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 # 1.0 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 # Radius of cloud area stated in number of 64 node cloud squares.
146 # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
148 #enable_3d_clouds = true
149 # Use a cloud animation for the main menu background
151 # Path for screenshots
153 # Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
154 #view_bobbing_amount = 1.0
155 # Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
156 #fall_bobbing_amount = 0.0
159 # "none" = no 3d output.
160 # "anaglyph" = cyan/magenta color 3d.
161 # "interlaced" = odd/even line based polarisation screen support.
162 # "topbottom" = split screen top/bottom.
163 # "sidebyside" = split screen side by side.
165 #3d_parallax_strength = 0.025
166 # In-game chat console background color (R,G,B)
167 #console_color = (0,0,0)
168 # In-game chat console background alpha (opaqueness, between 0 and 255)
170 # Selection box border color (R,G,B)
171 #selectionbox_color = (0,0,0)
172 # Crosshair color (R,G,B)
173 #crosshair_color = (255,255,255)
174 # Cross alpha (opaqueness, between 0 and 255)
175 #crosshair_alpha = 255
176 # Scale gui by a user specified value
178 # Use a nearest-neighbor-anti-alias filter to scale the GUI.
179 # This will smooth over some of the rough edges, and blend
180 # pixels when scaling down, at the cost of blurring some
181 # edge pixels when images are scaled by non-integer sizes.
182 #gui_scaling_filter = false
183 # When gui_scaling_filter is true, all GUI images need to be
184 # filtered in software, but some images are generated directly
185 # to hardware (e.g. render-to-texture for nodes in inventory).
186 # When gui_scaling_filter_txr2img is true, copy those images
187 # from hardware to software for scaling. When false, fall back
188 # to the old scaling method, for video drivers that don't
189 # propery support downloading textures back from hardware.
190 #gui_scaling_filter_txr2img = true
191 # Sensitivity multiplier
192 #mouse_sensitivity = 0.2
196 # Whether node texture animations should be desynchronized per mapblock
197 #desynchronize_mapblock_texture_animation = true
198 # Width of the selectionbox's lines (Between 1 and 5)
199 #selectionbox_width = 2
200 # Maximum proportion of current window to be used for hotbar.
201 # Useful if there's something to be displayed right or left of hotbar.
202 #hud_hotbar_max_width = 1.0
203 # Save the map received by the client on disk
204 #enable_local_map_saving = false
205 # Enable selection highlighting for nodes (disables selectionbox)
206 #enable_node_highlighting = false
207 # Texture filtering settings
209 #anisotropic_filter = false
210 #bilinear_filter = false
211 #trilinear_filter = false
212 # Filtered textures can blend RGB values with fully-transparent neighbors,
213 # which PNG optimizers usually discard, sometimes resulting in a dark or
214 # light edge to transparent textures. Apply this filter to clean that up
215 # at texture load time.
216 #texture_clean_transparent = false
217 # When using bilinear/trilinear/anisotropic filters, low-resolution textures
218 # can be blurred, so automatically upscale them with nearest-neighbor
219 # interpolation to preserve crisp pixels. This sets the minimum texture size
220 # for the upscaled textures; higher values look sharper, but require more
221 # memory. Powers of 2 are recommended. Setting this higher than 1 may not
222 # have a visible effect unless bilinear/trilinear/anisotropic filtering is
224 #texture_min_size = 64
225 # Set to true to pre-generate all item visuals
226 #preload_item_visuals = false
227 # Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
228 #enable_shaders = true
229 # Set to true to enable textures bumpmapping. Requires shaders enabled.
230 #enable_bumpmapping = false
231 # Set to true enables parallax occlusion mapping. Requires shaders enabled.
232 #generate_normalmaps = false
233 # Set to true enables on the fly normalmap generation (Emboss effect).
234 # Requires bumpmapping enabled.
235 #normalmaps_strength = 0.6
236 # Strength of generated normalmaps
237 #normalmaps_smooth = 1
238 # Defines sampling step of texture (0 - 2).
239 # A higher value results in smoother normal maps.
240 #enable_parallax_occlusion = false
241 # Scale of parallax occlusion effect
242 #parallax_occlusion_scale = 0.08
243 # Bias of parallax occlusion effect, usually scale/2
244 #parallax_occlusion_bias = 0.04
245 # Set to true enables waving water. Requires shaders enabled.
