X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;ds=sidebyside;f=minetest.conf.example;h=173b85c700a26dd5126c9535e406af82c2b98ca9;hb=f70f7875e2a2e49f80470832ae97e73f171d6460;hp=1b75177f0976619b90018fdb5257d8a97e665797;hpb=a38ec9dd064739034b42f758573c1a7bc8e3210b;p=oweals%2Fminetest.git diff --git a/minetest.conf.example b/minetest.conf.example index 1b75177f0..173b85c70 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -26,6 +26,10 @@ # type: bool # free_move = false +# If enabled together with fly mode, makes move directions relative to the player's pitch. +# type: bool +# pitch_fly = false + # Fast movement (via the "special" key). # This requires the "fast" privilege on the server. # type: bool @@ -69,6 +73,10 @@ # type: bool # always_fly_fast = true +# Automatically jump up single-node obstacles. +# type: bool +# autojump = false + # The time in seconds it takes between repeated right clicks when holding the right mouse button. # type: float # repeat_rightclick_time = 0.25 @@ -83,19 +91,25 @@ # random_input = false # Continuous forward movement, toggled by autoforward key. +# Press the autoforward key again or the backwards movement to disable. # type: bool # continuous_forward = false # The length in pixels it takes for touch screen interaction to start. -# type: int +# type: int min: 0 max: 100 # touchscreen_threshold = 20 # (Android) Fixes the position of virtual joystick. # If disabled, virtual joystick will center to first-touch's position. -# type: int +# type: bool # fixed_virtual_joystick = false -# Enable Joysticks +# (Android) Use virtual joystick to trigger "aux" button. +# If enabled, virtual joystick will also tap "aux" button when out of main circle. +# type: bool +# virtual_joystick_triggers_aux = false + +# Enable joysticks # type: bool # enable_joysticks = false @@ -123,6 +137,7 @@ # keymap_forward = KEY_KEY_W # Key for moving the player backward. +# Will also disable autoforward, when active. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_backward = KEY_KEY_S @@ -183,6 +198,11 @@ # type: key # keymap_freemove = KEY_KEY_K +# Key for toggling pitch fly mode. +# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 +# type: key +# keymap_pitchfly = KEY_KEY_L + # Key for toggling fast mode. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key @@ -463,7 +483,9 @@ ### Filtering -# Use mip mapping to scale textures. May slightly increase performance. +# Use mip mapping to scale textures. May slightly increase performance, +# especially when using a high resolution texture pack. +# Gamma correct downscaling is not supported. # type: bool # mip_map = false @@ -618,6 +640,10 @@ # type: int # pause_fps_max = 20 +# Open the pause menu when the window's focus is lost. Does not pause if a formspec is open. +# type: bool +# pause_on_lost_focus = false + # View distance in nodes. # type: int min: 20 max: 4000 # viewing_range = 100 @@ -654,31 +680,45 @@ # vsync = false # Field of view in degrees. -# type: int min: 30 max: 160 +# type: int min: 45 max: 160 # fov = 72 -# Field of view while zooming in degrees. -# Requires to be allowed by server-sided mods. -# type: int min: 7 max: 160 -# zoom_fov = 15 - # Adjust the gamma encoding for the light tables. Higher numbers are brighter. # This setting is for the client only and is ignored by the server. # type: float min: 0.5 max: 3 # display_gamma = 1.0 +# Gradient of light curve at minimum light level. # type: float min: 0 max: 4 # lighting_alpha = 0.0 +# Gradient of light curve at maximum light level. # type: float min: 0 max: 4 -# lighting_beta = 0.0 +# lighting_beta = 1.5 + +# Strength of light curve mid-boost. +# type: float min: 0 max: 1 +# lighting_boost = 0.2 + +# Center of light curve mid-boost. +# type: float min: 0 max: 1 +# lighting_boost_center = 0.5 + +# Spread of light curve mid-boost. +# Standard deviation of the mid-boost gaussian. +# type: