minetest.conf.example 110 KB

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  1. # This file contains a list of all available settings and their default value for minetest.conf
  2. # By default, all the settings are commented and not functional.
  3. # Uncomment settings by removing the preceding #.
  4. # minetest.conf is read by default from:
  5. # ../minetest.conf
  6. # ../../minetest.conf
  7. # Any other path can be chosen by passing the path as a parameter
  8. # to the program, eg. "luanti.exe --config ../minetest.conf.example".
  9. # Further documentation:
  10. # https://wiki.luanti.org/
  11. #
  12. # Controls
  13. #
  14. ## General
  15. # Smooths rotation of camera, also called look or mouse smoothing. 0 to disable.
  16. # type: float min: 0 max: 0.99
  17. # camera_smoothing = 0.0
  18. # Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Controls.
  19. # type: float min: 0 max: 0.99
  20. # cinematic_camera_smoothing = 0.7
  21. # If enabled, you can place nodes at the position (feet + eye level) where you stand.
  22. # This is helpful when working with nodeboxes in small areas.
  23. # type: bool
  24. # enable_build_where_you_stand = false
  25. # If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
  26. # descending.
  27. # type: bool
  28. # aux1_descends = false
  29. # Double-tapping the jump key toggles fly mode.
  30. # type: bool
  31. # doubletap_jump = false
  32. # If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
  33. # enabled.
  34. # type: bool
  35. # always_fly_fast = true
  36. # The time in seconds it takes between repeated node placements when holding
  37. # the place button.
  38. # type: float min: 0.16 max: 2
  39. # repeat_place_time = 0.25
  40. # The minimum time in seconds it takes between digging nodes when holding
  41. # the dig button.
  42. # type: float min: 0 max: 2
  43. # repeat_dig_time = 0.0
  44. # Automatically jump up single-node obstacles.
  45. # type: bool
  46. # autojump = false
  47. # Prevent digging and placing from repeating when holding the respective buttons.
  48. # Enable this when you dig or place too often by accident.
  49. # On touchscreens, this only affects digging.
  50. # type: bool
  51. # safe_dig_and_place = false
  52. ## Keyboard and Mouse
  53. # Invert vertical mouse movement.
  54. # type: bool
  55. # invert_mouse = false
  56. # Mouse sensitivity multiplier.
  57. # type: float min: 0.001 max: 10
  58. # mouse_sensitivity = 0.2
  59. # Enable mouse wheel (scroll) for item selection in hotbar.
  60. # type: bool
  61. # enable_hotbar_mouse_wheel = true
  62. # Invert mouse wheel (scroll) direction for item selection in hotbar.
  63. # type: bool
  64. # invert_hotbar_mouse_wheel = false
  65. ## Touchscreen
  66. # Enables the touchscreen controls, allowing you to play the game with a touchscreen.
  67. # "auto" means that the touchscreen controls will be enabled and disabled
  68. # automatically depending on the last used input method.
  69. # type: enum values: auto, true, false
  70. # touch_controls = auto
  71. # Touchscreen sensitivity multiplier.
  72. # type: float min: 0.001 max: 10
  73. # touchscreen_sensitivity = 0.2
  74. # The length in pixels after which a touch interaction is considered movement.
  75. # type: int min: 0 max: 100
  76. # touchscreen_threshold = 20
  77. # The delay in milliseconds after which a touch interaction is considered a long tap.
  78. # type: int min: 100 max: 1000
  79. # touch_long_tap_delay = 400
  80. # Use crosshair to select object instead of whole screen.
  81. # If enabled, a crosshair will be shown and will be used for selecting object.
  82. # type: bool
  83. # touch_use_crosshair = false
  84. # Fixes the position of virtual joystick.
  85. # If disabled, virtual joystick will center to first-touch's position.
  86. # type: bool
  87. # fixed_virtual_joystick = false
  88. # Use virtual joystick to trigger "Aux1" button.
  89. # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
  90. # type: bool
  91. # virtual_joystick_triggers_aux1 = false
  92. # The gesture for punching players/entities.
  93. # This can be overridden by games and mods.
  94. #
  95. # * short_tap
  96. # Easy to use and well-known from other games that shall not be named.
  97. #
  98. # * long_tap
  99. # Known from the classic Luanti mobile controls.
  100. # Combat is more or less impossible.
  101. # type: enum values: short_tap, long_tap
  102. # touch_punch_gesture = short_tap
  103. #
  104. # Graphics and Audio
  105. #
  106. ## Graphics
  107. ### Screen
  108. # Width component of the initial window size.
  109. # type: int min: 1 max: 65535
  110. # screen_w = 1024
  111. # Height component of the initial window size.
  112. # type: int min: 1 max: 65535
  113. # screen_h = 600
  114. # Whether the window is maximized.
  115. # type: bool
  116. # window_maximized = false
  117. # Save window size automatically when modified.
  118. # If true, screen size is saved in screen_w and screen_h, and whether the window
  119. # is maximized is stored in window_maximized.
  120. # (Autosaving window_maximized only works if compiled with SDL.)
  121. # type: bool
  122. # autosave_screensize = true
  123. # Fullscreen mode.
  124. # type: bool
  125. # fullscreen = false
  126. # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
  127. # open.
  128. # type: bool
  129. # pause_on_lost_focus = false
  130. ### FPS
  131. # If FPS would go higher than this, limit it by sleeping
  132. # to not waste CPU power for no benefit.
  133. # type: int min: 1 max: 4294967295
  134. # fps_max = 60
  135. # Vertical screen synchronization. Your system may still force VSync on even if this is disabled.
  136. # type: bool
  137. # vsync = false
  138. # Maximum FPS when the window is not focused, or when the game is paused.
  139. # type: int min: 1 max: 4294967295
  140. # fps_max_unfocused = 20
  141. # View distance in nodes.
  142. # type: int min: 20 max: 4000
  143. # viewing_range = 190
  144. # Undersampling is similar to using a lower screen resolution, but it applies
  145. # to the game world only, keeping the GUI intact.
  146. # It should give a significant performance boost at the cost of less detailed image.
  147. # Higher values result in a less detailed image.
  148. # Note: Undersampling is currently not supported if the "3d_mode" setting is set
  149. # to a non-default value.
  150. # type: int min: 1 max: 8
  151. # undersampling = 1
  152. ### 3D
  153. # 3D support.
  154. # Currently supported:
  155. # - none: no 3d output.
  156. # - anaglyph: cyan/magenta color 3d.
  157. # - interlaced: odd/even line based polarization screen support.
  158. # - topbottom: split screen top/bottom.
  159. # - sidebyside: split screen side by side.
  160. # - crossview: Cross-eyed 3d
  161. # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview
  162. # 3d_mode = none
  163. # Strength of 3D mode parallax.
  164. # type: float min: -0.087 max: 0.087
  165. # 3d_paralax_strength = 0.025
  166. ### Bobbing
  167. # Arm inertia, gives a more realistic movement of
  168. # the arm when the camera moves.
  169. # type: bool
  170. # arm_inertia = true
  171. # Enable view bobbing and amount of view bobbing.
  172. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  173. # type: float min: 0 max: 7.9
  174. # view_bobbing_amount = 1.0
  175. # Multiplier for fall bobbing.
  176. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
  177. # type: float min: 0 max: 100
  178. # fall_bobbing_amount = 0.03
  179. ### Camera
  180. # Field of view in degrees.
  181. # type: int min: 45 max: 160
  182. # fov = 72
  183. # Alters the light curve by applying 'gamma correction' to it.
  184. # Higher values make middle and lower light levels brighter.
  185. # Value '1.0' leaves the light curve unaltered.
  186. # This only has significant effect on daylight and artificial
  187. # light, it has very little effect on natural night light.
  188. # type: float min: 0.33 max: 3
  189. # display_gamma = 1.0
  190. # The strength (darkness) of node ambient-occlusion shading.
  191. # Lower is darker, Higher is lighter. The valid range of values for this
  192. # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
  193. # set to the nearest valid value.
  194. # type: float min: 0.25 max: 4
  195. # ambient_occlusion_gamma = 1.8
  196. ### Screenshots
  197. # Path to save screenshots at. Can be an absolute or relative path.
  198. # The folder will be created if it doesn't already exist.
  199. # type: path
  200. # screenshot_path = screenshots
  201. # Format of screenshots.
  202. # type: enum values: png, jpg
  203. # screenshot_format = png
  204. # Screenshot quality. Only used for JPEG format.
  205. # 1 means worst quality; 100 means best quality.
  206. # Use 0 for default quality.
