settingtypes.txt 100 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. # Clouds are a client-side effect.
  310. enable_clouds (Clouds) bool true
  311. # Use 3D cloud look instead of flat.
  312. #
  313. # Requires: enable_clouds
  314. enable_3d_clouds (3D clouds) bool true
  315. # Use smooth cloud shading.
  316. #
  317. # Requires: enable_3d_clouds, enable_clouds
  318. soft_clouds (Soft clouds) bool false
  319. [**Filtering and Antialiasing]
  320. # Use mipmaps when scaling textures. May slightly increase performance,
  321. # especially when using a high-resolution texture pack.
  322. # Gamma-correct downscaling is not supported.
  323. mip_map (Mipmapping) bool false
  324. # Use bilinear filtering when scaling textures.
  325. bilinear_filter (Bilinear filtering) bool false
  326. # Use trilinear filtering when scaling textures.
  327. # If both bilinear and trilinear filtering are enabled, trilinear filtering
  328. # is applied.
  329. trilinear_filter (Trilinear filtering) bool false
  330. # Use anisotropic filtering when looking at textures from an angle.
  331. anisotropic_filter (Anisotropic filtering) bool false
  332. # Select the antialiasing method to apply.
  333. #
  334. # * None - No antialiasing (default)
  335. #
  336. # * FSAA - Hardware-provided full-screen antialiasing
  337. # A.K.A multi-sample antialiasing (MSAA)
  338. # Smoothens out block edges but does not affect the insides of textures.
  339. #
  340. # If Post Processing is disabled, changing FSAA requires a restart.
  341. # Also, if Post Processing is disabled, FSAA will not work together with
  342. # undersampling or a non-default "3d_mode" setting.
  343. #
  344. # * FXAA - Fast approximate antialiasing
  345. # Applies a post-processing filter to detect and smoothen high-contrast edges.
  346. # Provides balance between speed and image quality.
  347. #
  348. # * SSAA - Super-sampling antialiasing
  349. # Renders higher-resolution image of the scene, then scales down to reduce
  350. # the aliasing effects. This is the slowest and the most accurate method.
  351. antialiasing (Antialiasing method) enum none none,fsaa,fxaa,ssaa
  352. # Defines the size of the sampling grid for FSAA and SSAA antialiasing methods.
  353. # Value of 2 means taking 2x2 = 4 samples.
  354. fsaa (Anti-aliasing scale) enum 2 2,4,8,16
  355. [**Occlusion Culling]
  356. # Type of occlusion_culler
  357. #
  358. # "loops" is the legacy algorithm with nested loops and O(n³) complexity
  359. # "bfs" is the new algorithm based on breadth-first-search and side culling
  360. #
  361. # This setting should only be changed if you have performance problems.
  362. occlusion_culler (Occlusion Culler) enum bfs bfs,loops
  363. # Use raytraced occlusion culling in the new culler.
  364. # This flag enables use of raytraced occlusion culling test for
  365. # client mesh sizes smaller than 4x4x4 map blocks.
  366. enable_raytraced_culling (Enable Raytraced Culling) bool true
  367. [*Effects]
  368. # Allows liquids to be translucent.
  369. translucent_liquids (Translucent liquids) bool true
  370. # Leaves style:
  371. # - Fancy: all faces visible
  372. # - Simple: only outer faces
  373. # - Opaque: disable transparency
  374. leaves_style (Leaves style) enum fancy fancy,simple,opaque
  375. # Connects glass if supported by node.
  376. connected_glass (Connect glass) bool false
  377. # Enable smooth lighting with simple ambient occlusion.
  378. smooth_lighting (Smooth lighting) bool true
  379. # Enables tradeoffs that reduce CPU load or increase rendering performance
  380. # at the expense of minor visual glitches that do not impact game playability.
  381. performance_tradeoffs (Tradeoffs for performance) bool false
  382. # Adds particles when digging a node.
  383. enable_particles (Digging particles) bool true
  384. [**Waving Nodes]
  385. # Set to true to enable waving leaves.
  386. enable_waving_leaves (Waving leaves) bool false
  387. # Set to true to enable waving plants.
  388. enable_waving_plants (Waving plants) bool false
  389. # Set to true to enable waving liquids (like water).
  390. enable_waving_water (Waving liquids) bool false
  391. # The maximum height of the surface of waving liquids.
  392. # 4.0 = Wave height is two nodes.
  393. # 0.0 = Wave doesn't move at all.
  394. # Default is 1.0 (1/2 node).
  395. #
  396. # Requires: enable_waving_water
  397. water_wave_height (Waving liquids wave height) float 1.0 0.0 4.0
  398. # Length of liquid waves.
  399. #
  400. # Requires: enable_waving_water
  401. water_wave_length (Waving liquids wavelength) float 20.0 0.1
  402. # How fast liquid waves will move. Higher = faster.
  403. # If negative, liquid waves will move backwards.
  404. #
  405. # Requires: enable_waving_water
  406. water_wave_speed (Waving liquids wave speed) float 5.0
  407. [**Dynamic shadows]
  408. # Set to true to enable Shadow Mapping.
  409. #
  410. # Requires: opengl
  411. enable_dynamic_shadows (Dynamic shadows) bool false
  412. # Set the shadow strength gamma.
  413. # Adjusts the intensity of in-game dynamic shadows.
  414. # Lower value means lighter shadows, higher value means darker shadows.
  415. #
  416. # Requires: enable_dynamic_shadows, opengl
  417. shadow_strength_gamma (Shadow strength gamma) float 1.0 0.1 10.0
  418. # Maximum distance to render shadows.
  419. #
  420. # Requires: enable_dynamic_shadows, opengl
  421. shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 140.0 10.0 1000.0
  422. # Texture size to render the shadow map on.
  423. # This must be a power of two.
  424. # Bigger numbers create better shadows but it is also more expensive.
  425. #
  426. # Requires: enable_dynamic_shadows, opengl
  427. shadow_map_texture_size (Shadow map texture size) int 2048 128 8192
  428. # Sets shadow texture quality to 32 bits.
  429. # On false, 16 bits texture will be used.
  430. # This can cause much more artifacts in the shadow.
  431. #
  432. # Requires: enable_dynamic_shadows, opengl
  433. shadow_map_texture_32bit (Shadow map texture in 32 bits) bool true
  434. # Define shadow filtering quality.
  435. # This simulates the soft shadows effect by applying a PCF or Poisson disk
  436. # but also uses more resources.
  437. #
  438. # Requires: enable_dynamic_shadows, opengl
  439. shadow_filters (Shadow filter quality) enum 1 0,1,2
  440. # Enable colored shadows.
  441. # On true translucent nodes cast colored shadows. This is expensive.
  442. #
  443. # Requires: enable_dynamic_shadows, opengl
  444. shadow_map_color (Colored shadows) bool false
  445. # Set the soft shadow radius size.
  446. # Lower values mean sharper shadows, bigger values mean softer shadows.
  447. # Minimum value: 1.0; maximum value: 15.0
  448. #
  449. # Requires: enable_dynamic_shadows, opengl
  450. shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0
  451. # Set the default tilt of Sun/Moon orbit in degrees.
  452. # Games may change orbit tilt via API.
  453. # Value of 0 means no tilt / vertical orbit.
  454. #
  455. # Requires: enable_dynamic_shadows, opengl
  456. shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0
  457. [**Post Processing]
  458. # Enables the post processing pipeline.
  459. enable_post_processing (Enable Post Processing) bool true
  460. # Enables Hable's 'Uncharted 2' filmic tone mapping.
  461. # Simulates the tone curve of photographic film and how this approximates the
  462. # appearance of high dynamic range images. Mid-range contrast is slightly
  463. # enhanced, highlights and shadows are gradually compressed.
  464. #
  465. # Requires: enable_post_processing
  466. tone_mapping (Filmic tone mapping) bool false
  467. # Enable automatic exposure correction
  468. # When enabled, the post-processing engine will
  469. # automatically adjust to the brightness of the scene,
  470. # simulating the behavior of human eye.
  471. #
  472. # Requires: enable_post_processing
  473. enable_auto_exposure (Enable Automatic Exposure) bool false
  474. # Set the exposure compensation in EV units.
  475. # Value of 0.0 (default) means no exposure compensation.
  476. # Range: from -1 to 1.0
  477. #
  478. # Requires: enable_post_processing, enable_auto_exposure
  479. exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
  480. # Apply dithering to reduce color banding artifacts.
  481. # Dithering significantly increases the size of losslessly-compressed
  482. # screenshots and it works incorrectly if the display or operating system
  483. # performs additional dithering or if the color channels are not quantized
  484. # to 8 bits.
  485. # With OpenGL ES, dithering only works if the shader supports high
  486. # floating-point precision and it may have a higher performance impact.
  487. #
  488. # Requires: enable_post_processing
  489. debanding (Enable Debanding) bool true
  490. # Set to true to enable bloom effect.
  491. # Bright colors will bleed over the neighboring objects.
  492. #
  493. # Requires: enable_post_processing
  494. enable_bloom (Enable Bloom) bool false
  495. # Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
  496. #
  497. # Requires: enable_post_processing, enable_bloom
  498. enable_volumetric_lighting (Volumetric lighting) bool false
  499. [**Other Effects]
  500. # Simulate translucency when looking at foliage in the sunlight.
  501. #
  502. # Requires: enable_dynamic_shadows
  503. enable_translucent_foliage (Translucent foliage) bool false
  504. # Apply specular shading to nodes.
  505. #
  506. # Requires: enable_dynamic_shadows
  507. enable_node_specular (Node specular) bool false
  508. # When enabled, liquid reflections are simulated.
  509. #
  510. # Requires: enable_waving_water, enable_dynamic_shadows
  511. enable_water_reflections (Liquid reflections) bool false
  512. [*Audio]
  513. # Volume of all sounds.
  514. # Requires the sound system to be enabled.
  515. sound_volume (Volume) float 0.8 0.0 1.0
  516. # Volume multiplier when the window is unfocused.
  517. sound_volume_unfocused (Volume when unfocused) float 0.3 0.0 1.0
  518. # Whether to mute sounds. You can unmute sounds at any time, unless the
  519. # sound system is disabled (enable_sound=false).
  520. # In-game, you can toggle the mute state with the mute key or by using the
  521. # pause menu.
  522. mute_sound (Mute sound) bool false
  523. [*User Interfaces]
  524. # Set the language. By default, the system language is used.
  525. # A restart is required after changing this.
  526. 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
  527. [**GUI]
  528. # When enabled, the GUI is optimized to be more usable on touchscreens.
  529. # Whether this is enabled by default depends on your hardware form-factor.
  530. touch_gui (Optimize GUI for touchscreens) bool false
  531. # Scale GUI by a user specified value.
  532. # Use a nearest-neighbor-anti-alias filter to scale the GUI.
  533. # This will smooth over some of the rough edges, and blend
  534. # pixels when scaling down, at the cost of blurring some
  535. # edge pixels when images are scaled by non-integer sizes.
  536. gui_scaling (GUI scaling) float 1.0 0.5 20
  537. # Enables smooth scrolling.
  538. smooth_scrolling (Smooth scrolling) bool true
  539. # Enables animation of inventory items.
  540. inventory_items_animations (Inventory items animations) bool false
  541. # Formspec full-screen background opacity (between 0 and 255).
  542. formspec_fullscreen_bg_opacity (Formspec Full-Screen Background Opacity) int 140 0 255
  543. # Formspec full-screen background color (R,G,B).