float min: 0 max: 1 +# lighting_boost_spread = 0.2 # Path to texture directory. All textures are first searched from here. # type: path # texture_path = # The rendering back-end for Irrlicht. -# type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl +# A restart is required after changing this. +# Note: on Android, stick with OGLES1 if unsure! App may fail to start otherwise. +# On other platforms, OpenGL is recommended, and it’s the only driver with +# shader support currently. +# type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl, ogles1, ogles2 # video_driver = opengl # Radius of cloud area stated in number of 64 node cloud squares. @@ -703,9 +743,10 @@ # - interlaced: odd/even line based polarisation screen support. # - topbottom: split screen top/bottom. # - sidebyside: split screen side by side. +# - crossview: Cross-eyed 3d # - pageflip: quadbuffer based 3d. # Note that the interlaced mode requires shaders to be enabled. -# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, pageflip +# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip # 3d_mode = none # In-game chat console height, between 0.1 (10%) and 1.0 (100%). @@ -813,11 +854,6 @@ # type: bool # inventory_items_animations = false -# Android systems only: Tries to create inventory textures from meshes -# when no supported render was found. -# type: bool -# inventory_image_hack = false - # Fraction of the visible distance at which fog starts to be rendered # type: float min: 0 max: 0.99 # fog_start = 0.4 @@ -1003,10 +1039,6 @@ # type: int # max_out_chat_queue_size = 20 -# Open the pause menu when the window's focus is lost. Does not pause if a formspec is open. -# type: bool -# pause_on_lost_focus = false - ## Advanced # Timeout for client to remove unused map data from memory. @@ -1079,8 +1111,7 @@ # type: string # remote_media = -# Enable/disable running an IPv6 server. An IPv6 server may be restricted -# to IPv6 clients, depending on system configuration. +# Enable/disable running an IPv6 server. # Ignored if bind_address is set. # type: bool # ipv6_server = false @@ -1091,7 +1122,7 @@ # The maximum total count is calculated dynamically: # max_total = ceil((#clients + max_users) * per_client / 4) # type: int -# max_simultaneous_block_sends_per_client = 10 +# max_simultaneous_block_sends_per_client = 40 # To reduce lag, block transfers are slowed down when a player is building something. # This determines how long they are slowed down after placing or removing a node. @@ -1129,10 +1160,6 @@ # type: int # item_entity_ttl = 900 -# If enabled, show the server status message on player connection. -# type: bool -# show_statusline_on_connect = true - # Enable players getting damage and dying. # type: bool # enable_damage = false @@ -1207,17 +1234,23 @@ # ask_reconnect_on_crash = false # From how far clients know about objects, stated in mapblocks (16 nodes). +# +# Setting this larger than active_block_range will also cause the server +# to maintain active objects up to this distance in the direction the +# player is looking. (This can avoid mobs suddenly disappearing from view) # type: int # active_object_send_range_blocks = 3 # How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes). # In active blocks objects are loaded and ABMs run. +# This is also the minimum range in which active objects (mobs) are maintained. +# This should be configured together with active_object_range. # type: int # active_block_range = 3 # From how far blocks are sent to clients, stated in mapblocks (16 nodes). # type: int -# max_block_send_distance = 10 +# max_block_send_distance = 9 # Maximum number of forceloaded mapblocks. # type: int @@ -1240,6 +1273,18 @@ # type: float # server_map_save_interval = 5.3 +# Set the maximum character length of a chat message sent by clients. +# type: int +# chat_message_max_size = 500 + +# Amount of messages a player