  207. # type: int min: 0 max: 100
  208. # screenshot_quality = 0
  209. ### Node and Entity Highlighting
  210. # Method used to highlight selected object.
  211. # type: enum values: box, halo, none
  212. # node_highlighting = box
  213. # Show entity selection boxes
  214. # A restart is required after changing this.
  215. # type: bool
  216. # show_entity_selectionbox = false
  217. # Selection box border color (R,G,B).
  218. # type: string
  219. # selectionbox_color = (0,0,0)
  220. # Width of the selection box lines around nodes.
  221. # type: int min: 1 max: 5
  222. # selectionbox_width = 2
  223. # Crosshair color (R,G,B).
  224. # Also controls the object crosshair color
  225. # type: string
  226. # crosshair_color = (255,255,255)
  227. # Crosshair alpha (opaqueness, between 0 and 255).
  228. # This also applies to the object crosshair.
  229. # type: int min: 0 max: 255
  230. # crosshair_alpha = 255
  231. ### Fog
  232. # Whether to fog out the end of the visible area.
  233. # type: bool
  234. # enable_fog = true
  235. # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
  236. # type: bool
  237. # directional_colored_fog = true
  238. # Fraction of the visible distance at which fog starts to be rendered
  239. # type: float min: 0 max: 0.99
  240. # fog_start = 0.4
  241. ### Clouds
  242. # Allow clouds to look 3D instead of flat.
  243. # type: bool
  244. # enable_3d_clouds = true
  245. # Use smooth cloud shading.
  246. # type: bool
  247. # soft_clouds = false
  248. ### Filtering and Antialiasing
  249. # Use mipmaps when scaling textures. May slightly increase performance,
  250. # especially when using a high-resolution texture pack.
  251. # Gamma-correct downscaling is not supported.
  252. # type: bool
  253. # mip_map = false
  254. # Use bilinear filtering when scaling textures.
  255. # type: bool
  256. # bilinear_filter = false
  257. # Use trilinear filtering when scaling textures.
  258. # If both bilinear and trilinear filtering are enabled, trilinear filtering
  259. # is applied.
  260. # type: bool
  261. # trilinear_filter = false
  262. # Use anisotropic filtering when looking at textures from an angle.
  263. # This provides a significant improvement when used together with mipmapping.
  264. # type: bool
  265. # anisotropic_filter = false
  266. # Select the antialiasing method to apply.
  267. #
  268. # * None - No antialiasing (default)
  269. #
  270. # * FSAA - Hardware-provided full-screen antialiasing
  271. # A.K.A multi-sample antialiasing (MSAA)
  272. # Smoothens out block edges but does not affect the insides of textures.
  273. #
  274. # If Post Processing is disabled, changing FSAA requires a restart.
  275. # Also, if Post Processing is disabled, FSAA will not work together with
  276. # undersampling or a non-default "3d_mode" setting.
  277. #
  278. # * FXAA - Fast approximate antialiasing
  279. # Applies a post-processing filter to detect and smoothen high-contrast edges.
  280. # Provides balance between speed and image quality.
  281. #
  282. # * SSAA - Super-sampling antialiasing
  283. # Renders higher-resolution image of the scene, then scales down to reduce
  284. # the aliasing effects. This is the slowest and the most accurate method.
  285. # type: enum values: none, fsaa, fxaa, ssaa
  286. # antialiasing = none
  287. # Defines the size of the sampling grid for FSAA and SSAA antialiasing methods.
  288. # Value of 2 means taking 2x2 = 4 samples.
  289. # type: enum values: 2, 4, 8, 16
  290. # fsaa = 2
  291. ### Occlusion Culling
  292. # Type of occlusion_culler
  293. #
  294. # "loops" is the legacy algorithm with nested loops and O(n³) complexity
  295. # "bfs" is the new algorithm based on breadth-first-search and side culling
  296. #
  297. # This setting should only be changed if you have performance problems.
  298. # type: enum values: bfs, loops
  299. # occlusion_culler = bfs
  300. # Use raytraced occlusion culling in the new culler.
  301. # This flag enables use of raytraced occlusion culling test for
  302. # client mesh sizes smaller than 4x4x4 map blocks.
  303. # type: bool
  304. # enable_raytraced_culling = true
  305. ## Effects
  306. # Allows liquids to be translucent.
  307. # type: bool
  308. # translucent_liquids = true
  309. # Leaves style:
  310. # - Fancy: all faces visible
  311. # - Simple: only outer faces
  312. # - Opaque: disable transparency
  313. # type: enum values: fancy, simple, opaque
  314. # leaves_style = fancy
  315. # Connects glass if supported by node.
  316. # type: bool
  317. # connected_glass = false
  318. # Enable smooth lighting with simple ambient occlusion.
  319. # type: bool
  320. # smooth_lighting = true
  321. # Enables tradeoffs that reduce CPU load or increase rendering performance
  322. # at the expense of minor visual glitches that do not impact game playability.
  323. # type: bool
  324. # performance_tradeoffs = false
  325. ### Waving Nodes
  326. # Set to true to enable waving leaves.
  327. # type: bool
  328. # enable_waving_leaves = false
  329. # Set to true to enable waving plants.
  330. # type: bool
  331. # enable_waving_plants = false
  332. # Set to true to enable waving liquids (like water).
  333. # type: bool
  334. # enable_waving_water = false
  335. # The maximum height of the surface of waving liquids.
  336. # 4.0 = Wave height is two nodes.
  337. # 0.0 = Wave doesn't move at all.
  338. # Default is 1.0 (1/2 node).
  339. # type: float min: 0 max: 4
  340. # water_wave_height = 1.0
  341. # Length of liquid waves.
  342. # type: float min: 0.1
  343. # water_wave_length = 20.0
  344. # How fast liquid waves will move. Higher = faster.
  345. # If negative, liquid waves will move backwards.
  346. # type: float
  347. # water_wave_speed = 5.0
  348. ### Dynamic shadows
  349. # Set to true to enable Shadow Mapping.
  350. # type: bool
  351. # enable_dynamic_shadows = false
  352. # Set the shadow strength gamma.
  353. # Adjusts the intensity of in-game dynamic shadows.
  354. # Lower value means lighter shadows, higher value means darker shadows.
  355. # type: float min: 0.1 max: 10
  356. # shadow_strength_gamma = 1.0
  357. # Maximum distance to render shadows.
  358. # type: float min: 10 max: 1000
  359. # shadow_map_max_distance = 140.0
  360. # Texture size to render the shadow map on.
  361. # This must be a power of two.
  362. # Bigger numbers create better shadows but it is also more expensive.
  363. # type: int min: 128 max: 8192
  364. # shadow_map_texture_size = 2048
  365. # Sets shadow texture quality to 32 bits.
  366. # On false, 16 bits texture will be used.
  367. # This can cause much more artifacts in the shadow.
  368. # type: bool
  369. # shadow_map_texture_32bit = true
  370. # Define shadow filtering quality.
  371. # This simulates the soft shadows effect by applying a PCF or Poisson disk
  372. # but also uses more resources.
  373. # type: enum values: 0, 1, 2
  374. # shadow_filters = 1
  375. # Enable colored shadows for transculent nodes.
  376. # This is expensive.
  377. # type: bool
  378. # shadow_map_color = false
  379. # Set the soft shadow radius size.
  380. # Lower values mean sharper shadows, bigger values mean softer shadows.
  381. # Minimum value: 1.0; maximum value: 15.0
  382. # type: float min: 1 max: 15
  383. # shadow_soft_radius = 5.0
  384. # Set the default tilt of Sun/Moon orbit in degrees.
  385. # Games may change orbit tilt via API.
  386. # Value of 0 means no tilt / vertical orbit.
  387. # type: float min: -60 max: 60
  388. # shadow_sky_body_orbit_tilt = 0.0
  389. ### Post Processing
  390. # Enables the post processing pipeline.
  391. # type: bool
  392. # enable_post_processing = true
  393. # Enables Hable's 'Uncharted 2' filmic tone mapping.
  394. # Simulates the tone curve of photographic film and how this approximates the
  395. # appearance of high dynamic range images. Mid-range contrast is slightly
  396. # enhanced, highlights and shadows are gradually compressed.
  397. # type: bool
  398. # tone_mapping = false
  399. # Enable automatic exposure correction
  400. # When enabled, the post-processing engine will
  401. # automatically adjust to the brightness of the scene,
  402. # simulating the behavior of human eye.
  403. # type: bool
  404. # enable_auto_exposure = false
  405. # Set the exposure compensation in EV units.
