1 # This file contains a list of all available settings and their default value for minetest.conf
3 # By default, all the settings are commented and not functional.
4 # Uncomment settings by removing the preceding #.
6 # minetest.conf is read by default from:
9 # Any other path can be chosen by passing the path as a parameter
10 # to the program, eg. "minetest.exe --config ../minetest.conf.example".
12 # Further documentation:
13 # http://wiki.minetest.net/
19 # If enabled, you can place blocks at the position (feet + eye level) where you stand.
20 # This is helpful when working with nodeboxes in small areas.
22 # enable_build_where_you_stand = false
24 # Player is able to fly without being affected by gravity.
25 # This requires the "fly" privilege on the server.
29 # If enabled, makes move directions relative to the player's pitch when flying or swimming.
33 # Fast movement (via the "special" key).
34 # This requires the "fast" privilege on the server.
38 # If enabled together with fly mode, player is able to fly through solid nodes.
39 # This requires the "noclip" privilege on the server.
43 # Smooths camera when looking around. Also called look or mouse smoothing.
44 # Useful for recording videos.
48 # Smooths rotation of camera. 0 to disable.
49 # type: float min: 0 max: 0.99
50 # camera_smoothing = 0.0
52 # Smooths rotation of camera in cinematic mode. 0 to disable.
53 # type: float min: 0 max: 0.99
54 # cinematic_camera_smoothing = 0.7
56 # Invert vertical mouse movement.
58 # invert_mouse = false
60 # Mouse sensitivity multiplier.
62 # mouse_sensitivity = 0.2
64 # If enabled, "special" key instead of "sneak" key is used for climbing down and
67 # aux1_descends = false
69 # Double-tapping the jump key toggles fly mode.
71 # doubletap_jump = false
73 # If disabled, "special" key is used to fly fast if both fly and fast mode are
76 # always_fly_fast = true
78 # The time in seconds it takes between repeated right clicks when holding the right
80 # type: float min: 0.001
81 # repeat_rightclick_time = 0.25
83 # Automatically jump up single-node obstacles.
87 # Prevent digging and placing from repeating when holding the mouse buttons.
88 # Enable this when you dig or place too often by accident.
90 # safe_dig_and_place = false
92 # Enable random user input (only used for testing).
94 # random_input = false
96 # Continuous forward movement, toggled by autoforward key.
97 # Press the autoforward key again or the backwards movement to disable.
99 # continuous_forward = false
101 # The length in pixels it takes for touch screen interaction to start.
102 # type: int min: 0 max: 100
103 # touchscreen_threshold = 20
105 # (Android) Fixes the position of virtual joystick.
106 # If disabled, virtual joystick will center to first-touch's position.
108 # fixed_virtual_joystick = false
110 # (Android) Use virtual joystick to trigger "aux" button.
111 # If enabled, virtual joystick will also tap "aux" button when out of main circle.
113 # virtual_joystick_triggers_aux = false
117 # enable_joysticks = false
119 # The identifier of the joystick to use
123 # The type of joystick
124 # type: enum values: auto, generic, xbox
125 # joystick_type = auto
127 # The time in seconds it takes between repeated events
128 # when holding down a joystick button combination.
129 # type: float min: 0.001
130 # repeat_joystick_button_time = 0.17
132 # The sensitivity of the joystick axes for moving the
133 # ingame view frustum around.
135 # joystick_frustum_sensitivity = 170
137 # Key for moving the player forward.
138 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
140 # keymap_forward = KEY_KEY_W
142 # Key for moving the player backward.
143 # Will also disable autoforward, when active.
144 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
146 # keymap_backward = KEY_KEY_S
148 # Key for moving the player left.
149 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
151 # keymap_left = KEY_KEY_A
153 # Key for moving the player right.
154 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
156 # keymap_right = KEY_KEY_D
159 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
161 # keymap_jump = KEY_SPACE
164 # Also used for climbing down and descending in water if aux1_descends is disabled.
165 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
167 # keymap_sneak = KEY_LSHIFT
169 # Key for opening the inventory.
170 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
172 # keymap_inventory = KEY_KEY_I
174 # Key for moving fast in fast mode.
175 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
177 # keymap_special1 = KEY_KEY_E
179 # Key for opening the chat window.
180 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
182 # keymap_chat = KEY_KEY_T
184 # Key for opening the chat window to type commands.
185 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
189 # Key for opening the chat window to type local commands.
190 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
192 # keymap_cmd_local = .
194 # Key for toggling unlimited view range.
195 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
197 # keymap_rangeselect = KEY_KEY_R
199 # Key for toggling flying.
200 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
202 # keymap_freemove = KEY_KEY_K
204 # Key for toggling pitch move mode.
205 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
207 # keymap_pitchmove = KEY_KEY_P
209 # Key for toggling fast mode.
210 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
212 # keymap_fastmove = KEY_KEY_J
214 # Key for toggling noclip mode.
215 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
217 # keymap_noclip = KEY_KEY_H
219 # Key for selecting the next item in the hotbar.
220 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
222 # keymap_hotbar_next = KEY_KEY_N
224 # Key for selecting the previous item in the hotbar.
225 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
227 # keymap_hotbar_previous = KEY_KEY_B
229 # Key for muting the game.
230 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
232 # keymap_mute = KEY_KEY_M
234 # Key for increasing the volume.
235 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
237 # keymap_increase_volume =
239 # Key for decreasing the volume.
240 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
242 # keymap_decrease_volume =
244 # Key for toggling autoforward.
245 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
247 # keymap_autoforward =
249 # Key for toggling cinematic mode.
250 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
254 # Key for toggling display of minimap.
255 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
257 # keymap_minimap = KEY_F9
259 # Key for taking screenshots.
260 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
262 # keymap_screenshot = KEY_F12
264 # Key for dropping the currently selected item.
265 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
267 # keymap_drop = KEY_KEY_Q
269 # Key to use view zoom when possible.
270 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
272 # keymap_zoom = KEY_KEY_Z
274 # Key for selecting the first hotbar slot.
275 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
277 # keymap_slot1 = KEY_KEY_1
279 # Key for selecting the second hotbar slot.
280 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
282 # keymap_slot2 = KEY_KEY_2
284 # Key for selecting the third hotbar slot.
285 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
287 # keymap_slot3 = KEY_KEY_3
289 # Key for selecting the fourth hotbar slot.
290 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
292 # keymap_slot4 = KEY_KEY_4
294 # Key for selecting the fifth hotbar slot.
295 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
297 # keymap_slot5 = KEY_KEY_5
299 # Key for selecting the sixth hotbar slot.
300 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
302 # keymap_slot6 = KEY_KEY_6
304 # Key for selecting the seventh hotbar slot.
305 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
307 # keymap_slot7 = KEY_KEY_7
309 # Key for selecting the eighth hotbar slot.
310 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
312 # keymap_slot8 = KEY_KEY_8
314 # Key for selecting the ninth hotbar slot.
315 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
317 # keymap_slot9 = KEY_KEY_9
319 # Key for selecting the tenth hotbar slot.
320 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
322 # keymap_slot10 = KEY_KEY_0
324 # Key for selecting the 11th hotbar slot.
325 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
329 # Key for selecting the 12th hotbar slot.
330 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
334 # Key for selecting the 13th hotbar slot.
335 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
339 # Key for selecting the 14th hotbar slot.
340 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
344 # Key for selecting the 15th hotbar slot.
345 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
349 # Key for selecting the 16th hotbar slot.
350 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
354 # Key for selecting the 17th hotbar slot.
355 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
359 # Key for selecting the 18th hotbar slot.
360 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
364 # Key for selecting the 19th hotbar slot.
365 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
369 # Key for selecting the 20th hotbar slot.
370 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
374 # Key for selecting the 21st hotbar slot.
375 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
379 # Key for selecting the 22nd hotbar slot.
380 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
384 # Key for selecting the 23rd hotbar slot.
385 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
389 # Key for selecting the 24th hotbar slot.
390 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
394 # Key for selecting the 25th hotbar slot.
395 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
399 # Key for selecting the 26th hotbar slot.
400 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
404 # Key for selecting the 27th hotbar slot.
405 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
409 # Key for selecting the 28th hotbar slot.
410 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
414 # Key for selecting the 29th hotbar slot.
415 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
419 # Key for selecting the 30th hotbar slot.
420 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
424 # Key for selecting the 31st hotbar slot.
425 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
429 # Key for selecting the 32nd hotbar slot.
430 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
434 # Key for toggling the display of the HUD.
435 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
437 # keymap_toggle_hud = KEY_F1
439 # Key for toggling the display of chat.
440 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
442 # keymap_toggle_chat = KEY_F2
444 # Key for toggling the display of the large chat console.
445 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
447 # keymap_console = KEY_F10
449 # Key for toggling the display of fog.
450 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
452 # keymap_toggle_force_fog_off = KEY_F3
454 # Key for toggling the camera update. Only used for development
455 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
457 # keymap_toggle_update_camera =
459 # Key for toggling the display of debug info.
460 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
462 # keymap_toggle_debug = KEY_F5
464 # Key for toggling the display of the profiler. Used for development.
465 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
467 # keymap_toggle_profiler = KEY_F6
469 # Key for switching between first- and third-person camera.
470 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
472 # keymap_camera_mode = KEY_F7
474 # Key for increasing the viewing range.
475 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
477 # keymap_increase_viewing_range_min = +
479 # Key for decreasing the viewing range.
480 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
482 # keymap_decrease_viewing_range_min = -
492 # Enable vertex buffer objects.
493 # This should greatly improve graphics performance.
497 # Whether to fog out the end of the visible area.
