settingtypes.txt 99 KB

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  1. # This file contains all settings displayed in the settings menu.
  2. #
  3. # General format:
  4. # name (Readable name) type type_args
  5. #
  6. # Note that the parts are separated by exactly one space
  7. #
  8. # `type` can be:
  9. # - int
  10. # - string
  11. # - bool
  12. # - float
  13. # - enum
  14. # - path
  15. # - filepath
  16. # - key (will be ignored in GUI, since a special key change dialog exists)
  17. # - flags
  18. # - noise_params_2d
  19. # - noise_params_3d
  20. # - v3f
  21. #
  22. # `type_args` can be:
  23. # * int:
  24. # - default
  25. # - default min max
  26. # * string:
  27. # - default (if default is not specified then "" is set)
  28. # * bool:
  29. # - default
  30. # * float:
  31. # - default
  32. # - default min max
  33. # * enum:
  34. # - default value1,value2,...
  35. # * path:
  36. # - default (if default is not specified then "" is set)
  37. # * filepath:
  38. # - default (if default is not specified then "" is set)
  39. # * key:
  40. # - default
  41. # * flags:
  42. # Flags are always separated by comma without spaces.
  43. # - default possible_flags
  44. # * noise_params_2d:
  45. # Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistence>, <lacunarity>[, <default flags>]
  46. # - default
  47. # * noise_params_3d:
  48. # Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistence>, <lacunarity>[, <default flags>]
  49. # - default
  50. # * v3f:
  51. # Format is (<X>, <Y>, <Z>)
  52. # - default
  53. #
  54. # Comments directly above a setting are bound to this setting.
  55. # All other comments are ignored.
  56. #
  57. # Comments and (Readable name) are handled by gettext.
  58. # Comments should be complete sentences that describe the setting and possibly
  59. # give the user additional useful insight.
  60. # The last line of a comment can contain the requirements for the setting, ie:
  61. #
  62. # # This is a comment
  63. # #
  64. # # Requires: enable_dynamic_shadows, !enable_waving_leaves
  65. # name (Readable name) type type_args
  66. #
  67. # A requirement can be the name of a boolean setting or an engine-defined value.
  68. # These requirements may be:
  69. #
  70. # * The value of a boolean setting, such as enable_dynamic_shadows
  71. # * An engine-defined value:
  72. # * desktop / android
  73. # * touchscreen / keyboard_mouse
  74. # * opengl / gles
  75. # * You can negate any requirement by prepending with !
  76. #
  77. # Sections are marked by a single line in the format: [Section Name]
  78. # Sub-section are marked by adding * in front of the section name: [*Sub-section]
  79. # Sub-sub-sections have two * etc.
  80. # There shouldn't be too many settings per category.
  81. #
  82. # The top-level categories "Advanced", "Client and Server" and "Mapgen" are
  83. # handled specially and its contents only shown when a checkbox is checked.
  84. # They contain settings not intended for the "average user".
  85. [Controls]
  86. [*General]
  87. # Smooths rotation of camera, also called look or mouse smoothing. 0 to disable.
  88. camera_smoothing (Camera smoothing) float 0.0 0.0 0.99
  89. # Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Controls.
  90. #
  91. # Requires: keyboard_mouse
  92. cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99
  93. # If enabled, you can place nodes at the position (feet + eye level) where you stand.
  94. # This is helpful when working with nodeboxes in small areas.
  95. enable_build_where_you_stand (Build inside player) bool false
  96. # If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
  97. # descending.
  98. aux1_descends (Aux1 key for climbing/descending) bool false
  99. # Double-tapping the jump key toggles fly mode.
  100. doubletap_jump (Double tap jump for fly) bool false
  101. # If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
  102. # enabled.
  103. always_fly_fast (Always fly fast) bool true
  104. # The time in seconds it takes between repeated node placements when holding
  105. # the place button.
  106. #
  107. # Requires: keyboard_mouse
  108. repeat_place_time (Place repetition interval) float 0.25 0.16 2.0
  109. # The minimum time in seconds it takes between digging nodes when holding
  110. # the dig button.
  111. repeat_dig_time (Minimum dig repetition interval) float 0.0 0.0 2.0
  112. # Automatically jump up single-node obstacles.
  113. autojump (Automatic jumping) bool false
  114. # Prevent digging and placing from repeating when holding the respective buttons.
  115. # Enable this when you dig or place too often by accident.
  116. # On touchscreens, this only affects digging.
  117. safe_dig_and_place (Safe digging and placing) bool false
  118. [*Keyboard and Mouse]
  119. # Invert vertical mouse movement.
  120. #
  121. # Requires: keyboard_mouse
  122. invert_mouse (Invert mouse) bool false
  123. # Mouse sensitivity multiplier.
  124. #
  125. # Requires: keyboard_mouse
  126. mouse_sensitivity (Mouse sensitivity) float 0.2 0.001 10.0
  127. # Enable mouse wheel (scroll) for item selection in hotbar.
  128. #
  129. # Requires: keyboard_mouse
  130. enable_hotbar_mouse_wheel (Hotbar: Enable mouse wheel for selection) bool true
  131. # Invert mouse wheel (scroll) direction for item selection in hotbar.
  132. #
  133. # Requires: keyboard_mouse
  134. invert_hotbar_mouse_wheel (Hotbar: Invert mouse wheel direction) bool false
  135. [*Touchscreen]
  136. # Enables the touchscreen controls, allowing you to play the game with a touchscreen.
  137. # "auto" means that the touchscreen controls will be enabled and disabled
  138. # automatically depending on the last used input method.
  139. #
  140. # Requires: touch_support
  141. touch_controls (Touchscreen controls) enum auto auto,true,false
  142. # Touchscreen sensitivity multiplier.
  143. #
  144. # Requires: touchscreen
  145. touchscreen_sensitivity (Touchscreen sensitivity) float 0.2 0.001 10.0
  146. # The length in pixels after which a touch interaction is considered movement.
  147. #
  148. # Requires: touchscreen
  149. touchscreen_threshold (Movement threshold) int 20 0 100
  150. # The delay in milliseconds after which a touch interaction is considered a long tap.
  151. #
  152. # Requires: touchscreen
  153. touch_long_tap_delay (Threshold for long taps) int 400 100 1000
  154. # Use crosshair to select object instead of whole screen.
  155. # If enabled, a crosshair will be shown and will be used for selecting object.
  156. #
  157. # Requires: touchscreen
  158. touch_use_crosshair (Use crosshair for touch screen) bool false
  159. # Fixes the position of virtual joystick.
  160. # If disabled, virtual joystick will center to first-touch's position.
  161. #
  162. # Requires: touchscreen
  163. fixed_virtual_joystick (Fixed virtual joystick) bool false
  164. # Use virtual joystick to trigger "Aux1" button.
  165. # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
  166. #
  167. # Requires: touchscreen
  168. virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool false
  169. # The gesture for punching players/entities.
  170. # This can be overridden by games and mods.
  171. #
  172. # * short_tap
  173. # Easy to use and well-known from other games that shall not be named.
  174. #
  175. # * long_tap
  176. # Known from the classic Luanti mobile controls.
  177. # Combat is more or less impossible.
  178. #
  179. # Requires: touchscreen
  180. touch_punch_gesture (Punch gesture) enum short_tap short_tap,long_tap
  181. [Graphics and Audio]
  182. [*Graphics]
  183. [**Screen]
  184. # Width component of the initial window size.
  185. #
  186. # Requires: desktop
  187. screen_w (Screen width) int 1024 1 65535
  188. # Height component of the initial window size.
  189. #
  190. # Requires: desktop
  191. screen_h (Screen height) int 600 1 65535
  192. # Whether the window is maximized.
  193. #
  194. # Requires: desktop
  195. window_maximized (Window maximized) bool false
  196. # Save window size automatically when modified.
  197. # If true, screen size is saved in screen_w and screen_h, and whether the window
  198. # is maximized is stored in window_maximized.
  199. # (Autosaving window_maximized only works if compiled with SDL.)
  200. #
  201. # Requires: desktop
  202. autosave_screensize (Remember screen size) bool true
  203. # Fullscreen mode.
  204. #
  205. # Requires: desktop
  206. fullscreen (Full screen) bool false
  207. # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
  208. # open.
  209. #
  210. # Requires: desktop
  211. pause_on_lost_focus (Pause on lost window focus) bool false
  212. [**FPS]
  213. # If FPS would go higher than this, limit it by sleeping
  214. # to not waste CPU power for no benefit.
  215. fps_max (Maximum FPS) int 60 1 4294967295
  216. # Vertical screen synchronization. Your system may still force VSync on even if this is disabled.
  217. vsync (VSync) bool false
  218. # Maximum FPS when the window is not focused, or when the game is paused.
  219. fps_max_unfocused (FPS when unfocused or paused) int 20 1 4294967295
  220. # View distance in nodes.
  221. viewing_range (Viewing range) int 190 20 4000
  222. # Undersampling is similar to using a lower screen resolution, but it applies
  223. # to the game world only, keeping the GUI intact.
  224. # It should give a significant performance boost at the cost of less detailed image.
  225. # Higher values result in a less detailed image.
  226. # Note: Undersampling is currently not supported if the "3d_mode" setting is set
  227. # to a non-default value.
  228. undersampling (Undersampling) int 1 1 8
  229. [**3D]
  230. # 3D support.
  231. # Currently supported:
  232. # - none: no 3d output.
  233. # - anaglyph: cyan/magenta color 3d.
  234. # - interlaced: odd/even line based polarization screen support.
  235. # - topbottom: split screen top/bottom.
  236. # - sidebyside: split screen side by side.
  237. # - crossview: Cross-eyed 3d
  238. 3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,crossview
  239. # Strength of 3D mode parallax.
  240. 3d_paralax_strength (3D mode parallax strength) float 0.025 -0.087 0.087
  241. [**Bobbing]
  242. # Arm inertia, gives a more realistic movement of
  243. # the arm when the camera moves.
  244. arm_inertia (Arm inertia) bool true
  245. # Enable view bobbing and amount of view bobbing.
  246. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  247. view_bobbing_amount (View bobbing factor) float 1.0 0.0 7.9
  248. # Multiplier for fall bobbing.
  249. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  250. fall_bobbing_amount (Fall bobbing factor) float 0.03 0.0 100.0
  251. [**Camera]
  252. # Field of view in degrees.
  253. fov (Field of view) int 72 45 160
  254. # Alters the light curve by applying 'gamma correction' to it.
  255. # Higher values make middle and lower light levels brighter.
  256. # Value '1.0' leaves the light curve unaltered.
  257. # This only has significant effect on daylight and artificial
  258. # light, it has very little effect on natural night light.
  259. display_gamma (Light curve gamma) float 1.0 0.33 3.0
  260. # The strength (darkness) of node ambient-occlusion shading.
  261. # Lower is darker, Higher is lighter. The valid range of values for this
  262. # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
  263. # set to the nearest valid value.
  264. ambient_occlusion_gamma (Ambient occlusion gamma) float 1.8 0.25 4.0
  265. [**Screenshots]
  266. # Path to save screenshots at. Can be an absolute or relative path.
  267. # The folder will be created if it doesn't already exist.
  268. #
  269. # Requires: desktop
  270. screenshot_path (Screenshot folder) path screenshots
  271. # Format of screenshots.
  272. #
  273. # Requires: desktop
  274. screenshot_format (Screenshot format) enum png png,jpg
  275. # Screenshot quality. Only used for JPEG format.
  276. # 1 means worst quality; 100 means best quality.
  277. # Use 0 for default quality.
  278. #
  279. # Requires: desktop
  280. screenshot_quality (Screenshot quality) int 0 0 100
  281. [**Node and Entity Highlighting]
  282. # Method used to highlight selected object.
  283. node_highlighting (Node highlighting) enum box box,halo,none
  284. # Show entity selection boxes
  285. # A restart is required after changing this.
  286. show_entity_selectionbox (Show entity selection boxes) bool false
  287. # Selection box border color (R,G,B).
  288. selectionbox_color (Selection box color) string (0,0,0)
  289. # Width of the selection box lines around nodes.
  290. selectionbox_width (Selection box width) int 2 1 5
  291. # Crosshair color (R,G,B).
  292. # Also controls the object crosshair color
  293. crosshair_color (Crosshair color) string (255,255,255)
  294. # Crosshair alpha (opaqueness, between 0 and 255).
  295. # This also applies to the object crosshair.
  296. crosshair_alpha (Crosshair alpha) int 255 0 255
  297. [**Fog]
  298. # Whether to fog out the end of the visible area.
  299. enable_fog (Fog) bool true
  300. # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
  301. #
  302. # Requires: enable_fog
  303. directional_colored_fog (Colored fog) bool true
  304. # Fraction of the visible distance at which fog starts to be rendered
  305. #
  306. # Requires: enable_fog
  307. fog_start (Fog start) float 0.4 0.0 0.99
  308. [**Clouds]
  309. # Allow clouds to look 3D instead of flat.
  310. enable_3d_clouds (3D clouds) bool true
  311. # Use smooth cloud shading.
