860. # persistence = 0.6,
  1861. # lacunarity = 2.0,
  1862. # flags = eased
  1863. # }
  1864. # Defines distribution of higher terrain and steepness of cliffs.
  1865. # type: noise_params_2d
  1866. # mgv7_np_height_select = {
  1867. # offset = -8,
  1868. # scale = 16,
  1869. # spread = (500, 500, 500),
  1870. # seed = 4213,
  1871. # octaves = 6,
  1872. # persistence = 0.7,
  1873. # lacunarity = 2.0,
  1874. # flags = eased
  1875. # }
  1876. # Variation of biome filler depth.
  1877. # type: noise_params_2d
  1878. # mgv7_np_filler_depth = {
  1879. # offset = 0,
  1880. # scale = 1.2,
  1881. # spread = (150, 150, 150),
  1882. # seed = 261,
  1883. # octaves = 3,
  1884. # persistence = 0.7,
  1885. # lacunarity = 2.0,
  1886. # flags = eased
  1887. # }
  1888. # Variation of maximum mountain height (in nodes).
  1889. # type: noise_params_2d
  1890. # mgv7_np_mount_height = {
  1891. # offset = 256,
  1892. # scale = 112,
  1893. # spread = (1000, 1000, 1000),
  1894. # seed = 72449,
  1895. # octaves = 3,
  1896. # persistence = 0.6,
  1897. # lacunarity = 2.0,
  1898. # flags = eased
  1899. # }
  1900. # Defines large-scale river channel structure.
  1901. # type: noise_params_2d
  1902. # mgv7_np_ridge_uwater = {
  1903. # offset = 0,
  1904. # scale = 1,
  1905. # spread = (1000, 1000, 1000),
  1906. # seed = 85039,
  1907. # octaves = 5,
  1908. # persistence = 0.6,
  1909. # lacunarity = 2.0,
  1910. # flags = eased
  1911. # }
  1912. # 3D noise defining mountain structure and height.
  1913. # Also defines structure of floatland mountain terrain.
  1914. # type: noise_params_3d
  1915. # mgv7_np_mountain = {
  1916. # offset = -0.6,
  1917. # scale = 1,
  1918. # spread = (250, 350, 250),
  1919. # seed = 5333,
  1920. # octaves = 5,
  1921. # persistence = 0.63,
  1922. # lacunarity = 2.0,
  1923. # flags =
  1924. # }
  1925. # 3D noise defining structure of river canyon walls.
  1926. # type: noise_params_3d
  1927. # mgv7_np_ridge = {
  1928. # offset = 0,
  1929. # scale = 1,
  1930. # spread = (100, 100, 100),
  1931. # seed = 6467,
  1932. # octaves = 4,
  1933. # persistence = 0.75,
  1934. # lacunarity = 2.0,
  1935. # flags =
  1936. # }
  1937. # 3D noise defining structure of floatlands.
  1938. # If altered from the default, the noise 'scale' (0.7 by default) may need
  1939. # to be adjusted, as floatland tapering functions best when this noise has
  1940. # a value range of approximately -2.0 to 2.0.
  1941. # type: noise_params_3d
  1942. # mgv7_np_floatland = {
  1943. # offset = 0,
  1944. # scale = 0.7,
  1945. # spread = (384, 96, 384),
  1946. # seed = 1009,
  1947. # octaves = 4,
  1948. # persistence = 0.75,
  1949. # lacunarity = 1.618,
  1950. # flags =
  1951. # }
  1952. # 3D noise defining giant caverns.
  1953. # type: noise_params_3d
  1954. # mgv7_np_cavern = {
  1955. # offset = 0,
  1956. # scale = 1,
  1957. # spread = (384, 128, 384),
  1958. # seed = 723,
  1959. # octaves = 5,
  1960. # persistence = 0.63,
  1961. # lacunarity = 2.0,
  1962. # flags =
  1963. # }
  1964. # First of two 3D noises that together define tunnels.
  1965. # type: noise_params_3d
  1966. # mgv7_np_cave1 = {
  1967. # offset = 0,
  1968. # scale = 12,
  1969. # spread = (61, 61, 61),
  1970. # seed = 52534,
  1971. # octaves = 3,
  1972. # persistence = 0.5,
  1973. # lacunarity = 2.0,
  1974. # flags =
  1975. # }
  1976. # Second of two 3D noises that together define tunnels.
  1977. # type: noise_params_3d
  1978. # mgv7_np_cave2 = {
  1979. # offset = 0,
  1980. # scale = 12,
  1981. # spread = (67, 67, 67),
  1982. # seed = 10325,
  1983. # octaves = 3,
  1984. # persistence = 0.5,
  1985. # lacunarity = 2.0,
  1986. # flags =
  1987. # }
  1988. # 3D noise that determines number of dungeons per mapchunk.
