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_KEY_V
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_KEY_C
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 # Number of parallax occlusion iterations.
641 # parallax_occlusion_iterations = 4
643 # Overall scale of parallax occlusion effect.
645 # parallax_occlusion_scale = 0.08
647 # Overall bias of parallax occlusion effect, usually scale/2.
649 # parallax_occlusion_bias = 0.04
653 # Set to true to enable waving liquids (like water).
654 # Requires shaders to be enabled.
656 # enable_waving_water = false
658 # The maximum height of the surface of waving liquids.
659 # 4.0 = Wave height is two nodes.
660 # 0.0 = Wave doesn't move at all.
661 # Default is 1.0 (1/2 node).
662 # Requires waving liquids to be enabled.
663 # type: float min: 0 max: 4
664 # water_wave_height = 1.0
666 # Length of liquid waves.
667 # Requires waving liquids to be enabled.
668 # type: float min: 0.1
669 # water_wave_length = 20.0
671 # How fast liquid waves will move. Higher = faster.
672 # If negative, liquid waves will move backwards.
673 # Requires waving liquids to be enabled.
675 # water_wave_speed = 5.0
677 # Set to true to enable waving leaves.
678 # Requires shaders to be enabled.
680 # enable_waving_leaves = false
682 # Set to true to enable waving plants.
683 # Requires shaders to be enabled.
685 # enable_waving_plants = false
689 # Arm inertia, gives a more realistic movement of
690 # the arm when the camera moves.
694 # If FPS would go higher than this, limit it by sleeping
695 # to not waste CPU power for no benefit.
699 # Maximum FPS when game is paused.
703 # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
706 # pause_on_lost_focus = false
708 # View distance in nodes.
709 # type: int min: 20 max: 4000
710 # viewing_range = 100
712 # Camera 'near clipping plane' distance in nodes, between 0 and 0.25
713 # Only works on GLES platforms. Most users will not need to change this.
714 # Increasing can reduce artifacting on weaker GPUs.
715 # 0.1 = Default, 0.25 = Good value for weaker tablets.
716 # type: float min: 0 max: 0.25
719 # Width component of the initial window size.
723 # Height component of the initial window size.
727 # Save window size automatically when modified.
729 # autosave_screensize = true
735 # Bits per pixel (aka color depth) in fullscreen mode.
737 # fullscreen_bpp = 24
739 # Vertical screen synchronization.
743 # Field of view in degrees.
744 # type: int min: 45 max: 160
747 # Alters the light curve by applying 'gamma correction' to it.
748 # Higher values make middle and lower light levels brighter.
749 # Value '1.0' leaves the light curve unaltered.
750 # This only has significant effect on daylight and artificial
751 # light, it has very little effect on natural night light.
752 # type: float min: 0.33 max: 3
753 # display_gamma = 1.0
755 # Gradient of light curve at minimum light level.
756 # Controls the contrast of the lowest light levels.
757 # type: float min: 0 max: 3
758 # lighting_alpha = 0.0
760 # Gradient of light curve at maximum light level.
761 # Controls the contrast of the highest light levels.
762 # type: float min: 0 max: 3
763 # lighting_beta = 1.5
765 # Strength of light curve boost.
766 # The 3 'boost' parameters define a range of the light
767 # curve that is boosted in brightness.
768 # type: float min: 0 max: 0.4
769 # lighting_boost = 0.2
771 # Center of light curve boost range.
772 # Where 0.0 is minimum light level, 1.0 is maximum light level.
773 # type: float min: 0 max: 1
774 # lighting_boost_center = 0.5
776 # Spread of light curve boost range.
777 # Controls the width of the range to be boosted.
778 # Standard deviation of the light curve boost Gaussian.
779 # type: float min: 0 max: 0.4
780 # lighting_boost_spread = 0.2
782 # Path to texture directory. All textures are first searched from here.
786 # The rendering back-end for Irrlicht.
787 # A restart is required after changing this.
788 # Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
789 # On other platforms, OpenGL is recommended, and it’s the only driver with
790 # shader support currently.
791 # type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl, ogles1, ogles2
792 # video_driver = opengl
794 # Radius of cloud area stated in number of 64 node cloud squares.
795 # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
799 # Enable view bobbing and amount of view bobbing.
800 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
802 # view_bobbing_amount = 1.0
804 # Multiplier for fall bobbing.
805 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
807 # fall_bobbing_amount = 0.03
810 # Currently supported:
811 # - none: no 3d output.
812 # - anaglyph: cyan/magenta color 3d.
813 # - interlaced: odd/even line based polarisation screen support.
814 # - topbottom: split screen top/bottom.
815 # - sidebyside: split screen side by side.
816 # - crossview: Cross-eyed 3d
817 # - pageflip: quadbuffer based 3d.
818 # Note that the interlaced mode requires shaders to be enabled.
819 # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
822 # Strength of 3D mode parallax.
824 # 3d_paralax_strength = 0.025
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 # Font size of the recent chat text and chat prompt in point (pt).
1075 # Value 0 will use the default font size.
1077 # chat_font_size = 0
1079 # Path to save screenshots at. Can be an absolute or relative path.
1080 # The folder will be created if it doesn't already exist.
1082 # screenshot_path = screenshots
1084 # Format of screenshots.
1085 # type: enum values: png, jpg, bmp, pcx, ppm, tga
1086 # screenshot_format = png
1088 # Screenshot quality. Only used for JPEG format.
1089 # 1 means worst quality; 100 means best quality.
1090 # Use 0 for default quality.
1091 # type: int min: 0 max: 100
1092 # screenshot_quality = 0
1096 # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
1100 # Windows systems only: Start Minetest with the command line window in the background.
1101 # Contains the same information as the file debug.txt (default name).
1103 # enable_console = false
1109 # Enables the sound system.
1110 # If disabled, this completely disables all sounds everywhere and the in-game
1111 # sound controls will be non-functional.
1112 # Changing this setting requires a restart.
1114 # enable_sound = true
1116 # Volume of all sounds.
1117 # Requires the sound system to be enabled.
1118 # type: float min: 0 max: 1
1119 # sound_volume = 0.7
1121 # Whether to mute sounds. You can unmute sounds at any time, unless the
1122 # sound system is disabled (enable_sound=false).
1123 # In-game, you can toggle the mute state with the mute key or by using the
1126 # mute_sound = false
1134 # Address to connect to.
1135 # Leave this blank to start a local server.
1136 # Note that the address field in the main menu overrides this setting.
1140 # Port to connect to (UDP).
1141 # Note that the port field in the main menu overrides this setting.
1142 # type: int min: 1 max: 65535
1143 # remote_port = 30000
1145 # Prometheus listener address.
1146 # If minetest is compiled with ENABLE_PROMETHEUS option enabled,
1147 # enable metrics listener for Prometheus on that address.
1148 # Metrics can be fetch on http://127.0.0.1:30000/metrics
1150 # prometheus_listener_address = 127.0.0.1:30000
1152 # Save the map received by the client on disk.
1154 # enable_local_map_saving = false
1156 # Enable usage of remote media server (if provided by server).
1157 # Remote servers offer a significantly faster way to download media (e.g. textures)
1158 # when connecting to the server.
1160 # enable_remote_media_server = true
1162 # Enable Lua modding support on client.
1163 # This support is experimental and API can change.
1165 # enable_client_modding = false
1167 # URL to the server list displayed in the Multiplayer Tab.
1169 # serverlist_url = servers.minetest.net
1171 # File in client/serverlist/ that contains your favorite servers displayed in the
1174 # serverlist_file = favoriteservers.txt
1176 # Maximum size of the out chat queue.
