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- # This file contains all settings displayed in the settings menu.
- #
- # General format:
- # name (Readable name) type type_args
- #
- # Note that the parts are separated by exactly one space
- #
- # `type` can be:
- # - int
- # - string
- # - bool
- # - float
- # - enum
- # - path
- # - filepath
- # - key (will be ignored in GUI, since a special key change dialog exists)
- # - flags
- # - noise_params_2d
- # - noise_params_3d
- # - v3f
- #
- # `type_args` can be:
- # * int:
- # - default
- # - default min max
- # * string:
- # - default (if default is not specified then "" is set)
- # * bool:
- # - default
- # * float:
- # - default
- # - default min max
- # * enum:
- # - default value1,value2,...
- # * path:
- # - default (if default is not specified then "" is set)
- # * filepath:
- # - default (if default is not specified then "" is set)
- # * key:
- # - default
- # * flags:
- # Flags are always separated by comma without spaces.
- # - default possible_flags
- # * noise_params_2d:
- # Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistence>, <lacunarity>[, <default flags>]
- # - default
- # * noise_params_3d:
- # Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistence>, <lacunarity>[, <default flags>]
- # - default
- # * v3f:
- # Format is (<X>, <Y>, <Z>)
- # - default
- #
- # Comments directly above a setting are bound to this setting.
- # All other comments are ignored.
- #
- # Comments and (Readable name) are handled by gettext.
- # Comments should be complete sentences that describe the setting and possibly
- # give the user additional useful insight.
- # The last line of a comment can contain the requirements for the setting, ie:
- #
- # # This is a comment
- # #
- # # Requires: shaders, enable_dynamic_shadows, !enable_waving_leaves
- # name (Readable name) type type_args
- #
- # A requirement can be the name of a boolean setting or an engine-defined value.
- # These requirements may be:
- #
- # * The value of a boolean setting, such as enable_dynamic_shadows
- # * An engine-defined value:
- # * shaders_support (a video driver that supports shaders, may not be enabled)
- # * shaders (both enable_shaders and shaders_support)
- # * desktop / android
- # * touchscreen / keyboard_mouse
- # * opengl / gles
- # * You can negate any requirement by prepending with !
- #
- # Sections are marked by a single line in the format: [Section Name]
- # Sub-section are marked by adding * in front of the section name: [*Sub-section]
- # Sub-sub-sections have two * etc.
- # There shouldn't be too much settings per category; settings that shouldn't be
- # modified by the "average user" should be in (sub-)categories called "Advanced".
- [Controls]
- [*General]
- # Smooths rotation of camera, also called look or mouse smoothing. 0 to disable.
- camera_smoothing (Camera smoothing) float 0.0 0.0 0.99
- # Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Controls.
- #
- # Requires: keyboard_mouse
- cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99
- # If enabled, you can place nodes at the position (feet + eye level) where you stand.
- # This is helpful when working with nodeboxes in small areas.
- enable_build_where_you_stand (Build inside player) bool false
- # If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
- # descending.
- aux1_descends (Aux1 key for climbing/descending) bool false
- # Double-tapping the jump key toggles fly mode.
- doubletap_jump (Double tap jump for fly) bool false
- # If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
- # enabled.
- always_fly_fast (Always fly fast) bool true
- # The time in seconds it takes between repeated node placements when holding
- # the place button.
- #
- # Requires: keyboard_mouse
- repeat_place_time (Place repetition interval) float 0.25 0.16 2.0
- # The minimum time in seconds it takes between digging nodes when holding
- # the dig button.
- repeat_dig_time (Minimum dig repetition interval) float 0.0 0.0 2.0
- # Automatically jump up single-node obstacles.
- autojump (Automatic jumping) bool false
- # Prevent digging and placing from repeating when holding the respective buttons.
- # Enable this when you dig or place too often by accident.
- # On touchscreens, this only affects digging.
- safe_dig_and_place (Safe digging and placing) bool false
- [*Keyboard and Mouse]
- # Invert vertical mouse movement.
- #
- # Requires: keyboard_mouse
- invert_mouse (Invert mouse) bool false
- # Mouse sensitivity multiplier.
- #
- # Requires: keyboard_mouse
- mouse_sensitivity (Mouse sensitivity) float 0.2 0.001 10.0
- # Enable mouse wheel (scroll) for item selection in hotbar.
- #
- # Requires: keyboard_mouse
- enable_hotbar_mouse_wheel (Hotbar: Enable mouse wheel for selection) bool true
- # Invert mouse wheel (scroll) direction for item selection in hotbar.
- #
- # Requires: keyboard_mouse
- invert_hotbar_mouse_wheel (Hotbar: Invert mouse wheel direction) bool false
- [*Touchscreen]
- # Enables the touchscreen controls, allowing you to play the game with a touchscreen.
- # "auto" means that the touchscreen controls will be enabled and disabled
- # automatically depending on the last used input method.
- #
- # Requires: touch_support
- touch_controls (Touchscreen controls) enum auto auto,true,false
- # Touchscreen sensitivity multiplier.
- #
- # Requires: touchscreen
- touchscreen_sensitivity (Touchscreen sensitivity) float 0.2 0.001 10.0
- # The length in pixels after which a touch interaction is considered movement.
- #
- # Requires: touchscreen
- touchscreen_threshold (Movement threshold) int 20 0 100
- # The delay in milliseconds after which a touch interaction is considered a long tap.
- #
- # Requires: touchscreen
- touch_long_tap_delay (Threshold for long taps) int 400 100 1000
- # Use crosshair to select object instead of whole screen.
- # If enabled, a crosshair will be shown and will be used for selecting object.
- #
- # Requires: touchscreen
- touch_use_crosshair (Use crosshair for touch screen) bool false
- # Fixes the position of virtual joystick.
- # If disabled, virtual joystick will center to first-touch's position.
- #
- # Requires: touchscreen
- fixed_virtual_joystick (Fixed virtual joystick) bool false
- # Use virtual joystick to trigger "Aux1" button.
- # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
- #
- # Requires: touchscreen
- virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool false
- # The gesture for punching players/entities.
- # This can be overridden by games and mods.
- #
- # * short_tap
- # Easy to use and well-known from other games that shall not be named.
- #
- # * long_tap
- # Known from the classic Luanti mobile controls.
- # Combat is more or less impossible.
- #
- # Requires: touchscreen
- touch_punch_gesture (Punch gesture) enum short_tap short_tap,long_tap
- [Graphics and Audio]
- [*Graphics]
- [**Screen]
- # Width component of the initial window size.
- #
- # Requires: desktop
- screen_w (Screen width) int 1024 1 65535
- # Height component of the initial window size.
- #
- # Requires: desktop
- screen_h (Screen height) int 600 1 65535
- # Whether the window is maximized.
- #
- # Requires: desktop
- window_maximized (Window maximized) bool false
- # Save window size automatically when modified.
- # If true, screen size is saved in screen_w and screen_h, and whether the window
- # is maximized is stored in window_maximized.
- # (Autosaving window_maximized only works if compiled with SDL.)
- #
- # Requires: desktop
- autosave_screensize (Remember screen size) bool true
- # Fullscreen mode.
- #
- # Requires: desktop
- fullscreen (Full screen) bool false
- # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
- # open.
- #
- # Requires: desktop
- pause_on_lost_focus (Pause on lost window focus) bool false
- [**FPS]
- # If FPS would go higher than this, limit it by sleeping
- # to not waste CPU power for no benefit.
- fps_max (Maximum FPS) int 60 1 4294967295
- # Vertical screen synchronization. Your system may still force VSync on even if this is disabled.
- vsync (VSync) bool false
- # Maximum FPS when the window is not focused, or when the game is paused.
- fps_max_unfocused (FPS when unfocused or paused) int 20 1 4294967295
- # View distance in nodes.
- viewing_range (Viewing range) int 190 20 4000
- # Undersampling is similar to using a lower screen resolution, but it applies
- # to the game world only, keeping the GUI intact.
- # It should give a significant performance boost at the cost of less detailed image.
- # Higher values result in a less detailed image.
- undersampling (Undersampling) int 1 1 8
- [**3D]
- # 3D support.
- # Currently supported:
- # - none: no 3d output.
- # - anaglyph: cyan/magenta color 3d.
- # - interlaced: odd/even line based polarization screen support.
- # - topbottom: split screen top/bottom.
- # - sidebyside: split screen side by side.
- # - crossview: Cross-eyed 3d
- # Note that the interlaced mode requires shaders to be enabled.
- 3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,crossview
- # Strength of 3D mode parallax.
- 3d_paralax_strength (3D mode parallax strength) float 0.025 -0.087 0.087
- [**Bobbing]
- # Arm inertia, gives a more realistic movement of
- # the arm when the camera moves.
- arm_inertia (Arm inertia) bool true
- # Enable view bobbing and amount of view bobbing.
- # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
- view_bobbing_amount (View bobbing factor) float 1.0 0.0 7.9
- # Multiplier for fall bobbing.
- # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
- fall_bobbing_amount (Fall bobbing factor) float 0.03 0.0 100.0
- [**Camera]
- # Field of view in degrees.
- fov (Field of view) int 72 45 160
- # Alters the light curve by applying 'gamma correction' to it.
- # Higher values make middle and lower light levels brighter.
- # Value '1.0' leaves the light curve unaltered.
- # This only has significant effect on daylight and artificial
- # light, it has very little effect on natural night light.
- display_gamma (Light curve gamma) float 1.0 0.33 3.0
- # The strength (darkness) of node ambient-occlusion shading.
- # Lower is darker, Higher is lighter. The valid range of values for this
- # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
- # set to the nearest valid value.
- ambient_occlusion_gamma (Ambient occlusion gamma) float 1.8 0.25 4.0
- [**Screenshots]
- # Path to save screenshots at. Can be an absolute or relative path.
- # The folder will be created if it doesn't already exist.
- #
- # Requires: desktop
- screenshot_path (Screenshot folder) path screenshots
- # Format of screenshots.
- #
- # Requires: desktop
- screenshot_format (Screenshot format) enum png png,jpg
- # Screenshot quality. Only used for JPEG format.
- # 1 means worst quality; 100 means best quality.
- # Use 0 for default quality.
- #
- # Requires: desktop
- screenshot_quality (Screenshot quality) int 0 0 100
- [**Node and Entity Highlighting]
- # Method used to highlight selected object.
- node_highlighting (Node highlighting) enum box box,halo,none
- # Show entity selection boxes
- # A restart is required after changing this.
- show_entity_selectionbox (Show entity selection boxes) bool false
- # Selection box border color (R,G,B).
- selectionbox_color (Selection box color) string (0,0,0)
- # Width of the selection box lines around nodes.
- selectionbox_width (Selection box width) int 2 1 5
- # Crosshair color (R,G,B).
- # Also controls the object crosshair color
- crosshair_color (Crosshair color) string (255,255,255)
- # Crosshair alpha (opaqueness, between 0 and 255).
- # This also applies to the object crosshair.
- crosshair_alpha (Crosshair alpha) int 255 0 255
- [**Fog]
- # Whether to fog out the end of the visible area.
- enable_fog (Fog) bool true
- # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
- #
- # Requires: enable_fog
- directional_colored_fog (Colored fog) bool true
- # Fraction of the visible distance at which fog starts to be rendered
- #
- # Requires: enable_fog
- fog_start (Fog start) float 0.4 0.0 0.99
- [**Clouds]
- # Clouds are a client-side effect.
- enable_clouds (Clouds) bool true
- # Use 3D cloud look instead of flat.
- #
- # Requires: enable_clouds
- enable_3d_clouds (3D clouds) bool true
- # Use smooth cloud shading.