  312. #
  313. # Requires: enable_3d_clouds
  314. soft_clouds (Soft clouds) bool false
  315. [**Filtering and Antialiasing]
  316. # Use mipmaps when scaling textures. May slightly increase performance,
  317. # especially when using a high-resolution texture pack.
  318. # Gamma-correct downscaling is not supported.
  319. mip_map (Mipmapping) bool false
  320. # Use bilinear filtering when scaling textures.
  321. bilinear_filter (Bilinear filtering) bool false
  322. # Use trilinear filtering when scaling textures.
  323. # If both bilinear and trilinear filtering are enabled, trilinear filtering
  324. # is applied.
  325. trilinear_filter (Trilinear filtering) bool false
  326. # Use anisotropic filtering when looking at textures from an angle.
  327. # This provides a significant improvement when used together with mipmapping.
  328. anisotropic_filter (Anisotropic filtering) bool false
  329. # Select the antialiasing method to apply.
  330. #
  331. # * None - No antialiasing (default)
  332. #
  333. # * FSAA - Hardware-provided full-screen antialiasing
  334. # A.K.A multi-sample antialiasing (MSAA)
  335. # Smoothens out block edges but does not affect the insides of textures.
  336. #
  337. # If Post Processing is disabled, changing FSAA requires a restart.
  338. # Also, if Post Processing is disabled, FSAA will not work together with
  339. # undersampling or a non-default "3d_mode" setting.
  340. #
  341. # * FXAA - Fast approximate antialiasing
  342. # Applies a post-processing filter to detect and smoothen high-contrast edges.
  343. # Provides balance between speed and image quality.
  344. #
  345. # * SSAA - Super-sampling antialiasing
  346. # Renders higher-resolution image of the scene, then scales down to reduce
  347. # the aliasing effects. This is the slowest and the most accurate method.
  348. antialiasing (Antialiasing method) enum none none,fsaa,fxaa,ssaa
  349. # Defines the size of the sampling grid for FSAA and SSAA antialiasing methods.
  350. # Value of 2 means taking 2x2 = 4 samples.
  351. fsaa (Anti-aliasing scale) enum 2 2,4,8,16
  352. [**Occlusion Culling]
  353. # Type of occlusion_culler
  354. #
  355. # "loops" is the legacy algorithm with nested loops and O(n³) complexity
  356. # "bfs" is the new algorithm based on breadth-first-search and side culling
  357. #
  358. # This setting should only be changed if you have performance problems.
  359. occlusion_culler (Occlusion Culler) enum bfs bfs,loops
  360. # Use raytraced occlusion culling in the new culler.
  361. # This flag enables use of raytraced occlusion culling test for
  362. # client mesh sizes smaller than 4x4x4 map blocks.
  363. enable_raytraced_culling (Enable Raytraced Culling) bool true
  364. [*Effects]
  365. # Allows liquids to be translucent.
  366. translucent_liquids (Translucent liquids) bool true
  367. # Leaves style:
  368. # - Fancy: all faces visible
  369. # - Simple: only outer faces
  370. # - Opaque: disable transparency
  371. leaves_style (Leaves style) enum fancy fancy,simple,opaque
  372. # Connects glass if supported by node.
  373. connected_glass (Connect glass) bool false
  374. # Enable smooth lighting with simple ambient occlusion.
  375. smooth_lighting (Smooth lighting) bool true
  376. # Enables tradeoffs that reduce CPU load or increase rendering performance
  377. # at the expense of minor visual glitches that do not impact game playability.
  378. performance_tradeoffs (Tradeoffs for performance) bool false
  379. [**Waving Nodes]
  380. # Set to true to enable waving leaves.
  381. enable_waving_leaves (Waving leaves) bool false
  382. # Set to true to enable waving plants.
  383. enable_waving_plants (Waving plants) bool false
  384. # Set to true to enable waving liquids (like water).
  385. enable_waving_water (Waving liquids) bool false
  386. # The maximum height of the surface of waving liquids.
  387. # 4.0 = Wave height is two nodes.
  388. # 0.0 = Wave doesn't move at all.
  389. # Default is 1.0 (1/2 node).
  390. #
  391. # Requires: enable_waving_water
  392. water_wave_height (Waving liquids wave height) float 1.0 0.0 4.0
  393. # Length of liquid waves.
  394. #
  395. # Requires: enable_waving_water
  396. water_wave_length (Waving liquids wavelength) float 20.0 0.1
  397. # How fast liquid waves will move. Higher = faster.
  398. # If negative, liquid waves will move backwards.
  399. #
  400. # Requires: enable_waving_water
  401. water_wave_speed (Waving liquids wave speed) float 5.0
  402. [**Dynamic shadows]
  403. # Set to true to enable Shadow Mapping.
  404. #
  405. # Requires: opengl
  406. enable_dynamic_shadows (Dynamic shadows) bool false
  407. # Set the shadow strength gamma.
  408. # Adjusts the intensity of in-game dynamic shadows.
  409. # Lower value means lighter shadows, higher value means darker shadows.
  410. #
  411. # Requires: enable_dynamic_shadows, opengl
  412. shadow_strength_gamma (Shadow strength gamma) float 1.0 0.1 10.0
  413. # Maximum distance to render shadows.
  414. #
  415. # Requires: enable_dynamic_shadows, opengl
  416. shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 140.0 10.0 1000.0
  417. # Texture size to render the shadow map on.
  418. # This must be a power of two.
  419. # Bigger numbers create better shadows but it is also more expensive.
  420. #
  421. # Requires: enable_dynamic_shadows, opengl
  422. shadow_map_texture_size (Shadow map texture size) int 2048 128 8192
  423. # Sets shadow texture quality to 32 bits.
  424. # On false, 16 bits texture will be used.
  425. # This can cause much more artifacts in the shadow.
  426. #
  427. # Requires: enable_dynamic_shadows, opengl
  428. shadow_map_texture_32bit (Shadow map texture in 32 bits) bool true
  429. # Define shadow filtering quality.
  430. # This simulates the soft shadows effect by applying a PCF or Poisson disk
  431. # but also uses more resources.
  432. #
  433. # Requires: enable_dynamic_shadows, opengl
  434. shadow_filters (Shadow filter quality) enum 1 0,1,2
  435. # Enable colored shadows.
  436. # On true translucent nodes cast colored shadows. This is expensive.
  437. #
  438. # Requires: enable_dynamic_shadows, opengl
  439. shadow_map_color (Colored shadows) bool false
  440. # Set the soft shadow radius size.
  441. # Lower values mean sharper shadows, bigger values mean softer shadows.
  442. # Minimum value: 1.0; maximum value: 15.0
  443. #
  444. # Requires: enable_dynamic_shadows, opengl
  445. shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0
  446. # Set the default tilt of Sun/Moon orbit in degrees.
  447. # Games may change orbit tilt via API.
  448. # Value of 0 means no tilt / vertical orbit.
  449. #
  450. # Requires: enable_dynamic_shadows, opengl
  451. shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0
  452. [**Post Processing]
  453. # Enables the post processing pipeline.
  454. enable_post_processing (Enable Post Processing) bool true
  455. # Enables Hable's 'Uncharted 2' filmic tone mapping.
  456. # Simulates the tone curve of photographic film and how this approximates the
  457. # appearance of high dynamic range images. Mid-range contrast is slightly
  458. # enhanced, highlights and shadows are gradually compressed.
  459. #
  460. # Requires: enable_post_processing
  461. tone_mapping (Filmic tone mapping) bool false
  462. # Enable automatic exposure correction
  463. # When enabled, the post-processing engine will
  464. # automatically adjust to the brightness of the scene,
  465. # simulating the behavior of human eye.
  466. #
  467. # Requires: enable_post_processing
  468. enable_auto_exposure (Enable Automatic Exposure) bool false
  469. # Set the exposure compensation in EV units.
  470. # Value of 0.0 (default) means no exposure compensation.
  471. # Range: from -1 to 1.0
  472. #
  473. # Requires: enable_post_processing, enable_auto_exposure
  474. exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
  475. # Apply dithering to reduce color banding artifacts.
  476. # Dithering significantly increases the size of losslessly-compressed
  477. # screenshots and it works incorrectly if the display or operating system
  478. # performs additional dithering or if the color channels are not quantized
  479. # to 8 bits.
  480. # With OpenGL ES, dithering only works if the shader supports high
  481. # floating-point precision and it may have a higher performance impact.
  482. #
  483. # Requires: enable_post_processing
  484. debanding (Enable Debanding) bool true
  485. # Set to true to enable bloom effect.
  486. # Bright colors will bleed over the neighboring objects.
  487. #
  488. # Requires: enable_post_processing
  489. enable_bloom (Enable Bloom) bool false
  490. # Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
  491. #
  492. # Requires: enable_post_processing, enable_bloom
  493. enable_volumetric_lighting (Volumetric lighting) bool false
  494. [**Other Effects]
  495. # Simulate translucency when looking at foliage in the sunlight.
  496. #
  497. # Requires: enable_dynamic_shadows
  498. enable_translucent_foliage (Translucent foliage) bool false
  499. # Apply specular shading to nodes.
  500. #
  501. # Requires: enable_dynamic_shadows
  502. enable_node_specular (Node specular) bool false
  503. # When enabled, liquid reflections are simulated.
  504. #
  505. # Requires: enable_waving_water, enable_dynamic_shadows
  506. enable_water_reflections (Liquid reflections) bool false
  507. [*Audio]
  508. # Volume of all sounds.
  509. # Requires the sound system to be enabled.
  510. sound_volume (Volume) float 0.8 0.0 1.0
  511. # Volume multiplier when the window is unfocused.
  512. sound_volume_unfocused (Volume when unfocused) float 0.3 0.0 1.0
  513. # Whether to mute sounds. You can unmute sounds at any time.
  514. # In-game, you can toggle the mute state with the mute key or by using the
  515. # pause menu.
  516. mute_sound (Mute sound) bool false
  517. [*User Interfaces]
  518. # Set the language. By default, the system language is used.
  519. # A restart is required after changing this.
  520. language (Language) enum ,be,bg,ca,cs,da,de,el,en,eo,es,et,eu,fi,fr,gd,gl,hu,id,it,ja,jbo,kk,ko,lt,lv,ms,nb,nl,nn,pl,pt,pt_BR,ro,ru,sk,sl,sr_Cyrl,sr_Latn,sv,sw,tr,uk,vi,zh_CN,zh_TW
  521. [**GUI]
  522. # When enabled, the GUI is optimized to be more usable on touchscreens.
  523. # Whether this is enabled by default depends on your hardware form-factor.
  524. touch_gui (Optimize GUI for touchscreens) bool false
  525. # Scale GUI by a user specified value.
  526. # Use a nearest-neighbor-anti-alias filter to scale the GUI.
  527. # This will smooth over some of the rough edges, and blend
  528. # pixels when scaling down, at the cost of blurring some
  529. # edge pixels when images are scaled by non-integer sizes.
  530. gui_scaling (GUI scaling) float 1.0 0.5 20
  531. # Enables smooth scrolling.
  532. smooth_scrolling (Smooth scrolling) bool true
  533. # Enables animation of inventory items.
  534. inventory_items_animations (Inventory items animations) bool false
  535. # Formspec full-screen background opacity (between 0 and 255).
  536. formspec_fullscreen_bg_opacity (Formspec Full-Screen Background Opacity) int 140 0 255
  537. # Formspec full-screen background color (R,G,B).
  538. formspec_fullscreen_bg_color (Formspec Full-Screen Background Color) string (0,0,0)
  539. # When gui_scaling_filter is true, all GUI images need to be
  540. # filtered in software, but some images are generated directly
  541. # to hardware (e.g. render-to-texture for nodes in inventory).
  542. gui_scaling_filter (GUI scaling filter) bool false
  543. # Delay showing tooltips, stated in milliseconds.
  544. tooltip_show_delay (Tooltip delay) int 400 0 18446744073709551615
  545. # Append item name to tooltip.
  546. tooltip_append_itemname (Append item name) bool false
  547. # Use a cloud animation for the main menu background.
  548. menu_clouds (Clouds in menu) bool true
  549. [**HUD]
  550. # Modifies the size of the HUD elements.
  551. hud_scaling (HUD scaling) float 1.0 0.5 20
  552. # Whether name tag backgrounds should be shown by default.
  553. # Mods may still set a background.
  554. show_nametag_backgrounds (Show name tag backgrounds by default) bool true
  555. # Whether to show the client debug info (has the same effect as hitting F5).
  556. show_debug (Show debug info) bool false
  557. # Radius to use when the block bounds HUD feature is set to near blocks.
  558. show_block_bounds_radius_near (Block bounds HUD radius) int 4 0 1000
  559. # Maximum proportion of current window to be used for hotbar.
  560. # Useful if there's something to be displayed right or left of hotbar.