502 # - Fancy: all faces visible
503 # - Simple: only outer faces, if defined special_tiles are used
504 # - Opaque: disable transparency
505 # type: enum values: fancy, simple, opaque
506 # leaves_style = fancy
508 # Connects glass if supported by node.
510 # connected_glass = false
512 # Enable smooth lighting with simple ambient occlusion.
513 # Disable for speed or for different looks.
515 # smooth_lighting = true
517 # Clouds are a client side effect.
519 # enable_clouds = true
521 # Use 3D cloud look instead of flat.
523 # enable_3d_clouds = true
525 # Method used to highlight selected object.
526 # type: enum values: box, halo, none
527 # node_highlighting = box
529 # Adds particles when digging a node.
531 # enable_particles = true
535 # Use mip mapping to scale textures. May slightly increase performance,
536 # especially when using a high resolution texture pack.
537 # Gamma correct downscaling is not supported.
541 # Use anisotropic filtering when viewing at textures from an angle.
543 # anisotropic_filter = false
545 # Use bilinear filtering when scaling textures.
547 # bilinear_filter = false
549 # Use trilinear filtering when scaling textures.
551 # trilinear_filter = false
553 # Filtered textures can blend RGB values with fully-transparent neighbors,
554 # which PNG optimizers usually discard, sometimes resulting in a dark or
555 # light edge to transparent textures. Apply this filter to clean that up
556 # at texture load time.
558 # texture_clean_transparent = false
560 # When using bilinear/trilinear/anisotropic filters, low-resolution textures
561 # can be blurred, so automatically upscale them with nearest-neighbor
562 # interpolation to preserve crisp pixels. This sets the minimum texture size
563 # for the upscaled textures; higher values look sharper, but require more
564 # memory. Powers of 2 are recommended. Setting this higher than 1 may not
565 # have a visible effect unless bilinear/trilinear/anisotropic filtering is
567 # This is also used as the base node texture size for world-aligned
568 # texture autoscaling.
570 # texture_min_size = 64
572 # Experimental option, might cause visible spaces between blocks
573 # when set to higher number than 0.
574 # type: enum values: 0, 1, 2, 4, 8, 16
577 # Undersampling is similar to using a lower screen resolution, but it applies
578 # to the game world only, keeping the GUI intact.
579 # It should give a significant performance boost at the cost of less detailed image.
580 # Higher values result in a less detailed image.
581 # type: int min: 1 max: 8
586 # Shaders allow advanced visual effects and may increase performance on some video
588 # This only works with the OpenGL video backend.
590 # enable_shaders = true
592 # Path to shader directory. If no path is defined, default location will be used.
598 # Enables Hable's 'Uncharted 2' filmic tone mapping.
599 # Simulates the tone curve of photographic film and how this approximates the
600 # appearance of high dynamic range images. Mid-range contrast is slightly
601 # enhanced, highlights and shadows are gradually compressed.
603 # tone_mapping = false
607 # Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
608 # or need to be auto-generated.
609 # Requires shaders to be enabled.
611 # enable_bumpmapping = false
613 # Enables on the fly normalmap generation (Emboss effect).
614 # Requires bumpmapping to be enabled.
616 # generate_normalmaps = false
618 # Strength of generated normalmaps.
620 # normalmaps_strength = 0.6
622 # Defines sampling step of texture.
623 # A higher value results in smoother normal maps.
624 # type: int min: 0 max: 2
625 # normalmaps_smooth = 0
627 #### Parallax Occlusion
629 # Enables parallax occlusion mapping.
630 # Requires shaders to be enabled.
632 # enable_parallax_occlusion = false
634 # 0 = parallax occlusion with slope information (faster).
635 # 1 = relief mapping (slower, more accurate).
636 # type: int min: 0 max: 1
637 # parallax_occlusion_mode = 1
639 # Strength of parallax.
641 # 3d_paralax_strength = 0.025
643 # Number of parallax occlusion iterations.
645 # parallax_occlusion_iterations = 4
647 # Overall scale of parallax occlusion effect.
649 # parallax_occlusion_scale = 0.08
651 # Overall bias of parallax occlusion effect, usually scale/2.
653 # parallax_occlusion_bias = 0.04
657 # Set to true to enable waving liquids (like water).
658 # Requires shaders to be enabled.
660 # enable_waving_water = false
662 # The maximum height of the surface of waving liquids.
663 # 4.0 = Wave height is two nodes.
664 # 0.0 = Wave doesn't move at all.
665 # Default is 1.0 (1/2 node).
666 # Requires waving liquids to be enabled.
667 # type: float min: 0 max: 4
668 # water_wave_height = 1.0
670 # Length of liquid waves.
671 # Requires waving liquids to be enabled.
672 # type: float min: 0.1
673 # water_wave_length = 20.0
675 # How fast liquid waves will move. Higher = faster.
676 # If negative, liquid waves will move backwards.
677 # Requires waving liquids to be enabled.
679 # water_wave_speed = 5.0
681 # Set to true to enable waving leaves.
682 # Requires shaders to be enabled.
684 # enable_waving_leaves = false
686 # Set to true to enable waving plants.
687 # Requires shaders to be enabled.
689 # enable_waving_plants = false
693 # Arm inertia, gives a more realistic movement of
694 # the arm when the camera moves.
698 # If FPS would go higher than this, limit it by sleeping
699 # to not waste CPU power for no benefit.
703 # Maximum FPS when game is paused.
707 # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
710 # pause_on_lost_focus = false
712 # View distance in nodes.
713 # type: int min: 20 max: 4000
714 # viewing_range = 100
716 # Camera 'near clipping plane' distance in nodes, between 0 and 0.25
717 # Only works on GLES platforms. Most users will not need to change this.
718 # Increasing can reduce artifacting on weaker GPUs.
719 # 0.1 = Default, 0.25 = Good value for weaker tablets.
720 # type: float min: 0 max: 0.25
723 # Width component of the initial window size.
727 # Height component of the initial window size.
731 # Save window size automatically when modified.
733 # autosave_screensize = true
739 # Bits per pixel (aka color depth) in fullscreen mode.
741 # fullscreen_bpp = 24
743 # Vertical screen synchronization.
747 # Field of view in degrees.
748 # type: int min: 45 max: 160
751 # Alters the light curve by applying 'gamma correction' to it.
752 # Higher values make middle and lower light levels brighter.
753 # Value '1.0' leaves the light curve unaltered.
754 # This only has significant effect on daylight and artificial
755 # light, it has very little effect on natural night light.
756 # type: float min: 0.33 max: 3
757 # display_gamma = 1.0
759 # Gradient of light curve at minimum light level.
760 # Controls the contrast of the lowest light levels.
761 # type: float min: 0 max: 3
762 # lighting_alpha = 0.0
764 # Gradient of light curve at maximum light level.
765 # Controls the contrast of the highest light levels.
766 # type: float min: 0 max: 3
767 # lighting_beta = 1.5
769 # Strength of light curve boost.
770 # The 3 'boost' parameters define a range of the light
771 # curve that is boosted in brightness.
772 # type: float min: 0 max: 0.4
773 # lighting_boost = 0.2
775 # Center of light curve boost range.
776 # Where 0.0 is minimum light level, 1.0 is maximum light level.
777 # type: float min: 0 max: 1
778 # lighting_boost_center = 0.5
780 # Spread of light curve boost range.
781 # Controls the width of the range to be boosted.
782 # Standard deviation of the light curve boost Gaussian.
783 # type: float min: 0 max: 0.4
784 # lighting_boost_spread = 0.2
786 # Path to texture directory. All textures are first searched from here.
790 # The rendering back-end for Irrlicht.
791 # A restart is required after changing this.
792 # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
793 # On other platforms, OpenGL is recommended, and it’s the only driver with
794 # shader support currently.
795 # type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl, ogles1, ogles2
796 # video_driver = opengl
798 # Radius of cloud area stated in number of 64 node cloud squares.
799 # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
803 # Enable view bobbing and amount of view bobbing.
804 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
806 # view_bobbing_amount = 1.0
808 # Multiplier for fall bobbing.
809 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
811 # fall_bobbing_amount = 0.03
814 # Currently supported:
815 # - none: no 3d output.
816 # - anaglyph: cyan/magenta color 3d.
817 # - interlaced: odd/even line based polarisation screen support.
818 # - topbottom: split screen top/bottom.
819 # - sidebyside: split screen side by side.
820 # - crossview: Cross-eyed 3d
821 # - pageflip: quadbuffer based 3d.
822 # Note that the interlaced mode requires shaders to be enabled.
823 # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
826 # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
827 # type: float min: 0.1 max: 1
828 # console_height = 0.6
830 # In-game chat console background color (R,G,B).
832 # console_color = (0,0,0)
834 # In-game chat console background alpha (opaqueness, between 0 and 255).
835 # type: int min: 0 max: 255
836 # console_alpha = 200
838 # Formspec full-screen background opacity (between 0 and 255).
839 # type: int min: 0 max: 255
840 # formspec_fullscreen_bg_opacity = 140
842 # Formspec full-screen background color (R,G,B).
844 # formspec_fullscreen_bg_color = (0,0,0)
846 # Formspec default background opacity (between 0 and 255).
847 # type: int min: 0 max: 255
848 # formspec_default_bg_opacity = 140
850 # Formspec default background color (R,G,B).
852 # formspec_default_bg_color = (0,0,0)
854 # Selection box border color (R,G,B).
856 # selectionbox_color = (0,0,0)
858 # Width of the selection box lines around nodes.
859 # type: int min: 1 max: 5
860 # selectionbox_width = 2
862 # Crosshair color (R,G,B).
864 # crosshair_color = (255,255,255)
866 # Crosshair alpha (opaqueness, between 0 and 255).