  1989. # type: noise_params_3d
  1990. # mgv7_np_dungeons = {
  1991. # offset = 0.9,
  1992. # scale = 0.5,
  1993. # spread = (500, 500, 500),
  1994. # seed = 0,
  1995. # octaves = 2,
  1996. # persistence = 0.8,
  1997. # lacunarity = 2.0,
  1998. # flags =
  1999. # }
  2000. ## Mapgen Carpathian
  2001. # Map generation attributes specific to Mapgen Carpathian.
  2002. # type: flags possible values: caverns, rivers, nocaverns, norivers
  2003. # mgcarpathian_spflags = caverns,norivers
  2004. # Defines the base ground level.
  2005. # type: float
  2006. # mgcarpathian_base_level = 12.0
  2007. # Defines the width of the river channel.
  2008. # type: float
  2009. # mgcarpathian_river_width = 0.05
  2010. # Defines the depth of the river channel.
  2011. # type: float
  2012. # mgcarpathian_river_depth = 24.0
  2013. # Defines the width of the river valley.
  2014. # type: float
  2015. # mgcarpathian_valley_width = 0.25
  2016. # Controls width of tunnels, a smaller value creates wider tunnels.
  2017. # Value >= 10.0 completely disables generation of tunnels and avoids the
  2018. # intensive noise calculations.
  2019. # type: float
  2020. # mgcarpathian_cave_width = 0.09
  2021. # Y of upper limit of large caves.
  2022. # type: int
  2023. # mgcarpathian_large_cave_depth = -33
  2024. # Minimum limit of random number of small caves per mapchunk.
  2025. # type: int min: 0 max: 256
  2026. # mgcarpathian_small_cave_num_min = 0
  2027. # Maximum limit of random number of small caves per mapchunk.
  2028. # type: int min: 0 max: 256
  2029. # mgcarpathian_small_cave_num_max = 0
  2030. # Minimum limit of random number of large caves per mapchunk.
  2031. # type: int min: 0 max: 64
  2032. # mgcarpathian_large_cave_num_min = 0
  2033. # Maximum limit of random number of large caves per mapchunk.
  2034. # type: int min: 0 max: 64
  2035. # mgcarpathian_large_cave_num_max = 2
  2036. # Proportion of large caves that contain liquid.
  2037. # type: float min: 0 max: 1
  2038. # mgcarpathian_large_cave_flooded = 0.5
  2039. # Y-level of cavern upper limit.
  2040. # type: int
  2041. # mgcarpathian_cavern_limit = -256
  2042. # Y-distance over which caverns expand to full size.
  2043. # type: int
  2044. # mgcarpathian_cavern_taper = 256
  2045. # Defines full size of caverns, smaller values create larger caverns.
  2046. # type: float
  2047. # mgcarpathian_cavern_threshold = 0.7
  2048. # Lower Y limit of dungeons.
  2049. # type: int
  2050. # mgcarpathian_dungeon_ymin = -31000
  2051. # Upper Y limit of dungeons.
  2052. # type: int
  2053. # mgcarpathian_dungeon_ymax = 31000
  2054. ### Noises
  2055. # Variation of biome filler depth.
  2056. # type: noise_params_2d
  2057. # mgcarpathian_np_filler_depth = {
  2058. # offset = 0,
  2059. # scale = 1,
  2060. # spread = (128, 128, 128),
  2061. # seed = 261,
  2062. # octaves = 3,
  2063. # persistence = 0.7,
  2064. # lacunarity = 2.0,
  2065. # flags = eased
  2066. # }
  2067. # First of 4 2D noises that together define hill/mountain range height.
  2068. # type: noise_params_2d
  2069. # mgcarpathian_np_height1 = {
  2070. # offset = 0,
  2071. # scale = 5,
  2072. # spread = (251, 251, 251),
  2073. # seed = 9613,
  2074. # octaves = 5,
  2075. # persistence = 0.5,
  2076. # lacunarity = 2.0,
  2077. # flags = eased
  2078. # }
  2079. # Second of 4 2D noises that together define hill/mountain range height.
  2080. # type: noise_params_2d
  2081. # mgcarpathian_np_height2 = {
  2082. # offset = 0,
  2083. # scale = 5,
  2084. # spread = (383, 383, 383),
  2085. # seed = 1949,
  2086. # octaves = 5,
  2087. # persistence = 0.5,
  2088. # lacunarity = 2.0,
  2089. # flags = eased
  2090. # }
  2091. # Third of 4 2D noises that together define hill/mountain range height.
  2092. # type: noise_params_2d
  2093. # mgcarpathian_np_height3 = {
  2094. # offset = 0,
  2095. # scale = 5,
  2096. # spread = (509, 509, 509),
  2097. # seed = 3211,
  2098. # octaves = 5,
  2099. # persistence = 0.5,
  2100. # lacunarity = 2.0,
  2101. # flags = eased
  2102. # }
  2103. # Fourth of 4 2D noises that together define hill/mountain range height.