  544. formspec_fullscreen_bg_color (Formspec Full-Screen Background Color) string (0,0,0)
  545. # When gui_scaling_filter is true, all GUI images need to be
  546. # filtered in software, but some images are generated directly
  547. # to hardware (e.g. render-to-texture for nodes in inventory).
  548. gui_scaling_filter (GUI scaling filter) bool false
  549. # When gui_scaling_filter_txr2img is true, copy those images
  550. # from hardware to software for scaling. When false, fall back
  551. # to the old scaling method, for video drivers that don't
  552. # properly support downloading textures back from hardware.
  553. gui_scaling_filter_txr2img (GUI scaling filter txr2img) bool true
  554. # Delay showing tooltips, stated in milliseconds.
  555. tooltip_show_delay (Tooltip delay) int 400 0 18446744073709551615
  556. # Append item name to tooltip.
  557. tooltip_append_itemname (Append item name) bool false
  558. # Use a cloud animation for the main menu background.
  559. menu_clouds (Clouds in menu) bool true
  560. [**HUD]
  561. # Modifies the size of the HUD elements.
  562. hud_scaling (HUD scaling) float 1.0 0.5 20
  563. # Whether name tag backgrounds should be shown by default.
  564. # Mods may still set a background.
  565. show_nametag_backgrounds (Show name tag backgrounds by default) bool true
  566. # Whether to show the client debug info (has the same effect as hitting F5).
  567. show_debug (Show debug info) bool false
  568. # Radius to use when the block bounds HUD feature is set to near blocks.
  569. show_block_bounds_radius_near (Block bounds HUD radius) int 4 0 1000
  570. # Maximum proportion of current window to be used for hotbar.
  571. # Useful if there's something to be displayed right or left of hotbar.
  572. hud_hotbar_max_width (Maximum hotbar width) float 1.0 0.001 1.0
  573. [**Chat]
  574. # Maximum number of recent chat messages to show
  575. recent_chat_messages (Recent Chat Messages) int 6 2 20
  576. # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
  577. console_height (Console height) float 0.6 0.1 1.0
  578. # In-game chat console background color (R,G,B).
  579. console_color (Console color) string (0,0,0)
  580. # In-game chat console background alpha (opaqueness, between 0 and 255).
  581. console_alpha (Console alpha) int 200 0 255
  582. # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
  583. clickable_chat_weblinks (Chat weblinks) bool true
  584. # Optional override for chat weblink color.
  585. chat_weblink_color (Weblink color) string #8888FF
  586. # Font size of the recent chat text and chat prompt in point (pt).
  587. # Value 0 will use the default font size.
  588. chat_font_size (Chat font size) int 0 0 72
  589. [**Content Repository]
  590. # The URL for the content repository
  591. contentdb_url (ContentDB URL) string https://content.luanti.org
  592. # If enabled and you have ContentDB packages installed, Luanti may contact ContentDB to
  593. # check for package updates when opening the mainmenu.
  594. contentdb_enable_updates_indicator (Enable updates available indicator on content tab) bool true
  595. # Comma-separated list of flags to hide in the content repository.
  596. # "nonfree" can be used to hide packages which do not qualify as 'free software',
  597. # as defined by the Free Software Foundation.
  598. # You can also specify content ratings.
  599. # These flags are independent from Luanti versions,
  600. # so see a full list at https://content.luanti.org/help/content_flags/
  601. contentdb_flag_blacklist (ContentDB Flag Blacklist) string nonfree, desktop_default
  602. # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
  603. # This should be lower than curl_parallel_limit.
  604. contentdb_max_concurrent_downloads (ContentDB Max Concurrent Downloads) int 3 1
  605. [Client and Server]
  606. [*Client]
  607. # Save the map received by the client on disk.
  608. enable_local_map_saving (Saving map received from server) bool false
  609. # URL to the server list displayed in the Multiplayer Tab.
  610. serverlist_url (Serverlist URL) string https://servers.luanti.org
  611. # If enabled, account registration is separate from login in the UI.
  612. # If disabled, new accounts will be registered automatically when logging in.
  613. enable_split_login_register (Enable split login/register) bool true
  614. # URL to JSON file which provides information about the newest Luanti release.
  615. # If this is empty the engine will never check for updates.
  616. update_information_url (Update information URL) string https://www.minetest.net/release_info.json
  617. [*Server]
  618. # Name of the player.
  619. # When running a server, clients connecting with this name are admins.
  620. # When starting from the main menu, this is overridden.
  621. name (Admin name) string
  622. [**Serverlist and MOTD]
  623. # Name of the server, to be displayed when players join and in the serverlist.
  624. server_name (Server name) string Luanti server
  625. # Description of server, to be displayed when players join and in the serverlist.
  626. server_description (Server description) string mine here
  627. # Domain name of server, to be displayed in the serverlist.
  628. server_address (Server address) string game.example.net
  629. # Homepage of server, to be displayed in the serverlist.
  630. server_url (Server URL) string https://game.example.net
  631. # Automatically report to the serverlist.
  632. server_announce (Announce server) bool false
  633. # Send names of online players to the serverlist. If disabled only the player count is revealed.
  634. server_announce_send_players (Send player names to the server list) bool true
  635. # Announce to this serverlist.
  636. serverlist_url (Serverlist URL) string https://servers.luanti.org
  637. # Message of the day displayed to players connecting.
  638. motd (Message of the day) string
  639. # Maximum number of players that can be connected simultaneously.
  640. max_users (Maximum users) int 15 0 65535
  641. # If this is set, players will always (re)spawn at the given position.
  642. static_spawnpoint (Static spawn point) string
  643. [**Networking]
  644. # Network port to listen (UDP).
  645. # This value will be overridden when starting from the main menu.
  646. port (Server port) int 30000 1 65535
  647. # The network interface that the server listens on.
  648. bind_address (Bind address) string
  649. # Enable to disallow old clients from connecting.
  650. # Older clients are compatible in the sense that they will not crash when connecting
  651. # to new servers, but they may not support all new features that you are expecting.
  652. strict_protocol_version_checking (Strict protocol checking) bool false
  653. # Define the oldest clients allowed to connect.
  654. # Older clients are compatible in the sense that they will not crash when connecting
  655. # to new servers, but they may not support all new features that you are expecting.
  656. # This allows for more fine-grained control than strict_protocol_version_checking.
  657. # Luanti still enforces its own internal minimum, and enabling
  658. # strict_protocol_version_checking will effectively override this.
  659. protocol_version_min (Protocol version minimum) int 1 1 65535
  660. # Specifies URL from which client fetches media instead of using UDP.
  661. # $filename should be accessible from $remote_media$filename via cURL
  662. # (obviously, remote_media should end with a slash).
  663. # Files that are not present will be fetched the usual way.
  664. remote_media (Remote media) string
  665. # Enable/disable running an IPv6 server.
  666. # Ignored if bind_address is set.
  667. # Needs enable_ipv6 to be enabled.
  668. ipv6_server (IPv6 server) bool false
  669. [*Server Security]
  670. # New users need to input this password.
  671. default_password (Default password) string
  672. # If enabled, players cannot join without a password or change theirs to an empty password.
  673. disallow_empty_password (Disallow empty passwords) bool false
  674. # The privileges that new users automatically get.
  675. # See /privs in game for a full list on your server and mod configuration.
  676. default_privs (Default privileges) string interact, shout
  677. # Privileges that players with basic_privs can grant
  678. basic_privs (Basic privileges) string interact, shout
  679. # Server anticheat configuration.
  680. # Flags are positive. Uncheck the flag to disable corresponding anticheat module.
  681. anticheat_flags (Anticheat flags) flags digging,interaction,movement digging,interaction,movement
  682. # Tolerance of movement cheat detector.
  683. # Increase the value if players experience stuttery movement.
  684. anticheat_movement_tolerance (Anticheat movement tolerance) float 1.0 1.0
  685. # If enabled, actions are recorded for rollback.
  686. # This option is only read when server starts.
  687. enable_rollback_recording (Rollback recording) bool false
  688. [**Client-side Modding]
  689. # Restricts the access of certain client-side functions on servers.
  690. # Combine the byteflags below to restrict client-side features, or set to 0
  691. # for no restrictions:
  692. # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
  693. # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
  694. # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
  695. # READ_NODEDEFS: 8 (disable get_node_def call client-side)
  696. # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
  697. # csm_restriction_noderange)
  698. # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
  699. csm_restriction_flags (Client side modding restrictions) int 62 0 63
  700. # If the CSM restriction for node range is enabled, get_node calls are limited
  701. # to this distance from the player to the node.
  702. csm_restriction_noderange (Client-side node lookup range restriction) int 0 0 4294967295
  703. [**Chat]
  704. # Remove color codes from incoming chat messages
  705. # Use this to stop players from being able to use color in their messages
  706. strip_color_codes (Strip color codes) bool false
  707. # Set the maximum length of a chat message (in characters) sent by clients.
  708. chat_message_max_size (Chat message max length) int 500 10 65535
  709. # Number of messages a player may send per 10 seconds.
  710. chat_message_limit_per_10sec (Chat message count limit) float 8.0 1.0
  711. # Kick players who sent more than X messages per 10 seconds.
  712. chat_message_limit_trigger_kick (Chat message kick threshold) int 50 1 65535
  713. [*Server Gameplay]
  714. # Controls length of day/night cycle.
  715. # Examples:
  716. # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
  717. time_speed (Time speed) int 72 0
  718. # Time of day when a new world is started, in millihours (0-23999).
  719. world_start_time (World start time) int 6125 0 23999
  720. # Time in seconds for item entity (dropped items) to live.
  721. # Setting it to -1 disables the feature.
  722. item_entity_ttl (Item entity TTL) int 900 -1
  723. # Specifies the default stack size of nodes, items and tools.
  724. # Note that mods or games may explicitly set a stack for certain (or all) items.
  725. default_stack_max (Default stack size) int 99 1 65535
  726. [**Physics]
  727. # Horizontal and vertical acceleration on ground or when climbing,
  728. # in nodes per second per second.
  729. movement_acceleration_default (Default acceleration) float 3.0 0.0
  730. # Horizontal acceleration in air when jumping or falling,
  731. # in nodes per second per second.
  732. movement_acceleration_air (Acceleration in air) float 2.0 0.0
  733. # Horizontal and vertical acceleration in fast mode,
  734. # in nodes per second per second.
  735. movement_acceleration_fast (Fast mode acceleration) float 10.0 0.0
  736. # Walking and flying speed, in nodes per second.
  737. movement_speed_walk (Walking speed) float 4.0 0.0
  738. # Sneaking speed, in nodes per second.
  739. movement_speed_crouch (Sneaking speed) float 1.35 0.0
  740. # Walking, flying and climbing speed in fast mode, in nodes per second.
  741. movement_speed_fast (Fast mode speed) float 20.0 0.0
  742. # Vertical climbing speed, in nodes per second.
  743. movement_speed_climb (Climbing speed) float 3.0 0.0
  744. # Initial vertical speed when jumping, in nodes per second.
  745. movement_speed_jump (Jumping speed) float 6.5 0.0
  746. # How much you are slowed down when moving inside a liquid.
  747. # Decrease this to increase liquid resistance to movement.
  748. movement_liquid_fluidity (Liquid fluidity) float 1.0 0.001
  749. # Maximum liquid resistance. Controls deceleration when entering liquid at
  750. # high speed.
  751. movement_liquid_fluidity_smooth (Liquid fluidity smoothing) float 0.5
  752. # Controls sinking speed in liquid when idling. Negative values will cause
  753. # you to rise instead.