867 # type: int min: 0 max: 255
868 # crosshair_alpha = 255
870 # Maximum number of recent chat messages to show
871 # type: int min: 2 max: 20
872 # recent_chat_messages = 6
874 # Whether node texture animations should be desynchronized per mapblock.
876 # desynchronize_mapblock_texture_animation = true
878 # Maximum proportion of current window to be used for hotbar.
879 # Useful if there's something to be displayed right or left of hotbar.
881 # hud_hotbar_max_width = 1.0
883 # Modifies the size of the hudbar elements.
887 # Enables caching of facedir rotated meshes.
889 # enable_mesh_cache = false
891 # Delay between mesh updates on the client in ms. Increasing this will slow
892 # down the rate of mesh updates, thus reducing jitter on slower clients.
893 # type: int min: 0 max: 50
894 # mesh_generation_interval = 0
896 # Size of the MapBlock cache of the mesh generator. Increasing this will
897 # increase the cache hit %, reducing the data being copied from the main
898 # thread, thus reducing jitter.
899 # type: int min: 0 max: 1000
900 # meshgen_block_cache_size = 20
904 # enable_minimap = true
906 # Shape of the minimap. Enabled = round, disabled = square.
908 # minimap_shape_round = true
912 # Usable to make minimap smoother on slower machines.
914 # minimap_double_scan_height = true
916 # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
918 # directional_colored_fog = true
920 # The strength (darkness) of node ambient-occlusion shading.
921 # Lower is darker, Higher is lighter. The valid range of values for this
922 # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
923 # set to the nearest valid value.
924 # type: float min: 0.25 max: 4
925 # ambient_occlusion_gamma = 2.2
927 # Enables animation of inventory items.
929 # inventory_items_animations = false
931 # Fraction of the visible distance at which fog starts to be rendered
932 # type: float min: 0 max: 0.99
935 # Makes all liquids opaque
937 # opaque_water = false
939 # Textures on a node may be aligned either to the node or to the world.
940 # The former mode suits better things like machines, furniture, etc., while
941 # the latter makes stairs and microblocks fit surroundings better.
942 # However, as this possibility is new, thus may not be used by older servers,
943 # this option allows enforcing it for certain node types. Note though that
944 # that is considered EXPERIMENTAL and may not work properly.
945 # type: enum values: disable, enable, force_solid, force_nodebox
946 # world_aligned_mode = enable
948 # World-aligned textures may be scaled to span several nodes. However,
949 # the server may not send the scale you want, especially if you use
950 # a specially-designed texture pack; with this option, the client tries
951 # to determine the scale automatically basing on the texture size.
952 # See also texture_min_size.
953 # Warning: This option is EXPERIMENTAL!
954 # type: enum values: disable, enable, force
955 # autoscale_mode = disable
957 # Show entity selection boxes
959 # show_entity_selectionbox = true
963 # Use a cloud animation for the main menu background.
967 # Scale GUI by a user specified value.
968 # Use a nearest-neighbor-anti-alias filter to scale the GUI.
969 # This will smooth over some of the rough edges, and blend
970 # pixels when scaling down, at the cost of blurring some
971 # edge pixels when images are scaled by non-integer sizes.
972 # type: float min: 0.001
975 # When gui_scaling_filter is true, all GUI images need to be
976 # filtered in software, but some images are generated directly
977 # to hardware (e.g. render-to-texture for nodes in inventory).
979 # gui_scaling_filter = false
981 # When gui_scaling_filter_txr2img is true, copy those images
982 # from hardware to software for scaling. When false, fall back
983 # to the old scaling method, for video drivers that don't
984 # properly support downloading textures back from hardware.
986 # gui_scaling_filter_txr2img = true
988 # Delay showing tooltips, stated in milliseconds.
990 # tooltip_show_delay = 400
992 # Append item name to tooltip.
994 # tooltip_append_itemname = false
996 # Whether FreeType fonts are used, requires FreeType support to be compiled in.
997 # If disabled, bitmap and XML vectors fonts are used instead.
1005 # font_italic = false
1007 # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
1011 # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
1012 # type: int min: 0 max: 255
1013 # font_shadow_alpha = 127
1015 # Font size of the default font in point (pt).
1019 # Path to the default font.
1020 # If “freetype” setting is enabled: Must be a TrueType font.
1021 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1022 # The fallback font will be used if the font cannot be loaded.
1024 # font_path = fonts/Arimo-Regular.ttf
1027 # font_path_bold = fonts/Arimo-Bold.ttf
1030 # font_path_italic = fonts/Arimo-Italic.ttf
1033 # font_path_bolditalic = fonts/Arimo-BoldItalic.ttf
1035 # Font size of the monospace font in point (pt).
1037 # mono_font_size = 15
1039 # Path to the monospace font.
1040 # If “freetype” setting is enabled: Must be a TrueType font.
1041 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1042 # This font is used for e.g. the console and profiler screen.
1044 # mono_font_path = fonts/Cousine-Regular.ttf
1047 # mono_font_path_bold = fonts/Cousine-Bold.ttf
1050 # mono_font_path_italic = fonts/Cousine-Italic.ttf
1053 # mono_font_path_bolditalic = fonts/Cousine-BoldItalic.ttf
1055 # Font size of the fallback font in point (pt).
1057 # fallback_font_size = 15
1059 # Shadow offset (in pixels) of the fallback font. If 0, then shadow will not be drawn.
1061 # fallback_font_shadow = 1
1063 # Opaqueness (alpha) of the shadow behind the fallback font, between 0 and 255.
1064 # type: int min: 0 max: 255
1065 # fallback_font_shadow_alpha = 128
1067 # Path of the fallback font.
1068 # If “freetype” setting is enabled: Must be a TrueType font.
1069 # If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
1070 # This font will be used for certain languages or if the default font is unavailable.
1072 # fallback_font_path = fonts/DroidSansFallbackFull.ttf
1074 # Path to save screenshots at.
1078 # Format of screenshots.
1079 # type: enum values: png, jpg, bmp, pcx, ppm, tga
1080 # screenshot_format = png
1082 # Screenshot quality. Only used for JPEG format.
1083 # 1 means worst quality; 100 means best quality.
1084 # Use 0 for default quality.
1085 # type: int min: 0 max: 100
1086 # screenshot_quality = 0
1090 # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
1094 # Windows systems only: Start Minetest with the command line window in the background.
1095 # Contains the same information as the file debug.txt (default name).
1097 # enable_console = false
1103 # Enables the sound system.
1104 # If disabled, this completely disables all sounds everywhere and the in-game
1105 # sound controls will be non-functional.
1106 # Changing this setting requires a restart.
1108 # enable_sound = true
1110 # Volume of all sounds.
1111 # Requires the sound system to be enabled.
1112 # type: float min: 0 max: 1
1113 # sound_volume = 0.7
1115 # Whether to mute sounds. You can unmute sounds at any time, unless the
1116 # sound system is disabled (enable_sound=false).
1117 # In-game, you can toggle the mute state with the mute key or by using the
1120 # mute_sound = false
1128 # Address to connect to.
1129 # Leave this blank to start a local server.
1130 # Note that the address field in the main menu overrides this setting.
1134 # Port to connect to (UDP).
1135 # Note that the port field in the main menu overrides this setting.
1136 # type: int min: 1 max: 65535
1137 # remote_port = 30000
1139 # Save the map received by the client on disk.
1141 # enable_local_map_saving = false
1143 # Enable usage of remote media server (if provided by server).
1144 # Remote servers offer a significantly faster way to download media (e.g. textures)
1145 # when connecting to the server.
1147 # enable_remote_media_server = true
1149 # Enable Lua modding support on client.
1150 # This support is experimental and API can change.
1152 # enable_client_modding = false
1154 # URL to the server list displayed in the Multiplayer Tab.
1156 # serverlist_url = servers.minetest.net
1158 # File in client/serverlist/ that contains your favorite servers displayed in the
1161 # serverlist_file = favoriteservers.txt
1163 # Maximum size of the out chat queue.
1164 # 0 to disable queueing and -1 to make the queue size unlimited.
1166 # max_out_chat_queue_size = 20
1168 # Enable register confirmation when connecting to server.
1169 # If disabled, new account will be registered automatically.
1171 # enable_register_confirmation = true
1175 # Timeout for client to remove unused map data from memory.
1177 # client_unload_unused_data_timeout = 600
1179 # Maximum number of mapblocks for client to be kept in memory.
1180 # Set to -1 for unlimited amount.
1182 # client_mapblock_limit = 5000
1184 # Whether to show the client debug info (has the same effect as hitting F5).
1186 # show_debug = false
1189 # Server / Singleplayer
1192 # Name of the server, to be displayed when players join and in the serverlist.
1194 # server_name = Minetest server
1196 # Description of server, to be displayed when players join and in the serverlist.
1198 # server_description = mine here
1200 # Domain name of server, to be displayed in the serverlist.
1202 # server_address = game.minetest.net
1204 # Homepage of server, to be displayed in the serverlist.
1206 # server_url = https://minetest.net
1208 # Automatically report to the serverlist.
1210 # server_announce = false
1212 # Announce to this serverlist.
1214 # serverlist_url = servers.minetest.net
1216 # Remove color codes from incoming chat messages
1217 # Use this to stop players from being able to use color in their messages
1219 # strip_color_codes = false
1223 # Network port to listen (UDP).
1224 # This value will be overridden when starting from the main menu.
1228 # The network interface that the server listens on.
1232 # Enable to disallow old clients from connecting.
1233 # Older clients are compatible in the sense that they will not crash when connecting
1234 # to new servers, but they may not support all new features that you are expecting.