246 #enable_waving_water = false
247 # Parameters for waving water:
248 #water_wave_height = 1.0
249 #water_wave_length = 20.0
250 #water_wave_speed = 5.0
251 # Set to true enables waving leaves. Requires shaders enabled.
252 #enable_waving_leaves = false
253 # Set to true enables waving plants. Requires shaders enabled.
254 #enable_waving_plants = false
255 # Enables caching of facedir rotated meshes
256 #ambient_occlusion_gamma = 2.2
257 # The strength (darkness) of node ambient-occlusion shading.
258 # Lower is darker, Higher is lighter. The valid range of values for this
259 # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
260 # set to the nearest valid value.
261 #enable_mesh_cache = true
262 # The time in seconds it takes between repeated
263 # right clicks when holding the right mouse button.
264 #repeat_rightclick_time = 0.25
265 # Make fog and sky colors depend on daytime (dawn/sunset) and view direction
266 #directional_colored_fog = true
267 # Delay showing tooltips, stated in milliseconds
268 #tooltip_show_delay = 400
269 # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens
271 # Default timeout for cURL, stated in milliseconds.
272 # Only has an effect if compiled with cURL.
274 # Limits number of parallel HTTP requests. Affects:
275 # Media fetch if server uses remote_media setting.
276 # Serverlist download and server announcement.
277 # Downloads performed by main menu (e.g. mod manager).
278 # Only has an effect if compiled with cURL.
279 #curl_parallel_limit = 8
280 # Maximum time in ms a file download (e.g. a mod download) may take
281 #curl_file_download_timeout = 300000
282 # Enable usage of remote media server (if provided by server)
283 #enable_remote_media_server = true
284 # Url to the server list displayed in the Multiplayer Tab
285 #serverlist_url = servers.minetest.net
286 # File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab
287 #serverlist_file = favoriteservers.txt
288 # Whether freetype fonts are used, requires freetype support to be compiled in
290 # Path to TrueTypeFont or bitmap
291 #font_path = fonts/liberationsans.ttf
293 # Font shadow offset, if 0 then shadow will not be drawn
295 # Font shadow alpha (opaqueness, between 0 and 255)
296 #font_shadow_alpha = 128
297 #mono_font_path = fonts/liberationmono.ttf
299 # This font will be used for certain languages
300 #fallback_font_path = fonts/DroidSansFallbackFull.ttf
301 #fallback_font_size = 15
302 #fallback_font_shadow = 1
303 #fallback_font_shadow_alpha = 128
309 # Network port to listen (UDP)
314 #server_name = Minetest server
315 # Description of server
316 #server_description = mine here
317 # Domain name of server
318 #server_address = game.minetest.net
320 #server_url = http://minetest.net
321 # Automaticaly report to masterserver
323 # Announce to this masterserver.
324 # If you want to announce your ipv6 address - use serverlist_url = v6.servers.minetest.net.
325 #serverlist_url = servers.minetest.net
326 # Default game (default when creating a new world)
327 #default_game = minetest
328 # World directory (everything in the world is stored here)
329 #map-dir = /custom/world
331 #motd = Welcome to this awesome Minetest server!
332 # Maximum number of players connected simultaneously
334 # Set to true to disallow old clients from connecting
335 #strict_protocol_version_checking = false
336 # Time in seconds for item entity to live. Default value: 900s.
337 # Setting it to -1 disables the feature.
338 #item_entity_ttl = 900
339 # Set to true to enable creative mode (unlimited inventory)
340 #creative_mode = false
341 # Enable players getting damage and dying
342 #enable_damage = false
343 # A chosen map seed for a new map, leave empty for random
345 # Gives some stuff to players at the beginning
346 #give_initial_stuff = false
347 # New users need to input this password
349 # Available privileges: interact, shout, teleport, settime, privs, ...
350 # See /privs in game for a full list on your server and mod configuration.
351 #default_privs = interact, shout
352 # Whether players are shown to clients without any range limit.
353 # Deprecated, use the setting player_transfer_distance instead.