  2104. # type: noise_params_2d
  2105. # mgcarpathian_np_height4 = {
  2106. # offset = 0,
  2107. # scale = 5,
  2108. # spread = (631, 631, 631),
  2109. # seed = 1583,
  2110. # octaves = 5,
  2111. # persistence = 0.5,
  2112. # lacunarity = 2.0,
  2113. # flags = eased
  2114. # }
  2115. # 2D noise that controls the size/occurrence of rolling hills.
  2116. # type: noise_params_2d
  2117. # mgcarpathian_np_hills_terrain = {
  2118. # offset = 1,
  2119. # scale = 1,
  2120. # spread = (1301, 1301, 1301),
  2121. # seed = 1692,
  2122. # octaves = 3,
  2123. # persistence = 0.5,
  2124. # lacunarity = 2.0,
  2125. # flags = eased
  2126. # }
  2127. # 2D noise that controls the size/occurrence of ridged mountain ranges.
  2128. # type: noise_params_2d
  2129. # mgcarpathian_np_ridge_terrain = {
  2130. # offset = 1,
  2131. # scale = 1,
  2132. # spread = (1889, 1889, 1889),
  2133. # seed = 3568,
  2134. # octaves = 3,
  2135. # persistence = 0.5,
  2136. # lacunarity = 2.0,
  2137. # flags = eased
  2138. # }
  2139. # 2D noise that controls the size/occurrence of step mountain ranges.
  2140. # type: noise_params_2d
  2141. # mgcarpathian_np_step_terrain = {
  2142. # offset = 1,
  2143. # scale = 1,
  2144. # spread = (1889, 1889, 1889),
  2145. # seed = 4157,
  2146. # octaves = 3,
  2147. # persistence = 0.5,
  2148. # lacunarity = 2.0,
  2149. # flags = eased
  2150. # }
  2151. # 2D noise that controls the shape/size of rolling hills.
  2152. # type: noise_params_2d
  2153. # mgcarpathian_np_hills = {
  2154. # offset = 0,
  2155. # scale = 3,
  2156. # spread = (257, 257, 257),
  2157. # seed = 6604,
  2158. # octaves = 6,
  2159. # persistence = 0.5,
  2160. # lacunarity = 2.0,
  2161. # flags = eased
  2162. # }
  2163. # 2D noise that controls the shape/size of ridged mountains.
  2164. # type: noise_params_2d
  2165. # mgcarpathian_np_ridge_mnt = {
  2166. # offset = 0,
  2167. # scale = 12,
  2168. # spread = (743, 743, 743),
  2169. # seed = 5520,
  2170. # octaves = 6,
  2171. # persistence = 0.7,
  2172. # lacunarity = 2.0,
  2173. # flags = eased
  2174. # }
  2175. # 2D noise that controls the shape/size of step mountains.
  2176. # type: noise_params_2d
  2177. # mgcarpathian_np_step_mnt = {
  2178. # offset = 0,
  2179. # scale = 8,
  2180. # spread = (509, 509, 509),
  2181. # seed = 2590,
  2182. # octaves = 6,
  2183. # persistence = 0.6,
  2184. # lacunarity = 2.0,
  2185. # flags = eased
  2186. # }
  2187. # 2D noise that locates the river valleys and channels.
  2188. # type: noise_params_2d
  2189. # mgcarpathian_np_rivers = {
  2190. # offset = 0,
  2191. # scale = 1,
  2192. # spread = (1000, 1000, 1000),
  2193. # seed = 85039,
  2194. # octaves = 5,
  2195. # persistence = 0.6,
  2196. # lacunarity = 2.0,
  2197. # flags = eased
  2198. # }
  2199. # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
  2200. # type: noise_params_3d
  2201. # mgcarpathian_np_mnt_var = {
  2202. # offset = 0,
  2203. # scale = 1,
  2204. # spread = (499, 499, 499),
  2205. # seed = 2490,
  2206. # octaves = 5,
  2207. # persistence = 0.55,
  2208. # lacunarity = 2.0,
  2209. # flags =
  2210. # }
  2211. # First of two 3D noises that together define tunnels.
  2212. # type: noise_params_3d
  2213. # mgcarpathian_np_cave1 = {
  2214. # offset = 0,
  2215. # scale = 12,
  2216. # spread = (61, 61, 61),
  2217. # seed = 52534,
  2218. # octaves = 3,
  2219. # persistence = 0.5,
  2220. # lacunarity = 2.0,
  2221. # flags =
  2222. # }
  2223. # Second of two 3D noises that together define tunnels.