may send per 10 seconds. +# type: float +# chat_message_limit_per_10sec = 10.0 + +# Kick players who sent more than X messages per 10 seconds. +# type: int +# chat_message_limit_trigger_kick = 50 + ### Physics # type: float @@ -1357,19 +1402,19 @@ # server_side_occlusion_culling = true # Restricts the access of certain client-side functions on servers -# Combine these byteflags below to restrict more client-side features: +# Combine these byteflags below to restrict client-side features: # LOAD_CLIENT_MODS: 1 (disable client mods loading) # CHAT_MESSAGES: 2 (disable send_chat_message call client-side) # READ_ITEMDEFS: 4 (disable get_item_def call client-side) # READ_NODEDEFS: 8 (disable get_node_def call client-side) +# LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to csm_restriction_noderange) # type: int -# LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to csm_flavour_noderange_limit) -# csm_flavour_limits = 18 +# csm_restriction_flags = 30 -# If the CSM flavour for node range is enabled, get_node is limited to -# this many nodes from the player. +# If the CSM restriction for node range is enabled, get_node calls are limited +# to this distance from the player to the node. # type: int -# csm_flavour_noderange_limit = 8 +# csm_restriction_noderange = 0 ## Security @@ -1455,7 +1500,7 @@ # Set the language. Leave empty to use the system language. # A restart is required after changing this. -# type: enum values: , be, ca, cs, da, de, en, eo, es, et, fr, he, hu, id, it, ja, jbo, ko, ky, lt, nb, nl, pl, pt, pt_BR, ro, ru, sr_Cyrl, tr, uk, zh_CN, zh_TW +# type: enum values: , be, ca, cs, da, de, dv, en, eo, es, et, fr, he, hu, id, it, ja, jbo, ko, ky, lt, ms, nb, nl, pl, pt, pt_BR, ro, ru, sl, sr_Cyrl, sv, sw, tr, uk, zh_CN, zh_TW # language = # Level of logging to be written to debug.txt: @@ -1496,6 +1541,13 @@ # type: bool # high_precision_fpu = true +# Changes the main menu UI: +# - Full: Multple singleplayer worlds, game choice, texture pack chooser, etc. +# - Simple: One singleplayer world, no game or texture pack choosers. May be necessary for smaller screens. +# - Auto: Simple on Android, full on everything else. +# type: enum values: auto, full, simple +# main_menu_style = auto + # Replaces the default main menu with a custom one. # type: string # main_menu_script = @@ -1538,8 +1590,8 @@ # and junglegrass, in all other mapgens this flag controls all decorations. # Flags that are not enabled are not modified from the default. # Flags starting with 'no' are used to explicitly disable them. -# type: flags possible values: caves, dungeons, light, decorations, nocaves, nodungeons, nolight, nodecorations -# mg_flags = caves,dungeons,light,decorations +# type: flags possible values: caves, dungeons, light, decorations, biomes, nocaves, nodungeons, nolight, nodecorations, nobiomes +# mg_flags = caves,dungeons,light,decorations,biomes # Whether dungeons occasionally project from the terrain. # type: bool @@ -1609,7 +1661,7 @@ # Controls width of tunnels, a smaller value creates wider tunnels. # type: float -# mgv5_cave_width = 0.125 +# mgv5_cave_width = 0.09 # Y of upper limit of large caves. # type: int @@ -1631,6 +1683,14 @@ # type: float # mgv5_cavern_threshold = 0.7 +# Lower Y limit of dungeons. +# type: int +# mgv5_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# mgv5_dungeon_ymax = 31000 + ### Noises # Variation of biome filler depth. @@ -1678,9 +1738,9 @@ # mgv5_np_cave1 = { # offset = 0, # scale = 12, -# spread = (50, 50, 50), +# spread = (61, 61, 61), # seed = 52534, -# octaves = 4, +# octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = "" @@ -1691,9 +1751,9 @@ # mgv5_np_cave2 = { # offset = 0, # scale = 12, -# spread = (50, 50, 50), +# spread = (67, 67, 67), # seed = 10325, -# octaves = 4, +# octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = "" @@ -1745,6 +1805,14 @@ # type: