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- # This file contains a list of all available settings and their default value for minetest.conf
- # By default, all the settings are commented and not functional.
- # Uncomment settings by removing the preceding #.
- # minetest.conf is read by default from:
- # ../minetest.conf
- # ../../minetest.conf
- # Any other path can be chosen by passing the path as a parameter
- # to the program, eg. "luanti.exe --config ../minetest.conf.example".
- # Further documentation:
- # https://wiki.minetest.net/
- #
- # Controls
- #
- ## General
- # Smooths rotation of camera, also called look or mouse smoothing. 0 to disable.
- # type: float min: 0 max: 0.99
- # camera_smoothing = 0.0
- # Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Controls.
- # type: float min: 0 max: 0.99
- # cinematic_camera_smoothing = 0.7
- # 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.
- # type: bool
- # enable_build_where_you_stand = false
- # If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
- # descending.
- # type: bool
- # aux1_descends = false
- # Double-tapping the jump key toggles fly mode.
- # type: bool
- # doubletap_jump = false
- # If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
- # enabled.
- # type: bool
- # always_fly_fast = true
- # The time in seconds it takes between repeated node placements when holding
- # the place button.
- # type: float min: 0.16 max: 2
- # repeat_place_time = 0.25
- # The minimum time in seconds it takes between digging nodes when holding
- # the dig button.
- # type: float min: 0 max: 2
- # repeat_dig_time = 0.0
- # Automatically jump up single-node obstacles.
- # type: bool
- # autojump = 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.
- # type: bool
- # safe_dig_and_place = false
- ## Keyboard and Mouse
- # Invert vertical mouse movement.
- # type: bool
- # invert_mouse = false
- # Mouse sensitivity multiplier.
- # type: float min: 0.001 max: 10
- # mouse_sensitivity = 0.2
- # Enable mouse wheel (scroll) for item selection in hotbar.
- # type: bool
- # enable_hotbar_mouse_wheel = true
- # Invert mouse wheel (scroll) direction for item selection in hotbar.
- # type: bool
- # invert_hotbar_mouse_wheel = 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.
- # type: enum values: auto, true, false
- # touch_controls = auto
- # Touchscreen sensitivity multiplier.
- # type: float min: 0.001 max: 10
- # touchscreen_sensitivity = 0.2
- # The length in pixels after which a touch interaction is considered movement.
- # type: int min: 0 max: 100
- # touchscreen_threshold = 20
- # The delay in milliseconds after which a touch interaction is considered a long tap.
- # type: int min: 100 max: 1000
- # touch_long_tap_delay = 400
- # Use crosshair to select object instead of whole screen.
- # If enabled, a crosshair will be shown and will be used for selecting object.
- # type: bool
- # touch_use_crosshair = false
- # Fixes the position of virtual joystick.
- # If disabled, virtual joystick will center to first-touch's position.
- # type: bool
- # fixed_virtual_joystick = false
- # Use virtual joystick to trigger "Aux1" button.
- # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
- # type: bool
- # virtual_joystick_triggers_aux1 = 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.
- # type: enum values: short_tap, long_tap
- # touch_punch_gesture = short_tap
- #
- # Graphics and Audio
- #
- ## Graphics
- ### Screen
- # Width component of the initial window size.
- # type: int min: 1 max: 65535
- # screen_w = 1024
- # Height component of the initial window size.
- # type: int min: 1 max: 65535
- # screen_h = 600
- # Whether the window is maximized.
- # type: bool
- # window_maximized = 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.)
- # type: bool
- # autosave_screensize = true
- # Fullscreen mode.
- # type: bool
- # fullscreen = false
- # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
- # open.
- # type: bool
- # pause_on_lost_focus = false
- ### FPS
- # If FPS would go higher than this, limit it by sleeping
- # to not waste CPU power for no benefit.
- # type: int min: 1 max: 4294967295
- # fps_max = 60
- # Vertical screen synchronization. Your system may still force VSync on even if this is disabled.
- # type: bool
- # vsync = false
- # Maximum FPS when the window is not focused, or when the game is paused.
- # type: int min: 1 max: 4294967295
- # fps_max_unfocused = 20
- # View distance in nodes.
- # type: int min: 20 max: 4000
- # viewing_range = 190
- # 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.
- # type: int min: 1 max: 8
- # undersampling = 1
- ### 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.
- # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview
- # 3d_mode = none
- # Strength of 3D mode parallax.
- # type: float min: -0.087 max: 0.087
- # 3d_paralax_strength = 0.025
- ### Bobbing
- # Arm inertia, gives a more realistic movement of
- # the arm when the camera moves.
- # type: bool
- # arm_inertia = true
- # Enable view bobbing and amount of view bobbing.
- # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
- # type: float min: 0 max: 7.9
- # view_bobbing_amount = 1.0
- # Multiplier for fall bobbing.
- # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
- # type: float min: 0 max: 100
- # fall_bobbing_amount = 0.03
- ### Camera
- # Field of view in degrees.
- # type: int min: 45 max: 160
- # fov = 72
- # 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.
- # type: float min: 0.33 max: 3
- # display_gamma = 1.0
- # 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.
- # type: float min: 0.25 max: 4
- # ambient_occlusion_gamma = 1.8
- ### Screenshots
- # Path to save screenshots at. Can be an absolute or relative path.
- # The folder will be created if it doesn't already exist.
- # type: path
- # screenshot_path = screenshots
- # Format of screenshots.
- # type: enum values: png, jpg
- # screenshot_format = png
- # Screenshot quality. Only used for JPEG format.
- # 1 means worst quality; 100 means best quality.
- # Use 0 for default quality.
- # type: int min: 0 max: 100
- # screenshot_quality = 0
- ### Node and Entity Highlighting
- # Method used to highlight selected object.
- # type: enum values: box, halo, none
- # node_highlighting = box
- # Show entity selection boxes
- # A restart is required after changing this.
- # type: bool
- # show_entity_selectionbox = false
- # Selection box border color (R,G,B).
- # type: string
- # selectionbox_color = (0,0,0)
- # Width of the selection box lines around nodes.
- # type: int min: 1 max: 5
- # selectionbox_width = 2
- # Crosshair color (R,G,B).
- # Also controls the object crosshair color
- # type: string
- # crosshair_color = (255,255,255)
- # Crosshair alpha (opaqueness, between 0 and 255).
- # This also applies to the object crosshair.
- # type: int min: 0 max: 255
- # crosshair_alpha = 255
- ### Fog
- # Whether to fog out the end of the visible area.
- # type: bool
- # enable_fog = true
- # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
- # type: bool
- # directional_colored_fog = true
- # Fraction of the visible distance at which fog starts to be rendered
- # type: float min: 0 max: 0.99
- # fog_start = 0.4
- ### Clouds
- # Clouds are a client-side effect.
- # type: bool
- # enable_clouds = true
- # Use 3D cloud look instead of flat.
- # type: bool
- # enable_3d_clouds = true
- # Use smooth cloud shading.
- # type: bool
- # soft_clouds = 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.
- # type: bool
- # mip_map = false
- # Use bilinear filtering when scaling textures.
- # type: bool
- # bilinear_filter = false
- # Use trilinear filtering when scaling textures.
- # If both bilinear and trilinear filtering are enabled, trilinear filtering
- # is applied.
- # type: bool
- # trilinear_filter = false
- # Use anisotropic filtering when looking at textures from an angle.
- # type: bool
- # anisotropic_filter = 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.
- # type: enum values: none, fsaa, fxaa, ssaa
- # antialiasing = none
- # Defines the size of the sampling grid for FSAA and SSAA antialiasing methods.
- # Value of 2 means taking 2x2 = 4 samples.
- # type: enum values: 2, 4, 8, 16
- # fsaa = 2
- ### 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.
- # type: enum values: bfs, loops
- # occlusion_culler = bfs
- # 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.
- # type: bool
- # enable_raytraced_culling = true
- ## Effects
- # Allows liquids to be translucent.
- # type: bool
- # translucent_liquids = true
- # Leaves style:
- # - Fancy: all faces visible
- # - Simple: only outer faces
- # - Opaque: disable transparency
- # type: enum values: fancy, simple, opaque
- # leaves_style = fancy
- # Connects glass if supported by node.
- # type: bool
- # connected_glass = false
- # Enable smooth lighting with simple ambient occlusion.
- # type: bool
- # smooth_lighting = true
- # Enables tradeoffs that reduce CPU load or increase rendering performance
- # at the expense of minor visual glitches that do not impact game playability.
- # type: bool
- # performance_tradeoffs = false
- # Adds particles when digging a node.
- # type: bool
- # enable_particles = true
- ### Waving Nodes
- # Set to true to enable waving leaves.
- # type: bool
- # enable_waving_leaves = false
- # Set to true to enable waving plants.
- # type: bool
- # enable_waving_plants = false
- # Set to true to enable waving liquids (like water).
- # type: bool
- # enable_waving_water = 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).
- # type: float min: 0 max: 4
- # water_wave_height = 1.0
- # Length of liquid waves.
- # type: float min: 0.1
- # water_wave_length = 20.0
- # How fast liquid waves will move. Higher = faster.
- # If negative, liquid waves will move backwards.
- # type: float
- # water_wave_speed = 5.0
- ### Dynamic shadows
- # Set to true to enable Shadow Mapping.
- # type: bool
- # enable_dynamic_shadows = false
- # Set the shadow strength gamma.
- # Adjusts the intensity of in-game dynamic shadows.
- # Lower value means lighter shadows, higher value means darker shadows.
- # type: float min: 0.1 max: 10
- # shadow_strength_gamma = 1.0
- # Maximum distance to render shadows.
- # type: float min: 10 max: 1000
- # shadow_map_max_distance = 140.0
- # 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.
- # type: int min: 128 max: 8192
- # shadow_map_texture_size = 2048
- # Sets shadow texture quality to 32 bits.
- # On false, 16 bits texture will be used.
- # This can cause much more artifacts in the shadow.