  406. # Value of 0.0 (default) means no exposure compensation.
  407. # Range: from -1 to 1.0
  408. # type: float min: -1 max: 1
  409. # exposure_compensation = 0.0
  410. # Apply dithering to reduce color banding artifacts.
  411. # Dithering significantly increases the size of losslessly-compressed
  412. # screenshots and it works incorrectly if the display or operating system
  413. # performs additional dithering or if the color channels are not quantized
  414. # to 8 bits.
  415. # With OpenGL ES, dithering only works if the shader supports high
  416. # floating-point precision and it may have a higher performance impact.
  417. # type: bool
  418. # debanding = true
  419. # Set to true to enable bloom effect.
  420. # Bright colors will bleed over the neighboring objects.
  421. # type: bool
  422. # enable_bloom = false
  423. # Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
  424. # type: bool
  425. # enable_volumetric_lighting = false
  426. ### Other Effects
  427. # Simulate translucency when looking at foliage in the sunlight.
  428. # type: bool
  429. # enable_translucent_foliage = false
  430. # Apply specular shading to nodes.
  431. # type: bool
  432. # enable_node_specular = false
  433. # When enabled, liquid reflections are simulated.
  434. # type: bool
  435. # enable_water_reflections = false
  436. ## Audio
  437. # Volume of all sounds.
  438. # Requires the sound system to be enabled.
  439. # type: float min: 0 max: 1
  440. # sound_volume = 0.8
  441. # Volume multiplier when the window is unfocused.
  442. # type: float min: 0 max: 1
  443. # sound_volume_unfocused = 0.3
  444. # Whether to mute sounds. You can unmute sounds at any time.
  445. # In-game, you can toggle the mute state with the mute key or by using the
  446. # pause menu.
  447. # type: bool
  448. # mute_sound = false
  449. ## User Interfaces
  450. # Set the language. By default, the system language is used.
  451. # A restart is required after changing this.
  452. # 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
  453. # language =
  454. ### GUI
  455. # When enabled, the GUI is optimized to be more usable on touchscreens.
  456. # Whether this is enabled by default depends on your hardware form-factor.
  457. # type: bool
  458. # touch_gui = false
  459. # Scale GUI by a user specified value.
  460. # Use a nearest-neighbor-anti-alias filter to scale the GUI.
  461. # This will smooth over some of the rough edges, and blend
  462. # pixels when scaling down, at the cost of blurring some
  463. # edge pixels when images are scaled by non-integer sizes.
  464. # type: float min: 0.5 max: 20
  465. # gui_scaling = 1.0
  466. # Enables smooth scrolling.
  467. # type: bool
  468. # smooth_scrolling = true
  469. # Enables animation of inventory items.
  470. # type: bool
  471. # inventory_items_animations = false
  472. # Formspec full-screen background opacity (between 0 and 255).
  473. # type: int min: 0 max: 255
  474. # formspec_fullscreen_bg_opacity = 140
  475. # Formspec full-screen background color (R,G,B).
  476. # type: string
  477. # formspec_fullscreen_bg_color = (0,0,0)
  478. # When gui_scaling_filter is true, all GUI images need to be
  479. # filtered in software, but some images are generated directly
  480. # to hardware (e.g. render-to-texture for nodes in inventory).
  481. # type: bool
  482. # gui_scaling_filter = false
  483. # Delay showing tooltips, stated in milliseconds.
  484. # type: int min: 0 max: 1.844674407371e+19
  485. # tooltip_show_delay = 400
  486. # Append item name to tooltip.
  487. # type: bool
  488. # tooltip_append_itemname = false
  489. # Use a cloud animation for the main menu background.
  490. # type: bool
  491. # menu_clouds = true
  492. ### HUD
  493. # Modifies the size of the HUD elements.
  494. # type: float min: 0.5 max: 20
  495. # hud_scaling = 1.0
  496. # Whether name tag backgrounds should be shown by default.
  497. # Mods may still set a background.
  498. # type: bool
  499. # show_nametag_backgrounds = true
  500. # Whether to show the client debug info (has the same effect as hitting F5).
  501. # type: bool
  502. # show_debug = false
  503. # Radius to use when the block bounds HUD feature is set to near blocks.
  504. # type: int min: 0 max: 1000
  505. # show_block_bounds_radius_near = 4
  506. # Maximum proportion of current window to be used for hotbar.
  507. # Useful if there's something to be displayed right or left of hotbar.
  508. # type: float min: 0.001 max: 1
  509. # hud_hotbar_max_width = 1.0
  510. ### Chat
  511. # Maximum number of recent chat messages to show
  512. # type: int min: 2 max: 20
  513. # recent_chat_messages = 6
  514. # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
  515. # type: float min: 0.1 max: 1
  516. # console_height = 0.6
  517. # In-game chat console background color (R,G,B).
  518. # type: string
  519. # console_color = (0,0,0)
  520. # In-game chat console background alpha (opaqueness, between 0 and 255).
  521. # type: int min: 0 max: 255
  522. # console_alpha = 200
  523. # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
  524. # type: bool
  525. # clickable_chat_weblinks = true
  526. # Optional override for chat weblink color.
  527. # type: string
  528. # chat_weblink_color = #8888FF
  529. # Font size of the recent chat text and chat prompt in point (pt).
  530. # Value 0 will use the default font size.
  531. # type: int min: 0 max: 72
  532. # chat_font_size = 0
  533. ### Content Repository
  534. # The URL for the content repository
  535. # type: string
  536. # contentdb_url = https://content.luanti.org
  537. # If enabled and you have ContentDB packages installed, Luanti may contact ContentDB to
  538. # check for package updates when opening the mainmenu.
  539. # type: bool
  540. # contentdb_enable_updates_indicator = true
  541. # Comma-separated list of flags to hide in the content repository.
  542. # "nonfree" can be used to hide packages which do not qualify as 'free software',
  543. # as defined by the Free Software Foundation.
  544. # You can also specify content ratings.
  545. # These flags are independent from Luanti versions,
  546. # so see a full list at https://content.luanti.org/help/content_flags/
  547. # type: string
  548. # contentdb_flag_blacklist = nonfree, desktop_default
  549. # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
  550. # This should be lower than curl_parallel_limit.
  551. # type: int min: 1
  552. # contentdb_max_concurrent_downloads = 3
  553. #
  554. # Client and Server
  555. #
  556. ## Client
  557. # Save the map received by the client on disk.
  558. # type: bool
  559. # enable_local_map_saving = false
  560. # URL to the server list displayed in the Multiplayer Tab.
  561. # type: string
  562. # serverlist_url = https://servers.luanti.org
  563. # If enabled, server account registration is separate from login in the UI.
  564. # If disabled, connecting to a server will automatically register a new account.
  565. # type: bool
  566. # enable_split_login_register = true
  567. # URL to JSON file which provides information about the newest Luanti release.
  568. # If this is empty the engine will never check for updates.
  569. # type: string
  570. # update_information_url = https://www.luanti.org/release_info.json
  571. ## Server
  572. # Name of the player.
  573. # When running a server, a client connecting with this name is admin.
  574. # When starting from the main menu, this is overridden.
  575. # type: string
  576. # name =
  577. ### Serverlist and MOTD
  578. # Name of the server, to be displayed when players join and in the serverlist.
  579. # type: string
  580. # server_name = Luanti server
  581. # Description of server, to be displayed when players join and in the serverlist.
  582. # type: string
  583. # server_description = mine here
  584. # Domain name of server, to be displayed in the serverlist.
  585. # type: string
  586. # server_address = game.example.net
  587. # Homepage of server, to be displayed in the serverlist.
  588. # type: string
  589. # server_url = https://game.example.net
  590. # Automatically report to the serverlist.
  591. # type: bool
  592. # server_announce = false
  593. # Send names of online players to the serverlist. If disabled only the player count is revealed.
  594. # type: bool
  595. # server_announce_send_players = true
  596. # Announce to this serverlist.
  597. # type: string
  598. # serverlist_url = https://servers.luanti.org
  599. # Message of the day displayed to players connecting.
  600. # type: string
  601. # motd =
  602. # Maximum number of players that can be connected simultaneously.
  603. # type: int min: 0 max: 65535
  604. # max_users = 15
  605. # If this is set, players will always (re)spawn at the given position.
  606. # type: string
  607. # static_spawnpoint =
  608. ### Networking
  609. # Network port to listen (UDP).
  610. # This value will be overridden when starting from the main menu.
  611. # type: int min: 1 max: 65535
  612. # port = 30000
  613. # The network interface that the server listens on.
