settingtypes.txt 99 KB

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  1. # This file contains all settings displayed in the settings menu.
  2. #
  3. # General format:
  4. # name (Readable name) type type_args
  5. #
  6. # Note that the parts are separated by exactly one space
  7. #
  8. # `type` can be:
  9. # - int
  10. # - string
  11. # - bool
  12. # - float
  13. # - enum
  14. # - path
  15. # - filepath
  16. # - key (will be ignored in GUI, since a special key change dialog exists)
  17. # - flags
  18. # - noise_params_2d
  19. # - noise_params_3d
  20. # - v3f
  21. #
  22. # `type_args` can be:
  23. # * int:
  24. # - default
  25. # - default min max
  26. # * string:
  27. # - default (if default is not specified then "" is set)
  28. # * bool:
  29. # - default
  30. # * float:
  31. # - default
  32. # - default min max
  33. # * enum:
  34. # - default value1,value2,...
  35. # * path:
  36. # - default (if default is not specified then "" is set)
  37. # * filepath:
  38. # - default (if default is not specified then "" is set)
  39. # * key:
  40. # - default
  41. # * flags:
  42. # Flags are always separated by comma without spaces.
  43. # - default possible_flags
  44. # * noise_params_2d:
  45. # Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistence>, <lacunarity>[, <default flags>]
  46. # - default
  47. # * noise_params_3d:
  48. # Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistence>, <lacunarity>[, <default flags>]
  49. # - default
  50. # * v3f:
  51. # Format is (<X>, <Y>, <Z>)
  52. # - default
  53. #
  54. # Comments directly above a setting are bound to this setting.
  55. # All other comments are ignored.
  56. #
  57. # Comments and (Readable name) are handled by gettext.
  58. # Comments should be complete sentences that describe the setting and possibly
  59. # give the user additional useful insight.
  60. # The last line of a comment can contain the requirements for the setting, ie:
  61. #
  62. # # This is a comment
  63. # #
  64. # # Requires: shaders, 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. # * shaders_support (a video driver that supports shaders, may not be enabled)
  73. # * shaders (both enable_shaders and shaders_support)
  74. # * desktop / android
  75. # * touchscreen / keyboard_mouse
  76. # * opengl / gles
  77. # * You can negate any requirement by prepending with !
  78. #
  79. # Sections are marked by a single line in the format: [Section Name]
  80. # Sub-section are marked by adding * in front of the section name: [*Sub-section]
  81. # Sub-sub-sections have two * etc.
  82. # There shouldn't be too much settings per category; settings that shouldn't be
  83. # modified by the "average user" should be in (sub-)categories called "Advanced".
  84. [Controls]
  85. [*General]
  86. # Smooths rotation of camera, also called look or mouse smoothing. 0 to disable.
  87. camera_smoothing (Camera smoothing) float 0.0 0.0 0.99
  88. # Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Controls.
  89. #
  90. # Requires: keyboard_mouse
  91. cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99
  92. # If enabled, you can place nodes at the position (feet + eye level) where you stand.
  93. # This is helpful when working with nodeboxes in small areas.
  94. enable_build_where_you_stand (Build inside player) bool false
  95. # If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
  96. # descending.
  97. aux1_descends (Aux1 key for climbing/descending) bool false
  98. # Double-tapping the jump key toggles fly mode.
  99. doubletap_jump (Double tap jump for fly) bool false
  100. # If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
  101. # enabled.
  102. always_fly_fast (Always fly fast) bool true
  103. # The time in seconds it takes between repeated node placements when holding
  104. # the place button.
  105. #
  106. # Requires: keyboard_mouse
  107. repeat_place_time (Place repetition interval) float 0.25 0.16 2.0
  108. # The minimum time in seconds it takes between digging nodes when holding
  109. # the dig button.
  110. repeat_dig_time (Minimum dig repetition interval) float 0.0 0.0 2.0
  111. # Automatically jump up single-node obstacles.
  112. autojump (Automatic jumping) bool false
  113. # Prevent digging and placing from repeating when holding the respective buttons.
  114. # Enable this when you dig or place too often by accident.
  115. # On touchscreens, this only affects digging.
  116. safe_dig_and_place (Safe digging and placing) bool false
  117. [*Keyboard and Mouse]
  118. # Invert vertical mouse movement.
  119. #
  120. # Requires: keyboard_mouse
  121. invert_mouse (Invert mouse) bool false
  122. # Mouse sensitivity multiplier.
  123. #
  124. # Requires: keyboard_mouse
  125. mouse_sensitivity (Mouse sensitivity) float 0.2 0.001 10.0
  126. # Enable mouse wheel (scroll) for item selection in hotbar.
  127. #
  128. # Requires: keyboard_mouse
  129. enable_hotbar_mouse_wheel (Hotbar: Enable mouse wheel for selection) bool true
  130. # Invert mouse wheel (scroll) direction for item selection in hotbar.
  131. #
  132. # Requires: keyboard_mouse
  133. invert_hotbar_mouse_wheel (Hotbar: Invert mouse wheel direction) bool false
  134. [*Touchscreen]
  135. # Enables the touchscreen controls, allowing you to play the game with a touchscreen.
  136. # "auto" means that the touchscreen controls will be enabled and disabled
  137. # automatically depending on the last used input method.
  138. #
  139. # Requires: touch_support
  140. touch_controls (Touchscreen controls) enum auto auto,true,false
  141. # Touchscreen sensitivity multiplier.
  142. #
  143. # Requires: touchscreen
  144. touchscreen_sensitivity (Touchscreen sensitivity) float 0.2 0.001 10.0
  145. # The length in pixels after which a touch interaction is considered movement.
  146. #
  147. # Requires: touchscreen
  148. touchscreen_threshold (Movement threshold) int 20 0 100
  149. # The delay in milliseconds after which a touch interaction is considered a long tap.
  150. #
  151. # Requires: touchscreen
  152. touch_long_tap_delay (Threshold for long taps) int 400 100 1000
  153. # Use crosshair to select object instead of whole screen.
  154. # If enabled, a crosshair will be shown and will be used for selecting object.
  155. #
  156. # Requires: touchscreen
  157. touch_use_crosshair (Use crosshair for touch screen) bool false
  158. # Fixes the position of virtual joystick.
  159. # If disabled, virtual joystick will center to first-touch's position.
  160. #
  161. # Requires: touchscreen
  162. fixed_virtual_joystick (Fixed virtual joystick) bool false
  163. # Use virtual joystick to trigger "Aux1" button.
  164. # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
  165. #
  166. # Requires: touchscreen
  167. virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool false
  168. # The gesture for punching players/entities.
  169. # This can be overridden by games and mods.
  170. #
  171. # * short_tap
  172. # Easy to use and well-known from other games that shall not be named.
  173. #
  174. # * long_tap
  175. # Known from the classic Luanti mobile controls.
  176. # Combat is more or less impossible.
  177. #
  178. # Requires: touchscreen
  179. touch_punch_gesture (Punch gesture) enum short_tap short_tap,long_tap
  180. [Graphics and Audio]
  181. [*Graphics]
  182. [**Screen]
  183. # Width component of the initial window size.
  184. #
  185. # Requires: desktop
  186. screen_w (Screen width) int 1024 1 65535
  187. # Height component of the initial window size.
  188. #
  189. # Requires: desktop
  190. screen_h (Screen height) int 600 1 65535
  191. # Whether the window is maximized.
  192. #
  193. # Requires: desktop
  194. window_maximized (Window maximized) bool false
  195. # Save window size automatically when modified.
  196. # If true, screen size is saved in screen_w and screen_h, and whether the window
  197. # is maximized is stored in window_maximized.
  198. # (Autosaving window_maximized only works if compiled with SDL.)
  199. #
  200. # Requires: desktop
  201. autosave_screensize (Remember screen size) bool true
  202. # Fullscreen mode.
  203. #
  204. # Requires: desktop
  205. fullscreen (Full screen) bool false
  206. # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
  207. # open.
  208. #
  209. # Requires: desktop
  210. pause_on_lost_focus (Pause on lost window focus) bool false
  211. [**FPS]
  212. # If FPS would go higher than this, limit it by sleeping
  213. # to not waste CPU power for no benefit.
  214. fps_max (Maximum FPS) int 60 1 4294967295
  215. # Vertical screen synchronization. Your system may still force VSync on even if this is disabled.
  216. vsync (VSync) bool false
  217. # Maximum FPS when the window is not focused, or when the game is paused.
  218. fps_max_unfocused (FPS when unfocused or paused) int 20 1 4294967295
  219. # View distance in nodes.
  220. viewing_range (Viewing range) int 190 20 4000
  221. # Undersampling is similar to using a lower screen resolution, but it applies
  222. # to the game world only, keeping the GUI intact.
  223. # It should give a significant performance boost at the cost of less detailed image.
  224. # Higher values result in a less detailed image.
  225. undersampling (Undersampling) int 1 1 8
  226. [**3D]
  227. # 3D support.
  228. # Currently supported:
  229. # - none: no 3d output.
  230. # - anaglyph: cyan/magenta color 3d.
  231. # - interlaced: odd/even line based polarization screen support.
  232. # - topbottom: split screen top/bottom.
  233. # - sidebyside: split screen side by side.
  234. # - crossview: Cross-eyed 3d
  235. # Note that the interlaced mode requires shaders to be enabled.
  236. 3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,crossview
  237. # Strength of 3D mode parallax.
  238. 3d_paralax_strength (3D mode parallax strength) float 0.025 -0.087 0.087
  239. [**Bobbing]
  240. # Arm inertia, gives a more realistic movement of
  241. # the arm when the camera moves.