  754. movement_liquid_sink (Liquid sinking) float 10.0
  755. # Acceleration of gravity, in nodes per second per second.
  756. movement_gravity (Gravity) float 9.81
  757. [Mapgen]
  758. # A chosen map seed for a new map, leave empty for random.
  759. # Will be overridden when creating a new world in the main menu.
  760. fixed_map_seed (Fixed map seed) string
  761. # Name of map generator to be used when creating a new world.
  762. # Creating a world in the main menu will override this.
  763. # Current mapgens in a highly unstable state:
  764. # - The optional floatlands of v7 (disabled by default).
  765. mg_name (Mapgen name) enum v7 v7,valleys,carpathian,v5,flat,fractal,singlenode,v6
  766. # Water surface level of the world.
  767. water_level (Water level) int 1 -31000 31000
  768. # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
  769. max_block_generate_distance (Max block generate distance) int 10 1 32767
  770. # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
  771. # Only mapchunks completely within the mapgen limit are generated.
  772. # Value is stored per-world.
  773. mapgen_limit (Map generation limit) int 31007 0 31007
  774. # Global map generation attributes.
  775. # In Mapgen v6 the 'decorations' flag controls all decorations except trees
  776. # and jungle grass, in all other mapgens this flag controls all decorations.
  777. mg_flags (Mapgen flags) flags caves,dungeons,light,decorations,biomes,ores caves,dungeons,light,decorations,biomes,ores
  778. [*Biome API]
  779. # Temperature variation for biomes.
  780. mg_biome_np_heat (Heat noise) noise_params_2d 50, 50, (1000, 1000, 1000), 5349, 3, 0.5, 2.0, eased
  781. # Small-scale temperature variation for blending biomes on borders.
  782. mg_biome_np_heat_blend (Heat blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0, eased
  783. # Humidity variation for biomes.
  784. mg_biome_np_humidity (Humidity noise) noise_params_2d 50, 50, (1000, 1000, 1000), 842, 3, 0.5, 2.0, eased
  785. # Small-scale humidity variation for blending biomes on borders.
  786. mg_biome_np_humidity_blend (Humidity blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0, eased
  787. [*Mapgen V5]
  788. # Map generation attributes specific to Mapgen v5.
  789. mgv5_spflags (Mapgen V5 specific flags) flags caverns caverns
  790. # Controls width of tunnels, a smaller value creates wider tunnels.
  791. # Value >= 10.0 completely disables generation of tunnels and avoids the
  792. # intensive noise calculations.
  793. mgv5_cave_width (Cave width) float 0.09
  794. # Y of upper limit of large caves.
  795. mgv5_large_cave_depth (Large cave depth) int -256 -31000 31000
  796. # Minimum limit of random number of small caves per mapchunk.
  797. mgv5_small_cave_num_min (Small cave minimum number) int 0 0 256
  798. # Maximum limit of random number of small caves per mapchunk.
  799. mgv5_small_cave_num_max (Small cave maximum number) int 0 0 256
  800. # Minimum limit of random number of large caves per mapchunk.
  801. mgv5_large_cave_num_min (Large cave minimum number) int 0 0 64
  802. # Maximum limit of random number of large caves per mapchunk.
  803. mgv5_large_cave_num_max (Large cave maximum number) int 2 0 64
  804. # Proportion of large caves that contain liquid.
  805. mgv5_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  806. # Y-level of cavern upper limit.
  807. mgv5_cavern_limit (Cavern limit) int -256 -31000 31000
  808. # Y-distance over which caverns expand to full size.
  809. mgv5_cavern_taper (Cavern taper) int 256 0 32767
  810. # Defines full size of caverns, smaller values create larger caverns.
  811. mgv5_cavern_threshold (Cavern threshold) float 0.7
  812. # Lower Y limit of dungeons.
  813. mgv5_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  814. # Upper Y limit of dungeons.
  815. mgv5_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  816. [**Noises]
  817. # Variation of biome filler depth.
  818. mgv5_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0, eased
  819. # Variation of terrain vertical scale.
  820. # When noise is < -0.55 terrain is near-flat.
  821. mgv5_np_factor (Factor noise) noise_params_2d 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0, eased
  822. # Y-level of average terrain surface.
  823. mgv5_np_height (Height noise) noise_params_2d 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0, eased
  824. # First of two 3D noises that together define tunnels.
  825. mgv5_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  826. # Second of two 3D noises that together define tunnels.
  827. mgv5_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  828. # 3D noise defining giant caverns.
  829. mgv5_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  830. # 3D noise defining terrain.
  831. mgv5_np_ground (Ground noise) noise_params_3d 0, 40, (80, 80, 80), 983240, 4, 0.55, 2.0, eased
  832. # 3D noise that determines number of dungeons per mapchunk.
  833. mgv5_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  834. [*Mapgen V6]
  835. # Map generation attributes specific to Mapgen v6.
  836. # The 'snowbiomes' flag enables the new 5 biome system.
  837. # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
  838. # the 'jungles' flag is ignored.
  839. # The 'temples' flag disables generation of desert temples. Normal dungeons will appear instead.
  840. mgv6_spflags (Mapgen V6 specific flags) flags jungles,biomeblend,mudflow,snowbiomes,noflat,trees,temples jungles,biomeblend,mudflow,snowbiomes,flat,trees,temples
  841. # Deserts occur when np_biome exceeds this value.
  842. # When the 'snowbiomes' flag is enabled, this is ignored.
  843. mgv6_freq_desert (Desert noise threshold) float 0.45
  844. # Sandy beaches occur when np_beach exceeds this value.
  845. mgv6_freq_beach (Beach noise threshold) float 0.15
  846. # Lower Y limit of dungeons.
  847. mgv6_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  848. # Upper Y limit of dungeons.
  849. mgv6_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  850. [**Noises]
  851. # Y-level of lower terrain and seabed.
  852. mgv6_np_terrain_base (Terrain base noise) noise_params_2d -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0, eased
  853. # Y-level of higher terrain that creates cliffs.
  854. mgv6_np_terrain_higher (Terrain higher noise) noise_params_2d 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0, eased
  855. # Varies steepness of cliffs.
  856. mgv6_np_steepness (Steepness noise) noise_params_2d 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0, eased
  857. # Defines distribution of higher terrain.
  858. mgv6_np_height_select (Height select noise) noise_params_2d 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0, eased
  859. # Varies depth of biome surface nodes.
  860. mgv6_np_mud (Mud noise) noise_params_2d 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0, eased
  861. # Defines areas with sandy beaches.
  862. mgv6_np_beach (Beach noise) noise_params_2d 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0, eased
  863. # Temperature variation for biomes.
  864. mgv6_np_biome (Biome noise) noise_params_2d 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0, eased
  865. # Variation of number of caves.
  866. mgv6_np_cave (Cave noise) noise_params_2d 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0, eased
  867. # Humidity variation for biomes.
  868. mgv6_np_humidity (Humidity noise) noise_params_2d 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0, eased
  869. # Defines tree areas and tree density.
  870. mgv6_np_trees (Trees noise) noise_params_2d 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0, eased
  871. # Defines areas where trees have apples.
  872. mgv6_np_apple_trees (Apple trees noise) noise_params_2d 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0, eased
  873. [*Mapgen V7]
  874. # Map generation attributes specific to Mapgen v7.
  875. # 'ridges': Rivers.
  876. # 'floatlands': Floating land masses in the atmosphere.
  877. # 'caverns': Giant caves deep underground.
  878. mgv7_spflags (Mapgen V7 specific flags) flags mountains,ridges,nofloatlands,caverns mountains,ridges,floatlands,caverns
  879. # Y of mountain density gradient zero level. Used to shift mountains vertically.
  880. mgv7_mount_zero_level (Mountain zero level) int 0 -31000 31000
  881. # Lower Y limit of floatlands.
  882. mgv7_floatland_ymin (Floatland minimum Y) int 1024 -31000 31000
  883. # Upper Y limit of floatlands.
  884. mgv7_floatland_ymax (Floatland maximum Y) int 4096 -31000 31000
  885. # Y-distance over which floatlands taper from full density to nothing.
  886. # Tapering starts at this distance from the Y limit.
  887. # For a solid floatland layer, this controls the height of hills/mountains.
  888. # Must be less than or equal to half the distance between the Y limits.
  889. mgv7_floatland_taper (Floatland tapering distance) int 256 0 32767
  890. # Exponent of the floatland tapering. Alters the tapering behavior.
  891. # Value = 1.0 creates a uniform, linear tapering.
  892. # Values > 1.0 create a smooth tapering suitable for the default separated
  893. # floatlands.
  894. # Values < 1.0 (for example 0.25) create a more defined surface level with
  895. # flatter lowlands, suitable for a solid floatland layer.
  896. mgv7_float_taper_exp (Floatland taper exponent) float 2.0
  897. # Adjusts the density of the floatland layer.
  898. # Increase value to increase density. Can be positive or negative.
  899. # Value = 0.0: 50% of volume is floatland.
  900. # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
  901. # to be sure) creates a solid floatland layer.
  902. mgv7_floatland_density (Floatland density) float -0.6
  903. # Surface level of optional water placed on a solid floatland layer.
  904. # Water is disabled by default and will only be placed if this value is set
  905. # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
  906. # upper tapering).
  907. # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
  908. # When enabling water placement, floatlands must be configured and tested
  909. # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
  910. # required value depending on 'mgv7_np_floatland'), to avoid
  911. # server-intensive extreme water flow and to avoid vast flooding of the
  912. # world surface below.
  913. mgv7_floatland_ywater (Floatland water level) int -31000 -31000 31000
  914. # Controls width of tunnels, a smaller value creates wider tunnels.
  915. # Value >= 10.0 completely disables generation of tunnels and avoids the
  916. # intensive noise calculations.
  917. mgv7_cave_width (Cave width) float 0.09
  918. # Y of upper limit of large caves.
  919. mgv7_large_cave_depth (Large cave depth) int -33 -31000 31000
  920. # Minimum limit of random number of small caves per mapchunk.
  921. mgv7_small_cave_num_min (Small cave minimum number) int 0 0 256
  922. # Maximum limit of random number of small caves per mapchunk.
  923. mgv7_small_cave_num_max (Small cave maximum number) int 0 0 256
  924. # Minimum limit of random number of large caves per mapchunk.
  925. mgv7_large_cave_num_min (Large cave minimum number) int 0 0 64
  926. # Maximum limit of random number of large caves per mapchunk.
  927. mgv7_large_cave_num_max (Large cave maximum number) int 2 0 64
  928. # Proportion of large caves that contain liquid.
  929. mgv7_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  930. # Y-level of cavern upper limit.
  931. mgv7_cavern_limit (Cavern limit) int -256 -31000 31000
  932. # Y-distance over which caverns expand to full size.
  933. mgv7_cavern_taper (Cavern taper) int 256 0 32767
  934. # Defines full size of caverns, smaller values create larger caverns.
  935. mgv7_cavern_threshold (Cavern threshold) float 0.7
  936. # Lower Y limit of dungeons.
  937. mgv7_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  938. # Upper Y limit of dungeons.
  939. mgv7_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  940. [**Noises]
  941. # Y-level of higher terrain that creates cliffs.
  942. mgv7_np_terrain_base (Terrain base noise) noise_params_2d 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0, eased
  943. # Y-level of lower terrain and seabed.
  944. mgv7_np_terrain_alt (Terrain alternative noise) noise_params_2d 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0, eased
  945. # Varies roughness of terrain.
