1 # This file is read by default from:
4 # Any other path can be chosen by passing the path as a parameter
5 # to the program, eg. "minetest.exe --config ../minetest.conf.example".
7 # By default, all the settings are commented and not functional.
8 # Uncomment settings by removing the preceding #.
10 # Further documentation:
11 # http://wiki.minetest.net/
13 # NOTE: This file might not be up-to-date, refer to the
14 # defaultsettings.cpp file for an up-to-date list:
15 # https://github.com/minetest/minetest/blob/master/src/defaultsettings.cpp
17 # A vim command to convert most of defaultsettings.cpp to conf file format:
18 # :'<,'>s/\tsettings->setDefault("\([^"]*\)", "\([^"]*\)");.*/#\1 = \2/g
19 # Note: Some of the settings are implemented in Lua.
25 # Name of player, on a server this is the main admin
32 # Port to connect to (UDP)
35 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
36 #keymap_forward = KEY_KEY_W
37 #keymap_backward = KEY_KEY_S
38 #keymap_left = KEY_KEY_A
39 #keymap_right = KEY_KEY_D
40 #keymap_jump = KEY_SPACE
41 #keymap_sneak = KEY_LSHIFT
42 #keymap_inventory = KEY_KEY_I
43 # Go down ladder / go down in fly mode / go fast in fast mode
44 #keymap_special1 = KEY_KEY_E
45 #keymap_chat = KEY_KEY_T
47 #keyman_console = KEY_F10
48 #keymap_rangeselect = KEY_KEY_R
49 #keymap_freemove = KEY_KEY_K
50 #keymap_fastmove = KEY_KEY_J
51 #keymap_cinematic = KEY_F8
52 #keymap_screenshot = KEY_F12
53 # If true, keymap_special1 instead of keymap_sneak is used for climbing down and descending
54 #aux1_descends = false
55 # Double-tapping the jump key toggles fly mode
56 #doubletap_jump = false
57 # If false aux1 is used to fly fast
58 #always_fly_fast = true
59 # Some (temporary) keys for debugging
60 #keymap_print_debug_stacks = KEY_KEY_P
61 #keymap_quicktune_prev = KEY_HOME
62 #keymap_quicktune_next = KEY_END
63 #keymap_quicktune_dec = KEY_NEXT
64 #keymap_quicktune_inc = KEY_PRIOR
66 # If set to true, you can place blocks at the position (feet + eye level) where you stand.
67 # This is helpful when working with nodeboxes.
68 #enable_build_where_you_stand = false
70 # The amount of rendered stuff is dynamically set according to this.
72 # If FPS would go higher than this, limit it by sleeping
73 # to not waste CPU power for no benefit.
75 # Maximum FPS when game is paused
77 # The allowed adjustment range for the automatic rendering range adjustment
78 #viewing_range_nodes_max = 160
79 #viewing_range_nodes_min = 35
85 # Experimental option, might cause visible spaces between blocks
86 # when set to higher number than 0.
89 # Field of view in degrees
91 # Address to connect to (#blank = start local server)
93 # Enable random user input, for testing
95 # Timeout for client to remove unused map data from memory
96 #client_unload_unused_data_timeout = 600
97 # Whether to fog out the end of the visible area
99 # Whether to show the client debug info (has the same effect as hitting F5)
101 # Enable a bit lower water surface; disable for speed (not quite optimized)
102 #new_style_water = false
103 # Max liquids processed per step
104 #liquid_loop_max = 100000
105 # The time (in seconds) that the liquids queue may grow beyond processing
106 # capacity until an attempt is made to decrease its size by dumping old queue
107 # items. A value of 0 disables the functionality.
108 #liquid_queue_purge_time = 0
109 # Liquid update interval in seconds
111 # Enable transparent leaf textures, disable for speed
112 #new_style_leaves = true
113 # Connects glass if supported by node
114 #connected_glass = false
115 # Enable smooth lighting with simple ambient occlusion.
116 # Disable for speed or for different looks.
117 #smooth_lighting = true
118 # Adjust the gamma encoding for the light tables. Valid values are in the range
119 # 1.1 to 3.0 (inclusive); lower numbers are brighter. This setting is for the
120 # client only and is ignored by the server
122 # Path to texture directory. All textures are first searched from here.
125 # Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl.