- #
- # Requires: enable_3d_clouds, enable_clouds
- soft_clouds (Soft clouds) bool false
- [**Filtering and Antialiasing]
- # Use mipmaps when scaling textures. May slightly increase performance,
- # especially when using a high-resolution texture pack.
- # Gamma-correct downscaling is not supported.
- mip_map (Mipmapping) bool false
- # Use bilinear filtering when scaling textures.
- bilinear_filter (Bilinear filtering) bool false
- # Use trilinear filtering when scaling textures.
- # If both bilinear and trilinear filtering are enabled, trilinear filtering
- # is applied.
- trilinear_filter (Trilinear filtering) bool false
- # Use anisotropic filtering when looking at textures from an angle.
- anisotropic_filter (Anisotropic filtering) bool false
- # Select the antialiasing method to apply.
- #
- # * None - No antialiasing (default)
- #
- # * FSAA - Hardware-provided full-screen antialiasing
- # (incompatible with Post Processing and Undersampling)
- # A.K.A multi-sample antialiasing (MSAA)
- # Smoothens out block edges but does not affect the insides of textures.
- # A restart is required to change this option.
- #
- # * FXAA - Fast approximate antialiasing (requires shaders)
- # Applies a post-processing filter to detect and smoothen high-contrast edges.
- # Provides balance between speed and image quality.
- #
- # * SSAA - Super-sampling antialiasing (requires shaders)
- # Renders higher-resolution image of the scene, then scales down to reduce
- # the aliasing effects. This is the slowest and the most accurate method.
- antialiasing (Antialiasing method) enum none none,fsaa,fxaa,ssaa
- # Defines the size of the sampling grid for FSAA and SSAA antialiasing methods.
- # Value of 2 means taking 2x2 = 4 samples.
- fsaa (Anti-aliasing scale) enum 2 2,4,8,16
- [**Occlusion Culling]
- # Type of occlusion_culler
- #
- # "loops" is the legacy algorithm with nested loops and O(n³) complexity
- # "bfs" is the new algorithm based on breadth-first-search and side culling
- #
- # This setting should only be changed if you have performance problems.
- occlusion_culler (Occlusion Culler) enum bfs bfs,loops
- # Use raytraced occlusion culling in the new culler.
- # This flag enables use of raytraced occlusion culling test for
- # client mesh sizes smaller than 4x4x4 map blocks.
- enable_raytraced_culling (Enable Raytraced Culling) bool true
- [*Effects]
- # Allows liquids to be translucent.
- translucent_liquids (Translucent liquids) bool true
- # Leaves style:
- # - Fancy: all faces visible
- # - Simple: only outer faces
- # - Opaque: disable transparency
- leaves_style (Leaves style) enum fancy fancy,simple,opaque
- # Connects glass if supported by node.
- connected_glass (Connect glass) bool false
- # Enable smooth lighting with simple ambient occlusion.
- smooth_lighting (Smooth lighting) bool true
- # Enables tradeoffs that reduce CPU load or increase rendering performance
- # at the expense of minor visual glitches that do not impact game playability.
- performance_tradeoffs (Tradeoffs for performance) bool false
- # Adds particles when digging a node.
- enable_particles (Digging particles) bool true
- [**Waving Nodes]
- # Set to true to enable waving leaves.
- #
- # Requires: shaders
- enable_waving_leaves (Waving leaves) bool false
- # Set to true to enable waving plants.
- #
- # Requires: shaders
- enable_waving_plants (Waving plants) bool false
- # Set to true to enable waving liquids (like water).
- #
- # Requires: shaders
- enable_waving_water (Waving liquids) bool false
- # The maximum height of the surface of waving liquids.
- # 4.0 = Wave height is two nodes.
- # 0.0 = Wave doesn't move at all.
- # Default is 1.0 (1/2 node).
- #
- # Requires: shaders, enable_waving_water
- water_wave_height (Waving liquids wave height) float 1.0 0.0 4.0
- # Length of liquid waves.
- #
- # Requires: shaders, enable_waving_water
- water_wave_length (Waving liquids wavelength) float 20.0 0.1
- # How fast liquid waves will move. Higher = faster.
- # If negative, liquid waves will move backwards.
- #
- # Requires: shaders, enable_waving_water
- water_wave_speed (Waving liquids wave speed) float 5.0
- [**Dynamic shadows]
- # Set to true to enable Shadow Mapping.
- #
- # Requires: shaders, opengl
- enable_dynamic_shadows (Dynamic shadows) bool false
- # Set the shadow strength gamma.
- # Adjusts the intensity of in-game dynamic shadows.
- # Lower value means lighter shadows, higher value means darker shadows.
- #
- # Requires: shaders, enable_dynamic_shadows, opengl
- shadow_strength_gamma (Shadow strength gamma) float 1.0 0.1 10.0
- # Maximum distance to render shadows.
- #
- # Requires: shaders, enable_dynamic_shadows, opengl
- shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 140.0 10.0 1000.0
- # Texture size to render the shadow map on.
- # This must be a power of two.
- # Bigger numbers create better shadows but it is also more expensive.
- #
- # Requires: shaders, enable_dynamic_shadows, opengl
- shadow_map_texture_size (Shadow map texture size) int 2048 128 8192
- # Sets shadow texture quality to 32 bits.
- # On false, 16 bits texture will be used.
- # This can cause much more artifacts in the shadow.
- #
- # Requires: shaders, enable_dynamic_shadows, opengl
- shadow_map_texture_32bit (Shadow map texture in 32 bits) bool true
- # Enable Poisson disk filtering.
- # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
- #
- # Requires: shaders, enable_dynamic_shadows, opengl
- shadow_poisson_filter (Poisson filtering) bool true
- # Define shadow filtering quality.
- # This simulates the soft shadows effect by applying a PCF or Poisson disk
- # but also uses more resources.
- #
- # Requires: shaders, enable_dynamic_shadows, opengl
- shadow_filters (Shadow filter quality) enum 1 0,1,2
- # Enable colored shadows.
- # On true translucent nodes cast colored shadows. This is expensive.
- #
- # Requires: shaders, enable_dynamic_shadows, opengl
- shadow_map_color (Colored shadows) bool false
- # Spread a complete update of shadow map over given number of frames.
- # Higher values might make shadows laggy, lower values
- # will consume more resources.
- # Minimum value: 1; maximum value: 16
- #
- # Requires: shaders, enable_dynamic_shadows, opengl
- shadow_update_frames (Map shadows update frames) int 8 1 16
- # Set the soft shadow radius size.
- # Lower values mean sharper shadows, bigger values mean softer shadows.
- # Minimum value: 1.0; maximum value: 15.0
- #
- # Requires: shaders, enable_dynamic_shadows, opengl
- shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0
- # Set the default tilt of Sun/Moon orbit in degrees.
- # Games may change orbit tilt via API.
- # Value of 0 means no tilt / vertical orbit.
- #
- # Requires: shaders, enable_dynamic_shadows, opengl
- shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0
- [**Post Processing]
- # Enables the post processing pipeline.
- #
- # Requires: shaders
- enable_post_processing (Enable Post Processing) bool true
- # Enables Hable's 'Uncharted 2' filmic tone mapping.
- # Simulates the tone curve of photographic film and how this approximates the
- # appearance of high dynamic range images. Mid-range contrast is slightly
- # enhanced, highlights and shadows are gradually compressed.
- #
- # Requires: shaders, enable_post_processing
- tone_mapping (Filmic tone mapping) bool false
- # Enable automatic exposure correction
- # When enabled, the post-processing engine will
- # automatically adjust to the brightness of the scene,
- # simulating the behavior of human eye.
- #
- # Requires: shaders, enable_post_processing
- enable_auto_exposure (Enable Automatic Exposure) bool false
- # Set the exposure compensation in EV units.
- # Value of 0.0 (default) means no exposure compensation.
- # Range: from -1 to 1.0
- #
- # Requires: shaders, enable_post_processing, enable_auto_exposure
- exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
- # Apply dithering to reduce color banding artifacts.
- # Dithering significantly increases the size of losslessly-compressed
- # screenshots and it works incorrectly if the display or operating system
- # performs additional dithering or if the color channels are not quantized
- # to 8 bits.
- # With OpenGL ES, dithering only works if the shader supports high
- # floating-point precision and it may have a higher performance impact.
- #
- # Requires: shaders, enable_post_processing
- debanding (Enable Debanding) bool true
- # Set to true to enable bloom effect.
- # Bright colors will bleed over the neighboring objects.
- #
- # Requires: shaders, enable_post_processing
- enable_bloom (Enable Bloom) bool false
- # Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
- #
- # Requires: shaders, enable_post_processing, enable_bloom
- enable_volumetric_lighting (Volumetric lighting) bool false
- [**Other Effects]
- # Simulate translucency when looking at foliage in the sunlight.
- #
- # Requires: shaders, enable_dynamic_shadows
- enable_translucent_foliage (Translucent foliage) bool false
- # Apply specular shading to nodes.
- #
- # Requires: shaders, enable_dynamic_shadows
- enable_node_specular (Node specular) bool false
- # When enabled, liquid reflections are simulated.
- #
- # Requires: shaders, enable_waving_water, enable_dynamic_shadows
- enable_water_reflections (Liquid reflections) bool false
- [*Audio]
- # Volume of all sounds.
- # Requires the sound system to be enabled.
- sound_volume (Volume) float 0.8 0.0 1.0
- # Volume multiplier when the window is unfocused.
- sound_volume_unfocused (Volume when unfocused) float 0.3 0.0 1.0
- # Whether to mute sounds. You can unmute sounds at any time, unless the
- # sound system is disabled (enable_sound=false).
- # In-game, you can toggle the mute state with the mute key or by using the
- # pause menu.
- mute_sound (Mute sound) bool false
- [*User Interfaces]
- # Set the language. By default, the system language is used.
- # A restart is required after changing this.
- 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
- [**GUI]
- # When enabled, the GUI is optimized to be more usable on touchscreens.
- # Whether this is enabled by default depends on your hardware form-factor.
- touch_gui (Optimize GUI for touchscreens) bool false
- # Scale GUI by a user specified value.
- # Use a nearest-neighbor-anti-alias filter to scale the GUI.
- # This will smooth over some of the rough edges, and blend
- # pixels when scaling down, at the cost of blurring some
- # edge pixels when images are scaled by non-integer sizes.
- gui_scaling (GUI scaling) float 1.0 0.5 20
- # Enables smooth scrolling.
- smooth_scrolling (Smooth scrolling) bool true
- # Enables animation of inventory items.
- inventory_items_animations (Inventory items animations) bool false
- # Formspec full-screen background opacity (between 0 and 255).
- formspec_fullscreen_bg_opacity (Formspec Full-Screen Background Opacity) int 140 0 255
- # Formspec full-screen background color (R,G,B).
- formspec_fullscreen_bg_color (Formspec Full-Screen Background Color) string (0,0,0)
- # When gui_scaling_filter is true, all GUI images need to be
- # filtered in software, but some images are generated directly
- # to hardware (e.g. render-to-texture for nodes in inventory).
- gui_scaling_filter (GUI scaling filter) bool false
- # When gui_scaling_filter_txr2img is true, copy those images
- # from hardware to software for scaling. When false, fall back
- # to the old scaling method, for video drivers that don't
- # properly support downloading textures back from hardware.
- gui_scaling_filter_txr2img (GUI scaling filter txr2img) bool true
- # Delay showing tooltips, stated in milliseconds.
- tooltip_show_delay (Tooltip delay) int 400 0 18446744073709551615
- # Append item name to tooltip.
- tooltip_append_itemname (Append item name) bool false
- # Use a cloud animation for the main menu background.
- menu_clouds (Clouds in menu) bool true
- [**HUD]
- # Modifies the size of the HUD elements.