  561. hud_hotbar_max_width (Maximum hotbar width) float 1.0 0.001 1.0
  562. [**Chat]
  563. # Maximum number of recent chat messages to show
  564. recent_chat_messages (Recent Chat Messages) int 6 2 20
  565. # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
  566. console_height (Console height) float 0.6 0.1 1.0
  567. # In-game chat console background color (R,G,B).
  568. console_color (Console color) string (0,0,0)
  569. # In-game chat console background alpha (opaqueness, between 0 and 255).
  570. console_alpha (Console alpha) int 200 0 255
  571. # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
  572. clickable_chat_weblinks (Chat weblinks) bool true
  573. # Optional override for chat weblink color.
  574. chat_weblink_color (Weblink color) string #8888FF
  575. # Font size of the recent chat text and chat prompt in point (pt).
  576. # Value 0 will use the default font size.
  577. chat_font_size (Chat font size) int 0 0 72
  578. [**Content Repository]
  579. # The URL for the content repository
  580. contentdb_url (ContentDB URL) string https://content.luanti.org
  581. # If enabled and you have ContentDB packages installed, Luanti may contact ContentDB to
  582. # check for package updates when opening the mainmenu.
  583. contentdb_enable_updates_indicator (Enable updates available indicator on content tab) bool true
  584. # Comma-separated list of flags to hide in the content repository.
  585. # "nonfree" can be used to hide packages which do not qualify as 'free software',
  586. # as defined by the Free Software Foundation.
  587. # You can also specify content ratings.
  588. # These flags are independent from Luanti versions,
  589. # so see a full list at https://content.luanti.org/help/content_flags/
  590. contentdb_flag_blacklist (ContentDB Flag Blacklist) string nonfree, desktop_default
  591. # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
  592. # This should be lower than curl_parallel_limit.
  593. contentdb_max_concurrent_downloads (ContentDB Max Concurrent Downloads) int 3 1
  594. [Client and Server]
  595. [*Client]
  596. # Save the map received by the client on disk.
  597. enable_local_map_saving (Saving map received from server) bool false
  598. # URL to the server list displayed in the Multiplayer Tab.
  599. serverlist_url (Serverlist URL) string https://servers.luanti.org
  600. # If enabled, account registration is separate from login in the UI.
  601. # If disabled, new accounts will be registered automatically when logging in.
  602. enable_split_login_register (Enable split login/register) bool true
  603. # URL to JSON file which provides information about the newest Luanti release.
  604. # If this is empty the engine will never check for updates.
  605. update_information_url (Update information URL) string https://www.minetest.net/release_info.json
  606. [*Server]
  607. # Name of the player.
  608. # When running a server, clients connecting with this name are admins.
  609. # When starting from the main menu, this is overridden.
  610. name (Admin name) string
  611. [**Serverlist and MOTD]
  612. # Name of the server, to be displayed when players join and in the serverlist.
  613. server_name (Server name) string Luanti server
  614. # Description of server, to be displayed when players join and in the serverlist.
  615. server_description (Server description) string mine here
  616. # Domain name of server, to be displayed in the serverlist.
  617. server_address (Server address) string game.example.net
  618. # Homepage of server, to be displayed in the serverlist.
  619. server_url (Server URL) string https://game.example.net
  620. # Automatically report to the serverlist.
  621. server_announce (Announce server) bool false
  622. # Send names of online players to the serverlist. If disabled only the player count is revealed.
  623. server_announce_send_players (Send player names to the server list) bool true
  624. # Announce to this serverlist.
  625. serverlist_url (Serverlist URL) string https://servers.luanti.org
  626. # Message of the day displayed to players connecting.
  627. motd (Message of the day) string
  628. # Maximum number of players that can be connected simultaneously.
  629. max_users (Maximum users) int 15 0 65535
  630. # If this is set, players will always (re)spawn at the given position.
  631. static_spawnpoint (Static spawn point) string
  632. [**Networking]
  633. # Network port to listen (UDP).
  634. # This value will be overridden when starting from the main menu.
  635. port (Server port) int 30000 1 65535
  636. # The network interface that the server listens on.
  637. bind_address (Bind address) string
  638. # Enable to disallow old clients from connecting.
  639. # Older clients are compatible in the sense that they will not crash when connecting
  640. # to new servers, but they may not support all new features that you are expecting.
  641. strict_protocol_version_checking (Strict protocol checking) bool false
  642. # Define the oldest clients allowed to connect.
  643. # Older clients are compatible in the sense that they will not crash when connecting
  644. # to new servers, but they may not support all new features that you are expecting.
  645. # This allows for more fine-grained control than strict_protocol_version_checking.
  646. # Luanti still enforces its own internal minimum, and enabling
  647. # strict_protocol_version_checking will effectively override this.
  648. protocol_version_min (Protocol version minimum) int 1 1 65535
  649. # Specifies URL from which client fetches media instead of using UDP.
  650. # $filename should be accessible from $remote_media$filename via cURL
  651. # (obviously, remote_media should end with a slash).
  652. # Files that are not present will be fetched the usual way.
  653. remote_media (Remote media) string
  654. # Enable/disable running an IPv6 server.
  655. # Ignored if bind_address is set.
  656. # Needs enable_ipv6 to be enabled.
  657. ipv6_server (IPv6 server) bool false
  658. [*Server Security]
  659. # New users need to input this password.
  660. default_password (Default password) string
  661. # If enabled, players cannot join without a password or change theirs to an empty password.
  662. disallow_empty_password (Disallow empty passwords) bool false
  663. # The privileges that new users automatically get.
  664. # See /privs in game for a full list on your server and mod configuration.
  665. default_privs (Default privileges) string interact, shout
  666. # Privileges that players with basic_privs can grant
  667. basic_privs (Basic privileges) string interact, shout
  668. # Server anticheat configuration.
  669. # Flags are positive. Uncheck the flag to disable corresponding anticheat module.
  670. anticheat_flags (Anticheat flags) flags digging,interaction,movement digging,interaction,movement
  671. # Tolerance of movement cheat detector.
  672. # Increase the value if players experience stuttery movement.
  673. anticheat_movement_tolerance (Anticheat movement tolerance) float 1.0 1.0
  674. # If enabled, actions are recorded for rollback.
  675. # This option is only read when server starts.
  676. enable_rollback_recording (Rollback recording) bool false
  677. [**Client-side Modding]
  678. # Restricts the access of certain client-side functions on servers.
  679. # Combine the byteflags below to restrict client-side features, or set to 0
  680. # for no restrictions:
  681. # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
  682. # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
  683. # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
  684. # READ_NODEDEFS: 8 (disable get_node_def call client-side)
  685. # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
  686. # csm_restriction_noderange)
  687. # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
  688. csm_restriction_flags (Client side modding restrictions) int 62 0 63
  689. # If the CSM restriction for node range is enabled, get_node calls are limited
  690. # to this distance from the player to the node.
  691. csm_restriction_noderange (Client-side node lookup range restriction) int 0 0 4294967295
  692. [**Chat]
  693. # Remove color codes from incoming chat messages
  694. # Use this to stop players from being able to use color in their messages
  695. strip_color_codes (Strip color codes) bool false
  696. # Set the maximum length of a chat message (in characters) sent by clients.
  697. chat_message_max_size (Chat message max length) int 500 10 65535
  698. # Number of messages a player may send per 10 seconds.
  699. chat_message_limit_per_10sec (Chat message count limit) float 8.0 1.0
  700. # Kick players who sent more than X messages per 10 seconds.
  701. chat_message_limit_trigger_kick (Chat message kick threshold) int 50 1 65535
  702. [*Server Gameplay]
  703. # Controls length of day/night cycle.
  704. # Examples:
  705. # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
  706. time_speed (Time speed) int 72 0
  707. # Time of day when a new world is started, in millihours (0-23999).
  708. world_start_time (World start time) int 6125 0 23999
  709. # Time in seconds for item entity (dropped items) to live.
  710. # Setting it to -1 disables the feature.
  711. item_entity_ttl (Item entity TTL) int 900 -1
  712. # Specifies the default stack size of nodes, items and tools.
  713. # Note that mods or games may explicitly set a stack for certain (or all) items.
  714. default_stack_max (Default stack size) int 99 1 65535
  715. [**Physics]
  716. # Horizontal and vertical acceleration on ground or when climbing,
  717. # in nodes per second per second.
  718. movement_acceleration_default (Default acceleration) float 3.0 0.0
  719. # Horizontal acceleration in air when jumping or falling,
  720. # in nodes per second per second.
  721. movement_acceleration_air (Acceleration in air) float 2.0 0.0
  722. # Horizontal and vertical acceleration in fast mode,
  723. # in nodes per second per second.
  724. movement_acceleration_fast (Fast mode acceleration) float 10.0 0.0
  725. # Walking and flying speed, in nodes per second.
  726. movement_speed_walk (Walking speed) float 4.0 0.0
  727. # Sneaking speed, in nodes per second.
  728. movement_speed_crouch (Sneaking speed) float 1.35 0.0
  729. # Walking, flying and climbing speed in fast mode, in nodes per second.
  730. movement_speed_fast (Fast mode speed) float 20.0 0.0
  731. # Vertical climbing speed, in nodes per second.
  732. movement_speed_climb (Climbing speed) float 3.0 0.0
  733. # Initial vertical speed when jumping, in nodes per second.
  734. movement_speed_jump (Jumping speed) float 6.5 0.0
  735. # How much you are slowed down when moving inside a liquid.
  736. # Decrease this to increase liquid resistance to movement.
  737. movement_liquid_fluidity (Liquid fluidity) float 1.0 0.001
  738. # Maximum liquid resistance. Controls deceleration when entering liquid at
  739. # high speed.
  740. movement_liquid_fluidity_smooth (Liquid fluidity smoothing) float 0.5
  741. # Controls sinking speed in liquid when idling. Negative values will cause
  742. # you to rise instead.
  743. movement_liquid_sink (Liquid sinking) float 10.0
  744. # Acceleration of gravity, in nodes per second per second.
  745. movement_gravity (Gravity) float 9.81
  746. [Mapgen]
  747. # A chosen map seed for a new map, leave empty for random.
  748. # Will be overridden when creating a new world in the main menu.
  749. fixed_map_seed (Fixed map seed) string
  750. # Name of map generator to be used when creating a new world.
  751. # Creating a world in the main menu will override this.
  752. # Current mapgens in a highly unstable state:
  753. # - The optional floatlands of v7 (disabled by default).
  754. mg_name (Mapgen name) enum v7 v7,valleys,carpathian,v5,flat,fractal,singlenode,v6
  755. # Water surface level of the world.
  756. water_level (Water level) int 1 -31000 31000
  757. # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
  758. max_block_generate_distance (Max block generate distance) int 10 1 32767
  759. # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
  760. # Only mapchunks completely within the mapgen limit are generated.
  761. # Value is stored per-world.
  762. mapgen_limit (Map generation limit) int 31007 0 31007
  763. # Global map generation attributes.
  764. # In Mapgen v6 the 'decorations' flag controls all decorations except trees
  765. # and jungle grass, in all other mapgens this flag controls all decorations.
  766. mg_flags (Mapgen flags) flags caves,dungeons,light,decorations,biomes,ores caves,dungeons,light,decorations,biomes,ores
  767. [*Biome API]
  768. # Temperature variation for biomes.
  769. mg_biome_np_heat (Heat noise) noise_params_2d 50, 50, (1000, 1000, 1000), 5349, 3, 0.5, 2.0, eased
  770. # Small-scale temperature variation for blending biomes on borders.
  771. mg_biome_np_heat_blend (Heat blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0, eased
  772. # Humidity variation for biomes.
  773. mg_biome_np_humidity (Humidity noise) noise_params_2d 50, 50, (1000, 1000, 1000), 842, 3, 0.5, 2.0, eased
  774. # Small-scale humidity variation for blending biomes on borders.
  775. mg_biome_np_humidity_blend (Humidity blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0, eased
  776. [*Mapgen V5]
  777. # Map generation attributes specific to Mapgen v5.
  778. mgv5_spflags (Mapgen V5 specific flags) flags caverns caverns
  779. # Controls width of tunnels, a smaller value creates wider tunnels.
  780. # Value >= 10.0 completely disables generation of tunnels and avoids the
  781. # intensive noise calculations.
  782. mgv5_cave_width (Cave width) float 0.09
  783. # Y of upper limit of large caves.
  784. mgv5_large_cave_depth (Large cave depth) int -256 -31000 31000
  785. # Minimum limit of random number of small caves per mapchunk.
  786. mgv5_small_cave_num_min (Small cave minimum number) int 0 0 256
  787. # Maximum limit of random number of small caves per mapchunk.
  788. mgv5_small_cave_num_max (Small cave maximum number) int 0 0 256
  789. # Minimum limit of random number of large caves per mapchunk.
  790. mgv5_large_cave_num_min (Large cave minimum number) int 0 0 64
  791. # Maximum limit of random number of large caves per mapchunk.
  792. mgv5_large_cave_num_max (Large cave maximum number) int 2 0 64
  793. # Proportion of large caves that contain liquid.
  794. mgv5_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  795. # Y-level of cavern upper limit.