1177 # 0 to disable queueing and -1 to make the queue size unlimited.
1179 # max_out_chat_queue_size = 20
1181 # Enable register confirmation when connecting to server.
1182 # If disabled, new account will be registered automatically.
1184 # enable_register_confirmation = true
1188 # Timeout for client to remove unused map data from memory.
1190 # client_unload_unused_data_timeout = 600
1192 # Maximum number of mapblocks for client to be kept in memory.
1193 # Set to -1 for unlimited amount.
1195 # client_mapblock_limit = 5000
1197 # Whether to show the client debug info (has the same effect as hitting F5).
1199 # show_debug = false
1202 # Server / Singleplayer
1205 # Name of the server, to be displayed when players join and in the serverlist.
1207 # server_name = Minetest server
1209 # Description of server, to be displayed when players join and in the serverlist.
1211 # server_description = mine here
1213 # Domain name of server, to be displayed in the serverlist.
1215 # server_address = game.minetest.net
1217 # Homepage of server, to be displayed in the serverlist.
1219 # server_url = https://minetest.net
1221 # Automatically report to the serverlist.
1223 # server_announce = false
1225 # Announce to this serverlist.
1227 # serverlist_url = servers.minetest.net
1229 # Remove color codes from incoming chat messages
1230 # Use this to stop players from being able to use color in their messages
1232 # strip_color_codes = false
1236 # Network port to listen (UDP).
1237 # This value will be overridden when starting from the main menu.
1241 # The network interface that the server listens on.
1245 # Enable to disallow old clients from connecting.
1246 # Older clients are compatible in the sense that they will not crash when connecting
1247 # to new servers, but they may not support all new features that you are expecting.
1249 # strict_protocol_version_checking = false
1251 # Specifies URL from which client fetches media instead of using UDP.
1252 # $filename should be accessible from $remote_media$filename via cURL
1253 # (obviously, remote_media should end with a slash).
1254 # Files that are not present will be fetched the usual way.
1258 # Enable/disable running an IPv6 server.
1259 # Ignored if bind_address is set.
1260 # Needs enable_ipv6 to be enabled.
1262 # ipv6_server = false
1266 # Maximum number of blocks that are simultaneously sent per client.
1267 # The maximum total count is calculated dynamically:
1268 # max_total = ceil((#clients + max_users) * per_client / 4)
1270 # max_simultaneous_block_sends_per_client = 40
1272 # To reduce lag, block transfers are slowed down when a player is building something.
1273 # This determines how long they are slowed down after placing or removing a node.
1275 # full_block_send_enable_min_time_from_building = 2.0
1277 # Maximum number of packets sent per send step, if you have a slow connection
1278 # try reducing it, but don't reduce it to a number below double of targeted
1281 # max_packets_per_iteration = 1024
1285 # Default game when creating a new world.
1286 # This will be overridden when creating a world from the main menu.
1288 # default_game = minetest
1290 # Message of the day displayed to players connecting.
1294 # Maximum number of players that can be connected simultaneously.
1298 # World directory (everything in the world is stored here).
1299 # Not needed if starting from the main menu.
1303 # Time in seconds for item entity (dropped items) to live.
1304 # Setting it to -1 disables the feature.
1306 # item_entity_ttl = 900
1308 # Specifies the default stack size of nodes, items and tools.
1309 # Note that mods or games may explicitly set a stack for certain (or all) items.
1311 # default_stack_max = 99
1313 # Enable players getting damage and dying.
1315 # enable_damage = false
1317 # Enable creative mode for new created maps.
1319 # creative_mode = false
1321 # A chosen map seed for a new map, leave empty for random.
1322 # Will be overridden when creating a new world in the main menu.
1326 # New users need to input this password.
1328 # default_password =
1330 # The privileges that new users automatically get.
1331 # See /privs in game for a full list on your server and mod configuration.
1333 # default_privs = interact, shout
1335 # Privileges that players with basic_privs can grant
1337 # basic_privs = interact, shout
1339 # Whether players are shown to clients without any range limit.
1340 # Deprecated, use the setting player_transfer_distance instead.
1342 # unlimited_player_transfer_distance = true
1344 # Defines the maximal player transfer distance in blocks (0 = unlimited).
1346 # player_transfer_distance = 0
1348 # Whether to allow players to damage and kill each other.
1352 # Enable mod channels support.
1354 # enable_mod_channels = false
1356 # If this is set, players will always (re)spawn at the given position.
1358 # static_spawnpoint =
1360 # If enabled, new players cannot join with an empty password.
1362 # disallow_empty_password = false
1364 # If enabled, disable cheat prevention in multiplayer.
1366 # disable_anticheat = false
1368 # If enabled, actions are recorded for rollback.
1369 # This option is only read when server starts.
1371 # enable_rollback_recording = false
1373 # Format of player chat messages. The following strings are valid placeholders:
1374 # @name, @message, @timestamp (optional)
1376 # chat_message_format = <@name> @message
1378 # A message to be displayed to all clients when the server shuts down.
1380 # kick_msg_shutdown = Server shutting down.
1382 # A message to be displayed to all clients when the server crashes.
1384 # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
1386 # Whether to ask clients to reconnect after a (Lua) crash.
1387 # Set this to true if your server is set up to restart automatically.
1389 # ask_reconnect_on_crash = false
1391 # From how far clients know about objects, stated in mapblocks (16 nodes).
1393 # Setting this larger than active_block_range will also cause the server
1394 # to maintain active objects up to this distance in the direction the
1395 # player is looking. (This can avoid mobs suddenly disappearing from view)
1397 # active_object_send_range_blocks = 4
1399 # The radius of the volume of blocks around every player that is subject to the
1400 # active block stuff, stated in mapblocks (16 nodes).
1401 # In active blocks objects are loaded and ABMs run.
1402 # This is also the minimum range in which active objects (mobs) are maintained.
1403 # This should be configured together with active_object_send_range_blocks.
1405 # active_block_range = 3
1407 # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
1409 # max_block_send_distance = 10
1411 # Maximum number of forceloaded mapblocks.
1413 # max_forceloaded_blocks = 16
1415 # Interval of sending time of day to clients.
1417 # time_send_interval = 5
1419 # Controls length of day/night cycle.
1421 # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
1425 # Time of day when a new world is started, in millihours (0-23999).
1426 # type: int min: 0 max: 23999
1427 # world_start_time = 6125
1429 # Interval of saving important changes in the world, stated in seconds.
1431 # server_map_save_interval = 5.3
1433 # Set the maximum character length of a chat message sent by clients.
1435 # chat_message_max_size = 500
1437 # Amount of messages a player may send per 10 seconds.
1439 # chat_message_limit_per_10sec = 10.0
1441 # Kick players who sent more than X messages per 10 seconds.
1443 # chat_message_limit_trigger_kick = 50
1447 # Horizontal and vertical acceleration on ground or when climbing,
1448 # in nodes per second per second.
1450 # movement_acceleration_default = 3
1452 # Horizontal acceleration in air when jumping or falling,
1453 # in nodes per second per second.
1455 # movement_acceleration_air = 2
1457 # Horizontal and vertical acceleration in fast mode,
1458 # in nodes per second per second.
1460 # movement_acceleration_fast = 10
1462 # Walking and flying speed, in nodes per second.
1464 # movement_speed_walk = 4
1466 # Sneaking speed, in nodes per second.