  242. arm_inertia (Arm inertia) bool true
  243. # Enable view bobbing and amount of view bobbing.
  244. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  245. view_bobbing_amount (View bobbing factor) float 1.0 0.0 7.9
  246. # Multiplier for fall bobbing.
  247. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  248. fall_bobbing_amount (Fall bobbing factor) float 0.03 0.0 100.0
  249. [**Camera]
  250. # Field of view in degrees.
  251. fov (Field of view) int 72 45 160
  252. # Alters the light curve by applying 'gamma correction' to it.
  253. # Higher values make middle and lower light levels brighter.
  254. # Value '1.0' leaves the light curve unaltered.
  255. # This only has significant effect on daylight and artificial
  256. # light, it has very little effect on natural night light.
  257. display_gamma (Light curve gamma) float 1.0 0.33 3.0
  258. # The strength (darkness) of node ambient-occlusion shading.
  259. # Lower is darker, Higher is lighter. The valid range of values for this
  260. # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
  261. # set to the nearest valid value.
  262. ambient_occlusion_gamma (Ambient occlusion gamma) float 1.8 0.25 4.0
  263. [**Screenshots]
  264. # Path to save screenshots at. Can be an absolute or relative path.
  265. # The folder will be created if it doesn't already exist.
  266. #
  267. # Requires: desktop
  268. screenshot_path (Screenshot folder) path screenshots
  269. # Format of screenshots.
  270. #
  271. # Requires: desktop
  272. screenshot_format (Screenshot format) enum png png,jpg
  273. # Screenshot quality. Only used for JPEG format.
  274. # 1 means worst quality; 100 means best quality.
  275. # Use 0 for default quality.
  276. #
  277. # Requires: desktop
  278. screenshot_quality (Screenshot quality) int 0 0 100
  279. [**Node and Entity Highlighting]
  280. # Method used to highlight selected object.
  281. node_highlighting (Node highlighting) enum box box,halo,none
  282. # Show entity selection boxes
  283. # A restart is required after changing this.
  284. show_entity_selectionbox (Show entity selection boxes) bool false
  285. # Selection box border color (R,G,B).
  286. selectionbox_color (Selection box color) string (0,0,0)
  287. # Width of the selection box lines around nodes.
  288. selectionbox_width (Selection box width) int 2 1 5
  289. # Crosshair color (R,G,B).
  290. # Also controls the object crosshair color
  291. crosshair_color (Crosshair color) string (255,255,255)
  292. # Crosshair alpha (opaqueness, between 0 and 255).
  293. # This also applies to the object crosshair.
  294. crosshair_alpha (Crosshair alpha) int 255 0 255
  295. [**Fog]
  296. # Whether to fog out the end of the visible area.
  297. enable_fog (Fog) bool true
  298. # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
  299. #
  300. # Requires: enable_fog
  301. directional_colored_fog (Colored fog) bool true
  302. # Fraction of the visible distance at which fog starts to be rendered
  303. #
  304. # Requires: enable_fog
  305. fog_start (Fog start) float 0.4 0.0 0.99
  306. [**Clouds]
  307. # Clouds are a client-side effect.
  308. enable_clouds (Clouds) bool true
  309. # Use 3D cloud look instead of flat.
  310. #
  311. # Requires: enable_clouds
  312. enable_3d_clouds (3D clouds) bool true
  313. # Use smooth cloud shading.
  314. #
  315. # Requires: enable_3d_clouds, enable_clouds
  316. soft_clouds (Soft clouds) bool false
  317. [**Filtering and Antialiasing]
  318. # Use mipmaps when scaling textures. May slightly increase performance,
  319. # especially when using a high-resolution texture pack.
  320. # Gamma-correct downscaling is not supported.
  321. mip_map (Mipmapping) bool false
  322. # Use bilinear filtering when scaling textures.
  323. bilinear_filter (Bilinear filtering) bool false
  324. # Use trilinear filtering when scaling textures.
  325. # If both bilinear and trilinear filtering are enabled, trilinear filtering
  326. # is applied.
  327. trilinear_filter (Trilinear filtering) bool false
  328. # Use anisotropic filtering when looking at textures from an angle.
  329. anisotropic_filter (Anisotropic filtering) bool false
  330. # Select the antialiasing method to apply.
  331. #
  332. # * None - No antialiasing (default)
  333. #
  334. # * FSAA - Hardware-provided full-screen antialiasing
  335. # (incompatible with Post Processing and Undersampling)
  336. # A.K.A multi-sample antialiasing (MSAA)
  337. # Smoothens out block edges but does not affect the insides of textures.
  338. # A restart is required to change this option.
  339. #
  340. # * FXAA - Fast approximate antialiasing (requires shaders)
  341. # Applies a post-processing filter to detect and smoothen high-contrast edges.
  342. # Provides balance between speed and image quality.
  343. #
  344. # * SSAA - Super-sampling antialiasing (requires shaders)
  345. # Renders higher-resolution image of the scene, then scales down to reduce
  346. # the aliasing effects. This is the slowest and the most accurate method.
  347. antialiasing (Antialiasing method) enum none none,fsaa,fxaa,ssaa
  348. # Defines the size of the sampling grid for FSAA and SSAA antialiasing methods.
  349. # Value of 2 means taking 2x2 = 4 samples.
  350. fsaa (Anti-aliasing scale) enum 2 2,4,8,16
  351. [**Occlusion Culling]
  352. # Type of occlusion_culler
  353. #
  354. # "loops" is the legacy algorithm with nested loops and O(n³) complexity
  355. # "bfs" is the new algorithm based on breadth-first-search and side culling
  356. #
  357. # This setting should only be changed if you have performance problems.
  358. occlusion_culler (Occlusion Culler) enum bfs bfs,loops
  359. # Use raytraced occlusion culling in the new culler.
  360. # This flag enables use of raytraced occlusion culling test for
  361. # client mesh sizes smaller than 4x4x4 map blocks.
  362. enable_raytraced_culling (Enable Raytraced Culling) bool true
  363. [*Effects]
  364. # Allows liquids to be translucent.
  365. translucent_liquids (Translucent liquids) bool true
  366. # Leaves style:
  367. # - Fancy: all faces visible
  368. # - Simple: only outer faces
  369. # - Opaque: disable transparency
  370. leaves_style (Leaves style) enum fancy fancy,simple,opaque
  371. # Connects glass if supported by node.
  372. connected_glass (Connect glass) bool false
  373. # Enable smooth lighting with simple ambient occlusion.
  374. smooth_lighting (Smooth lighting) bool true
  375. # Enables tradeoffs that reduce CPU load or increase rendering performance
  376. # at the expense of minor visual glitches that do not impact game playability.
  377. performance_tradeoffs (Tradeoffs for performance) bool false
  378. # Adds particles when digging a node.
  379. enable_particles (Digging particles) bool true
  380. [**Waving Nodes]
  381. # Set to true to enable waving leaves.
  382. #
  383. # Requires: shaders
  384. enable_waving_leaves (Waving leaves) bool false
  385. # Set to true to enable waving plants.
  386. #
  387. # Requires: shaders
  388. enable_waving_plants (Waving plants) bool false
  389. # Set to true to enable waving liquids (like water).
  390. #
  391. # Requires: shaders
  392. enable_waving_water (Waving liquids) bool false
  393. # The maximum height of the surface of waving liquids.
  394. # 4.0 = Wave height is two nodes.
  395. # 0.0 = Wave doesn't move at all.
  396. # Default is 1.0 (1/2 node).
  397. #
  398. # Requires: shaders, enable_waving_water
  399. water_wave_height (Waving liquids wave height) float 1.0 0.0 4.0
  400. # Length of liquid waves.
  401. #
  402. # Requires: shaders, enable_waving_water
  403. water_wave_length (Waving liquids wavelength) float 20.0 0.1
  404. # How fast liquid waves will move. Higher = faster.
  405. # If negative, liquid waves will move backwards.
  406. #
  407. # Requires: shaders, enable_waving_water
  408. water_wave_speed (Waving liquids wave speed) float 5.0
  409. [**Dynamic shadows]
  410. # Set to true to enable Shadow Mapping.
  411. #
  412. # Requires: shaders, opengl
  413. enable_dynamic_shadows (Dynamic shadows) bool false
  414. # Set the shadow strength gamma.
  415. # Adjusts the intensity of in-game dynamic shadows.
  416. # Lower value means lighter shadows, higher value means darker shadows.
  417. #
  418. # Requires: shaders, enable_dynamic_shadows, opengl
  419. shadow_strength_gamma (Shadow strength gamma) float 1.0 0.1 10.0
  420. # Maximum distance to render shadows.
  421. #
  422. # Requires: shaders, enable_dynamic_shadows, opengl
  423. shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 140.0 10.0 1000.0
  424. # Texture size to render the shadow map on.
  425. # This must be a power of two.
  426. # Bigger numbers create better shadows but it is also more expensive.
  427. #
  428. # Requires: shaders, enable_dynamic_shadows, opengl
  429. shadow_map_texture_size (Shadow map texture size) int 2048 128 8192
  430. # Sets shadow texture quality to 32 bits.
  431. # On false, 16 bits texture will be used.
  432. # This can cause much more artifacts in the shadow.
  433. #
  434. # Requires: shaders, enable_dynamic_shadows, opengl
  435. shadow_map_texture_32bit (Shadow map texture in 32 bits) bool true
  436. # Enable Poisson disk filtering.
  437. # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
  438. #
  439. # Requires: shaders, enable_dynamic_shadows, opengl
  440. shadow_poisson_filter (Poisson filtering) bool true
  441. # Define shadow filtering quality.