  796. mgv5_cavern_limit (Cavern limit) int -256 -31000 31000
  797. # Y-distance over which caverns expand to full size.
  798. mgv5_cavern_taper (Cavern taper) int 256 0 32767
  799. # Defines full size of caverns, smaller values create larger caverns.
  800. mgv5_cavern_threshold (Cavern threshold) float 0.7
  801. # Lower Y limit of dungeons.
  802. mgv5_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  803. # Upper Y limit of dungeons.
  804. mgv5_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  805. [**Noises]
  806. # Variation of biome filler depth.
  807. mgv5_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0, eased
  808. # Variation of terrain vertical scale.
  809. # When noise is < -0.55 terrain is near-flat.
  810. mgv5_np_factor (Factor noise) noise_params_2d 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0, eased
  811. # Y-level of average terrain surface.
  812. mgv5_np_height (Height noise) noise_params_2d 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0, eased
  813. # First of two 3D noises that together define tunnels.
  814. mgv5_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  815. # Second of two 3D noises that together define tunnels.
  816. mgv5_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  817. # 3D noise defining giant caverns.
  818. mgv5_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  819. # 3D noise defining terrain.
  820. mgv5_np_ground (Ground noise) noise_params_3d 0, 40, (80, 80, 80), 983240, 4, 0.55, 2.0, eased
  821. # 3D noise that determines number of dungeons per mapchunk.
  822. mgv5_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  823. [*Mapgen V6]
  824. # Map generation attributes specific to Mapgen v6.
  825. # The 'snowbiomes' flag enables the new 5 biome system.
  826. # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
  827. # the 'jungles' flag is ignored.
  828. # The 'temples' flag disables generation of desert temples. Normal dungeons will appear instead.
  829. mgv6_spflags (Mapgen V6 specific flags) flags jungles,biomeblend,mudflow,snowbiomes,noflat,trees,temples jungles,biomeblend,mudflow,snowbiomes,flat,trees,temples
  830. # Deserts occur when np_biome exceeds this value.
  831. # When the 'snowbiomes' flag is enabled, this is ignored.
  832. mgv6_freq_desert (Desert noise threshold) float 0.45
  833. # Sandy beaches occur when np_beach exceeds this value.
  834. mgv6_freq_beach (Beach noise threshold) float 0.15
  835. # Lower Y limit of dungeons.
  836. mgv6_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  837. # Upper Y limit of dungeons.
  838. mgv6_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  839. [**Noises]
  840. # Y-level of lower terrain and seabed.
  841. mgv6_np_terrain_base (Terrain base noise) noise_params_2d -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0, eased
  842. # Y-level of higher terrain that creates cliffs.
  843. mgv6_np_terrain_higher (Terrain higher noise) noise_params_2d 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0, eased
  844. # Varies steepness of cliffs.
  845. mgv6_np_steepness (Steepness noise) noise_params_2d 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0, eased
  846. # Defines distribution of higher terrain.
  847. mgv6_np_height_select (Height select noise) noise_params_2d 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0, eased
  848. # Varies depth of biome surface nodes.
  849. mgv6_np_mud (Mud noise) noise_params_2d 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0, eased
  850. # Defines areas with sandy beaches.
  851. mgv6_np_beach (Beach noise) noise_params_2d 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0, eased
  852. # Temperature variation for biomes.
  853. mgv6_np_biome (Biome noise) noise_params_2d 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0, eased
  854. # Variation of number of caves.
  855. mgv6_np_cave (Cave noise) noise_params_2d 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0, eased
  856. # Humidity variation for biomes.
  857. mgv6_np_humidity (Humidity noise) noise_params_2d 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0, eased
  858. # Defines tree areas and tree density.
  859. mgv6_np_trees (Trees noise) noise_params_2d 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0, eased
  860. # Defines areas where trees have apples.
  861. mgv6_np_apple_trees (Apple trees noise) noise_params_2d 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0, eased
  862. [*Mapgen V7]
  863. # Map generation attributes specific to Mapgen v7.
  864. # 'ridges': Rivers.
  865. # 'floatlands': Floating land masses in the atmosphere.
  866. # 'caverns': Giant caves deep underground.
  867. mgv7_spflags (Mapgen V7 specific flags) flags mountains,ridges,nofloatlands,caverns mountains,ridges,floatlands,caverns
  868. # Y of mountain density gradient zero level. Used to shift mountains vertically.
  869. mgv7_mount_zero_level (Mountain zero level) int 0 -31000 31000
  870. # Lower Y limit of floatlands.
  871. mgv7_floatland_ymin (Floatland minimum Y) int 1024 -31000 31000
  872. # Upper Y limit of floatlands.
  873. mgv7_floatland_ymax (Floatland maximum Y) int 4096 -31000 31000
  874. # Y-distance over which floatlands taper from full density to nothing.
  875. # Tapering starts at this distance from the Y limit.
  876. # For a solid floatland layer, this controls the height of hills/mountains.
  877. # Must be less than or equal to half the distance between the Y limits.
  878. mgv7_floatland_taper (Floatland tapering distance) int 256 0 32767
  879. # Exponent of the floatland tapering. Alters the tapering behavior.
  880. # Value = 1.0 creates a uniform, linear tapering.
  881. # Values > 1.0 create a smooth tapering suitable for the default separated
  882. # floatlands.
  883. # Values < 1.0 (for example 0.25) create a more defined surface level with
  884. # flatter lowlands, suitable for a solid floatland layer.
  885. mgv7_float_taper_exp (Floatland taper exponent) float 2.0
  886. # Adjusts the density of the floatland layer.
  887. # Increase value to increase density. Can be positive or negative.
  888. # Value = 0.0: 50% of volume is floatland.
  889. # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
  890. # to be sure) creates a solid floatland layer.
  891. mgv7_floatland_density (Floatland density) float -0.6
  892. # Surface level of optional water placed on a solid floatland layer.
  893. # Water is disabled by default and will only be placed if this value is set
  894. # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
  895. # upper tapering).
  896. # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
  897. # When enabling water placement, floatlands must be configured and tested
  898. # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
  899. # required value depending on 'mgv7_np_floatland'), to avoid
  900. # server-intensive extreme water flow and to avoid vast flooding of the
  901. # world surface below.
  902. mgv7_floatland_ywater (Floatland water level) int -31000 -31000 31000
  903. # Controls width of tunnels, a smaller value creates wider tunnels.
  904. # Value >= 10.0 completely disables generation of tunnels and avoids the
  905. # intensive noise calculations.
  906. mgv7_cave_width (Cave width) float 0.09
  907. # Y of upper limit of large caves.
  908. mgv7_large_cave_depth (Large cave depth) int -33 -31000 31000
  909. # Minimum limit of random number of small caves per mapchunk.
  910. mgv7_small_cave_num_min (Small cave minimum number) int 0 0 256
  911. # Maximum limit of random number of small caves per mapchunk.
  912. mgv7_small_cave_num_max (Small cave maximum number) int 0 0 256
  913. # Minimum limit of random number of large caves per mapchunk.
  914. mgv7_large_cave_num_min (Large cave minimum number) int 0 0 64
  915. # Maximum limit of random number of large caves per mapchunk.
  916. mgv7_large_cave_num_max (Large cave maximum number) int 2 0 64
  917. # Proportion of large caves that contain liquid.
  918. mgv7_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  919. # Y-level of cavern upper limit.
  920. mgv7_cavern_limit (Cavern limit) int -256 -31000 31000
  921. # Y-distance over which caverns expand to full size.
  922. mgv7_cavern_taper (Cavern taper) int 256 0 32767
  923. # Defines full size of caverns, smaller values create larger caverns.
  924. mgv7_cavern_threshold (Cavern threshold) float 0.7
  925. # Lower Y limit of dungeons.
  926. mgv7_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  927. # Upper Y limit of dungeons.
  928. mgv7_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  929. [**Noises]
  930. # Y-level of higher terrain that creates cliffs.
  931. mgv7_np_terrain_base (Terrain base noise) noise_params_2d 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0, eased
  932. # Y-level of lower terrain and seabed.
  933. mgv7_np_terrain_alt (Terrain alternative noise) noise_params_2d 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0, eased
  934. # Varies roughness of terrain.
  935. # Defines the 'persistence' value for terrain_base and terrain_alt noises.
  936. mgv7_np_terrain_persist (Terrain persistence noise) noise_params_2d 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0, eased
  937. # Defines distribution of higher terrain and steepness of cliffs.
  938. mgv7_np_height_select (Height select noise) noise_params_2d -8, 16, (500, 500, 500), 4213, 6, 0.7, 2.0, eased
  939. # Variation of biome filler depth.
  940. mgv7_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
  941. # Variation of maximum mountain height (in nodes).
  942. mgv7_np_mount_height (Mountain height noise) noise_params_2d 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0, eased
  943. # Defines large-scale river channel structure.
  944. mgv7_np_ridge_uwater (Ridge underwater noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
  945. # 3D noise defining mountain structure and height.
  946. # Also defines structure of floatland mountain terrain.
  947. mgv7_np_mountain (Mountain noise) noise_params_3d -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
  948. # 3D noise defining structure of river canyon walls.
  949. mgv7_np_ridge (Ridge noise) noise_params_3d 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
  950. # 3D noise defining structure of floatlands.
  951. # If altered from the default, the noise 'scale' (0.7 by default) may need
  952. # to be adjusted, as floatland tapering functions best when this noise has
  953. # a value range of approximately -2.0 to 2.0.
  954. mgv7_np_floatland (Floatland noise) noise_params_3d 0, 0.7, (384, 96, 384), 1009, 4, 0.75, 1.618
  955. # 3D noise defining giant caverns.
  956. mgv7_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  957. # First of two 3D noises that together define tunnels.
  958. mgv7_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  959. # Second of two 3D noises that together define tunnels.
  960. mgv7_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  961. # 3D noise that determines number of dungeons per mapchunk.
  962. mgv7_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  963. [*Mapgen Carpathian]
  964. # Map generation attributes specific to Mapgen Carpathian.
  965. mgcarpathian_spflags (Mapgen Carpathian specific flags) flags caverns,norivers caverns,rivers
  966. # Defines the base ground level.
  967. mgcarpathian_base_level (Base ground level) float 12.0
  968. # Defines the width of the river channel.
  969. mgcarpathian_river_width (River channel width) float 0.05
  970. # Defines the depth of the river channel.
  971. mgcarpathian_river_depth (River channel depth) float 24.0
  972. # Defines the width of the river valley.
  973. mgcarpathian_valley_width (River valley width) float 0.25
  974. # Controls width of tunnels, a smaller value creates wider tunnels.
  975. # Value >= 10.0 completely disables generation of tunnels and avoids the
  976. # intensive noise calculations.
  977. mgcarpathian_cave_width (Cave width) float 0.09
  978. # Y of upper limit of large caves.
  979. mgcarpathian_large_cave_depth (Large cave depth) int -33 -31000 31000
  980. # Minimum limit of random number of small caves per mapchunk.
  981. mgcarpathian_small_cave_num_min (Small cave minimum number) int 0 0 256
  982. # Maximum limit of random number of small caves per mapchunk.
  983. mgcarpathian_small_cave_num_max (Small cave maximum number) int 0 0 256
  984. # Minimum limit of random number of large caves per mapchunk.
  985. mgcarpathian_large_cave_num_min (Large cave minimum number) int 0 0 64
  986. # Maximum limit of random number of large caves per mapchunk.
  987. mgcarpathian_large_cave_num_max (Large cave maximum number) int 2 0 64
  988. # Proportion of large caves that contain liquid.
  989. mgcarpathian_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  990. # Y-level of cavern upper limit.
  991. mgcarpathian_cavern_limit (Cavern limit) int -256 -31000 31000
  992. # Y-distance over which caverns expand to full size.
  993. mgcarpathian_cavern_taper (Cavern taper) int 256 0 32767
  994. # Defines full size of caverns, smaller values create larger caverns.
  995. mgcarpathian_cavern_threshold (Cavern threshold) float 0.7
  996. # Lower Y limit of dungeons.
  997. mgcarpathian_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  998. # Upper Y limit of dungeons.
  999. mgcarpathian_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  1000. [**Noises]
  1001. # Variation of biome filler depth.
  1002. mgcarpathian_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (128, 128, 128), 261, 3, 0.7, 2.0, eased
  1003. # First of 4 2D noises that together define hill/mountain range height.
  1004. mgcarpathian_np_height1 (Hilliness1 noise) noise_params_2d 0, 5, (251, 251, 251), 9613, 5, 0.5, 2.0, eased
  1005. # Second of 4 2D noises that together define hill/mountain range height.
  1006. mgcarpathian_np_height2 (Hilliness2 noise) noise_params_2d 0, 5, (383, 383, 383), 1949, 5, 0.5, 2.0, eased
  1007. # Third of 4 2D noises that together define hill/mountain range height.
  1008. mgcarpathian_np_height3 (Hilliness3 noise) noise_params_2d 0, 5, (509, 509, 509), 3211, 5, 0.5, 2.0, eased
  1009. # Fourth of 4 2D noises that together define hill/mountain range height.