1468 # movement_speed_crouch = 1.35
1470 # Walking, flying and climbing speed in fast mode, in nodes per second.
1472 # movement_speed_fast = 20
1474 # Vertical climbing speed, in nodes per second.
1476 # movement_speed_climb = 3
1478 # Initial vertical speed when jumping, in nodes per second.
1480 # movement_speed_jump = 6.5
1482 # Decrease this to increase liquid resistance to movement.
1484 # movement_liquid_fluidity = 1
1486 # Maximum liquid resistance. Controls deceleration when entering liquid at
1489 # movement_liquid_fluidity_smooth = 0.5
1491 # Controls sinking speed in liquid.
1493 # movement_liquid_sink = 10
1495 # Acceleration of gravity, in nodes per second per second.
1497 # movement_gravity = 9.81
1501 # Handling for deprecated Lua API calls:
1502 # - legacy: (try to) mimic old behaviour (default for release).
1503 # - log: mimic and log backtrace of deprecated call (default for debug).
1504 # - error: abort on usage of deprecated call (suggested for mod developers).
1505 # type: enum values: legacy, log, error
1506 # deprecated_lua_api_handling = legacy
1508 # Number of extra blocks that can be loaded by /clearobjects at once.
1509 # This is a trade-off between sqlite transaction overhead and
1510 # memory consumption (4096=100MB, as a rule of thumb).
1512 # max_clearobjects_extra_loaded_blocks = 4096
1514 # How much the server will wait before unloading unused mapblocks.
1515 # Higher value is smoother, but will use more RAM.
1517 # server_unload_unused_data_timeout = 29
1519 # Maximum number of statically stored objects in a block.
1521 # max_objects_per_block = 64
1523 # See https://www.sqlite.org/pragma.html#pragma_synchronous
1524 # type: enum values: 0, 1, 2
1525 # sqlite_synchronous = 2
1527 # Length of a server tick and the interval at which objects are generally updated over
1530 # dedicated_server_step = 0.09
1532 # Length of time between active block management cycles
1534 # active_block_mgmt_interval = 2.0
1536 # Length of time between Active Block Modifier (ABM) execution cycles
1538 # abm_interval = 1.0
1540 # Length of time between NodeTimer execution cycles
1542 # nodetimer_interval = 0.2
1544 # If enabled, invalid world data won't cause the server to shut down.
1545 # Only enable this if you know what you are doing.
1547 # ignore_world_load_errors = false
1549 # Max liquids processed per step.
1551 # liquid_loop_max = 100000
1553 # The time (in seconds) that the liquids queue may grow beyond processing
1554 # capacity until an attempt is made to decrease its size by dumping old queue
1555 # items. A value of 0 disables the functionality.
1557 # liquid_queue_purge_time = 0
1559 # Liquid update interval in seconds.
1561 # liquid_update = 1.0
1563 # At this distance the server will aggressively optimize which blocks are sent to
1565 # Small values potentially improve performance a lot, at the expense of visible
1566 # rendering glitches (some blocks will not be rendered under water and in caves,
1567 # as well as sometimes on land).
1568 # Setting this to a value greater than max_block_send_distance disables this
1570 # Stated in mapblocks (16 nodes).
1572 # block_send_optimize_distance = 4
1574 # If enabled the server will perform map block occlusion culling based on
1575 # on the eye position of the player. This can reduce the number of blocks
1576 # sent to the client 50-80%. The client will not longer receive most invisible
1577 # so that the utility of noclip mode is reduced.
1579 # server_side_occlusion_culling = true
1581 # Restricts the access of certain client-side functions on servers.
1582 # Combine the byteflags below to restrict client-side features, or set to 0
1583 # for no restrictions:
1584 # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
1585 # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
1586 # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
1587 # READ_NODEDEFS: 8 (disable get_node_def call client-side)
1588 # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
1589 # csm_restriction_noderange)
1590 # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
1592 # csm_restriction_flags = 62
1594 # If the CSM restriction for node range is enabled, get_node calls are limited
1595 # to this distance from the player to the node.
1597 # csm_restriction_noderange = 0
1601 # Prevent mods from doing insecure things like running shell commands.
1603 # secure.enable_security = true
1605 # Comma-separated list of trusted mods that are allowed to access insecure
1606 # functions even when mod security is on (via request_insecure_environment()).
1608 # secure.trusted_mods =
1610 # Comma-separated list of mods that are allowed to access HTTP APIs, which
1611 # allow them to upload and download data to/from the internet.
1613 # secure.http_mods =
1619 # Load the game profiler to collect game profiling data.
1620 # Provides a /profiler command to access the compiled profile.
1621 # Useful for mod developers and server operators.
1623 # profiler.load = false
1625 # The default format in which profiles are being saved,
1626 # when calling `/profiler save [format]` without format.
1627 # type: enum values: txt, csv, lua, json, json_pretty
1628 # profiler.default_report_format = txt
1630 # The file path relative to your worldpath in which profiles will be saved to.
1632 # profiler.report_path = ""
1634 #### Instrumentation
1636 # Instrument the methods of entities on registration.
1638 # instrument.entity = true
1640 # Instrument the action function of Active Block Modifiers on registration.
1642 # instrument.abm = true
1644 # Instrument the action function of Loading Block Modifiers on registration.
1646 # instrument.lbm = true
1648 # Instrument chatcommands on registration.
1650 # instrument.chatcommand = true
1652 # Instrument global callback functions on registration.
1653 # (anything you pass to a minetest.register_*() function)
1655 # instrument.global_callback = true
1659 # Instrument builtin.
1660 # This is usually only needed by core/builtin contributors
1662 # instrument.builtin = false
1664 # Have the profiler instrument itself:
1665 # * Instrument an empty function.
1666 # This estimates the overhead, that instrumentation is adding (+1 function call).
1667 # * Instrument the sampler being used to update the statistics.
1669 # instrument.profiler = false
1675 # Name of the player.
1676 # When running a server, clients connecting with this name are admins.
1677 # When starting from the main menu, this is overridden.
1681 # Set the language. Leave empty to use the system language.
1682 # A restart is required after changing this.
1683 # type: enum values: , ar, ca, cs, da, de, dv, el, en, eo, es, et, eu, fil, fr, hu, id, it, ja, ja_KS, jbo, kk, kn, lo, lt, ms, my, nb, nl, nn, pl, pt, pt_BR, ro, ru, sl, sr_Cyrl, sv, sw, th, tr, uk, vi
1686 # Level of logging to be written to debug.txt:
1687 # - <nothing> (no logging)
1688 # - none (messages with no level)
1694 # type: enum values: , none, error, warning, action, info, verbose
1695 # debug_log_level = action
1697 # If the file size of debug.txt exceeds the number of megabytes specified in
1698 # this setting when it is opened, the file is moved to debug.txt.1,
1699 # deleting an older debug.txt.1 if it exists.
1700 # debug.txt is only moved if this setting is positive.
1702 # debug_log_size_max = 50
1704 # Minimal level of logging to be written to chat.
1705 # type: enum values: , none, error, warning, action, info, verbose
1706 # chat_log_level = error
1708 # Enable IPv6 support (for both client and server).
1709 # Required for IPv6 connections to work at all.
1711 # enable_ipv6 = true
1715 # Default timeout for cURL, stated in milliseconds.
1716 # Only has an effect if compiled with cURL.
1718 # curl_timeout = 5000
1720 # Limits number of parallel HTTP requests. Affects:
1721 # - Media fetch if server uses remote_media setting.
1722 # - Serverlist download and server announcement.
1723 # - Downloads performed by main menu (e.g. mod manager).