  614. # type: string
  615. # bind_address =
  616. # Enable to disallow old clients from connecting.
  617. # Older clients are compatible in the sense that they will not crash when connecting
  618. # to new servers, but they may not support all new features that you are expecting.
  619. # type: bool
  620. # strict_protocol_version_checking = false
  621. # Define the oldest clients allowed to connect.
  622. # Older clients are compatible in the sense that they will not crash when connecting
  623. # to new servers, but they may not support all new features that you are expecting.
  624. # This allows for more fine-grained control than strict_protocol_version_checking.
  625. # Luanti still enforces its own internal minimum, and enabling
  626. # strict_protocol_version_checking will effectively override this.
  627. # type: int min: 1 max: 65535
  628. # protocol_version_min = 1
  629. # Specifies URL from which client fetches media instead of using UDP.
  630. # $filename should be accessible from $remote_media$filename via cURL
  631. # (obviously, remote_media should end with a slash).
  632. # Files that are not present will be fetched the usual way.
  633. # type: string
  634. # remote_media =
  635. # Enable/disable running an IPv6 server.
  636. # Ignored if bind_address is set.
  637. # type: bool
  638. # ipv6_server = false
  639. ## Server Security
  640. # New users need to input this password.
  641. # type: string
  642. # default_password =
  643. # If enabled, players cannot join without a password or change theirs to an empty password.
  644. # type: bool
  645. # disallow_empty_password = false
  646. # The privileges that new users automatically get.
  647. # See /privs in game for a full list on your server and mod configuration.
  648. # type: string
  649. # default_privs = interact, shout
  650. # Privileges that players with basic_privs can grant
  651. # type: string
  652. # basic_privs = interact, shout
  653. # Server anticheat configuration.
  654. # Flags are positive. Uncheck the flag to disable corresponding anticheat module.
  655. # type: flags possible values: digging, interaction, movement
  656. # anticheat_flags = digging,interaction,movement
  657. # Tolerance of movement cheat detector.
  658. # Increase the value if players experience stuttery movement.
  659. # type: float min: 1
  660. # anticheat_movement_tolerance = 1.0
  661. # If enabled, actions are recorded for rollback.
  662. # This option is only read when server starts.
  663. # type: bool
  664. # enable_rollback_recording = false
  665. ### Client-side Modding
  666. # Restricts the access of certain client-side functions on servers.
  667. # Combine the byteflags below to restrict client-side features, or set to 0
  668. # for no restrictions:
  669. # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
  670. # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
  671. # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
  672. # READ_NODEDEFS: 8 (disable get_node_def call client-side)
  673. # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
  674. # csm_restriction_noderange)
  675. # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
  676. # type: int min: 0 max: 63
  677. # csm_restriction_flags = 62
  678. # If the CSM restriction for node range is enabled, get_node calls are limited
  679. # to this distance from the player to the node.
  680. # type: int min: 0 max: 4294967295
  681. # csm_restriction_noderange = 0
  682. ### Chat
  683. # Remove color codes from incoming chat messages
  684. # Use this to stop players from being able to use color in their messages
  685. # type: bool
  686. # strip_color_codes = false
  687. # Set the maximum length of a chat message (in characters) sent by clients.
  688. # type: int min: 10 max: 65535
  689. # chat_message_max_size = 500
  690. # Number of messages a player may send per 10 seconds.
  691. # type: float min: 1
  692. # chat_message_limit_per_10sec = 8.0
  693. # Kick players who sent more than X messages per 10 seconds.
  694. # type: int min: 1 max: 65535
  695. # chat_message_limit_trigger_kick = 50
  696. ## Server Gameplay
  697. # Controls length of day/night cycle.
  698. # Examples:
  699. # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
  700. # type: int min: 0
  701. # time_speed = 72
  702. # Time of day when a new world is started, in millihours (0-23999).
  703. # type: int min: 0 max: 23999
  704. # world_start_time = 6125
  705. # Time in seconds for item entity (dropped items) to live.
  706. # Setting it to -1 disables the feature.
  707. # type: int min: -1
  708. # item_entity_ttl = 900
  709. # Specifies the default stack size of nodes, items and tools.
  710. # Note that mods or games may explicitly set a stack for certain (or all) items.
  711. # type: int min: 1 max: 65535
  712. # default_stack_max = 99
  713. ### Physics
  714. # Horizontal and vertical acceleration on ground or when climbing,
  715. # in nodes per second per second.
  716. # type: float min: 0
  717. # movement_acceleration_default = 3.0
  718. # Horizontal acceleration in air when jumping or falling,
  719. # in nodes per second per second.
  720. # type: float min: 0
  721. # movement_acceleration_air = 2.0
  722. # Horizontal and vertical acceleration in fast mode,
  723. # in nodes per second per second.
  724. # type: float min: 0
  725. # movement_acceleration_fast = 10.0
  726. # Walking and flying speed, in nodes per second.
  727. # type: float min: 0
  728. # movement_speed_walk = 4.0
  729. # Sneaking speed, in nodes per second.
  730. # type: float min: 0
  731. # movement_speed_crouch = 1.35
  732. # Walking, flying and climbing speed in fast mode, in nodes per second.
  733. # type: float min: 0
  734. # movement_speed_fast = 20.0
  735. # Vertical climbing speed, in nodes per second.
  736. # type: float min: 0
  737. # movement_speed_climb = 3.0
  738. # Initial vertical speed when jumping, in nodes per second.
  739. # type: float min: 0
  740. # movement_speed_jump = 6.5
  741. # How much you are slowed down when moving inside a liquid.
  742. # Decrease this to increase liquid resistance to movement.
  743. # type: float min: 0.001
  744. # movement_liquid_fluidity = 1.0
  745. # Maximum liquid resistance. Controls deceleration when entering liquid at
  746. # high speed.
  747. # type: float
  748. # movement_liquid_fluidity_smooth = 0.5
  749. # Controls sinking speed in liquid when idling. Negative values will cause
  750. # you to rise instead.
  751. # type: float
  752. # movement_liquid_sink = 10.0
  753. # Acceleration of gravity, in nodes per second per second.
  754. # type: float
  755. # movement_gravity = 9.81
  756. #
  757. # Mapgen
  758. #
  759. # A chosen map seed for a new map, leave empty for random.
  760. # Will be overridden when creating a new world in the main menu.
  761. # type: string
  762. # fixed_map_seed =
  763. # Name of map generator to be used when creating a new world.
  764. # Creating a world in the main menu will override this.
  765. # Current mapgens in a highly unstable state:
  766. # - The optional floatlands of v7 (disabled by default).
  767. # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
  768. # mg_name = v7
  769. # Water surface level of the world.
  770. # type: int min: -31000 max: 31000
  771. # water_level = 1
  772. # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
  773. # type: int min: 1 max: 32767
  774. # max_block_generate_distance = 10
  775. # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
  776. # Only mapchunks completely within the mapgen limit are generated.
  777. # Value is stored per-world.
  778. # type: int min: 0 max: 31007
  779. # mapgen_limit = 31007
  780. # Global map generation attributes.
  781. # In Mapgen v6 the 'decorations' flag controls all decorations except trees
  782. # and jungle grass, in all other mapgens this flag controls all decorations.
  783. # type: flags possible values: caves, dungeons, light, decorations, biomes, ores
  784. # mg_flags = caves,dungeons,light,decorations,biomes,ores
  785. ## Biome API
  786. # Temperature variation for biomes.
  787. # type: noise_params_2d
  788. # mg_biome_np_heat = {
  789. # offset = 50,
  790. # scale = 50,
  791. # spread = (1000, 1000, 1000),
  792. # seed = 5349,
  793. # octaves = 3,
  794. # persistence = 0.5,
  795. # lacunarity = 2.0,
  796. # flags = eased
  797. # }
  798. # Small-scale temperature variation for blending biomes on borders.
  799. # type: noise_params_2d
  800. # mg_biome_np_heat_blend = {
  801. # offset = 0,
  802. # scale = 1.5,
  803. # spread = (8, 8, 8),
  804. # seed = 13,
  805. # octaves = 2,
  806. # persistence = 1.0,
  807. # lacunarity = 2.0,
  808. # flags = eased
  809. # }
  810. # Humidity variation for biomes.
  811. # type: noise_params_2d
  812. # mg_biome_np_humidity = {
  813. # offset = 50,
  814. # scale = 50,
  815. # spread = (1000, 1000, 1000),
  816. # seed = 842,
  817. # octaves = 3,
  818. # persistence = 0.5,
  819. # lacunarity = 2.0,
  820. # flags = eased
  821. # }
  822. # Small-scale humidity variation for blending biomes on borders.