  2224. # type: noise_params_3d
  2225. # mgcarpathian_np_cave2 = {
  2226. # offset = 0,
  2227. # scale = 12,
  2228. # spread = (67, 67, 67),
  2229. # seed = 10325,
  2230. # octaves = 3,
  2231. # persistence = 0.5,
  2232. # lacunarity = 2.0,
  2233. # flags =
  2234. # }
  2235. # 3D noise defining giant caverns.
  2236. # type: noise_params_3d
  2237. # mgcarpathian_np_cavern = {
  2238. # offset = 0,
  2239. # scale = 1,
  2240. # spread = (384, 128, 384),
  2241. # seed = 723,
  2242. # octaves = 5,
  2243. # persistence = 0.63,
  2244. # lacunarity = 2.0,
  2245. # flags =
  2246. # }
  2247. # 3D noise that determines number of dungeons per mapchunk.
  2248. # type: noise_params_3d
  2249. # mgcarpathian_np_dungeons = {
  2250. # offset = 0.9,
  2251. # scale = 0.5,
  2252. # spread = (500, 500, 500),
  2253. # seed = 0,
  2254. # octaves = 2,
  2255. # persistence = 0.8,
  2256. # lacunarity = 2.0,
  2257. # flags =
  2258. # }
  2259. ## Mapgen Flat
  2260. # Map generation attributes specific to Mapgen Flat.
  2261. # Occasional lakes and hills can be added to the flat world.
  2262. # type: flags possible values: lakes, hills, nolakes, nohills
  2263. # mgflat_spflags = nolakes,nohills
  2264. # Y of flat ground.
  2265. # type: int
  2266. # mgflat_ground_level = 8
  2267. # Y of upper limit of large caves.
  2268. # type: int
  2269. # mgflat_large_cave_depth = -33
  2270. # Minimum limit of random number of small caves per mapchunk.
  2271. # type: int min: 0 max: 256
  2272. # mgflat_small_cave_num_min = 0
  2273. # Maximum limit of random number of small caves per mapchunk.
  2274. # type: int min: 0 max: 256
  2275. # mgflat_small_cave_num_max = 0
  2276. # Minimum limit of random number of large caves per mapchunk.
  2277. # type: int min: 0 max: 64
  2278. # mgflat_large_cave_num_min = 0
  2279. # Maximum limit of random number of large caves per mapchunk.
  2280. # type: int min: 0 max: 64
  2281. # mgflat_large_cave_num_max = 2
  2282. # Proportion of large caves that contain liquid.
  2283. # type: float min: 0 max: 1
  2284. # mgflat_large_cave_flooded = 0.5
  2285. # Controls width of tunnels, a smaller value creates wider tunnels.
  2286. # Value >= 10.0 completely disables generation of tunnels and avoids the
  2287. # intensive noise calculations.
  2288. # type: float
  2289. # mgflat_cave_width = 0.09
  2290. # Terrain noise threshold for lakes.
  2291. # Controls proportion of world area covered by lakes.
  2292. # Adjust towards 0.0 for a larger proportion.
  2293. # type: float
  2294. # mgflat_lake_threshold = -0.45
  2295. # Controls steepness/depth of lake depressions.
  2296. # type: float
  2297. # mgflat_lake_steepness = 48.0
  2298. # Terrain noise threshold for hills.
  2299. # Controls proportion of world area covered by hills.
  2300. # Adjust towards 0.0 for a larger proportion.
  2301. # type: float
  2302. # mgflat_hill_threshold = 0.45
  2303. # Controls steepness/height of hills.
  2304. # type: float
  2305. # mgflat_hill_steepness = 64.0
  2306. # Lower Y limit of dungeons.
  2307. # type: int
  2308. # mgflat_dungeon_ymin = -31000
  2309. # Upper Y limit of dungeons.
  2310. # type: int
  2311. # mgflat_dungeon_ymax = 31000
  2312. ### Noises
  2313. # Defines location and terrain of optional hills and lakes.
  2314. # type: noise_params_2d
  2315. # mgflat_np_terrain = {
  2316. # offset = 0,
  2317. # scale = 1,
  2318. # spread = (600, 600, 600),
  2319. # seed = 7244,
  2320. # octaves = 5,
  2321. # persistence = 0.6,
  2322. # lacunarity = 2.0,
  2323. # flags = eased
  2324. # }
  2325. # Variation of biome filler depth.
  2326. # type: noise_params_2d
  2327. # mgflat_np_filler_depth = {
  2328. # offset = 0,
  2329. # scale = 1.2,
  2330. # spread = (150, 150, 150),
  2331. # seed = 261,
  2332. # octaves = 3,
  2333. # persistence = 0.7,
  2334. # lacunarity = 2.0,
  2335. # flags = eased
  2336. # }
  2337. # First of two 3D noises that together define tunnels.