- hud_scaling (HUD scaling) float 1.0 0.5 20
- # Whether name tag backgrounds should be shown by default.
- # Mods may still set a background.
- show_nametag_backgrounds (Show name tag backgrounds by default) bool true
- # Whether to show the client debug info (has the same effect as hitting F5).
- show_debug (Show debug info) bool false
- # Radius to use when the block bounds HUD feature is set to near blocks.
- show_block_bounds_radius_near (Block bounds HUD radius) int 4 0 1000
- # Maximum proportion of current window to be used for hotbar.
- # Useful if there's something to be displayed right or left of hotbar.
- hud_hotbar_max_width (Maximum hotbar width) float 1.0 0.001 1.0
- [**Chat]
- # Maximum number of recent chat messages to show
- recent_chat_messages (Recent Chat Messages) int 6 2 20
- # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
- console_height (Console height) float 0.6 0.1 1.0
- # In-game chat console background color (R,G,B).
- console_color (Console color) string (0,0,0)
- # In-game chat console background alpha (opaqueness, between 0 and 255).
- console_alpha (Console alpha) int 200 0 255
- # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
- clickable_chat_weblinks (Chat weblinks) bool true
- # Optional override for chat weblink color.
- chat_weblink_color (Weblink color) string #8888FF
- # Font size of the recent chat text and chat prompt in point (pt).
- # Value 0 will use the default font size.
- chat_font_size (Chat font size) int 0 0 72
- [**Content Repository]
- # The URL for the content repository
- contentdb_url (ContentDB URL) string https://content.luanti.org
- # If enabled and you have ContentDB packages installed, Luanti may contact ContentDB to
- # check for package updates when opening the mainmenu.
- contentdb_enable_updates_indicator (Enable updates available indicator on content tab) bool true
- # Comma-separated list of flags to hide in the content repository.
- # "nonfree" can be used to hide packages which do not qualify as 'free software',
- # as defined by the Free Software Foundation.
- # You can also specify content ratings.
- # These flags are independent from Luanti versions,
- # so see a full list at https://content.luanti.org/help/content_flags/
- contentdb_flag_blacklist (ContentDB Flag Blacklist) string nonfree, desktop_default
- # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
- # This should be lower than curl_parallel_limit.
- contentdb_max_concurrent_downloads (ContentDB Max Concurrent Downloads) int 3 1
- [Client and Server]
- [*Client]
- # Save the map received by the client on disk.
- enable_local_map_saving (Saving map received from server) bool false
- # URL to the server list displayed in the Multiplayer Tab.
- serverlist_url (Serverlist URL) string servers.luanti.org
- # If enabled, account registration is separate from login in the UI.
- # If disabled, new accounts will be registered automatically when logging in.
- enable_split_login_register (Enable split login/register) bool true
- # URL to JSON file which provides information about the newest Luanti release.
- # If this is empty the engine will never check for updates.
- update_information_url (Update information URL) string https://www.minetest.net/release_info.json
- [*Server]
- # Name of the player.
- # When running a server, clients connecting with this name are admins.
- # When starting from the main menu, this is overridden.
- name (Admin name) string
- [**Serverlist and MOTD]
- # Name of the server, to be displayed when players join and in the serverlist.
- server_name (Server name) string Luanti server
- # Description of server, to be displayed when players join and in the serverlist.
- server_description (Server description) string mine here
- # Domain name of server, to be displayed in the serverlist.
- server_address (Server address) string game.example.net
- # Homepage of server, to be displayed in the serverlist.
- server_url (Server URL) string https://game.example.net
- # Automatically report to the serverlist.
- server_announce (Announce server) bool false
- # Send names of online players to the serverlist. If disabled only the player count is revealed.
- server_announce_send_players (Send player names to the server list) bool true
- # Announce to this serverlist.
- serverlist_url (Serverlist URL) string servers.luanti.org
- # Message of the day displayed to players connecting.
- motd (Message of the day) string
- # Maximum number of players that can be connected simultaneously.
- max_users (Maximum users) int 15 0 65535
- # If this is set, players will always (re)spawn at the given position.
- static_spawnpoint (Static spawn point) string
- [**Networking]
- # Network port to listen (UDP).
- # This value will be overridden when starting from the main menu.
- port (Server port) int 30000 1 65535
- # The network interface that the server listens on.
- bind_address (Bind address) string
- # Enable to disallow old clients from connecting.
- # Older clients are compatible in the sense that they will not crash when connecting
- # to new servers, but they may not support all new features that you are expecting.
- strict_protocol_version_checking (Strict protocol checking) bool false
- # Define the oldest clients allowed to connect.
- # Older clients are compatible in the sense that they will not crash when connecting
- # to new servers, but they may not support all new features that you are expecting.
- # This allows for more fine-grained control than strict_protocol_version_checking.
- # Luanti still enforces its own internal minimum, and enabling
- # strict_protocol_version_checking will effectively override this.
- protocol_version_min (Protocol version minimum) int 1 1 65535
- # Specifies URL from which client fetches media instead of using UDP.
- # $filename should be accessible from $remote_media$filename via cURL
- # (obviously, remote_media should end with a slash).
- # Files that are not present will be fetched the usual way.
- remote_media (Remote media) string
- # Enable/disable running an IPv6 server.
- # Ignored if bind_address is set.
- # Needs enable_ipv6 to be enabled.
- ipv6_server (IPv6 server) bool false
- [*Server Security]
- # New users need to input this password.
- default_password (Default password) string
- # If enabled, players cannot join without a password or change theirs to an empty password.
- disallow_empty_password (Disallow empty passwords) bool false
- # The privileges that new users automatically get.
- # See /privs in game for a full list on your server and mod configuration.
- default_privs (Default privileges) string interact, shout
- # Privileges that players with basic_privs can grant
- basic_privs (Basic privileges) string interact, shout
- # Server anticheat configuration.
- # Flags are positive. Uncheck the flag to disable corresponding anticheat module.
- anticheat_flags (Anticheat flags) flags digging,interaction,movement digging,interaction,movement
- # Tolerance of movement cheat detector.
- # Increase the value if players experience stuttery movement.
- anticheat_movement_tolerance (Anticheat movement tolerance) float 1.0 1.0
- # If enabled, actions are recorded for rollback.
- # This option is only read when server starts.
- enable_rollback_recording (Rollback recording) bool false
- [**Client-side Modding]
- # Restricts the access of certain client-side functions on servers.
- # Combine the byteflags below to restrict client-side features, or set to 0
- # for no restrictions:
- # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
- # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
- # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
- # READ_NODEDEFS: 8 (disable get_node_def call client-side)
- # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
- # csm_restriction_noderange)
- # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
- csm_restriction_flags (Client side modding restrictions) int 62 0 63
- # If the CSM restriction for node range is enabled, get_node calls are limited
- # to this distance from the player to the node.
- csm_restriction_noderange (Client-side node lookup range restriction) int 0 0 4294967295
- [**Chat]
- # Remove color codes from incoming chat messages
- # Use this to stop players from being able to use color in their messages
- strip_color_codes (Strip color codes) bool false
- # Set the maximum length of a chat message (in characters) sent by clients.
- chat_message_max_size (Chat message max length) int 500 10 65535
- # Number of messages a player may send per 10 seconds.
- chat_message_limit_per_10sec (Chat message count limit) float 8.0 1.0
- # Kick players who sent more than X messages per 10 seconds.
- chat_message_limit_trigger_kick (Chat message kick threshold) int 50 1 65535
- [*Server Gameplay]
- # Controls length of day/night cycle.
- # Examples:
- # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
- time_speed (Time speed) int 72 0
- # Time of day when a new world is started, in millihours (0-23999).
- world_start_time (World start time) int 6125 0 23999
- # Time in seconds for item entity (dropped items) to live.
- # Setting it to -1 disables the feature.
- item_entity_ttl (Item entity TTL) int 900 -1
- # Specifies the default stack size of nodes, items and tools.
- # Note that mods or games may explicitly set a stack for certain (or all) items.
- default_stack_max (Default stack size) int 99 1 65535
- [**Physics]
- # Horizontal and vertical acceleration on ground or when climbing,
- # in nodes per second per second.
- movement_acceleration_default (Default acceleration) float 3.0 0.0
- # Horizontal acceleration in air when jumping or falling,
- # in nodes per second per second.
- movement_acceleration_air (Acceleration in air) float 2.0 0.0
- # Horizontal and vertical acceleration in fast mode,
- # in nodes per second per second.
- movement_acceleration_fast (Fast mode acceleration) float 10.0 0.0
- # Walking and flying speed, in nodes per second.
- movement_speed_walk (Walking speed) float 4.0 0.0
- # Sneaking speed, in nodes per second.
- movement_speed_crouch (Sneaking speed) float 1.35 0.0
- # Walking, flying and climbing speed in fast mode, in nodes per second.
- movement_speed_fast (Fast mode speed) float 20.0 0.0
- # Vertical climbing speed, in nodes per second.
- movement_speed_climb (Climbing speed) float 3.0 0.0
- # Initial vertical speed when jumping, in nodes per second.
- movement_speed_jump (Jumping speed) float 6.5 0.0
- # How much you are slowed down when moving inside a liquid.
- # Decrease this to increase liquid resistance to movement.
- movement_liquid_fluidity (Liquid fluidity) float 1.0 0.001
- # Maximum liquid resistance. Controls deceleration when entering liquid at
- # high speed.
- movement_liquid_fluidity_smooth (Liquid fluidity smoothing) float 0.5
- # Controls sinking speed in liquid when idling. Negative values will cause
- # you to rise instead.
- movement_liquid_sink (Liquid sinking) float 10.0
- # Acceleration of gravity, in nodes per second per second.
- movement_gravity (Gravity) float 9.81
- [Mapgen]
- # A chosen map seed for a new map, leave empty for random.
- # Will be overridden when creating a new world in the main menu.
- fixed_map_seed (Fixed map seed) string
- # Name of map generator to be used when creating a new world.
- # Creating a world in the main menu will override this.
- # Current mapgens in a highly unstable state:
- # - The optional floatlands of v7 (disabled by default).
- mg_name (Mapgen name) enum v7 v7,valleys,carpathian,v5,flat,fractal,singlenode,v6
- # Water surface level of the world.
- water_level (Water level) int 1 -31000 31000
- # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
- max_block_generate_distance (Max block generate distance) int 10 1 32767
- # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
- # Only mapchunks completely within the mapgen limit are generated.
- # Value is stored per-world.
- mapgen_limit (Map generation limit) int 31007 0 31007
- # Global map generation attributes.
- # In Mapgen v6 the 'decorations' flag controls all decorations except trees
- # and jungle grass, in all other mapgens this flag controls all decorations.
- mg_flags (Mapgen flags) flags caves,dungeons,light,decorations,biomes,ores caves,dungeons,light,decorations,biomes,ores
- [*Biome API]
- # Temperature variation for biomes.
- mg_biome_np_heat (Heat noise) noise_params_2d 50, 50, (1000, 1000, 1000), 5349, 3, 0.5, 2.0, eased
- # Small-scale temperature variation for blending biomes on borders.
- mg_biome_np_heat_blend (Heat blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0, eased
- # Humidity variation for biomes.
- mg_biome_np_humidity (Humidity noise) noise_params_2d 50, 50, (1000, 1000, 1000), 842, 3, 0.5, 2.0, eased
- # Small-scale humidity variation for blending biomes on borders.
- mg_biome_np_humidity_blend (Humidity blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0, eased
- [*Mapgen V5]
- # Map generation attributes specific to Mapgen v5.
- mgv5_spflags (Mapgen V5 specific flags) flags caverns caverns
- # Controls width of tunnels, a smaller value creates wider tunnels.