  442. # This simulates the soft shadows effect by applying a PCF or Poisson disk
  443. # but also uses more resources.
  444. #
  445. # Requires: shaders, enable_dynamic_shadows, opengl
  446. shadow_filters (Shadow filter quality) enum 1 0,1,2
  447. # Enable colored shadows.
  448. # On true translucent nodes cast colored shadows. This is expensive.
  449. #
  450. # Requires: shaders, enable_dynamic_shadows, opengl
  451. shadow_map_color (Colored shadows) bool false
  452. # Spread a complete update of shadow map over given number of frames.
  453. # Higher values might make shadows laggy, lower values
  454. # will consume more resources.
  455. # Minimum value: 1; maximum value: 16
  456. #
  457. # Requires: shaders, enable_dynamic_shadows, opengl
  458. shadow_update_frames (Map shadows update frames) int 8 1 16
  459. # Set the soft shadow radius size.
  460. # Lower values mean sharper shadows, bigger values mean softer shadows.
  461. # Minimum value: 1.0; maximum value: 15.0
  462. #
  463. # Requires: shaders, enable_dynamic_shadows, opengl
  464. shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0
  465. # Set the default tilt of Sun/Moon orbit in degrees.
  466. # Games may change orbit tilt via API.
  467. # Value of 0 means no tilt / vertical orbit.
  468. #
  469. # Requires: shaders, enable_dynamic_shadows, opengl
  470. shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0
  471. [**Post Processing]
  472. # Enables the post processing pipeline.
  473. #
  474. # Requires: shaders
  475. enable_post_processing (Enable Post Processing) bool true
  476. # Enables Hable's 'Uncharted 2' filmic tone mapping.
  477. # Simulates the tone curve of photographic film and how this approximates the
  478. # appearance of high dynamic range images. Mid-range contrast is slightly
  479. # enhanced, highlights and shadows are gradually compressed.
  480. #
  481. # Requires: shaders, enable_post_processing
  482. tone_mapping (Filmic tone mapping) bool false
  483. # Enable automatic exposure correction
  484. # When enabled, the post-processing engine will
  485. # automatically adjust to the brightness of the scene,
  486. # simulating the behavior of human eye.
  487. #
  488. # Requires: shaders, enable_post_processing
  489. enable_auto_exposure (Enable Automatic Exposure) bool false
  490. # Set the exposure compensation in EV units.
  491. # Value of 0.0 (default) means no exposure compensation.
  492. # Range: from -1 to 1.0
  493. #
  494. # Requires: shaders, enable_post_processing, enable_auto_exposure
  495. exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
  496. # Apply dithering to reduce color banding artifacts.
  497. # Dithering significantly increases the size of losslessly-compressed
  498. # screenshots and it works incorrectly if the display or operating system
  499. # performs additional dithering or if the color channels are not quantized
  500. # to 8 bits.
  501. # With OpenGL ES, dithering only works if the shader supports high
  502. # floating-point precision and it may have a higher performance impact.
  503. #
  504. # Requires: shaders, enable_post_processing
  505. debanding (Enable Debanding) bool true
  506. # Set to true to enable bloom effect.
  507. # Bright colors will bleed over the neighboring objects.
  508. #
  509. # Requires: shaders, enable_post_processing
  510. enable_bloom (Enable Bloom) bool false
  511. # Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
  512. #
  513. # Requires: shaders, enable_post_processing, enable_bloom
  514. enable_volumetric_lighting (Volumetric lighting) bool false
  515. [**Other Effects]
  516. # Simulate translucency when looking at foliage in the sunlight.
  517. #
  518. # Requires: shaders, enable_dynamic_shadows
  519. enable_translucent_foliage (Translucent foliage) bool false
  520. # Apply specular shading to nodes.
  521. #
  522. # Requires: shaders, enable_dynamic_shadows
  523. enable_node_specular (Node specular) bool false
  524. # When enabled, liquid reflections are simulated.
  525. #
  526. # Requires: shaders, enable_waving_water, enable_dynamic_shadows
  527. enable_water_reflections (Liquid reflections) bool false
  528. [*Audio]
  529. # Volume of all sounds.
  530. # Requires the sound system to be enabled.
  531. sound_volume (Volume) float 0.8 0.0 1.0
  532. # Volume multiplier when the window is unfocused.
  533. sound_volume_unfocused (Volume when unfocused) float 0.3 0.0 1.0
  534. # Whether to mute sounds. You can unmute sounds at any time, unless the
  535. # sound system is disabled (enable_sound=false).
  536. # In-game, you can toggle the mute state with the mute key or by using the
  537. # pause menu.
  538. mute_sound (Mute sound) bool false
  539. [*User Interfaces]
  540. # Set the language. By default, the system language is used.
  541. # A restart is required after changing this.
  542. 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
  543. [**GUI]
  544. # When enabled, the GUI is optimized to be more usable on touchscreens.
  545. # Whether this is enabled by default depends on your hardware form-factor.
  546. touch_gui (Optimize GUI for touchscreens) bool false
  547. # Scale GUI by a user specified value.
  548. # Use a nearest-neighbor-anti-alias filter to scale the GUI.
  549. # This will smooth over some of the rough edges, and blend
  550. # pixels when scaling down, at the cost of blurring some
  551. # edge pixels when images are scaled by non-integer sizes.
  552. gui_scaling (GUI scaling) float 1.0 0.5 20
  553. # Enables smooth scrolling.
  554. smooth_scrolling (Smooth scrolling) bool true
  555. # Enables animation of inventory items.
  556. inventory_items_animations (Inventory items animations) bool false
  557. # Formspec full-screen background opacity (between 0 and 255).
  558. formspec_fullscreen_bg_opacity (Formspec Full-Screen Background Opacity) int 140 0 255
  559. # Formspec full-screen background color (R,G,B).
  560. formspec_fullscreen_bg_color (Formspec Full-Screen Background Color) string (0,0,0)
  561. # When gui_scaling_filter is true, all GUI images need to be
  562. # filtered in software, but some images are generated directly
  563. # to hardware (e.g. render-to-texture for nodes in inventory).
  564. gui_scaling_filter (GUI scaling filter) bool false
  565. # When gui_scaling_filter_txr2img is true, copy those images
  566. # from hardware to software for scaling. When false, fall back
  567. # to the old scaling method, for video drivers that don't
  568. # properly support downloading textures back from hardware.
  569. gui_scaling_filter_txr2img (GUI scaling filter txr2img) bool true
  570. # Delay showing tooltips, stated in milliseconds.
  571. tooltip_show_delay (Tooltip delay) int 400 0 18446744073709551615
  572. # Append item name to tooltip.
  573. tooltip_append_itemname (Append item name) bool false
  574. # Use a cloud animation for the main menu background.
  575. menu_clouds (Clouds in menu) bool true
  576. [**HUD]
  577. # Modifies the size of the HUD elements.
  578. hud_scaling (HUD scaling) float 1.0 0.5 20
  579. # Whether name tag backgrounds should be shown by default.
  580. # Mods may still set a background.
  581. show_nametag_backgrounds (Show name tag backgrounds by default) bool true
  582. # Whether to show the client debug info (has the same effect as hitting F5).
  583. show_debug (Show debug info) bool false
  584. # Radius to use when the block bounds HUD feature is set to near blocks.
  585. show_block_bounds_radius_near (Block bounds HUD radius) int 4 0 1000
  586. # Maximum proportion of current window to be used for hotbar.
  587. # Useful if there's something to be displayed right or left of hotbar.
  588. hud_hotbar_max_width (Maximum hotbar width) float 1.0 0.001 1.0
  589. [**Chat]
  590. # Maximum number of recent chat messages to show
  591. recent_chat_messages (Recent Chat Messages) int 6 2 20
  592. # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
  593. console_height (Console height) float 0.6 0.1 1.0
  594. # In-game chat console background color (R,G,B).
  595. console_color (Console color) string (0,0,0)
  596. # In-game chat console background alpha (opaqueness, between 0 and 255).
  597. console_alpha (Console alpha) int 200 0 255
  598. # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
  599. clickable_chat_weblinks (Chat weblinks) bool true
  600. # Optional override for chat weblink color.
  601. chat_weblink_color (Weblink color) string #8888FF
  602. # Font size of the recent chat text and chat prompt in point (pt).
  603. # Value 0 will use the default font size.
  604. chat_font_size (Chat font size) int 0 0 72
  605. [**Content Repository]
  606. # The URL for the content repository
  607. contentdb_url (ContentDB URL) string https://content.luanti.org
  608. # If enabled and you have ContentDB packages installed, Luanti may contact ContentDB to
  609. # check for package updates when opening the mainmenu.
  610. contentdb_enable_updates_indicator (Enable updates available indicator on content tab) bool true
  611. # Comma-separated list of flags to hide in the content repository.
  612. # "nonfree" can be used to hide packages which do not qualify as 'free software',
  613. # as defined by the Free Software Foundation.
  614. # You can also specify content ratings.
  615. # These flags are independent from Luanti versions,
  616. # so see a full list at https://content.luanti.org/help/content_flags/
  617. contentdb_flag_blacklist (ContentDB Flag Blacklist) string nonfree, desktop_default
  618. # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
  619. # This should be lower than curl_parallel_limit.
  620. contentdb_max_concurrent_downloads (ContentDB Max Concurrent Downloads) int 3 1
  621. [Client and Server]
  622. [*Client]
  623. # Save the map received by the client on disk.
  624. enable_local_map_saving (Saving map received from server) bool false
  625. # URL to the server list displayed in the Multiplayer Tab.