  2338. # type: noise_params_3d
  2339. # mgflat_np_cave1 = {
  2340. # offset = 0,
  2341. # scale = 12,
  2342. # spread = (61, 61, 61),
  2343. # seed = 52534,
  2344. # octaves = 3,
  2345. # persistence = 0.5,
  2346. # lacunarity = 2.0,
  2347. # flags =
  2348. # }
  2349. # Second of two 3D noises that together define tunnels.
  2350. # type: noise_params_3d
  2351. # mgflat_np_cave2 = {
  2352. # offset = 0,
  2353. # scale = 12,
  2354. # spread = (67, 67, 67),
  2355. # seed = 10325,
  2356. # octaves = 3,
  2357. # persistence = 0.5,
  2358. # lacunarity = 2.0,
  2359. # flags =
  2360. # }
  2361. # 3D noise that determines number of dungeons per mapchunk.
  2362. # type: noise_params_3d
  2363. # mgflat_np_dungeons = {
  2364. # offset = 0.9,
  2365. # scale = 0.5,
  2366. # spread = (500, 500, 500),
  2367. # seed = 0,
  2368. # octaves = 2,
  2369. # persistence = 0.8,
  2370. # lacunarity = 2.0,
  2371. # flags =
  2372. # }
  2373. ## Mapgen Fractal
  2374. # Map generation attributes specific to Mapgen Fractal.
  2375. # 'terrain' enables the generation of non-fractal terrain:
  2376. # ocean, islands and underground.
  2377. # type: flags possible values: terrain, noterrain
  2378. # mgfractal_spflags = terrain
  2379. # Controls width of tunnels, a smaller value creates wider tunnels.
  2380. # Value >= 10.0 completely disables generation of tunnels and avoids the
  2381. # intensive noise calculations.
  2382. # type: float
  2383. # mgfractal_cave_width = 0.09
  2384. # Y of upper limit of large caves.
  2385. # type: int
  2386. # mgfractal_large_cave_depth = -33
  2387. # Minimum limit of random number of small caves per mapchunk.
  2388. # type: int min: 0 max: 256
  2389. # mgfractal_small_cave_num_min = 0
  2390. # Maximum limit of random number of small caves per mapchunk.
  2391. # type: int min: 0 max: 256
  2392. # mgfractal_small_cave_num_max = 0
  2393. # Minimum limit of random number of large caves per mapchunk.
  2394. # type: int min: 0 max: 64
  2395. # mgfractal_large_cave_num_min = 0
  2396. # Maximum limit of random number of large caves per mapchunk.
  2397. # type: int min: 0 max: 64
  2398. # mgfractal_large_cave_num_max = 2
  2399. # Proportion of large caves that contain liquid.
  2400. # type: float min: 0 max: 1
  2401. # mgfractal_large_cave_flooded = 0.5
  2402. # Lower Y limit of dungeons.
  2403. # type: int
  2404. # mgfractal_dungeon_ymin = -31000
  2405. # Upper Y limit of dungeons.
  2406. # type: int
  2407. # mgfractal_dungeon_ymax = 31000
  2408. # Selects one of 18 fractal types.
  2409. # 1 = 4D "Roundy" Mandelbrot set.
  2410. # 2 = 4D "Roundy" Julia set.
  2411. # 3 = 4D "Squarry" Mandelbrot set.
  2412. # 4 = 4D "Squarry" Julia set.
  2413. # 5 = 4D "Mandy Cousin" Mandelbrot set.
  2414. # 6 = 4D "Mandy Cousin" Julia set.
  2415. # 7 = 4D "Variation" Mandelbrot set.
  2416. # 8 = 4D "Variation" Julia set.
  2417. # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
  2418. # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
  2419. # 11 = 3D "Christmas Tree" Mandelbrot set.
  2420. # 12 = 3D "Christmas Tree" Julia set.
  2421. # 13 = 3D "Mandelbulb" Mandelbrot set.
  2422. # 14 = 3D "Mandelbulb" Julia set.
  2423. # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
  2424. # 16 = 3D "Cosine Mandelbulb" Julia set.
  2425. # 17 = 4D "Mandelbulb" Mandelbrot set.
  2426. # 18 = 4D "Mandelbulb" Julia set.
  2427. # type: int min: 1 max: 18
  2428. # mgfractal_fractal = 1
  2429. # Iterations of the recursive function.
  2430. # Increasing this increases the amount of fine detail, but also
  2431. # increases processing load.
  2432. # At iterations = 20 this mapgen has a similar load to mapgen V7.
  2433. # type: int
  2434. # mgfractal_iterations = 11
  2435. # (X,Y,Z) scale of fractal in nodes.
  2436. # Actual fractal size will be 2 to 3 times larger.
  2437. # These numbers can be made very large, the fractal does
  2438. # not have to fit inside the world.