- # Value >= 10.0 completely disables generation of tunnels and avoids the
- # intensive noise calculations.
- mgv5_cave_width (Cave width) float 0.09
- # Y of upper limit of large caves.
- mgv5_large_cave_depth (Large cave depth) int -256 -31000 31000
- # Minimum limit of random number of small caves per mapchunk.
- mgv5_small_cave_num_min (Small cave minimum number) int 0 0 256
- # Maximum limit of random number of small caves per mapchunk.
- mgv5_small_cave_num_max (Small cave maximum number) int 0 0 256
- # Minimum limit of random number of large caves per mapchunk.
- mgv5_large_cave_num_min (Large cave minimum number) int 0 0 64
- # Maximum limit of random number of large caves per mapchunk.
- mgv5_large_cave_num_max (Large cave maximum number) int 2 0 64
- # Proportion of large caves that contain liquid.
- mgv5_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
- # Y-level of cavern upper limit.
- mgv5_cavern_limit (Cavern limit) int -256 -31000 31000
- # Y-distance over which caverns expand to full size.
- mgv5_cavern_taper (Cavern taper) int 256 0 32767
- # Defines full size of caverns, smaller values create larger caverns.
- mgv5_cavern_threshold (Cavern threshold) float 0.7
- # Lower Y limit of dungeons.
- mgv5_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
- # Upper Y limit of dungeons.
- mgv5_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
- [**Noises]
- # Variation of biome filler depth.
- mgv5_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0, eased
- # Variation of terrain vertical scale.
- # When noise is < -0.55 terrain is near-flat.
- mgv5_np_factor (Factor noise) noise_params_2d 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0, eased
- # Y-level of average terrain surface.
- mgv5_np_height (Height noise) noise_params_2d 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0, eased
- # First of two 3D noises that together define tunnels.
- mgv5_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
- # Second of two 3D noises that together define tunnels.
- mgv5_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
- # 3D noise defining giant caverns.
- mgv5_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
- # 3D noise defining terrain.
- mgv5_np_ground (Ground noise) noise_params_3d 0, 40, (80, 80, 80), 983240, 4, 0.55, 2.0, eased
- # 3D noise that determines number of dungeons per mapchunk.
- mgv5_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
- [*Mapgen V6]
- # Map generation attributes specific to Mapgen v6.
- # The 'snowbiomes' flag enables the new 5 biome system.
- # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
- # the 'jungles' flag is ignored.
- # The 'temples' flag disables generation of desert temples. Normal dungeons will appear instead.
- mgv6_spflags (Mapgen V6 specific flags) flags jungles,biomeblend,mudflow,snowbiomes,noflat,trees,temples jungles,biomeblend,mudflow,snowbiomes,flat,trees,temples
- # Deserts occur when np_biome exceeds this value.
- # When the 'snowbiomes' flag is enabled, this is ignored.
- mgv6_freq_desert (Desert noise threshold) float 0.45
- # Sandy beaches occur when np_beach exceeds this value.
- mgv6_freq_beach (Beach noise threshold) float 0.15
- # Lower Y limit of dungeons.
- mgv6_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
- # Upper Y limit of dungeons.
- mgv6_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
- [**Noises]
- # Y-level of lower terrain and seabed.
- mgv6_np_terrain_base (Terrain base noise) noise_params_2d -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0, eased
- # Y-level of higher terrain that creates cliffs.
- mgv6_np_terrain_higher (Terrain higher noise) noise_params_2d 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0, eased
- # Varies steepness of cliffs.
- mgv6_np_steepness (Steepness noise) noise_params_2d 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0, eased
- # Defines distribution of higher terrain.
- mgv6_np_height_select (Height select noise) noise_params_2d 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0, eased
- # Varies depth of biome surface nodes.
- mgv6_np_mud (Mud noise) noise_params_2d 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0, eased
- # Defines areas with sandy beaches.
- mgv6_np_beach (Beach noise) noise_params_2d 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0, eased
- # Temperature variation for biomes.
- mgv6_np_biome (Biome noise) noise_params_2d 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0, eased
- # Variation of number of caves.
- mgv6_np_cave (Cave noise) noise_params_2d 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0, eased
- # Humidity variation for biomes.
- mgv6_np_humidity (Humidity noise) noise_params_2d 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0, eased
- # Defines tree areas and tree density.
- mgv6_np_trees (Trees noise) noise_params_2d 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0, eased
- # Defines areas where trees have apples.
- mgv6_np_apple_trees (Apple trees noise) noise_params_2d 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0, eased
- [*Mapgen V7]
- # Map generation attributes specific to Mapgen v7.
- # 'ridges': Rivers.
- # 'floatlands': Floating land masses in the atmosphere.
- # 'caverns': Giant caves deep underground.
- mgv7_spflags (Mapgen V7 specific flags) flags mountains,ridges,nofloatlands,caverns mountains,ridges,floatlands,caverns
- # Y of mountain density gradient zero level. Used to shift mountains vertically.
- mgv7_mount_zero_level (Mountain zero level) int 0 -31000 31000
- # Lower Y limit of floatlands.
- mgv7_floatland_ymin (Floatland minimum Y) int 1024 -31000 31000
- # Upper Y limit of floatlands.
- mgv7_floatland_ymax (Floatland maximum Y) int 4096 -31000 31000
- # Y-distance over which floatlands taper from full density to nothing.
- # Tapering starts at this distance from the Y limit.
- # For a solid floatland layer, this controls the height of hills/mountains.
- # Must be less than or equal to half the distance between the Y limits.
- mgv7_floatland_taper (Floatland tapering distance) int 256 0 32767
- # Exponent of the floatland tapering. Alters the tapering behavior.
- # Value = 1.0 creates a uniform, linear tapering.
- # Values > 1.0 create a smooth tapering suitable for the default separated
- # floatlands.
- # Values < 1.0 (for example 0.25) create a more defined surface level with
- # flatter lowlands, suitable for a solid floatland layer.
- mgv7_float_taper_exp (Floatland taper exponent) float 2.0
- # Adjusts the density of the floatland layer.
- # Increase value to increase density. Can be positive or negative.
- # Value = 0.0: 50% of volume is floatland.
- # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
- # to be sure) creates a solid floatland layer.
- mgv7_floatland_density (Floatland density) float -0.6
- # Surface level of optional water placed on a solid floatland layer.
- # Water is disabled by default and will only be placed if this value is set
- # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
- # upper tapering).
- # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
- # When enabling water placement, floatlands must be configured and tested
- # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
- # required value depending on 'mgv7_np_floatland'), to avoid
- # server-intensive extreme water flow and to avoid vast flooding of the
- # world surface below.
- mgv7_floatland_ywater (Floatland water level) int -31000 -31000 31000
- # Controls width of tunnels, a smaller value creates wider tunnels.
- # Value >= 10.0 completely disables generation of tunnels and avoids the
- # intensive noise calculations.
- mgv7_cave_width (Cave width) float 0.09
- # Y of upper limit of large caves.
- mgv7_large_cave_depth (Large cave depth) int -33 -31000 31000
- # Minimum limit of random number of small caves per mapchunk.
- mgv7_small_cave_num_min (Small cave minimum number) int 0 0 256
- # Maximum limit of random number of small caves per mapchunk.
- mgv7_small_cave_num_max (Small cave maximum number) int 0 0 256
- # Minimum limit of random number of large caves per mapchunk.
- mgv7_large_cave_num_min (Large cave minimum number) int 0 0 64
- # Maximum limit of random number of large caves per mapchunk.
- mgv7_large_cave_num_max (Large cave maximum number) int 2 0 64
- # Proportion of large caves that contain liquid.
- mgv7_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
- # Y-level of cavern upper limit.
- mgv7_cavern_limit (Cavern limit) int -256 -31000 31000
- # Y-distance over which caverns expand to full size.
- mgv7_cavern_taper (Cavern taper) int 256 0 32767
- # Defines full size of caverns, smaller values create larger caverns.
- mgv7_cavern_threshold (Cavern threshold) float 0.7
- # Lower Y limit of dungeons.
- mgv7_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
- # Upper Y limit of dungeons.
- mgv7_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
- [**Noises]
- # Y-level of higher terrain that creates cliffs.
- mgv7_np_terrain_base (Terrain base noise) noise_params_2d 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0, eased
- # Y-level of lower terrain and seabed.
- mgv7_np_terrain_alt (Terrain alternative noise) noise_params_2d 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0, eased
- # Varies roughness of terrain.
- # Defines the 'persistence' value for terrain_base and terrain_alt noises.
- mgv7_np_terrain_persist (Terrain persistence noise) noise_params_2d 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0, eased
- # Defines distribution of higher terrain and steepness of cliffs.
- mgv7_np_height_select (Height select noise) noise_params_2d -8, 16, (500, 500, 500), 4213, 6, 0.7, 2.0, eased
- # Variation of biome filler depth.
- mgv7_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
- # Variation of maximum mountain height (in nodes).
- mgv7_np_mount_height (Mountain height noise) noise_params_2d 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0, eased
- # Defines large-scale river channel structure.
- mgv7_np_ridge_uwater (Ridge underwater noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
- # 3D noise defining mountain structure and height.
- # Also defines structure of floatland mountain terrain.
- mgv7_np_mountain (Mountain noise) noise_params_3d -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
- # 3D noise defining structure of river canyon walls.
- mgv7_np_ridge (Ridge noise) noise_params_3d 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
- # 3D noise defining structure of floatlands.
- # If altered from the default, the noise 'scale' (0.7 by default) may need
- # to be adjusted, as floatland tapering functions best when this noise has
- # a value range of approximately -2.0 to 2.0.
- mgv7_np_floatland (Floatland noise) noise_params_3d 0, 0.7, (384, 96, 384), 1009, 4, 0.75, 1.618
- # 3D noise defining giant caverns.
- mgv7_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
- # First of two 3D noises that together define tunnels.
- mgv7_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
- # Second of two 3D noises that together define tunnels.
- mgv7_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
- # 3D noise that determines number of dungeons per mapchunk.
- mgv7_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
- [*Mapgen Carpathian]
- # Map generation attributes specific to Mapgen Carpathian.
- mgcarpathian_spflags (Mapgen Carpathian specific flags) flags caverns,norivers caverns,rivers
- # Defines the base ground level.
- mgcarpathian_base_level (Base ground level) float 12.0
- # Defines the width of the river channel.
- mgcarpathian_river_width (River channel width) float 0.05
- # Defines the depth of the river channel.
- mgcarpathian_river_depth (River channel depth) float 24.0
- # Defines the width of the river valley.
- mgcarpathian_valley_width (River valley width) float 0.25
- # Controls width of tunnels, a smaller value creates wider tunnels.
- # Value >= 10.0 completely disables generation of tunnels and avoids the
- # intensive noise calculations.
- mgcarpathian_cave_width (Cave width) float 0.09
- # Y of upper limit of large caves.
- mgcarpathian_large_cave_depth (Large cave depth) int -33 -31000 31000
- # Minimum limit of random number of small caves per mapchunk.
- mgcarpathian_small_cave_num_min (Small cave minimum number) int 0 0 256
- # Maximum limit of random number of small caves per mapchunk.
- mgcarpathian_small_cave_num_max (Small cave maximum number) int 0 0 256
- # Minimum limit of random number of large caves per mapchunk.
- mgcarpathian_large_cave_num_min (Large cave minimum number) int 0 0 64
- # Maximum limit of random number of large caves per mapchunk.
- mgcarpathian_large_cave_num_max (Large cave maximum number) int 2 0 64
- # Proportion of large caves that contain liquid.
- mgcarpathian_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
- # Y-level of cavern upper limit.
- mgcarpathian_cavern_limit (Cavern limit) int -256 -31000 31000
- # Y-distance over which caverns expand to full size.