354 #unlimited_player_transfer_distance = true
355 # Defines the maximal player transfer distance in blocks (0 = unlimited)
356 #player_transfer_distance = 0
357 # Whether to enable players killing each other
359 # If this is set, players will always (re)spawn at the given position
360 #static_spawnpoint = 0, 10, 0
361 # If true, new players cannot join with an empty password
362 #disallow_empty_password = false
363 # If true, disable cheat prevention in multiplayer
364 #disable_anticheat = false
365 # If true, actions are recorded for rollback
366 # This option is only read when server starts
367 #enable_rollback_recording = false
368 # Handling for deprecated lua api calls:
369 # "legacy" = (try to) mimic old behaviour (default for release).
370 # "log" = mimic and log backtrace of deprecated call (default for debug).
371 # "error" = abort on usage of deprecated call (suggested for mod developers).
372 #deprecated_lua_api_handling = legacy
374 #mod_profiling = false
375 # Detailed mod profile data
376 #detailed_profiling = false
377 # Profiler data print interval. #0 = disable.
378 #profiler_print_interval = 0
379 #enable_mapgen_debug_info = false
380 # From how far client knows about objects
381 #active_object_send_range_blocks = 3
382 # How large area of blocks are subject to the active block stuff.
383 # Active = objects are loaded and ABMs run.
384 #active_block_range = 2
385 # How many blocks are flying in the wire simultaneously per client
386 #max_simultaneous_block_sends_per_client = 10
387 # How many blocks are flying in the wire simultaneously per server
388 #max_simultaneous_block_sends_server_total = 40
389 # From how far blocks are sent to clients, stated in mapblocks (16 nodes)
390 #max_block_send_distance = 10
391 # From how far blocks are generated for clients, stated in mapblocks (16 nodes)
392 #max_block_generate_distance = 6
393 # Number of extra blocks that can be loaded by /clearobjects at once.
394 # This is a trade-off between sqlite transaction overhead and
395 # memory consumption (4096=100MB, as a rule of thumb).
396 #max_clearobjects_extra_loaded_blocks = 4096
397 # Maximum number of forceloaded blocks
398 #max_forceloaded_blocks = 16
399 # Interval of sending time of day to clients
400 #time_send_interval = 5
401 # Controls length of day/night cycle.
402 # 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged.
404 #server_unload_unused_data_timeout = 29
405 # Maximum number of statically stored objects in a block
406 #max_objects_per_block = 49
407 # Interval of saving important changes in the world, stated in seconds
408 #server_map_save_interval = 5.3
409 # http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
410 #sqlite_synchronous = 2
411 # To reduce lag, block transfers are slowed down when a player is building something.
412 # This determines how long they are slowed down after placing or removing a node.
413 #full_block_send_enable_min_time_from_building = 2.0
414 # Length of a server tick and the interval at which objects are generally updated over network
415 #dedicated_server_step = 0.1
416 # Can be set to true to disable shutting down on invalid world data
417 #ignore_world_load_errors = false
418 # Specifies URL from which client fetches media instead of using UDP.
419 # $filename should be accessible from $remote_media$filename via cURL
420 # (obviously, remote_media should end with a slash).
421 # Files that are not present would be fetched the usual way.
423 # Level of logging to be written to debug.txt:
424 # 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose.
426 # Maximum number of blocks that can be queued for loading
427 #emergequeue_limit_total = 256
428 # Maximum number of blocks to be queued that are to be loaded from file.
429 # Set to blank for an appropriate amount to be chosen automatically.
430 #emergequeue_limit_diskonly = 32
431 # Maximum number of blocks to be queued that are to be generated.
432 # Set to blank for an appropriate amount to be chosen automatically.
433 #emergequeue_limit_generate = 32
434 # Number of emerge threads to use. Make this field blank, or increase this number
435 # to use multiple threads. On multiprocessor systems, this will improve mapgen speed greatly
436 # at the cost of slightly buggy caves.
437 #num_emerge_threads = 1
438 # Maximum number of packets sent per send step, if you have a slow connection
439 # try reducing it, but don't reduce it to a number below double of targeted
441 #max_packets_per_iteration = 1024
443 # Enable/disable IPv6
445 # Enable/disable running an IPv6 server. An IPv6 server may be restricted
446 # to IPv6 clients, depending on system configuration.
447 # Ignored if bind_address is set.
450 #main_menu_game_mgr = 0
451 #main_menu_mod_mgr = 1
452 #modstore_download_url = https://forum.minetest.net/media/
453 #modstore_listmods_url = https://forum.minetest.net/mmdb/mods/
454 #modstore_details_url = https://forum.minetest.net/mmdb/mod/*/
455 # Makes DirectX work with LuaJIT. Disable if it causes troubles.