  946. # Defines the 'persistence' value for terrain_base and terrain_alt noises.
  947. mgv7_np_terrain_persist (Terrain persistence noise) noise_params_2d 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0, eased
  948. # Defines distribution of higher terrain and steepness of cliffs.
  949. mgv7_np_height_select (Height select noise) noise_params_2d -8, 16, (500, 500, 500), 4213, 6, 0.7, 2.0, eased
  950. # Variation of biome filler depth.
  951. mgv7_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
  952. # Variation of maximum mountain height (in nodes).
  953. mgv7_np_mount_height (Mountain height noise) noise_params_2d 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0, eased
  954. # Defines large-scale river channel structure.
  955. mgv7_np_ridge_uwater (Ridge underwater noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
  956. # 3D noise defining mountain structure and height.
  957. # Also defines structure of floatland mountain terrain.
  958. mgv7_np_mountain (Mountain noise) noise_params_3d -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
  959. # 3D noise defining structure of river canyon walls.
  960. mgv7_np_ridge (Ridge noise) noise_params_3d 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
  961. # 3D noise defining structure of floatlands.
  962. # If altered from the default, the noise 'scale' (0.7 by default) may need
  963. # to be adjusted, as floatland tapering functions best when this noise has
  964. # a value range of approximately -2.0 to 2.0.
  965. mgv7_np_floatland (Floatland noise) noise_params_3d 0, 0.7, (384, 96, 384), 1009, 4, 0.75, 1.618
  966. # 3D noise defining giant caverns.
  967. mgv7_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  968. # First of two 3D noises that together define tunnels.
  969. mgv7_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  970. # Second of two 3D noises that together define tunnels.
  971. mgv7_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  972. # 3D noise that determines number of dungeons per mapchunk.
  973. mgv7_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  974. [*Mapgen Carpathian]
  975. # Map generation attributes specific to Mapgen Carpathian.
  976. mgcarpathian_spflags (Mapgen Carpathian specific flags) flags caverns,norivers caverns,rivers
  977. # Defines the base ground level.
  978. mgcarpathian_base_level (Base ground level) float 12.0
  979. # Defines the width of the river channel.
  980. mgcarpathian_river_width (River channel width) float 0.05
  981. # Defines the depth of the river channel.
  982. mgcarpathian_river_depth (River channel depth) float 24.0
  983. # Defines the width of the river valley.
  984. mgcarpathian_valley_width (River valley width) float 0.25
  985. # Controls width of tunnels, a smaller value creates wider tunnels.
  986. # Value >= 10.0 completely disables generation of tunnels and avoids the
  987. # intensive noise calculations.
  988. mgcarpathian_cave_width (Cave width) float 0.09
  989. # Y of upper limit of large caves.
  990. mgcarpathian_large_cave_depth (Large cave depth) int -33 -31000 31000
  991. # Minimum limit of random number of small caves per mapchunk.
  992. mgcarpathian_small_cave_num_min (Small cave minimum number) int 0 0 256
  993. # Maximum limit of random number of small caves per mapchunk.
  994. mgcarpathian_small_cave_num_max (Small cave maximum number) int 0 0 256
  995. # Minimum limit of random number of large caves per mapchunk.
  996. mgcarpathian_large_cave_num_min (Large cave minimum number) int 0 0 64
  997. # Maximum limit of random number of large caves per mapchunk.
  998. mgcarpathian_large_cave_num_max (Large cave maximum number) int 2 0 64
  999. # Proportion of large caves that contain liquid.
  1000. mgcarpathian_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  1001. # Y-level of cavern upper limit.
  1002. mgcarpathian_cavern_limit (Cavern limit) int -256 -31000 31000
  1003. # Y-distance over which caverns expand to full size.
  1004. mgcarpathian_cavern_taper (Cavern taper) int 256 0 32767
  1005. # Defines full size of caverns, smaller values create larger caverns.
  1006. mgcarpathian_cavern_threshold (Cavern threshold) float 0.7
  1007. # Lower Y limit of dungeons.
  1008. mgcarpathian_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  1009. # Upper Y limit of dungeons.
  1010. mgcarpathian_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  1011. [**Noises]
  1012. # Variation of biome filler depth.
  1013. mgcarpathian_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (128, 128, 128), 261, 3, 0.7, 2.0, eased
  1014. # First of 4 2D noises that together define hill/mountain range height.
  1015. mgcarpathian_np_height1 (Hilliness1 noise) noise_params_2d 0, 5, (251, 251, 251), 9613, 5, 0.5, 2.0, eased
  1016. # Second of 4 2D noises that together define hill/mountain range height.
  1017. mgcarpathian_np_height2 (Hilliness2 noise) noise_params_2d 0, 5, (383, 383, 383), 1949, 5, 0.5, 2.0, eased
  1018. # Third of 4 2D noises that together define hill/mountain range height.
  1019. mgcarpathian_np_height3 (Hilliness3 noise) noise_params_2d 0, 5, (509, 509, 509), 3211, 5, 0.5, 2.0, eased
  1020. # Fourth of 4 2D noises that together define hill/mountain range height.
  1021. mgcarpathian_np_height4 (Hilliness4 noise) noise_params_2d 0, 5, (631, 631, 631), 1583, 5, 0.5, 2.0, eased
  1022. # 2D noise that controls the size/occurrence of rolling hills.
  1023. mgcarpathian_np_hills_terrain (Rolling hills spread noise) noise_params_2d 1, 1, (1301, 1301, 1301), 1692, 3, 0.5, 2.0, eased
  1024. # 2D noise that controls the size/occurrence of ridged mountain ranges.
  1025. mgcarpathian_np_ridge_terrain (Ridge mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 3568, 3, 0.5, 2.0, eased
  1026. # 2D noise that controls the size/occurrence of step mountain ranges.
  1027. mgcarpathian_np_step_terrain (Step mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 4157, 3, 0.5, 2.0, eased
  1028. # 2D noise that controls the shape/size of rolling hills.
  1029. mgcarpathian_np_hills (Rolling hill size noise) noise_params_2d 0, 3, (257, 257, 257), 6604, 6, 0.5, 2.0, eased
  1030. # 2D noise that controls the shape/size of ridged mountains.
  1031. mgcarpathian_np_ridge_mnt (Ridged mountain size noise) noise_params_2d 0, 12, (743, 743, 743), 5520, 6, 0.7, 2.0, eased
  1032. # 2D noise that controls the shape/size of step mountains.
  1033. mgcarpathian_np_step_mnt (Step mountain size noise) noise_params_2d 0, 8, (509, 509, 509), 2590, 6, 0.6, 2.0, eased
  1034. # 2D noise that locates the river valleys and channels.
  1035. mgcarpathian_np_rivers (River noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
  1036. # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
  1037. mgcarpathian_np_mnt_var (Mountain variation noise) noise_params_3d 0, 1, (499, 499, 499), 2490, 5, 0.55, 2.0
  1038. # First of two 3D noises that together define tunnels.
  1039. mgcarpathian_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1040. # Second of two 3D noises that together define tunnels.
  1041. mgcarpathian_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1042. # 3D noise defining giant caverns.
  1043. mgcarpathian_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  1044. # 3D noise that determines number of dungeons per mapchunk.
  1045. mgcarpathian_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1046. [*Mapgen Flat]
  1047. # Map generation attributes specific to Mapgen Flat.
  1048. # Occasional lakes and hills can be added to the flat world.
  1049. mgflat_spflags (Mapgen Flat specific flags) flags nolakes,nohills,nocaverns lakes,hills,caverns
  1050. # Y of flat ground.
  1051. mgflat_ground_level (Ground level) int 8 -31000 31000
  1052. # Y of upper limit of large caves.
  1053. mgflat_large_cave_depth (Large cave depth) int -33 -31000 31000
  1054. # Minimum limit of random number of small caves per mapchunk.
  1055. mgflat_small_cave_num_min (Small cave minimum number) int 0 0 256
  1056. # Maximum limit of random number of small caves per mapchunk.
  1057. mgflat_small_cave_num_max (Small cave maximum number) int 0 0 256
  1058. # Minimum limit of random number of large caves per mapchunk.
  1059. mgflat_large_cave_num_min (Large cave minimum number) int 0 0 64
  1060. # Maximum limit of random number of large caves per mapchunk.
  1061. mgflat_large_cave_num_max (Large cave maximum number) int 2 0 64
  1062. # Proportion of large caves that contain liquid.
  1063. mgflat_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  1064. # Controls width of tunnels, a smaller value creates wider tunnels.
  1065. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1066. # intensive noise calculations.
  1067. mgflat_cave_width (Cave width) float 0.09
  1068. # Terrain noise threshold for lakes.
  1069. # Controls proportion of world area covered by lakes.
  1070. # Adjust towards 0.0 for a larger proportion.
  1071. mgflat_lake_threshold (Lake threshold) float -0.45
  1072. # Controls steepness/depth of lake depressions.
  1073. mgflat_lake_steepness (Lake steepness) float 48.0
  1074. # Terrain noise threshold for hills.
  1075. # Controls proportion of world area covered by hills.
  1076. # Adjust towards 0.0 for a larger proportion.
  1077. mgflat_hill_threshold (Hill threshold) float 0.45
  1078. # Controls steepness/height of hills.
  1079. mgflat_hill_steepness (Hill steepness) float 64.0
  1080. # Y-level of cavern upper limit.
  1081. mgflat_cavern_limit (Cavern limit) int -256 -31000 31000
  1082. # Y-distance over which caverns expand to full size.
  1083. mgflat_cavern_taper (Cavern taper) int 256 0 32767
  1084. # Defines full size of caverns, smaller values create larger caverns.
  1085. mgflat_cavern_threshold (Cavern threshold) float 0.7
  1086. # Lower Y limit of dungeons.
  1087. mgflat_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  1088. # Upper Y limit of dungeons.
  1089. mgflat_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  1090. [**Noises]
  1091. # Defines location and terrain of optional hills and lakes.
  1092. mgflat_np_terrain (Terrain noise) noise_params_2d 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0, eased
  1093. # Variation of biome filler depth.
  1094. mgflat_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
  1095. # First of two 3D noises that together define tunnels.
  1096. mgflat_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1097. # Second of two 3D noises that together define tunnels.
  1098. mgflat_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1099. # 3D noise defining giant caverns.
  1100. mgflat_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  1101. # 3D noise that determines number of dungeons per mapchunk.
  1102. mgflat_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1103. [*Mapgen Fractal]
  1104. # Map generation attributes specific to Mapgen Fractal.
  1105. # 'terrain' enables the generation of non-fractal terrain:
  1106. # ocean, islands and underground.
  1107. mgfractal_spflags (Mapgen Fractal specific flags) flags terrain terrain
  1108. # Controls width of tunnels, a smaller value creates wider tunnels.
  1109. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1110. # intensive noise calculations.
  1111. mgfractal_cave_width (Cave width) float 0.09
  1112. # Y of upper limit of large caves.
  1113. mgfractal_large_cave_depth (Large cave depth) int -33 -31000 31000
  1114. # Minimum limit of random number of small caves per mapchunk.
  1115. mgfractal_small_cave_num_min (Small cave minimum number) int 0 0 256
  1116. # Maximum limit of random number of small caves per mapchunk.
  1117. mgfractal_small_cave_num_max (Small cave maximum number) int 0 0 256
  1118. # Minimum limit of random number of large caves per mapchunk.
  1119. mgfractal_large_cave_num_min (Large cave minimum number) int 0 0 64
  1120. # Maximum limit of random number of large caves per mapchunk.