- mgcarpathian_cavern_taper (Cavern taper) int 256 0 32767
- # Defines full size of caverns, smaller values create larger caverns.
- mgcarpathian_cavern_threshold (Cavern threshold) float 0.7
- # Lower Y limit of dungeons.
- mgcarpathian_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
- # Upper Y limit of dungeons.
- mgcarpathian_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
- [**Noises]
- # Variation of biome filler depth.
- mgcarpathian_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (128, 128, 128), 261, 3, 0.7, 2.0, eased
- # First of 4 2D noises that together define hill/mountain range height.
- mgcarpathian_np_height1 (Hilliness1 noise) noise_params_2d 0, 5, (251, 251, 251), 9613, 5, 0.5, 2.0, eased
- # Second of 4 2D noises that together define hill/mountain range height.
- mgcarpathian_np_height2 (Hilliness2 noise) noise_params_2d 0, 5, (383, 383, 383), 1949, 5, 0.5, 2.0, eased
- # Third of 4 2D noises that together define hill/mountain range height.
- mgcarpathian_np_height3 (Hilliness3 noise) noise_params_2d 0, 5, (509, 509, 509), 3211, 5, 0.5, 2.0, eased
- # Fourth of 4 2D noises that together define hill/mountain range height.
- mgcarpathian_np_height4 (Hilliness4 noise) noise_params_2d 0, 5, (631, 631, 631), 1583, 5, 0.5, 2.0, eased
- # 2D noise that controls the size/occurrence of rolling hills.
- mgcarpathian_np_hills_terrain (Rolling hills spread noise) noise_params_2d 1, 1, (1301, 1301, 1301), 1692, 3, 0.5, 2.0, eased
- # 2D noise that controls the size/occurrence of ridged mountain ranges.
- mgcarpathian_np_ridge_terrain (Ridge mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 3568, 3, 0.5, 2.0, eased
- # 2D noise that controls the size/occurrence of step mountain ranges.
- mgcarpathian_np_step_terrain (Step mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 4157, 3, 0.5, 2.0, eased
- # 2D noise that controls the shape/size of rolling hills.
- mgcarpathian_np_hills (Rolling hill size noise) noise_params_2d 0, 3, (257, 257, 257), 6604, 6, 0.5, 2.0, eased
- # 2D noise that controls the shape/size of ridged mountains.
- mgcarpathian_np_ridge_mnt (Ridged mountain size noise) noise_params_2d 0, 12, (743, 743, 743), 5520, 6, 0.7, 2.0, eased
- # 2D noise that controls the shape/size of step mountains.
- mgcarpathian_np_step_mnt (Step mountain size noise) noise_params_2d 0, 8, (509, 509, 509), 2590, 6, 0.6, 2.0, eased
- # 2D noise that locates the river valleys and channels.
- mgcarpathian_np_rivers (River noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
- # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
- mgcarpathian_np_mnt_var (Mountain variation noise) noise_params_3d 0, 1, (499, 499, 499), 2490, 5, 0.55, 2.0
- # First of two 3D noises that together define tunnels.
- mgcarpathian_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
- # Second of two 3D noises that together define tunnels.
- mgcarpathian_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
- # 3D noise defining giant caverns.
- mgcarpathian_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
- # 3D noise that determines number of dungeons per mapchunk.
- mgcarpathian_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
- [*Mapgen Flat]
- # Map generation attributes specific to Mapgen Flat.
- # Occasional lakes and hills can be added to the flat world.
- mgflat_spflags (Mapgen Flat specific flags) flags nolakes,nohills,nocaverns lakes,hills,caverns
- # Y of flat ground.
- mgflat_ground_level (Ground level) int 8 -31000 31000
- # Y of upper limit of large caves.
- mgflat_large_cave_depth (Large cave depth) int -33 -31000 31000
- # Minimum limit of random number of small caves per mapchunk.
- mgflat_small_cave_num_min (Small cave minimum number) int 0 0 256
- # Maximum limit of random number of small caves per mapchunk.
- mgflat_small_cave_num_max (Small cave maximum number) int 0 0 256
- # Minimum limit of random number of large caves per mapchunk.
- mgflat_large_cave_num_min (Large cave minimum number) int 0 0 64
- # Maximum limit of random number of large caves per mapchunk.
- mgflat_large_cave_num_max (Large cave maximum number) int 2 0 64
- # Proportion of large caves that contain liquid.
- mgflat_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
- # Controls width of tunnels, a smaller value creates wider tunnels.
- # Value >= 10.0 completely disables generation of tunnels and avoids the
- # intensive noise calculations.
- mgflat_cave_width (Cave width) float 0.09
- # Terrain noise threshold for lakes.
- # Controls proportion of world area covered by lakes.
- # Adjust towards 0.0 for a larger proportion.
- mgflat_lake_threshold (Lake threshold) float -0.45
- # Controls steepness/depth of lake depressions.
- mgflat_lake_steepness (Lake steepness) float 48.0
- # Terrain noise threshold for hills.
- # Controls proportion of world area covered by hills.
- # Adjust towards 0.0 for a larger proportion.
- mgflat_hill_threshold (Hill threshold) float 0.45
- # Controls steepness/height of hills.
- mgflat_hill_steepness (Hill steepness) float 64.0
- # Y-level of cavern upper limit.
- mgflat_cavern_limit (Cavern limit) int -256 -31000 31000
- # Y-distance over which caverns expand to full size.
- mgflat_cavern_taper (Cavern taper) int 256 0 32767
- # Defines full size of caverns, smaller values create larger caverns.
- mgflat_cavern_threshold (Cavern threshold) float 0.7
- # Lower Y limit of dungeons.
- mgflat_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
- # Upper Y limit of dungeons.
- mgflat_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
- [**Noises]
- # Defines location and terrain of optional hills and lakes.
- mgflat_np_terrain (Terrain noise) noise_params_2d 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0, eased
- # Variation of biome filler depth.
- mgflat_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
- # First of two 3D noises that together define tunnels.
- mgflat_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
- # Second of two 3D noises that together define tunnels.
- mgflat_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
- # 3D noise defining giant caverns.
- mgflat_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
- # 3D noise that determines number of dungeons per mapchunk.
- mgflat_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
- [*Mapgen Fractal]
- # Map generation attributes specific to Mapgen Fractal.
- # 'terrain' enables the generation of non-fractal terrain:
- # ocean, islands and underground.
- mgfractal_spflags (Mapgen Fractal specific flags) flags terrain terrain
- # Controls width of tunnels, a smaller value creates wider tunnels.
- # Value >= 10.0 completely disables generation of tunnels and avoids the
- # intensive noise calculations.
- mgfractal_cave_width (Cave width) float 0.09
- # Y of upper limit of large caves.
- mgfractal_large_cave_depth (Large cave depth) int -33 -31000 31000
- # Minimum limit of random number of small caves per mapchunk.
- mgfractal_small_cave_num_min (Small cave minimum number) int 0 0 256
- # Maximum limit of random number of small caves per mapchunk.
- mgfractal_small_cave_num_max (Small cave maximum number) int 0 0 256
- # Minimum limit of random number of large caves per mapchunk.
- mgfractal_large_cave_num_min (Large cave minimum number) int 0 0 64
- # Maximum limit of random number of large caves per mapchunk.
- mgfractal_large_cave_num_max (Large cave maximum number) int 2 0 64
- # Proportion of large caves that contain liquid.
- mgfractal_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
- # Lower Y limit of dungeons.
- mgfractal_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
- # Upper Y limit of dungeons.
- mgfractal_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
- # Selects one of 18 fractal types.
- # 1 = 4D "Roundy" Mandelbrot set.
- # 2 = 4D "Roundy" Julia set.
- # 3 = 4D "Squarry" Mandelbrot set.
- # 4 = 4D "Squarry" Julia set.
- # 5 = 4D "Mandy Cousin" Mandelbrot set.
- # 6 = 4D "Mandy Cousin" Julia set.
- # 7 = 4D "Variation" Mandelbrot set.
- # 8 = 4D "Variation" Julia set.
- # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
- # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
- # 11 = 3D "Christmas Tree" Mandelbrot set.
- # 12 = 3D "Christmas Tree" Julia set.
- # 13 = 3D "Mandelbulb" Mandelbrot set.
- # 14 = 3D "Mandelbulb" Julia set.
- # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
- # 16 = 3D "Cosine Mandelbulb" Julia set.
- # 17 = 4D "Mandelbulb" Mandelbrot set.
- # 18 = 4D "Mandelbulb" Julia set.
- mgfractal_fractal (Fractal type) int 1 1 18
- # Iterations of the recursive function.
- # Increasing this increases the amount of fine detail, but also
- # increases processing load.
- # At iterations = 20 this mapgen has a similar load to mapgen V7.
- mgfractal_iterations (Iterations) int 11 1 65535
- # (X,Y,Z) scale of fractal in nodes.
- # Actual fractal size will be 2 to 3 times larger.
- # These numbers can be made very large, the fractal does
- # not have to fit inside the world.
- # Increase these to 'zoom' into the detail of the fractal.
- # Default is for a vertically-squashed shape suitable for
- # an island, set all 3 numbers equal for the raw shape.
- mgfractal_scale (Scale) v3f (4096.0, 1024.0, 4096.0)
- # (X,Y,Z) offset of fractal from world center in units of 'scale'.
- # Can be used to move a desired point to (0, 0) to create a
- # suitable spawn point, or to allow 'zooming in' on a desired
- # point by increasing 'scale'.
- # The default is tuned for a suitable spawn point for Mandelbrot
- # sets with default parameters, it may need altering in other
- # situations.
- # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
- mgfractal_offset (Offset) v3f (1.79, 0.0, 0.0)
- # W coordinate of the generated 3D slice of a 4D fractal.
- # Determines which 3D slice of the 4D shape is generated.
- # Alters the shape of the fractal.
- # Has no effect on 3D fractals.
- # Range roughly -2 to 2.
- mgfractal_slice_w (Slice w) float 0.0
- # Julia set only.
- # X component of hypercomplex constant.
- # Alters the shape of the fractal.
- # Range roughly -2 to 2.
- mgfractal_julia_x (Julia x) float 0.33
- # Julia set only.
- # Y component of hypercomplex constant.
- # Alters the shape of the fractal.
- # Range roughly -2 to 2.
- mgfractal_julia_y (Julia y) float 0.33
- # Julia set only.
- # Z component of hypercomplex constant.
- # Alters the shape of the fractal.
- # Range roughly -2 to 2.
- mgfractal_julia_z (Julia z) float 0.33
- # Julia set only.
- # W component of hypercomplex constant.
- # Alters the shape of the fractal.
- # Has no effect on 3D fractals.
- # Range roughly -2 to 2.
- mgfractal_julia_w (Julia w) float 0.33
- [**Noises]
- # Y-level of seabed.
- mgfractal_np_seabed (Seabed noise) noise_params_2d -14, 9, (600, 600, 600), 41900, 5, 0.6, 2.0, eased
- # Variation of biome filler depth.
- mgfractal_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
- # First of two 3D noises that together define tunnels.
- mgfractal_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
- # Second of two 3D noises that together define tunnels.
- mgfractal_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
- # 3D noise that determines number of dungeons per mapchunk.
- mgfractal_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
- [*Mapgen Valleys]
- # Map generation attributes specific to Mapgen Valleys.
- # 'altitude_chill': Reduces heat with altitude.
- # 'humid_rivers': Increases humidity around rivers.
- # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
- # to become shallower and occasionally dry.
- # 'altitude_dry': Reduces humidity with altitude.
- 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
- # The vertical distance over which heat drops by 20 if 'altitude_chill' is
- # enabled. Also, the vertical distance over which humidity drops by 10 if
- # 'altitude_dry' is enabled.