1724 # Only has an effect if compiled with cURL.
1726 # curl_parallel_limit = 8
1728 # Maximum time in ms a file download (e.g. a mod download) may take.
1730 # curl_file_download_timeout = 300000
1732 # Makes DirectX work with LuaJIT. Disable if it causes troubles.
1734 # high_precision_fpu = true
1736 # Changes the main menu UI:
1737 # - Full: Multiple singleplayer worlds, game choice, texture pack chooser, etc.
1738 # - Simple: One singleplayer world, no game or texture pack choosers. May be
1739 # necessary for smaller screens.
1740 # type: enum values: full, simple
1741 # main_menu_style = full
1743 # Replaces the default main menu with a custom one.
1745 # main_menu_script =
1747 # Print the engine's profiling data in regular intervals (in seconds).
1748 # 0 = disable. Useful for developers.
1750 # profiler_print_interval = 0
1756 # Name of map generator to be used when creating a new world.
1757 # Creating a world in the main menu will override this.
1758 # Current mapgens in a highly unstable state:
1759 # - The optional floatlands of v7 (disabled by default).
1760 # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
1763 # Water surface level of the world.
1767 # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
1769 # max_block_generate_distance = 8
1771 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
1772 # Only mapchunks completely within the mapgen limit are generated.
1773 # Value is stored per-world.
1774 # type: int min: 0 max: 31000
1775 # mapgen_limit = 31000
1777 # Global map generation attributes.
1778 # In Mapgen v6 the 'decorations' flag controls all decorations except trees
1779 # and junglegrass, in all other mapgens this flag controls all decorations.
1780 # type: flags possible values: caves, dungeons, light, decorations, biomes, nocaves, nodungeons, nolight, nodecorations, nobiomes
1781 # mg_flags = caves,dungeons,light,decorations,biomes
1783 ## Biome API temperature and humidity noise parameters
1785 # Temperature variation for biomes.
1786 # type: noise_params_2d
1787 # mg_biome_np_heat = {
1790 # spread = (1000, 1000, 1000),
1793 # persistence = 0.5,
1798 # Small-scale temperature variation for blending biomes on borders.
1799 # type: noise_params_2d
1800 # mg_biome_np_heat_blend = {
1803 # spread = (8, 8, 8),
1806 # persistence = 1.0,
1811 # Humidity variation for biomes.
1812 # type: noise_params_2d
1813 # mg_biome_np_humidity = {
1816 # spread = (1000, 1000, 1000),
1819 # persistence = 0.5,
1824 # Small-scale humidity variation for blending biomes on borders.
1825 # type: noise_params_2d
1826 # mg_biome_np_humidity_blend = {
1829 # spread = (8, 8, 8),
1832 # persistence = 1.0,
1839 # Map generation attributes specific to Mapgen v5.
1840 # type: flags possible values: caverns, nocaverns
1841 # mgv5_spflags = caverns
1843 # Controls width of tunnels, a smaller value creates wider tunnels.
1844 # Value >= 10.0 completely disables generation of tunnels and avoids the
1845 # intensive noise calculations.
1847 # mgv5_cave_width = 0.09
1849 # Y of upper limit of large caves.
1851 # mgv5_large_cave_depth = -256
1853 # Minimum limit of random number of small caves per mapchunk.
1854 # type: int min: 0 max: 256
1855 # mgv5_small_cave_num_min = 0
1857 # Maximum limit of random number of small caves per mapchunk.
1858 # type: int min: 0 max: 256
1859 # mgv5_small_cave_num_max = 0
1861 # Minimum limit of random number of large caves per mapchunk.
1862 # type: int min: 0 max: 64
1863 # mgv5_large_cave_num_min = 0
1865 # Maximum limit of random number of large caves per mapchunk.
1866 # type: int min: 0 max: 64
1867 # mgv5_large_cave_num_max = 2
1869 # Proportion of large caves that contain liquid.
1870 # type: float min: 0 max: 1
1871 # mgv5_large_cave_flooded = 0.5
1873 # Y-level of cavern upper limit.
1875 # mgv5_cavern_limit = -256
1877 # Y-distance over which caverns expand to full size.
1879 # mgv5_cavern_taper = 256
1881 # Defines full size of caverns, smaller values create larger caverns.
1883 # mgv5_cavern_threshold = 0.7
1885 # Lower Y limit of dungeons.
1887 # mgv5_dungeon_ymin = -31000
1889 # Upper Y limit of dungeons.
1891 # mgv5_dungeon_ymax = 31000
1895 # Variation of biome filler depth.
1896 # type: noise_params_2d
1897 # mgv5_np_filler_depth = {
1900 # spread = (150, 150, 150),
1903 # persistence = 0.7,
1908 # Variation of terrain vertical scale.
1909 # When noise is < -0.55 terrain is near-flat.
1910 # type: noise_params_2d
1911 # mgv5_np_factor = {
1914 # spread = (250, 250, 250),
1917 # persistence = 0.45,
1922 # Y-level of average terrain surface.
1923 # type: noise_params_2d
1924 # mgv5_np_height = {
1927 # spread = (250, 250, 250),
1930 # persistence = 0.5,
1935 # First of two 3D noises that together define tunnels.
1936 # type: noise_params_3d
1940 # spread = (61, 61, 61),
1943 # persistence = 0.5,
1948 # Second of two 3D noises that together define tunnels.
1949 # type: noise_params_3d
1953 # spread = (67, 67, 67),
1956 # persistence = 0.5,
1961 # 3D noise defining giant caverns.
1962 # type: noise_params_3d
1963 # mgv5_np_cavern = {
1966 # spread = (384, 128, 384),
1969 # persistence = 0.63,
1974 # 3D noise defining terrain.
1975 # type: noise_params_3d
1976 # mgv5_np_ground = {
1979 # spread = (80, 80, 80),
1982 # persistence = 0.55,
1987 # 3D noise that determines number of dungeons per mapchunk.
1988 # type: noise_params_3d
1989 # mgv5_np_dungeons = {
1992 # spread = (500, 500, 500),
1995 # persistence = 0.8,
2002 # Map generation attributes specific to Mapgen v6.
2003 # The 'snowbiomes' flag enables the new 5 biome system.
2004 # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
2005 # the 'jungles' flag is ignored.
2006 # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
2007 # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
2009 # Deserts occur when np_biome exceeds this value.
2010 # When the 'snowbiomes' flag is enabled, this is ignored.
2012 # mgv6_freq_desert = 0.45
2014 # Sandy beaches occur when np_beach exceeds this value.
2016 # mgv6_freq_beach = 0.15
2018 # Lower Y limit of dungeons.
2020 # mgv6_dungeon_ymin = -31000
2022 # Upper Y limit of dungeons.
2024 # mgv6_dungeon_ymax = 31000
2028 # Y-level of lower terrain and seabed.
2029 # type: noise_params_2d
2030 # mgv6_np_terrain_base = {
2033 # spread = (250, 250, 250),
2036 # persistence = 0.6,
2041 # Y-level of higher terrain that creates cliffs.
2042 # type: noise_params_2d
2043 # mgv6_np_terrain_higher = {
2046 # spread = (500, 500, 500),
2049 # persistence = 0.6,
2054 # Varies steepness of cliffs.
2055 # type: noise_params_2d
2056 # mgv6_np_steepness = {
2059 # spread = (125, 125, 125),
2062 # persistence = 0.7,
2067 # Defines distribution of higher terrain.