  1010. mgcarpathian_np_height4 (Hilliness4 noise) noise_params_2d 0, 5, (631, 631, 631), 1583, 5, 0.5, 2.0, eased
  1011. # 2D noise that controls the size/occurrence of rolling hills.
  1012. mgcarpathian_np_hills_terrain (Rolling hills spread noise) noise_params_2d 1, 1, (1301, 1301, 1301), 1692, 3, 0.5, 2.0, eased
  1013. # 2D noise that controls the size/occurrence of ridged mountain ranges.
  1014. mgcarpathian_np_ridge_terrain (Ridge mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 3568, 3, 0.5, 2.0, eased
  1015. # 2D noise that controls the size/occurrence of step mountain ranges.
  1016. mgcarpathian_np_step_terrain (Step mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 4157, 3, 0.5, 2.0, eased
  1017. # 2D noise that controls the shape/size of rolling hills.
  1018. mgcarpathian_np_hills (Rolling hill size noise) noise_params_2d 0, 3, (257, 257, 257), 6604, 6, 0.5, 2.0, eased
  1019. # 2D noise that controls the shape/size of ridged mountains.
  1020. mgcarpathian_np_ridge_mnt (Ridged mountain size noise) noise_params_2d 0, 12, (743, 743, 743), 5520, 6, 0.7, 2.0, eased
  1021. # 2D noise that controls the shape/size of step mountains.
  1022. mgcarpathian_np_step_mnt (Step mountain size noise) noise_params_2d 0, 8, (509, 509, 509), 2590, 6, 0.6, 2.0, eased
  1023. # 2D noise that locates the river valleys and channels.
  1024. mgcarpathian_np_rivers (River noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
  1025. # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
  1026. mgcarpathian_np_mnt_var (Mountain variation noise) noise_params_3d 0, 1, (499, 499, 499), 2490, 5, 0.55, 2.0
  1027. # First of two 3D noises that together define tunnels.
  1028. mgcarpathian_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1029. # Second of two 3D noises that together define tunnels.
  1030. mgcarpathian_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1031. # 3D noise defining giant caverns.
  1032. mgcarpathian_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  1033. # 3D noise that determines number of dungeons per mapchunk.
  1034. mgcarpathian_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1035. [*Mapgen Flat]
  1036. # Map generation attributes specific to Mapgen Flat.
  1037. # Occasional lakes and hills can be added to the flat world.
  1038. mgflat_spflags (Mapgen Flat specific flags) flags nolakes,nohills,nocaverns lakes,hills,caverns
  1039. # Y of flat ground.
  1040. mgflat_ground_level (Ground level) int 8 -31000 31000
  1041. # Y of upper limit of large caves.
  1042. mgflat_large_cave_depth (Large cave depth) int -33 -31000 31000
  1043. # Minimum limit of random number of small caves per mapchunk.
  1044. mgflat_small_cave_num_min (Small cave minimum number) int 0 0 256
  1045. # Maximum limit of random number of small caves per mapchunk.
  1046. mgflat_small_cave_num_max (Small cave maximum number) int 0 0 256
  1047. # Minimum limit of random number of large caves per mapchunk.
  1048. mgflat_large_cave_num_min (Large cave minimum number) int 0 0 64
  1049. # Maximum limit of random number of large caves per mapchunk.
  1050. mgflat_large_cave_num_max (Large cave maximum number) int 2 0 64
  1051. # Proportion of large caves that contain liquid.
  1052. mgflat_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  1053. # Controls width of tunnels, a smaller value creates wider tunnels.
  1054. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1055. # intensive noise calculations.
  1056. mgflat_cave_width (Cave width) float 0.09
  1057. # Terrain noise threshold for lakes.
  1058. # Controls proportion of world area covered by lakes.
  1059. # Adjust towards 0.0 for a larger proportion.
  1060. mgflat_lake_threshold (Lake threshold) float -0.45
  1061. # Controls steepness/depth of lake depressions.
  1062. mgflat_lake_steepness (Lake steepness) float 48.0
  1063. # Terrain noise threshold for hills.
  1064. # Controls proportion of world area covered by hills.
  1065. # Adjust towards 0.0 for a larger proportion.
  1066. mgflat_hill_threshold (Hill threshold) float 0.45
  1067. # Controls steepness/height of hills.
  1068. mgflat_hill_steepness (Hill steepness) float 64.0
  1069. # Y-level of cavern upper limit.
  1070. mgflat_cavern_limit (Cavern limit) int -256 -31000 31000
  1071. # Y-distance over which caverns expand to full size.
  1072. mgflat_cavern_taper (Cavern taper) int 256 0 32767
  1073. # Defines full size of caverns, smaller values create larger caverns.
  1074. mgflat_cavern_threshold (Cavern threshold) float 0.7
  1075. # Lower Y limit of dungeons.
  1076. mgflat_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  1077. # Upper Y limit of dungeons.
  1078. mgflat_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  1079. [**Noises]
  1080. # Defines location and terrain of optional hills and lakes.
  1081. mgflat_np_terrain (Terrain noise) noise_params_2d 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0, eased
  1082. # Variation of biome filler depth.
  1083. mgflat_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
  1084. # First of two 3D noises that together define tunnels.
  1085. mgflat_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1086. # Second of two 3D noises that together define tunnels.
  1087. mgflat_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1088. # 3D noise defining giant caverns.
  1089. mgflat_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  1090. # 3D noise that determines number of dungeons per mapchunk.
  1091. mgflat_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1092. [*Mapgen Fractal]
  1093. # Map generation attributes specific to Mapgen Fractal.
  1094. # 'terrain' enables the generation of non-fractal terrain:
  1095. # ocean, islands and underground.
  1096. mgfractal_spflags (Mapgen Fractal specific flags) flags terrain terrain
  1097. # Controls width of tunnels, a smaller value creates wider tunnels.
  1098. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1099. # intensive noise calculations.
  1100. mgfractal_cave_width (Cave width) float 0.09
  1101. # Y of upper limit of large caves.
  1102. mgfractal_large_cave_depth (Large cave depth) int -33 -31000 31000
  1103. # Minimum limit of random number of small caves per mapchunk.
  1104. mgfractal_small_cave_num_min (Small cave minimum number) int 0 0 256
  1105. # Maximum limit of random number of small caves per mapchunk.
  1106. mgfractal_small_cave_num_max (Small cave maximum number) int 0 0 256
  1107. # Minimum limit of random number of large caves per mapchunk.
  1108. mgfractal_large_cave_num_min (Large cave minimum number) int 0 0 64
  1109. # Maximum limit of random number of large caves per mapchunk.
  1110. mgfractal_large_cave_num_max (Large cave maximum number) int 2 0 64
  1111. # Proportion of large caves that contain liquid.
  1112. mgfractal_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  1113. # Lower Y limit of dungeons.
  1114. mgfractal_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  1115. # Upper Y limit of dungeons.
  1116. mgfractal_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  1117. # Selects one of 18 fractal types.
  1118. # 1 = 4D "Roundy" Mandelbrot set.
  1119. # 2 = 4D "Roundy" Julia set.
  1120. # 3 = 4D "Squarry" Mandelbrot set.
  1121. # 4 = 4D "Squarry" Julia set.
  1122. # 5 = 4D "Mandy Cousin" Mandelbrot set.
  1123. # 6 = 4D "Mandy Cousin" Julia set.
  1124. # 7 = 4D "Variation" Mandelbrot set.
  1125. # 8 = 4D "Variation" Julia set.
  1126. # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
  1127. # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
  1128. # 11 = 3D "Christmas Tree" Mandelbrot set.
  1129. # 12 = 3D "Christmas Tree" Julia set.
  1130. # 13 = 3D "Mandelbulb" Mandelbrot set.
  1131. # 14 = 3D "Mandelbulb" Julia set.
  1132. # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
  1133. # 16 = 3D "Cosine Mandelbulb" Julia set.
  1134. # 17 = 4D "Mandelbulb" Mandelbrot set.
  1135. # 18 = 4D "Mandelbulb" Julia set.
  1136. mgfractal_fractal (Fractal type) int 1 1 18
  1137. # Iterations of the recursive function.
  1138. # Increasing this increases the amount of fine detail, but also
  1139. # increases processing load.
  1140. # At iterations = 20 this mapgen has a similar load to mapgen V7.
  1141. mgfractal_iterations (Iterations) int 11 1 65535
  1142. # (X,Y,Z) scale of fractal in nodes.
  1143. # Actual fractal size will be 2 to 3 times larger.
  1144. # These numbers can be made very large, the fractal does
  1145. # not have to fit inside the world.
  1146. # Increase these to 'zoom' into the detail of the fractal.
  1147. # Default is for a vertically-squashed shape suitable for
  1148. # an island, set all 3 numbers equal for the raw shape.
  1149. mgfractal_scale (Scale) v3f (4096.0, 1024.0, 4096.0)
  1150. # (X,Y,Z) offset of fractal from world center in units of 'scale'.
  1151. # Can be used to move a desired point to (0, 0) to create a
  1152. # suitable spawn point, or to allow 'zooming in' on a desired
  1153. # point by increasing 'scale'.
  1154. # The default is tuned for a suitable spawn point for Mandelbrot
  1155. # sets with default parameters, it may need altering in other
  1156. # situations.
  1157. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
  1158. mgfractal_offset (Offset) v3f (1.79, 0.0, 0.0)
  1159. # W coordinate of the generated 3D slice of a 4D fractal.
  1160. # Determines which 3D slice of the 4D shape is generated.
  1161. # Alters the shape of the fractal.
  1162. # Has no effect on 3D fractals.
  1163. # Range roughly -2 to 2.
  1164. mgfractal_slice_w (Slice w) float 0.0
  1165. # Julia set only.
  1166. # X component of hypercomplex constant.
  1167. # Alters the shape of the fractal.
  1168. # Range roughly -2 to 2.
  1169. mgfractal_julia_x (Julia x) float 0.33
  1170. # Julia set only.
  1171. # Y component of hypercomplex constant.
  1172. # Alters the shape of the fractal.
  1173. # Range roughly -2 to 2.
  1174. mgfractal_julia_y (Julia y) float 0.33
  1175. # Julia set only.
  1176. # Z component of hypercomplex constant.
  1177. # Alters the shape of the fractal.
  1178. # Range roughly -2 to 2.
  1179. mgfractal_julia_z (Julia z) float 0.33
  1180. # Julia set only.
  1181. # W component of hypercomplex constant.
  1182. # Alters the shape of the fractal.
  1183. # Has no effect on 3D fractals.
  1184. # Range roughly -2 to 2.
  1185. mgfractal_julia_w (Julia w) float 0.33
  1186. [**Noises]
  1187. # Y-level of seabed.
  1188. mgfractal_np_seabed (Seabed noise) noise_params_2d -14, 9, (600, 600, 600), 41900, 5, 0.6, 2.0, eased
  1189. # Variation of biome filler depth.
  1190. mgfractal_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
  1191. # First of two 3D noises that together define tunnels.
  1192. mgfractal_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1193. # Second of two 3D noises that together define tunnels.
  1194. mgfractal_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1195. # 3D noise that determines number of dungeons per mapchunk.
  1196. mgfractal_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1197. [*Mapgen Valleys]
  1198. # Map generation attributes specific to Mapgen Valleys.
  1199. # 'altitude_chill': Reduces heat with altitude.
  1200. # 'humid_rivers': Increases humidity around rivers.
  1201. # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
  1202. # to become shallower and occasionally dry.
  1203. # 'altitude_dry': Reduces humidity with altitude.
  1204. mgvalleys_spflags (Mapgen Valleys specific flags) flags altitude_chill,humid_rivers,vary_river_depth,altitude_dry altitude_chill,humid_rivers,vary_river_depth,altitude_dry
  1205. # The vertical distance over which heat drops by 20 if 'altitude_chill' is
  1206. # enabled. Also, the vertical distance over which humidity drops by 10 if
  1207. # 'altitude_dry' is enabled.
  1208. mgvalleys_altitude_chill (Altitude chill) int 90 0 65535
  1209. # Depth below which you'll find large caves.
  1210. mgvalleys_large_cave_depth (Large cave depth) int -33 -31000 31000
  1211. # Minimum limit of random number of small caves per mapchunk.
  1212. mgvalleys_small_cave_num_min (Small cave minimum number) int 0 0 256
  1213. # Maximum limit of random number of small caves per mapchunk.
  1214. mgvalleys_small_cave_num_max (Small cave maximum number) int 0 0 256
  1215. # Minimum limit of random number of large caves per mapchunk.
  1216. mgvalleys_large_cave_num_min (Large cave minimum number) int 0 0 64
  1217. # Maximum limit of random number of large caves per mapchunk.
  1218. mgvalleys_large_cave_num_max (Large cave maximum number) int 2 0 64
  1219. # Proportion of large caves that contain liquid.
  1220. mgvalleys_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  1221. # Depth below which you'll find giant caverns.