  1121. mgfractal_large_cave_num_max (Large cave maximum number) int 2 0 64
  1122. # Proportion of large caves that contain liquid.
  1123. mgfractal_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  1124. # Lower Y limit of dungeons.
  1125. mgfractal_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  1126. # Upper Y limit of dungeons.
  1127. mgfractal_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  1128. # Selects one of 18 fractal types.
  1129. # 1 = 4D "Roundy" Mandelbrot set.
  1130. # 2 = 4D "Roundy" Julia set.
  1131. # 3 = 4D "Squarry" Mandelbrot set.
  1132. # 4 = 4D "Squarry" Julia set.
  1133. # 5 = 4D "Mandy Cousin" Mandelbrot set.
  1134. # 6 = 4D "Mandy Cousin" Julia set.
  1135. # 7 = 4D "Variation" Mandelbrot set.
  1136. # 8 = 4D "Variation" Julia set.
  1137. # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
  1138. # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
  1139. # 11 = 3D "Christmas Tree" Mandelbrot set.
  1140. # 12 = 3D "Christmas Tree" Julia set.
  1141. # 13 = 3D "Mandelbulb" Mandelbrot set.
  1142. # 14 = 3D "Mandelbulb" Julia set.
  1143. # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
  1144. # 16 = 3D "Cosine Mandelbulb" Julia set.
  1145. # 17 = 4D "Mandelbulb" Mandelbrot set.
  1146. # 18 = 4D "Mandelbulb" Julia set.
  1147. mgfractal_fractal (Fractal type) int 1 1 18
  1148. # Iterations of the recursive function.
  1149. # Increasing this increases the amount of fine detail, but also
  1150. # increases processing load.
  1151. # At iterations = 20 this mapgen has a similar load to mapgen V7.
  1152. mgfractal_iterations (Iterations) int 11 1 65535
  1153. # (X,Y,Z) scale of fractal in nodes.
  1154. # Actual fractal size will be 2 to 3 times larger.
  1155. # These numbers can be made very large, the fractal does
  1156. # not have to fit inside the world.
  1157. # Increase these to 'zoom' into the detail of the fractal.
  1158. # Default is for a vertically-squashed shape suitable for
  1159. # an island, set all 3 numbers equal for the raw shape.
  1160. mgfractal_scale (Scale) v3f (4096.0, 1024.0, 4096.0)
  1161. # (X,Y,Z) offset of fractal from world center in units of 'scale'.
  1162. # Can be used to move a desired point to (0, 0) to create a
  1163. # suitable spawn point, or to allow 'zooming in' on a desired
  1164. # point by increasing 'scale'.
  1165. # The default is tuned for a suitable spawn point for Mandelbrot
  1166. # sets with default parameters, it may need altering in other
  1167. # situations.
  1168. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
  1169. mgfractal_offset (Offset) v3f (1.79, 0.0, 0.0)
  1170. # W coordinate of the generated 3D slice of a 4D fractal.
  1171. # Determines which 3D slice of the 4D shape is generated.
  1172. # Alters the shape of the fractal.
  1173. # Has no effect on 3D fractals.
  1174. # Range roughly -2 to 2.
  1175. mgfractal_slice_w (Slice w) float 0.0
  1176. # Julia set only.
  1177. # X component of hypercomplex constant.
  1178. # Alters the shape of the fractal.
  1179. # Range roughly -2 to 2.
  1180. mgfractal_julia_x (Julia x) float 0.33
  1181. # Julia set only.
  1182. # Y component of hypercomplex constant.
  1183. # Alters the shape of the fractal.
  1184. # Range roughly -2 to 2.
  1185. mgfractal_julia_y (Julia y) float 0.33
  1186. # Julia set only.
  1187. # Z component of hypercomplex constant.
  1188. # Alters the shape of the fractal.
  1189. # Range roughly -2 to 2.
  1190. mgfractal_julia_z (Julia z) float 0.33
  1191. # Julia set only.
  1192. # W component of hypercomplex constant.
  1193. # Alters the shape of the fractal.
  1194. # Has no effect on 3D fractals.
  1195. # Range roughly -2 to 2.
  1196. mgfractal_julia_w (Julia w) float 0.33
  1197. [**Noises]
  1198. # Y-level of seabed.
  1199. mgfractal_np_seabed (Seabed noise) noise_params_2d -14, 9, (600, 600, 600), 41900, 5, 0.6, 2.0, eased
  1200. # Variation of biome filler depth.
  1201. mgfractal_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
  1202. # First of two 3D noises that together define tunnels.
  1203. mgfractal_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1204. # Second of two 3D noises that together define tunnels.
  1205. mgfractal_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1206. # 3D noise that determines number of dungeons per mapchunk.
  1207. mgfractal_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1208. [*Mapgen Valleys]
  1209. # Map generation attributes specific to Mapgen Valleys.
  1210. # 'altitude_chill': Reduces heat with altitude.
  1211. # 'humid_rivers': Increases humidity around rivers.
  1212. # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
  1213. # to become shallower and occasionally dry.
  1214. # 'altitude_dry': Reduces humidity with altitude.
  1215. 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
  1216. # The vertical distance over which heat drops by 20 if 'altitude_chill' is
  1217. # enabled. Also, the vertical distance over which humidity drops by 10 if
  1218. # 'altitude_dry' is enabled.
  1219. mgvalleys_altitude_chill (Altitude chill) int 90 0 65535
  1220. # Depth below which you'll find large caves.
  1221. mgvalleys_large_cave_depth (Large cave depth) int -33 -31000 31000
  1222. # Minimum limit of random number of small caves per mapchunk.
  1223. mgvalleys_small_cave_num_min (Small cave minimum number) int 0 0 256
  1224. # Maximum limit of random number of small caves per mapchunk.
  1225. mgvalleys_small_cave_num_max (Small cave maximum number) int 0 0 256
  1226. # Minimum limit of random number of large caves per mapchunk.
  1227. mgvalleys_large_cave_num_min (Large cave minimum number) int 0 0 64
  1228. # Maximum limit of random number of large caves per mapchunk.
  1229. mgvalleys_large_cave_num_max (Large cave maximum number) int 2 0 64
  1230. # Proportion of large caves that contain liquid.
  1231. mgvalleys_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  1232. # Depth below which you'll find giant caverns.
  1233. mgvalleys_cavern_limit (Cavern upper limit) int -256 -31000 31000
  1234. # Y-distance over which caverns expand to full size.
  1235. mgvalleys_cavern_taper (Cavern taper) int 192 0 32767
  1236. # Defines full size of caverns, smaller values create larger caverns.
  1237. mgvalleys_cavern_threshold (Cavern threshold) float 0.6
  1238. # How deep to make rivers.
  1239. mgvalleys_river_depth (River depth) int 4 0 65535
  1240. # How wide to make rivers.
  1241. mgvalleys_river_size (River size) int 5 0 65535
  1242. # Controls width of tunnels, a smaller value creates wider tunnels.
  1243. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1244. # intensive noise calculations.
  1245. mgvalleys_cave_width (Cave width) float 0.09
  1246. # Lower Y limit of dungeons.
  1247. mgvalleys_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  1248. # Upper Y limit of dungeons.
  1249. mgvalleys_dungeon_ymax (Dungeon maximum Y) int 63 -31000 31000
  1250. [**Noises]
  1251. # First of two 3D noises that together define tunnels.
  1252. mgvalleys_np_cave1 (Cave noise #1) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1253. # Second of two 3D noises that together define tunnels.
  1254. mgvalleys_np_cave2 (Cave noise #2) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1255. # Variation of biome filler depth.
  1256. mgvalleys_np_filler_depth (Filler depth) noise_params_2d 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0, eased
  1257. # 3D noise defining giant caverns.
  1258. mgvalleys_np_cavern (Cavern noise) noise_params_3d 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0
  1259. # Defines large-scale river channel structure.
  1260. mgvalleys_np_rivers (River noise) noise_params_2d 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0, eased
  1261. # Base terrain height.
  1262. mgvalleys_np_terrain_height (Terrain height) noise_params_2d -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0, eased
  1263. # Raises terrain to make valleys around the rivers.
  1264. mgvalleys_np_valley_depth (Valley depth) noise_params_2d 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0, eased
  1265. # Slope and fill work together to modify the heights.
  1266. mgvalleys_np_inter_valley_fill (Valley fill) noise_params_3d 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0
  1267. # Amplifies the valleys.
  1268. mgvalleys_np_valley_profile (Valley profile) noise_params_2d 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0, eased
  1269. # Slope and fill work together to modify the heights.
  1270. mgvalleys_np_inter_valley_slope (Valley slope) noise_params_2d 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0, eased
  1271. # 3D noise that determines number of dungeons per mapchunk.
  1272. mgvalleys_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1273. [Advanced]
  1274. [*Developer Options]
  1275. # Enable Lua modding support on client.
  1276. # This support is experimental and API can change.
  1277. enable_client_modding (Client modding) bool false
  1278. # Replaces the default main menu with a custom one.
  1279. main_menu_script (Main menu script) string
  1280. [**Mod Security]
  1281. # Prevent mods from doing insecure things like running shell commands.
  1282. secure.enable_security (Enable mod security) bool true
  1283. # Comma-separated list of trusted mods that are allowed to access insecure
  1284. # functions even when mod security is on (via request_insecure_environment()).
  1285. secure.trusted_mods (Trusted mods) string
  1286. # Comma-separated list of mods that are allowed to access HTTP APIs, which
  1287. # allow them to upload and download data to/from the internet.
  1288. secure.http_mods (HTTP mods) string
  1289. [**Debugging]
  1290. # Level of logging to be written to debug.txt:
  1291. # - <nothing> (no logging)
  1292. # - none (messages with no level)
  1293. # - error
  1294. # - warning
  1295. # - action
  1296. # - info
  1297. # - verbose
  1298. # - trace
  1299. debug_log_level (Debug log level) enum action ,none,error,warning,action,info,verbose,trace
  1300. # If the file size of debug.txt exceeds the number of megabytes specified in
  1301. # this setting when it is opened, the file is moved to debug.txt.1,
  1302. # deleting an older debug.txt.1 if it exists.
  1303. # debug.txt is only moved if this setting is positive.
  1304. debug_log_size_max (Debug log file size threshold) int 50 1
  1305. # Minimal level of logging to be written to chat.
  1306. chat_log_level (Chat log level) enum error ,none,error,warning,action,info,verbose,trace
  1307. # Handling for deprecated Lua API calls:
  1308. # - none: Do not log deprecated calls
  1309. # - log: mimic and log backtrace of deprecated call (default).
  1310. # - error: abort on usage of deprecated call (suggested for mod developers).
  1311. deprecated_lua_api_handling (Deprecated Lua API handling) enum log none,log,error
  1312. # Enable random user input (only used for testing).
  1313. random_input (Random input) bool false
  1314. # Enable random mod loading (mainly used for testing).
  1315. random_mod_load_order (Random mod load order) bool false
  1316. # Enable mod channels support.
  1317. enable_mod_channels (Mod channels) bool false
  1318. [**Mod Profiler]
  1319. # Load the game profiler to collect game profiling data.
  1320. # Provides a /profiler command to access the compiled profile.
  1321. # Useful for mod developers and server operators.
  1322. profiler.load (Load the game profiler) bool false
  1323. # The default format in which profiles are being saved,
  1324. # when calling `/profiler save [format]` without format.
  1325. profiler.default_report_format (Default report format) enum txt txt,csv,lua,json,json_pretty
  1326. # The file path relative to your world path in which profiles will be saved to.