- # type: bool
- # shadow_map_texture_32bit = true
- # Enable Poisson disk filtering.
- # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
- # type: bool
- # shadow_poisson_filter = true
- # Define shadow filtering quality.
- # This simulates the soft shadows effect by applying a PCF or Poisson disk
- # but also uses more resources.
- # type: enum values: 0, 1, 2
- # shadow_filters = 1
- # Enable colored shadows.
- # On true translucent nodes cast colored shadows. This is expensive.
- # type: bool
- # shadow_map_color = 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
- # type: int min: 1 max: 16
- # shadow_update_frames = 8
- # Set the soft shadow radius size.
- # Lower values mean sharper shadows, bigger values mean softer shadows.
- # Minimum value: 1.0; maximum value: 15.0
- # type: float min: 1 max: 15
- # shadow_soft_radius = 5.0
- # 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.
- # type: float min: -60 max: 60
- # shadow_sky_body_orbit_tilt = 0.0
- ### Post Processing
- # Enables the post processing pipeline.
- # type: bool
- # enable_post_processing = 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.
- # type: bool
- # tone_mapping = 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.
- # type: bool
- # enable_auto_exposure = false
- # Set the exposure compensation in EV units.
- # Value of 0.0 (default) means no exposure compensation.
- # Range: from -1 to 1.0
- # type: float min: -1 max: 1
- # exposure_compensation = 0.0
- # 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.
- # type: bool
- # debanding = true
- # Set to true to enable bloom effect.
- # Bright colors will bleed over the neighboring objects.
- # type: bool
- # enable_bloom = false
- # Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
- # type: bool
- # enable_volumetric_lighting = false
- ### Other Effects
- # Simulate translucency when looking at foliage in the sunlight.
- # type: bool
- # enable_translucent_foliage = false
- # Apply specular shading to nodes.
- # type: bool
- # enable_node_specular = false
- # When enabled, liquid reflections are simulated.
- # type: bool
- # enable_water_reflections = false
- ## Audio
- # Volume of all sounds.
- # Requires the sound system to be enabled.
- # type: float min: 0 max: 1
- # sound_volume = 0.8
- # Volume multiplier when the window is unfocused.
- # type: float min: 0 max: 1
- # sound_volume_unfocused = 0.3
- # 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.
- # type: bool
- # mute_sound = false
- ## User Interfaces
- # Set the language. By default, the system language is used.
- # A restart is required after changing this.
- # type: enum values: , 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
- # language =
- ### 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.
- # type: bool
- # touch_gui = 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.
- # type: float min: 0.5 max: 20
- # gui_scaling = 1.0
- # Enables smooth scrolling.
- # type: bool
- # smooth_scrolling = true
- # Enables animation of inventory items.
- # type: bool
- # inventory_items_animations = false
- # Formspec full-screen background opacity (between 0 and 255).
- # type: int min: 0 max: 255
- # formspec_fullscreen_bg_opacity = 140
- # Formspec full-screen background color (R,G,B).
- # type: string
- # formspec_fullscreen_bg_color = (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).
- # type: bool
- # gui_scaling_filter = 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.
- # type: bool
- # gui_scaling_filter_txr2img = true
- # Delay showing tooltips, stated in milliseconds.
- # type: int min: 0 max: 1.844674407371e+19
- # tooltip_show_delay = 400
- # Append item name to tooltip.
- # type: bool
- # tooltip_append_itemname = false
- # Use a cloud animation for the main menu background.
- # type: bool
- # menu_clouds = true
- ### HUD
- # Modifies the size of the HUD elements.
- # type: float min: 0.5 max: 20
- # hud_scaling = 1.0
- # Whether name tag backgrounds should be shown by default.
- # Mods may still set a background.
- # type: bool
- # show_nametag_backgrounds = true
- # Whether to show the client debug info (has the same effect as hitting F5).
- # type: bool
- # show_debug = false
- # Radius to use when the block bounds HUD feature is set to near blocks.
- # type: int min: 0 max: 1000
- # show_block_bounds_radius_near = 4
- # Maximum proportion of current window to be used for hotbar.
- # Useful if there's something to be displayed right or left of hotbar.
- # type: float min: 0.001 max: 1
- # hud_hotbar_max_width = 1.0
- ### Chat
- # Maximum number of recent chat messages to show
- # type: int min: 2 max: 20
- # recent_chat_messages = 6
- # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
- # type: float min: 0.1 max: 1
- # console_height = 0.6
- # In-game chat console background color (R,G,B).
- # type: string
- # console_color = (0,0,0)
- # In-game chat console background alpha (opaqueness, between 0 and 255).
- # type: int min: 0 max: 255
- # console_alpha = 200
- # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
- # type: bool
- # clickable_chat_weblinks = true
- # Optional override for chat weblink color.
- # type: string
- # chat_weblink_color = #8888FF
- # Font size of the recent chat text and chat prompt in point (pt).
- # Value 0 will use the default font size.
- # type: int min: 0 max: 72
- # chat_font_size = 0
- ### Content Repository
- # The URL for the content repository
- # type: string
- # contentdb_url = https://content.minetest.net
- # If enabled and you have ContentDB packages installed, Luanti may contact ContentDB to
- # check for package updates when opening the mainmenu.
- # type: bool
- # contentdb_enable_updates_indicator = 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.minetest.net/help/content_flags/
- # type: string
- # contentdb_flag_blacklist = nonfree, desktop_default
- # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
- # This should be lower than curl_parallel_limit.
- # type: int min: 1
- # contentdb_max_concurrent_downloads = 3
- #
- # Client and Server
- #
- ## Client
- # Save the map received by the client on disk.
- # type: bool
- # enable_local_map_saving = false
- # URL to the server list displayed in the Multiplayer Tab.
- # type: string
- # serverlist_url = servers.minetest.net
- # If enabled, account registration is separate from login in the UI.
- # If disabled, new accounts will be registered automatically when logging in.
- # type: bool
- # enable_split_login_register = true
- # URL to JSON file which provides information about the newest Luanti release.
- # If this is empty the engine will never check for updates.
- # type: string
- # update_information_url = 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.
- # type: string
- # name =
- ### Serverlist and MOTD
- # Name of the server, to be displayed when players join and in the serverlist.
- # type: string
- # server_name = Luanti server
- # Description of server, to be displayed when players join and in the serverlist.
- # type: string
- # server_description = mine here
- # Domain name of server, to be displayed in the serverlist.
- # type: string
- # server_address = game.minetest.net
- # Homepage of server, to be displayed in the serverlist.
- # type: string
- # server_url = https://minetest.net
- # Automatically report to the serverlist.
- # type: bool
- # server_announce = false
- # Send names of online players to the serverlist. If disabled only the player count is revealed.
- # type: bool
- # server_announce_send_players = true
- # Announce to this serverlist.
- # type: string
- # serverlist_url = servers.minetest.net
- # Message of the day displayed to players connecting.
- # type: string
- # motd =
- # Maximum number of players that can be connected simultaneously.
- # type: int min: 0 max: 65535
- # max_users = 15
- # If this is set, players will always (re)spawn at the given position.
- # type: string
- # static_spawnpoint =
- ### Networking
- # Network port to listen (UDP).
- # This value will be overridden when starting from the main menu.
- # type: int min: 1 max: 65535
- # port = 30000
- # The network interface that the server listens on.
- # type: string
- # bind_address =
- # 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.
- # type: bool
- # strict_protocol_version_checking = 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.
- # type: int min: 1 max: 65535
- # protocol_version_min = 1
- # 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.
- # type: string
- # remote_media =
- # Enable/disable running an IPv6 server.
- # Ignored if bind_address is set.
- # Needs enable_ipv6 to be enabled.
- # type: bool
- # ipv6_server = false
- ## Server Security
- # New users need to input this password.
- # type: string
- # default_password =
- # If enabled, players cannot join without a password or change theirs to an empty password.
- # type: bool
- # disallow_empty_password = false
- # The privileges that new users automatically get.
- # See /privs in game for a full list on your server and mod configuration.
- # type: string
- # default_privs = interact, shout
- # Privileges that players with basic_privs can grant
- # type: string
- # basic_privs = interact, shout
- # Server anticheat configuration.
- # Flags are positive. Uncheck the flag to disable corresponding anticheat module.
- # type: flags possible values: digging, interaction, movement
- # anticheat_flags = digging,interaction,movement
- # Tolerance of movement cheat detector.
- # Increase the value if players experience stuttery movement.
- # type: float min: 1
- # anticheat_movement_tolerance = 1.0
- # If enabled, actions are recorded for rollback.
- # This option is only read when server starts.
- # type: bool
- # enable_rollback_recording = 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)
- # type: int min: 0 max: 63
- # csm_restriction_flags = 62
- # If the CSM restriction for node range is enabled, get_node calls are limited
- # to this distance from the player to the node.
- # type: int min: 0 max: 4294967295
- # csm_restriction_noderange = 0
- ### Chat
- # Remove color codes from incoming chat messages
- # Use this to stop players from being able to use color in their messages
- # type: bool
- # strip_color_codes = false
- # Set the maximum length of a chat message (in characters) sent by clients.
- # type: int min: 10 max: 65535
- # chat_message_max_size = 500
- # Number of messages a player may send per 10 seconds.
- # type: float min: 1
- # chat_message_limit_per_10sec = 8.0
- # Kick players who sent more than X messages per 10 seconds.
- # type: int min: 1 max: 65535
- # chat_message_limit_trigger_kick = 50
- ## Server Gameplay
- # Controls length of day/night cycle.
- # Examples:
- # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
- # type: int min: 0
- # time_speed = 72
- # Time of day when a new world is started, in millihours (0-23999).
- # type: int min: 0 max: 23999
- # world_start_time = 6125
- # Time in seconds for item entity (dropped items) to live.
- # Setting it to -1 disables the feature.
- # type: int min: -1
- # item_entity_ttl = 900
- # 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.
- # type: int min: 1 max: 65535
- # default_stack_max = 99
- ### Physics
- # Horizontal and vertical acceleration on ground or when climbing,
- # in nodes per second per second.