  626. serverlist_url (Serverlist URL) string servers.luanti.org
  627. # If enabled, account registration is separate from login in the UI.
  628. # If disabled, new accounts will be registered automatically when logging in.
  629. enable_split_login_register (Enable split login/register) bool true
  630. # URL to JSON file which provides information about the newest Luanti release.
  631. # If this is empty the engine will never check for updates.
  632. update_information_url (Update information URL) string https://www.minetest.net/release_info.json
  633. [*Server]
  634. # Name of the player.
  635. # When running a server, clients connecting with this name are admins.
  636. # When starting from the main menu, this is overridden.
  637. name (Admin name) string
  638. [**Serverlist and MOTD]
  639. # Name of the server, to be displayed when players join and in the serverlist.
  640. server_name (Server name) string Luanti server
  641. # Description of server, to be displayed when players join and in the serverlist.
  642. server_description (Server description) string mine here
  643. # Domain name of server, to be displayed in the serverlist.
  644. server_address (Server address) string game.example.net
  645. # Homepage of server, to be displayed in the serverlist.
  646. server_url (Server URL) string https://game.example.net
  647. # Automatically report to the serverlist.
  648. server_announce (Announce server) bool false
  649. # Send names of online players to the serverlist. If disabled only the player count is revealed.
  650. server_announce_send_players (Send player names to the server list) bool true
  651. # Announce to this serverlist.
  652. serverlist_url (Serverlist URL) string servers.luanti.org
  653. # Message of the day displayed to players connecting.
  654. motd (Message of the day) string
  655. # Maximum number of players that can be connected simultaneously.
  656. max_users (Maximum users) int 15 0 65535
  657. # If this is set, players will always (re)spawn at the given position.
  658. static_spawnpoint (Static spawn point) string
  659. [**Networking]
  660. # Network port to listen (UDP).
  661. # This value will be overridden when starting from the main menu.
  662. port (Server port) int 30000 1 65535
  663. # The network interface that the server listens on.
  664. bind_address (Bind address) string
  665. # Enable to disallow old clients from connecting.
  666. # Older clients are compatible in the sense that they will not crash when connecting
  667. # to new servers, but they may not support all new features that you are expecting.
  668. strict_protocol_version_checking (Strict protocol checking) bool false
  669. # Define the oldest clients allowed to connect.
  670. # Older clients are compatible in the sense that they will not crash when connecting
  671. # to new servers, but they may not support all new features that you are expecting.
  672. # This allows for more fine-grained control than strict_protocol_version_checking.
  673. # Luanti still enforces its own internal minimum, and enabling
  674. # strict_protocol_version_checking will effectively override this.
  675. protocol_version_min (Protocol version minimum) int 1 1 65535
  676. # Specifies URL from which client fetches media instead of using UDP.
  677. # $filename should be accessible from $remote_media$filename via cURL
  678. # (obviously, remote_media should end with a slash).
  679. # Files that are not present will be fetched the usual way.
  680. remote_media (Remote media) string
  681. # Enable/disable running an IPv6 server.
  682. # Ignored if bind_address is set.
  683. # Needs enable_ipv6 to be enabled.
  684. ipv6_server (IPv6 server) bool false
  685. [*Server Security]
  686. # New users need to input this password.
  687. default_password (Default password) string
  688. # If enabled, players cannot join without a password or change theirs to an empty password.
  689. disallow_empty_password (Disallow empty passwords) bool false
  690. # The privileges that new users automatically get.
  691. # See /privs in game for a full list on your server and mod configuration.
  692. default_privs (Default privileges) string interact, shout
  693. # Privileges that players with basic_privs can grant
  694. basic_privs (Basic privileges) string interact, shout
  695. # Server anticheat configuration.
  696. # Flags are positive. Uncheck the flag to disable corresponding anticheat module.
  697. anticheat_flags (Anticheat flags) flags digging,interaction,movement digging,interaction,movement
  698. # Tolerance of movement cheat detector.
  699. # Increase the value if players experience stuttery movement.
  700. anticheat_movement_tolerance (Anticheat movement tolerance) float 1.0 1.0
  701. # If enabled, actions are recorded for rollback.
  702. # This option is only read when server starts.
  703. enable_rollback_recording (Rollback recording) bool false
  704. [**Client-side Modding]
  705. # Restricts the access of certain client-side functions on servers.
  706. # Combine the byteflags below to restrict client-side features, or set to 0
  707. # for no restrictions:
  708. # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
  709. # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
  710. # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
  711. # READ_NODEDEFS: 8 (disable get_node_def call client-side)
  712. # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
  713. # csm_restriction_noderange)
  714. # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
  715. csm_restriction_flags (Client side modding restrictions) int 62 0 63
  716. # If the CSM restriction for node range is enabled, get_node calls are limited
  717. # to this distance from the player to the node.
  718. csm_restriction_noderange (Client-side node lookup range restriction) int 0 0 4294967295
  719. [**Chat]
  720. # Remove color codes from incoming chat messages
  721. # Use this to stop players from being able to use color in their messages
  722. strip_color_codes (Strip color codes) bool false
  723. # Set the maximum length of a chat message (in characters) sent by clients.
  724. chat_message_max_size (Chat message max length) int 500 10 65535
  725. # Number of messages a player may send per 10 seconds.
  726. chat_message_limit_per_10sec (Chat message count limit) float 8.0 1.0
  727. # Kick players who sent more than X messages per 10 seconds.
  728. chat_message_limit_trigger_kick (Chat message kick threshold) int 50 1 65535
  729. [*Server Gameplay]
  730. # Controls length of day/night cycle.
  731. # Examples:
  732. # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
  733. time_speed (Time speed) int 72 0
  734. # Time of day when a new world is started, in millihours (0-23999).
  735. world_start_time (World start time) int 6125 0 23999
  736. # Time in seconds for item entity (dropped items) to live.
  737. # Setting it to -1 disables the feature.
  738. item_entity_ttl (Item entity TTL) int 900 -1
  739. # Specifies the default stack size of nodes, items and tools.
  740. # Note that mods or games may explicitly set a stack for certain (or all) items.
  741. default_stack_max (Default stack size) int 99 1 65535
  742. [**Physics]
  743. # Horizontal and vertical acceleration on ground or when climbing,
  744. # in nodes per second per second.
  745. movement_acceleration_default (Default acceleration) float 3.0 0.0
  746. # Horizontal acceleration in air when jumping or falling,
  747. # in nodes per second per second.
  748. movement_acceleration_air (Acceleration in air) float 2.0 0.0
  749. # Horizontal and vertical acceleration in fast mode,
  750. # in nodes per second per second.
  751. movement_acceleration_fast (Fast mode acceleration) float 10.0 0.0
  752. # Walking and flying speed, in nodes per second.
  753. movement_speed_walk (Walking speed) float 4.0 0.0
  754. # Sneaking speed, in nodes per second.
  755. movement_speed_crouch (Sneaking speed) float 1.35 0.0
  756. # Walking, flying and climbing speed in fast mode, in nodes per second.
  757. movement_speed_fast (Fast mode speed) float 20.0 0.0
  758. # Vertical climbing speed, in nodes per second.
  759. movement_speed_climb (Climbing speed) float 3.0 0.0
  760. # Initial vertical speed when jumping, in nodes per second.
  761. movement_speed_jump (Jumping speed) float 6.5 0.0
  762. # How much you are slowed down when moving inside a liquid.
  763. # Decrease this to increase liquid resistance to movement.
  764. movement_liquid_fluidity (Liquid fluidity) float 1.0 0.001
  765. # Maximum liquid resistance. Controls deceleration when entering liquid at
  766. # high speed.
  767. movement_liquid_fluidity_smooth (Liquid fluidity smoothing) float 0.5
  768. # Controls sinking speed in liquid when idling. Negative values will cause
  769. # you to rise instead.
  770. movement_liquid_sink (Liquid sinking) float 10.0
  771. # Acceleration of gravity, in nodes per second per second.
  772. movement_gravity (Gravity) float 9.81
  773. [Mapgen]
  774. # A chosen map seed for a new map, leave empty for random.
  775. # Will be overridden when creating a new world in the main menu.
  776. fixed_map_seed (Fixed map seed) string
  777. # Name of map generator to be used when creating a new world.
  778. # Creating a world in the main menu will override this.
  779. # Current mapgens in a highly unstable state:
  780. # - The optional floatlands of v7 (disabled by default).
  781. mg_name (Mapgen name) enum v7 v7,valleys,carpathian,v5,flat,fractal,singlenode,v6
  782. # Water surface level of the world.
  783. water_level (Water level) int 1 -31000 31000
  784. # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
  785. max_block_generate_distance (Max block generate distance) int 10 1 32767
  786. # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
  787. # Only mapchunks completely within the mapgen limit are generated.
  788. # Value is stored per-world.
  789. mapgen_limit (Map generation limit) int 31007 0 31007
  790. # Global map generation attributes.
  791. # In Mapgen v6 the 'decorations' flag controls all decorations except trees
  792. # and jungle grass, in all other mapgens this flag controls all decorations.
  793. mg_flags (Mapgen flags) flags caves,dungeons,light,decorations,biomes,ores caves,dungeons,light,decorations,biomes,ores
  794. [*Biome API]
  795. # Temperature variation for biomes.
  796. mg_biome_np_heat (Heat noise) noise_params_2d 50, 50, (1000, 1000, 1000), 5349, 3, 0.5, 2.0, eased
  797. # Small-scale temperature variation for blending biomes on borders.
  798. mg_biome_np_heat_blend (Heat blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0, eased
  799. # Humidity variation for biomes.