float # mgv6_freq_beach = 0.15 +# Lower Y limit of dungeons. +# type: int +# mgv6_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# mgv6_dungeon_ymax = 31000 + ### Noises # Y-level of lower terrain and lakebeds. @@ -1915,15 +1983,19 @@ # type: int # mgv7_lava_depth = -256 -# Controls the density of floatland mountain terrain. -# Is an offset added to the 'np_mountain' noise value. +# Controls the density of mountain-type floatlands. +# Is a noise offset added to the 'mgv7_np_mountain' noise value. # type: float # mgv7_float_mount_density = 0.6 -# Typical maximum height, above and below midpoint, of floatland mountain terrain. +# Typical maximum height, above and below midpoint, of floatland mountains. # type: float # mgv7_float_mount_height = 128.0 +# Alters how mountain-type floatlands taper above and below midpoint. +# type: float +# mgv7_float_mount_exponent = 0.75 + # Y-level of floatland midpoint and lake surface. # type: int # mgv7_floatland_level = 1280 @@ -1944,6 +2016,14 @@ # type: float # mgv7_cavern_threshold = 0.7 +# Lower Y limit of dungeons. +# type: int +# mgv7_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# mgv7_dungeon_ymax = 31000 + ### Noises # Y-level of higher (cliff-top) terrain. @@ -2139,6 +2219,10 @@ # type: flags possible values: caverns, nocaverns # mgcarpathian_spflags = caverns +# Defines the base ground level. +# type: float +# mgcarpathian_base_level = 12.0 + # Controls width of tunnels, a smaller value creates wider tunnels. # type: float # mgcarpathian_cave_width = 0.09 @@ -2163,20 +2247,15 @@ # type: float # mgcarpathian_cavern_threshold = 0.7 -### Noises +# Lower Y limit of dungeons. +# type: int +# mgcarpathian_dungeon_ymin = -31000 -# 2D noise that defines the base ground level. -# type: noise_params_2d -# mgcarpathian_np_base = { -# offset = 12, -# scale = 1, -# spread = (2557, 2557, 2557), -# seed = 6538, -# octaves = 4, -# persistence = 0.8, -# lacunarity = 0.5, -# flags = "eased" -# } +# Upper Y limit of dungeons. +# type: int +# mgcarpathian_dungeon_ymax = 31000 + +### Noises # Variation of biome filler depth. # type: noise_params_2d @@ -2418,6 +2497,14 @@ # type: float # mgflat_hill_steepness = 64.0 +# Lower Y limit of dungeons. +# type: int +# mgflat_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# mgflat_dungeon_ymax = 31000 + ### Noises # Defines location and terrain of optional hills and lakes. @@ -2486,7 +2573,15 @@ # type: int # mgfractal_lava_depth = -256 -# Choice of 18 fractals from 9 formulas. +# Lower Y limit of dungeons. +# type: int +# mgfractal_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# mgfractal_dungeon_ymax = 31000 + +# Selects one of 18 fractal types. # 1 = 4D "Roundy" mandelbrot set. # 2 = 4D "Roundy" julia set. # 3 = 4D "Squarry" mandelbrot set. @@ -2509,44 +2604,65 @@ # mgfractal_fractal = 1 # Iterations of the recursive function. -# Controls the amount of fine detail. +# Increasing this increases the amount of fine detail, but also +# increases processing load. +# At iterations = 20 this mapgen has a similar load to mapgen V7. # type: int # mgfractal_iterations = 11 -# Approximate (X,Y,Z) scale of fractal in nodes. +# (X,Y,Z) scale of fractal in nodes. +# Actual fractal size will be 2 to 3 times larger. +# These numbers can be made very large, the fractal does +# not have to fit inside the world. +# Increase these to 'zoom' into the detail of the fractal. +# Default is for a vertically-squashed shape suitable for +# an island, set all 3 numbers equal for the raw shape. # type: v3f # mgfractal_scale = (4096.0, 1024.0, 4096.0) # (X,Y,Z) offset of fractal from world centre in units of 'scale'. -# Used to move a suitable spawn area of low land close to (0, 0). -# The default is suitable for mandelbrot sets, it needs to be edited for julia sets. +# Can be used to move a desired point to (0, 0): to create a +# suitable spawn point, or to allow 'zooming in' on a desired +# point by increasing 'scale'. +# The default is tuned for a suitable spawn point for mandelbrot +# sets with default parameters, it may need altering in other +# situations. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes. # type: v3f # mgfractal_offset = (1.79, 0.0, 0.0) # W co-ordinate of the generated 3D slice of a 4D fractal. # Determines which 3D slice of the 4D shape is generated. +# Alters the shape of the fractal. # Has no effect on 3D fractals. # Range roughly -2 to 2. # type: float # mgfractal_slice_w = 0.0 -# Julia set only: X component of hypercomplex constant determining julia shape. +# Julia set only. +# X component of hypercomplex constant. +# Alters the shape of the fractal. # Range roughly -2 to 2. # type: float # mgfractal_julia_x = 0.33 -# Julia set only: Y component of hypercomplex constant determining julia shape. +# Julia set only. +# Y component of hypercomplex constant. +# Alters the shape of the fractal. # Range roughly -2 to 2. # type: float # mgfractal_julia_y = 0.33 -# Julia set only: Z component of hypercomplex constant determining julia shape. +# Julia set only. +# Z component of hypercomplex constant. +# Alters the shape of the fractal. # Range roughly -2 to 2. # type: float # mgfractal_julia_z = 0.33 -# Julia set only: W component of hypercomplex constant determining julia shape. +# Julia set only. +# W component of hypercomplex constant. +# Alters the shape of the fractal. # Has no effect on 3D fractals. # Range roughly -2 to 2. # type: float @@ -2609,15 +2725,17 @@ ## Mapgen Valleys # Map generation attributes specific to Mapgen Valleys. -# 'altitude_chill' makes higher elevations colder, which may cause biome issues. -# 'humid_rivers' modifies the humidity around rivers and in areas where water would tend to pool, -# it may interfere with delicately adjusted biomes. -# Flags that are not enabled are not modified from the default. -# Flags starting with 'no' are used to explicitly disable them. -# type: flags possible values: altitude_chill, noaltitude_chill, humid_rivers, nohumid_rivers -# mg_valleys_spflags = altitude_chill,humid_rivers - -# The altitude at which temperature drops by 20C +# 'altitude_chill': Reduces heat with altitude. +# 'humid_rivers': Increases humidity around rivers and where water pools. +# 'vary_river_depth': If enabled, low humidity and high heat causes rivers +# to become shallower and occasionally dry. +# 'altitude_dry': Reduces humidity with altitude. +# type: flags possible values: altitude_chill, noaltitude_chill, humid_rivers, nohumid_rivers, vary_river_depth, novary_river_depth, altitude_dry, noaltitude_dry +# mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry + +# The vertical distance over which heat drops by 20 if 'altitude_chill' is +# enabled. Also the vertical distance over which humidity drops by 10 if +# 'altitude_dry' is enabled. # type: int # mgvalleys_altitude_chill = 90 @@ -2625,35 +2743,45 @@ # type: int # mgvalleys_large_cave_depth = -33 -# Creates unpredictable lava features in caves. -# These can make mining difficult. Zero disables them. (0-10) +# Y of upper limit of lava in large caves. +# type: int +# mgvalleys_lava_depth = 1 + +# Depth below which you'll find giant caverns. # type: int -# mgvalleys_lava_features = 0 +# mgvalleys_cavern_limit = -256 -# Depth below which you'll find massive caves. +# Y-distance over which caverns expand to full size. # type: int -# mgvalleys_massive_cave_depth = -256 +# mgvalleys_cavern_taper = 192 + +# Defines full size of caverns, smaller values create larger caverns. +# type: float +# mgvalleys_cavern_threshold = 0.6 -# How deep to make rivers +# How deep to make rivers. # type: int # mgvalleys_river_depth = 4 -# How wide to make rivers +# How wide to make rivers. # type: int # mgvalleys_river_size = 5 -# Creates unpredictable water features