2068 # type: noise_params_2d
2069 # mgv6_np_height_select = {
2072 # spread = (250, 250, 250),
2075 # persistence = 0.69,
2080 # Varies depth of biome surface nodes.
2081 # type: noise_params_2d
2085 # spread = (200, 200, 200),
2088 # persistence = 0.55,
2093 # Defines areas with sandy beaches.
2094 # type: noise_params_2d
2098 # spread = (250, 250, 250),
2101 # persistence = 0.50,
2106 # Temperature variation for biomes.
2107 # type: noise_params_2d
2111 # spread = (500, 500, 500),
2114 # persistence = 0.50,
2119 # Variation of number of caves.
2120 # type: noise_params_2d
2124 # spread = (250, 250, 250),
2127 # persistence = 0.50,
2132 # Humidity variation for biomes.
2133 # type: noise_params_2d
2134 # mgv6_np_humidity = {
2137 # spread = (500, 500, 500),
2140 # persistence = 0.50,
2145 # Defines tree areas and tree density.
2146 # type: noise_params_2d
2150 # spread = (125, 125, 125),
2153 # persistence = 0.66,
2158 # Defines areas where trees have apples.
2159 # type: noise_params_2d
2160 # mgv6_np_apple_trees = {
2163 # spread = (100, 100, 100),
2166 # persistence = 0.45,
2173 # Map generation attributes specific to Mapgen v7.
2175 # 'floatlands': Floating land masses in the atmosphere.
2176 # 'caverns': Giant caves deep underground.
2177 # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
2178 # mgv7_spflags = mountains,ridges,nofloatlands,caverns
2180 # Y of mountain density gradient zero level. Used to shift mountains vertically.
2182 # mgv7_mount_zero_level = 0
2184 # Lower Y limit of floatlands.
2186 # mgv7_floatland_ymin = 1024
2188 # Upper Y limit of floatlands.
2190 # mgv7_floatland_ymax = 4096
2192 # Y-distance over which floatlands taper from full density to nothing.
2193 # Tapering starts at this distance from the Y limit.
2194 # For a solid floatland layer, this controls the height of hills/mountains.
2195 # Must be less than or equal to half the distance between the Y limits.
2197 # mgv7_floatland_taper = 256
2199 # Exponent of the floatland tapering. Alters the tapering behaviour.
2200 # Value = 1.0 creates a uniform, linear tapering.
2201 # Values > 1.0 create a smooth tapering suitable for the default separated
2203 # Values < 1.0 (for example 0.25) create a more defined surface level with
2204 # flatter lowlands, suitable for a solid floatland layer.
2206 # mgv7_float_taper_exp = 2.0
2208 # Adjusts the density of the floatland layer.
2209 # Increase value to increase density. Can be positive or negative.
2210 # Value = 0.0: 50% of volume is floatland.
2211 # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
2212 # to be sure) creates a solid floatland layer.
2214 # mgv7_floatland_density = -0.6
2216 # Surface level of optional water placed on a solid floatland layer.
2217 # Water is disabled by default and will only be placed if this value is set
2218 # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
2220 # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
2221 # When enabling water placement the floatlands must be configured and tested
2222 # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
2223 # required value depending on 'mgv7_np_floatland'), to avoid
2224 # server-intensive extreme water flow and to avoid vast flooding of the
2225 # world surface below.
2227 # mgv7_floatland_ywater = -31000
2229 # Controls width of tunnels, a smaller value creates wider tunnels.
2230 # Value >= 10.0 completely disables generation of tunnels and avoids the
2231 # intensive noise calculations.
2233 # mgv7_cave_width = 0.09
2235 # Y of upper limit of large caves.
2237 # mgv7_large_cave_depth = -33
2239 # Minimum limit of random number of small caves per mapchunk.
2240 # type: int min: 0 max: 256
2241 # mgv7_small_cave_num_min = 0
2243 # Maximum limit of random number of small caves per mapchunk.
2244 # type: int min: 0 max: 256
2245 # mgv7_small_cave_num_max = 0
2247 # Minimum limit of random number of large caves per mapchunk.
2248 # type: int min: 0 max: 64
2249 # mgv7_large_cave_num_min = 0
2251 # Maximum limit of random number of large caves per mapchunk.
2252 # type: int min: 0 max: 64
2253 # mgv7_large_cave_num_max = 2
2255 # Proportion of large caves that contain liquid.
2256 # type: float min: 0 max: 1
2257 # mgv7_large_cave_flooded = 0.5
2259 # Y-level of cavern upper limit.
2261 # mgv7_cavern_limit = -256
2263 # Y-distance over which caverns expand to full size.
2265 # mgv7_cavern_taper = 256
2267 # Defines full size of caverns, smaller values create larger caverns.
2269 # mgv7_cavern_threshold = 0.7
2271 # Lower Y limit of dungeons.
2273 # mgv7_dungeon_ymin = -31000
2275 # Upper Y limit of dungeons.
2277 # mgv7_dungeon_ymax = 31000
2281 # Y-level of higher terrain that creates cliffs.
2282 # type: noise_params_2d
2283 # mgv7_np_terrain_base = {
2286 # spread = (600, 600, 600),
2289 # persistence = 0.6,
2294 # Y-level of lower terrain and seabed.
2295 # type: noise_params_2d
2296 # mgv7_np_terrain_alt = {
2299 # spread = (600, 600, 600),
2302 # persistence = 0.6,
2307 # Varies roughness of terrain.
2308 # Defines the 'persistence' value for terrain_base and terrain_alt noises.
2309 # type: noise_params_2d
2310 # mgv7_np_terrain_persist = {
2313 # spread = (2000, 2000, 2000),
2316 # persistence = 0.6,
2321 # Defines distribution of higher terrain and steepness of cliffs.
2322 # type: noise_params_2d
2323 # mgv7_np_height_select = {
2326 # spread = (500, 500, 500),
2329 # persistence = 0.7,
2334 # Variation of biome filler depth.
2335 # type: noise_params_2d
2336 # mgv7_np_filler_depth = {
2339 # spread = (150, 150, 150),
2342 # persistence = 0.7,
2347 # Variation of maximum mountain height (in nodes).
2348 # type: noise_params_2d
2349 # mgv7_np_mount_height = {
2352 # spread = (1000, 1000, 1000),
2355 # persistence = 0.6,
2360 # Defines large-scale river channel structure.
2361 # type: noise_params_2d
2362 # mgv7_np_ridge_uwater = {
2365 # spread = (1000, 1000, 1000),
2368 # persistence = 0.6,
2373 # 3D noise defining mountain structure and height.
2374 # Also defines structure of floatland mountain terrain.
2375 # type: noise_params_3d
2376 # mgv7_np_mountain = {
2379 # spread = (250, 350, 250),
2382 # persistence = 0.63,
2387 # 3D noise defining structure of river canyon walls.
2388 # type: noise_params_3d
2392 # spread = (100, 100, 100),
2395 # persistence = 0.75,
2400 # 3D noise defining structure of floatlands.
2401 # If altered from the default, the noise 'scale' (0.7 by default) may need
2402 # to be adjusted, as floatland tapering functions best when this noise has
2403 # a value range of approximately -2.0 to 2.0.
2404 # type: noise_params_3d
2405 # mgv7_np_floatland = {
2408 # spread = (384, 96, 384),
2411 # persistence = 0.75,
2412 # lacunarity = 1.618,
2416 # 3D noise defining giant caverns.
2417 # type: noise_params_3d
2418 # mgv7_np_cavern = {
2421 # spread = (384, 128, 384),
2424 # persistence = 0.63,
2429 # First of two 3D noises that together define tunnels.