1236 # strict_protocol_version_checking = false
1238 # Specifies URL from which client fetches media instead of using UDP.
1239 # $filename should be accessible from $remote_media$filename via cURL
1240 # (obviously, remote_media should end with a slash).
1241 # Files that are not present will be fetched the usual way.
1245 # Enable/disable running an IPv6 server.
1246 # Ignored if bind_address is set.
1247 # Needs enable_ipv6 to be enabled.
1249 # ipv6_server = false
1253 # Maximum number of blocks that are simultaneously sent per client.
1254 # The maximum total count is calculated dynamically:
1255 # max_total = ceil((#clients + max_users) * per_client / 4)
1257 # max_simultaneous_block_sends_per_client = 40
1259 # To reduce lag, block transfers are slowed down when a player is building something.
1260 # This determines how long they are slowed down after placing or removing a node.
1262 # full_block_send_enable_min_time_from_building = 2.0
1264 # Maximum number of packets sent per send step, if you have a slow connection
1265 # try reducing it, but don't reduce it to a number below double of targeted
1268 # max_packets_per_iteration = 1024
1272 # Default game when creating a new world.
1273 # This will be overridden when creating a world from the main menu.
1275 # default_game = minetest
1277 # Message of the day displayed to players connecting.
1281 # Maximum number of players that can be connected simultaneously.
1285 # World directory (everything in the world is stored here).
1286 # Not needed if starting from the main menu.
1290 # Time in seconds for item entity (dropped items) to live.
1291 # Setting it to -1 disables the feature.
1293 # item_entity_ttl = 900
1295 # Enable players getting damage and dying.
1297 # enable_damage = false
1299 # Enable creative mode for new created maps.
1301 # creative_mode = false
1303 # A chosen map seed for a new map, leave empty for random.
1304 # Will be overridden when creating a new world in the main menu.
1308 # New users need to input this password.
1310 # default_password =
1312 # The privileges that new users automatically get.
1313 # See /privs in game for a full list on your server and mod configuration.
1315 # default_privs = interact, shout
1317 # Privileges that players with basic_privs can grant
1319 # basic_privs = interact, shout
1321 # Whether players are shown to clients without any range limit.
1322 # Deprecated, use the setting player_transfer_distance instead.
1324 # unlimited_player_transfer_distance = true
1326 # Defines the maximal player transfer distance in blocks (0 = unlimited).
1328 # player_transfer_distance = 0
1330 # Whether to allow players to damage and kill each other.
1334 # Enable mod channels support.
1336 # enable_mod_channels = false
1338 # If this is set, players will always (re)spawn at the given position.
1340 # static_spawnpoint =
1342 # If enabled, new players cannot join with an empty password.
1344 # disallow_empty_password = false
1346 # If enabled, disable cheat prevention in multiplayer.
1348 # disable_anticheat = false
1350 # If enabled, actions are recorded for rollback.
1351 # This option is only read when server starts.
1353 # enable_rollback_recording = false
1355 # Format of player chat messages. The following strings are valid placeholders:
1356 # @name, @message, @timestamp (optional)
1358 # chat_message_format = <@name> @message
1360 # A message to be displayed to all clients when the server shuts down.
1362 # kick_msg_shutdown = Server shutting down.
1364 # A message to be displayed to all clients when the server crashes.
1366 # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
1368 # Whether to ask clients to reconnect after a (Lua) crash.
1369 # Set this to true if your server is set up to restart automatically.
1371 # ask_reconnect_on_crash = false
1373 # From how far clients know about objects, stated in mapblocks (16 nodes).
1375 # Setting this larger than active_block_range will also cause the server
1376 # to maintain active objects up to this distance in the direction the
1377 # player is looking. (This can avoid mobs suddenly disappearing from view)
1379 # active_object_send_range_blocks = 4
1381 # The radius of the volume of blocks around every player that is subject to the
1382 # active block stuff, stated in mapblocks (16 nodes).
1383 # In active blocks objects are loaded and ABMs run.
1384 # This is also the minimum range in which active objects (mobs) are maintained.
1385 # This should be configured together with active_object_range.
1387 # active_block_range = 3
1389 # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
1391 # max_block_send_distance = 10
1393 # Maximum number of forceloaded mapblocks.
1395 # max_forceloaded_blocks = 16
1397 # Interval of sending time of day to clients.
1399 # time_send_interval = 5
1401 # Controls length of day/night cycle.
1403 # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
1407 # Time of day when a new world is started, in millihours (0-23999).
1408 # type: int min: 0 max: 23999
1409 # world_start_time = 6125
1411 # Interval of saving important changes in the world, stated in seconds.
1413 # server_map_save_interval = 5.3
1415 # Set the maximum character length of a chat message sent by clients.
1417 # chat_message_max_size = 500
1419 # Amount of messages a player may send per 10 seconds.
1421 # chat_message_limit_per_10sec = 10.0
1423 # Kick players who sent more than X messages per 10 seconds.
1425 # chat_message_limit_trigger_kick = 50
1429 # Horizontal and vertical acceleration on ground or when climbing,
1430 # in nodes per second per second.
1432 # movement_acceleration_default = 3
1434 # Horizontal acceleration in air when jumping or falling,
1435 # in nodes per second per second.
1437 # movement_acceleration_air = 2
1439 # Horizontal and vertical acceleration in fast mode,
1440 # in nodes per second per second.
1442 # movement_acceleration_fast = 10
1444 # Walking and flying speed, in nodes per second.
1446 # movement_speed_walk = 4
1448 # Sneaking speed, in nodes per second.
1450 # movement_speed_crouch = 1.35
1452 # Walking, flying and climbing speed in fast mode, in nodes per second.
1454 # movement_speed_fast = 20
1456 # Vertical climbing speed, in nodes per second.
1458 # movement_speed_climb = 3
1460 # Initial vertical speed when jumping, in nodes per second.
1462 # movement_speed_jump = 6.5
1464 # Decrease this to increase liquid resistance to movement.
1466 # movement_liquid_fluidity = 1
1468 # Maximum liquid resistance. Controls deceleration when entering liquid at
1471 # movement_liquid_fluidity_smooth = 0.5
1473 # Controls sinking speed in liquid.
1475 # movement_liquid_sink = 10
1477 # Acceleration of gravity, in nodes per second per second.
1479 # movement_gravity = 9.81
1483 # Handling for deprecated Lua API calls:
1484 # - legacy: (try to) mimic old behaviour (default for release).
1485 # - log: mimic and log backtrace of deprecated call (default for debug).
1486 # - error: abort on usage of deprecated call (suggested for mod developers).
1487 # type: enum values: legacy, log, error
1488 # deprecated_lua_api_handling = legacy
1490 # Number of extra blocks that can be loaded by /clearobjects at once.
1491 # This is a trade-off between sqlite transaction overhead and
1492 # memory consumption (4096=100MB, as a rule of thumb).
1494 # max_clearobjects_extra_loaded_blocks = 4096
1496 # How much the server will wait before unloading unused mapblocks.
1497 # Higher value is smoother, but will use more RAM.
1499 # server_unload_unused_data_timeout = 29
1501 # Maximum number of statically stored objects in a block.
1503 # max_objects_per_block = 64
1505 # See https://www.sqlite.org/pragma.html#pragma_synchronous
1506 # type: enum values: 0, 1, 2
1507 # sqlite_synchronous = 2
1509 # Length of a server tick and the interval at which objects are generally updated over
1512 # dedicated_server_step = 0.09
1514 # Length of time between active block management cycles
1516 # active_block_mgmt_interval = 2.0
1518 # Length of time between Active Block Modifier (ABM) execution cycles
1520 # abm_interval = 1.0
1522 # Length of time between NodeTimer execution cycles
1524 # nodetimer_interval = 0.2
1526 # If enabled, invalid world data won't cause the server to shut down.
1527 # Only enable this if you know what you are doing.
1529 # ignore_world_load_errors = false
1531 # Max liquids processed per step.
1533 # liquid_loop_max = 100000
1535 # The time (in seconds) that the liquids queue may grow beyond processing
1536 # capacity until an attempt is made to decrease its size by dumping old queue
1537 # items. A value of 0 disables the functionality.
1539 # liquid_queue_purge_time = 0
1541 # Liquid update interval in seconds.
1543 # liquid_update = 1.0
1545 # At this distance the server will aggressively optimize which blocks are sent to
1547 # Small values potentially improve performance a lot, at the expense of visible
1548 # rendering glitches (some blocks will not be rendered under water and in caves,
1549 # as well as sometimes on land).
1550 # Setting this to a value greater than max_block_send_distance disables this
1552 # Stated in mapblocks (16 nodes).
1554 # block_send_optimize_distance = 4
1556 # If enabled the server will perform map block occlusion culling based on
1557 # on the eye position of the player. This can reduce the number of blocks
1558 # sent to the client 50-80%. The client will not longer receive most invisible
1559 # so that the utility of noclip mode is reduced.
1561 # server_side_occlusion_culling = true
1563 # Restricts the access of certain client-side functions on servers.
1564 # Combine the byteflags below to restrict client-side features, or set to 0
1565 # for no restrictions:
1566 # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
1567 # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
1568 # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
1569 # READ_NODEDEFS: 8 (disable get_node_def call client-side)
1570 # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
1571 # csm_restriction_noderange)
1572 # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
1574 # csm_restriction_flags = 62
1576 # If the CSM restriction for node range is enabled, get_node calls are limited
1577 # to this distance from the player to the node.
1579 # csm_restriction_noderange = 0
1583 # Prevent mods from doing insecure things like running shell commands.
1585 # secure.enable_security = true
1587 # Comma-separated list of trusted mods that are allowed to access insecure
1588 # functions even when mod security is on (via request_insecure_environment()).