  1327. profiler.report_path (Report path) string
  1328. # Instrument the methods of entities on registration.
  1329. instrument.entity (Entity methods) bool true
  1330. # Instrument the action function of Active Block Modifiers on registration.
  1331. instrument.abm (Active Block Modifiers) bool true
  1332. # Instrument the action function of Loading Block Modifiers on registration.
  1333. instrument.lbm (Loading Block Modifiers) bool true
  1334. # Instrument chat commands on registration.
  1335. instrument.chatcommand (Chat commands) bool true
  1336. # Instrument global callback functions on registration.
  1337. # (anything you pass to a core.register_*() function)
  1338. instrument.global_callback (Global callbacks) bool true
  1339. # Instrument builtin.
  1340. # This is usually only needed by core/builtin contributors
  1341. instrument.builtin (Builtin) bool false
  1342. # Have the profiler instrument itself:
  1343. # * Instrument an empty function.
  1344. # This estimates the overhead, that instrumentation is adding (+1 function call).
  1345. # * Instrument the sampler being used to update the statistics.
  1346. instrument.profiler (Profiler) bool false
  1347. [**Engine Profiler]
  1348. # Print the engine's profiling data in regular intervals (in seconds).
  1349. # 0 = disable. Useful for developers.
  1350. profiler_print_interval (Engine profiling data print interval) int 0 0
  1351. [*Advanced]
  1352. # Enable IPv6 support (for both client and server).
  1353. # Required for IPv6 connections to work at all.
  1354. enable_ipv6 (IPv6) bool true
  1355. # If enabled, invalid world data won't cause the server to shut down.
  1356. # Only enable this if you know what you are doing.
  1357. ignore_world_load_errors (Ignore world errors) bool false
  1358. [**Graphics]
  1359. # Enables debug and error-checking in the OpenGL driver.
  1360. opengl_debug (OpenGL debug) bool false
  1361. # Path to shader directory. If no path is defined, default location will be used.
  1362. shader_path (Shader path) path
  1363. # The rendering back-end.
  1364. # Note: A restart is required after changing this!
  1365. # OpenGL is the default for desktop, and OGLES2 for Android.
  1366. video_driver (Video driver) enum ,opengl,opengl3,ogles2
  1367. # Distance in nodes at which transparency depth sorting is enabled.
  1368. # Use this to limit the performance impact of transparency depth sorting.
  1369. # Set to 0 to disable it entirely.
  1370. transparency_sorting_distance (Transparency Sorting Distance) int 16 0 128
  1371. # Draw transparency sorted triangles grouped by their mesh buffers.
  1372. # This breaks transparency sorting between mesh buffers, but avoids situations
  1373. # where transparency sorting would be very slow otherwise.
  1374. transparency_sorting_group_by_buffers (Transparency Sorting Group by Buffers) bool true
  1375. # Radius of cloud area stated in number of 64 node cloud squares.
  1376. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
  1377. cloud_radius (Cloud radius) int 12 1 62
  1378. # Whether node texture animations should be desynchronized per mapblock.
  1379. desynchronize_mapblock_texture_animation (Desynchronize block animation) bool false
  1380. # Delay between mesh updates on the client in ms. Increasing this will slow
  1381. # down the rate of mesh updates, thus reducing jitter on slower clients.
  1382. mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50
  1383. # Number of threads to use for mesh generation.
  1384. # Value of 0 (default) will let Luanti autodetect the number of available threads.
  1385. mesh_generation_threads (Mapblock mesh generation threads) int 0 0 8
  1386. # All mesh buffers with less than this number of vertices will be merged
  1387. # during map rendering. This improves rendering performance.
  1388. mesh_buffer_min_vertices (Minimum vertex count for mesh buffers) int 100 0 1000
  1389. # True = 256
  1390. # False = 128
  1391. # Usable to make minimap smoother on slower machines.
  1392. minimap_double_scan_height (Minimap scan height) bool true
  1393. # Textures on a node may be aligned either to the node or to the world.
  1394. # The former mode suits better things like machines, furniture, etc., while
  1395. # the latter makes stairs and microblocks fit surroundings better.
  1396. # However, as this possibility is new, thus may not be used by older servers,
  1397. # this option allows enforcing it for certain node types. Note though that
  1398. # that is considered EXPERIMENTAL and may not work properly.
  1399. world_aligned_mode (World-aligned textures mode) enum enable disable,enable,force_solid,force_nodebox
  1400. # World-aligned textures may be scaled to span several nodes. However,
  1401. # the server may not send the scale you want, especially if you use
  1402. # a specially-designed texture pack; with this option, the client tries
  1403. # to determine the scale automatically basing on the texture size.
  1404. # See also texture_min_size.
  1405. # Warning: This option is EXPERIMENTAL!
  1406. autoscale_mode (Autoscaling mode) enum disable disable,enable,force
  1407. # When using bilinear/trilinear/anisotropic filters, low-resolution textures
  1408. # can be blurred, so automatically upscale them with nearest-neighbor
  1409. # interpolation to preserve crisp pixels. This sets the minimum texture size
  1410. # for the upscaled textures; higher values look sharper, but require more
  1411. # memory. Powers of 2 are recommended. This setting is ONLY applied if
  1412. # bilinear/trilinear/anisotropic filtering is enabled.
  1413. # This is also used as the base node texture size for world-aligned
  1414. # texture autoscaling.
  1415. texture_min_size (Base texture size) int 64 1 32768
  1416. # Side length of a cube of map blocks that the client will consider together
  1417. # when generating meshes.
  1418. # Larger values increase the utilization of the GPU by reducing the number of
  1419. # draw calls, benefiting especially high-end GPUs.
  1420. # Systems with a low-end GPU (or no GPU) would benefit from smaller values.
  1421. client_mesh_chunk (Client Mesh Chunksize) int 1 1 16
  1422. # Decide the color depth of the texture used for the post-processing pipeline.
  1423. # Reducing this can improve performance, but might cause some effects (e.g. bloom)
  1424. # to not work.
  1425. #
  1426. # Requires: enable_post_processing
  1427. post_processing_texture_bits (Color depth for post-processing texture) enum 16 8,10,16
  1428. # Enable Poisson disk filtering.
  1429. # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
  1430. #
  1431. # Requires: enable_dynamic_shadows, opengl
  1432. shadow_poisson_filter (Poisson filtering) bool true
  1433. # Spread a complete update of shadow map over given number of frames.
  1434. # Higher values might make shadows laggy, lower values
  1435. # will consume more resources.
  1436. # Minimum value: 1; maximum value: 16
  1437. #
  1438. # Requires: enable_dynamic_shadows, opengl
  1439. shadow_update_frames (Map shadows update frames) int 8 1 16
  1440. # Set to true to render debugging breakdown of the bloom effect.
  1441. # In debug mode, the screen is split into 4 quadrants:
  1442. # top-left - processed base image, top-right - final image
  1443. # bottom-left - raw base image, bottom-right - bloom texture.
  1444. #
  1445. # Requires: enable_post_processing, enable_bloom
  1446. enable_bloom_debug (Enable Bloom Debug) bool false
  1447. [**Sound]
  1448. # Comma-separated list of AL and ALC extensions that should not be used.
  1449. # Useful for testing. See al_extensions.[h,cpp] for details.
  1450. sound_extensions_blacklist (Sound Extensions Blacklist) string
  1451. [**Font]
  1452. font_bold (Font bold by default) bool false
  1453. font_italic (Font italic by default) bool false
  1454. # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
  1455. font_shadow (Font shadow) int 1 0 65535
  1456. # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
  1457. font_shadow_alpha (Font shadow alpha) int 127 0 255
  1458. # Font size of the default font where 1 unit = 1 pixel at 96 DPI
  1459. font_size (Font size) int 16 5 72
  1460. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  1461. # with this font will always be divisible by this value, in pixels. For instance,
  1462. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  1463. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  1464. font_size_divisible_by (Font size divisible by) int 1 1
  1465. # Path to the default font. Must be a TrueType font.
  1466. # The fallback font will be used if the font cannot be loaded.
  1467. font_path (Regular font path) filepath fonts/Arimo-Regular.ttf
  1468. font_path_bold (Bold font path) filepath fonts/Arimo-Bold.ttf
  1469. font_path_italic (Italic font path) filepath fonts/Arimo-Italic.ttf
  1470. font_path_bold_italic (Bold and italic font path) filepath fonts/Arimo-BoldItalic.ttf
  1471. # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
  1472. mono_font_size (Monospace font size) int 16 5 72
  1473. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  1474. # with this font will always be divisible by this value, in pixels. For instance,
  1475. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  1476. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  1477. mono_font_size_divisible_by (Monospace font size divisible by) int 1 1
  1478. # Path to the monospace font. Must be a TrueType font.
  1479. # This font is used for e.g. the console and profiler screen.
  1480. mono_font_path (Monospace font path) filepath fonts/Cousine-Regular.ttf
  1481. mono_font_path_bold (Bold monospace font path) filepath fonts/Cousine-Bold.ttf
  1482. mono_font_path_italic (Italic monospace font path) filepath fonts/Cousine-Italic.ttf
  1483. mono_font_path_bold_italic (Bold and italic monospace font path) filepath fonts/Cousine-BoldItalic.ttf
  1484. # Path of the fallback font. Must be a TrueType font.
  1485. # This font will be used for certain languages or if the default font is unavailable.
  1486. fallback_font_path (Fallback font path) filepath fonts/DroidSansFallbackFull.ttf
  1487. [**Lighting]
  1488. # Gradient of light curve at minimum light level.
  1489. # Controls the contrast of the lowest light levels.
  1490. lighting_alpha (Light curve low gradient) float 0.0 0.0 3.0
  1491. # Gradient of light curve at maximum light level.
  1492. # Controls the contrast of the highest light levels.
  1493. lighting_beta (Light curve high gradient) float 1.5 0.0 3.0
  1494. # Strength of light curve boost.
  1495. # The 3 'boost' parameters define a range of the light
  1496. # curve that is boosted in brightness.
  1497. lighting_boost (Light curve boost) float 0.2 0.0 0.4
  1498. # Center of light curve boost range.
  1499. # Where 0.0 is minimum light level, 1.0 is maximum light level.
  1500. lighting_boost_center (Light curve boost center) float 0.5 0.0 1.0
  1501. # Spread of light curve boost range.
  1502. # Controls the width of the range to be boosted.
  1503. # Standard deviation of the light curve boost Gaussian.
  1504. lighting_boost_spread (Light curve boost spread) float 0.2 0.0 0.4
  1505. [**Networking]
  1506. # Prometheus listener address.
  1507. # If Luanti is compiled with ENABLE_PROMETHEUS option enabled,
  1508. # enable metrics listener for Prometheus on that address.
  1509. # Metrics can be fetched on http://127.0.0.1:30000/metrics
  1510. prometheus_listener_address (Prometheus listener address) string 127.0.0.1:30000
  1511. # Maximum size of the outgoing chat queue.
  1512. # 0 to disable queueing and -1 to make the queue size unlimited.
  1513. max_out_chat_queue_size (Maximum size of the outgoing chat queue) int 20 -1 32767
  1514. # Timeout for client to remove unused map data from memory, in seconds.
  1515. client_unload_unused_data_timeout (Mapblock unload timeout) float 600.0 0.0
  1516. # Maximum number of mapblocks for client to be kept in memory.
  1517. # Set to -1 for unlimited amount.
  1518. client_mapblock_limit (Mapblock limit) int 7500 -1 2147483647
  1519. # Maximum number of blocks that are simultaneously sent per client.