126 #video_driver = opengl
127 # Unobstructed movement without physics, downwards key is keymap_special1
129 # Continuous forward movement (for testing)
130 #continuous_forward = false
131 # Enable cinematic mode
133 # Camera smoothing - smooths rotation of camera. 0 is no smoothing.
134 # Must be equal to or greater than 0, and less than 1.
135 #camera_smoothing = 0.0
136 # Camera smoothing when in cinematic mode
137 #cinematic_camera_smoothing = 0.7
138 # Fast movement (keymap_special1)
141 #invert_mouse = false
142 # Enable/disable clouds
143 #enable_clouds = true
145 #enable_3d_clouds = true
146 # Use a cloud animation for the main menu background
148 # Path for screenshots
150 # Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
151 #view_bobbing_amount = 1.0
152 # Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
153 #fall_bobbing_amount = 0.0
156 # "none" = no 3d output.
157 # "anaglyph" = cyan/magenta color 3d.
158 # "interlaced" = odd/even line based polarisation screen support.
159 # "topbottom" = split screen top/bottom.
160 # "sidebyside" = split screen side by side.
162 #3d_parallax_strength = 0.025
163 # In-game chat console background color (R,G,B)
164 #console_color = (0,0,0)
165 # In-game chat console background alpha (opaqueness, between 0 and 255)
167 # Selection box border color (R,G,B)
168 #selectionbox_color = (0,0,0)
169 # Crosshair color (R,G,B)
170 #crosshair_color = (255,255,255)
171 # Cross alpha (opaqueness, between 0 and 255)
172 #crosshair_alpha = 255
173 # Scale gui by a user specified value
175 # Use a nearest-neighbor-anti-alias filter to scale the GUI.
176 # This will smooth over some of the rough edges, and blend
177 # pixels when scaling down, at the cost of blurring some
178 # edge pixels when images are scaled by non-integer sizes.
179 #gui_scaling_filter = false
180 # When gui_scaling_filter is true, all GUI images need to be
181 # filtered in software, but some images are generated directly
182 # to hardware (e.g. render-to-texture for nodes in inventory).
183 # When gui_scaling_filter_txr2img is true, copy those images
184 # from hardware to software for scaling. When false, fall back
185 # to the old scaling method, for video drivers that don't
186 # propery support downloading textures back from hardware.
187 #gui_scaling_filter_txr2img = true
188 # Sensitivity multiplier
189 #mouse_sensitivity = 0.2
193 # Whether node texture animations should be desynchronized per mapblock
194 #desynchronize_mapblock_texture_animation = true
195 # Width of the selectionbox's lines (Between 1 and 5)
196 #selectionbox_width = 2
197 # Maximum proportion of current window to be used for hotbar.
198 # Useful if there's something to be displayed right or left of hotbar.
199 #hud_hotbar_max_width = 1.0
200 # Save the map received by the client on disk
201 #enable_local_map_saving = false
202 # Enable selection highlighting for nodes (disables selectionbox)
203 #enable_node_highlighting = false
204 # Texture filtering settings
206 #anisotropic_filter = false
207 #bilinear_filter = false
208 #trilinear_filter = false
209 # Filtered textures can blend RGB values with fully-transparent neighbors,
210 # which PNG optimizers usually discard, sometimes resulting in a dark or
211 # light edge to transparent textures. Apply this filter to clean that up
212 # at texture load time.
213 #texture_clean_transparent = false
214 # When using bilinear/trilinear/anisotropic filters, low-resolution textures
215 # can be blurred, so automatically upscale them with nearest-neighbor
216 # interpolation to preserve crisp pixels. This sets the minimum texture size
217 # for the upscaled textures; higher values look sharper, but require more
218 # memory. Powers of 2 are recommended. Setting this higher than 1 may not
219 # have a visible effect unless bilinear/trilinear/anisotropic filtering is
221 #texture_min_size = 64
222 # Set to true to pre-generate all item visuals
223 #preload_item_visuals = false
224 # Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
225 #enable_shaders = true
226 # Set to true to enable textures bumpmapping. Requires shaders enabled.
227 #enable_bumpmapping = false
228 # Set to true enables parallax occlusion mapping. Requires shaders enabled.
229 #generate_normalmaps = false
230 # Set to true enables on the fly normalmap generation (Emboss effect).
231 # Requires bumpmapping enabled.
232 #normalmaps_strength = 0.6
233 # Strength of generated normalmaps
234 #normalmaps_smooth = 1
235 # Defines sampling step of texture (0 - 2).