1590 # secure.trusted_mods =
1592 # Comma-separated list of mods that are allowed to access HTTP APIs, which
1593 # allow them to upload and download data to/from the internet.
1595 # secure.http_mods =
1601 # Load the game profiler to collect game profiling data.
1602 # Provides a /profiler command to access the compiled profile.
1603 # Useful for mod developers and server operators.
1605 # profiler.load = false
1607 # The default format in which profiles are being saved,
1608 # when calling `/profiler save [format]` without format.
1609 # type: enum values: txt, csv, lua, json, json_pretty
1610 # profiler.default_report_format = txt
1612 # The file path relative to your worldpath in which profiles will be saved to.
1614 # profiler.report_path = ""
1616 #### Instrumentation
1618 # Instrument the methods of entities on registration.
1620 # instrument.entity = true
1622 # Instrument the action function of Active Block Modifiers on registration.
1624 # instrument.abm = true
1626 # Instrument the action function of Loading Block Modifiers on registration.
1628 # instrument.lbm = true
1630 # Instrument chatcommands on registration.
1632 # instrument.chatcommand = true
1634 # Instrument global callback functions on registration.
1635 # (anything you pass to a minetest.register_*() function)
1637 # instrument.global_callback = true
1641 # Instrument builtin.
1642 # This is usually only needed by core/builtin contributors
1644 # instrument.builtin = false
1646 # Have the profiler instrument itself:
1647 # * Instrument an empty function.
1648 # This estimates the overhead, that instrumentation is adding (+1 function call).
1649 # * Instrument the sampler being used to update the statistics.
1651 # instrument.profiler = false
1657 # Name of the player.
1658 # When running a server, clients connecting with this name are admins.
1659 # When starting from the main menu, this is overridden.
1663 # Set the language. Leave empty to use the system language.
1664 # A restart is required after changing this.
1665 # type: enum values: , ar, ca, cs, da, de, dv, el, eo, es, et, eu, fil, fr, hu, id, it, ja, ja_KS, jbo, kk, kn, lo, lt, ms, my, nb, nl, nn, pl, pt, pt_BR, ro, ru, sl, sr_Cyrl, sv, sw, th, tr, uk, vi
1668 # Level of logging to be written to debug.txt:
1669 # - <nothing> (no logging)
1670 # - none (messages with no level)
1676 # type: enum values: , none, error, warning, action, info, verbose
1677 # debug_log_level = action
1679 # If the file size of debug.txt exceeds the number of megabytes specified in
1680 # this setting when it is opened, the file is moved to debug.txt.1,
1681 # deleting an older debug.txt.1 if it exists.
1682 # debug.txt is only moved if this setting is positive.
1684 # debug_log_size_max = 50
1686 # Enable IPv6 support (for both client and server).
1687 # Required for IPv6 connections to work at all.
1689 # enable_ipv6 = true
1693 # Default timeout for cURL, stated in milliseconds.
1694 # Only has an effect if compiled with cURL.
1696 # curl_timeout = 5000
1698 # Limits number of parallel HTTP requests. Affects:
1699 # - Media fetch if server uses remote_media setting.
1700 # - Serverlist download and server announcement.
1701 # - Downloads performed by main menu (e.g. mod manager).
1702 # Only has an effect if compiled with cURL.
1704 # curl_parallel_limit = 8
1706 # Maximum time in ms a file download (e.g. a mod download) may take.
1708 # curl_file_download_timeout = 300000
1710 # Makes DirectX work with LuaJIT. Disable if it causes troubles.
1712 # high_precision_fpu = true
1714 # Changes the main menu UI:
1715 # - Full: Multiple singleplayer worlds, game choice, texture pack chooser, etc.
1716 # - Simple: One singleplayer world, no game or texture pack choosers. May be
1717 # necessary for smaller screens.
1718 # type: enum values: full, simple
1719 # main_menu_style = full
1721 # Replaces the default main menu with a custom one.
1723 # main_menu_script =
1725 # Print the engine's profiling data in regular intervals (in seconds).
1726 # 0 = disable. Useful for developers.
1728 # profiler_print_interval = 0
1734 # Name of map generator to be used when creating a new world.
1735 # Creating a world in the main menu will override this.
1736 # Current mapgens in a highly unstable state:
1737 # - The optional floatlands of v7 (disabled by default).
1738 # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
1741 # Water surface level of the world.
1745 # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
1747 # max_block_generate_distance = 8
1749 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
1750 # Only mapchunks completely within the mapgen limit are generated.
1751 # Value is stored per-world.
1752 # type: int min: 0 max: 31000
1753 # mapgen_limit = 31000
1755 # Global map generation attributes.
1756 # In Mapgen v6 the 'decorations' flag controls all decorations except trees
1757 # and junglegrass, in all other mapgens this flag controls all decorations.
1758 # type: flags possible values: caves, dungeons, light, decorations, biomes, nocaves, nodungeons, nolight, nodecorations, nobiomes
1759 # mg_flags = caves,dungeons,light,decorations,biomes
1761 ## Biome API temperature and humidity noise parameters
1763 # Temperature variation for biomes.
1764 # type: noise_params_2d
1765 # mg_biome_np_heat = {
1768 # spread = (1000, 1000, 1000),
1771 # persistence = 0.5,
1776 # Small-scale temperature variation for blending biomes on borders.
1777 # type: noise_params_2d
1778 # mg_biome_np_heat_blend = {
1781 # spread = (8, 8, 8),
1784 # persistence = 1.0,
1789 # Humidity variation for biomes.
1790 # type: noise_params_2d
1791 # mg_biome_np_humidity = {
1794 # spread = (1000, 1000, 1000),
1797 # persistence = 0.5,
1802 # Small-scale humidity variation for blending biomes on borders.
1803 # type: noise_params_2d
1804 # mg_biome_np_humidity_blend = {
1807 # spread = (8, 8, 8),
1810 # persistence = 1.0,
1817 # Map generation attributes specific to Mapgen v5.
1818 # type: flags possible values: caverns, nocaverns
1819 # mgv5_spflags = caverns
1821 # Controls width of tunnels, a smaller value creates wider tunnels.
1822 # Value >= 10.0 completely disables generation of tunnels and avoids the
1823 # intensive noise calculations.
1825 # mgv5_cave_width = 0.09
1827 # Y of upper limit of large caves.
1829 # mgv5_large_cave_depth = -256
1831 # Minimum limit of random number of small caves per mapchunk.
1832 # type: int min: 0 max: 256
1833 # mgv5_small_cave_num_min = 0
1835 # Maximum limit of random number of small caves per mapchunk.
1836 # type: int min: 0 max: 256
1837 # mgv5_small_cave_num_max = 0
1839 # Minimum limit of random number of large caves per mapchunk.
1840 # type: int min: 0 max: 64
1841 # mgv5_large_cave_num_min = 0
1843 # Maximum limit of random number of large caves per mapchunk.
1844 # type: int min: 0 max: 64
1845 # mgv5_large_cave_num_max = 2
1847 # Proportion of large caves that contain liquid.
1848 # type: float min: 0 max: 1
1849 # mgv5_large_cave_flooded = 0.5
1851 # Y-level of cavern upper limit.
1853 # mgv5_cavern_limit = -256
1855 # Y-distance over which caverns expand to full size.
1857 # mgv5_cavern_taper = 256
1859 # Defines full size of caverns, smaller values create larger caverns.
1861 # mgv5_cavern_threshold = 0.7
1863 # Lower Y limit of dungeons.
1865 # mgv5_dungeon_ymin = -31000
1867 # Upper Y limit of dungeons.
1869 # mgv5_dungeon_ymax = 31000
1873 # Variation of biome filler depth.
1874 # type: noise_params_2d
1875 # mgv5_np_filler_depth = {
1878 # spread = (150, 150, 150),
1881 # persistence = 0.7,
1886 # Variation of terrain vertical scale.
1887 # When noise is < -0.55 terrain is near-flat.
1888 # type: noise_params_2d
1889 # mgv5_np_factor = {
1892 # spread = (250, 250, 250),
1895 # persistence = 0.45,
1900 # Y-level of average terrain surface.
1901 # type: noise_params_2d
1902 # mgv5_np_height = {
1905 # spread = (250, 250, 250),
1908 # persistence = 0.5,
1913 # First of two 3D noises that together define tunnels.
1914 # type: noise_params_3d
1918 # spread = (61, 61, 61),
1921 # persistence = 0.5,
1926 # Second of two 3D noises that together define tunnels.
1927 # type: noise_params_3d
1931 # spread = (67, 67, 67),
1934 # persistence = 0.5,
1939 # 3D noise defining giant caverns.
1940 # type: noise_params_3d
1941 # mgv5_np_cavern = {
1944 # spread = (384, 128, 384),
1947 # persistence = 0.63,
1952 # 3D noise defining terrain.
1953 # type: noise_params_3d
1954 # mgv5_np_ground = {
1957 # spread = (80, 80, 80),
1960 # persistence = 0.55,
1965 # 3D noise that determines number of dungeons per mapchunk.
1966 # type: noise_params_3d
1967 # mgv5_np_dungeons = {
1970 # spread = (500, 500, 500),
1973 # persistence = 0.8,
1980 # Map generation attributes specific to Mapgen v6.
1981 # The 'snowbiomes' flag enables the new 5 biome system.
1982 # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
1983 # the 'jungles' flag is ignored.
1984 # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
1985 # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
1987 # Deserts occur when np_biome exceeds this value.
1988 # When the 'snowbiomes' flag is enabled, this is ignored.
1990 # mgv6_freq_desert = 0.45
1992 # Sandy beaches occur when np_beach exceeds this value.