  1520. # The maximum total count is calculated dynamically:
  1521. # max_total = ceil((#clients + max_users) * per_client / 4)
  1522. max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 40 1 4294967295
  1523. # To reduce lag, block transfers are slowed down when a player is building something.
  1524. # This determines how long they are slowed down after placing or removing a node.
  1525. full_block_send_enable_min_time_from_building (Delay in sending blocks after building) float 2.0 0.0
  1526. # Maximum number of packets sent per send step in the low-level networking code.
  1527. # You generally don't need to change this, however busy servers may benefit from a higher number.
  1528. max_packets_per_iteration (Max. packets per iteration) int 1024 1 65535
  1529. # Compression level to use when sending mapblocks to the client.
  1530. # -1 - use default compression level
  1531. # 0 - least compression, fastest
  1532. # 9 - best compression, slowest
  1533. map_compression_level_net (Map Compression Level for Network Transfer) int -1 -1 9
  1534. [**Server]
  1535. # Format of player chat messages. The following strings are valid placeholders:
  1536. # @name, @message, @timestamp (optional)
  1537. chat_message_format (Chat message format) string <@name> @message
  1538. # If the execution of a chat command takes longer than this specified time in
  1539. # seconds, add the time information to the chat command message
  1540. chatcommand_msg_time_threshold (Chat command time message threshold) float 0.1 0.0
  1541. # A message to be displayed to all clients when the server shuts down.
  1542. kick_msg_shutdown (Shutdown message) string Server shutting down.
  1543. # A message to be displayed to all clients when the server crashes.
  1544. kick_msg_crash (Crash message) string This server has experienced an internal error. You will now be disconnected.
  1545. # Whether to ask clients to reconnect after a (Lua) crash.
  1546. # Set this to true if your server is set up to restart automatically.
  1547. ask_reconnect_on_crash (Ask to reconnect after crash) bool false
  1548. [**Server/Env Performance]
  1549. # Length of a server tick (the interval at which everything is generally updated),
  1550. # stated in seconds.
  1551. # Does not apply to sessions hosted from the client menu.
  1552. # This is a lower bound, i.e. server steps may not be shorter than this, but
  1553. # they are often longer.
  1554. dedicated_server_step (Dedicated server step) float 0.09 0.0 1.0
  1555. # Whether players are shown to clients without any range limit.
  1556. # Deprecated, use the setting player_transfer_distance instead.
  1557. unlimited_player_transfer_distance (Unlimited player transfer distance) bool true
  1558. # Defines the maximal player transfer distance in blocks (0 = unlimited).
  1559. player_transfer_distance (Player transfer distance) int 0 0 65535
  1560. # From how far clients know about objects, stated in mapblocks (16 nodes).
  1561. #
  1562. # Setting this larger than active_block_range will also cause the server
  1563. # to maintain active objects up to this distance in the direction the
  1564. # player is looking. (This can avoid mobs suddenly disappearing from view)
  1565. active_object_send_range_blocks (Active object send range) int 8 1 65535
  1566. # The radius of the volume of blocks around every player that is subject to the
  1567. # active block stuff, stated in mapblocks (16 nodes).
  1568. # In active blocks objects are loaded and ABMs run.
  1569. # This is also the minimum range in which active objects (mobs) are maintained.
  1570. # This should be configured together with active_object_send_range_blocks.
  1571. active_block_range (Active block range) int 4 1 65535
  1572. # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
  1573. max_block_send_distance (Max block send distance) int 12 1 65535
  1574. # Default maximum number of forceloaded mapblocks.
  1575. # Set this to -1 to disable the limit.
  1576. max_forceloaded_blocks (Maximum forceloaded blocks) int 16 -1
  1577. # Interval of sending time of day to clients, stated in seconds.
  1578. time_send_interval (Time send interval) float 5.0 0.001
  1579. # Interval of saving important changes in the world, stated in seconds.
  1580. server_map_save_interval (Map save interval) float 5.3 0.001
  1581. # How long the server will wait before unloading unused mapblocks, stated in seconds.
  1582. # Higher value is smoother, but will use more RAM.
  1583. server_unload_unused_data_timeout (Unload unused server data) int 29 0 4294967295
  1584. # Maximum number of statically stored objects in a block.
  1585. max_objects_per_block (Maximum objects per block) int 256 1 65535
  1586. # Length of time between active block management cycles, stated in seconds.
  1587. active_block_mgmt_interval (Active block management interval) float 2.0 0.0
  1588. # Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
  1589. abm_interval (ABM interval) float 1.0 0.0
  1590. # The time budget allowed for ABMs to execute on each step
  1591. # (as a fraction of the ABM Interval)
  1592. abm_time_budget (ABM time budget) float 0.2 0.1 0.9
  1593. # Length of time between NodeTimer execution cycles, stated in seconds.
  1594. nodetimer_interval (NodeTimer interval) float 0.2 0.0
  1595. # Max liquids processed per step.
  1596. liquid_loop_max (Liquid loop max) int 100000 1 4294967295
  1597. # The time (in seconds) that the liquids queue may grow beyond processing
  1598. # capacity until an attempt is made to decrease its size by dumping old queue
  1599. # items. A value of 0 disables the functionality.
  1600. liquid_queue_purge_time (Liquid queue purge time) int 0 0 65535
  1601. # Liquid update interval in seconds.
  1602. liquid_update (Liquid update tick) float 1.0 0.001
  1603. # At this distance the server will aggressively optimize which blocks are sent to
  1604. # clients.
  1605. # Small values potentially improve performance a lot, at the expense of visible
  1606. # rendering glitches (some blocks might not be rendered correctly in caves).
  1607. # Setting this to a value greater than max_block_send_distance disables this
  1608. # optimization.
  1609. # Stated in MapBlocks (16 nodes).
  1610. block_send_optimize_distance (Block send optimize distance) int 4 2 2047
  1611. # If enabled, the server will perform map block occlusion culling based on
  1612. # on the eye position of the player. This can reduce the number of blocks
  1613. # sent to the client by 50-80%. Clients will no longer receive most
  1614. # invisible blocks, so that the utility of noclip mode is reduced.
  1615. server_side_occlusion_culling (Server-side occlusion culling) bool true
  1616. # At this distance the server will perform a simpler and cheaper occlusion check.
  1617. # Smaller values potentially improve performance, at the expense of temporarily visible
  1618. # rendering glitches (missing blocks).
  1619. # This is especially useful for very large viewing range (upwards of 500).
  1620. # Stated in MapBlocks (16 nodes).
  1621. block_cull_optimize_distance (Block cull optimize distance) int 25 2 2047
  1622. [**Mapgen]
  1623. # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
  1624. # WARNING: There is no benefit, and there are several dangers, in
  1625. # increasing this value above 5.
  1626. # Reducing this value increases cave and dungeon density.
  1627. # Altering this value is for special usage, leaving it unchanged is
  1628. # recommended.
  1629. chunksize (Chunk size) int 5 1 10
  1630. # Dump the mapgen debug information.
  1631. enable_mapgen_debug_info (Mapgen debug) bool false
  1632. # Maximum number of blocks that can be queued for loading.
  1633. emergequeue_limit_total (Absolute limit of queued blocks to emerge) int 1024 1 1000000
  1634. # Maximum number of blocks to be queued that are to be loaded from file.
  1635. # This limit is enforced per player.
  1636. emergequeue_limit_diskonly (Per-player limit of queued blocks load from disk) int 128 1 1000000
  1637. # Maximum number of blocks to be queued that are to be generated.
  1638. # This limit is enforced per player.
  1639. emergequeue_limit_generate (Per-player limit of queued blocks to generate) int 128 1 1000000
  1640. # Number of emerge threads to use.
  1641. # Value 0:
  1642. # - Automatic selection. The number of emerge threads will be
  1643. # - 'number of processors - 2', with a lower limit of 1.
  1644. # Any other value:
  1645. # - Specifies the number of emerge threads, with a lower limit of 1.
  1646. # WARNING: Increasing the number of emerge threads increases engine mapgen
  1647. # speed, but this may harm game performance by interfering with other
  1648. # processes, especially in singleplayer and/or when running Lua code in
  1649. # 'on_generated'. For many users the optimum setting may be '1'.
  1650. num_emerge_threads (Number of emerge threads) int 1 0 32767
  1651. [**cURL]
  1652. # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
  1653. curl_timeout (cURL interactive timeout) int 20000 1000 2147483647
  1654. # Limits number of parallel HTTP requests. Affects:
  1655. # - Media fetch if server uses remote_media setting.
  1656. # - Serverlist download and server announcement.
  1657. # - Downloads performed by main menu (e.g. mod manager).
  1658. # Only has an effect if compiled with cURL.
  1659. curl_parallel_limit (cURL parallel limit) int 8 1 2147483647
  1660. # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
  1661. curl_file_download_timeout (cURL file download timeout) int 300000 5000 2147483647
  1662. [**Miscellaneous]
  1663. # Adjust the detected display density, used for scaling UI elements.
  1664. display_density_factor (Display Density Scaling Factor) float 1 0.5 5.0
  1665. # Windows systems only: Start Luanti with the command line window in the background.
  1666. # Contains the same information as the file debug.txt (default name).
  1667. enable_console (Enable console window) bool false
  1668. # Number of extra blocks that can be loaded by /clearobjects at once.
  1669. # This is a trade-off between SQLite transaction overhead and
  1670. # memory consumption (4096=100MB, as a rule of thumb).
  1671. max_clearobjects_extra_loaded_blocks (Max. clearobjects extra blocks) int 4096 0 4294967295
  1672. # World directory (everything in the world is stored here).
  1673. # Not needed if starting from the main menu.
  1674. map-dir (Map directory) path
  1675. # See https://www.sqlite.org/pragma.html#pragma_synchronous
  1676. sqlite_synchronous (Synchronous SQLite) enum 2 0,1,2
  1677. # Compression level to use when saving mapblocks to disk.
  1678. # -1 - use default compression level
  1679. # 0 - least compression, fastest
  1680. # 9 - best compression, slowest
  1681. map_compression_level_disk (Map Compression Level for Disk Storage) int -1 -1 9
  1682. # Enable usage of remote media server (if provided by server).
  1683. # Remote servers offer a significantly faster way to download media (e.g. textures)
  1684. # when connecting to the server.
  1685. enable_remote_media_server (Connect to external media server) bool true
  1686. # File in client/serverlist/ that contains your favorite servers displayed in the
  1687. # Multiplayer Tab.
  1688. serverlist_file (Serverlist file) string favoriteservers.json
  1689. [*Gamepads]
  1690. # Enable joysticks. Requires a restart to take effect
  1691. enable_joysticks (Enable joysticks) bool false
  1692. # The identifier of the joystick to use
  1693. joystick_id (Joystick ID) int 0 0 255
  1694. # The type of joystick
  1695. joystick_type (Joystick type) enum auto auto,generic,xbox,dragonrise_gamecube
  1696. # The time in seconds it takes between repeated events
  1697. # when holding down a joystick button combination.
  1698. repeat_joystick_button_time (Joystick button repetition interval) float 0.17 0.001
  1699. # The dead zone of the joystick
  1700. joystick_deadzone (Joystick dead zone) int 2048 0 65535
  1701. # The sensitivity of the joystick axes for moving the
  1702. # in-game view frustum around.
  1703. joystick_frustum_sensitivity (Joystick frustum sensitivity) float 170.0 0.001
  1704. [*Hide: Temporary Settings]
  1705. # Path to texture directory. All textures are first searched from here.