  800. mg_biome_np_humidity (Humidity noise) noise_params_2d 50, 50, (1000, 1000, 1000), 842, 3, 0.5, 2.0, eased
  801. # Small-scale humidity variation for blending biomes on borders.
  802. mg_biome_np_humidity_blend (Humidity blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0, eased
  803. [*Mapgen V5]
  804. # Map generation attributes specific to Mapgen v5.
  805. mgv5_spflags (Mapgen V5 specific flags) flags caverns caverns
  806. # Controls width of tunnels, a smaller value creates wider tunnels.
  807. # Value >= 10.0 completely disables generation of tunnels and avoids the
  808. # intensive noise calculations.
  809. mgv5_cave_width (Cave width) float 0.09
  810. # Y of upper limit of large caves.
  811. mgv5_large_cave_depth (Large cave depth) int -256 -31000 31000
  812. # Minimum limit of random number of small caves per mapchunk.
  813. mgv5_small_cave_num_min (Small cave minimum number) int 0 0 256
  814. # Maximum limit of random number of small caves per mapchunk.
  815. mgv5_small_cave_num_max (Small cave maximum number) int 0 0 256
  816. # Minimum limit of random number of large caves per mapchunk.
  817. mgv5_large_cave_num_min (Large cave minimum number) int 0 0 64
  818. # Maximum limit of random number of large caves per mapchunk.
  819. mgv5_large_cave_num_max (Large cave maximum number) int 2 0 64
  820. # Proportion of large caves that contain liquid.
  821. mgv5_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  822. # Y-level of cavern upper limit.
  823. mgv5_cavern_limit (Cavern limit) int -256 -31000 31000
  824. # Y-distance over which caverns expand to full size.
  825. mgv5_cavern_taper (Cavern taper) int 256 0 32767
  826. # Defines full size of caverns, smaller values create larger caverns.
  827. mgv5_cavern_threshold (Cavern threshold) float 0.7
  828. # Lower Y limit of dungeons.
  829. mgv5_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  830. # Upper Y limit of dungeons.
  831. mgv5_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  832. [**Noises]
  833. # Variation of biome filler depth.
  834. mgv5_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0, eased
  835. # Variation of terrain vertical scale.
  836. # When noise is < -0.55 terrain is near-flat.
  837. mgv5_np_factor (Factor noise) noise_params_2d 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0, eased
  838. # Y-level of average terrain surface.
  839. mgv5_np_height (Height noise) noise_params_2d 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0, eased
  840. # First of two 3D noises that together define tunnels.
  841. mgv5_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  842. # Second of two 3D noises that together define tunnels.
  843. mgv5_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  844. # 3D noise defining giant caverns.
  845. mgv5_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  846. # 3D noise defining terrain.
  847. mgv5_np_ground (Ground noise) noise_params_3d 0, 40, (80, 80, 80), 983240, 4, 0.55, 2.0, eased
  848. # 3D noise that determines number of dungeons per mapchunk.
  849. mgv5_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  850. [*Mapgen V6]
  851. # Map generation attributes specific to Mapgen v6.
  852. # The 'snowbiomes' flag enables the new 5 biome system.
  853. # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
  854. # the 'jungles' flag is ignored.
  855. # The 'temples' flag disables generation of desert temples. Normal dungeons will appear instead.
  856. mgv6_spflags (Mapgen V6 specific flags) flags jungles,biomeblend,mudflow,snowbiomes,noflat,trees,temples jungles,biomeblend,mudflow,snowbiomes,flat,trees,temples
  857. # Deserts occur when np_biome exceeds this value.
  858. # When the 'snowbiomes' flag is enabled, this is ignored.
  859. mgv6_freq_desert (Desert noise threshold) float 0.45
  860. # Sandy beaches occur when np_beach exceeds this value.
  861. mgv6_freq_beach (Beach noise threshold) float 0.15
  862. # Lower Y limit of dungeons.
  863. mgv6_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  864. # Upper Y limit of dungeons.
  865. mgv6_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  866. [**Noises]
  867. # Y-level of lower terrain and seabed.
  868. mgv6_np_terrain_base (Terrain base noise) noise_params_2d -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0, eased
  869. # Y-level of higher terrain that creates cliffs.
  870. mgv6_np_terrain_higher (Terrain higher noise) noise_params_2d 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0, eased
  871. # Varies steepness of cliffs.
  872. mgv6_np_steepness (Steepness noise) noise_params_2d 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0, eased
  873. # Defines distribution of higher terrain.
  874. mgv6_np_height_select (Height select noise) noise_params_2d 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0, eased
  875. # Varies depth of biome surface nodes.
  876. mgv6_np_mud (Mud noise) noise_params_2d 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0, eased
  877. # Defines areas with sandy beaches.
  878. mgv6_np_beach (Beach noise) noise_params_2d 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0, eased
  879. # Temperature variation for biomes.
  880. mgv6_np_biome (Biome noise) noise_params_2d 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0, eased
  881. # Variation of number of caves.
  882. mgv6_np_cave (Cave noise) noise_params_2d 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0, eased
  883. # Humidity variation for biomes.
  884. mgv6_np_humidity (Humidity noise) noise_params_2d 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0, eased
  885. # Defines tree areas and tree density.
  886. mgv6_np_trees (Trees noise) noise_params_2d 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0, eased
  887. # Defines areas where trees have apples.
  888. mgv6_np_apple_trees (Apple trees noise) noise_params_2d 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0, eased
  889. [*Mapgen V7]
  890. # Map generation attributes specific to Mapgen v7.
  891. # 'ridges': Rivers.
  892. # 'floatlands': Floating land masses in the atmosphere.
  893. # 'caverns': Giant caves deep underground.
  894. mgv7_spflags (Mapgen V7 specific flags) flags mountains,ridges,nofloatlands,caverns mountains,ridges,floatlands,caverns
  895. # Y of mountain density gradient zero level. Used to shift mountains vertically.
  896. mgv7_mount_zero_level (Mountain zero level) int 0 -31000 31000
  897. # Lower Y limit of floatlands.
  898. mgv7_floatland_ymin (Floatland minimum Y) int 1024 -31000 31000
  899. # Upper Y limit of floatlands.
  900. mgv7_floatland_ymax (Floatland maximum Y) int 4096 -31000 31000
  901. # Y-distance over which floatlands taper from full density to nothing.
  902. # Tapering starts at this distance from the Y limit.
  903. # For a solid floatland layer, this controls the height of hills/mountains.
  904. # Must be less than or equal to half the distance between the Y limits.
  905. mgv7_floatland_taper (Floatland tapering distance) int 256 0 32767
  906. # Exponent of the floatland tapering. Alters the tapering behavior.
  907. # Value = 1.0 creates a uniform, linear tapering.
  908. # Values > 1.0 create a smooth tapering suitable for the default separated
  909. # floatlands.
  910. # Values < 1.0 (for example 0.25) create a more defined surface level with
  911. # flatter lowlands, suitable for a solid floatland layer.
  912. mgv7_float_taper_exp (Floatland taper exponent) float 2.0
  913. # Adjusts the density of the floatland layer.
  914. # Increase value to increase density. Can be positive or negative.
  915. # Value = 0.0: 50% of volume is floatland.
  916. # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
  917. # to be sure) creates a solid floatland layer.
  918. mgv7_floatland_density (Floatland density) float -0.6
  919. # Surface level of optional water placed on a solid floatland layer.
  920. # Water is disabled by default and will only be placed if this value is set
  921. # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
  922. # upper tapering).
  923. # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
  924. # When enabling water placement, floatlands must be configured and tested
  925. # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
  926. # required value depending on 'mgv7_np_floatland'), to avoid
  927. # server-intensive extreme water flow and to avoid vast flooding of the
  928. # world surface below.
  929. mgv7_floatland_ywater (Floatland water level) int -31000 -31000 31000
  930. # Controls width of tunnels, a smaller value creates wider tunnels.
  931. # Value >= 10.0 completely disables generation of tunnels and avoids the
  932. # intensive noise calculations.
  933. mgv7_cave_width (Cave width) float 0.09
  934. # Y of upper limit of large caves.
  935. mgv7_large_cave_depth (Large cave depth) int -33 -31000 31000
  936. # Minimum limit of random number of small caves per mapchunk.
  937. mgv7_small_cave_num_min (Small cave minimum number) int 0 0 256
  938. # Maximum limit of random number of small caves per mapchunk.
  939. mgv7_small_cave_num_max (Small cave maximum number) int 0 0 256
  940. # Minimum limit of random number of large caves per mapchunk.
  941. mgv7_large_cave_num_min (Large cave minimum number) int 0 0 64
  942. # Maximum limit of random number of large caves per mapchunk.
  943. mgv7_large_cave_num_max (Large cave maximum number) int 2 0 64
  944. # Proportion of large caves that contain liquid.
  945. mgv7_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  946. # Y-level of cavern upper limit.
  947. mgv7_cavern_limit (Cavern limit) int -256 -31000 31000
  948. # Y-distance over which caverns expand to full size.
  949. mgv7_cavern_taper (Cavern taper) int 256 0 32767
  950. # Defines full size of caverns, smaller values create larger caverns.
  951. mgv7_cavern_threshold (Cavern threshold) float 0.7
  952. # Lower Y limit of dungeons.
  953. mgv7_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  954. # Upper Y limit of dungeons.
  955. mgv7_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  956. [**Noises]
  957. # Y-level of higher terrain that creates cliffs.
  958. mgv7_np_terrain_base (Terrain base noise) noise_params_2d 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0, eased
  959. # Y-level of lower terrain and seabed.
  960. mgv7_np_terrain_alt (Terrain alternative noise) noise_params_2d 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0, eased
  961. # Varies roughness of terrain.