2430 # type: noise_params_3d
2434 # spread = (61, 61, 61),
2437 # persistence = 0.5,
2442 # Second of two 3D noises that together define tunnels.
2443 # type: noise_params_3d
2447 # spread = (67, 67, 67),
2450 # persistence = 0.5,
2455 # 3D noise that determines number of dungeons per mapchunk.
2456 # type: noise_params_3d
2457 # mgv7_np_dungeons = {
2460 # spread = (500, 500, 500),
2463 # persistence = 0.8,
2468 ## Mapgen Carpathian
2470 # Map generation attributes specific to Mapgen Carpathian.
2471 # type: flags possible values: caverns, rivers, nocaverns, norivers
2472 # mgcarpathian_spflags = caverns,norivers
2474 # Defines the base ground level.
2476 # mgcarpathian_base_level = 12.0
2478 # Defines the width of the river channel.
2480 # mgcarpathian_river_width = 0.05
2482 # Defines the depth of the river channel.
2484 # mgcarpathian_river_depth = 24.0
2486 # Defines the width of the river valley.
2488 # mgcarpathian_valley_width = 0.25
2490 # Controls width of tunnels, a smaller value creates wider tunnels.
2491 # Value >= 10.0 completely disables generation of tunnels and avoids the
2492 # intensive noise calculations.
2494 # mgcarpathian_cave_width = 0.09
2496 # Y of upper limit of large caves.
2498 # mgcarpathian_large_cave_depth = -33
2500 # Minimum limit of random number of small caves per mapchunk.
2501 # type: int min: 0 max: 256
2502 # mgcarpathian_small_cave_num_min = 0
2504 # Maximum limit of random number of small caves per mapchunk.
2505 # type: int min: 0 max: 256
2506 # mgcarpathian_small_cave_num_max = 0
2508 # Minimum limit of random number of large caves per mapchunk.
2509 # type: int min: 0 max: 64
2510 # mgcarpathian_large_cave_num_min = 0
2512 # Maximum limit of random number of large caves per mapchunk.
2513 # type: int min: 0 max: 64
2514 # mgcarpathian_large_cave_num_max = 2
2516 # Proportion of large caves that contain liquid.
2517 # type: float min: 0 max: 1
2518 # mgcarpathian_large_cave_flooded = 0.5
2520 # Y-level of cavern upper limit.
2522 # mgcarpathian_cavern_limit = -256
2524 # Y-distance over which caverns expand to full size.
2526 # mgcarpathian_cavern_taper = 256
2528 # Defines full size of caverns, smaller values create larger caverns.
2530 # mgcarpathian_cavern_threshold = 0.7
2532 # Lower Y limit of dungeons.
2534 # mgcarpathian_dungeon_ymin = -31000
2536 # Upper Y limit of dungeons.
2538 # mgcarpathian_dungeon_ymax = 31000
2542 # Variation of biome filler depth.
2543 # type: noise_params_2d
2544 # mgcarpathian_np_filler_depth = {
2547 # spread = (128, 128, 128),
2550 # persistence = 0.7,
2555 # First of 4 2D noises that together define hill/mountain range height.
2556 # type: noise_params_2d
2557 # mgcarpathian_np_height1 = {
2560 # spread = (251, 251, 251),
2563 # persistence = 0.5,
2568 # Second of 4 2D noises that together define hill/mountain range height.
2569 # type: noise_params_2d
2570 # mgcarpathian_np_height2 = {
2573 # spread = (383, 383, 383),
2576 # persistence = 0.5,
2581 # Third of 4 2D noises that together define hill/mountain range height.
2582 # type: noise_params_2d
2583 # mgcarpathian_np_height3 = {
2586 # spread = (509, 509, 509),
2589 # persistence = 0.5,
2594 # Fourth of 4 2D noises that together define hill/mountain range height.
2595 # type: noise_params_2d
2596 # mgcarpathian_np_height4 = {
2599 # spread = (631, 631, 631),
2602 # persistence = 0.5,
2607 # 2D noise that controls the size/occurrence of rolling hills.
2608 # type: noise_params_2d
2609 # mgcarpathian_np_hills_terrain = {
2612 # spread = (1301, 1301, 1301),
2615 # persistence = 0.5,
2620 # 2D noise that controls the size/occurrence of ridged mountain ranges.
2621 # type: noise_params_2d
2622 # mgcarpathian_np_ridge_terrain = {
2625 # spread = (1889, 1889, 1889),
2628 # persistence = 0.5,
2633 # 2D noise that controls the size/occurrence of step mountain ranges.
2634 # type: noise_params_2d
2635 # mgcarpathian_np_step_terrain = {
2638 # spread = (1889, 1889, 1889),
2641 # persistence = 0.5,
2646 # 2D noise that controls the shape/size of rolling hills.
2647 # type: noise_params_2d
2648 # mgcarpathian_np_hills = {
2651 # spread = (257, 257, 257),
2654 # persistence = 0.5,
2659 # 2D noise that controls the shape/size of ridged mountains.
2660 # type: noise_params_2d
2661 # mgcarpathian_np_ridge_mnt = {
2664 # spread = (743, 743, 743),
2667 # persistence = 0.7,
2672 # 2D noise that controls the shape/size of step mountains.
2673 # type: noise_params_2d
2674 # mgcarpathian_np_step_mnt = {
2677 # spread = (509, 509, 509),
2680 # persistence = 0.6,
2685 # 2D noise that locates the river valleys and channels.
2686 # type: noise_params_2d
2687 # mgcarpathian_np_rivers = {
2690 # spread = (1000, 1000, 1000),
2693 # persistence = 0.6,
2698 # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
2699 # type: noise_params_3d
2700 # mgcarpathian_np_mnt_var = {
2703 # spread = (499, 499, 499),
2706 # persistence = 0.55,
2711 # First of two 3D noises that together define tunnels.
2712 # type: noise_params_3d
2713 # mgcarpathian_np_cave1 = {
2716 # spread = (61, 61, 61),
2719 # persistence = 0.5,
2724 # Second of two 3D noises that together define tunnels.
2725 # type: noise_params_3d
2726 # mgcarpathian_np_cave2 = {
2729 # spread = (67, 67, 67),
2732 # persistence = 0.5,
2737 # 3D noise defining giant caverns.
2738 # type: noise_params_3d
2739 # mgcarpathian_np_cavern = {
2742 # spread = (384, 128, 384),
2745 # persistence = 0.63,
2750 # 3D noise that determines number of dungeons per mapchunk.
2751 # type: noise_params_3d
2752 # mgcarpathian_np_dungeons = {
2755 # spread = (500, 500, 500),
2758 # persistence = 0.8,
2765 # Map generation attributes specific to Mapgen Flat.
2766 # Occasional lakes and hills can be added to the flat world.
2767 # type: flags possible values: lakes, hills, nolakes, nohills
2768 # mgflat_spflags = nolakes,nohills
2772 # mgflat_ground_level = 8
2774 # Y of upper limit of large caves.
2776 # mgflat_large_cave_depth = -33
2778 # Minimum limit of random number of small caves per mapchunk.
2779 # type: int min: 0 max: 256
2780 # mgflat_small_cave_num_min = 0
2782 # Maximum limit of random number of small caves per mapchunk.
2783 # type: int min: 0 max: 256
2784 # mgflat_small_cave_num_max = 0
2786 # Minimum limit of random number of large caves per mapchunk.