  1222. mgvalleys_cavern_limit (Cavern upper limit) int -256 -31000 31000
  1223. # Y-distance over which caverns expand to full size.
  1224. mgvalleys_cavern_taper (Cavern taper) int 192 0 32767
  1225. # Defines full size of caverns, smaller values create larger caverns.
  1226. mgvalleys_cavern_threshold (Cavern threshold) float 0.6
  1227. # How deep to make rivers.
  1228. mgvalleys_river_depth (River depth) int 4 0 65535
  1229. # How wide to make rivers.
  1230. mgvalleys_river_size (River size) int 5 0 65535
  1231. # Controls width of tunnels, a smaller value creates wider tunnels.
  1232. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1233. # intensive noise calculations.
  1234. mgvalleys_cave_width (Cave width) float 0.09
  1235. # Lower Y limit of dungeons.
  1236. mgvalleys_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  1237. # Upper Y limit of dungeons.
  1238. mgvalleys_dungeon_ymax (Dungeon maximum Y) int 63 -31000 31000
  1239. [**Noises]
  1240. # First of two 3D noises that together define tunnels.
  1241. mgvalleys_np_cave1 (Cave noise #1) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1242. # Second of two 3D noises that together define tunnels.
  1243. mgvalleys_np_cave2 (Cave noise #2) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1244. # Variation of biome filler depth.
  1245. mgvalleys_np_filler_depth (Filler depth) noise_params_2d 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0, eased
  1246. # 3D noise defining giant caverns.
  1247. mgvalleys_np_cavern (Cavern noise) noise_params_3d 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0
  1248. # Defines large-scale river channel structure.
  1249. mgvalleys_np_rivers (River noise) noise_params_2d 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0, eased
  1250. # Base terrain height.
  1251. mgvalleys_np_terrain_height (Terrain height) noise_params_2d -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0, eased
  1252. # Raises terrain to make valleys around the rivers.
  1253. mgvalleys_np_valley_depth (Valley depth) noise_params_2d 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0, eased
  1254. # Slope and fill work together to modify the heights.
  1255. mgvalleys_np_inter_valley_fill (Valley fill) noise_params_3d 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0
  1256. # Amplifies the valleys.
  1257. mgvalleys_np_valley_profile (Valley profile) noise_params_2d 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0, eased
  1258. # Slope and fill work together to modify the heights.
  1259. mgvalleys_np_inter_valley_slope (Valley slope) noise_params_2d 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0, eased
  1260. # 3D noise that determines number of dungeons per mapchunk.
  1261. mgvalleys_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1262. [Advanced]
  1263. [*Developer Options]
  1264. # Enable Lua modding support on client.
  1265. # This support is experimental and API can change.
  1266. enable_client_modding (Client modding) bool false
  1267. # Replaces the default main menu with a custom one.
  1268. main_menu_script (Main menu script) string
  1269. [**Mod Security]
  1270. # Prevent mods from doing insecure things like running shell commands.
  1271. secure.enable_security (Enable mod security) bool true
  1272. # Comma-separated list of trusted mods that are allowed to access insecure
  1273. # functions even when mod security is on (via request_insecure_environment()).
  1274. secure.trusted_mods (Trusted mods) string
  1275. # Comma-separated list of mods that are allowed to access HTTP APIs, which
  1276. # allow them to upload and download data to/from the internet.
  1277. secure.http_mods (HTTP mods) string
  1278. [**Debugging]
  1279. # Level of logging to be written to debug.txt:
  1280. # - <nothing> (no logging)
  1281. # - none (messages with no level)
  1282. # - error
  1283. # - warning
  1284. # - action
  1285. # - info
  1286. # - verbose
  1287. # - trace
  1288. debug_log_level (Debug log level) enum action ,none,error,warning,action,info,verbose,trace
  1289. # If the file size of debug.txt exceeds the number of megabytes specified in
  1290. # this setting when it is opened, the file is moved to debug.txt.1,
  1291. # deleting an older debug.txt.1 if it exists.
  1292. # debug.txt is only moved if this setting is positive.
  1293. debug_log_size_max (Debug log file size threshold) int 50 1
  1294. # Minimal level of logging to be written to chat.
  1295. chat_log_level (Chat log level) enum error ,none,error,warning,action,info,verbose,trace
  1296. # Handling for deprecated Lua API calls:
  1297. # - none: Do not log deprecated calls
  1298. # - log: mimic and log backtrace of deprecated call (default).
  1299. # - error: abort on usage of deprecated call (suggested for mod developers).
  1300. deprecated_lua_api_handling (Deprecated Lua API handling) enum log none,log,error
  1301. # Enable random user input (only used for testing).
  1302. random_input (Random input) bool false
  1303. # Enable random mod loading (mainly used for testing).
  1304. random_mod_load_order (Random mod load order) bool false
  1305. # Enable mod channels support.
  1306. enable_mod_channels (Mod channels) bool false
  1307. [**Mod Profiler]
  1308. # Load the game profiler to collect game profiling data.
  1309. # Provides a /profiler command to access the compiled profile.
  1310. # Useful for mod developers and server operators.
  1311. profiler.load (Load the game profiler) bool false
  1312. # The default format in which profiles are being saved,
  1313. # when calling `/profiler save [format]` without format.
  1314. profiler.default_report_format (Default report format) enum txt txt,csv,lua,json,json_pretty
  1315. # The file path relative to your world path in which profiles will be saved to.
  1316. profiler.report_path (Report path) string
  1317. # Instrument the methods of entities on registration.
  1318. instrument.entity (Entity methods) bool true
  1319. # Instrument the action function of Active Block Modifiers on registration.
  1320. instrument.abm (Active Block Modifiers) bool true
  1321. # Instrument the action function of Loading Block Modifiers on registration.
  1322. instrument.lbm (Loading Block Modifiers) bool true
  1323. # Instrument chat commands on registration.
  1324. instrument.chatcommand (Chat commands) bool true
  1325. # Instrument global callback functions on registration.
  1326. # (anything you pass to a core.register_*() function)
  1327. instrument.global_callback (Global callbacks) bool true
  1328. # Instrument builtin.
  1329. # This is usually only needed by core/builtin contributors
  1330. instrument.builtin (Builtin) bool false
  1331. # Have the profiler instrument itself:
  1332. # * Instrument an empty function.
  1333. # This estimates the overhead, that instrumentation is adding (+1 function call).
  1334. # * Instrument the sampler being used to update the statistics.
  1335. instrument.profiler (Profiler) bool false
  1336. [**Engine Profiler]
  1337. # Print the engine's profiling data in regular intervals (in seconds).
  1338. # 0 = disable. Useful for developers.
  1339. profiler_print_interval (Engine profiling data print interval) int 0 0
  1340. [*Advanced]
  1341. # Enable IPv6 support (for both client and server).
  1342. # Required for IPv6 connections to work at all.
  1343. enable_ipv6 (IPv6) bool true
  1344. # If enabled, invalid world data won't cause the server to shut down.
  1345. # Only enable this if you know what you are doing.
  1346. ignore_world_load_errors (Ignore world errors) bool false
  1347. [**Graphics]
  1348. # Enables debug and error-checking in the OpenGL driver.
  1349. opengl_debug (OpenGL debug) bool false
  1350. # Path to shader directory. If no path is defined, default location will be used.
  1351. shader_path (Shader path) path
  1352. # The rendering back-end.
  1353. # Note: A restart is required after changing this!
  1354. # OpenGL is the default for desktop, and OGLES2 for Android.
  1355. video_driver (Video driver) enum ,opengl,opengl3,ogles2
  1356. # Distance in nodes at which transparency depth sorting is enabled.
  1357. # Use this to limit the performance impact of transparency depth sorting.
  1358. # Set to 0 to disable it entirely.
  1359. transparency_sorting_distance (Transparency Sorting Distance) int 16 0 128
  1360. # Draw transparency sorted triangles grouped by their mesh buffers.
  1361. # This breaks transparency sorting between mesh buffers, but avoids situations
  1362. # where transparency sorting would be very slow otherwise.
  1363. transparency_sorting_group_by_buffers (Transparency Sorting Group by Buffers) bool true
  1364. # Radius of cloud area stated in number of 64 node cloud squares.
  1365. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
  1366. cloud_radius (Cloud radius) int 12 8 62
  1367. # Delay between mesh updates on the client in ms. Increasing this will slow
  1368. # down the rate of mesh updates, thus reducing jitter on slower clients.
  1369. mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50
  1370. # Number of threads to use for mesh generation.
  1371. # Value of 0 (default) will let Luanti autodetect the number of available threads.
  1372. mesh_generation_threads (Mapblock mesh generation threads) int 0 0 8
  1373. # All mesh buffers with less than this number of vertices will be merged
  1374. # during map rendering. This improves rendering performance.
  1375. mesh_buffer_min_vertices (Minimum vertex count for mesh buffers) int 300 0 1000
  1376. # True = 256
  1377. # False = 128
  1378. # Usable to make minimap smoother on slower machines.
  1379. minimap_double_scan_height (Minimap scan height) bool true
  1380. # Textures on a node may be aligned either to the node or to the world.
  1381. # The former mode suits better things like machines, furniture, etc., while
  1382. # the latter makes stairs and microblocks fit surroundings better.
  1383. # However, as this possibility is new, thus may not be used by older servers,
  1384. # this option allows enforcing it for certain node types. Note though that
  1385. # that is considered EXPERIMENTAL and may not work properly.
  1386. world_aligned_mode (World-aligned textures mode) enum enable disable,enable,force_solid,force_nodebox
  1387. # World-aligned textures may be scaled to span several nodes. However,
  1388. # the server may not send the scale you want, especially if you use
  1389. # a specially-designed texture pack; with this option, the client tries
  1390. # to determine the scale automatically basing on the texture size.
  1391. # See also texture_min_size.
  1392. # Warning: This option is EXPERIMENTAL!
  1393. autoscale_mode (Autoscaling mode) enum disable disable,enable,force
  1394. # When using bilinear/trilinear filtering, low-resolution textures
  1395. # can be blurred, so this option automatically upscales them to preserve
  1396. # crisp pixels. This defines the minimum texture size for the upscaled textures;
  1397. # higher values look sharper, but require more memory.
  1398. # This setting is ONLY applied if any of the mentioned filters are enabled.
  1399. # This is also used as the base node texture size for world-aligned
  1400. # texture autoscaling.
  1401. texture_min_size (Base texture size) int 64 1 32768
  1402. # Side length of a cube of map blocks that the client will consider together
  1403. # when generating meshes.
  1404. # Larger values increase the utilization of the GPU by reducing the number of
  1405. # draw calls, benefiting especially high-end GPUs.
  1406. # Systems with a low-end GPU (or no GPU) would benefit from smaller values.
  1407. client_mesh_chunk (Client Mesh Chunksize) int 1 1 16
  1408. # Decide the color depth of the texture used for the post-processing pipeline.
  1409. # Reducing this can improve performance, but might cause some effects (e.g. bloom)
  1410. # to not work.
  1411. #
  1412. # Requires: enable_post_processing
  1413. post_processing_texture_bits (Color depth for post-processing texture) enum 16 8,10,16
  1414. # Enable Poisson disk filtering.
  1415. # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
  1416. #
  1417. # Requires: enable_dynamic_shadows, opengl
  1418. shadow_poisson_filter (Poisson filtering) bool true
  1419. # Spread a complete update of shadow map over given number of frames.
  1420. # Higher values might make shadows laggy, lower values
  1421. # will consume more resources.
  1422. # Minimum value: 1; maximum value: 16
  1423. #
  1424. # Requires: enable_dynamic_shadows, opengl
  1425. shadow_update_frames (Map shadows update frames) int 16 1 32
  1426. # Set to true to render debugging breakdown of the bloom effect.
  1427. # In debug mode, the screen is split into 4 quadrants:
  1428. # top-left - processed base image, top-right - final image
  1429. # bottom-left - raw base image, bottom-right - bloom texture.
  1430. #
  1431. # Requires: enable_post_processing, enable_bloom
  1432. enable_bloom_debug (Enable Bloom Debug) bool false
  1433. [**Sound]
  1434. # Comma-separated list of AL and ALC extensions that should not be used.
  1435. # Useful for testing. See al_extensions.[h,cpp] for details.
  1436. sound_extensions_blacklist (Sound Extensions Blacklist) string
  1437. [**Font]
  1438. font_bold (Font bold by default) bool false
  1439. font_italic (Font italic by default) bool false
  1440. # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
  1441. font_shadow (Font shadow) int 1 0 65535
  1442. # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
  1443. font_shadow_alpha (Font shadow alpha) int 127 0 255
  1444. # Font size of the default font where 1 unit = 1 pixel at 96 DPI
  1445. font_size (Font size) int 16 5 72
  1446. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  1447. # with this font will always be divisible by this value, in pixels. For instance,
  1448. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  1449. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  1450. font_size_divisible_by (Font size divisible by) int 1 1
  1451. # Path to the default font. Must be a TrueType font.
  1452. # The fallback font will be used if the font cannot be loaded.