  823. # type: noise_params_2d
  824. # mg_biome_np_humidity_blend = {
  825. # offset = 0,
  826. # scale = 1.5,
  827. # spread = (8, 8, 8),
  828. # seed = 90003,
  829. # octaves = 2,
  830. # persistence = 1.0,
  831. # lacunarity = 2.0,
  832. # flags = eased
  833. # }
  834. ## Mapgen V5
  835. # Map generation attributes specific to Mapgen v5.
  836. # type: flags possible values: caverns
  837. # mgv5_spflags = caverns
  838. # Controls width of tunnels, a smaller value creates wider tunnels.
  839. # Value >= 10.0 completely disables generation of tunnels and avoids the
  840. # intensive noise calculations.
  841. # type: float
  842. # mgv5_cave_width = 0.09
  843. # Y of upper limit of large caves.
  844. # type: int min: -31000 max: 31000
  845. # mgv5_large_cave_depth = -256
  846. # Minimum limit of random number of small caves per mapchunk.
  847. # type: int min: 0 max: 256
  848. # mgv5_small_cave_num_min = 0
  849. # Maximum limit of random number of small caves per mapchunk.
  850. # type: int min: 0 max: 256
  851. # mgv5_small_cave_num_max = 0
  852. # Minimum limit of random number of large caves per mapchunk.
  853. # type: int min: 0 max: 64
  854. # mgv5_large_cave_num_min = 0
  855. # Maximum limit of random number of large caves per mapchunk.
  856. # type: int min: 0 max: 64
  857. # mgv5_large_cave_num_max = 2
  858. # Proportion of large caves that contain liquid.
  859. # type: float min: 0 max: 1
  860. # mgv5_large_cave_flooded = 0.5
  861. # Y-level of cavern upper limit.
  862. # type: int min: -31000 max: 31000
  863. # mgv5_cavern_limit = -256
  864. # Y-distance over which caverns expand to full size.
  865. # type: int min: 0 max: 32767
  866. # mgv5_cavern_taper = 256
  867. # Defines full size of caverns, smaller values create larger caverns.
  868. # type: float
  869. # mgv5_cavern_threshold = 0.7
  870. # Lower Y limit of dungeons.
  871. # type: int min: -31000 max: 31000
  872. # mgv5_dungeon_ymin = -31000
  873. # Upper Y limit of dungeons.
  874. # type: int min: -31000 max: 31000
  875. # mgv5_dungeon_ymax = 31000
  876. ### Noises
  877. # Variation of biome filler depth.
  878. # type: noise_params_2d
  879. # mgv5_np_filler_depth = {
  880. # offset = 0,
  881. # scale = 1,
  882. # spread = (150, 150, 150),
  883. # seed = 261,
  884. # octaves = 4,
  885. # persistence = 0.7,
  886. # lacunarity = 2.0,
  887. # flags = eased
  888. # }
  889. # Variation of terrain vertical scale.
  890. # When noise is < -0.55 terrain is near-flat.
  891. # type: noise_params_2d
  892. # mgv5_np_factor = {
  893. # offset = 0,
  894. # scale = 1,
  895. # spread = (250, 250, 250),
  896. # seed = 920381,
  897. # octaves = 3,
  898. # persistence = 0.45,
  899. # lacunarity = 2.0,
  900. # flags = eased
  901. # }
  902. # Y-level of average terrain surface.
  903. # type: noise_params_2d
  904. # mgv5_np_height = {
  905. # offset = 0,
  906. # scale = 10,
  907. # spread = (250, 250, 250),
  908. # seed = 84174,
  909. # octaves = 4,
  910. # persistence = 0.5,
  911. # lacunarity = 2.0,
  912. # flags = eased
  913. # }
  914. # First of two 3D noises that together define tunnels.
  915. # type: noise_params_3d
  916. # mgv5_np_cave1 = {
  917. # offset = 0,
  918. # scale = 12,
  919. # spread = (61, 61, 61),
  920. # seed = 52534,
  921. # octaves = 3,
  922. # persistence = 0.5,
  923. # lacunarity = 2.0,
  924. # flags =
  925. # }
  926. # Second of two 3D noises that together define tunnels.
  927. # type: noise_params_3d
  928. # mgv5_np_cave2 = {
  929. # offset = 0,
  930. # scale = 12,
  931. # spread = (67, 67, 67),
  932. # seed = 10325,
  933. # octaves = 3,
  934. # persistence = 0.5,
  935. # lacunarity = 2.0,
  936. # flags =
  937. # }
  938. # 3D noise defining giant caverns.
  939. # type: noise_params_3d
  940. # mgv5_np_cavern = {
  941. # offset = 0,
  942. # scale = 1,
  943. # spread = (384, 128, 384),
  944. # seed = 723,
  945. # octaves = 5,
  946. # persistence = 0.63,
  947. # lacunarity = 2.0,
  948. # flags =
  949. # }
  950. # 3D noise defining terrain.
  951. # type: noise_params_3d
  952. # mgv5_np_ground = {
  953. # offset = 0,
  954. # scale = 40,
  955. # spread = (80, 80, 80),
  956. # seed = 983240,
  957. # octaves = 4,
  958. # persistence = 0.55,
  959. # lacunarity = 2.0,
  960. # flags = eased
  961. # }
  962. # 3D noise that determines number of dungeons per mapchunk.
  963. # type: noise_params_3d
  964. # mgv5_np_dungeons = {
  965. # offset = 0.9,
  966. # scale = 0.5,
  967. # spread = (500, 500, 500),
  968. # seed = 0,
  969. # octaves = 2,
  970. # persistence = 0.8,
  971. # lacunarity = 2.0,
  972. # flags =
  973. # }
  974. ## Mapgen V6
  975. # Map generation attributes specific to Mapgen v6.
  976. # The 'snowbiomes' flag enables the new 5 biome system.
  977. # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
  978. # the 'jungles' flag is ignored.
  979. # The 'temples' flag disables generation of desert temples. Normal dungeons will appear instead.
  980. # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, temples
  981. # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees,temples
  982. # Deserts occur when np_biome exceeds this value.
  983. # When the 'snowbiomes' flag is enabled, this is ignored.
  984. # type: float
  985. # mgv6_freq_desert = 0.45
  986. # Sandy beaches occur when np_beach exceeds this value.
  987. # type: float
  988. # mgv6_freq_beach = 0.15
  989. # Lower Y limit of dungeons.
  990. # type: int min: -31000 max: 31000
  991. # mgv6_dungeon_ymin = -31000
  992. # Upper Y limit of dungeons.
  993. # type: int min: -31000 max: 31000
  994. # mgv6_dungeon_ymax = 31000
  995. ### Noises
  996. # Y-level of lower terrain and seabed.
  997. # type: noise_params_2d
  998. # mgv6_np_terrain_base = {
  999. # offset = -4,
  1000. # scale = 20,
  1001. # spread = (250, 250, 250),
  1002. # seed = 82341,
  1003. # octaves = 5,
  1004. # persistence = 0.6,
  1005. # lacunarity = 2.0,
  1006. # flags = eased
  1007. # }
  1008. # Y-level of higher terrain that creates cliffs.
  1009. # type: noise_params_2d
  1010. # mgv6_np_terrain_higher = {
  1011. # offset = 20,
  1012. # scale = 16,
  1013. # spread = (500, 500, 500),
  1014. # seed = 85039,
  1015. # octaves = 5,
  1016. # persistence = 0.6,
  1017. # lacunarity = 2.0,
  1018. # flags = eased
  1019. # }
  1020. # Varies steepness of cliffs.
  1021. # type: noise_params_2d
  1022. # mgv6_np_steepness = {
  1023. # offset = 0.85,
  1024. # scale = 0.5,
  1025. # spread = (125, 125, 125),
  1026. # seed = -932,
  1027. # octaves = 5,
  1028. # persistence = 0.7,
  1029. # lacunarity = 2.0,
  1030. # flags = eased
  1031. # }
  1032. # Defines distribution of higher terrain.
  1033. # type: noise_params_2d
  1034. # mgv6_np_height_select = {
  1035. # offset = 0.5,
  1036. # scale = 1,
  1037. # spread = (250, 250, 250),
  1038. # seed = 4213,
  1039. # octaves = 5,
  1040. # persistence = 0.69,
  1041. # lacunarity = 2.0,
  1042. # flags = eased
  1043. # }
  1044. # Varies depth of biome surface nodes.