- # type: float min: 0
- # movement_acceleration_default = 3.0
- # Horizontal acceleration in air when jumping or falling,
- # in nodes per second per second.
- # type: float min: 0
- # movement_acceleration_air = 2.0
- # Horizontal and vertical acceleration in fast mode,
- # in nodes per second per second.
- # type: float min: 0
- # movement_acceleration_fast = 10.0
- # Walking and flying speed, in nodes per second.
- # type: float min: 0
- # movement_speed_walk = 4.0
- # Sneaking speed, in nodes per second.
- # type: float min: 0
- # movement_speed_crouch = 1.35
- # Walking, flying and climbing speed in fast mode, in nodes per second.
- # type: float min: 0
- # movement_speed_fast = 20.0
- # Vertical climbing speed, in nodes per second.
- # type: float min: 0
- # movement_speed_climb = 3.0
- # Initial vertical speed when jumping, in nodes per second.
- # type: float min: 0
- # movement_speed_jump = 6.5
- # How much you are slowed down when moving inside a liquid.
- # Decrease this to increase liquid resistance to movement.
- # type: float min: 0.001
- # movement_liquid_fluidity = 1.0
- # Maximum liquid resistance. Controls deceleration when entering liquid at
- # high speed.
- # type: float
- # movement_liquid_fluidity_smooth = 0.5
- # Controls sinking speed in liquid when idling. Negative values will cause
- # you to rise instead.
- # type: float
- # movement_liquid_sink = 10.0
- # Acceleration of gravity, in nodes per second per second.
- # type: float
- # movement_gravity = 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.
- # type: string
- # fixed_map_seed =
- # 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).
- # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
- # mg_name = v7
- # Water surface level of the world.
- # type: int min: -31000 max: 31000
- # water_level = 1
- # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
- # type: int min: 1 max: 32767
- # max_block_generate_distance = 10
- # 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.
- # type: int min: 0 max: 31007
- # mapgen_limit = 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.
- # type: flags possible values: caves, dungeons, light, decorations, biomes, ores
- # mg_flags = caves,dungeons,light,decorations,biomes,ores
- ## Biome API
- # Temperature variation for biomes.
- # type: noise_params_2d
- # mg_biome_np_heat = {
- # offset = 50,
- # scale = 50,
- # spread = (1000, 1000, 1000),
- # seed = 5349,
- # octaves = 3,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Small-scale temperature variation for blending biomes on borders.
- # type: noise_params_2d
- # mg_biome_np_heat_blend = {
- # offset = 0,
- # scale = 1.5,
- # spread = (8, 8, 8),
- # seed = 13,
- # octaves = 2,
- # persistence = 1.0,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Humidity variation for biomes.
- # type: noise_params_2d
- # mg_biome_np_humidity = {
- # offset = 50,
- # scale = 50,
- # spread = (1000, 1000, 1000),
- # seed = 842,
- # octaves = 3,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Small-scale humidity variation for blending biomes on borders.
- # type: noise_params_2d
- # mg_biome_np_humidity_blend = {
- # offset = 0,
- # scale = 1.5,
- # spread = (8, 8, 8),
- # seed = 90003,
- # octaves = 2,
- # persistence = 1.0,
- # lacunarity = 2.0,
- # flags = eased
- # }
- ## Mapgen V5
- # Map generation attributes specific to Mapgen v5.
- # type: flags possible values: caverns
- # mgv5_spflags = 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.
- # type: float
- # mgv5_cave_width = 0.09
- # Y of upper limit of large caves.
- # type: int min: -31000 max: 31000
- # mgv5_large_cave_depth = -256
- # Minimum limit of random number of small caves per mapchunk.
- # type: int min: 0 max: 256
- # mgv5_small_cave_num_min = 0
- # Maximum limit of random number of small caves per mapchunk.
- # type: int min: 0 max: 256
- # mgv5_small_cave_num_max = 0
- # Minimum limit of random number of large caves per mapchunk.
- # type: int min: 0 max: 64
- # mgv5_large_cave_num_min = 0
- # Maximum limit of random number of large caves per mapchunk.
- # type: int min: 0 max: 64
- # mgv5_large_cave_num_max = 2
- # Proportion of large caves that contain liquid.
- # type: float min: 0 max: 1
- # mgv5_large_cave_flooded = 0.5
- # Y-level of cavern upper limit.
- # type: int min: -31000 max: 31000
- # mgv5_cavern_limit = -256
- # Y-distance over which caverns expand to full size.
- # type: int min: 0 max: 32767
- # mgv5_cavern_taper = 256
- # Defines full size of caverns, smaller values create larger caverns.
- # type: float
- # mgv5_cavern_threshold = 0.7
- # Lower Y limit of dungeons.
- # type: int min: -31000 max: 31000
- # mgv5_dungeon_ymin = -31000
- # Upper Y limit of dungeons.
- # type: int min: -31000 max: 31000
- # mgv5_dungeon_ymax = 31000
- ### Noises
- # Variation of biome filler depth.
- # type: noise_params_2d
- # mgv5_np_filler_depth = {
- # offset = 0,
- # scale = 1,
- # spread = (150, 150, 150),
- # seed = 261,
- # octaves = 4,
- # persistence = 0.7,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Variation of terrain vertical scale.
- # When noise is < -0.55 terrain is near-flat.
- # type: noise_params_2d
- # mgv5_np_factor = {
- # offset = 0,
- # scale = 1,
- # spread = (250, 250, 250),
- # seed = 920381,
- # octaves = 3,
- # persistence = 0.45,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Y-level of average terrain surface.
- # type: noise_params_2d
- # mgv5_np_height = {
- # offset = 0,
- # scale = 10,
- # spread = (250, 250, 250),
- # seed = 84174,
- # octaves = 4,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # First of two 3D noises that together define tunnels.
- # type: noise_params_3d
- # mgv5_np_cave1 = {
- # offset = 0,
- # scale = 12,
- # spread = (61, 61, 61),
- # seed = 52534,
- # octaves = 3,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags =
- # }
- # Second of two 3D noises that together define tunnels.
- # type: noise_params_3d
- # mgv5_np_cave2 = {
- # offset = 0,
- # scale = 12,
- # spread = (67, 67, 67),
- # seed = 10325,
- # octaves = 3,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags =
- # }
- # 3D noise defining giant caverns.
- # type: noise_params_3d
- # mgv5_np_cavern = {
- # offset = 0,
- # scale = 1,
- # spread = (384, 128, 384),
- # seed = 723,
- # octaves = 5,
- # persistence = 0.63,
- # lacunarity = 2.0,
- # flags =
- # }
- # 3D noise defining terrain.
- # type: noise_params_3d
- # mgv5_np_ground = {
- # offset = 0,
- # scale = 40,
- # spread = (80, 80, 80),
- # seed = 983240,
- # octaves = 4,
- # persistence = 0.55,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # 3D noise that determines number of dungeons per mapchunk.
- # type: noise_params_3d
- # mgv5_np_dungeons = {
- # offset = 0.9,
- # scale = 0.5,
- # spread = (500, 500, 500),
- # seed = 0,
- # octaves = 2,
- # persistence = 0.8,
- # lacunarity = 2.0,
- # flags =
- # }
- ## 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.
- # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, temples
- # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees,temples
- # Deserts occur when np_biome exceeds this value.
- # When the 'snowbiomes' flag is enabled, this is ignored.
- # type: float
- # mgv6_freq_desert = 0.45
- # Sandy beaches occur when np_beach exceeds this value.
- # type: float
- # mgv6_freq_beach = 0.15
- # Lower Y limit of dungeons.
- # type: int min: -31000 max: 31000
- # mgv6_dungeon_ymin = -31000
- # Upper Y limit of dungeons.
- # type: int min: -31000 max: 31000
- # mgv6_dungeon_ymax = 31000
- ### Noises
- # Y-level of lower terrain and seabed.
- # type: noise_params_2d
- # mgv6_np_terrain_base = {
- # offset = -4,
- # scale = 20,
- # spread = (250, 250, 250),
- # seed = 82341,
- # octaves = 5,
- # persistence = 0.6,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Y-level of higher terrain that creates cliffs.
- # type: noise_params_2d
- # mgv6_np_terrain_higher = {
- # offset = 20,
- # scale = 16,
- # spread = (500, 500, 500),
- # seed = 85039,
- # octaves = 5,
- # persistence = 0.6,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Varies steepness of cliffs.
- # type: noise_params_2d
- # mgv6_np_steepness = {
- # offset = 0.85,
- # scale = 0.5,
- # spread = (125, 125, 125),
- # seed = -932,
- # octaves = 5,
- # persistence = 0.7,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Defines distribution of higher terrain.
- # type: noise_params_2d
- # mgv6_np_height_select = {
- # offset = 0.5,
- # scale = 1,
- # spread = (250, 250, 250),
- # seed = 4213,
- # octaves = 5,
- # persistence = 0.69,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Varies depth of biome surface nodes.
- # type: noise_params_2d
- # mgv6_np_mud = {
- # offset = 4,
- # scale = 2,
- # spread = (200, 200, 200),
- # seed = 91013,
- # octaves = 3,
- # persistence = 0.55,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Defines areas with sandy beaches.
- # type: noise_params_2d
- # mgv6_np_beach = {
- # offset = 0,
- # scale = 1,
- # spread = (250, 250, 250),
- # seed = 59420,
- # octaves = 3,
- # persistence = 0.50,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Temperature variation for biomes.
- # type: noise_params_2d
- # mgv6_np_biome = {
- # offset = 0,
- # scale = 1,
- # spread = (500, 500, 500),
- # seed = 9130,
- # octaves = 3,
- # persistence = 0.50,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Variation of number of caves.
- # type: noise_params_2d
- # mgv6_np_cave = {
- # offset = 6,
- # scale = 6,
- # spread = (250, 250, 250),
- # seed = 34329,
- # octaves = 3,
- # persistence = 0.50,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Humidity variation for biomes.