236 # A higher value results in smoother normal maps.
237 #enable_parallax_occlusion = false
238 # Scale of parallax occlusion effect
239 #parallax_occlusion_scale = 0.08
240 # Bias of parallax occlusion effect, usually scale/2
241 #parallax_occlusion_bias = 0.04
242 # Set to true enables waving water. Requires shaders enabled.
243 #enable_waving_water = false
244 # Parameters for waving water:
245 #water_wave_height = 1.0
246 #water_wave_length = 20.0
247 #water_wave_speed = 5.0
248 # Set to true enables waving leaves. Requires shaders enabled.
249 #enable_waving_leaves = false
250 # Set to true enables waving plants. Requires shaders enabled.
251 #enable_waving_plants = false
252 # Enables caching of facedir rotated meshes
253 #ambient_occlusion_gamma = 2.2
254 # The strength (darkness) of node ambient-occlusion shading.
255 # Lower is darker, Higher is lighter. The valid range of values for this
256 # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
257 # set to the nearest valid value.
258 #enable_mesh_cache = true
259 # The time in seconds it takes between repeated
260 # right clicks when holding the right mouse button.
261 #repeat_rightclick_time = 0.25
262 # Make fog and sky colors depend on daytime (dawn/sunset) and view direction
263 #directional_colored_fog = true
264 # Delay showing tooltips, stated in milliseconds
265 #tooltip_show_delay = 400
266 # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens
268 # Default timeout for cURL, stated in milliseconds.
269 # Only has an effect if compiled with cURL.
271 # Limits number of parallel HTTP requests. Affects:
272 # Media fetch if server uses remote_media setting.
273 # Serverlist download and server announcement.
274 # Downloads performed by main menu (e.g. mod manager).
275 # Only has an effect if compiled with cURL.
276 #curl_parallel_limit = 8
277 # Maximum time in ms a file download (e.g. a mod download) may take
278 #curl_file_download_timeout = 300000
279 # Enable usage of remote media server (if provided by server)
280 #enable_remote_media_server = true
281 # Url to the server list displayed in the Multiplayer Tab
282 #serverlist_url = servers.minetest.net
283 # File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab
284 #serverlist_file = favoriteservers.txt
285 # Whether freetype fonts are used, requires freetype support to be compiled in
287 # Path to TrueTypeFont or bitmap
288 #font_path = fonts/liberationsans.ttf
290 # Font shadow offset, if 0 then shadow will not be drawn
292 # Font shadow alpha (opaqueness, between 0 and 255)
293 #font_shadow_alpha = 128
294 #mono_font_path = fonts/liberationmono.ttf
296 # This font will be used for certain languages
297 #fallback_font_path = fonts/DroidSansFallbackFull.ttf
298 #fallback_font_size = 15
299 #fallback_font_shadow = 1
300 #fallback_font_shadow_alpha = 128
306 # Network port to listen (UDP)
311 #server_name = Minetest server
312 # Description of server
313 #server_description = mine here
314 # Domain name of server
315 #server_address = game.minetest.net
317 #server_url = http://minetest.net
318 # Automaticaly report to masterserver
320 # Announce to this masterserver.
321 # If you want to announce your ipv6 address - use serverlist_url = v6.servers.minetest.net.
322 #serverlist_url = servers.minetest.net
323 # Default game (default when creating a new world)
324 #default_game = minetest
325 # World directory (everything in the world is stored here)
326 #map-dir = /custom/world
328 #motd = Welcome to this awesome Minetest server!
329 # Maximum number of players connected simultaneously
331 # Set to true to disallow old clients from connecting
332 #strict_protocol_version_checking = false
333 # Time in seconds for item entity to live. Default value: 900s.
334 # Setting it to -1 disables the feature.
335 #item_entity_ttl = 900
336 # Set to true to enable creative mode (unlimited inventory)
337 #creative_mode = false
338 # Enable players getting damage and dying
339 #enable_damage = false
340 # A chosen map seed for a new map, leave empty for random
342 # Gives some stuff to players at the beginning
343 #give_initial_stuff = false
344 # New users need to input this password
346 # Available privileges: interact, shout, teleport, settime, privs, ...
347 # See /privs in game for a full list on your server and mod configuration.
348 #default_privs = interact, shout
349 # Whether players are shown to clients without any range limit.
350 # Deprecated, use the setting player_transfer_distance instead.