  962. # Defines the 'persistence' value for terrain_base and terrain_alt noises.
  963. mgv7_np_terrain_persist (Terrain persistence noise) noise_params_2d 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0, eased
  964. # Defines distribution of higher terrain and steepness of cliffs.
  965. mgv7_np_height_select (Height select noise) noise_params_2d -8, 16, (500, 500, 500), 4213, 6, 0.7, 2.0, eased
  966. # Variation of biome filler depth.
  967. mgv7_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
  968. # Variation of maximum mountain height (in nodes).
  969. mgv7_np_mount_height (Mountain height noise) noise_params_2d 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0, eased
  970. # Defines large-scale river channel structure.
  971. mgv7_np_ridge_uwater (Ridge underwater noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
  972. # 3D noise defining mountain structure and height.
  973. # Also defines structure of floatland mountain terrain.
  974. mgv7_np_mountain (Mountain noise) noise_params_3d -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
  975. # 3D noise defining structure of river canyon walls.
  976. mgv7_np_ridge (Ridge noise) noise_params_3d 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
  977. # 3D noise defining structure of floatlands.
  978. # If altered from the default, the noise 'scale' (0.7 by default) may need
  979. # to be adjusted, as floatland tapering functions best when this noise has
  980. # a value range of approximately -2.0 to 2.0.
  981. mgv7_np_floatland (Floatland noise) noise_params_3d 0, 0.7, (384, 96, 384), 1009, 4, 0.75, 1.618
  982. # 3D noise defining giant caverns.
  983. mgv7_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  984. # First of two 3D noises that together define tunnels.
  985. mgv7_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  986. # Second of two 3D noises that together define tunnels.
  987. mgv7_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  988. # 3D noise that determines number of dungeons per mapchunk.
  989. mgv7_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  990. [*Mapgen Carpathian]
  991. # Map generation attributes specific to Mapgen Carpathian.
  992. mgcarpathian_spflags (Mapgen Carpathian specific flags) flags caverns,norivers caverns,rivers
  993. # Defines the base ground level.
  994. mgcarpathian_base_level (Base ground level) float 12.0
  995. # Defines the width of the river channel.
  996. mgcarpathian_river_width (River channel width) float 0.05
  997. # Defines the depth of the river channel.
  998. mgcarpathian_river_depth (River channel depth) float 24.0
  999. # Defines the width of the river valley.
  1000. mgcarpathian_valley_width (River valley width) float 0.25
  1001. # Controls width of tunnels, a smaller value creates wider tunnels.
  1002. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1003. # intensive noise calculations.
  1004. mgcarpathian_cave_width (Cave width) float 0.09
  1005. # Y of upper limit of large caves.
  1006. mgcarpathian_large_cave_depth (Large cave depth) int -33 -31000 31000
  1007. # Minimum limit of random number of small caves per mapchunk.
  1008. mgcarpathian_small_cave_num_min (Small cave minimum number) int 0 0 256
  1009. # Maximum limit of random number of small caves per mapchunk.
  1010. mgcarpathian_small_cave_num_max (Small cave maximum number) int 0 0 256
  1011. # Minimum limit of random number of large caves per mapchunk.
  1012. mgcarpathian_large_cave_num_min (Large cave minimum number) int 0 0 64
  1013. # Maximum limit of random number of large caves per mapchunk.
  1014. mgcarpathian_large_cave_num_max (Large cave maximum number) int 2 0 64
  1015. # Proportion of large caves that contain liquid.
  1016. mgcarpathian_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  1017. # Y-level of cavern upper limit.
  1018. mgcarpathian_cavern_limit (Cavern limit) int -256 -31000 31000
  1019. # Y-distance over which caverns expand to full size.
  1020. mgcarpathian_cavern_taper (Cavern taper) int 256 0 32767
  1021. # Defines full size of caverns, smaller values create larger caverns.
  1022. mgcarpathian_cavern_threshold (Cavern threshold) float 0.7
  1023. # Lower Y limit of dungeons.
  1024. mgcarpathian_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  1025. # Upper Y limit of dungeons.
  1026. mgcarpathian_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  1027. [**Noises]
  1028. # Variation of biome filler depth.
  1029. mgcarpathian_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (128, 128, 128), 261, 3, 0.7, 2.0, eased
  1030. # First of 4 2D noises that together define hill/mountain range height.
  1031. mgcarpathian_np_height1 (Hilliness1 noise) noise_params_2d 0, 5, (251, 251, 251), 9613, 5, 0.5, 2.0, eased
  1032. # Second of 4 2D noises that together define hill/mountain range height.
  1033. mgcarpathian_np_height2 (Hilliness2 noise) noise_params_2d 0, 5, (383, 383, 383), 1949, 5, 0.5, 2.0, eased
  1034. # Third of 4 2D noises that together define hill/mountain range height.
  1035. mgcarpathian_np_height3 (Hilliness3 noise) noise_params_2d 0, 5, (509, 509, 509), 3211, 5, 0.5, 2.0, eased
  1036. # Fourth of 4 2D noises that together define hill/mountain range height.
  1037. mgcarpathian_np_height4 (Hilliness4 noise) noise_params_2d 0, 5, (631, 631, 631), 1583, 5, 0.5, 2.0, eased
  1038. # 2D noise that controls the size/occurrence of rolling hills.
  1039. mgcarpathian_np_hills_terrain (Rolling hills spread noise) noise_params_2d 1, 1, (1301, 1301, 1301), 1692, 3, 0.5, 2.0, eased
  1040. # 2D noise that controls the size/occurrence of ridged mountain ranges.
  1041. mgcarpathian_np_ridge_terrain (Ridge mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 3568, 3, 0.5, 2.0, eased
  1042. # 2D noise that controls the size/occurrence of step mountain ranges.
  1043. mgcarpathian_np_step_terrain (Step mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 4157, 3, 0.5, 2.0, eased
  1044. # 2D noise that controls the shape/size of rolling hills.
  1045. mgcarpathian_np_hills (Rolling hill size noise) noise_params_2d 0, 3, (257, 257, 257), 6604, 6, 0.5, 2.0, eased
  1046. # 2D noise that controls the shape/size of ridged mountains.
  1047. mgcarpathian_np_ridge_mnt (Ridged mountain size noise) noise_params_2d 0, 12, (743, 743, 743), 5520, 6, 0.7, 2.0, eased
  1048. # 2D noise that controls the shape/size of step mountains.
  1049. mgcarpathian_np_step_mnt (Step mountain size noise) noise_params_2d 0, 8, (509, 509, 509), 2590, 6, 0.6, 2.0, eased
  1050. # 2D noise that locates the river valleys and channels.
  1051. mgcarpathian_np_rivers (River noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
  1052. # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
  1053. mgcarpathian_np_mnt_var (Mountain variation noise) noise_params_3d 0, 1, (499, 499, 499), 2490, 5, 0.55, 2.0
  1054. # First of two 3D noises that together define tunnels.
  1055. mgcarpathian_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1056. # Second of two 3D noises that together define tunnels.
  1057. mgcarpathian_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1058. # 3D noise defining giant caverns.
  1059. mgcarpathian_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  1060. # 3D noise that determines number of dungeons per mapchunk.
  1061. mgcarpathian_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1062. [*Mapgen Flat]
  1063. # Map generation attributes specific to Mapgen Flat.
  1064. # Occasional lakes and hills can be added to the flat world.
  1065. mgflat_spflags (Mapgen Flat specific flags) flags nolakes,nohills,nocaverns lakes,hills,caverns
  1066. # Y of flat ground.
  1067. mgflat_ground_level (Ground level) int 8 -31000 31000
  1068. # Y of upper limit of large caves.
  1069. mgflat_large_cave_depth (Large cave depth) int -33 -31000 31000
  1070. # Minimum limit of random number of small caves per mapchunk.
  1071. mgflat_small_cave_num_min (Small cave minimum number) int 0 0 256
  1072. # Maximum limit of random number of small caves per mapchunk.
  1073. mgflat_small_cave_num_max (Small cave maximum number) int 0 0 256
  1074. # Minimum limit of random number of large caves per mapchunk.
  1075. mgflat_large_cave_num_min (Large cave minimum number) int 0 0 64
  1076. # Maximum limit of random number of large caves per mapchunk.
  1077. mgflat_large_cave_num_max (Large cave maximum number) int 2 0 64
  1078. # Proportion of large caves that contain liquid.
  1079. mgflat_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  1080. # Controls width of tunnels, a smaller value creates wider tunnels.
  1081. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1082. # intensive noise calculations.
  1083. mgflat_cave_width (Cave width) float 0.09
  1084. # Terrain noise threshold for lakes.
  1085. # Controls proportion of world area covered by lakes.
  1086. # Adjust towards 0.0 for a larger proportion.
  1087. mgflat_lake_threshold (Lake threshold) float -0.45
  1088. # Controls steepness/depth of lake depressions.
  1089. mgflat_lake_steepness (Lake steepness) float 48.0
  1090. # Terrain noise threshold for hills.
  1091. # Controls proportion of world area covered by hills.
  1092. # Adjust towards 0.0 for a larger proportion.
  1093. mgflat_hill_threshold (Hill threshold) float 0.45
  1094. # Controls steepness/height of hills.
  1095. mgflat_hill_steepness (Hill steepness) float 64.0
  1096. # Y-level of cavern upper limit.
  1097. mgflat_cavern_limit (Cavern limit) int -256 -31000 31000
  1098. # Y-distance over which caverns expand to full size.
  1099. mgflat_cavern_taper (Cavern taper) int 256 0 32767
  1100. # Defines full size of caverns, smaller values create larger caverns.