- # type: noise_params_2d
- # mgv6_np_humidity = {
- # offset = 0.5,
- # scale = 0.5,
- # spread = (500, 500, 500),
- # seed = 72384,
- # octaves = 3,
- # persistence = 0.50,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Defines tree areas and tree density.
- # type: noise_params_2d
- # mgv6_np_trees = {
- # offset = 0,
- # scale = 1,
- # spread = (125, 125, 125),
- # seed = 2,
- # octaves = 4,
- # persistence = 0.66,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Defines areas where trees have apples.
- # type: noise_params_2d
- # mgv6_np_apple_trees = {
- # offset = 0,
- # scale = 1,
- # spread = (100, 100, 100),
- # seed = 342902,
- # octaves = 3,
- # persistence = 0.45,
- # lacunarity = 2.0,
- # flags = eased
- # }
- ## Mapgen V7
- # Map generation attributes specific to Mapgen v7.
- # 'ridges': Rivers.
- # 'floatlands': Floating land masses in the atmosphere.
- # 'caverns': Giant caves deep underground.
- # type: flags possible values: mountains, ridges, floatlands, caverns
- # mgv7_spflags = mountains,ridges,nofloatlands,caverns
- # Y of mountain density gradient zero level. Used to shift mountains vertically.
- # type: int min: -31000 max: 31000
- # mgv7_mount_zero_level = 0
- # Lower Y limit of floatlands.
- # type: int min: -31000 max: 31000
- # mgv7_floatland_ymin = 1024
- # Upper Y limit of floatlands.
- # type: int min: -31000 max: 31000
- # mgv7_floatland_ymax = 4096
- # 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.
- # type: int min: 0 max: 32767
- # mgv7_floatland_taper = 256
- # 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.
- # type: float
- # mgv7_float_taper_exp = 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.
- # type: float
- # mgv7_floatland_density = -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.
- # type: int min: -31000 max: 31000
- # mgv7_floatland_ywater = -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.
- # type: float
- # mgv7_cave_width = 0.09
- # Y of upper limit of large caves.
- # type: int min: -31000 max: 31000
- # mgv7_large_cave_depth = -33
- # Minimum limit of random number of small caves per mapchunk.
- # type: int min: 0 max: 256
- # mgv7_small_cave_num_min = 0
- # Maximum limit of random number of small caves per mapchunk.
- # type: int min: 0 max: 256
- # mgv7_small_cave_num_max = 0
- # Minimum limit of random number of large caves per mapchunk.
- # type: int min: 0 max: 64
- # mgv7_large_cave_num_min = 0
- # Maximum limit of random number of large caves per mapchunk.
- # type: int min: 0 max: 64
- # mgv7_large_cave_num_max = 2
- # Proportion of large caves that contain liquid.
- # type: float min: 0 max: 1
- # mgv7_large_cave_flooded = 0.5
- # Y-level of cavern upper limit.
- # type: int min: -31000 max: 31000
- # mgv7_cavern_limit = -256
- # Y-distance over which caverns expand to full size.
- # type: int min: 0 max: 32767
- # mgv7_cavern_taper = 256
- # Defines full size of caverns, smaller values create larger caverns.
- # type: float
- # mgv7_cavern_threshold = 0.7
- # Lower Y limit of dungeons.
- # type: int min: -31000 max: 31000
- # mgv7_dungeon_ymin = -31000
- # Upper Y limit of dungeons.
- # type: int min: -31000 max: 31000
- # mgv7_dungeon_ymax = 31000
- ### Noises
- # Y-level of higher terrain that creates cliffs.
- # type: noise_params_2d
- # mgv7_np_terrain_base = {
- # offset = 4,
- # scale = 70,
- # spread = (600, 600, 600),
- # seed = 82341,
- # octaves = 5,
- # persistence = 0.6,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Y-level of lower terrain and seabed.
- # type: noise_params_2d
- # mgv7_np_terrain_alt = {
- # offset = 4,
- # scale = 25,
- # spread = (600, 600, 600),
- # seed = 5934,
- # octaves = 5,
- # persistence = 0.6,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Varies roughness of terrain.
- # Defines the 'persistence' value for terrain_base and terrain_alt noises.
- # type: noise_params_2d
- # mgv7_np_terrain_persist = {
- # offset = 0.6,
- # scale = 0.1,
- # spread = (2000, 2000, 2000),
- # seed = 539,
- # octaves = 3,
- # persistence = 0.6,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Defines distribution of higher terrain and steepness of cliffs.
- # type: noise_params_2d
- # mgv7_np_height_select = {
- # offset = -8,
- # scale = 16,
- # spread = (500, 500, 500),
- # seed = 4213,
- # octaves = 6,
- # persistence = 0.7,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Variation of biome filler depth.
- # type: noise_params_2d
- # mgv7_np_filler_depth = {
- # offset = 0,
- # scale = 1.2,
- # spread = (150, 150, 150),
- # seed = 261,
- # octaves = 3,
- # persistence = 0.7,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Variation of maximum mountain height (in nodes).
- # type: noise_params_2d
- # mgv7_np_mount_height = {
- # offset = 256,
- # scale = 112,
- # spread = (1000, 1000, 1000),
- # seed = 72449,
- # octaves = 3,
- # persistence = 0.6,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Defines large-scale river channel structure.
- # type: noise_params_2d
- # mgv7_np_ridge_uwater = {
- # offset = 0,
- # scale = 1,
- # spread = (1000, 1000, 1000),
- # seed = 85039,
- # octaves = 5,
- # persistence = 0.6,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # 3D noise defining mountain structure and height.
- # Also defines structure of floatland mountain terrain.
- # type: noise_params_3d
- # mgv7_np_mountain = {
- # offset = -0.6,
- # scale = 1,
- # spread = (250, 350, 250),
- # seed = 5333,
- # octaves = 5,
- # persistence = 0.63,
- # lacunarity = 2.0,
- # flags =
- # }
- # 3D noise defining structure of river canyon walls.
- # type: noise_params_3d
- # mgv7_np_ridge = {
- # offset = 0,
- # scale = 1,
- # spread = (100, 100, 100),
- # seed = 6467,
- # octaves = 4,
- # persistence = 0.75,
- # lacunarity = 2.0,
- # flags =
- # }
- # 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.
- # type: noise_params_3d
- # mgv7_np_floatland = {
- # offset = 0,
- # scale = 0.7,
- # spread = (384, 96, 384),
- # seed = 1009,
- # octaves = 4,
- # persistence = 0.75,
- # lacunarity = 1.618,
- # flags =
- # }
- # 3D noise defining giant caverns.
- # type: noise_params_3d
- # mgv7_np_cavern = {
- # offset = 0,
- # scale = 1,
- # spread = (384, 128, 384),
- # seed = 723,
- # octaves = 5,
- # persistence = 0.63,
- # lacunarity = 2.0,
- # flags =
- # }
- # First of two 3D noises that together define tunnels.
- # type: noise_params_3d
- # mgv7_np_cave1 = {
- # offset = 0,
- # scale = 12,
- # spread = (61, 61, 61),
- # seed = 52534,
- # octaves = 3,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags =
- # }
- # Second of two 3D noises that together define tunnels.
- # type: noise_params_3d
- # mgv7_np_cave2 = {
- # offset = 0,
- # scale = 12,
- # spread = (67, 67, 67),
- # seed = 10325,
- # octaves = 3,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags =
- # }
- # 3D noise that determines number of dungeons per mapchunk.
- # type: noise_params_3d
- # mgv7_np_dungeons = {
- # offset = 0.9,
- # scale = 0.5,
- # spread = (500, 500, 500),
- # seed = 0,
- # octaves = 2,
- # persistence = 0.8,
- # lacunarity = 2.0,
- # flags =
- # }
- ## Mapgen Carpathian
- # Map generation attributes specific to Mapgen Carpathian.
- # type: flags possible values: caverns, rivers
- # mgcarpathian_spflags = caverns,norivers
- # Defines the base ground level.
- # type: float
- # mgcarpathian_base_level = 12.0
- # Defines the width of the river channel.
- # type: float
- # mgcarpathian_river_width = 0.05
- # Defines the depth of the river channel.
- # type: float
- # mgcarpathian_river_depth = 24.0
- # Defines the width of the river valley.
- # type: float
- # mgcarpathian_valley_width = 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.
- # type: float
- # mgcarpathian_cave_width = 0.09
- # Y of upper limit of large caves.
- # type: int min: -31000 max: 31000
- # mgcarpathian_large_cave_depth = -33
- # Minimum limit of random number of small caves per mapchunk.
- # type: int min: 0 max: 256
- # mgcarpathian_small_cave_num_min = 0
- # Maximum limit of random number of small caves per mapchunk.
- # type: int min: 0 max: 256
- # mgcarpathian_small_cave_num_max = 0
- # Minimum limit of random number of large caves per mapchunk.
- # type: int min: 0 max: 64
- # mgcarpathian_large_cave_num_min = 0
- # Maximum limit of random number of large caves per mapchunk.
- # type: int min: 0 max: 64
- # mgcarpathian_large_cave_num_max = 2
- # Proportion of large caves that contain liquid.
- # type: float min: 0 max: 1
- # mgcarpathian_large_cave_flooded = 0.5
- # Y-level of cavern upper limit.
- # type: int min: -31000 max: 31000
- # mgcarpathian_cavern_limit = -256
- # Y-distance over which caverns expand to full size.
- # type: int min: 0 max: 32767
- # mgcarpathian_cavern_taper = 256
- # Defines full size of caverns, smaller values create larger caverns.
- # type: float
- # mgcarpathian_cavern_threshold = 0.7
- # Lower Y limit of dungeons.
- # type: int min: -31000 max: 31000
- # mgcarpathian_dungeon_ymin = -31000
- # Upper Y limit of dungeons.
- # type: int min: -31000 max: 31000
- # mgcarpathian_dungeon_ymax = 31000
- ### Noises
- # Variation of biome filler depth.
