settingtypes.txt 1.8 KB

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  1. # If enabled, nodes won't be used up when placed.
  2. # Note: This behavior can also be toggled in-game with the /infplace command.
  3. #
  4. # - true: enabled
  5. # - false: disabled
  6. # - auto: only enabled when Creative Mode is enabled (default)
  7. devtest_infplace (Infinite node placement) enum auto true,false,auto
  8. # If enabled, new players receive some initial items when joining for the first time.
  9. give_initial_stuff (Give initial stuff) bool true
  10. # If enabled, automated tests of the Lua API such as player health, crafting and PseudoRandom will be performed on startup.
  11. devtest_unittests_autostart (Perform unit tests) bool false
  12. # If enabled, the game will use all mapgen aliases for the v6 mapgen.
  13. # If disabled, it will only use a minimal set of mapgen aliases.
  14. # If enabled, there should be biome-specific tree, leaves and ground nodes. If disabled, stuff should use fallback nodes (like stone instead of desert stone).
  15. #
  16. # Many mapgen aliases have fallback values when no value is provided. Having this setting disabled can be useful to test whether those fallback values are functional.
  17. devtest_v6_mapgen_aliases (Use all v6 mapgen aliases) bool false
  18. # If enabled, the game will use dungeon stairs by enabling the corresponding mapgen aliases.
  19. #
  20. # Disabling this setting can be useful to test whether dungeons still work when stairs are not defined.
  21. devtest_dungeon_stairs (Generate dungeon stairs) bool false
  22. # If enabled, the mapgen alias 'mapgen_mossycobble' will be used. This should enable random mossy cobblestone in dungeons.
  23. # If disabled, it won't be used. The engine should fall back to cobble instead.
  24. devtest_dungeon_mossycobble (Generate mossy cobblestone) bool false
  25. # If enabled, some very basic biomes will be registered.
  26. devtest_register_biomes (Register biomes) bool true