  1453. font_path (Regular font path) filepath fonts/Arimo-Regular.ttf
  1454. font_path_bold (Bold font path) filepath fonts/Arimo-Bold.ttf
  1455. font_path_italic (Italic font path) filepath fonts/Arimo-Italic.ttf
  1456. font_path_bold_italic (Bold and italic font path) filepath fonts/Arimo-BoldItalic.ttf
  1457. # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
  1458. mono_font_size (Monospace font size) int 16 5 72
  1459. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  1460. # with this font will always be divisible by this value, in pixels. For instance,
  1461. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  1462. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  1463. mono_font_size_divisible_by (Monospace font size divisible by) int 1 1
  1464. # Path to the monospace font. Must be a TrueType font.
  1465. # This font is used for e.g. the console and profiler screen.
  1466. mono_font_path (Monospace font path) filepath fonts/Cousine-Regular.ttf
  1467. mono_font_path_bold (Bold monospace font path) filepath fonts/Cousine-Bold.ttf
  1468. mono_font_path_italic (Italic monospace font path) filepath fonts/Cousine-Italic.ttf
  1469. mono_font_path_bold_italic (Bold and italic monospace font path) filepath fonts/Cousine-BoldItalic.ttf
  1470. # Path of the fallback font. Must be a TrueType font.
  1471. # This font will be used for certain languages or if the default font is unavailable.
  1472. fallback_font_path (Fallback font path) filepath fonts/DroidSansFallbackFull.ttf
  1473. [**Lighting]
  1474. # Gradient of light curve at minimum light level.
  1475. # Controls the contrast of the lowest light levels.
  1476. lighting_alpha (Light curve low gradient) float 0.0 0.0 3.0
  1477. # Gradient of light curve at maximum light level.
  1478. # Controls the contrast of the highest light levels.
  1479. lighting_beta (Light curve high gradient) float 1.5 0.0 3.0
  1480. # Strength of light curve boost.
  1481. # The 3 'boost' parameters define a range of the light
  1482. # curve that is boosted in brightness.
  1483. lighting_boost (Light curve boost) float 0.2 0.0 0.4
  1484. # Center of light curve boost range.
  1485. # Where 0.0 is minimum light level, 1.0 is maximum light level.
  1486. lighting_boost_center (Light curve boost center) float 0.5 0.0 1.0
  1487. # Spread of light curve boost range.
  1488. # Controls the width of the range to be boosted.
  1489. # Standard deviation of the light curve boost Gaussian.
  1490. lighting_boost_spread (Light curve boost spread) float 0.2 0.0 0.4
  1491. [**Networking]
  1492. # Prometheus listener address.
  1493. # If Luanti is compiled with ENABLE_PROMETHEUS option enabled,
  1494. # enable metrics listener for Prometheus on that address.
  1495. # Metrics can be fetched on http://127.0.0.1:30000/metrics
  1496. prometheus_listener_address (Prometheus listener address) string 127.0.0.1:30000
  1497. # Maximum size of the outgoing chat queue.
  1498. # 0 to disable queueing and -1 to make the queue size unlimited.
  1499. max_out_chat_queue_size (Maximum size of the outgoing chat queue) int 20 -1 32767
  1500. # Timeout for client to remove unused map data from memory, in seconds.
  1501. client_unload_unused_data_timeout (Mapblock unload timeout) float 600.0 0.0
  1502. # Maximum number of mapblocks for client to be kept in memory.
  1503. # Set to -1 for unlimited amount.
  1504. client_mapblock_limit (Mapblock limit) int 7500 -1 2147483647
  1505. # Maximum number of blocks that are simultaneously sent per client.
  1506. # The maximum total count is calculated dynamically:
  1507. # max_total = ceil((#clients + max_users) * per_client / 4)
  1508. max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 40 1 4294967295
  1509. # To reduce lag, block transfers are slowed down when a player is building something.
  1510. # This determines how long they are slowed down after placing or removing a node.
  1511. full_block_send_enable_min_time_from_building (Delay in sending blocks after building) float 2.0 0.0
  1512. # Maximum number of packets sent per send step in the low-level networking code.
  1513. # You generally don't need to change this, however busy servers may benefit from a higher number.
  1514. max_packets_per_iteration (Max. packets per iteration) int 1024 1 65535
  1515. # Compression level to use when sending mapblocks to the client.
  1516. # -1 - use default compression level
  1517. # 0 - least compression, fastest
  1518. # 9 - best compression, slowest
  1519. map_compression_level_net (Map Compression Level for Network Transfer) int -1 -1 9
  1520. [**Server]
  1521. # Format of player chat messages. The following strings are valid placeholders:
  1522. # @name, @message, @timestamp (optional)
  1523. chat_message_format (Chat message format) string <@name> @message
  1524. # If the execution of a chat command takes longer than this specified time in
  1525. # seconds, add the time information to the chat command message
  1526. chatcommand_msg_time_threshold (Chat command time message threshold) float 0.1 0.0
  1527. # A message to be displayed to all clients when the server shuts down.
  1528. kick_msg_shutdown (Shutdown message) string Server shutting down.
  1529. # A message to be displayed to all clients when the server crashes.
  1530. kick_msg_crash (Crash message) string This server has experienced an internal error. You will now be disconnected.
  1531. # Whether to ask clients to reconnect after a (Lua) crash.
  1532. # Set this to true if your server is set up to restart automatically.
  1533. ask_reconnect_on_crash (Ask to reconnect after crash) bool false
  1534. [**Server/Env Performance]
  1535. # Length of a server tick (the interval at which everything is generally updated),
  1536. # stated in seconds.
  1537. # Does not apply to sessions hosted from the client menu.
  1538. # This is a lower bound, i.e. server steps may not be shorter than this, but
  1539. # they are often longer.
  1540. dedicated_server_step (Dedicated server step) float 0.09 0.0 1.0
  1541. # Whether players are shown to clients without any range limit.
  1542. # Deprecated, use the setting player_transfer_distance instead.
  1543. unlimited_player_transfer_distance (Unlimited player transfer distance) bool true
  1544. # Defines the maximal player transfer distance in blocks (0 = unlimited).
  1545. player_transfer_distance (Player transfer distance) int 0 0 65535
  1546. # From how far clients know about objects, stated in mapblocks (16 nodes).
  1547. #
  1548. # Setting this larger than active_block_range will also cause the server
  1549. # to maintain active objects up to this distance in the direction the
  1550. # player is looking. (This can avoid mobs suddenly disappearing from view)
  1551. active_object_send_range_blocks (Active object send range) int 8 1 65535
  1552. # The radius of the volume of blocks around every player that is subject to the
  1553. # active block stuff, stated in mapblocks (16 nodes).
  1554. # In active blocks objects are loaded and ABMs run.
  1555. # This is also the minimum range in which active objects (mobs) are maintained.
  1556. # This should be configured together with active_object_send_range_blocks.
  1557. active_block_range (Active block range) int 4 1 65535
  1558. # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
  1559. max_block_send_distance (Max block send distance) int 12 1 65535
  1560. # Default maximum number of forceloaded mapblocks.
  1561. # Set this to -1 to disable the limit.
  1562. max_forceloaded_blocks (Maximum forceloaded blocks) int 16 -1
  1563. # Interval of saving important changes in the world, stated in seconds.
  1564. server_map_save_interval (Map save interval) float 5.3 0.001
  1565. # How long the server will wait before unloading unused mapblocks, stated in seconds.
  1566. # Higher value is smoother, but will use more RAM.
  1567. server_unload_unused_data_timeout (Unload unused server data) int 29 0 4294967295
  1568. # Maximum number of statically stored objects in a block.
  1569. max_objects_per_block (Maximum objects per block) int 256 256 65535
  1570. # Length of time between active block management cycles, stated in seconds.
  1571. active_block_mgmt_interval (Active block management interval) float 2.0 0.0
  1572. # Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
  1573. abm_interval (ABM interval) float 1.0 0.0
  1574. # The time budget allowed for ABMs to execute on each step
  1575. # (as a fraction of the ABM Interval)
  1576. abm_time_budget (ABM time budget) float 0.2 0.1 0.9
  1577. # Length of time between NodeTimer execution cycles, stated in seconds.
  1578. nodetimer_interval (NodeTimer interval) float 0.2 0.0
  1579. # Max liquids processed per step.
  1580. liquid_loop_max (Liquid loop max) int 100000 1 4294967295
  1581. # The time (in seconds) that the liquids queue may grow beyond processing
  1582. # capacity until an attempt is made to decrease its size by dumping old queue
  1583. # items. A value of 0 disables the functionality.
  1584. liquid_queue_purge_time (Liquid queue purge time) int 0 0 65535
  1585. # Liquid update interval in seconds.
  1586. liquid_update (Liquid update tick) float 1.0 0.001
  1587. # At this distance the server will aggressively optimize which blocks are sent to
  1588. # clients.
  1589. # Small values potentially improve performance a lot, at the expense of visible
  1590. # rendering glitches (some blocks might not be rendered correctly in caves).
  1591. # Setting this to a value greater than max_block_send_distance disables this
  1592. # optimization.
  1593. # Stated in MapBlocks (16 nodes).
  1594. block_send_optimize_distance (Block send optimize distance) int 4 2 2047
  1595. # If enabled, the server will perform map block occlusion culling based on
  1596. # on the eye position of the player. This can reduce the number of blocks
  1597. # sent to the client by 50-80%. Clients will no longer receive most
  1598. # invisible blocks, so that the utility of noclip mode is reduced.
  1599. server_side_occlusion_culling (Server-side occlusion culling) bool true
  1600. # At this distance the server will perform a simpler and cheaper occlusion check.
  1601. # Smaller values potentially improve performance, at the expense of temporarily visible
  1602. # rendering glitches (missing blocks).
  1603. # This is especially useful for very large viewing range (upwards of 500).
  1604. # Stated in MapBlocks (16 nodes).
  1605. block_cull_optimize_distance (Block cull optimize distance) int 25 2 2047
  1606. [**Mapgen]
  1607. # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
  1608. # WARNING: There is no benefit, and there are several dangers, in
  1609. # increasing this value above 5.
  1610. # Reducing this value increases cave and dungeon density.
  1611. # Altering this value is for special usage, leaving it unchanged is
  1612. # recommended.
  1613. chunksize (Chunk size) int 5 1 10
  1614. # Dump the mapgen debug information.
  1615. enable_mapgen_debug_info (Mapgen debug) bool false
  1616. # Maximum number of blocks that can be queued for loading.
  1617. emergequeue_limit_total (Absolute limit of queued blocks to emerge) int 1024 1 1000000
  1618. # Maximum number of blocks to be queued that are to be loaded from file.
  1619. # This limit is enforced per player.
  1620. emergequeue_limit_diskonly (Per-player limit of queued blocks load from disk) int 128 1 1000000
  1621. # Maximum number of blocks to be queued that are to be generated.
  1622. # This limit is enforced per player.
  1623. emergequeue_limit_generate (Per-player limit of queued blocks to generate) int 128 1 1000000
  1624. # Number of emerge threads to use.
  1625. # Value 0:
  1626. # - Automatic selection. The number of emerge threads will be
  1627. # - 'number of processors - 2', with a lower limit of 1.
  1628. # Any other value:
  1629. # - Specifies the number of emerge threads, with a lower limit of 1.
  1630. # WARNING: Increasing the number of emerge threads increases engine mapgen
  1631. # speed, but this may harm game performance by interfering with other
  1632. # processes, especially in singleplayer and/or when running Lua code in
  1633. # 'on_generated'. For many users the optimum setting may be '1'.
  1634. num_emerge_threads (Number of emerge threads) int 1 0 32767
  1635. [**cURL]
  1636. # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
  1637. curl_timeout (cURL interactive timeout) int 20000 1000 2147483647
  1638. # Limits number of parallel HTTP requests. Affects:
  1639. # - Media fetch if server uses remote_media setting.
  1640. # - Serverlist download and server announcement.
  1641. # - Downloads performed by main menu (e.g. mod manager).
  1642. # Only has an effect if compiled with cURL.
  1643. curl_parallel_limit (cURL parallel limit) int 8 1 2147483647
  1644. # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
  1645. curl_file_download_timeout (cURL file download timeout) int 300000 5000 2147483647
  1646. [**Miscellaneous]
  1647. # Adjust the detected display density, used for scaling UI elements.
  1648. display_density_factor (Display Density Scaling Factor) float 1 0.5 5.0
  1649. # Windows systems only: Start Luanti with the command line window in the background.
  1650. # Contains the same information as the file debug.txt (default name).
  1651. enable_console (Enable console window) bool false
  1652. # Number of extra blocks that can be loaded by /clearobjects at once.
  1653. # This is a trade-off between SQLite transaction overhead and
  1654. # memory consumption (4096=100MB, as a rule of thumb).
  1655. max_clearobjects_extra_loaded_blocks (Max. clearobjects extra blocks) int 4096 0 4294967295
  1656. # World directory (everything in the world is stored here).
  1657. # Not needed if starting from the main menu.