  1045. # type: noise_params_2d
  1046. # mgv6_np_mud = {
  1047. # offset = 4,
  1048. # scale = 2,
  1049. # spread = (200, 200, 200),
  1050. # seed = 91013,
  1051. # octaves = 3,
  1052. # persistence = 0.55,
  1053. # lacunarity = 2.0,
  1054. # flags = eased
  1055. # }
  1056. # Defines areas with sandy beaches.
  1057. # type: noise_params_2d
  1058. # mgv6_np_beach = {
  1059. # offset = 0,
  1060. # scale = 1,
  1061. # spread = (250, 250, 250),
  1062. # seed = 59420,
  1063. # octaves = 3,
  1064. # persistence = 0.50,
  1065. # lacunarity = 2.0,
  1066. # flags = eased
  1067. # }
  1068. # Temperature variation for biomes.
  1069. # type: noise_params_2d
  1070. # mgv6_np_biome = {
  1071. # offset = 0,
  1072. # scale = 1,
  1073. # spread = (500, 500, 500),
  1074. # seed = 9130,
  1075. # octaves = 3,
  1076. # persistence = 0.50,
  1077. # lacunarity = 2.0,
  1078. # flags = eased
  1079. # }
  1080. # Variation of number of caves.
  1081. # type: noise_params_2d
  1082. # mgv6_np_cave = {
  1083. # offset = 6,
  1084. # scale = 6,
  1085. # spread = (250, 250, 250),
  1086. # seed = 34329,
  1087. # octaves = 3,
  1088. # persistence = 0.50,
  1089. # lacunarity = 2.0,
  1090. # flags = eased
  1091. # }
  1092. # Humidity variation for biomes.
  1093. # type: noise_params_2d
  1094. # mgv6_np_humidity = {
  1095. # offset = 0.5,
  1096. # scale = 0.5,
  1097. # spread = (500, 500, 500),
  1098. # seed = 72384,
  1099. # octaves = 3,
  1100. # persistence = 0.50,
  1101. # lacunarity = 2.0,
  1102. # flags = eased
  1103. # }
  1104. # Defines tree areas and tree density.
  1105. # type: noise_params_2d
  1106. # mgv6_np_trees = {
  1107. # offset = 0,
  1108. # scale = 1,
  1109. # spread = (125, 125, 125),
  1110. # seed = 2,
  1111. # octaves = 4,
  1112. # persistence = 0.66,
  1113. # lacunarity = 2.0,
  1114. # flags = eased
  1115. # }
  1116. # Defines areas where trees have apples.
  1117. # type: noise_params_2d
  1118. # mgv6_np_apple_trees = {
  1119. # offset = 0,
  1120. # scale = 1,
  1121. # spread = (100, 100, 100),
  1122. # seed = 342902,
  1123. # octaves = 3,
  1124. # persistence = 0.45,
  1125. # lacunarity = 2.0,
  1126. # flags = eased
  1127. # }
  1128. ## Mapgen V7
  1129. # Map generation attributes specific to Mapgen v7.
  1130. # 'ridges': Rivers.
  1131. # 'floatlands': Floating land masses in the atmosphere.
  1132. # 'caverns': Giant caves deep underground.
  1133. # type: flags possible values: mountains, ridges, floatlands, caverns
  1134. # mgv7_spflags = mountains,ridges,nofloatlands,caverns
  1135. # Y of mountain density gradient zero level. Used to shift mountains vertically.
  1136. # type: int min: -31000 max: 31000
  1137. # mgv7_mount_zero_level = 0
  1138. # Lower Y limit of floatlands.
  1139. # type: int min: -31000 max: 31000
  1140. # mgv7_floatland_ymin = 1024
  1141. # Upper Y limit of floatlands.
  1142. # type: int min: -31000 max: 31000
  1143. # mgv7_floatland_ymax = 4096
  1144. # Y-distance over which floatlands taper from full density to nothing.
  1145. # Tapering starts at this distance from the Y limit.
  1146. # For a solid floatland layer, this controls the height of hills/mountains.
  1147. # Must be less than or equal to half the distance between the Y limits.
  1148. # type: int min: 0 max: 32767
  1149. # mgv7_floatland_taper = 256
  1150. # Exponent of the floatland tapering. Alters the tapering behavior.
  1151. # Value = 1.0 creates a uniform, linear tapering.
  1152. # Values > 1.0 create a smooth tapering suitable for the default separated
  1153. # floatlands.
  1154. # Values < 1.0 (for example 0.25) create a more defined surface level with
  1155. # flatter lowlands, suitable for a solid floatland layer.
  1156. # type: float
  1157. # mgv7_float_taper_exp = 2.0
  1158. # Adjusts the density of the floatland layer.
  1159. # Increase value to increase density. Can be positive or negative.
  1160. # Value = 0.0: 50% of volume is floatland.
  1161. # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
  1162. # to be sure) creates a solid floatland layer.
  1163. # type: float
  1164. # mgv7_floatland_density = -0.6
  1165. # Surface level of optional water placed on a solid floatland layer.
  1166. # Water is disabled by default and will only be placed if this value is set
  1167. # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
  1168. # upper tapering).
  1169. # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
  1170. # When enabling water placement, floatlands must be configured and tested
  1171. # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
  1172. # required value depending on 'mgv7_np_floatland'), to avoid
  1173. # server-intensive extreme water flow and to avoid vast flooding of the
  1174. # world surface below.
  1175. # type: int min: -31000 max: 31000
  1176. # mgv7_floatland_ywater = -31000
  1177. # Controls width of tunnels, a smaller value creates wider tunnels.
  1178. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1179. # intensive noise calculations.
  1180. # type: float
  1181. # mgv7_cave_width = 0.09
  1182. # Y of upper limit of large caves.
  1183. # type: int min: -31000 max: 31000
  1184. # mgv7_large_cave_depth = -33
  1185. # Minimum limit of random number of small caves per mapchunk.
  1186. # type: int min: 0 max: 256
  1187. # mgv7_small_cave_num_min = 0
  1188. # Maximum limit of random number of small caves per mapchunk.
  1189. # type: int min: 0 max: 256
  1190. # mgv7_small_cave_num_max = 0
  1191. # Minimum limit of random number of large caves per mapchunk.
  1192. # type: int min: 0 max: 64
  1193. # mgv7_large_cave_num_min = 0
  1194. # Maximum limit of random number of large caves per mapchunk.
  1195. # type: int min: 0 max: 64
  1196. # mgv7_large_cave_num_max = 2
  1197. # Proportion of large caves that contain liquid.
  1198. # type: float min: 0 max: 1
  1199. # mgv7_large_cave_flooded = 0.5
  1200. # Y-level of cavern upper limit.
  1201. # type: int min: -31000 max: 31000
  1202. # mgv7_cavern_limit = -256
  1203. # Y-distance over which caverns expand to full size.
  1204. # type: int min: 0 max: 32767
  1205. # mgv7_cavern_taper = 256
  1206. # Defines full size of caverns, smaller values create larger caverns.
  1207. # type: float
  1208. # mgv7_cavern_threshold = 0.7
  1209. # Lower Y limit of dungeons.
  1210. # type: int min: -31000 max: 31000
  1211. # mgv7_dungeon_ymin = -31000
  1212. # Upper Y limit of dungeons.
  1213. # type: int min: -31000 max: 31000
  1214. # mgv7_dungeon_ymax = 31000
  1215. ### Noises
  1216. # Y-level of higher terrain that creates cliffs.
  1217. # type: noise_params_2d
  1218. # mgv7_np_terrain_base = {
  1219. # offset = 4,
  1220. # scale = 70,
  1221. # spread = (600, 600, 600),
  1222. # seed = 82341,
  1223. # octaves = 5,
  1224. # persistence = 0.6,
  1225. # lacunarity = 2.0,
  1226. # flags = eased
  1227. # }
  1228. # Y-level of lower terrain and seabed.
  1229. # type: noise_params_2d
  1230. # mgv7_np_terrain_alt = {
  1231. # offset = 4,
  1232. # scale = 25,
  1233. # spread = (600, 600, 600),
  1234. # seed = 5934,
  1235. # octaves = 5,
  1236. # persistence = 0.6,
  1237. # lacunarity = 2.0,
  1238. # flags = eased
  1239. # }
  1240. # Varies roughness of terrain.
  1241. # Defines the 'persistence' value for terrain_base and terrain_alt noises.