- mgvalleys_altitude_chill (Altitude chill) int 90 0 65535
- # Depth below which you'll find large caves.
- mgvalleys_large_cave_depth (Large cave depth) int -33 -31000 31000
- # Minimum limit of random number of small caves per mapchunk.
- mgvalleys_small_cave_num_min (Small cave minimum number) int 0 0 256
- # Maximum limit of random number of small caves per mapchunk.
- mgvalleys_small_cave_num_max (Small cave maximum number) int 0 0 256
- # Minimum limit of random number of large caves per mapchunk.
- mgvalleys_large_cave_num_min (Large cave minimum number) int 0 0 64
- # Maximum limit of random number of large caves per mapchunk.
- mgvalleys_large_cave_num_max (Large cave maximum number) int 2 0 64
- # Proportion of large caves that contain liquid.
- mgvalleys_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
- # Depth below which you'll find giant caverns.
- mgvalleys_cavern_limit (Cavern upper limit) int -256 -31000 31000
- # Y-distance over which caverns expand to full size.
- mgvalleys_cavern_taper (Cavern taper) int 192 0 32767
- # Defines full size of caverns, smaller values create larger caverns.
- mgvalleys_cavern_threshold (Cavern threshold) float 0.6
- # How deep to make rivers.
- mgvalleys_river_depth (River depth) int 4 0 65535
- # How wide to make rivers.
- mgvalleys_river_size (River size) int 5 0 65535
- # Controls width of tunnels, a smaller value creates wider tunnels.
- # Value >= 10.0 completely disables generation of tunnels and avoids the
- # intensive noise calculations.
- mgvalleys_cave_width (Cave width) float 0.09
- # Lower Y limit of dungeons.
- mgvalleys_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
- # Upper Y limit of dungeons.
- mgvalleys_dungeon_ymax (Dungeon maximum Y) int 63 -31000 31000
- [**Noises]
- # First of two 3D noises that together define tunnels.
- mgvalleys_np_cave1 (Cave noise #1) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
- # Second of two 3D noises that together define tunnels.
- mgvalleys_np_cave2 (Cave noise #2) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
- # Variation of biome filler depth.
- mgvalleys_np_filler_depth (Filler depth) noise_params_2d 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0, eased
- # 3D noise defining giant caverns.
- mgvalleys_np_cavern (Cavern noise) noise_params_3d 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0
- # Defines large-scale river channel structure.
- mgvalleys_np_rivers (River noise) noise_params_2d 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0, eased
- # Base terrain height.
- mgvalleys_np_terrain_height (Terrain height) noise_params_2d -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0, eased
- # Raises terrain to make valleys around the rivers.
- mgvalleys_np_valley_depth (Valley depth) noise_params_2d 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0, eased
- # Slope and fill work together to modify the heights.
- mgvalleys_np_inter_valley_fill (Valley fill) noise_params_3d 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0
- # Amplifies the valleys.
- mgvalleys_np_valley_profile (Valley profile) noise_params_2d 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0, eased
- # Slope and fill work together to modify the heights.
- mgvalleys_np_inter_valley_slope (Valley slope) noise_params_2d 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0, eased
- # 3D noise that determines number of dungeons per mapchunk.
- mgvalleys_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
- [Advanced]
- [*Developer Options]
- # Enable Lua modding support on client.
- # This support is experimental and API can change.
- enable_client_modding (Client modding) bool false
- # Replaces the default main menu with a custom one.
- main_menu_script (Main menu script) string
- [**Mod Security]
- # Prevent mods from doing insecure things like running shell commands.
- secure.enable_security (Enable mod security) bool true
- # Comma-separated list of trusted mods that are allowed to access insecure
- # functions even when mod security is on (via request_insecure_environment()).
- secure.trusted_mods (Trusted mods) string
- # Comma-separated list of mods that are allowed to access HTTP APIs, which
- # allow them to upload and download data to/from the internet.
- secure.http_mods (HTTP mods) string
- [**Debugging]
- # Level of logging to be written to debug.txt:
- # - <nothing> (no logging)
- # - none (messages with no level)
- # - error
- # - warning
- # - action
- # - info
- # - verbose
- # - trace
- debug_log_level (Debug log level) enum action ,none,error,warning,action,info,verbose,trace
- # If the file size of debug.txt exceeds the number of megabytes specified in
- # this setting when it is opened, the file is moved to debug.txt.1,
- # deleting an older debug.txt.1 if it exists.
- # debug.txt is only moved if this setting is positive.
- debug_log_size_max (Debug log file size threshold) int 50 1
- # Minimal level of logging to be written to chat.
- chat_log_level (Chat log level) enum error ,none,error,warning,action,info,verbose,trace
- # Handling for deprecated Lua API calls:
- # - none: Do not log deprecated calls
- # - log: mimic and log backtrace of deprecated call (default).
- # - error: abort on usage of deprecated call (suggested for mod developers).
- deprecated_lua_api_handling (Deprecated Lua API handling) enum log none,log,error
- # Enable random user input (only used for testing).
- random_input (Random input) bool false
- # Enable random mod loading (mainly used for testing).
- random_mod_load_order (Random mod load order) bool false
- # Enable mod channels support.
- enable_mod_channels (Mod channels) bool false
- [**Mod Profiler]
- # Load the game profiler to collect game profiling data.
- # Provides a /profiler command to access the compiled profile.
- # Useful for mod developers and server operators.
- profiler.load (Load the game profiler) bool false
- # The default format in which profiles are being saved,
- # when calling `/profiler save [format]` without format.
- profiler.default_report_format (Default report format) enum txt txt,csv,lua,json,json_pretty
- # The file path relative to your world path in which profiles will be saved to.
- profiler.report_path (Report path) string
- # Instrument the methods of entities on registration.
- instrument.entity (Entity methods) bool true
- # Instrument the action function of Active Block Modifiers on registration.
- instrument.abm (Active Block Modifiers) bool true
- # Instrument the action function of Loading Block Modifiers on registration.
- instrument.lbm (Loading Block Modifiers) bool true
- # Instrument chat commands on registration.
- instrument.chatcommand (Chat commands) bool true
- # Instrument global callback functions on registration.
- # (anything you pass to a core.register_*() function)
- instrument.global_callback (Global callbacks) bool true
- # Instrument builtin.
- # This is usually only needed by core/builtin contributors
- instrument.builtin (Builtin) bool false
- # Have the profiler instrument itself:
- # * Instrument an empty function.
- # This estimates the overhead, that instrumentation is adding (+1 function call).
- # * Instrument the sampler being used to update the statistics.
- instrument.profiler (Profiler) bool false
- [**Engine Profiler]
- # Print the engine's profiling data in regular intervals (in seconds).
- # 0 = disable. Useful for developers.
- profiler_print_interval (Engine profiling data print interval) int 0 0
- [*Advanced]
- # Enable IPv6 support (for both client and server).
- # Required for IPv6 connections to work at all.
- enable_ipv6 (IPv6) bool true
- # If enabled, invalid world data won't cause the server to shut down.
- # Only enable this if you know what you are doing.
- ignore_world_load_errors (Ignore world errors) bool false
- [**Graphics]
- # Shaders are a fundamental part of rendering and enable advanced visual effects.
- #
- # Requires: shaders_support
- enable_shaders (Shaders) bool true
- # Path to shader directory. If no path is defined, default location will be used.
- #
- # Requires: shaders
- shader_path (Shader path) path
- # The rendering back-end.
- # Note: A restart is required after changing this!
- # OpenGL is the default for desktop, and OGLES2 for Android.
- video_driver (Video driver) enum ,opengl,opengl3,ogles2
- # Distance in nodes at which transparency depth sorting is enabled.
- # Use this to limit the performance impact of transparency depth sorting.
- # Set to 0 to disable it entirely.
- transparency_sorting_distance (Transparency Sorting Distance) int 16 0 128
- # Radius of cloud area stated in number of 64 node cloud squares.
- # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
- cloud_radius (Cloud radius) int 12 1 62
- # Whether node texture animations should be desynchronized per mapblock.
- desynchronize_mapblock_texture_animation (Desynchronize block animation) bool false
- # Enables caching of facedir rotated meshes.
- # This is only effective with shaders disabled.
- enable_mesh_cache (Mesh cache) bool false
- # Delay between mesh updates on the client in ms. Increasing this will slow
- # down the rate of mesh updates, thus reducing jitter on slower clients.
- mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50
- # Number of threads to use for mesh generation.
- # Value of 0 (default) will let Luanti autodetect the number of available threads.
- mesh_generation_threads (Mapblock mesh generation threads) int 0 0 8
- # True = 256
- # False = 128
- # Usable to make minimap smoother on slower machines.
- minimap_double_scan_height (Minimap scan height) bool true
- # Textures on a node may be aligned either to the node or to the world.
- # The former mode suits better things like machines, furniture, etc., while
- # the latter makes stairs and microblocks fit surroundings better.
- # However, as this possibility is new, thus may not be used by older servers,
- # this option allows enforcing it for certain node types. Note though that
- # that is considered EXPERIMENTAL and may not work properly.
- world_aligned_mode (World-aligned textures mode) enum enable disable,enable,force_solid,force_nodebox
- # World-aligned textures may be scaled to span several nodes. However,
- # the server may not send the scale you want, especially if you use
- # a specially-designed texture pack; with this option, the client tries
- # to determine the scale automatically basing on the texture size.
- # See also texture_min_size.
- # Warning: This option is EXPERIMENTAL!
- autoscale_mode (Autoscaling mode) enum disable disable,enable,force
- # When using bilinear/trilinear/anisotropic filters, low-resolution textures
- # can be blurred, so automatically upscale them with nearest-neighbor
- # interpolation to preserve crisp pixels. This sets the minimum texture size
- # for the upscaled textures; higher values look sharper, but require more
- # memory. Powers of 2 are recommended. This setting is ONLY applied if
- # bilinear/trilinear/anisotropic filtering is enabled.
- # This is also used as the base node texture size for world-aligned
- # texture autoscaling.
- texture_min_size (Base texture size) int 64 1 32768
- # Side length of a cube of map blocks that the client will consider together
- # when generating meshes.
- # Larger values increase the utilization of the GPU by reducing the number of
- # draw calls, benefiting especially high-end GPUs.
- # Systems with a low-end GPU (or no GPU) would benefit from smaller values.
- client_mesh_chunk (Client Mesh Chunksize) int 1 1 16
- # Enables debug and error-checking in the OpenGL driver.
- opengl_debug (OpenGL debug) bool false
- # Set to true to render debugging breakdown of the bloom effect.
- # In debug mode, the screen is split into 4 quadrants:
- # top-left - processed base image, top-right - final image
- # bottom-left - raw base image, bottom-right - bloom texture.
- #
- # Requires: shaders, enable_post_processing, enable_bloom
- enable_bloom_debug (Enable Bloom Debug) bool false
- [**Sound]
- # Comma-separated list of AL and ALC extensions that should not be used.
- # Useful for testing. See al_extensions.[h,cpp] for details.
- sound_extensions_blacklist (Sound Extensions Blacklist) string
- [**Font]
- font_bold (Font bold by default) bool false
- font_italic (Font italic by default) bool false
- # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
- font_shadow (Font shadow) int 1 0 65535
- # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
- font_shadow_alpha (Font shadow alpha) int 127 0 255
- # Font size of the default font where 1 unit = 1 pixel at 96 DPI
- font_size (Font size) int 16 5 72
- # For pixel-style fonts that do not scale well, this ensures that font sizes used
- # with this font will always be divisible by this value, in pixels. For instance,
- # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
- # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
- font_size_divisible_by (Font size divisible by) int 1 1
- # Path to the default font. Must be a TrueType font.