2787 # type: int min: 0 max: 64
2788 # mgflat_large_cave_num_min = 0
2790 # Maximum limit of random number of large caves per mapchunk.
2791 # type: int min: 0 max: 64
2792 # mgflat_large_cave_num_max = 2
2794 # Proportion of large caves that contain liquid.
2795 # type: float min: 0 max: 1
2796 # mgflat_large_cave_flooded = 0.5
2798 # Controls width of tunnels, a smaller value creates wider tunnels.
2799 # Value >= 10.0 completely disables generation of tunnels and avoids the
2800 # intensive noise calculations.
2802 # mgflat_cave_width = 0.09
2804 # Terrain noise threshold for lakes.
2805 # Controls proportion of world area covered by lakes.
2806 # Adjust towards 0.0 for a larger proportion.
2808 # mgflat_lake_threshold = -0.45
2810 # Controls steepness/depth of lake depressions.
2812 # mgflat_lake_steepness = 48.0
2814 # Terrain noise threshold for hills.
2815 # Controls proportion of world area covered by hills.
2816 # Adjust towards 0.0 for a larger proportion.
2818 # mgflat_hill_threshold = 0.45
2820 # Controls steepness/height of hills.
2822 # mgflat_hill_steepness = 64.0
2824 # Lower Y limit of dungeons.
2826 # mgflat_dungeon_ymin = -31000
2828 # Upper Y limit of dungeons.
2830 # mgflat_dungeon_ymax = 31000
2834 # Defines location and terrain of optional hills and lakes.
2835 # type: noise_params_2d
2836 # mgflat_np_terrain = {
2839 # spread = (600, 600, 600),
2842 # persistence = 0.6,
2847 # Variation of biome filler depth.
2848 # type: noise_params_2d
2849 # mgflat_np_filler_depth = {
2852 # spread = (150, 150, 150),
2855 # persistence = 0.7,
2860 # First of two 3D noises that together define tunnels.
2861 # type: noise_params_3d
2862 # mgflat_np_cave1 = {
2865 # spread = (61, 61, 61),
2868 # persistence = 0.5,
2873 # Second of two 3D noises that together define tunnels.
2874 # type: noise_params_3d
2875 # mgflat_np_cave2 = {
2878 # spread = (67, 67, 67),
2881 # persistence = 0.5,
2886 # 3D noise that determines number of dungeons per mapchunk.
2887 # type: noise_params_3d
2888 # mgflat_np_dungeons = {
2891 # spread = (500, 500, 500),
2894 # persistence = 0.8,
2901 # Map generation attributes specific to Mapgen Fractal.
2902 # 'terrain' enables the generation of non-fractal terrain:
2903 # ocean, islands and underground.
2904 # type: flags possible values: terrain, noterrain
2905 # mgfractal_spflags = terrain
2907 # Controls width of tunnels, a smaller value creates wider tunnels.
2908 # Value >= 10.0 completely disables generation of tunnels and avoids the
2909 # intensive noise calculations.
2911 # mgfractal_cave_width = 0.09
2913 # Y of upper limit of large caves.
2915 # mgfractal_large_cave_depth = -33
2917 # Minimum limit of random number of small caves per mapchunk.
2918 # type: int min: 0 max: 256
2919 # mgfractal_small_cave_num_min = 0
2921 # Maximum limit of random number of small caves per mapchunk.
2922 # type: int min: 0 max: 256
2923 # mgfractal_small_cave_num_max = 0
2925 # Minimum limit of random number of large caves per mapchunk.
2926 # type: int min: 0 max: 64
2927 # mgfractal_large_cave_num_min = 0
2929 # Maximum limit of random number of large caves per mapchunk.
2930 # type: int min: 0 max: 64
2931 # mgfractal_large_cave_num_max = 2
2933 # Proportion of large caves that contain liquid.
2934 # type: float min: 0 max: 1
2935 # mgfractal_large_cave_flooded = 0.5
2937 # Lower Y limit of dungeons.
2939 # mgfractal_dungeon_ymin = -31000
2941 # Upper Y limit of dungeons.
2943 # mgfractal_dungeon_ymax = 31000
2945 # Selects one of 18 fractal types.
2946 # 1 = 4D "Roundy" Mandelbrot set.
2947 # 2 = 4D "Roundy" Julia set.
2948 # 3 = 4D "Squarry" Mandelbrot set.
2949 # 4 = 4D "Squarry" Julia set.
2950 # 5 = 4D "Mandy Cousin" Mandelbrot set.
2951 # 6 = 4D "Mandy Cousin" Julia set.
2952 # 7 = 4D "Variation" Mandelbrot set.
2953 # 8 = 4D "Variation" Julia set.
2954 # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
2955 # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
2956 # 11 = 3D "Christmas Tree" Mandelbrot set.
2957 # 12 = 3D "Christmas Tree" Julia set.
2958 # 13 = 3D "Mandelbulb" Mandelbrot set.
2959 # 14 = 3D "Mandelbulb" Julia set.
2960 # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
2961 # 16 = 3D "Cosine Mandelbulb" Julia set.
2962 # 17 = 4D "Mandelbulb" Mandelbrot set.
2963 # 18 = 4D "Mandelbulb" Julia set.
2964 # type: int min: 1 max: 18
2965 # mgfractal_fractal = 1
2967 # Iterations of the recursive function.
2968 # Increasing this increases the amount of fine detail, but also
2969 # increases processing load.
2970 # At iterations = 20 this mapgen has a similar load to mapgen V7.
2972 # mgfractal_iterations = 11
2974 # (X,Y,Z) scale of fractal in nodes.
2975 # Actual fractal size will be 2 to 3 times larger.
2976 # These numbers can be made very large, the fractal does
2977 # not have to fit inside the world.
2978 # Increase these to 'zoom' into the detail of the fractal.
2979 # Default is for a vertically-squashed shape suitable for
2980 # an island, set all 3 numbers equal for the raw shape.
2982 # mgfractal_scale = (4096.0, 1024.0, 4096.0)
2984 # (X,Y,Z) offset of fractal from world center in units of 'scale'.
2985 # Can be used to move a desired point to (0, 0) to create a
2986 # suitable spawn point, or to allow 'zooming in' on a desired
2987 # point by increasing 'scale'.
2988 # The default is tuned for a suitable spawn point for Mandelbrot
2989 # sets with default parameters, it may need altering in other
2991 # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
2993 # mgfractal_offset = (1.79, 0.0, 0.0)
2995 # W coordinate of the generated 3D slice of a 4D fractal.
2996 # Determines which 3D slice of the 4D shape is generated.
2997 # Alters the shape of the fractal.
2998 # Has no effect on 3D fractals.
2999 # Range roughly -2 to 2.
3001 # mgfractal_slice_w = 0.0
3004 # X component of hypercomplex constant.
3005 # Alters the shape of the fractal.
3006 # Range roughly -2 to 2.
3008 # mgfractal_julia_x = 0.33
3011 # Y component of hypercomplex constant.
3012 # Alters the shape of the fractal.
3013 # Range roughly -2 to 2.
3015 # mgfractal_julia_y = 0.33
3018 # Z component of hypercomplex constant.
3019 # Alters the shape of the fractal.
3020 # Range roughly -2 to 2.
3022 # mgfractal_julia_z = 0.33
3025 # W component of hypercomplex constant.
3026 # Alters the shape of the fractal.
3027 # Has no effect on 3D fractals.
3028 # Range roughly -2 to 2.
3030 # mgfractal_julia_w = 0.33
3034 # Y-level of seabed.