1994 # mgv6_freq_beach = 0.15
1996 # Lower Y limit of dungeons.
1998 # mgv6_dungeon_ymin = -31000
2000 # Upper Y limit of dungeons.
2002 # mgv6_dungeon_ymax = 31000
2006 # Y-level of lower terrain and seabed.
2007 # type: noise_params_2d
2008 # mgv6_np_terrain_base = {
2011 # spread = (250, 250, 250),
2014 # persistence = 0.6,
2019 # Y-level of higher terrain that creates cliffs.
2020 # type: noise_params_2d
2021 # mgv6_np_terrain_higher = {
2024 # spread = (500, 500, 500),
2027 # persistence = 0.6,
2032 # Varies steepness of cliffs.
2033 # type: noise_params_2d
2034 # mgv6_np_steepness = {
2037 # spread = (125, 125, 125),
2040 # persistence = 0.7,
2045 # Defines distribution of higher terrain.
2046 # type: noise_params_2d
2047 # mgv6_np_height_select = {
2050 # spread = (250, 250, 250),
2053 # persistence = 0.69,
2058 # Varies depth of biome surface nodes.
2059 # type: noise_params_2d
2063 # spread = (200, 200, 200),
2066 # persistence = 0.55,
2071 # Defines areas with sandy beaches.
2072 # type: noise_params_2d
2076 # spread = (250, 250, 250),
2079 # persistence = 0.50,
2084 # Temperature variation for biomes.
2085 # type: noise_params_2d
2089 # spread = (500, 500, 500),
2092 # persistence = 0.50,
2097 # Variation of number of caves.
2098 # type: noise_params_2d
2102 # spread = (250, 250, 250),
2105 # persistence = 0.50,
2110 # Humidity variation for biomes.
2111 # type: noise_params_2d
2112 # mgv6_np_humidity = {
2115 # spread = (500, 500, 500),
2118 # persistence = 0.50,
2123 # Defines tree areas and tree density.
2124 # type: noise_params_2d
2128 # spread = (125, 125, 125),
2131 # persistence = 0.66,
2136 # Defines areas where trees have apples.
2137 # type: noise_params_2d
2138 # mgv6_np_apple_trees = {
2141 # spread = (100, 100, 100),
2144 # persistence = 0.45,
2151 # Map generation attributes specific to Mapgen v7.
2152 # 'ridges' enables the rivers.
2153 # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
2154 # mgv7_spflags = mountains,ridges,nofloatlands,caverns
2156 # Y of mountain density gradient zero level. Used to shift mountains vertically.
2158 # mgv7_mount_zero_level = 0
2160 # Controls width of tunnels, a smaller value creates wider tunnels.
2161 # Value >= 10.0 completely disables generation of tunnels and avoids the
2162 # intensive noise calculations.
2164 # mgv7_cave_width = 0.09
2166 # Y of upper limit of large caves.
2168 # mgv7_large_cave_depth = -33
2170 # Minimum limit of random number of small caves per mapchunk.
2171 # type: int min: 0 max: 256
2172 # mgv7_small_cave_num_min = 0
2174 # Maximum limit of random number of small caves per mapchunk.
2175 # type: int min: 0 max: 256
2176 # mgv7_small_cave_num_max = 0
2178 # Minimum limit of random number of large caves per mapchunk.
2179 # type: int min: 0 max: 64
2180 # mgv7_large_cave_num_min = 0
2182 # Maximum limit of random number of large caves per mapchunk.
2183 # type: int min: 0 max: 64
2184 # mgv7_large_cave_num_max = 2
2186 # Proportion of large caves that contain liquid.
2187 # type: float min: 0 max: 1
2188 # mgv7_large_cave_flooded = 0.5
2190 # Y-level of cavern upper limit.
2192 # mgv7_cavern_limit = -256
2194 # Y-distance over which caverns expand to full size.
2196 # mgv7_cavern_taper = 256
2198 # Defines full size of caverns, smaller values create larger caverns.
2200 # mgv7_cavern_threshold = 0.7
2202 # Lower Y limit of dungeons.
2204 # mgv7_dungeon_ymin = -31000
2206 # Upper Y limit of dungeons.
2208 # mgv7_dungeon_ymax = 31000
2212 # Y-level of higher terrain that creates cliffs.
2213 # type: noise_params_2d
2214 # mgv7_np_terrain_base = {
2217 # spread = (600, 600, 600),
2220 # persistence = 0.6,
2225 # Y-level of lower terrain and seabed.
2226 # type: noise_params_2d
2227 # mgv7_np_terrain_alt = {
2230 # spread = (600, 600, 600),
2233 # persistence = 0.6,
2238 # Varies roughness of terrain.
2239 # Defines the 'persistence' value for terrain_base and terrain_alt noises.
2240 # type: noise_params_2d
2241 # mgv7_np_terrain_persist = {
2244 # spread = (2000, 2000, 2000),
2247 # persistence = 0.6,
2252 # Defines distribution of higher terrain and steepness of cliffs.
2253 # type: noise_params_2d
2254 # mgv7_np_height_select = {
2257 # spread = (500, 500, 500),
2260 # persistence = 0.7,
2265 # Variation of biome filler depth.
2266 # type: noise_params_2d
2267 # mgv7_np_filler_depth = {
2270 # spread = (150, 150, 150),
2273 # persistence = 0.7,
2278 # Variation of maximum mountain height (in nodes).
2279 # type: noise_params_2d
2280 # mgv7_np_mount_height = {
2283 # spread = (1000, 1000, 1000),
2286 # persistence = 0.6,
2291 # Defines large-scale river channel structure.
2292 # type: noise_params_2d
2293 # mgv7_np_ridge_uwater = {
2296 # spread = (1000, 1000, 1000),
2299 # persistence = 0.6,
2304 # 3D noise defining mountain structure and height.
2305 # Also defines structure of floatland mountain terrain.
2306 # type: noise_params_3d
2307 # mgv7_np_mountain = {
2310 # spread = (250, 350, 250),
2313 # persistence = 0.63,
2318 # 3D noise defining structure of river canyon walls.
2319 # type: noise_params_3d
2323 # spread = (100, 100, 100),
2326 # persistence = 0.75,
2331 # 3D noise defining giant caverns.
2332 # type: noise_params_3d
2333 # mgv7_np_cavern = {
2336 # spread = (384, 128, 384),
2339 # persistence = 0.63,
2344 # First of two 3D noises that together define tunnels.
2345 # type: noise_params_3d
2349 # spread = (61, 61, 61),
2352 # persistence = 0.5,
2357 # Second of two 3D noises that together define tunnels.
2358 # type: noise_params_3d
2362 # spread = (67, 67, 67),
2365 # persistence = 0.5,
2370 # 3D noise that determines number of dungeons per mapchunk.
2371 # type: noise_params_3d
2372 # mgv7_np_dungeons = {
2375 # spread = (500, 500, 500),
2378 # persistence = 0.8,
2383 ## Mapgen Carpathian
2385 # Map generation attributes specific to Mapgen Carpathian.
2386 # type: flags possible values: caverns, rivers, nocaverns, norivers
2387 # mgcarpathian_spflags = caverns,norivers
2389 # Defines the base ground level.
2391 # mgcarpathian_base_level = 12.0
2393 # Defines the width of the river channel.
2395 # mgcarpathian_river_width = 0.05
2397 # Defines the depth of the river channel.
2399 # mgcarpathian_river_depth = 24.0
2401 # Defines the width of the river valley.
2403 # mgcarpathian_valley_width = 0.25
2405 # Controls width of tunnels, a smaller value creates wider tunnels.
2406 # Value >= 10.0 completely disables generation of tunnels and avoids the
2407 # intensive noise calculations.
2409 # mgcarpathian_cave_width = 0.09
2411 # Y of upper limit of large caves.
2413 # mgcarpathian_large_cave_depth = -33
2415 # Minimum limit of random number of small caves per mapchunk.
2416 # type: int min: 0 max: 256
2417 # mgcarpathian_small_cave_num_min = 0
2419 # Maximum limit of random number of small caves per mapchunk.
2420 # type: int min: 0 max: 256
2421 # mgcarpathian_small_cave_num_max = 0
2423 # Minimum limit of random number of large caves per mapchunk.
2424 # type: int min: 0 max: 64
2425 # mgcarpathian_large_cave_num_min = 0
2427 # Maximum limit of random number of large caves per mapchunk.
2428 # type: int min: 0 max: 64
2429 # mgcarpathian_large_cave_num_max = 2
2431 # Proportion of large caves that contain liquid.
2432 # type: float min: 0 max: 1
2433 # mgcarpathian_large_cave_flooded = 0.5
2435 # Y-level of cavern upper limit.
2437 # mgcarpathian_cavern_limit = -256
2439 # Y-distance over which caverns expand to full size.
2441 # mgcarpathian_cavern_taper = 256
2443 # Defines full size of caverns, smaller values create larger caverns.
2445 # mgcarpathian_cavern_threshold = 0.7
2447 # Lower Y limit of dungeons.
2449 # mgcarpathian_dungeon_ymin = -31000
2451 # Upper Y limit of dungeons.
2453 # mgcarpathian_dungeon_ymax = 31000
2457 # Variation of biome filler depth.
2458 # type: noise_params_2d
2459 # mgcarpathian_np_filler_depth = {
2462 # spread = (128, 128, 128),
2465 # persistence = 0.7,
2470 # First of 4 2D noises that together define hill/mountain range height.
2471 # type: noise_params_2d
2472 # mgcarpathian_np_height1 = {
2475 # spread = (251, 251, 251),
2478 # persistence = 0.5,
2483 # Second of 4 2D noises that together define hill/mountain range height.