- # The fallback font will be used if the font cannot be loaded.
- font_path (Regular font path) filepath fonts/Arimo-Regular.ttf
- font_path_bold (Bold font path) filepath fonts/Arimo-Bold.ttf
- font_path_italic (Italic font path) filepath fonts/Arimo-Italic.ttf
- font_path_bold_italic (Bold and italic font path) filepath fonts/Arimo-BoldItalic.ttf
- # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
- mono_font_size (Monospace font size) int 16 5 72
- # For pixel-style fonts that do not scale well, this ensures that font sizes used
- # with this font will always be divisible by this value, in pixels. For instance,
- # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
- # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
- mono_font_size_divisible_by (Monospace font size divisible by) int 1 1
- # Path to the monospace font. Must be a TrueType font.
- # This font is used for e.g. the console and profiler screen.
- mono_font_path (Monospace font path) filepath fonts/Cousine-Regular.ttf
- mono_font_path_bold (Bold monospace font path) filepath fonts/Cousine-Bold.ttf
- mono_font_path_italic (Italic monospace font path) filepath fonts/Cousine-Italic.ttf
- mono_font_path_bold_italic (Bold and italic monospace font path) filepath fonts/Cousine-BoldItalic.ttf
- # Path of the fallback font. Must be a TrueType font.
- # This font will be used for certain languages or if the default font is unavailable.
- fallback_font_path (Fallback font path) filepath fonts/DroidSansFallbackFull.ttf
- [**Lighting]
- # Gradient of light curve at minimum light level.
- # Controls the contrast of the lowest light levels.
- lighting_alpha (Light curve low gradient) float 0.0 0.0 3.0
- # Gradient of light curve at maximum light level.
- # Controls the contrast of the highest light levels.
- lighting_beta (Light curve high gradient) float 1.5 0.0 3.0
- # Strength of light curve boost.
- # The 3 'boost' parameters define a range of the light
- # curve that is boosted in brightness.
- lighting_boost (Light curve boost) float 0.2 0.0 0.4
- # Center of light curve boost range.
- # Where 0.0 is minimum light level, 1.0 is maximum light level.
- lighting_boost_center (Light curve boost center) float 0.5 0.0 1.0
- # Spread of light curve boost range.
- # Controls the width of the range to be boosted.
- # Standard deviation of the light curve boost Gaussian.
- lighting_boost_spread (Light curve boost spread) float 0.2 0.0 0.4
- [**Networking]
- # Prometheus listener address.
- # If Luanti is compiled with ENABLE_PROMETHEUS option enabled,
- # enable metrics listener for Prometheus on that address.
- # Metrics can be fetched on http://127.0.0.1:30000/metrics
- prometheus_listener_address (Prometheus listener address) string 127.0.0.1:30000
- # Maximum size of the outgoing chat queue.
- # 0 to disable queueing and -1 to make the queue size unlimited.
- max_out_chat_queue_size (Maximum size of the outgoing chat queue) int 20 -1 32767
- # Timeout for client to remove unused map data from memory, in seconds.
- client_unload_unused_data_timeout (Mapblock unload timeout) float 600.0 0.0
- # Maximum number of mapblocks for client to be kept in memory.
- # Set to -1 for unlimited amount.
- client_mapblock_limit (Mapblock limit) int 7500 -1 2147483647
- # Maximum number of blocks that are simultaneously sent per client.
- # The maximum total count is calculated dynamically:
- # max_total = ceil((#clients + max_users) * per_client / 4)
- max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 40 1 4294967295
- # To reduce lag, block transfers are slowed down when a player is building something.
- # This determines how long they are slowed down after placing or removing a node.
- full_block_send_enable_min_time_from_building (Delay in sending blocks after building) float 2.0 0.0
- # Maximum number of packets sent per send step in the low-level networking code.
- # You generally don't need to change this, however busy servers may benefit from a higher number.
- max_packets_per_iteration (Max. packets per iteration) int 1024 1 65535
- # Compression level to use when sending mapblocks to the client.
- # -1 - use default compression level
- # 0 - least compression, fastest
- # 9 - best compression, slowest
- map_compression_level_net (Map Compression Level for Network Transfer) int -1 -1 9
- [**Server]
- # Format of player chat messages. The following strings are valid placeholders:
- # @name, @message, @timestamp (optional)
- chat_message_format (Chat message format) string <@name> @message
- # If the execution of a chat command takes longer than this specified time in
- # seconds, add the time information to the chat command message
- chatcommand_msg_time_threshold (Chat command time message threshold) float 0.1 0.0
- # A message to be displayed to all clients when the server shuts down.
- kick_msg_shutdown (Shutdown message) string Server shutting down.
- # A message to be displayed to all clients when the server crashes.
- kick_msg_crash (Crash message) string This server has experienced an internal error. You will now be disconnected.
- # Whether to ask clients to reconnect after a (Lua) crash.
- # Set this to true if your server is set up to restart automatically.
- ask_reconnect_on_crash (Ask to reconnect after crash) bool false
- [**Server/Env Performance]
- # Length of a server tick (the interval at which everything is generally updated),
- # stated in seconds.
- # Does not apply to sessions hosted from the client menu.
- # This is a lower bound, i.e. server steps may not be shorter than this, but
- # they are often longer.
- dedicated_server_step (Dedicated server step) float 0.09 0.0 1.0
- # Whether players are shown to clients without any range limit.
- # Deprecated, use the setting player_transfer_distance instead.
- unlimited_player_transfer_distance (Unlimited player transfer distance) bool true
- # Defines the maximal player transfer distance in blocks (0 = unlimited).
- player_transfer_distance (Player transfer distance) int 0 0 65535
- # From how far clients know about objects, stated in mapblocks (16 nodes).
- #
- # Setting this larger than active_block_range will also cause the server
- # to maintain active objects up to this distance in the direction the
- # player is looking. (This can avoid mobs suddenly disappearing from view)
- active_object_send_range_blocks (Active object send range) int 8 1 65535
- # The radius of the volume of blocks around every player that is subject to the
- # active block stuff, stated in mapblocks (16 nodes).
- # In active blocks objects are loaded and ABMs run.
- # This is also the minimum range in which active objects (mobs) are maintained.
- # This should be configured together with active_object_send_range_blocks.
- active_block_range (Active block range) int 4 1 65535
- # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
- max_block_send_distance (Max block send distance) int 12 1 65535
- # Default maximum number of forceloaded mapblocks.
- # Set this to -1 to disable the limit.
- max_forceloaded_blocks (Maximum forceloaded blocks) int 16 -1
- # Interval of sending time of day to clients, stated in seconds.
- time_send_interval (Time send interval) float 5.0 0.001
- # Interval of saving important changes in the world, stated in seconds.
- server_map_save_interval (Map save interval) float 5.3 0.001
- # How long the server will wait before unloading unused mapblocks, stated in seconds.
- # Higher value is smoother, but will use more RAM.
- server_unload_unused_data_timeout (Unload unused server data) int 29 0 4294967295
- # Maximum number of statically stored objects in a block.
- max_objects_per_block (Maximum objects per block) int 256 1 65535
- # Length of time between active block management cycles, stated in seconds.
- active_block_mgmt_interval (Active block management interval) float 2.0 0.0
- # Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
- abm_interval (ABM interval) float 1.0 0.0
- # The time budget allowed for ABMs to execute on each step
- # (as a fraction of the ABM Interval)
- abm_time_budget (ABM time budget) float 0.2 0.1 0.9
- # Length of time between NodeTimer execution cycles, stated in seconds.
- nodetimer_interval (NodeTimer interval) float 0.2 0.0
- # Max liquids processed per step.
- liquid_loop_max (Liquid loop max) int 100000 1 4294967295
- # The time (in seconds) that the liquids queue may grow beyond processing
- # capacity until an attempt is made to decrease its size by dumping old queue
- # items. A value of 0 disables the functionality.
- liquid_queue_purge_time (Liquid queue purge time) int 0 0 65535
- # Liquid update interval in seconds.
- liquid_update (Liquid update tick) float 1.0 0.001
- # At this distance the server will aggressively optimize which blocks are sent to
- # clients.
- # Small values potentially improve performance a lot, at the expense of visible
- # rendering glitches (some blocks might not be rendered correctly in caves).
- # Setting this to a value greater than max_block_send_distance disables this
- # optimization.
- # Stated in MapBlocks (16 nodes).
- block_send_optimize_distance (Block send optimize distance) int 4 2 2047
- # If enabled, the server will perform map block occlusion culling based on
- # on the eye position of the player. This can reduce the number of blocks
- # sent to the client by 50-80%. Clients will no longer receive most
- # invisible blocks, so that the utility of noclip mode is reduced.
- server_side_occlusion_culling (Server-side occlusion culling) bool true
- # At this distance the server will perform a simpler and cheaper occlusion check.
- # Smaller values potentially improve performance, at the expense of temporarily visible
- # rendering glitches (missing blocks).
- # This is especially useful for very large viewing range (upwards of 500).
- # Stated in MapBlocks (16 nodes).
- block_cull_optimize_distance (Block cull optimize distance) int 25 2 2047
- [**Mapgen]
- # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
- # WARNING: There is no benefit, and there are several dangers, in
- # increasing this value above 5.
- # Reducing this value increases cave and dungeon density.
- # Altering this value is for special usage, leaving it unchanged is
- # recommended.
- chunksize (Chunk size) int 5 1 10
- # Dump the mapgen debug information.
- enable_mapgen_debug_info (Mapgen debug) bool false
- # Maximum number of blocks that can be queued for loading.
- emergequeue_limit_total (Absolute limit of queued blocks to emerge) int 1024 1 1000000
- # Maximum number of blocks to be queued that are to be loaded from file.
- # This limit is enforced per player.
- emergequeue_limit_diskonly (Per-player limit of queued blocks load from disk) int 128 1 1000000
- # Maximum number of blocks to be queued that are to be generated.
- # This limit is enforced per player.
- emergequeue_limit_generate (Per-player limit of queued blocks to generate) int 128 1 1000000
- # Number of emerge threads to use.
- # Value 0:
- # - Automatic selection. The number of emerge threads will be
- # - 'number of processors - 2', with a lower limit of 1.
- # Any other value:
- # - Specifies the number of emerge threads, with a lower limit of 1.
- # WARNING: Increasing the number of emerge threads increases engine mapgen
- # speed, but this may harm game performance by interfering with other
- # processes, especially in singleplayer and/or when running Lua code in
- # 'on_generated'. For many users the optimum setting may be '1'.
- num_emerge_threads (Number of emerge threads) int 1 0 32767
- [**cURL]
- # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
- curl_timeout (cURL interactive timeout) int 20000 1000 2147483647
- # Limits number of parallel HTTP requests. Affects:
- # - Media fetch if server uses remote_media setting.
- # - Serverlist download and server announcement.
- # - Downloads performed by main menu (e.g. mod manager).
- # Only has an effect if compiled with cURL.
- curl_parallel_limit (cURL parallel limit) int 8 1 2147483647
- # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
- curl_file_download_timeout (cURL file download timeout) int 300000 5000 2147483647
- [**Miscellaneous]
- # Adjust the detected display density, used for scaling UI elements.
- display_density_factor (Display Density Scaling Factor) float 1 0.5 5.0
- # Windows systems only: Start Luanti with the command line window in the background.
- # Contains the same information as the file debug.txt (default name).
- enable_console (Enable console window) bool false
- # Number of extra blocks that can be loaded by /clearobjects at once.
- # This is a trade-off between SQLite transaction overhead and
- # memory consumption (4096=100MB, as a rule of thumb).
- max_clearobjects_extra_loaded_blocks (Max. clearobjects extra blocks) int 4096 0 4294967295
- # World directory (everything in the world is stored here).