  1101. mgflat_cavern_threshold (Cavern threshold) float 0.7
  1102. # Lower Y limit of dungeons.
  1103. mgflat_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  1104. # Upper Y limit of dungeons.
  1105. mgflat_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  1106. [**Noises]
  1107. # Defines location and terrain of optional hills and lakes.
  1108. mgflat_np_terrain (Terrain noise) noise_params_2d 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0, eased
  1109. # Variation of biome filler depth.
  1110. mgflat_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
  1111. # First of two 3D noises that together define tunnels.
  1112. mgflat_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1113. # Second of two 3D noises that together define tunnels.
  1114. mgflat_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1115. # 3D noise defining giant caverns.
  1116. mgflat_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
  1117. # 3D noise that determines number of dungeons per mapchunk.
  1118. mgflat_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1119. [*Mapgen Fractal]
  1120. # Map generation attributes specific to Mapgen Fractal.
  1121. # 'terrain' enables the generation of non-fractal terrain:
  1122. # ocean, islands and underground.
  1123. mgfractal_spflags (Mapgen Fractal specific flags) flags terrain terrain
  1124. # Controls width of tunnels, a smaller value creates wider tunnels.
  1125. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1126. # intensive noise calculations.
  1127. mgfractal_cave_width (Cave width) float 0.09
  1128. # Y of upper limit of large caves.
  1129. mgfractal_large_cave_depth (Large cave depth) int -33 -31000 31000
  1130. # Minimum limit of random number of small caves per mapchunk.
  1131. mgfractal_small_cave_num_min (Small cave minimum number) int 0 0 256
  1132. # Maximum limit of random number of small caves per mapchunk.
  1133. mgfractal_small_cave_num_max (Small cave maximum number) int 0 0 256
  1134. # Minimum limit of random number of large caves per mapchunk.
  1135. mgfractal_large_cave_num_min (Large cave minimum number) int 0 0 64
  1136. # Maximum limit of random number of large caves per mapchunk.
  1137. mgfractal_large_cave_num_max (Large cave maximum number) int 2 0 64
  1138. # Proportion of large caves that contain liquid.
  1139. mgfractal_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  1140. # Lower Y limit of dungeons.
  1141. mgfractal_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  1142. # Upper Y limit of dungeons.
  1143. mgfractal_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
  1144. # Selects one of 18 fractal types.
  1145. # 1 = 4D "Roundy" Mandelbrot set.
  1146. # 2 = 4D "Roundy" Julia set.
  1147. # 3 = 4D "Squarry" Mandelbrot set.
  1148. # 4 = 4D "Squarry" Julia set.
  1149. # 5 = 4D "Mandy Cousin" Mandelbrot set.
  1150. # 6 = 4D "Mandy Cousin" Julia set.
  1151. # 7 = 4D "Variation" Mandelbrot set.
  1152. # 8 = 4D "Variation" Julia set.
  1153. # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
  1154. # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
  1155. # 11 = 3D "Christmas Tree" Mandelbrot set.
  1156. # 12 = 3D "Christmas Tree" Julia set.
  1157. # 13 = 3D "Mandelbulb" Mandelbrot set.
  1158. # 14 = 3D "Mandelbulb" Julia set.
  1159. # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
  1160. # 16 = 3D "Cosine Mandelbulb" Julia set.
  1161. # 17 = 4D "Mandelbulb" Mandelbrot set.
  1162. # 18 = 4D "Mandelbulb" Julia set.
  1163. mgfractal_fractal (Fractal type) int 1 1 18
  1164. # Iterations of the recursive function.
  1165. # Increasing this increases the amount of fine detail, but also
  1166. # increases processing load.
  1167. # At iterations = 20 this mapgen has a similar load to mapgen V7.
  1168. mgfractal_iterations (Iterations) int 11 1 65535
  1169. # (X,Y,Z) scale of fractal in nodes.
  1170. # Actual fractal size will be 2 to 3 times larger.
  1171. # These numbers can be made very large, the fractal does
  1172. # not have to fit inside the world.
  1173. # Increase these to 'zoom' into the detail of the fractal.
  1174. # Default is for a vertically-squashed shape suitable for
  1175. # an island, set all 3 numbers equal for the raw shape.
  1176. mgfractal_scale (Scale) v3f (4096.0, 1024.0, 4096.0)
  1177. # (X,Y,Z) offset of fractal from world center in units of 'scale'.
  1178. # Can be used to move a desired point to (0, 0) to create a
  1179. # suitable spawn point, or to allow 'zooming in' on a desired
  1180. # point by increasing 'scale'.
  1181. # The default is tuned for a suitable spawn point for Mandelbrot
  1182. # sets with default parameters, it may need altering in other
  1183. # situations.
  1184. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
  1185. mgfractal_offset (Offset) v3f (1.79, 0.0, 0.0)
  1186. # W coordinate of the generated 3D slice of a 4D fractal.
  1187. # Determines which 3D slice of the 4D shape is generated.
  1188. # Alters the shape of the fractal.
  1189. # Has no effect on 3D fractals.
  1190. # Range roughly -2 to 2.
  1191. mgfractal_slice_w (Slice w) float 0.0
  1192. # Julia set only.
  1193. # X component of hypercomplex constant.
  1194. # Alters the shape of the fractal.
  1195. # Range roughly -2 to 2.
  1196. mgfractal_julia_x (Julia x) float 0.33
  1197. # Julia set only.
  1198. # Y component of hypercomplex constant.
  1199. # Alters the shape of the fractal.
  1200. # Range roughly -2 to 2.
  1201. mgfractal_julia_y (Julia y) float 0.33
  1202. # Julia set only.
  1203. # Z component of hypercomplex constant.
  1204. # Alters the shape of the fractal.
  1205. # Range roughly -2 to 2.
  1206. mgfractal_julia_z (Julia z) float 0.33
  1207. # Julia set only.
  1208. # W component of hypercomplex constant.
  1209. # Alters the shape of the fractal.
  1210. # Has no effect on 3D fractals.
  1211. # Range roughly -2 to 2.
  1212. mgfractal_julia_w (Julia w) float 0.33
  1213. [**Noises]
  1214. # Y-level of seabed.
  1215. mgfractal_np_seabed (Seabed noise) noise_params_2d -14, 9, (600, 600, 600), 41900, 5, 0.6, 2.0, eased
  1216. # Variation of biome filler depth.
  1217. mgfractal_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
  1218. # First of two 3D noises that together define tunnels.
  1219. mgfractal_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1220. # Second of two 3D noises that together define tunnels.
  1221. mgfractal_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1222. # 3D noise that determines number of dungeons per mapchunk.
  1223. mgfractal_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1224. [*Mapgen Valleys]
  1225. # Map generation attributes specific to Mapgen Valleys.
  1226. # 'altitude_chill': Reduces heat with altitude.
  1227. # 'humid_rivers': Increases humidity around rivers.
  1228. # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
  1229. # to become shallower and occasionally dry.
  1230. # 'altitude_dry': Reduces humidity with altitude.
  1231. 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
  1232. # The vertical distance over which heat drops by 20 if 'altitude_chill' is
  1233. # enabled. Also, the vertical distance over which humidity drops by 10 if
  1234. # 'altitude_dry' is enabled.
  1235. mgvalleys_altitude_chill (Altitude chill) int 90 0 65535
  1236. # Depth below which you'll find large caves.
  1237. mgvalleys_large_cave_depth (Large cave depth) int -33 -31000 31000
  1238. # Minimum limit of random number of small caves per mapchunk.
  1239. mgvalleys_small_cave_num_min (Small cave minimum number) int 0 0 256
  1240. # Maximum limit of random number of small caves per mapchunk.
  1241. mgvalleys_small_cave_num_max (Small cave maximum number) int 0 0 256
  1242. # Minimum limit of random number of large caves per mapchunk.
  1243. mgvalleys_large_cave_num_min (Large cave minimum number) int 0 0 64
  1244. # Maximum limit of random number of large caves per mapchunk.
  1245. mgvalleys_large_cave_num_max (Large cave maximum number) int 2 0 64
  1246. # Proportion of large caves that contain liquid.
  1247. mgvalleys_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
  1248. # Depth below which you'll find giant caverns.
  1249. mgvalleys_cavern_limit (Cavern upper limit) int -256 -31000 31000
  1250. # Y-distance over which caverns expand to full size.
  1251. mgvalleys_cavern_taper (Cavern taper) int 192 0 32767
  1252. # Defines full size of caverns, smaller values create larger caverns.
  1253. mgvalleys_cavern_threshold (Cavern threshold) float 0.6
  1254. # How deep to make rivers.
  1255. mgvalleys_river_depth (River depth) int 4 0 65535
  1256. # How wide to make rivers.
  1257. mgvalleys_river_size (River size) int 5 0 65535
  1258. # Controls width of tunnels, a smaller value creates wider tunnels.
  1259. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1260. # intensive noise calculations.
  1261. mgvalleys_cave_width (Cave width) float 0.09
  1262. # Lower Y limit of dungeons.
  1263. mgvalleys_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
  1264. # Upper Y limit of dungeons.
  1265. mgvalleys_dungeon_ymax (Dungeon maximum Y) int 63 -31000 31000
  1266. [**Noises]
  1267. # First of two 3D noises that together define tunnels.
  1268. mgvalleys_np_cave1 (Cave noise #1) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
  1269. # Second of two 3D noises that together define tunnels.
  1270. mgvalleys_np_cave2 (Cave noise #2) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
  1271. # Variation of biome filler depth.
  1272. mgvalleys_np_filler_depth (Filler depth) noise_params_2d 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0, eased
  1273. # 3D noise defining giant caverns.