  2439. # Increase these to 'zoom' into the detail of the fractal.
  2440. # Default is for a vertically-squashed shape suitable for
  2441. # an island, set all 3 numbers equal for the raw shape.
  2442. # type: v3f
  2443. # mgfractal_scale = (4096.0, 1024.0, 4096.0)
  2444. # (X,Y,Z) offset of fractal from world center in units of 'scale'.
  2445. # Can be used to move a desired point to (0, 0) to create a
  2446. # suitable spawn point, or to allow 'zooming in' on a desired
  2447. # point by increasing 'scale'.
  2448. # The default is tuned for a suitable spawn point for Mandelbrot
  2449. # sets with default parameters, it may need altering in other
  2450. # situations.
  2451. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
  2452. # type: v3f
  2453. # mgfractal_offset = (1.79, 0.0, 0.0)
  2454. # W coordinate of the generated 3D slice of a 4D fractal.
  2455. # Determines which 3D slice of the 4D shape is generated.
  2456. # Alters the shape of the fractal.
  2457. # Has no effect on 3D fractals.
  2458. # Range roughly -2 to 2.
  2459. # type: float
  2460. # mgfractal_slice_w = 0.0
  2461. # Julia set only.
  2462. # X component of hypercomplex constant.
  2463. # Alters the shape of the fractal.
  2464. # Range roughly -2 to 2.
  2465. # type: float
  2466. # mgfractal_julia_x = 0.33
  2467. # Julia set only.
  2468. # Y component of hypercomplex constant.
  2469. # Alters the shape of the fractal.
  2470. # Range roughly -2 to 2.
  2471. # type: float
  2472. # mgfractal_julia_y = 0.33
  2473. # Julia set only.
  2474. # Z component of hypercomplex constant.
  2475. # Alters the shape of the fractal.
  2476. # Range roughly -2 to 2.
  2477. # type: float
  2478. # mgfractal_julia_z = 0.33
  2479. # Julia set only.
  2480. # W component of hypercomplex constant.
  2481. # Alters the shape of the fractal.
  2482. # Has no effect on 3D fractals.
  2483. # Range roughly -2 to 2.
  2484. # type: float
  2485. # mgfractal_julia_w = 0.33
  2486. ### Noises
  2487. # Y-level of seabed.
  2488. # type: noise_params_2d
  2489. # mgfractal_np_seabed = {
  2490. # offset = -14,
  2491. # scale = 9,
  2492. # spread = (600, 600, 600),
  2493. # seed = 41900,
  2494. # octaves = 5,
  2495. # persistence = 0.6,
  2496. # lacunarity = 2.0,
  2497. # flags = eased
  2498. # }
  2499. # Variation of biome filler depth.
  2500. # type: noise_params_2d
  2501. # mgfractal_np_filler_depth = {
  2502. # offset = 0,
  2503. # scale = 1.2,
  2504. # spread = (150, 150, 150),
  2505. # seed = 261,
  2506. # octaves = 3,
  2507. # persistence = 0.7,
  2508. # lacunarity = 2.0,
  2509. # flags = eased
  2510. # }
  2511. # First of two 3D noises that together define tunnels.
  2512. # type: noise_params_3d
  2513. # mgfractal_np_cave1 = {
  2514. # offset = 0,
  2515. # scale = 12,
  2516. # spread = (61, 61, 61),
  2517. # seed = 52534,
  2518. # octaves = 3,
  2519. # persistence = 0.5,
  2520. # lacunarity = 2.0,
  2521. # flags =
  2522. # }
  2523. # Second of two 3D noises that together define tunnels.
  2524. # type: noise_params_3d
  2525. # mgfractal_np_cave2 = {
  2526. # offset = 0,
  2527. # scale = 12,
  2528. # spread = (67, 67, 67),
  2529. # seed = 10325,
  2530. # octaves = 3,
  2531. # persistence = 0.5,
  2532. # lacunarity = 2.0,
  2533. # flags =
  2534. # }
  2535. # 3D noise that determines number of dungeons per mapchunk.
  2536. # type: noise_params_3d
  2537. # mgfractal_np_dungeons = {
  2538. # offset = 0.9,
  2539. # scale = 0.5,
  2540. # spread = (500, 500, 500),
  2541. # seed = 0,
  2542. # octaves = 2,
  2543. # persistence = 0.8,
  2544. # lacunarity = 2.0,
  2545. # flags =
  2546. # }
  2547. ## Mapgen Valleys
  2548. # Map generation attributes specific to Mapgen Valleys.
  2549. # 'altitude_chill': Reduces heat with altitude.
  2550. # 'humid_rivers': Increases humidity around rivers.
  2551. # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
  2552. # to become shallower and occasionally dry.
  2553. # 'altitude_dry': Reduces humidity with altitude.