- # type: noise_params_2d
- # mgcarpathian_np_filler_depth = {
- # offset = 0,
- # scale = 1,
- # spread = (128, 128, 128),
- # seed = 261,
- # octaves = 3,
- # persistence = 0.7,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # First of 4 2D noises that together define hill/mountain range height.
- # type: noise_params_2d
- # mgcarpathian_np_height1 = {
- # offset = 0,
- # scale = 5,
- # spread = (251, 251, 251),
- # seed = 9613,
- # octaves = 5,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Second of 4 2D noises that together define hill/mountain range height.
- # type: noise_params_2d
- # mgcarpathian_np_height2 = {
- # offset = 0,
- # scale = 5,
- # spread = (383, 383, 383),
- # seed = 1949,
- # octaves = 5,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Third of 4 2D noises that together define hill/mountain range height.
- # type: noise_params_2d
- # mgcarpathian_np_height3 = {
- # offset = 0,
- # scale = 5,
- # spread = (509, 509, 509),
- # seed = 3211,
- # octaves = 5,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Fourth of 4 2D noises that together define hill/mountain range height.
- # type: noise_params_2d
- # mgcarpathian_np_height4 = {
- # offset = 0,
- # scale = 5,
- # spread = (631, 631, 631),
- # seed = 1583,
- # octaves = 5,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # 2D noise that controls the size/occurrence of rolling hills.
- # type: noise_params_2d
- # mgcarpathian_np_hills_terrain = {
- # offset = 1,
- # scale = 1,
- # spread = (1301, 1301, 1301),
- # seed = 1692,
- # octaves = 3,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # 2D noise that controls the size/occurrence of ridged mountain ranges.
- # type: noise_params_2d
- # mgcarpathian_np_ridge_terrain = {
- # offset = 1,
- # scale = 1,
- # spread = (1889, 1889, 1889),
- # seed = 3568,
- # octaves = 3,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # 2D noise that controls the size/occurrence of step mountain ranges.
- # type: noise_params_2d
- # mgcarpathian_np_step_terrain = {
- # offset = 1,
- # scale = 1,
- # spread = (1889, 1889, 1889),
- # seed = 4157,
- # octaves = 3,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # 2D noise that controls the shape/size of rolling hills.
- # type: noise_params_2d
- # mgcarpathian_np_hills = {
- # offset = 0,
- # scale = 3,
- # spread = (257, 257, 257),
- # seed = 6604,
- # octaves = 6,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # 2D noise that controls the shape/size of ridged mountains.
- # type: noise_params_2d
- # mgcarpathian_np_ridge_mnt = {
- # offset = 0,
- # scale = 12,
- # spread = (743, 743, 743),
- # seed = 5520,
- # octaves = 6,
- # persistence = 0.7,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # 2D noise that controls the shape/size of step mountains.
- # type: noise_params_2d
- # mgcarpathian_np_step_mnt = {
- # offset = 0,
- # scale = 8,
- # spread = (509, 509, 509),
- # seed = 2590,
- # octaves = 6,
- # persistence = 0.6,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # 2D noise that locates the river valleys and channels.
- # type: noise_params_2d
- # mgcarpathian_np_rivers = {
- # offset = 0,
- # scale = 1,
- # spread = (1000, 1000, 1000),
- # seed = 85039,
- # octaves = 5,
- # persistence = 0.6,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
- # type: noise_params_3d
- # mgcarpathian_np_mnt_var = {
- # offset = 0,
- # scale = 1,
- # spread = (499, 499, 499),
- # seed = 2490,
- # octaves = 5,
- # persistence = 0.55,
- # lacunarity = 2.0,
- # flags =
- # }
- # First of two 3D noises that together define tunnels.
- # type: noise_params_3d
- # mgcarpathian_np_cave1 = {
- # offset = 0,
- # scale = 12,
- # spread = (61, 61, 61),
- # seed = 52534,
- # octaves = 3,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags =
- # }
- # Second of two 3D noises that together define tunnels.
- # type: noise_params_3d
- # mgcarpathian_np_cave2 = {
- # offset = 0,
- # scale = 12,
- # spread = (67, 67, 67),
- # seed = 10325,
- # octaves = 3,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags =
- # }
- # 3D noise defining giant caverns.
- # type: noise_params_3d
- # mgcarpathian_np_cavern = {
- # offset = 0,
- # scale = 1,
- # spread = (384, 128, 384),
- # seed = 723,
- # octaves = 5,
- # persistence = 0.63,
- # lacunarity = 2.0,
- # flags =
- # }
- # 3D noise that determines number of dungeons per mapchunk.
- # type: noise_params_3d
- # mgcarpathian_np_dungeons = {
- # offset = 0.9,
- # scale = 0.5,
- # spread = (500, 500, 500),
- # seed = 0,
- # octaves = 2,
- # persistence = 0.8,
- # lacunarity = 2.0,
- # flags =
- # }
- ## Mapgen Flat
- # Map generation attributes specific to Mapgen Flat.
- # Occasional lakes and hills can be added to the flat world.
- # type: flags possible values: lakes, hills, caverns
- # mgflat_spflags = nolakes,nohills,nocaverns
- # Y of flat ground.
- # type: int min: -31000 max: 31000
- # mgflat_ground_level = 8
- # Y of upper limit of large caves.
- # type: int min: -31000 max: 31000
- # mgflat_large_cave_depth = -33
- # Minimum limit of random number of small caves per mapchunk.
- # type: int min: 0 max: 256
- # mgflat_small_cave_num_min = 0
- # Maximum limit of random number of small caves per mapchunk.
- # type: int min: 0 max: 256
- # mgflat_small_cave_num_max = 0
- # Minimum limit of random number of large caves per mapchunk.
- # type: int min: 0 max: 64
- # mgflat_large_cave_num_min = 0
- # Maximum limit of random number of large caves per mapchunk.
- # type: int min: 0 max: 64
- # mgflat_large_cave_num_max = 2
- # Proportion of large caves that contain liquid.
- # type: float min: 0 max: 1
- # mgflat_large_cave_flooded = 0.5
- # Controls width of tunnels, a smaller value creates wider tunnels.
- # Value >= 10.0 completely disables generation of tunnels and avoids the
- # intensive noise calculations.
- # type: float
- # mgflat_cave_width = 0.09
- # Terrain noise threshold for lakes.
- # Controls proportion of world area covered by lakes.
- # Adjust towards 0.0 for a larger proportion.
- # type: float
- # mgflat_lake_threshold = -0.45
- # Controls steepness/depth of lake depressions.
- # type: float
- # mgflat_lake_steepness = 48.0
- # Terrain noise threshold for hills.
- # Controls proportion of world area covered by hills.
- # Adjust towards 0.0 for a larger proportion.
- # type: float
- # mgflat_hill_threshold = 0.45
- # Controls steepness/height of hills.
- # type: float
- # mgflat_hill_steepness = 64.0
- # Y-level of cavern upper limit.
- # type: int min: -31000 max: 31000
- # mgflat_cavern_limit = -256
- # Y-distance over which caverns expand to full size.
- # type: int min: 0 max: 32767
- # mgflat_cavern_taper = 256
- # Defines full size of caverns, smaller values create larger caverns.
- # type: float
- # mgflat_cavern_threshold = 0.7
- # Lower Y limit of dungeons.
- # type: int min: -31000 max: 31000
- # mgflat_dungeon_ymin = -31000
- # Upper Y limit of dungeons.
- # type: int min: -31000 max: 31000
- # mgflat_dungeon_ymax = 31000
- ### Noises
- # Defines location and terrain of optional hills and lakes.
- # type: noise_params_2d
- # mgflat_np_terrain = {
- # offset = 0,
- # scale = 1,
- # spread = (600, 600, 600),
- # seed = 7244,
- # octaves = 5,
- # persistence = 0.6,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Variation of biome filler depth.
- # type: noise_params_2d
- # mgflat_np_filler_depth = {
- # offset = 0,
- # scale = 1.2,
- # spread = (150, 150, 150),
- # seed = 261,
- # octaves = 3,
- # persistence = 0.7,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # First of two 3D noises that together define tunnels.
- # type: noise_params_3d
- # mgflat_np_cave1 = {
- # offset = 0,
- # scale = 12,
- # spread = (61, 61, 61),
- # seed = 52534,
- # octaves = 3,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags =
- # }
- # Second of two 3D noises that together define tunnels.
- # type: noise_params_3d
- # mgflat_np_cave2 = {
- # offset = 0,
- # scale = 12,
- # spread = (67, 67, 67),
- # seed = 10325,
- # octaves = 3,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags =
- # }
- # 3D noise defining giant caverns.
- # type: noise_params_3d
- # mgflat_np_cavern = {
- # offset = 0,
- # scale = 1,
- # spread = (384, 128, 384),
- # seed = 723,
- # octaves = 5,
- # persistence = 0.63,
- # lacunarity = 2.0,
- # flags =
- # }
- # 3D noise that determines number of dungeons per mapchunk.
- # type: noise_params_3d
- # mgflat_np_dungeons = {
- # offset = 0.9,
- # scale = 0.5,
- # spread = (500, 500, 500),
- # seed = 0,
- # octaves = 2,
- # persistence = 0.8,
- # lacunarity = 2.0,
- # flags =
- # }
- ## Mapgen Fractal
- # Map generation attributes specific to Mapgen Fractal.
- # 'terrain' enables the generation of non-fractal terrain:
- # ocean, islands and underground.
- # type: flags possible values: terrain
- # mgfractal_spflags = 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.
- # type: float
- # mgfractal_cave_width = 0.09
- # Y of upper limit of large caves.
- # type: int min: -31000 max: 31000
- # mgfractal_large_cave_depth = -33
- # Minimum limit of random number of small caves per mapchunk.
- # type: int min: 0 max: 256
- # mgfractal_small_cave_num_min = 0
- # Maximum limit of random number of small caves per mapchunk.