- # Not needed if starting from the main menu.
- map-dir (Map directory) path
- # See https://www.sqlite.org/pragma.html#pragma_synchronous
- sqlite_synchronous (Synchronous SQLite) enum 2 0,1,2
- # Compression level to use when saving mapblocks to disk.
- # -1 - use default compression level
- # 0 - least compression, fastest
- # 9 - best compression, slowest
- map_compression_level_disk (Map Compression Level for Disk Storage) int -1 -1 9
- # Enable usage of remote media server (if provided by server).
- # Remote servers offer a significantly faster way to download media (e.g. textures)
- # when connecting to the server.
- enable_remote_media_server (Connect to external media server) bool true
- # File in client/serverlist/ that contains your favorite servers displayed in the
- # Multiplayer Tab.
- serverlist_file (Serverlist file) string favoriteservers.json
- [*Gamepads]
- # Enable joysticks. Requires a restart to take effect
- enable_joysticks (Enable joysticks) bool false
- # The identifier of the joystick to use
- joystick_id (Joystick ID) int 0 0 255
- # The type of joystick
- joystick_type (Joystick type) enum auto auto,generic,xbox,dragonrise_gamecube
- # The time in seconds it takes between repeated events
- # when holding down a joystick button combination.
- repeat_joystick_button_time (Joystick button repetition interval) float 0.17 0.001
- # The dead zone of the joystick
- joystick_deadzone (Joystick dead zone) int 2048 0 65535
- # The sensitivity of the joystick axes for moving the
- # in-game view frustum around.
- joystick_frustum_sensitivity (Joystick frustum sensitivity) float 170.0 0.001
- [*Hide: Temporary Settings]
- # Path to texture directory. All textures are first searched from here.
- texture_path (Texture path) path
- # Enables minimap.
- enable_minimap (Minimap) bool true
- # Shape of the minimap. Enabled = round, disabled = square.
- minimap_shape_round (Round minimap) bool true
- # Address to connect to.
- # Leave this blank to start a local server.
- # Note that the address field in the main menu overrides this setting.
- address (Server address) string
- # Port to connect to (UDP).
- # Note that the port field in the main menu overrides this setting.
- remote_port (Remote port) int 30000 1 65535
- # Enable players getting damage and dying.
- enable_damage (Damage) bool false
- # Enable creative mode for all players
- creative_mode (Creative) bool false
- # Whether to allow players to damage and kill each other.
- enable_pvp (Player versus player) bool true
- # Player is able to fly without being affected by gravity.
- # This requires the "fly" privilege on the server.
- free_move (Flying) bool false
- # If enabled, makes move directions relative to the player's pitch when flying or swimming.
- pitch_move (Pitch move mode) bool false
- # Fast movement (via the "Aux1" key).
- # This requires the "fast" privilege on the server.
- fast_move (Fast movement) bool false
- # If enabled together with fly mode, player is able to fly through solid nodes.
- # This requires the "noclip" privilege on the server.
- noclip (Noclip) bool false
- # Continuous forward movement, toggled by autoforward key.
- # Press the autoforward key again or the backwards movement to disable.
- continuous_forward (Continuous forward) bool false
- # This can be bound to a key to toggle camera smoothing when looking around.
- # Useful for recording videos
- cinematic (Cinematic mode) bool false
- # Affects mods and texture packs in the Content and Select Mods menus, as well as
- # setting names.
- # Controlled by a checkbox in the settings menu.
- show_technical_names (Show technical names) bool false
- # Controlled by a checkbox in the settings menu.
- show_advanced (Show advanced settings) bool false
- # Enables the sound system.
- # If disabled, this completely disables all sounds everywhere and the in-game
- # sound controls will be non-functional.
- # Changing this setting requires a restart.
- enable_sound (Sound) bool true
- # Key for moving the player forward.
- keymap_forward (Forward key) key KEY_KEY_W
- # Key for moving the player backward.
- # Will also disable autoforward, when active.
- keymap_backward (Backward key) key KEY_KEY_S
- # Key for moving the player left.
- keymap_left (Left key) key KEY_KEY_A
- # Key for moving the player right.
- keymap_right (Right key) key KEY_KEY_D
- # Key for jumping.
- keymap_jump (Jump key) key KEY_SPACE
- # Key for sneaking.
- # Also used for climbing down and descending in water if aux1_descends is disabled.
- keymap_sneak (Sneak key) key KEY_LSHIFT
- # Key for digging, punching or using something.
- # (Note: The actual meaning might vary on a per-game basis.)
- keymap_dig (Dig/punch/use key) key KEY_LBUTTON
- # Key for placing an item/block or for using something.
- # (Note: The actual meaning might vary on a per-game basis.)
- keymap_place (Place/use key) key KEY_RBUTTON
- # Key for opening the inventory.
- keymap_inventory (Inventory key) key KEY_KEY_I
- # Key for moving fast in fast mode.
- keymap_aux1 (Aux1 key) key KEY_KEY_E
- # Key for opening the chat window.
- keymap_chat (Chat key) key KEY_KEY_T
- # Key for opening the chat window to type commands.
- keymap_cmd (Command key) key /
- # Key for opening the chat window to type local commands.
- keymap_cmd_local (Command key) key .
- # Key for toggling unlimited view range.
- keymap_rangeselect (Range select key) key
- # Key for toggling flying.
- keymap_freemove (Fly key) key KEY_KEY_K
- # Key for toggling pitch move mode.
- keymap_pitchmove (Pitch move key) key
- # Key for toggling fast mode.
- keymap_fastmove (Fast key) key KEY_KEY_J
- # Key for toggling noclip mode.
- keymap_noclip (Noclip key) key KEY_KEY_H
- # Key for selecting the next item in the hotbar.
- keymap_hotbar_next (Hotbar next key) key KEY_KEY_N
- # Key for selecting the previous item in the hotbar.
- keymap_hotbar_previous (Hotbar previous key) key KEY_KEY_B
- # Key for muting the game.
- keymap_mute (Mute key) key KEY_KEY_M
- # Key for increasing the volume.
- keymap_increase_volume (Inc. volume key) key
- # Key for decreasing the volume.
- keymap_decrease_volume (Dec. volume key) key
- # Key for toggling autoforward.
- keymap_autoforward (Automatic forward key) key
- # Key for toggling cinematic mode.
- keymap_cinematic (Cinematic mode key) key
- # Key for toggling display of minimap.
- keymap_minimap (Minimap key) key KEY_KEY_V
- # Key for taking screenshots.
- keymap_screenshot (Screenshot) key KEY_F12
- # Key for toggling fullscreen mode.
- keymap_fullscreen (Fullscreen key) key KEY_F11
- # Key for dropping the currently selected item.
- keymap_drop (Drop item key) key KEY_KEY_Q
- # Key to use view zoom when possible.
- keymap_zoom (View zoom key) key KEY_KEY_Z
- # Key for selecting the first hotbar slot.
- keymap_slot1 (Hotbar slot 1 key) key KEY_KEY_1
- # Key for selecting the second hotbar slot.
- keymap_slot2 (Hotbar slot 2 key) key KEY_KEY_2
- # Key for selecting the third hotbar slot.
- keymap_slot3 (Hotbar slot 3 key) key KEY_KEY_3
- # Key for selecting the fourth hotbar slot.
- keymap_slot4 (Hotbar slot 4 key) key KEY_KEY_4
- # Key for selecting the fifth hotbar slot.
- keymap_slot5 (Hotbar slot 5 key) key KEY_KEY_5
- # Key for selecting the sixth hotbar slot.
- keymap_slot6 (Hotbar slot 6 key) key KEY_KEY_6
- # Key for selecting the seventh hotbar slot.
- keymap_slot7 (Hotbar slot 7 key) key KEY_KEY_7
- # Key for selecting the eighth hotbar slot.
- keymap_slot8 (Hotbar slot 8 key) key KEY_KEY_8
- # Key for selecting the ninth hotbar slot.
- keymap_slot9 (Hotbar slot 9 key) key KEY_KEY_9
- # Key for selecting the tenth hotbar slot.
- keymap_slot10 (Hotbar slot 10 key) key KEY_KEY_0
- # Key for selecting the 11th hotbar slot.
- keymap_slot11 (Hotbar slot 11 key) key
- # Key for selecting the 12th hotbar slot.
- keymap_slot12 (Hotbar slot 12 key) key
- # Key for selecting the 13th hotbar slot.
- keymap_slot13 (Hotbar slot 13 key) key
- # Key for selecting the 14th hotbar slot.
- keymap_slot14 (Hotbar slot 14 key) key
- # Key for selecting the 15th hotbar slot.
- keymap_slot15 (Hotbar slot 15 key) key
- # Key for selecting the 16th hotbar slot.
- keymap_slot16 (Hotbar slot 16 key) key
- # Key for selecting the 17th hotbar slot.
- keymap_slot17 (Hotbar slot 17 key) key
- # Key for selecting the 18th hotbar slot.
- keymap_slot18 (Hotbar slot 18 key) key
- # Key for selecting the 19th hotbar slot.
- keymap_slot19 (Hotbar slot 19 key) key
- # Key for selecting the 20th hotbar slot.
- keymap_slot20 (Hotbar slot 20 key) key
- # Key for selecting the 21st hotbar slot.
- keymap_slot21 (Hotbar slot 21 key) key
- # Key for selecting the 22nd hotbar slot.
- keymap_slot22 (Hotbar slot 22 key) key
- # Key for selecting the 23rd hotbar slot.
- keymap_slot23 (Hotbar slot 23 key) key
- # Key for selecting the 24th hotbar slot.
- keymap_slot24 (Hotbar slot 24 key) key
- # Key for selecting the 25th hotbar slot.
- keymap_slot25 (Hotbar slot 25 key) key
- # Key for selecting the 26th hotbar slot.
- keymap_slot26 (Hotbar slot 26 key) key
- # Key for selecting the 27th hotbar slot.
- keymap_slot27 (Hotbar slot 27 key) key
- # Key for selecting the 28th hotbar slot.
- keymap_slot28 (Hotbar slot 28 key) key
- # Key for selecting the 29th hotbar slot.
- keymap_slot29 (Hotbar slot 29 key) key
- # Key for selecting the 30th hotbar slot.
- keymap_slot30 (Hotbar slot 30 key) key
- # Key for selecting the 31st hotbar slot.
- keymap_slot31 (Hotbar slot 31 key) key
- # Key for selecting the 32nd hotbar slot.
- keymap_slot32 (Hotbar slot 32 key) key
- # Key for toggling the display of the HUD.
- keymap_toggle_hud (HUD toggle key) key KEY_F1
- # Key for toggling the display of chat.
- keymap_toggle_chat (Chat toggle key) key KEY_F2
- # Key for toggling the display of the large chat console.
- keymap_console (Large chat console key) key KEY_F10
- # Key for toggling the display of fog.
- keymap_toggle_fog (Fog toggle key) key KEY_F3
- # Key for toggling the camera update. Only usable with 'debug' privilege.
- keymap_toggle_update_camera (Camera update toggle key) key
- # Key for toggling the display of debug info.
- keymap_toggle_debug (Debug info toggle key) key KEY_F5
- # Key for toggling the display of the profiler. Used for development.
- keymap_toggle_profiler (Profiler toggle key) key KEY_F6
- # Key for toggling the display of mapblock boundaries.
- keymap_toggle_block_bounds (Block bounds toggle key) key
- # Key for switching between first- and third-person camera.
- keymap_camera_mode (Toggle camera mode key) key KEY_KEY_C
- # Key for increasing the viewing range.
- keymap_increase_viewing_range_min (View range increase key) key +
- # Key for decreasing the viewing range.
- keymap_decrease_viewing_range_min (View range decrease key) key -
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