  2554. # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
  2555. # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
  2556. # The vertical distance over which heat drops by 20 if 'altitude_chill' is
  2557. # enabled. Also the vertical distance over which humidity drops by 10 if
  2558. # 'altitude_dry' is enabled.
  2559. # type: int
  2560. # mgvalleys_altitude_chill = 90
  2561. # Depth below which you'll find large caves.
  2562. # type: int
  2563. # mgvalleys_large_cave_depth = -33
  2564. # Minimum limit of random number of small caves per mapchunk.
  2565. # type: int min: 0 max: 256
  2566. # mgvalleys_small_cave_num_min = 0
  2567. # Maximum limit of random number of small caves per mapchunk.
  2568. # type: int min: 0 max: 256
  2569. # mgvalleys_small_cave_num_max = 0
  2570. # Minimum limit of random number of large caves per mapchunk.
  2571. # type: int min: 0 max: 64
  2572. # mgvalleys_large_cave_num_min = 0
  2573. # Maximum limit of random number of large caves per mapchunk.
  2574. # type: int min: 0 max: 64
  2575. # mgvalleys_large_cave_num_max = 2
  2576. # Proportion of large caves that contain liquid.
  2577. # type: float min: 0 max: 1
  2578. # mgvalleys_large_cave_flooded = 0.5
  2579. # Depth below which you'll find giant caverns.
  2580. # type: int
  2581. # mgvalleys_cavern_limit = -256
  2582. # Y-distance over which caverns expand to full size.
  2583. # type: int
  2584. # mgvalleys_cavern_taper = 192
  2585. # Defines full size of caverns, smaller values create larger caverns.
  2586. # type: float
  2587. # mgvalleys_cavern_threshold = 0.6
  2588. # How deep to make rivers.
  2589. # type: int
  2590. # mgvalleys_river_depth = 4
  2591. # How wide to make rivers.
  2592. # type: int
  2593. # mgvalleys_river_size = 5
  2594. # Controls width of tunnels, a smaller value creates wider tunnels.
  2595. # Value >= 10.0 completely disables generation of tunnels and avoids the
  2596. # intensive noise calculations.
  2597. # type: float
  2598. # mgvalleys_cave_width = 0.09
  2599. # Lower Y limit of dungeons.
  2600. # type: int
  2601. # mgvalleys_dungeon_ymin = -31000
  2602. # Upper Y limit of dungeons.
  2603. # type: int
  2604. # mgvalleys_dungeon_ymax = 63
  2605. ### Noises
  2606. # First of two 3D noises that together define tunnels.
  2607. # type: noise_params_3d
  2608. # mgvalleys_np_cave1 = {
  2609. # offset = 0,
  2610. # scale = 12,
  2611. # spread = (61, 61, 61),
  2612. # seed = 52534,
  2613. # octaves = 3,
  2614. # persistence = 0.5,
  2615. # lacunarity = 2.0,
  2616. # flags =
  2617. # }
  2618. # Second of two 3D noises that together define tunnels.
  2619. # type: noise_params_3d
  2620. # mgvalleys_np_cave2 = {
  2621. # offset = 0,
  2622. # scale = 12,
  2623. # spread = (67, 67, 67),
  2624. # seed = 10325,
  2625. # octaves = 3,
  2626. # persistence = 0.5,
  2627. # lacunarity = 2.0,
  2628. # flags =
  2629. # }
  2630. # The depth of dirt or other biome filler node.
  2631. # type: noise_params_2d
  2632. # mgvalleys_np_filler_depth = {
  2633. # offset = 0,
  2634. # scale = 1.2,
  2635. # spread = (256, 256, 256),
  2636. # seed = 1605,
  2637. # octaves = 3,
  2638. # persistence = 0.5,
  2639. # lacunarity = 2.0,
  2640. # flags = eased
  2641. # }
  2642. # 3D noise defining giant caverns.
  2643. # type: noise_params_3d
  2644. # mgvalleys_np_cavern = {
  2645. # offset = 0,
  2646. # scale = 1,
  2647. # spread = (768, 256, 768),
  2648. # seed = 59033,
  2649. # octaves = 6,
  2650. # persistence = 0.63,
  2651. # lacunarity = 2.0,
  2652. # flags =
  2653. # }
  2654. # Defines large-scale river channel structure.
  2655. # type: noise_params_2d
  2656. # mgvalleys_np_rivers = {
  2657. # offset = 0,
  2658. # scale = 1,
  2659. # spread = (256, 256, 256),
  2660. # seed = -6050,
  2661. # octaves = 5,
  2662. # persistence = 0.6,
  2663. # lacunarity = 2.0,
  2664. # flags = eased
  2665. # }
  2666. # Base terrain height.