351 #unlimited_player_transfer_distance = true
352 # Defines the maximal player transfer distance in blocks (0 = unlimited)
353 #player_transfer_distance = 0
354 # Whether to enable players killing each other
356 # If this is set, players will always (re)spawn at the given position
357 #static_spawnpoint = 0, 10, 0
358 # If true, new players cannot join with an empty password
359 #disallow_empty_password = false
360 # If true, disable cheat prevention in multiplayer
361 #disable_anticheat = false
362 # If true, actions are recorded for rollback
363 # This option is only read when server starts
364 #enable_rollback_recording = false
365 # Handling for deprecated lua api calls:
366 # "legacy" = (try to) mimic old behaviour (default for release).
367 # "log" = mimic and log backtrace of deprecated call (default for debug).
368 # "error" = abort on usage of deprecated call (suggested for mod developers).
369 #deprecated_lua_api_handling = legacy
371 #mod_profiling = false
372 # Detailed mod profile data
373 #detailed_profiling = false
374 # Profiler data print interval. #0 = disable.
375 #profiler_print_interval = 0
376 #enable_mapgen_debug_info = false
377 # From how far client knows about objects
378 #active_object_send_range_blocks = 3
379 # How large area of blocks are subject to the active block stuff.
380 # Active = objects are loaded and ABMs run.
381 #active_block_range = 2
382 # How many blocks are flying in the wire simultaneously per client
383 #max_simultaneous_block_sends_per_client = 10
384 # How many blocks are flying in the wire simultaneously per server
385 #max_simultaneous_block_sends_server_total = 40
386 # From how far blocks are sent to clients, stated in mapblocks (16 nodes)
387 #max_block_send_distance = 10
388 # From how far blocks are generated for clients, stated in mapblocks (16 nodes)
389 #max_block_generate_distance = 6
390 # Number of extra blocks that can be loaded by /clearobjects at once.
391 # This is a trade-off between sqlite transaction overhead and
392 # memory consumption (4096=100MB, as a rule of thumb).
393 #max_clearobjects_extra_loaded_blocks = 4096
394 # Maximum number of forceloaded blocks
395 #max_forceloaded_blocks = 16
396 # Interval of sending time of day to clients
397 #time_send_interval = 5
398 # Controls length of day/night cycle.
399 # 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged.
401 #server_unload_unused_data_timeout = 29
402 # Maximum number of statically stored objects in a block
403 #max_objects_per_block = 49
404 # Interval of saving important changes in the world, stated in seconds
405 #server_map_save_interval = 5.3
406 # http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
407 #sqlite_synchronous = 2
408 # To reduce lag, block transfers are slowed down when a player is building something.
409 # This determines how long they are slowed down after placing or removing a node.
410 #full_block_send_enable_min_time_from_building = 2.0
411 # Length of a server tick and the interval at which objects are generally updated over network
412 #dedicated_server_step = 0.1
413 # Can be set to true to disable shutting down on invalid world data
414 #ignore_world_load_errors = false
415 # Specifies URL from which client fetches media instead of using UDP.
416 # $filename should be accessible from $remote_media$filename via cURL
417 # (obviously, remote_media should end with a slash).
418 # Files that are not present would be fetched the usual way.
420 # Level of logging to be written to debug.txt:
421 # 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose.
423 # Maximum number of blocks that can be queued for loading
424 #emergequeue_limit_total = 256
425 # Maximum number of blocks to be queued that are to be loaded from file.
426 # Set to blank for an appropriate amount to be chosen automatically.
427 #emergequeue_limit_diskonly = 32
428 # Maximum number of blocks to be queued that are to be generated.
429 # Set to blank for an appropriate amount to be chosen automatically.
430 #emergequeue_limit_generate = 32
431 # Number of emerge threads to use. Make this field blank, or increase this number
432 # to use multiple threads. On multiprocessor systems, this will improve mapgen speed greatly
433 # at the cost of slightly buggy caves.
434 #num_emerge_threads = 1
435 # Maximum number of packets sent per send step, if you have a slow connection
436 # try reducing it, but don't reduce it to a number below double of targeted
438 #max_packets_per_iteration = 1024
440 # Enable/disable IPv6
442 # Enable/disable running an IPv6 server. An IPv6 server may be restricted
443 # to IPv6 clients, depending on system configuration.
444 # Ignored if bind_address is set.