in caves. -# These can make mining difficult. Zero disables them. (0-10) -# type: int -# mgvalleys_water_features = 0 - # Controls width of tunnels, a smaller value creates wider tunnels. # type: float # mgvalleys_cave_width = 0.09 +# Lower Y limit of dungeons. +# type: int +# mgvalleys_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# mgvalleys_dungeon_ymax = 63 + ### Noises -# Caves and tunnels form at the intersection of the two noises +# Caves and tunnels form at the intersection of the two noises. # type: noise_params_3d # mgvalleys_np_cave1 = { # offset = 0, @@ -2666,7 +2794,7 @@ # flags = "" # } -# Caves and tunnels form at the intersection of the two noises +# Caves and tunnels form at the intersection of the two noises. # type: noise_params_3d # mgvalleys_np_cave2 = { # offset = 0, @@ -2679,7 +2807,7 @@ # flags = "" # } -# The depth of dirt or other filler +# The depth of dirt or other biome filler node. # type: noise_params_2d # mgvalleys_np_filler_depth = { # offset = 0, @@ -2692,9 +2820,9 @@ # flags = "eased" # } -# Massive caves form here. +# 3D noise defining giant caverns. # type: noise_params_3d -# mgvalleys_np_massive_caves = { +# mgvalleys_np_cavern = { # offset = 0, # scale = 1, # spread = (768, 256, 768), @@ -2705,7 +2833,7 @@ # flags = "" # } -# River noise -- rivers occur close to zero +# River noise. Rivers occur close to noise value zero. # type: noise_params_2d # mgvalleys_np_rivers = { # offset = 0, @@ -2718,7 +2846,7 @@ # flags = "eased" # } -# Base terrain height +# Base terrain height. # type: noise_params_2d # mgvalleys_np_terrain_height = { # offset = -10, @@ -2731,7 +2859,7 @@ # flags = "eased" # } -# Raises terrain to make valleys around the rivers +# Raises terrain to make valleys around the rivers. # type: noise_params_2d # mgvalleys_np_valley_depth = { # offset = 5, @@ -2744,7 +2872,7 @@ # flags = "eased" # } -# Slope and fill work together to modify the heights +# Slope and fill work together to modify the heights. # type: noise_params_3d # mgvalleys_np_inter_valley_fill = { # offset = 0, @@ -2757,7 +2885,7 @@ # flags = "" # } -# Amplifies the valleys +# Amplifies the valleys. # type: noise_params_2d # mgvalleys_np_valley_profile = { # offset = 0.6, @@ -2770,7 +2898,7 @@ # flags = "eased" # } -# Slope and fill work together to modify the heights +# Slope and fill work together to modify the heights. # type: noise_params_2d # mgvalleys_np_inter_valley_slope = { # offset = 0.5, @@ -2786,6 +2914,11 @@ ## Advanced # Size of chunks to be generated at once by mapgen, stated in mapblocks (16 nodes). +# Increasing this by 1 almost doubles the 3D noise calculation load. +# High values can cause noise calculation to overload. +# Values smaller than 5 cause a terrain bug in mgv6. +# Since there is a fixed number of large caves and dungeons per +# mapchunk, values other than 5 alter the density of these. # type: int # chunksize = 5 @@ -2795,21 +2928,21 @@ # Maximum number of blocks that can be queued for loading. # type: int -# emergequeue_limit_total = 256 +# emergequeue_limit_total = 512 # Maximum number of blocks to be queued that are to be loaded from file. # Set to blank for an appropriate amount to be chosen automatically. # type: int -# emergequeue_limit_diskonly = 32 +# emergequeue_limit_diskonly = 64 # Maximum number of blocks to be queued that are to be generated. # Set to blank for an appropriate amount to be chosen automatically. # type: int -# emergequeue_limit_generate = 32 +# emergequeue_limit_generate = 64 -# Number of emerge threads to use. Make this field blank, or increase this number +# Number of emerge threads to use. Make this field blank or 0, or increase this number # to use multiple threads. On multiprocessor systems, this will improve mapgen speed greatly # at the cost of slightly buggy caves. # type: int -# num_emerge_threads = 1 +# num_emerge_threads = 0