  2667. # type: noise_params_2d
  2668. # mgvalleys_np_terrain_height = {
  2669. # offset = -10,
  2670. # scale = 50,
  2671. # spread = (1024, 1024, 1024),
  2672. # seed = 5202,
  2673. # octaves = 6,
  2674. # persistence = 0.4,
  2675. # lacunarity = 2.0,
  2676. # flags = eased
  2677. # }
  2678. # Raises terrain to make valleys around the rivers.
  2679. # type: noise_params_2d
  2680. # mgvalleys_np_valley_depth = {
  2681. # offset = 5,
  2682. # scale = 4,
  2683. # spread = (512, 512, 512),
  2684. # seed = -1914,
  2685. # octaves = 1,
  2686. # persistence = 1.0,
  2687. # lacunarity = 2.0,
  2688. # flags = eased
  2689. # }
  2690. # Slope and fill work together to modify the heights.
  2691. # type: noise_params_3d
  2692. # mgvalleys_np_inter_valley_fill = {
  2693. # offset = 0,
  2694. # scale = 1,
  2695. # spread = (256, 512, 256),
  2696. # seed = 1993,
  2697. # octaves = 6,
  2698. # persistence = 0.8,
  2699. # lacunarity = 2.0,
  2700. # flags =
  2701. # }
  2702. # Amplifies the valleys.
  2703. # type: noise_params_2d
  2704. # mgvalleys_np_valley_profile = {
  2705. # offset = 0.6,
  2706. # scale = 0.5,
  2707. # spread = (512, 512, 512),
  2708. # seed = 777,
  2709. # octaves = 1,
  2710. # persistence = 1.0,
  2711. # lacunarity = 2.0,
  2712. # flags = eased
  2713. # }
  2714. # Slope and fill work together to modify the heights.
  2715. # type: noise_params_2d
  2716. # mgvalleys_np_inter_valley_slope = {
  2717. # offset = 0.5,
  2718. # scale = 0.5,
  2719. # spread = (128, 128, 128),
  2720. # seed = 746,
  2721. # octaves = 1,
  2722. # persistence = 1.0,
  2723. # lacunarity = 2.0,
  2724. # flags = eased
  2725. # }
  2726. # 3D noise that determines number of dungeons per mapchunk.
  2727. # type: noise_params_3d
  2728. # mgvalleys_np_dungeons = {
  2729. # offset = 0.9,
  2730. # scale = 0.5,
  2731. # spread = (500, 500, 500),
  2732. # seed = 0,
  2733. # octaves = 2,
  2734. # persistence = 0.8,
  2735. # lacunarity = 2.0,
  2736. # flags =
  2737. # }
  2738. ## Advanced
  2739. # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
  2740. # WARNING!: There is no benefit, and there are several dangers, in
  2741. # increasing this value above 5.
  2742. # Reducing this value increases cave and dungeon density.
  2743. # Altering this value is for special usage, leaving it unchanged is
  2744. # recommended.
  2745. # type: int
  2746. # chunksize = 5
  2747. # Dump the mapgen debug information.
  2748. # type: bool
  2749. # enable_mapgen_debug_info = false
  2750. # Maximum number of blocks that can be queued for loading.
  2751. # type: int
  2752. # emergequeue_limit_total = 512
  2753. # Maximum number of blocks to be queued that are to be loaded from file.
  2754. # This limit is enforced per player.
  2755. # type: int
  2756. # emergequeue_limit_diskonly = 64
  2757. # Maximum number of blocks to be queued that are to be generated.
  2758. # This limit is enforced per player.
  2759. # type: int
  2760. # emergequeue_limit_generate = 64
  2761. # Number of emerge threads to use.
  2762. # Value 0:
  2763. # - Automatic selection. The number of emerge threads will be
  2764. # - 'number of processors - 2', with a lower limit of 1.
  2765. # Any other value:
  2766. # - Specifies the number of emerge threads, with a lower limit of 1.
  2767. # WARNING: Increasing the number of emerge threads increases engine mapgen
  2768. # speed, but this may harm game performance by interfering with other
  2769. # processes, especially in singleplayer and/or when running Lua code in
  2770. # 'on_generated'. For many users the optimum setting may be '1'.
  2771. # type: int
  2772. # num_emerge_threads = 1
  2773. #
  2774. # Online Content Repository
  2775. #
  2776. # The URL for the content repository
  2777. # type: string
  2778. # contentdb_url = https://content.minetest.net
  2779. # Comma-separated list of flags to hide in the content repository.
  2780. # "nonfree" can be used to hide packages which do not qualify as 'free software',
  2781. # as defined by the Free Software Foundation.
  2782. # You can also specify content ratings.
  2783. # These flags are independent from Minetest versions,
  2784. # so see a full list at https://content.minetest.net/help/content_flags/
  2785. # type: string
  2786. # contentdb_flag_blacklist = nonfree, desktop_default