456 #high_precision_fpu = true
457 # Override language. When no value is provided (default) system language is used.
458 # Check "locale" directory for the list of available translations.
465 #movement_acceleration_default = 3
466 #movement_acceleration_air = 2
467 #movement_acceleration_fast = 10
468 #movement_speed_walk = 4
469 #movement_speed_crouch = 1.35
470 #movement_speed_fast = 20
471 #movement_speed_climb = 2
472 #movement_speed_jump = 6.5
473 #movement_speed_descend = 6
474 #movement_liquid_fluidity = 1
475 #movement_liquid_fluidity_smooth = 0.5
476 #movement_liquid_sink = 10
477 #movement_gravity = 9.81
483 # Name of map generator to be used. Currently supported: v5, v6, v7, singlenode.
485 # Water surface level of map
487 # Size of chunks to be generated, stated in mapblocks (16 nodes)
489 # Global map generation attributes. Currently supported: trees, caves, flat, dungeons, light.
490 # Flags that are not specified in the flag string are not modified from the default.
491 # To explicitly turn off a flag, prepend "no" to the beginning, e.g. nolight.
492 #mg_flags = trees, caves, dungeons, light
493 # Enable/disable floating dungeons and dungeon slices
494 #enable_floating_dungeons = true
496 # Map generation attributes specific to Mapgen V6.
497 # Currently supported: jungles, biomeblend, mudflow, snowbiomes.
498 # When snowbiomes are enabled jungles are enabled and the jungles flag is ignored.
499 #mgv6_spflags = jungles, biomeblend, mudflow
500 # Controls size of deserts and beaches in Mapgen V6
501 # When snowbiomes are enabled 'mgv6_freq_desert' is ignored.
502 #mgv6_freq_desert = 0.45
503 #mgv6_freq_beach = 0.15
505 # Map generation attributes specific to Mapgen V7.
506 # Currently supported: mountains, ridges.
507 #mgv7_spflags = mountains, ridges
509 # Perlin noise attributes for different map generation parameters.
510 # Noise parameters can be specified as a set of positional values:
511 # Offset, scale, (spread factors), seed offset, number of octaves, persistence, lacunarity.
512 #mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
513 # Or the new group format can be used instead, for example:
514 #mgv6_np_terrain_base = {
517 # spread = (250, 250, 250)
524 # Only the group format supports noise flags which are needed for eased noise.
525 # Mgv5 uses eased noise for np_ground so this is shown in group format,
526 # other noise parameters are shown in positional format to save space.
528 # Noise parameters for biome API temperature and humidity
529 #mg_biome_np_heat = 50, 50, (750, 750, 750), 5349, 3, 0.5, 2.0
530 #mg_biome_np_humidity = 50, 50, (750, 750, 750), 842, 3, 0.5, 2.0
532 #mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0
533 #mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0
534 #mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0
535 #mgv5_np_cave1 = 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0
536 #mgv5_np_cave2 = 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0
540 # spread = (80, 80, 80)
548 #mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
549 #mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0
550 #mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0
551 #mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0
552 #mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0
553 #mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0
554 #mgv6_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50, 2.0
555 #mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0
556 #mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 4, 0.66, 2.0
557 #mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0
558 #mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0
560 #mgv7_np_terrain_base = 4, 70, (600, 600, 600), 82341, 6, 0.7, 2.0
561 #mgv7_np_terrain_alt = 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0
562 #mgv7_np_terrain_persist = 0.6, 0.1, (500, 500, 500), 539, 3, 0.6, 2.0
563 #mgv7_np_height_select = -12, 24, (500, 500, 500), 4213, 6, 0.69, 2.0
564 #mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 4, 0.7, 2.0
565 #mgv7_np_mount_height = 184, 72, (500, 500, 500), 72449, 4, 0.6, 2.0
566 #mgv7_np_ridge_uwater = 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0
567 #mgv7_np_mountain = -0.6, 1, (250, 350, 250), 5333, 5, 0.68, 2.0
568 #mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
569 #mgv7_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
570 #mgv7_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0
572 # Prevent mods from doing insecure things like running shell commands.
573 #secure.enable_security = false
574 # Comma-separated list of trusted mods that are allowed to access insecure
575 # functions even when mod security is on (via request_insecure_environment()).
576 #secure.trusted_mods =