2484 # type: noise_params_2d
2485 # mgcarpathian_np_height2 = {
2488 # spread = (383, 383, 383),
2491 # persistence = 0.5,
2496 # Third of 4 2D noises that together define hill/mountain range height.
2497 # type: noise_params_2d
2498 # mgcarpathian_np_height3 = {
2501 # spread = (509, 509, 509),
2504 # persistence = 0.5,
2509 # Fourth of 4 2D noises that together define hill/mountain range height.
2510 # type: noise_params_2d
2511 # mgcarpathian_np_height4 = {
2514 # spread = (631, 631, 631),
2517 # persistence = 0.5,
2522 # 2D noise that controls the size/occurrence of rolling hills.
2523 # type: noise_params_2d
2524 # mgcarpathian_np_hills_terrain = {
2527 # spread = (1301, 1301, 1301),
2530 # persistence = 0.5,
2535 # 2D noise that controls the size/occurrence of ridged mountain ranges.
2536 # type: noise_params_2d
2537 # mgcarpathian_np_ridge_terrain = {
2540 # spread = (1889, 1889, 1889),
2543 # persistence = 0.5,
2548 # 2D noise that controls the size/occurrence of step mountain ranges.
2549 # type: noise_params_2d
2550 # mgcarpathian_np_step_terrain = {
2553 # spread = (1889, 1889, 1889),
2556 # persistence = 0.5,
2561 # 2D noise that controls the shape/size of rolling hills.
2562 # type: noise_params_2d
2563 # mgcarpathian_np_hills = {
2566 # spread = (257, 257, 257),
2569 # persistence = 0.5,
2574 # 2D noise that controls the shape/size of ridged mountains.
2575 # type: noise_params_2d
2576 # mgcarpathian_np_ridge_mnt = {
2579 # spread = (743, 743, 743),
2582 # persistence = 0.7,
2587 # 2D noise that controls the shape/size of step mountains.
2588 # type: noise_params_2d
2589 # mgcarpathian_np_step_mnt = {
2592 # spread = (509, 509, 509),
2595 # persistence = 0.6,
2600 # 2D noise that locates the river valleys and channels.
2601 # type: noise_params_2d
2602 # mgcarpathian_np_rivers = {
2605 # spread = (1000, 1000, 1000),
2608 # persistence = 0.6,
2613 # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
2614 # type: noise_params_3d
2615 # mgcarpathian_np_mnt_var = {
2618 # spread = (499, 499, 499),
2621 # persistence = 0.55,
2626 # First of two 3D noises that together define tunnels.
2627 # type: noise_params_3d
2628 # mgcarpathian_np_cave1 = {
2631 # spread = (61, 61, 61),
2634 # persistence = 0.5,
2639 # Second of two 3D noises that together define tunnels.
2640 # type: noise_params_3d
2641 # mgcarpathian_np_cave2 = {
2644 # spread = (67, 67, 67),
2647 # persistence = 0.5,
2652 # 3D noise defining giant caverns.
2653 # type: noise_params_3d
2654 # mgcarpathian_np_cavern = {
2657 # spread = (384, 128, 384),
2660 # persistence = 0.63,
2665 # 3D noise that determines number of dungeons per mapchunk.
2666 # type: noise_params_3d
2667 # mgcarpathian_np_dungeons = {
2670 # spread = (500, 500, 500),
2673 # persistence = 0.8,
2680 # Map generation attributes specific to Mapgen Flat.
2681 # Occasional lakes and hills can be added to the flat world.
2682 # type: flags possible values: lakes, hills, nolakes, nohills
2683 # mgflat_spflags = nolakes,nohills
2687 # mgflat_ground_level = 8
2689 # Y of upper limit of large caves.
2691 # mgflat_large_cave_depth = -33
2693 # Minimum limit of random number of small caves per mapchunk.
2694 # type: int min: 0 max: 256
2695 # mgflat_small_cave_num_min = 0
2697 # Maximum limit of random number of small caves per mapchunk.
2698 # type: int min: 0 max: 256
2699 # mgflat_small_cave_num_max = 0
2701 # Minimum limit of random number of large caves per mapchunk.
2702 # type: int min: 0 max: 64
2703 # mgflat_large_cave_num_min = 0
2705 # Maximum limit of random number of large caves per mapchunk.
2706 # type: int min: 0 max: 64
2707 # mgflat_large_cave_num_max = 2
2709 # Proportion of large caves that contain liquid.
2710 # type: float min: 0 max: 1
2711 # mgflat_large_cave_flooded = 0.5
2713 # Controls width of tunnels, a smaller value creates wider tunnels.
2714 # Value >= 10.0 completely disables generation of tunnels and avoids the
2715 # intensive noise calculations.
2717 # mgflat_cave_width = 0.09
2719 # Terrain noise threshold for lakes.
2720 # Controls proportion of world area covered by lakes.
2721 # Adjust towards 0.0 for a larger proportion.
2723 # mgflat_lake_threshold = -0.45
2725 # Controls steepness/depth of lake depressions.
2727 # mgflat_lake_steepness = 48.0
2729 # Terrain noise threshold for hills.
2730 # Controls proportion of world area covered by hills.
2731 # Adjust towards 0.0 for a larger proportion.
2733 # mgflat_hill_threshold = 0.45
2735 # Controls steepness/height of hills.
2737 # mgflat_hill_steepness = 64.0
2739 # Lower Y limit of dungeons.
2741 # mgflat_dungeon_ymin = -31000
2743 # Upper Y limit of dungeons.
2745 # mgflat_dungeon_ymax = 31000
2749 # Defines location and terrain of optional hills and lakes.
2750 # type: noise_params_2d
2751 # mgflat_np_terrain = {
2754 # spread = (600, 600, 600),
2757 # persistence = 0.6,
2762 # Variation of biome filler depth.
2763 # type: noise_params_2d
2764 # mgflat_np_filler_depth = {
2767 # spread = (150, 150, 150),
2770 # persistence = 0.7,
2775 # First of two 3D noises that together define tunnels.
2776 # type: noise_params_3d
2777 # mgflat_np_cave1 = {
2780 # spread = (61, 61, 61),
2783 # persistence = 0.5,
2788 # Second of two 3D noises that together define tunnels.
2789 # type: noise_params_3d
2790 # mgflat_np_cave2 = {
2793 # spread = (67, 67, 67),
2796 # persistence = 0.5,
2801 # 3D noise that determines number of dungeons per mapchunk.
2802 # type: noise_params_3d
2803 # mgflat_np_dungeons = {
2806 # spread = (500, 500, 500),
2809 # persistence = 0.8,
2816 # Map generation attributes specific to Mapgen Fractal.
2817 # 'terrain' enables the generation of non-fractal terrain:
2818 # ocean, islands and underground.
2819 # type: flags possible values: terrain, noterrain
2820 # mgfractal_spflags = terrain
2822 # Controls width of tunnels, a smaller value creates wider tunnels.
2823 # Value >= 10.0 completely disables generation of tunnels and avoids the
2824 # intensive noise calculations.
2826 # mgfractal_cave_width = 0.09
2828 # Y of upper limit of large caves.
2830 # mgfractal_large_cave_depth = -33
2832 # Minimum limit of random number of small caves per mapchunk.
2833 # type: int min: 0 max: 256
2834 # mgfractal_small_cave_num_min = 0
2836 # Maximum limit of random number of small caves per mapchunk.
2837 # type: int min: 0 max: 256
2838 # mgfractal_small_cave_num_max = 0
2840 # Minimum limit of random number of large caves per mapchunk.
2841 # type: int min: 0 max: 64
2842 # mgfractal_large_cave_num_min = 0
2844 # Maximum limit of random number of large caves per mapchunk.
2845 # type: int min: 0 max: 64
2846 # mgfractal_large_cave_num_max = 2
2848 # Proportion of large caves that contain liquid.
2849 # type: float min: 0 max: 1
2850 # mgfractal_large_cave_flooded = 0.5
2852 # Lower Y limit of dungeons.
2854 # mgfractal_dungeon_ymin = -31000
2856 # Upper Y limit of dungeons.
2858 # mgfractal_dungeon_ymax = 31000
2860 # Selects one of 18 fractal types.
2861 # 1 = 4D "Roundy" Mandelbrot set.
2862 # 2 = 4D "Roundy" Julia set.
2863 # 3 = 4D "Squarry" Mandelbrot set.
2864 # 4 = 4D "Squarry" Julia set.
2865 # 5 = 4D "Mandy Cousin" Mandelbrot set.
2866 # 6 = 4D "Mandy Cousin" Julia set.
2867 # 7 = 4D "Variation" Mandelbrot set.
2868 # 8 = 4D "Variation" Julia set.
2869 # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
2870 # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
2871 # 11 = 3D "Christmas Tree" Mandelbrot set.
2872 # 12 = 3D "Christmas Tree" Julia set.
2873 # 13 = 3D "Mandelbulb" Mandelbrot set.
2874 # 14 = 3D "Mandelbulb" Julia set.
2875 # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
2876 # 16 = 3D "Cosine Mandelbulb" Julia set.
2877 # 17 = 4D "Mandelbulb" Mandelbrot set.
2878 # 18 = 4D "Mandelbulb" Julia set.
2879 # type: int min: 1 max: 18
2880 # mgfractal_fractal = 1
2882 # Iterations of the recursive function.
2883 # Increasing this increases the amount of fine detail, but also
2884 # increases processing load.
2885 # At iterations = 20 this mapgen has a similar load to mapgen V7.
2887 # mgfractal_iterations = 11
2889 # (X,Y,Z) scale of fractal in nodes.
2890 # Actual fractal size will be 2 to 3 times larger.