- # type: int min: 0 max: 256
- # mgfractal_small_cave_num_max = 0
- # Minimum limit of random number of large caves per mapchunk.
- # type: int min: 0 max: 64
- # mgfractal_large_cave_num_min = 0
- # Maximum limit of random number of large caves per mapchunk.
- # type: int min: 0 max: 64
- # mgfractal_large_cave_num_max = 2
- # Proportion of large caves that contain liquid.
- # type: float min: 0 max: 1
- # mgfractal_large_cave_flooded = 0.5
- # Lower Y limit of dungeons.
- # type: int min: -31000 max: 31000
- # mgfractal_dungeon_ymin = -31000
- # Upper Y limit of dungeons.
- # type: int min: -31000 max: 31000
- # mgfractal_dungeon_ymax = 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.
- # type: int min: 1 max: 18
- # mgfractal_fractal = 1
- # 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.
- # type: int min: 1 max: 65535
- # mgfractal_iterations = 11
- # (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.
- # type: v3f
- # mgfractal_scale = (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.
- # type: v3f
- # mgfractal_offset = (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.
- # type: float
- # mgfractal_slice_w = 0.0
- # Julia set only.
- # X component of hypercomplex constant.
- # Alters the shape of the fractal.
- # Range roughly -2 to 2.
- # type: float
- # mgfractal_julia_x = 0.33
- # Julia set only.
- # Y component of hypercomplex constant.
- # Alters the shape of the fractal.
- # Range roughly -2 to 2.
- # type: float
- # mgfractal_julia_y = 0.33
- # Julia set only.
- # Z component of hypercomplex constant.
- # Alters the shape of the fractal.
- # Range roughly -2 to 2.
- # type: float
- # mgfractal_julia_z = 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.
- # type: float
- # mgfractal_julia_w = 0.33
- ### Noises
- # Y-level of seabed.
- # type: noise_params_2d
- # mgfractal_np_seabed = {
- # offset = -14,
- # scale = 9,
- # spread = (600, 600, 600),
- # seed = 41900,
- # octaves = 5,
- # persistence = 0.6,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Variation of biome filler depth.
- # type: noise_params_2d
- # mgfractal_np_filler_depth = {
- # offset = 0,
- # scale = 1.2,
- # spread = (150, 150, 150),
- # seed = 261,
- # octaves = 3,
- # persistence = 0.7,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # First of two 3D noises that together define tunnels.
- # type: noise_params_3d
- # mgfractal_np_cave1 = {
- # offset = 0,
- # scale = 12,
- # spread = (61, 61, 61),
- # seed = 52534,
- # octaves = 3,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags =
- # }
- # Second of two 3D noises that together define tunnels.
- # type: noise_params_3d
- # mgfractal_np_cave2 = {
- # offset = 0,
- # scale = 12,
- # spread = (67, 67, 67),
- # seed = 10325,
- # octaves = 3,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags =
- # }
- # 3D noise that determines number of dungeons per mapchunk.
- # type: noise_params_3d
- # mgfractal_np_dungeons = {
- # offset = 0.9,
- # scale = 0.5,
- # spread = (500, 500, 500),
- # seed = 0,
- # octaves = 2,
- # persistence = 0.8,
- # lacunarity = 2.0,
- # flags =
- # }
- ## 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.
- # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry
- # mgvalleys_spflags = 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.
- # type: int min: 0 max: 65535
- # mgvalleys_altitude_chill = 90
- # Depth below which you'll find large caves.
- # type: int min: -31000 max: 31000
- # mgvalleys_large_cave_depth = -33
- # Minimum limit of random number of small caves per mapchunk.
- # type: int min: 0 max: 256
- # mgvalleys_small_cave_num_min = 0
- # Maximum limit of random number of small caves per mapchunk.
- # type: int min: 0 max: 256
- # mgvalleys_small_cave_num_max = 0
- # Minimum limit of random number of large caves per mapchunk.
- # type: int min: 0 max: 64
- # mgvalleys_large_cave_num_min = 0
- # Maximum limit of random number of large caves per mapchunk.
- # type: int min: 0 max: 64
- # mgvalleys_large_cave_num_max = 2
- # Proportion of large caves that contain liquid.
- # type: float min: 0 max: 1
- # mgvalleys_large_cave_flooded = 0.5
- # Depth below which you'll find giant caverns.
- # type: int min: -31000 max: 31000
- # mgvalleys_cavern_limit = -256
- # Y-distance over which caverns expand to full size.
- # type: int min: 0 max: 32767
- # mgvalleys_cavern_taper = 192
- # Defines full size of caverns, smaller values create larger caverns.
- # type: float
- # mgvalleys_cavern_threshold = 0.6
- # How deep to make rivers.
- # type: int min: 0 max: 65535
- # mgvalleys_river_depth = 4
- # How wide to make rivers.
- # type: int min: 0 max: 65535
- # mgvalleys_river_size = 5
- # Controls width of tunnels, a smaller value creates wider tunnels.
- # Value >= 10.0 completely disables generation of tunnels and avoids the
- # intensive noise calculations.
- # type: float
- # mgvalleys_cave_width = 0.09
- # Lower Y limit of dungeons.
- # type: int min: -31000 max: 31000
- # mgvalleys_dungeon_ymin = -31000
- # Upper Y limit of dungeons.
- # type: int min: -31000 max: 31000
- # mgvalleys_dungeon_ymax = 63
- ### Noises
- # First of two 3D noises that together define tunnels.
- # type: noise_params_3d
- # mgvalleys_np_cave1 = {
- # offset = 0,
- # scale = 12,
- # spread = (61, 61, 61),
- # seed = 52534,
- # octaves = 3,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags =
- # }
- # Second of two 3D noises that together define tunnels.
- # type: noise_params_3d
- # mgvalleys_np_cave2 = {
- # offset = 0,
- # scale = 12,
- # spread = (67, 67, 67),
- # seed = 10325,
- # octaves = 3,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags =
- # }
- # Variation of biome filler depth.
- # type: noise_params_2d
- # mgvalleys_np_filler_depth = {
- # offset = 0,
- # scale = 1.2,
- # spread = (256, 256, 256),
- # seed = 1605,
- # octaves = 3,
- # persistence = 0.5,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # 3D noise defining giant caverns.
- # type: noise_params_3d
- # mgvalleys_np_cavern = {
- # offset = 0,
- # scale = 1,
- # spread = (768, 256, 768),
- # seed = 59033,
- # octaves = 6,
- # persistence = 0.63,
- # lacunarity = 2.0,
- # flags =
- # }
- # Defines large-scale river channel structure.
- # type: noise_params_2d
- # mgvalleys_np_rivers = {
- # offset = 0,
- # scale = 1,
- # spread = (256, 256, 256),
- # seed = -6050,
- # octaves = 5,
- # persistence = 0.6,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Base terrain height.
- # type: noise_params_2d
- # mgvalleys_np_terrain_height = {
- # offset = -10,
- # scale = 50,
- # spread = (1024, 1024, 1024),
- # seed = 5202,
- # octaves = 6,
- # persistence = 0.4,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Raises terrain to make valleys around the rivers.
- # type: noise_params_2d
- # mgvalleys_np_valley_depth = {
- # offset = 5,
- # scale = 4,
- # spread = (512, 512, 512),
- # seed = -1914,
- # octaves = 1,
- # persistence = 1.0,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Slope and fill work together to modify the heights.
- # type: noise_params_3d
- # mgvalleys_np_inter_valley_fill = {
- # offset = 0,
- # scale = 1,
- # spread = (256, 512, 256),
- # seed = 1993,
- # octaves = 6,
- # persistence = 0.8,
- # lacunarity = 2.0,
- # flags =
- # }
- # Amplifies the valleys.
- # type: noise_params_2d
- # mgvalleys_np_valley_profile = {
- # offset = 0.6,
- # scale = 0.5,
- # spread = (512, 512, 512),
- # seed = 777,
- # octaves = 1,
- # persistence = 1.0,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # Slope and fill work together to modify the heights.
- # type: noise_params_2d
- # mgvalleys_np_inter_valley_slope = {
- # offset = 0.5,
- # scale = 0.5,
- # spread = (128, 128, 128),
- # seed = 746,
- # octaves = 1,
- # persistence = 1.0,
- # lacunarity = 2.0,
- # flags = eased
- # }
- # 3D noise that determines number of dungeons per mapchunk.
- # type: noise_params_3d
- # mgvalleys_np_dungeons = {
- # offset = 0.9,
- # scale = 0.5,
- # spread = (500, 500, 500),
- # seed = 0,
- # octaves = 2,
- # persistence = 0.8,
- # lacunarity = 2.0,
- # flags =
- # }
- #
- # Advanced
- #
- ## Developer Options
- # Enable Lua modding support on client.
- # This support is experimental and API can change.
- # type: bool
- # enable_client_modding = false
- # Replaces the default main menu with a custom one.
- # type: string
- # main_menu_script =
- ### Mod Security
- # Prevent mods from doing insecure things like running shell commands.
- # type: bool
- # secure.enable_security = true
- # Comma-separated list of trusted mods that are allowed to access insecure
- # functions even when mod security is on (via request_insecure_environment()).
- # type: string
- # secure.trusted_mods =
- # Comma-separated list of mods that are allowed to access HTTP APIs, which
- # allow them to upload and download data to/from the internet.
- # type: string
- # secure.http_mods =
- ### Debugging
- # Level of logging to be written to debug.txt:
- # - <nothing> (no logging)
- # - none (messages with no level)
- # - error
- # - warning
- # - action
- # - info
- # - verbose
- # - trace
- # type: enum values: , none, error, warning, action, info, verbose, trace
- # debug_log_level = action
- # 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.
- # type: int min: 1
- # debug_log_size_max = 50
- # Minimal level of logging to be written to chat.
- # type: enum values: , none, error, warning, action, info, verbose, trace
- # chat_log_level = error
- # 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).
- # type: enum values: none, log, error
- # deprecated_lua_api_handling = log
- # Enable random user input (only used for testing).