  1658. map-dir (Map directory) path
  1659. # See https://www.sqlite.org/pragma.html#pragma_synchronous
  1660. sqlite_synchronous (Synchronous SQLite) enum 2 0,1,2
  1661. # Compression level to use when saving mapblocks to disk.
  1662. # -1 - use default compression level
  1663. # 0 - least compression, fastest
  1664. # 9 - best compression, slowest
  1665. map_compression_level_disk (Map Compression Level for Disk Storage) int -1 -1 9
  1666. # Enable usage of remote media server (if provided by server).
  1667. # Remote servers offer a significantly faster way to download media (e.g. textures)
  1668. # when connecting to the server.
  1669. enable_remote_media_server (Connect to external media server) bool true
  1670. # File in client/serverlist/ that contains your favorite servers displayed in the
  1671. # Multiplayer Tab.
  1672. serverlist_file (Serverlist file) string favoriteservers.json
  1673. [*Gamepads]
  1674. # Enable joysticks. Requires a restart to take effect
  1675. enable_joysticks (Enable joysticks) bool false
  1676. # The identifier of the joystick to use
  1677. joystick_id (Joystick ID) int 0 0 255
  1678. # The type of joystick
  1679. joystick_type (Joystick type) enum auto auto,generic,xbox,dragonrise_gamecube
  1680. # The time in seconds it takes between repeated events
  1681. # when holding down a joystick button combination.
  1682. repeat_joystick_button_time (Joystick button repetition interval) float 0.17 0.001
  1683. # The dead zone of the joystick
  1684. joystick_deadzone (Joystick dead zone) int 2048 0 65535
  1685. # The sensitivity of the joystick axes for moving the
  1686. # in-game view frustum around.
  1687. joystick_frustum_sensitivity (Joystick frustum sensitivity) float 170.0 0.001
  1688. [*Hide: Temporary Settings]
  1689. # Path to texture directory. All textures are first searched from here.
  1690. texture_path (Texture path) path
  1691. # Enables minimap.
  1692. enable_minimap (Minimap) bool true
  1693. # Shape of the minimap. Enabled = round, disabled = square.
  1694. minimap_shape_round (Round minimap) bool true
  1695. # Address to connect to.
  1696. # Leave this blank to start a local server.
  1697. # Note that the address field in the main menu overrides this setting.
  1698. address (Server address) string
  1699. # Port to connect to (UDP).
  1700. # Note that the port field in the main menu overrides this setting.
  1701. remote_port (Remote port) int 30000 1 65535
  1702. # Enable players getting damage and dying.
  1703. enable_damage (Damage) bool false
  1704. # Enable creative mode for all players
  1705. creative_mode (Creative) bool false
  1706. # Whether to allow players to damage and kill each other.
  1707. enable_pvp (Player versus player) bool true
  1708. # Player is able to fly without being affected by gravity.
  1709. # This requires the "fly" privilege on the server.
  1710. free_move (Flying) bool false
  1711. # If enabled, makes move directions relative to the player's pitch when flying or swimming.
  1712. pitch_move (Pitch move mode) bool false
  1713. # Fast movement (via the "Aux1" key).
  1714. # This requires the "fast" privilege on the server.
  1715. fast_move (Fast movement) bool false
  1716. # If enabled together with fly mode, player is able to fly through solid nodes.
  1717. # This requires the "noclip" privilege on the server.
  1718. noclip (Noclip) bool false
  1719. # Continuous forward movement, toggled by autoforward key.
  1720. # Press the autoforward key again or the backwards movement to disable.
  1721. continuous_forward (Continuous forward) bool false
  1722. # This can be bound to a key to toggle camera smoothing when looking around.
  1723. # Useful for recording videos
  1724. cinematic (Cinematic mode) bool false
  1725. # Affects mods and texture packs in the Content and Select Mods menus, as well as
  1726. # setting names.
  1727. # Controlled by a checkbox in the settings menu.
  1728. show_technical_names (Show technical names) bool false
  1729. # Controlled by a checkbox in the settings menu.
  1730. show_advanced (Show advanced settings) bool false
  1731. # Key for moving the player forward.
  1732. keymap_forward (Forward key) key KEY_KEY_W
  1733. # Key for moving the player backward.
  1734. # Will also disable autoforward, when active.
  1735. keymap_backward (Backward key) key KEY_KEY_S
  1736. # Key for moving the player left.
  1737. keymap_left (Left key) key KEY_KEY_A
  1738. # Key for moving the player right.
  1739. keymap_right (Right key) key KEY_KEY_D
  1740. # Key for jumping.
  1741. keymap_jump (Jump key) key KEY_SPACE
  1742. # Key for sneaking.
  1743. # Also used for climbing down and descending in water if aux1_descends is disabled.
  1744. keymap_sneak (Sneak key) key KEY_LSHIFT
  1745. # Key for digging, punching or using something.
  1746. # (Note: The actual meaning might vary on a per-game basis.)
  1747. keymap_dig (Dig/punch/use key) key KEY_LBUTTON
  1748. # Key for placing an item/block or for using something.
  1749. # (Note: The actual meaning might vary on a per-game basis.)
  1750. keymap_place (Place/use key) key KEY_RBUTTON
  1751. # Key for opening the inventory.
  1752. keymap_inventory (Inventory key) key KEY_KEY_I
  1753. # Key for moving fast in fast mode.
  1754. keymap_aux1 (Aux1 key) key KEY_KEY_E
  1755. # Key for opening the chat window.
  1756. keymap_chat (Chat key) key KEY_KEY_T
  1757. # Key for opening the chat window to type commands.
  1758. keymap_cmd (Command key) key /
  1759. # Key for opening the chat window to type local commands.
  1760. keymap_cmd_local (Command key) key .
  1761. # Key for toggling unlimited view range.
  1762. keymap_rangeselect (Range select key) key
  1763. # Key for toggling flying.
  1764. keymap_freemove (Fly key) key KEY_KEY_K
  1765. # Key for toggling pitch move mode.
  1766. keymap_pitchmove (Pitch move key) key
  1767. # Key for toggling fast mode.
  1768. keymap_fastmove (Fast key) key KEY_KEY_J
  1769. # Key for toggling noclip mode.
  1770. keymap_noclip (Noclip key) key KEY_KEY_H
  1771. # Key for selecting the next item in the hotbar.
  1772. keymap_hotbar_next (Hotbar next key) key KEY_KEY_N
  1773. # Key for selecting the previous item in the hotbar.
  1774. keymap_hotbar_previous (Hotbar previous key) key KEY_KEY_B
  1775. # Key for muting the game.
  1776. keymap_mute (Mute key) key KEY_KEY_M
  1777. # Key for increasing the volume.
  1778. keymap_increase_volume (Inc. volume key) key
  1779. # Key for decreasing the volume.
  1780. keymap_decrease_volume (Dec. volume key) key
  1781. # Key for toggling autoforward.
  1782. keymap_autoforward (Automatic forward key) key
  1783. # Key for toggling cinematic mode.
  1784. keymap_cinematic (Cinematic mode key) key
  1785. # Key for toggling display of minimap.
  1786. keymap_minimap (Minimap key) key KEY_KEY_V
  1787. # Key for taking screenshots.
  1788. keymap_screenshot (Screenshot) key KEY_F12
  1789. # Key for toggling fullscreen mode.
  1790. keymap_fullscreen (Fullscreen key) key KEY_F11
  1791. # Key for dropping the currently selected item.
  1792. keymap_drop (Drop item key) key KEY_KEY_Q
  1793. # Key to use view zoom when possible.
  1794. keymap_zoom (View zoom key) key KEY_KEY_Z
  1795. # Key for selecting the first hotbar slot.
  1796. keymap_slot1 (Hotbar slot 1 key) key KEY_KEY_1
  1797. # Key for selecting the second hotbar slot.
  1798. keymap_slot2 (Hotbar slot 2 key) key KEY_KEY_2
  1799. # Key for selecting the third hotbar slot.
  1800. keymap_slot3 (Hotbar slot 3 key) key KEY_KEY_3
  1801. # Key for selecting the fourth hotbar slot.
  1802. keymap_slot4 (Hotbar slot 4 key) key KEY_KEY_4
  1803. # Key for selecting the fifth hotbar slot.
  1804. keymap_slot5 (Hotbar slot 5 key) key KEY_KEY_5
  1805. # Key for selecting the sixth hotbar slot.
  1806. keymap_slot6 (Hotbar slot 6 key) key KEY_KEY_6
  1807. # Key for selecting the seventh hotbar slot.
  1808. keymap_slot7 (Hotbar slot 7 key) key KEY_KEY_7
  1809. # Key for selecting the eighth hotbar slot.
  1810. keymap_slot8 (Hotbar slot 8 key) key KEY_KEY_8
  1811. # Key for selecting the ninth hotbar slot.
  1812. keymap_slot9 (Hotbar slot 9 key) key KEY_KEY_9
  1813. # Key for selecting the tenth hotbar slot.
  1814. keymap_slot10 (Hotbar slot 10 key) key KEY_KEY_0
  1815. # Key for selecting the 11th hotbar slot.
  1816. keymap_slot11 (Hotbar slot 11 key) key
  1817. # Key for selecting the 12th hotbar slot.
  1818. keymap_slot12 (Hotbar slot 12 key) key
  1819. # Key for selecting the 13th hotbar slot.
  1820. keymap_slot13 (Hotbar slot 13 key) key
  1821. # Key for selecting the 14th hotbar slot.
  1822. keymap_slot14 (Hotbar slot 14 key) key
  1823. # Key for selecting the 15th hotbar slot.
  1824. keymap_slot15 (Hotbar slot 15 key) key
  1825. # Key for selecting the 16th hotbar slot.
  1826. keymap_slot16 (Hotbar slot 16 key) key
  1827. # Key for selecting the 17th hotbar slot.
  1828. keymap_slot17 (Hotbar slot 17 key) key
  1829. # Key for selecting the 18th hotbar slot.
  1830. keymap_slot18 (Hotbar slot 18 key) key
  1831. # Key for selecting the 19th hotbar slot.
  1832. keymap_slot19 (Hotbar slot 19 key) key
  1833. # Key for selecting the 20th hotbar slot.
  1834. keymap_slot20 (Hotbar slot 20 key) key
  1835. # Key for selecting the 21st hotbar slot.
  1836. keymap_slot21 (Hotbar slot 21 key) key
  1837. # Key for selecting the 22nd hotbar slot.
  1838. keymap_slot22 (Hotbar slot 22 key) key
  1839. # Key for selecting the 23rd hotbar slot.
  1840. keymap_slot23 (Hotbar slot 23 key) key
  1841. # Key for selecting the 24th hotbar slot.
  1842. keymap_slot24 (Hotbar slot 24 key) key
  1843. # Key for selecting the 25th hotbar slot.
  1844. keymap_slot25 (Hotbar slot 25 key) key
  1845. # Key for selecting the 26th hotbar slot.
  1846. keymap_slot26 (Hotbar slot 26 key) key
  1847. # Key for selecting the 27th hotbar slot.
  1848. keymap_slot27 (Hotbar slot 27 key) key
  1849. # Key for selecting the 28th hotbar slot.
  1850. keymap_slot28 (Hotbar slot 28 key) key
  1851. # Key for selecting the 29th hotbar slot.
  1852. keymap_slot29 (Hotbar slot 29 key) key
  1853. # Key for selecting the 30th hotbar slot.
  1854. keymap_slot30 (Hotbar slot 30 key) key
  1855. # Key for selecting the 31st hotbar slot.
  1856. keymap_slot31 (Hotbar slot 31 key) key
  1857. # Key for selecting the 32nd hotbar slot.
  1858. keymap_slot32 (Hotbar slot 32 key) key
  1859. # Key for toggling the display of the HUD.
  1860. keymap_toggle_hud (HUD toggle key) key KEY_F1
  1861. # Key for toggling the display of chat.
  1862. keymap_toggle_chat (Chat toggle key) key KEY_F2
  1863. # Key for toggling the display of the large chat console.
  1864. keymap_console (Large chat console key) key KEY_F10
  1865. # Key for toggling the display of fog.
  1866. keymap_toggle_fog (Fog toggle key) key KEY_F3
  1867. # Key for toggling the camera update. Only usable with 'debug' privilege.
  1868. keymap_toggle_update_camera (Camera update toggle key) key
  1869. # Key for toggling the display of debug info.
  1870. keymap_toggle_debug (Debug info toggle key) key KEY_F5
  1871. # Key for toggling the display of the profiler. Used for development.
  1872. keymap_toggle_profiler (Profiler toggle key) key KEY_F6
  1873. # Key for toggling the display of mapblock boundaries.
  1874. keymap_toggle_block_bounds (Block bounds toggle key) key
  1875. # Key for switching between first- and third-person camera.
  1876. keymap_camera_mode (Toggle camera mode key) key KEY_KEY_C
  1877. # Key for increasing the viewing range.
  1878. keymap_increase_viewing_range_min (View range increase key) key +
  1879. # Key for decreasing the viewing range.
  1880. keymap_decrease_viewing_range_min (View range decrease key) key -