3035 # type: noise_params_2d
3036 # mgfractal_np_seabed = {
3039 # spread = (600, 600, 600),
3042 # persistence = 0.6,
3047 # Variation of biome filler depth.
3048 # type: noise_params_2d
3049 # mgfractal_np_filler_depth = {
3052 # spread = (150, 150, 150),
3055 # persistence = 0.7,
3060 # First of two 3D noises that together define tunnels.
3061 # type: noise_params_3d
3062 # mgfractal_np_cave1 = {
3065 # spread = (61, 61, 61),
3068 # persistence = 0.5,
3073 # Second of two 3D noises that together define tunnels.
3074 # type: noise_params_3d
3075 # mgfractal_np_cave2 = {
3078 # spread = (67, 67, 67),
3081 # persistence = 0.5,
3086 # 3D noise that determines number of dungeons per mapchunk.
3087 # type: noise_params_3d
3088 # mgfractal_np_dungeons = {
3091 # spread = (500, 500, 500),
3094 # persistence = 0.8,
3101 # Map generation attributes specific to Mapgen Valleys.
3102 # 'altitude_chill': Reduces heat with altitude.
3103 # 'humid_rivers': Increases humidity around rivers.
3104 # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
3105 # to become shallower and occasionally dry.
3106 # 'altitude_dry': Reduces humidity with altitude.
3107 # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
3108 # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
3110 # The vertical distance over which heat drops by 20 if 'altitude_chill' is
3111 # enabled. Also the vertical distance over which humidity drops by 10 if
3112 # 'altitude_dry' is enabled.
3114 # mgvalleys_altitude_chill = 90
3116 # Depth below which you'll find large caves.
3118 # mgvalleys_large_cave_depth = -33
3120 # Minimum limit of random number of small caves per mapchunk.
3121 # type: int min: 0 max: 256
3122 # mgvalleys_small_cave_num_min = 0
3124 # Maximum limit of random number of small caves per mapchunk.
3125 # type: int min: 0 max: 256
3126 # mgvalleys_small_cave_num_max = 0
3128 # Minimum limit of random number of large caves per mapchunk.
3129 # type: int min: 0 max: 64
3130 # mgvalleys_large_cave_num_min = 0
3132 # Maximum limit of random number of large caves per mapchunk.
3133 # type: int min: 0 max: 64
3134 # mgvalleys_large_cave_num_max = 2
3136 # Proportion of large caves that contain liquid.
3137 # type: float min: 0 max: 1
3138 # mgvalleys_large_cave_flooded = 0.5
3140 # Depth below which you'll find giant caverns.
3142 # mgvalleys_cavern_limit = -256
3144 # Y-distance over which caverns expand to full size.
3146 # mgvalleys_cavern_taper = 192
3148 # Defines full size of caverns, smaller values create larger caverns.
3150 # mgvalleys_cavern_threshold = 0.6
3152 # How deep to make rivers.
3154 # mgvalleys_river_depth = 4
3156 # How wide to make rivers.
3158 # mgvalleys_river_size = 5
3160 # Controls width of tunnels, a smaller value creates wider tunnels.
3161 # Value >= 10.0 completely disables generation of tunnels and avoids the
3162 # intensive noise calculations.
3164 # mgvalleys_cave_width = 0.09
3166 # Lower Y limit of dungeons.
3168 # mgvalleys_dungeon_ymin = -31000
3170 # Upper Y limit of dungeons.
3172 # mgvalleys_dungeon_ymax = 63
3176 # First of two 3D noises that together define tunnels.
3177 # type: noise_params_3d
3178 # mgvalleys_np_cave1 = {
3181 # spread = (61, 61, 61),
3184 # persistence = 0.5,
3189 # Second of two 3D noises that together define tunnels.
3190 # type: noise_params_3d
3191 # mgvalleys_np_cave2 = {
3194 # spread = (67, 67, 67),
3197 # persistence = 0.5,
3202 # The depth of dirt or other biome filler node.
3203 # type: noise_params_2d
3204 # mgvalleys_np_filler_depth = {
3207 # spread = (256, 256, 256),
3210 # persistence = 0.5,
3215 # 3D noise defining giant caverns.
3216 # type: noise_params_3d
3217 # mgvalleys_np_cavern = {
3220 # spread = (768, 256, 768),
3223 # persistence = 0.63,
3228 # Defines large-scale river channel structure.
3229 # type: noise_params_2d
3230 # mgvalleys_np_rivers = {
3233 # spread = (256, 256, 256),
3236 # persistence = 0.6,
3241 # Base terrain height.
3242 # type: noise_params_2d
3243 # mgvalleys_np_terrain_height = {
3246 # spread = (1024, 1024, 1024),
3249 # persistence = 0.4,
3254 # Raises terrain to make valleys around the rivers.
3255 # type: noise_params_2d
3256 # mgvalleys_np_valley_depth = {
3259 # spread = (512, 512, 512),
3262 # persistence = 1.0,
3267 # Slope and fill work together to modify the heights.
3268 # type: noise_params_3d
3269 # mgvalleys_np_inter_valley_fill = {
3272 # spread = (256, 512, 256),
3275 # persistence = 0.8,
3280 # Amplifies the valleys.
3281 # type: noise_params_2d
3282 # mgvalleys_np_valley_profile = {
3285 # spread = (512, 512, 512),
3288 # persistence = 1.0,
3293 # Slope and fill work together to modify the heights.
3294 # type: noise_params_2d
3295 # mgvalleys_np_inter_valley_slope = {
3298 # spread = (128, 128, 128),
3301 # persistence = 1.0,
3306 # 3D noise that determines number of dungeons per mapchunk.
3307 # type: noise_params_3d
3308 # mgvalleys_np_dungeons = {
3311 # spread = (500, 500, 500),
3314 # persistence = 0.8,
3321 # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
3322 # WARNING!: There is no benefit, and there are several dangers, in
3323 # increasing this value above 5.
3324 # Reducing this value increases cave and dungeon density.
3325 # Altering this value is for special usage, leaving it unchanged is
3330 # Dump the mapgen debug information.
3332 # enable_mapgen_debug_info = false
3334 # Maximum number of blocks that can be queued for loading.
3336 # emergequeue_limit_total = 512
3338 # Maximum number of blocks to be queued that are to be loaded from file.
3339 # This limit is enforced per player.
3341 # emergequeue_limit_diskonly = 64
3343 # Maximum number of blocks to be queued that are to be generated.
3344 # This limit is enforced per player.
3346 # emergequeue_limit_generate = 64
3348 # Number of emerge threads to use.
3350 # - Automatic selection. The number of emerge threads will be
3351 # - 'number of processors - 2', with a lower limit of 1.
3353 # - Specifies the number of emerge threads, with a lower limit of 1.
3354 # WARNING: Increasing the number of emerge threads increases engine mapgen
3355 # speed, but this may harm game performance by interfering with other
3356 # processes, especially in singleplayer and/or when running Lua code in
3357 # 'on_generated'. For many users the optimum setting may be '1'.
3359 # num_emerge_threads = 1
3362 # Online Content Repository
3365 # The URL for the content repository
3367 # contentdb_url = https://content.minetest.net
3369 # Comma-separated list of flags to hide in the content repository.
3370 # "nonfree" can be used to hide packages which do not qualify as 'free software',
3371 # as defined by the Free Software Foundation.
3372 # You can also specify content ratings.
3373 # These flags are independent from Minetest versions,
3374 # so see a full list at https://content.minetest.net/help/content_flags/
3376 # contentdb_flag_blacklist = nonfree, desktop_default