- # type: bool
- # random_input = false
- # Enable random mod loading (mainly used for testing).
- # type: bool
- # random_mod_load_order = false
- # Enable mod channels support.
- # type: bool
- # enable_mod_channels = 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.
- # type: bool
- # profiler.load = false
- # The default format in which profiles are being saved,
- # when calling `/profiler save [format]` without format.
- # type: enum values: txt, csv, lua, json, json_pretty
- # profiler.default_report_format = txt
- # The file path relative to your world path in which profiles will be saved to.
- # type: string
- # profiler.report_path =
- # Instrument the methods of entities on registration.
- # type: bool
- # instrument.entity = true
- # Instrument the action function of Active Block Modifiers on registration.
- # type: bool
- # instrument.abm = true
- # Instrument the action function of Loading Block Modifiers on registration.
- # type: bool
- # instrument.lbm = true
- # Instrument chat commands on registration.
- # type: bool
- # instrument.chatcommand = true
- # Instrument global callback functions on registration.
- # (anything you pass to a core.register_*() function)
- # type: bool
- # instrument.global_callback = true
- # Instrument builtin.
- # This is usually only needed by core/builtin contributors
- # type: bool
- # instrument.builtin = 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.
- # type: bool
- # instrument.profiler = false
- ### Engine Profiler
- # Print the engine's profiling data in regular intervals (in seconds).
- # 0 = disable. Useful for developers.
- # type: int min: 0
- # profiler_print_interval = 0
- ## Advanced
- # Enable IPv6 support (for both client and server).
- # Required for IPv6 connections to work at all.
- # type: bool
- # enable_ipv6 = true
- # If enabled, invalid world data won't cause the server to shut down.
- # Only enable this if you know what you are doing.
- # type: bool
- # ignore_world_load_errors = false
- ### Graphics
- # Shaders are a fundamental part of rendering and enable advanced visual effects.
- # type: bool
- # enable_shaders = true
- # Path to shader directory. If no path is defined, default location will be used.
- # type: path
- # shader_path =
- # The rendering back-end.
- # Note: A restart is required after changing this!
- # OpenGL is the default for desktop, and OGLES2 for Android.
- # type: enum values: , opengl, opengl3, ogles2
- # video_driver =
- # 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.
- # type: int min: 0 max: 128
- # transparency_sorting_distance = 16
- # 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.
- # type: int min: 1 max: 62
- # cloud_radius = 12
- # Whether node texture animations should be desynchronized per mapblock.
- # type: bool
- # desynchronize_mapblock_texture_animation = false
- # Enables caching of facedir rotated meshes.
- # This is only effective with shaders disabled.
- # type: bool
- # enable_mesh_cache = 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.
- # type: int min: 0 max: 50
- # mesh_generation_interval = 0
- # Number of threads to use for mesh generation.
- # Value of 0 (default) will let Luanti autodetect the number of available threads.
- # type: int min: 0 max: 8
- # mesh_generation_threads = 0
- # True = 256
- # False = 128
- # Usable to make minimap smoother on slower machines.
- # type: bool
- # minimap_double_scan_height = 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.
- # type: enum values: disable, enable, force_solid, force_nodebox
- # world_aligned_mode = enable
- # 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!
- # type: enum values: disable, enable, force
- # autoscale_mode = disable
- # 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.
- # type: int min: 1 max: 32768
- # texture_min_size = 64
- # 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.
- # type: int min: 1 max: 16
- # client_mesh_chunk = 1
- # Enables debug and error-checking in the OpenGL driver.
- # type: bool
- # opengl_debug = 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.
- # type: bool
- # enable_bloom_debug = 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.
- # type: string
- # sound_extensions_blacklist =
- ### Font
- # type: bool
- # font_bold = false
- # type: bool
- # font_italic = false
- # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
- # type: int min: 0 max: 65535
- # font_shadow = 1
- # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
- # type: int min: 0 max: 255
- # font_shadow_alpha = 127
- # Font size of the default font where 1 unit = 1 pixel at 96 DPI
- # type: int min: 5 max: 72
- # font_size = 16
- # 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.
- # type: int min: 1
- # font_size_divisible_by = 1
- # Path to the default font. Must be a TrueType font.
- # The fallback font will be used if the font cannot be loaded.
- # type: filepath
- # font_path = fonts/Arimo-Regular.ttf
- # type: filepath
- # font_path_bold = fonts/Arimo-Bold.ttf
- # type: filepath
- # font_path_italic = fonts/Arimo-Italic.ttf
- # type: filepath
- # font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
- # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
- # type: int min: 5 max: 72
- # mono_font_size = 16
- # 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.
- # type: int min: 1
- # mono_font_size_divisible_by = 1
- # Path to the monospace font. Must be a TrueType font.
- # This font is used for e.g. the console and profiler screen.
- # type: filepath
- # mono_font_path = fonts/Cousine-Regular.ttf
- # type: filepath
- # mono_font_path_bold = fonts/Cousine-Bold.ttf
- # type: filepath
- # mono_font_path_italic = fonts/Cousine-Italic.ttf
- # type: filepath
- # mono_font_path_bold_italic = 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.
- # type: filepath
- # fallback_font_path = fonts/DroidSansFallbackFull.ttf
- ### Lighting
- # Gradient of light curve at minimum light level.
- # Controls the contrast of the lowest light levels.
- # type: float min: 0 max: 3
- # lighting_alpha = 0.0
- # Gradient of light curve at maximum light level.
- # Controls the contrast of the highest light levels.
- # type: float min: 0 max: 3
- # lighting_beta = 1.5
- # Strength of light curve boost.
- # The 3 'boost' parameters define a range of the light
- # curve that is boosted in brightness.
- # type: float min: 0 max: 0.4
- # lighting_boost = 0.2
- # Center of light curve boost range.
- # Where 0.0 is minimum light level, 1.0 is maximum light level.
- # type: float min: 0 max: 1
- # lighting_boost_center = 0.5
- # Spread of light curve boost range.
- # Controls the width of the range to be boosted.
- # Standard deviation of the light curve boost Gaussian.
- # type: float min: 0 max: 0.4
- # lighting_boost_spread = 0.2
- ### 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
- # type: string
- # prometheus_listener_address = 127.0.0.1:30000
- # Maximum size of the outgoing chat queue.
- # 0 to disable queueing and -1 to make the queue size unlimited.
- # type: int min: -1 max: 32767
- # max_out_chat_queue_size = 20
- # Timeout for client to remove unused map data from memory, in seconds.
- # type: float min: 0
- # client_unload_unused_data_timeout = 600.0
- # Maximum number of mapblocks for client to be kept in memory.
- # Set to -1 for unlimited amount.
- # type: int min: -1 max: 2147483647
- # client_mapblock_limit = 7500
- # 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)
- # type: int min: 1 max: 4294967295
- # max_simultaneous_block_sends_per_client = 40
- # 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.
- # type: float min: 0
- # full_block_send_enable_min_time_from_building = 2.0
- # 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.
- # type: int min: 1 max: 65535
- # max_packets_per_iteration = 1024
- # Compression level to use when sending mapblocks to the client.
- # -1 - use default compression level
- # 0 - least compression, fastest
- # 9 - best compression, slowest
- # type: int min: -1 max: 9
- # map_compression_level_net = -1
- ### Server
- # Format of player chat messages. The following strings are valid placeholders:
- # @name, @message, @timestamp (optional)
- # type: string
- # chat_message_format = <@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
- # type: float min: 0
- # chatcommand_msg_time_threshold = 0.1
- # A message to be displayed to all clients when the server shuts down.
- # type: string
- # kick_msg_shutdown = Server shutting down.
- # A message to be displayed to all clients when the server crashes.
- # type: string
- # kick_msg_crash = 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.
- # type: bool
- # ask_reconnect_on_crash = 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.
- # type: float min: 0 max: 1
- # dedicated_server_step = 0.09
- # Whether players are shown to clients without any range limit.
- # Deprecated, use the setting player_transfer_distance instead.
- # type: bool
- # unlimited_player_transfer_distance = true
- # Defines the maximal player transfer distance in blocks (0 = unlimited).
- # type: int min: 0 max: 65535
- # player_transfer_distance = 0
- # 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)
- # type: int min: 1 max: 65535
- # active_object_send_range_blocks = 8
- # 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.
- # type: int min: 1 max: 65535
- # active_block_range = 4
- # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
- # type: int min: 1 max: 65535
- # max_block_send_distance = 12
- # Default maximum number of forceloaded mapblocks.
- # Set this to -1 to disable the limit.
- # type: int min: -1
- # max_forceloaded_blocks = 16
- # Interval of sending time of day to clients, stated in seconds.
- # type: float min: 0.001
- # time_send_interval = 5.0
- # Interval of saving important changes in the world, stated in seconds.
- # type: float min: 0.001
- # server_map_save_interval = 5.3
- # How long the server will wait before unloading unused mapblocks, stated in seconds.
- # Higher value is smoother, but will use more RAM.
- # type: int min: 0 max: 4294967295
- # server_unload_unused_data_timeout = 29
- # Maximum number of statically stored objects in a block.
- # type: int min: 1 max: 65535
- # max_objects_per_block = 256
- # Length of time between active block management cycles, stated in seconds.
- # type: float min: 0
- # active_block_mgmt_interval = 2.0
- # Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
- # type: float min: 0
- # abm_interval = 1.0
- # The time budget allowed for ABMs to execute on each step
- # (as a fraction of the ABM Interval)
- # type: float min: 0.1 max: 0.9
- # abm_time_budget = 0.2
- # Length of time between NodeTimer execution cycles, stated in seconds.
- # type: float min: 0
- # nodetimer_interval = 0.2
- # Max liquids processed per step.
- # type: int min: 1 max: 4294967295
- # liquid_loop_max = 100000
- # 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.
- # type: int min: 0 max: 65535
- # liquid_queue_purge_time = 0
- # Liquid update interval in seconds.
- # type: float min: 0.001
- # liquid_update = 1.0
- # 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).