  1242. # type: noise_params_2d
  1243. # mgv7_np_terrain_persist = {
  1244. # offset = 0.6,
  1245. # scale = 0.1,
  1246. # spread = (2000, 2000, 2000),
  1247. # seed = 539,
  1248. # octaves = 3,
  1249. # persistence = 0.6,
  1250. # lacunarity = 2.0,
  1251. # flags = eased
  1252. # }
  1253. # Defines distribution of higher terrain and steepness of cliffs.
  1254. # type: noise_params_2d
  1255. # mgv7_np_height_select = {
  1256. # offset = -8,
  1257. # scale = 16,
  1258. # spread = (500, 500, 500),
  1259. # seed = 4213,
  1260. # octaves = 6,
  1261. # persistence = 0.7,
  1262. # lacunarity = 2.0,
  1263. # flags = eased
  1264. # }
  1265. # Variation of biome filler depth.
  1266. # type: noise_params_2d
  1267. # mgv7_np_filler_depth = {
  1268. # offset = 0,
  1269. # scale = 1.2,
  1270. # spread = (150, 150, 150),
  1271. # seed = 261,
  1272. # octaves = 3,
  1273. # persistence = 0.7,
  1274. # lacunarity = 2.0,
  1275. # flags = eased
  1276. # }
  1277. # Variation of maximum mountain height (in nodes).
  1278. # type: noise_params_2d
  1279. # mgv7_np_mount_height = {
  1280. # offset = 256,
  1281. # scale = 112,
  1282. # spread = (1000, 1000, 1000),
  1283. # seed = 72449,
  1284. # octaves = 3,
  1285. # persistence = 0.6,
  1286. # lacunarity = 2.0,
  1287. # flags = eased
  1288. # }
  1289. # Defines large-scale river channel structure.
  1290. # type: noise_params_2d
  1291. # mgv7_np_ridge_uwater = {
  1292. # offset = 0,
  1293. # scale = 1,
  1294. # spread = (1000, 1000, 1000),
  1295. # seed = 85039,
  1296. # octaves = 5,
  1297. # persistence = 0.6,
  1298. # lacunarity = 2.0,
  1299. # flags = eased
  1300. # }
  1301. # 3D noise defining mountain structure and height.
  1302. # Also defines structure of floatland mountain terrain.
  1303. # type: noise_params_3d
  1304. # mgv7_np_mountain = {
  1305. # offset = -0.6,
  1306. # scale = 1,
  1307. # spread = (250, 350, 250),
  1308. # seed = 5333,
  1309. # octaves = 5,
  1310. # persistence = 0.63,
  1311. # lacunarity = 2.0,
  1312. # flags =
  1313. # }
  1314. # 3D noise defining structure of river canyon walls.
  1315. # type: noise_params_3d
  1316. # mgv7_np_ridge = {
  1317. # offset = 0,
  1318. # scale = 1,
  1319. # spread = (100, 100, 100),
  1320. # seed = 6467,
  1321. # octaves = 4,
  1322. # persistence = 0.75,
  1323. # lacunarity = 2.0,
  1324. # flags =
  1325. # }
  1326. # 3D noise defining structure of floatlands.
  1327. # If altered from the default, the noise 'scale' (0.7 by default) may need
  1328. # to be adjusted, as floatland tapering functions best when this noise has
  1329. # a value range of approximately -2.0 to 2.0.
  1330. # type: noise_params_3d
  1331. # mgv7_np_floatland = {
  1332. # offset = 0,
  1333. # scale = 0.7,
  1334. # spread = (384, 96, 384),
  1335. # seed = 1009,
  1336. # octaves = 4,
  1337. # persistence = 0.75,
  1338. # lacunarity = 1.618,
  1339. # flags =
  1340. # }
  1341. # 3D noise defining giant caverns.
  1342. # type: noise_params_3d
  1343. # mgv7_np_cavern = {
  1344. # offset = 0,
  1345. # scale = 1,
  1346. # spread = (384, 128, 384),
  1347. # seed = 723,
  1348. # octaves = 5,
  1349. # persistence = 0.63,
  1350. # lacunarity = 2.0,
  1351. # flags =
  1352. # }
  1353. # First of two 3D noises that together define tunnels.
  1354. # type: noise_params_3d
  1355. # mgv7_np_cave1 = {
  1356. # offset = 0,
  1357. # scale = 12,
  1358. # spread = (61, 61, 61),
  1359. # seed = 52534,
  1360. # octaves = 3,
  1361. # persistence = 0.5,
  1362. # lacunarity = 2.0,
  1363. # flags =
  1364. # }
  1365. # Second of two 3D noises that together define tunnels.
  1366. # type: noise_params_3d
  1367. # mgv7_np_cave2 = {
  1368. # offset = 0,
  1369. # scale = 12,
  1370. # spread = (67, 67, 67),
  1371. # seed = 10325,
  1372. # octaves = 3,
  1373. # persistence = 0.5,
  1374. # lacunarity = 2.0,
  1375. # flags =
  1376. # }
  1377. # 3D noise that determines number of dungeons per mapchunk.
  1378. # type: noise_params_3d
  1379. # mgv7_np_dungeons = {
  1380. # offset = 0.9,
  1381. # scale = 0.5,
  1382. # spread = (500, 500, 500),
  1383. # seed = 0,
  1384. # octaves = 2,
  1385. # persistence = 0.8,
  1386. # lacunarity = 2.0,
  1387. # flags =
  1388. # }
  1389. ## Mapgen Carpathian
  1390. # Map generation attributes specific to Mapgen Carpathian.
  1391. # type: flags possible values: caverns, rivers
  1392. # mgcarpathian_spflags = caverns,norivers
  1393. # Defines the base ground level.
  1394. # type: float
  1395. # mgcarpathian_base_level = 12.0
  1396. # Defines the width of the river channel.
  1397. # type: float
  1398. # mgcarpathian_river_width = 0.05
  1399. # Defines the depth of the river channel.
  1400. # type: float
  1401. # mgcarpathian_river_depth = 24.0
  1402. # Defines the width of the river valley.
  1403. # type: float
  1404. # mgcarpathian_valley_width = 0.25
  1405. # Controls width of tunnels, a smaller value creates wider tunnels.
  1406. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1407. # intensive noise calculations.
  1408. # type: float
  1409. # mgcarpathian_cave_width = 0.09
  1410. # Y of upper limit of large caves.
  1411. # type: int min: -31000 max: 31000
  1412. # mgcarpathian_large_cave_depth = -33
  1413. # Minimum limit of random number of small caves per mapchunk.
  1414. # type: int min: 0 max: 256
  1415. # mgcarpathian_small_cave_num_min = 0
  1416. # Maximum limit of random number of small caves per mapchunk.
  1417. # type: int min: 0 max: 256
  1418. # mgcarpathian_small_cave_num_max = 0
  1419. # Minimum limit of random number of large caves per mapchunk.
  1420. # type: int min: 0 max: 64
  1421. # mgcarpathian_large_cave_num_min = 0
  1422. # Maximum limit of random number of large caves per mapchunk.
  1423. # type: int min: 0 max: 64
  1424. # mgcarpathian_large_cave_num_max = 2
  1425. # Proportion of large caves that contain liquid.
  1426. # type: float min: 0 max: 1
  1427. # mgcarpathian_large_cave_flooded = 0.5
  1428. # Y-level of cavern upper limit.
  1429. # type: int min: -31000 max: 31000
  1430. # mgcarpathian_cavern_limit = -256
  1431. # Y-distance over which caverns expand to full size.
  1432. # type: int min: 0 max: 32767
  1433. # mgcarpathian_cavern_taper = 256
  1434. # Defines full size of caverns, smaller values create larger caverns.
  1435. # type: float
  1436. # mgcarpathian_cavern_threshold = 0.7
  1437. # Lower Y limit of dungeons.
  1438. # type: int min: -31000 max: 31000
  1439. # mgcarpathian_dungeon_ymin = -31000
  1440. # Upper Y limit of dungeons.
  1441. # type: int min: -31000 max: 31000
  1442. # mgcarpathian_dungeon_ymax = 31000
  1443. ### Noises
  1444. # Variation of biome filler depth.
  1445. # type: noise_params_2d
  1446. # mgcarpathian_np_filler_depth = {
  1447. # offset = 0,
  1448. # scale = 1,
  1449. # spread = (128, 128, 128),
  1450. # seed = 261,
  1451. # octaves = 3,
  1452. # persistence = 0.7,
  1453. # lacunarity = 2.0,
  1454. # flags = eased
  1455. # }
  1456. # First of 4 2D noises that together define hill/mountain range height.