447 #main_menu_game_mgr = 0
448 #main_menu_mod_mgr = 1
449 #modstore_download_url = https://forum.minetest.net/media/
450 #modstore_listmods_url = https://forum.minetest.net/mmdb/mods/
451 #modstore_details_url = https://forum.minetest.net/mmdb/mod/*/
452 # Makes DirectX work with LuaJIT. Disable if it causes troubles.
453 #high_precision_fpu = true
454 # Override language. When no value is provided (default) system language is used.
455 # Check "locale" directory for the list of available translations.
462 #movement_acceleration_default = 3
463 #movement_acceleration_air = 2
464 #movement_acceleration_fast = 10
465 #movement_speed_walk = 4
466 #movement_speed_crouch = 1.35
467 #movement_speed_fast = 20
468 #movement_speed_climb = 2
469 #movement_speed_jump = 6.5
470 #movement_speed_descend = 6
471 #movement_liquid_fluidity = 1
472 #movement_liquid_fluidity_smooth = 0.5
473 #movement_liquid_sink = 10
474 #movement_gravity = 9.81
480 # Name of map generator to be used. Currently supported: v5, v6, v7, singlenode.
482 # Water surface level of map
484 # Size of chunks to be generated, stated in mapblocks (16 nodes)
486 # Global map generation attributes. Currently supported: trees, caves, flat, dungeons, light.
487 # Flags that are not specified in the flag string are not modified from the default.
488 # To explicitly turn off a flag, prepend "no" to the beginning, e.g. nolight.
489 #mg_flags = trees, caves, dungeons, light
490 # Enable/disable floating dungeons and dungeon slices
491 #enable_floating_dungeons = true
493 # Map generation attributes specific to Mapgen V6.
494 # Currently supported: jungles, biomeblend, mudflow, snowbiomes.
495 # When snowbiomes are enabled jungles are enabled and the jungles flag is ignored.
496 #mgv6_spflags = jungles, biomeblend, mudflow
497 # Controls size of deserts and beaches in Mapgen V6
498 # When snowbiomes are enabled 'mgv6_freq_desert' is ignored.
499 #mgv6_freq_desert = 0.45
500 #mgv6_freq_beach = 0.15
502 # Map generation attributes specific to Mapgen V7.
503 # Currently supported: mountains, ridges.
504 #mgv7_spflags = mountains, ridges
506 # Perlin noise attributes for different map generation parameters.
507 # Noise parameters can be specified as a set of positional values:
508 # Offset, scale, (spread factors), seed offset, number of octaves, persistence, lacunarity.
509 #mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
510 # Or the new group format can be used instead, for example:
511 #mgv6_np_terrain_base = {
514 # spread = (250, 250, 250)
521 # Only the group format supports noise flags which are needed for eased noise.
522 # Mgv5 uses eased noise for np_ground so this is shown in group format,
523 # other noise parameters are shown in positional format to save space.
525 # Noise parameters for biome API temperature and humidity
526 #mg_biome_np_heat = 50, 50, (500, 500, 500), 5349, 3, 0.5, 2.0
527 #mg_biome_np_humidity = 50, 50, (500, 500, 500), 842, 3, 0.5, 2.0
529 #mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0
530 #mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0
531 #mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0
532 #mgv5_np_cave1 = 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0
533 #mgv5_np_cave2 = 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0
537 # spread = (80, 80, 80)
545 #mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
546 #mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0
547 #mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0
548 #mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0
549 #mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0
550 #mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0
551 #mgv6_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50, 2.0
552 #mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0
553 #mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 4, 0.66, 2.0
554 #mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0
555 #mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0
557 #mgv7_np_terrain_base = 4, 70, (300, 300, 300), 82341, 6, 0.7, 2.0
558 #mgv7_np_terrain_alt = 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0
559 #mgv7_np_terrain_persist = 0.6, 0.1, (500, 500, 500), 539, 3, 0.6, 2.0
560 #mgv7_np_height_select = -0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0
561 #mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 4, 0.7, 2.0
562 #mgv7_np_mount_height = 100, 30, (500, 500, 500), 72449, 4, 0.6, 2.0
563 #mgv7_np_ridge_uwater = 0, 1, (500, 500, 500), 85039, 4, 0.6, 2.0
564 #mgv7_np_mountain = -0.6, 1, (250, 350, 250), 5333, 5, 0.68, 2.0
565 #mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
566 #mgv7_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
567 #mgv7_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0