- # type: int min: 2 max: 2047
- # block_send_optimize_distance = 4
- # 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.
- # type: bool
- # server_side_occlusion_culling = 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).
- # type: int min: 2 max: 2047
- # block_cull_optimize_distance = 25
- ### 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.
- # type: int min: 1 max: 10
- # chunksize = 5
- # Dump the mapgen debug information.
- # type: bool
- # enable_mapgen_debug_info = false
- # Maximum number of blocks that can be queued for loading.
- # type: int min: 1 max: 1000000
- # emergequeue_limit_total = 1024
- # Maximum number of blocks to be queued that are to be loaded from file.
- # This limit is enforced per player.
- # type: int min: 1 max: 1000000
- # emergequeue_limit_diskonly = 128
- # Maximum number of blocks to be queued that are to be generated.
- # This limit is enforced per player.
- # type: int min: 1 max: 1000000
- # emergequeue_limit_generate = 128
- # 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'.
- # type: int min: 0 max: 32767
- # num_emerge_threads = 1
- ### cURL
- # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
- # type: int min: 1000 max: 2147483647
- # curl_timeout = 20000
- # 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.
- # type: int min: 1 max: 2147483647
- # curl_parallel_limit = 8
- # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
- # type: int min: 5000 max: 2147483647
- # curl_file_download_timeout = 300000
- ### Miscellaneous
- # Adjust the detected display density, used for scaling UI elements.
- # type: float min: 0.5 max: 5
- # display_density_factor = 1
- # Windows systems only: Start Luanti with the command line window in the background.
- # Contains the same information as the file debug.txt (default name).
- # type: bool
- # enable_console = 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).
- # type: int min: 0 max: 4294967295
- # max_clearobjects_extra_loaded_blocks = 4096
- # World directory (everything in the world is stored here).
- # Not needed if starting from the main menu.
- # type: path
- # map-dir =
- # See https://www.sqlite.org/pragma.html#pragma_synchronous
- # type: enum values: 0, 1, 2
- # sqlite_synchronous = 2
- # Compression level to use when saving mapblocks to disk.
- # -1 - use default compression level
- # 0 - least compression, fastest
- # 9 - best compression, slowest
- # type: int min: -1 max: 9
- # map_compression_level_disk = -1
- # 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.
- # type: bool
- # enable_remote_media_server = true
- # File in client/serverlist/ that contains your favorite servers displayed in the
- # Multiplayer Tab.
- # type: string
- # serverlist_file = favoriteservers.json
- ## Gamepads
- # Enable joysticks. Requires a restart to take effect
- # type: bool
- # enable_joysticks = false
- # The identifier of the joystick to use
- # type: int min: 0 max: 255
- # joystick_id = 0
- # The type of joystick
- # type: enum values: auto, generic, xbox, dragonrise_gamecube
- # joystick_type = auto
- # The time in seconds it takes between repeated events
- # when holding down a joystick button combination.
- # type: float min: 0.001
- # repeat_joystick_button_time = 0.17
- # The dead zone of the joystick
- # type: int min: 0 max: 65535
- # joystick_deadzone = 2048
- # The sensitivity of the joystick axes for moving the
- # in-game view frustum around.
- # type: float min: 0.001
- # joystick_frustum_sensitivity = 170.0
- ## Hide: Temporary Settings
- # Path to texture directory. All textures are first searched from here.
- # type: path
- # texture_path =
- # Enables minimap.
- # type: bool
- # enable_minimap = true
- # Shape of the minimap. Enabled = round, disabled = square.
- # type: bool
- # minimap_shape_round = 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.
- # type: string
- # address =
- # Port to connect to (UDP).
- # Note that the port field in the main menu overrides this setting.
- # type: int min: 1 max: 65535
- # remote_port = 30000
- # Enable players getting damage and dying.
- # type: bool
- # enable_damage = false
- # Enable creative mode for all players
- # type: bool
- # creative_mode = false
- # Whether to allow players to damage and kill each other.
- # type: bool
- # enable_pvp = true
- # Player is able to fly without being affected by gravity.
- # This requires the "fly" privilege on the server.
- # type: bool
- # free_move = false
- # If enabled, makes move directions relative to the player's pitch when flying or swimming.
- # type: bool
- # pitch_move = false
- # Fast movement (via the "Aux1" key).
- # This requires the "fast" privilege on the server.
- # type: bool
- # fast_move = false
- # If enabled together with fly mode, player is able to fly through solid nodes.
- # This requires the "noclip" privilege on the server.
- # type: bool
- # noclip = false
- # Continuous forward movement, toggled by autoforward key.
- # Press the autoforward key again or the backwards movement to disable.
- # type: bool
- # continuous_forward = false
- # This can be bound to a key to toggle camera smoothing when looking around.
- # Useful for recording videos
- # type: bool
- # cinematic = 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.
- # type: bool
- # show_technical_names = false
- # Controlled by a checkbox in the settings menu.
- # type: bool
- # show_advanced = 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.
- # type: bool
- # enable_sound = true
- # Key for moving the player forward.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_forward = KEY_KEY_W
- # Key for moving the player backward.
- # Will also disable autoforward, when active.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_backward = KEY_KEY_S
- # Key for moving the player left.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_left = KEY_KEY_A
- # Key for moving the player right.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_right = KEY_KEY_D
- # Key for jumping.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_jump = KEY_SPACE
- # Key for sneaking.
- # Also used for climbing down and descending in water if aux1_descends is disabled.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_sneak = KEY_LSHIFT
- # Key for digging, punching or using something.
- # (Note: The actual meaning might vary on a per-game basis.)
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_dig = KEY_LBUTTON
- # Key for placing an item/block or for using something.
- # (Note: The actual meaning might vary on a per-game basis.)
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_place = KEY_RBUTTON
- # Key for opening the inventory.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_inventory = KEY_KEY_I
- # Key for moving fast in fast mode.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_aux1 = KEY_KEY_E
- # Key for opening the chat window.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_chat = KEY_KEY_T
- # Key for opening the chat window to type commands.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_cmd = /
- # Key for opening the chat window to type local commands.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_cmd_local = .
- # Key for toggling unlimited view range.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_rangeselect =
- # Key for toggling flying.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_freemove = KEY_KEY_K
- # Key for toggling pitch move mode.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_pitchmove =
- # Key for toggling fast mode.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_fastmove = KEY_KEY_J
- # Key for toggling noclip mode.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_noclip = KEY_KEY_H
- # Key for selecting the next item in the hotbar.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_hotbar_next = KEY_KEY_N
- # Key for selecting the previous item in the hotbar.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_hotbar_previous = KEY_KEY_B
- # Key for muting the game.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_mute = KEY_KEY_M
- # Key for increasing the volume.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_increase_volume =
- # Key for decreasing the volume.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_decrease_volume =
- # Key for toggling autoforward.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_autoforward =
- # Key for toggling cinematic mode.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_cinematic =
- # Key for toggling display of minimap.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_minimap = KEY_KEY_V
- # Key for taking screenshots.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_screenshot = KEY_F12
- # Key for toggling fullscreen mode.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_fullscreen = KEY_F11
- # Key for dropping the currently selected item.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_drop = KEY_KEY_Q
- # Key to use view zoom when possible.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_zoom = KEY_KEY_Z
- # Key for selecting the first hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot1 = KEY_KEY_1
- # Key for selecting the second hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot2 = KEY_KEY_2
- # Key for selecting the third hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot3 = KEY_KEY_3
- # Key for selecting the fourth hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot4 = KEY_KEY_4
- # Key for selecting the fifth hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot5 = KEY_KEY_5
- # Key for selecting the sixth hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot6 = KEY_KEY_6
- # Key for selecting the seventh hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot7 = KEY_KEY_7
- # Key for selecting the eighth hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot8 = KEY_KEY_8
- # Key for selecting the ninth hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot9 = KEY_KEY_9
- # Key for selecting the tenth hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot10 = KEY_KEY_0
- # Key for selecting the 11th hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot11 =
- # Key for selecting the 12th hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot12 =
- # Key for selecting the 13th hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot13 =
- # Key for selecting the 14th hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot14 =
- # Key for selecting the 15th hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot15 =
- # Key for selecting the 16th hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot16 =
- # Key for selecting the 17th hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot17 =
- # Key for selecting the 18th hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot18 =
- # Key for selecting the 19th hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot19 =
- # Key for selecting the 20th hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot20 =
- # Key for selecting the 21st hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot21 =
- # Key for selecting the 22nd hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot22 =
- # Key for selecting the 23rd hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot23 =
- # Key for selecting the 24th hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot24 =
- # Key for selecting the 25th hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot25 =
- # Key for selecting the 26th hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot26 =
- # Key for selecting the 27th hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot27 =
- # Key for selecting the 28th hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot28 =
- # Key for selecting the 29th hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot29 =
- # Key for selecting the 30th hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot30 =
- # Key for selecting the 31st hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot31 =
- # Key for selecting the 32nd hotbar slot.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_slot32 =
- # Key for toggling the display of the HUD.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_toggle_hud = KEY_F1
- # Key for toggling the display of chat.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_toggle_chat = KEY_F2
- # Key for toggling the display of the large chat console.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_console = KEY_F10
- # Key for toggling the display of fog.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_toggle_fog = KEY_F3
- # Key for toggling the camera update. Only usable with 'debug' privilege.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_toggle_update_camera =
- # Key for toggling the display of debug info.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_toggle_debug = KEY_F5
- # Key for toggling the display of the profiler. Used for development.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_toggle_profiler = KEY_F6
- # Key for toggling the display of mapblock boundaries.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_toggle_block_bounds =
- # Key for switching between first- and third-person camera.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_camera_mode = KEY_KEY_C
- # Key for increasing the viewing range.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_increase_viewing_range_min = +
- # Key for decreasing the viewing range.
- # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
- # type: key
- # keymap_decrease_viewing_range_min = -
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