  1274. mgvalleys_np_cavern (Cavern noise) noise_params_3d 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0
  1275. # Defines large-scale river channel structure.
  1276. mgvalleys_np_rivers (River noise) noise_params_2d 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0, eased
  1277. # Base terrain height.
  1278. mgvalleys_np_terrain_height (Terrain height) noise_params_2d -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0, eased
  1279. # Raises terrain to make valleys around the rivers.
  1280. mgvalleys_np_valley_depth (Valley depth) noise_params_2d 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0, eased
  1281. # Slope and fill work together to modify the heights.
  1282. mgvalleys_np_inter_valley_fill (Valley fill) noise_params_3d 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0
  1283. # Amplifies the valleys.
  1284. mgvalleys_np_valley_profile (Valley profile) noise_params_2d 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0, eased
  1285. # Slope and fill work together to modify the heights.
  1286. mgvalleys_np_inter_valley_slope (Valley slope) noise_params_2d 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0, eased
  1287. # 3D noise that determines number of dungeons per mapchunk.
  1288. mgvalleys_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
  1289. [Advanced]
  1290. [*Developer Options]
  1291. # Enable Lua modding support on client.
  1292. # This support is experimental and API can change.
  1293. enable_client_modding (Client modding) bool false
  1294. # Replaces the default main menu with a custom one.
  1295. main_menu_script (Main menu script) string
  1296. [**Mod Security]
  1297. # Prevent mods from doing insecure things like running shell commands.
  1298. secure.enable_security (Enable mod security) bool true
  1299. # Comma-separated list of trusted mods that are allowed to access insecure
  1300. # functions even when mod security is on (via request_insecure_environment()).
  1301. secure.trusted_mods (Trusted mods) string
  1302. # Comma-separated list of mods that are allowed to access HTTP APIs, which
  1303. # allow them to upload and download data to/from the internet.
  1304. secure.http_mods (HTTP mods) string
  1305. [**Debugging]
  1306. # Level of logging to be written to debug.txt:
  1307. # - <nothing> (no logging)
  1308. # - none (messages with no level)
  1309. # - error
  1310. # - warning
  1311. # - action
  1312. # - info
  1313. # - verbose
  1314. # - trace
  1315. debug_log_level (Debug log level) enum action ,none,error,warning,action,info,verbose,trace
  1316. # If the file size of debug.txt exceeds the number of megabytes specified in
  1317. # this setting when it is opened, the file is moved to debug.txt.1,
  1318. # deleting an older debug.txt.1 if it exists.
  1319. # debug.txt is only moved if this setting is positive.
  1320. debug_log_size_max (Debug log file size threshold) int 50 1
  1321. # Minimal level of logging to be written to chat.
  1322. chat_log_level (Chat log level) enum error ,none,error,warning,action,info,verbose,trace
  1323. # Handling for deprecated Lua API calls:
  1324. # - none: Do not log deprecated calls
  1325. # - log: mimic and log backtrace of deprecated call (default).
  1326. # - error: abort on usage of deprecated call (suggested for mod developers).
  1327. deprecated_lua_api_handling (Deprecated Lua API handling) enum log none,log,error
  1328. # Enable random user input (only used for testing).
  1329. random_input (Random input) bool false
  1330. # Enable random mod loading (mainly used for testing).
  1331. random_mod_load_order (Random mod load order) bool false
  1332. # Enable mod channels support.
  1333. enable_mod_channels (Mod channels) bool false
  1334. [**Mod Profiler]
  1335. # Load the game profiler to collect game profiling data.
  1336. # Provides a /profiler command to access the compiled profile.
  1337. # Useful for mod developers and server operators.
  1338. profiler.load (Load the game profiler) bool false
  1339. # The default format in which profiles are being saved,
  1340. # when calling `/profiler save [format]` without format.
  1341. profiler.default_report_format (Default report format) enum txt txt,csv,lua,json,json_pretty
  1342. # The file path relative to your world path in which profiles will be saved to.
  1343. profiler.report_path (Report path) string
  1344. # Instrument the methods of entities on registration.
  1345. instrument.entity (Entity methods) bool true
  1346. # Instrument the action function of Active Block Modifiers on registration.
  1347. instrument.abm (Active Block Modifiers) bool true
  1348. # Instrument the action function of Loading Block Modifiers on registration.
  1349. instrument.lbm (Loading Block Modifiers) bool true
  1350. # Instrument chat commands on registration.
  1351. instrument.chatcommand (Chat commands) bool true
  1352. # Instrument global callback functions on registration.
  1353. # (anything you pass to a core.register_*() function)
  1354. instrument.global_callback (Global callbacks) bool true
  1355. # Instrument builtin.
  1356. # This is usually only needed by core/builtin contributors
  1357. instrument.builtin (Builtin) bool false
  1358. # Have the profiler instrument itself:
  1359. # * Instrument an empty function.
  1360. # This estimates the overhead, that instrumentation is adding (+1 function call).
  1361. # * Instrument the sampler being used to update the statistics.
  1362. instrument.profiler (Profiler) bool false
  1363. [**Engine Profiler]
  1364. # Print the engine's profiling data in regular intervals (in seconds).
  1365. # 0 = disable. Useful for developers.
  1366. profiler_print_interval (Engine profiling data print interval) int 0 0
  1367. [*Advanced]
  1368. # Enable IPv6 support (for both client and server).
  1369. # Required for IPv6 connections to work at all.
  1370. enable_ipv6 (IPv6) bool true
  1371. # If enabled, invalid world data won't cause the server to shut down.
  1372. # Only enable this if you know what you are doing.
  1373. ignore_world_load_errors (Ignore world errors) bool false
  1374. [**Graphics]
  1375. # Shaders are a fundamental part of rendering and enable advanced visual effects.
  1376. #
  1377. # Requires: shaders_support
  1378. enable_shaders (Shaders) bool true
  1379. # Path to shader directory. If no path is defined, default location will be used.
  1380. #
  1381. # Requires: shaders
  1382. shader_path (Shader path) path
  1383. # The rendering back-end.
  1384. # Note: A restart is required after changing this!
  1385. # OpenGL is the default for desktop, and OGLES2 for Android.
  1386. video_driver (Video driver) enum ,opengl,opengl3,ogles2
  1387. # Distance in nodes at which transparency depth sorting is enabled.
  1388. # Use this to limit the performance impact of transparency depth sorting.
  1389. # Set to 0 to disable it entirely.
  1390. transparency_sorting_distance (Transparency Sorting Distance) int 16 0 128
  1391. # Radius of cloud area stated in number of 64 node cloud squares.
  1392. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
  1393. cloud_radius (Cloud radius) int 12 1 62
  1394. # Whether node texture animations should be desynchronized per mapblock.
  1395. desynchronize_mapblock_texture_animation (Desynchronize block animation) bool false
  1396. # Enables caching of facedir rotated meshes.
  1397. # This is only effective with shaders disabled.
  1398. enable_mesh_cache (Mesh cache) bool false
  1399. # Delay between mesh updates on the client in ms. Increasing this will slow
  1400. # down the rate of mesh updates, thus reducing jitter on slower clients.
  1401. mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50
  1402. # Number of threads to use for mesh generation.
  1403. # Value of 0 (default) will let Luanti autodetect the number of available threads.
  1404. mesh_generation_threads (Mapblock mesh generation threads) int 0 0 8
  1405. # True = 256
  1406. # False = 128
  1407. # Usable to make minimap smoother on slower machines.
  1408. minimap_double_scan_height (Minimap scan height) bool true
  1409. # Textures on a node may be aligned either to the node or to the world.
  1410. # The former mode suits better things like machines, furniture, etc., while
  1411. # the latter makes stairs and microblocks fit surroundings better.
  1412. # However, as this possibility is new, thus may not be used by older servers,
  1413. # this option allows enforcing it for certain node types. Note though that
  1414. # that is considered EXPERIMENTAL and may not work properly.
  1415. world_aligned_mode (World-aligned textures mode) enum enable disable,enable,force_solid,force_nodebox
  1416. # World-aligned textures may be scaled to span several nodes. However,
  1417. # the server may not send the scale you want, especially if you use
  1418. # a specially-designed texture pack; with this option, the client tries
  1419. # to determine the scale automatically basing on the texture size.
  1420. # See also texture_min_size.
  1421. # Warning: This option is EXPERIMENTAL!
  1422. autoscale_mode (Autoscaling mode) enum disable disable,enable,force
  1423. # When using bilinear/trilinear/anisotropic filters, low-resolution textures
  1424. # can be blurred, so automatically upscale them with nearest-neighbor
  1425. # interpolation to preserve crisp pixels. This sets the minimum texture size
  1426. # for the upscaled textures; higher values look sharper, but require more
  1427. # memory. Powers of 2 are recommended. This setting is ONLY applied if
  1428. # bilinear/trilinear/anisotropic filtering is enabled.
  1429. # This is also used as the base node texture size for world-aligned
  1430. # texture autoscaling.
  1431. texture_min_size (Base texture size) int 64 1 32768
  1432. # Side length of a cube of map blocks that the client will consider together
  1433. # when generating meshes.
  1434. # Larger values increase the utilization of the GPU by reducing the number of
  1435. # draw calls, benefiting especially high-end GPUs.
  1436. # Systems with a low-end GPU (or no GPU) would benefit from smaller values.
  1437. client_mesh_chunk (Client Mesh Chunksize) int 1 1 16
  1438. # Enables debug and error-checking in the OpenGL driver.
  1439. opengl_debug (OpenGL debug) bool false
  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: shaders, 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 -