  1706. texture_path (Texture path) path
  1707. # Enables minimap.
  1708. enable_minimap (Minimap) bool true
  1709. # Shape of the minimap. Enabled = round, disabled = square.
  1710. minimap_shape_round (Round minimap) bool true
  1711. # Address to connect to.
  1712. # Leave this blank to start a local server.
  1713. # Note that the address field in the main menu overrides this setting.
  1714. address (Server address) string
  1715. # Port to connect to (UDP).
  1716. # Note that the port field in the main menu overrides this setting.
  1717. remote_port (Remote port) int 30000 1 65535
  1718. # Enable players getting damage and dying.
  1719. enable_damage (Damage) bool false
  1720. # Enable creative mode for all players
  1721. creative_mode (Creative) bool false
  1722. # Whether to allow players to damage and kill each other.
  1723. enable_pvp (Player versus player) bool true
  1724. # Player is able to fly without being affected by gravity.
  1725. # This requires the "fly" privilege on the server.
  1726. free_move (Flying) bool false
  1727. # If enabled, makes move directions relative to the player's pitch when flying or swimming.
  1728. pitch_move (Pitch move mode) bool false
  1729. # Fast movement (via the "Aux1" key).
  1730. # This requires the "fast" privilege on the server.
  1731. fast_move (Fast movement) bool false
  1732. # If enabled together with fly mode, player is able to fly through solid nodes.
  1733. # This requires the "noclip" privilege on the server.
  1734. noclip (Noclip) bool false
  1735. # Continuous forward movement, toggled by autoforward key.
  1736. # Press the autoforward key again or the backwards movement to disable.
  1737. continuous_forward (Continuous forward) bool false
  1738. # This can be bound to a key to toggle camera smoothing when looking around.
  1739. # Useful for recording videos
  1740. cinematic (Cinematic mode) bool false
  1741. # Affects mods and texture packs in the Content and Select Mods menus, as well as
  1742. # setting names.
  1743. # Controlled by a checkbox in the settings menu.
  1744. show_technical_names (Show technical names) bool false
  1745. # Controlled by a checkbox in the settings menu.
  1746. show_advanced (Show advanced settings) bool false
  1747. # Enables the sound system.
  1748. # If disabled, this completely disables all sounds everywhere and the in-game
  1749. # sound controls will be non-functional.
  1750. # Changing this setting requires a restart.
  1751. enable_sound (Sound) bool true
  1752. # Key for moving the player forward.
  1753. keymap_forward (Forward key) key KEY_KEY_W
  1754. # Key for moving the player backward.
  1755. # Will also disable autoforward, when active.
  1756. keymap_backward (Backward key) key KEY_KEY_S
  1757. # Key for moving the player left.
  1758. keymap_left (Left key) key KEY_KEY_A
  1759. # Key for moving the player right.
  1760. keymap_right (Right key) key KEY_KEY_D
  1761. # Key for jumping.
  1762. keymap_jump (Jump key) key KEY_SPACE
  1763. # Key for sneaking.
  1764. # Also used for climbing down and descending in water if aux1_descends is disabled.
  1765. keymap_sneak (Sneak key) key KEY_LSHIFT
  1766. # Key for digging, punching or using something.
  1767. # (Note: The actual meaning might vary on a per-game basis.)
  1768. keymap_dig (Dig/punch/use key) key KEY_LBUTTON
  1769. # Key for placing an item/block or for using something.
  1770. # (Note: The actual meaning might vary on a per-game basis.)
  1771. keymap_place (Place/use key) key KEY_RBUTTON
  1772. # Key for opening the inventory.
  1773. keymap_inventory (Inventory key) key KEY_KEY_I
  1774. # Key for moving fast in fast mode.
  1775. keymap_aux1 (Aux1 key) key KEY_KEY_E
  1776. # Key for opening the chat window.
  1777. keymap_chat (Chat key) key KEY_KEY_T
  1778. # Key for opening the chat window to type commands.
  1779. keymap_cmd (Command key) key /
  1780. # Key for opening the chat window to type local commands.
  1781. keymap_cmd_local (Command key) key .
  1782. # Key for toggling unlimited view range.
  1783. keymap_rangeselect (Range select key) key
  1784. # Key for toggling flying.
  1785. keymap_freemove (Fly key) key KEY_KEY_K
  1786. # Key for toggling pitch move mode.
  1787. keymap_pitchmove (Pitch move key) key
  1788. # Key for toggling fast mode.
  1789. keymap_fastmove (Fast key) key KEY_KEY_J
  1790. # Key for toggling noclip mode.
  1791. keymap_noclip (Noclip key) key KEY_KEY_H
  1792. # Key for selecting the next item in the hotbar.
  1793. keymap_hotbar_next (Hotbar next key) key KEY_KEY_N
  1794. # Key for selecting the previous item in the hotbar.
  1795. keymap_hotbar_previous (Hotbar previous key) key KEY_KEY_B
  1796. # Key for muting the game.
  1797. keymap_mute (Mute key) key KEY_KEY_M
  1798. # Key for increasing the volume.
  1799. keymap_increase_volume (Inc. volume key) key
  1800. # Key for decreasing the volume.
  1801. keymap_decrease_volume (Dec. volume key) key
  1802. # Key for toggling autoforward.
  1803. keymap_autoforward (Automatic forward key) key
  1804. # Key for toggling cinematic mode.
  1805. keymap_cinematic (Cinematic mode key) key
  1806. # Key for toggling display of minimap.
  1807. keymap_minimap (Minimap key) key KEY_KEY_V
  1808. # Key for taking screenshots.
  1809. keymap_screenshot (Screenshot) key KEY_F12
  1810. # Key for toggling fullscreen mode.
  1811. keymap_fullscreen (Fullscreen key) key KEY_F11
  1812. # Key for dropping the currently selected item.
  1813. keymap_drop (Drop item key) key KEY_KEY_Q
  1814. # Key to use view zoom when possible.
  1815. keymap_zoom (View zoom key) key KEY_KEY_Z
  1816. # Key for selecting the first hotbar slot.
  1817. keymap_slot1 (Hotbar slot 1 key) key KEY_KEY_1
  1818. # Key for selecting the second hotbar slot.
  1819. keymap_slot2 (Hotbar slot 2 key) key KEY_KEY_2
  1820. # Key for selecting the third hotbar slot.
  1821. keymap_slot3 (Hotbar slot 3 key) key KEY_KEY_3
  1822. # Key for selecting the fourth hotbar slot.
  1823. keymap_slot4 (Hotbar slot 4 key) key KEY_KEY_4
  1824. # Key for selecting the fifth hotbar slot.
  1825. keymap_slot5 (Hotbar slot 5 key) key KEY_KEY_5
  1826. # Key for selecting the sixth hotbar slot.
  1827. keymap_slot6 (Hotbar slot 6 key) key KEY_KEY_6
  1828. # Key for selecting the seventh hotbar slot.
  1829. keymap_slot7 (Hotbar slot 7 key) key KEY_KEY_7
  1830. # Key for selecting the eighth hotbar slot.
  1831. keymap_slot8 (Hotbar slot 8 key) key KEY_KEY_8
  1832. # Key for selecting the ninth hotbar slot.
  1833. keymap_slot9 (Hotbar slot 9 key) key KEY_KEY_9
  1834. # Key for selecting the tenth hotbar slot.
  1835. keymap_slot10 (Hotbar slot 10 key) key KEY_KEY_0
  1836. # Key for selecting the 11th hotbar slot.
  1837. keymap_slot11 (Hotbar slot 11 key) key
  1838. # Key for selecting the 12th hotbar slot.
  1839. keymap_slot12 (Hotbar slot 12 key) key
  1840. # Key for selecting the 13th hotbar slot.
  1841. keymap_slot13 (Hotbar slot 13 key) key
  1842. # Key for selecting the 14th hotbar slot.
  1843. keymap_slot14 (Hotbar slot 14 key) key
  1844. # Key for selecting the 15th hotbar slot.
  1845. keymap_slot15 (Hotbar slot 15 key) key
  1846. # Key for selecting the 16th hotbar slot.
  1847. keymap_slot16 (Hotbar slot 16 key) key
  1848. # Key for selecting the 17th hotbar slot.
  1849. keymap_slot17 (Hotbar slot 17 key) key
  1850. # Key for selecting the 18th hotbar slot.
  1851. keymap_slot18 (Hotbar slot 18 key) key
  1852. # Key for selecting the 19th hotbar slot.
  1853. keymap_slot19 (Hotbar slot 19 key) key
  1854. # Key for selecting the 20th hotbar slot.
  1855. keymap_slot20 (Hotbar slot 20 key) key
  1856. # Key for selecting the 21st hotbar slot.
  1857. keymap_slot21 (Hotbar slot 21 key) key
  1858. # Key for selecting the 22nd hotbar slot.
  1859. keymap_slot22 (Hotbar slot 22 key) key
  1860. # Key for selecting the 23rd hotbar slot.
  1861. keymap_slot23 (Hotbar slot 23 key) key
  1862. # Key for selecting the 24th hotbar slot.
  1863. keymap_slot24 (Hotbar slot 24 key) key
  1864. # Key for selecting the 25th hotbar slot.
  1865. keymap_slot25 (Hotbar slot 25 key) key
  1866. # Key for selecting the 26th hotbar slot.
  1867. keymap_slot26 (Hotbar slot 26 key) key
  1868. # Key for selecting the 27th hotbar slot.
  1869. keymap_slot27 (Hotbar slot 27 key) key
  1870. # Key for selecting the 28th hotbar slot.
  1871. keymap_slot28 (Hotbar slot 28 key) key
  1872. # Key for selecting the 29th hotbar slot.
  1873. keymap_slot29 (Hotbar slot 29 key) key
  1874. # Key for selecting the 30th hotbar slot.
  1875. keymap_slot30 (Hotbar slot 30 key) key
  1876. # Key for selecting the 31st hotbar slot.
  1877. keymap_slot31 (Hotbar slot 31 key) key
  1878. # Key for selecting the 32nd hotbar slot.
  1879. keymap_slot32 (Hotbar slot 32 key) key
  1880. # Key for toggling the display of the HUD.
  1881. keymap_toggle_hud (HUD toggle key) key KEY_F1
  1882. # Key for toggling the display of chat.
  1883. keymap_toggle_chat (Chat toggle key) key KEY_F2
  1884. # Key for toggling the display of the large chat console.
  1885. keymap_console (Large chat console key) key KEY_F10
  1886. # Key for toggling the display of fog.
  1887. keymap_toggle_fog (Fog toggle key) key KEY_F3
  1888. # Key for toggling the camera update. Only usable with 'debug' privilege.
  1889. keymap_toggle_update_camera (Camera update toggle key) key
  1890. # Key for toggling the display of debug info.
  1891. keymap_toggle_debug (Debug info toggle key) key KEY_F5
  1892. # Key for toggling the display of the profiler. Used for development.
  1893. keymap_toggle_profiler (Profiler toggle key) key KEY_F6
  1894. # Key for toggling the display of mapblock boundaries.
  1895. keymap_toggle_block_bounds (Block bounds toggle key) key
  1896. # Key for switching between first- and third-person camera.
  1897. keymap_camera_mode (Toggle camera mode key) key KEY_KEY_C
  1898. # Key for increasing the viewing range.
  1899. keymap_increase_viewing_range_min (View range increase key) key +
  1900. # Key for decreasing the viewing range.
  1901. keymap_decrease_viewing_range_min (View range decrease key) key -