2891 # These numbers can be made very large, the fractal does
2892 # not have to fit inside the world.
2893 # Increase these to 'zoom' into the detail of the fractal.
2894 # Default is for a vertically-squashed shape suitable for
2895 # an island, set all 3 numbers equal for the raw shape.
2897 # mgfractal_scale = (4096.0, 1024.0, 4096.0)
2899 # (X,Y,Z) offset of fractal from world center in units of 'scale'.
2900 # Can be used to move a desired point to (0, 0) to create a
2901 # suitable spawn point, or to allow 'zooming in' on a desired
2902 # point by increasing 'scale'.
2903 # The default is tuned for a suitable spawn point for Mandelbrot
2904 # sets with default parameters, it may need altering in other
2906 # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
2908 # mgfractal_offset = (1.79, 0.0, 0.0)
2910 # W coordinate of the generated 3D slice of a 4D fractal.
2911 # Determines which 3D slice of the 4D shape is generated.
2912 # Alters the shape of the fractal.
2913 # Has no effect on 3D fractals.
2914 # Range roughly -2 to 2.
2916 # mgfractal_slice_w = 0.0
2919 # X component of hypercomplex constant.
2920 # Alters the shape of the fractal.
2921 # Range roughly -2 to 2.
2923 # mgfractal_julia_x = 0.33
2926 # Y component of hypercomplex constant.
2927 # Alters the shape of the fractal.
2928 # Range roughly -2 to 2.
2930 # mgfractal_julia_y = 0.33
2933 # Z component of hypercomplex constant.
2934 # Alters the shape of the fractal.
2935 # Range roughly -2 to 2.
2937 # mgfractal_julia_z = 0.33
2940 # W component of hypercomplex constant.
2941 # Alters the shape of the fractal.
2942 # Has no effect on 3D fractals.
2943 # Range roughly -2 to 2.
2945 # mgfractal_julia_w = 0.33
2949 # Y-level of seabed.
2950 # type: noise_params_2d
2951 # mgfractal_np_seabed = {
2954 # spread = (600, 600, 600),
2957 # persistence = 0.6,
2962 # Variation of biome filler depth.
2963 # type: noise_params_2d
2964 # mgfractal_np_filler_depth = {
2967 # spread = (150, 150, 150),
2970 # persistence = 0.7,
2975 # First of two 3D noises that together define tunnels.
2976 # type: noise_params_3d
2977 # mgfractal_np_cave1 = {
2980 # spread = (61, 61, 61),
2983 # persistence = 0.5,
2988 # Second of two 3D noises that together define tunnels.
2989 # type: noise_params_3d
2990 # mgfractal_np_cave2 = {
2993 # spread = (67, 67, 67),
2996 # persistence = 0.5,
3001 # 3D noise that determines number of dungeons per mapchunk.
3002 # type: noise_params_3d
3003 # mgfractal_np_dungeons = {
3006 # spread = (500, 500, 500),
3009 # persistence = 0.8,
3016 # Map generation attributes specific to Mapgen Valleys.
3017 # 'altitude_chill': Reduces heat with altitude.
3018 # 'humid_rivers': Increases humidity around rivers.
3019 # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
3020 # to become shallower and occasionally dry.
3021 # 'altitude_dry': Reduces humidity with altitude.
3022 # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
3023 # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
3025 # The vertical distance over which heat drops by 20 if 'altitude_chill' is
3026 # enabled. Also the vertical distance over which humidity drops by 10 if
3027 # 'altitude_dry' is enabled.
3029 # mgvalleys_altitude_chill = 90
3031 # Depth below which you'll find large caves.
3033 # mgvalleys_large_cave_depth = -33
3035 # Minimum limit of random number of small caves per mapchunk.
3036 # type: int min: 0 max: 256
3037 # mgvalleys_small_cave_num_min = 0
3039 # Maximum limit of random number of small caves per mapchunk.
3040 # type: int min: 0 max: 256
3041 # mgvalleys_small_cave_num_max = 0
3043 # Minimum limit of random number of large caves per mapchunk.
3044 # type: int min: 0 max: 64
3045 # mgvalleys_large_cave_num_min = 0
3047 # Maximum limit of random number of large caves per mapchunk.
3048 # type: int min: 0 max: 64
3049 # mgvalleys_large_cave_num_max = 2
3051 # Proportion of large caves that contain liquid.
3052 # type: float min: 0 max: 1
3053 # mgvalleys_large_cave_flooded = 0.5
3055 # Depth below which you'll find giant caverns.
3057 # mgvalleys_cavern_limit = -256
3059 # Y-distance over which caverns expand to full size.
3061 # mgvalleys_cavern_taper = 192
3063 # Defines full size of caverns, smaller values create larger caverns.
3065 # mgvalleys_cavern_threshold = 0.6
3067 # How deep to make rivers.
3069 # mgvalleys_river_depth = 4
3071 # How wide to make rivers.
3073 # mgvalleys_river_size = 5
3075 # Controls width of tunnels, a smaller value creates wider tunnels.
3076 # Value >= 10.0 completely disables generation of tunnels and avoids the
3077 # intensive noise calculations.
3079 # mgvalleys_cave_width = 0.09
3081 # Lower Y limit of dungeons.
3083 # mgvalleys_dungeon_ymin = -31000
3085 # Upper Y limit of dungeons.
3087 # mgvalleys_dungeon_ymax = 63
3091 # First of two 3D noises that together define tunnels.
3092 # type: noise_params_3d
3093 # mgvalleys_np_cave1 = {
3096 # spread = (61, 61, 61),
3099 # persistence = 0.5,
3104 # Second of two 3D noises that together define tunnels.
3105 # type: noise_params_3d
3106 # mgvalleys_np_cave2 = {
3109 # spread = (67, 67, 67),
3112 # persistence = 0.5,
3117 # The depth of dirt or other biome filler node.
3118 # type: noise_params_2d
3119 # mgvalleys_np_filler_depth = {
3122 # spread = (256, 256, 256),
3125 # persistence = 0.5,
3130 # 3D noise defining giant caverns.
3131 # type: noise_params_3d
3132 # mgvalleys_np_cavern = {
3135 # spread = (768, 256, 768),
3138 # persistence = 0.63,
3143 # Defines large-scale river channel structure.
3144 # type: noise_params_2d
3145 # mgvalleys_np_rivers = {
3148 # spread = (256, 256, 256),
3151 # persistence = 0.6,
3156 # Base terrain height.
3157 # type: noise_params_2d
3158 # mgvalleys_np_terrain_height = {
3161 # spread = (1024, 1024, 1024),
3164 # persistence = 0.4,
3169 # Raises terrain to make valleys around the rivers.
3170 # type: noise_params_2d
3171 # mgvalleys_np_valley_depth = {
3174 # spread = (512, 512, 512),
3177 # persistence = 1.0,
3182 # Slope and fill work together to modify the heights.
3183 # type: noise_params_3d
3184 # mgvalleys_np_inter_valley_fill = {
3187 # spread = (256, 512, 256),
3190 # persistence = 0.8,
3195 # Amplifies the valleys.
3196 # type: noise_params_2d
3197 # mgvalleys_np_valley_profile = {
3200 # spread = (512, 512, 512),
3203 # persistence = 1.0,
3208 # Slope and fill work together to modify the heights.
3209 # type: noise_params_2d
3210 # mgvalleys_np_inter_valley_slope = {
3213 # spread = (128, 128, 128),
3216 # persistence = 1.0,
3221 # 3D noise that determines number of dungeons per mapchunk.
3222 # type: noise_params_3d
3223 # mgvalleys_np_dungeons = {
3226 # spread = (500, 500, 500),
3229 # persistence = 0.8,
3236 # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
3237 # WARNING!: There is no benefit, and there are several dangers, in
3238 # increasing this value above 5.
3239 # Reducing this value increases cave and dungeon density.
3240 # Altering this value is for special usage, leaving it unchanged is
3245 # Dump the mapgen debug information.
3247 # enable_mapgen_debug_info = false
3249 # Maximum number of blocks that can be queued for loading.
3251 # emergequeue_limit_total = 512
3253 # Maximum number of blocks to be queued that are to be loaded from file.
3254 # Set to blank for an appropriate amount to be chosen automatically.
3256 # emergequeue_limit_diskonly = 64
3258 # Maximum number of blocks to be queued that are to be generated.
3259 # Set to blank for an appropriate amount to be chosen automatically.
3261 # emergequeue_limit_generate = 64
3263 # Number of emerge threads to use.
3264 # WARNING: Currently there are multiple bugs that may cause crashes when
3265 # 'num_emerge_threads' is larger than 1. Until this warning is removed it is
3266 # strongly recommended this value is set to the default '1'.
3268 # - Automatic selection. The number of emerge threads will be
3269 # - 'number of processors - 2', with a lower limit of 1.
3271 # - Specifies the number of emerge threads, with a lower limit of 1.
3272 # WARNING: Increasing the number of emerge threads increases engine mapgen
3273 # speed, but this may harm game performance by interfering with other
3274 # processes, especially in singleplayer and/or when running Lua code in
3275 # 'on_generated'. For many users the optimum setting may be '1'.
3277 # num_emerge_threads = 1
3280 # Online Content Repository
3283 # The URL for the content repository
3285 # contentdb_url = https://content.minetest.net
3287 # Comma-separated list of flags to hide in the content repository.
3288 # "nonfree" can be used to hide packages which do not qualify as 'free software',
3289 # as defined by the Free Software Foundation.
3290 # You can also specify content ratings.
3291 # These flags are independent from Minetest versions,
3292 # so see a full list at https://content.minetest.net/help/content_flags/
3294 # contentdb_flag_blacklist = nonfree, desktop_default