  1457. # type: noise_params_2d
  1458. # mgcarpathian_np_height1 = {
  1459. # offset = 0,
  1460. # scale = 5,
  1461. # spread = (251, 251, 251),
  1462. # seed = 9613,
  1463. # octaves = 5,
  1464. # persistence = 0.5,
  1465. # lacunarity = 2.0,
  1466. # flags = eased
  1467. # }
  1468. # Second of 4 2D noises that together define hill/mountain range height.
  1469. # type: noise_params_2d
  1470. # mgcarpathian_np_height2 = {
  1471. # offset = 0,
  1472. # scale = 5,
  1473. # spread = (383, 383, 383),
  1474. # seed = 1949,
  1475. # octaves = 5,
  1476. # persistence = 0.5,
  1477. # lacunarity = 2.0,
  1478. # flags = eased
  1479. # }
  1480. # Third of 4 2D noises that together define hill/mountain range height.
  1481. # type: noise_params_2d
  1482. # mgcarpathian_np_height3 = {
  1483. # offset = 0,
  1484. # scale = 5,
  1485. # spread = (509, 509, 509),
  1486. # seed = 3211,
  1487. # octaves = 5,
  1488. # persistence = 0.5,
  1489. # lacunarity = 2.0,
  1490. # flags = eased
  1491. # }
  1492. # Fourth of 4 2D noises that together define hill/mountain range height.
  1493. # type: noise_params_2d
  1494. # mgcarpathian_np_height4 = {
  1495. # offset = 0,
  1496. # scale = 5,
  1497. # spread = (631, 631, 631),
  1498. # seed = 1583,
  1499. # octaves = 5,
  1500. # persistence = 0.5,
  1501. # lacunarity = 2.0,
  1502. # flags = eased
  1503. # }
  1504. # 2D noise that controls the size/occurrence of rolling hills.
  1505. # type: noise_params_2d
  1506. # mgcarpathian_np_hills_terrain = {
  1507. # offset = 1,
  1508. # scale = 1,
  1509. # spread = (1301, 1301, 1301),
  1510. # seed = 1692,
  1511. # octaves = 3,
  1512. # persistence = 0.5,
  1513. # lacunarity = 2.0,
  1514. # flags = eased
  1515. # }
  1516. # 2D noise that controls the size/occurrence of ridged mountain ranges.
  1517. # type: noise_params_2d
  1518. # mgcarpathian_np_ridge_terrain = {
  1519. # offset = 1,
  1520. # scale = 1,
  1521. # spread = (1889, 1889, 1889),
  1522. # seed = 3568,
  1523. # octaves = 3,
  1524. # persistence = 0.5,
  1525. # lacunarity = 2.0,
  1526. # flags = eased
  1527. # }
  1528. # 2D noise that controls the size/occurrence of step mountain ranges.
  1529. # type: noise_params_2d
  1530. # mgcarpathian_np_step_terrain = {
  1531. # offset = 1,
  1532. # scale = 1,
  1533. # spread = (1889, 1889, 1889),
  1534. # seed = 4157,
  1535. # octaves = 3,
  1536. # persistence = 0.5,
  1537. # lacunarity = 2.0,
  1538. # flags = eased
  1539. # }
  1540. # 2D noise that controls the shape/size of rolling hills.
  1541. # type: noise_params_2d
  1542. # mgcarpathian_np_hills = {
  1543. # offset = 0,
  1544. # scale = 3,
  1545. # spread = (257, 257, 257),
  1546. # seed = 6604,
  1547. # octaves = 6,
  1548. # persistence = 0.5,
  1549. # lacunarity = 2.0,
  1550. # flags = eased
  1551. # }
  1552. # 2D noise that controls the shape/size of ridged mountains.
  1553. # type: noise_params_2d
  1554. # mgcarpathian_np_ridge_mnt = {
  1555. # offset = 0,
  1556. # scale = 12,
  1557. # spread = (743, 743, 743),
  1558. # seed = 5520,
  1559. # octaves = 6,
  1560. # persistence = 0.7,
  1561. # lacunarity = 2.0,
  1562. # flags = eased
  1563. # }
  1564. # 2D noise that controls the shape/size of step mountains.
  1565. # type: noise_params_2d
  1566. # mgcarpathian_np_step_mnt = {
  1567. # offset = 0,
  1568. # scale = 8,
  1569. # spread = (509, 509, 509),
  1570. # seed = 2590,
  1571. # octaves = 6,
  1572. # persistence = 0.6,
  1573. # lacunarity = 2.0,
  1574. # flags = eased
  1575. # }
  1576. # 2D noise that locates the river valleys and channels.
  1577. # type: noise_params_2d
  1578. # mgcarpathian_np_rivers = {
  1579. # offset = 0,
  1580. # scale = 1,
  1581. # spread = (1000, 1000, 1000),
  1582. # seed = 85039,
  1583. # octaves = 5,
  1584. # persistence = 0.6,
  1585. # lacunarity = 2.0,
  1586. # flags = eased
  1587. # }
  1588. # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
  1589. # type: noise_params_3d
  1590. # mgcarpathian_np_mnt_var = {
  1591. # offset = 0,
  1592. # scale = 1,
  1593. # spread = (499, 499, 499),
  1594. # seed = 2490,
  1595. # octaves = 5,
  1596. # persistence = 0.55,
  1597. # lacunarity = 2.0,
  1598. # flags =
  1599. # }
  1600. # First of two 3D noises that together define tunnels.
  1601. # type: noise_params_3d
  1602. # mgcarpathian_np_cave1 = {
  1603. # offset = 0,
  1604. # scale = 12,
  1605. # spread = (61, 61, 61),
  1606. # seed = 52534,
  1607. # octaves = 3,
  1608. # persistence = 0.5,
  1609. # lacunarity = 2.0,
  1610. # flags =
  1611. # }
  1612. # Second of two 3D noises that together define tunnels.
  1613. # type: noise_params_3d
  1614. # mgcarpathian_np_cave2 = {
  1615. # offset = 0,
  1616. # scale = 12,
  1617. # spread = (67, 67, 67),
  1618. # seed = 10325,
  1619. # octaves = 3,
  1620. # persistence = 0.5,
  1621. # lacunarity = 2.0,
  1622. # flags =
  1623. # }
  1624. # 3D noise defining giant caverns.
  1625. # type: noise_params_3d
  1626. # mgcarpathian_np_cavern = {
  1627. # offset = 0,
  1628. # scale = 1,
  1629. # spread = (384, 128, 384),
  1630. # seed = 723,
  1631. # octaves = 5,
  1632. # persistence = 0.63,
  1633. # lacunarity = 2.0,
  1634. # flags =
  1635. # }
  1636. # 3D noise that determines number of dungeons per mapchunk.
  1637. # type: noise_params_3d
  1638. # mgcarpathian_np_dungeons = {
  1639. # offset = 0.9,
  1640. # scale = 0.5,
  1641. # spread = (500, 500, 500),
  1642. # seed = 0,
  1643. # octaves = 2,
  1644. # persistence = 0.8,
  1645. # lacunarity = 2.0,
  1646. # flags =
  1647. # }
  1648. ## Mapgen Flat
  1649. # Map generation attributes specific to Mapgen Flat.
  1650. # Occasional lakes and hills can be added to the flat world.
  1651. # type: flags possible values: lakes, hills, caverns
  1652. # mgflat_spflags = nolakes,nohills,nocaverns
  1653. # Y of flat ground.
  1654. # type: int min: -31000 max: 31000
  1655. # mgflat_ground_level = 8
  1656. # Y of upper limit of large caves.
  1657. # type: int min: -31000 max: 31000
  1658. # mgflat_large_cave_depth = -33
  1659. # Minimum limit of random number of small caves per mapchunk.
  1660. # type: int min: 0 max: 256
  1661. # mgflat_small_cave_num_min = 0
  1662. # Maximum limit of random number of small caves per mapchunk.
  1663. # type: int min: 0 max: 256
  1664. # mgflat_small_cave_num_max = 0
  1665. # Minimum limit of random number of large caves per mapchunk.
  1666. # type: int min: 0 max: 64
  1667. # mgflat_large_cave_num_min = 0
  1668. # Maximum limit of random number of large caves per mapchunk.
  1669. # type: int min: 0 max: 64
  1670. # mgflat_large_cave_num_max = 2
  1671. # Proportion of large caves that contain liquid.
  1672. # type: float min: 0 max: 1
  1673. # mgflat_large_cave_flooded = 0.5
  1674. # Controls width of tunnels, a smaller value creates wider tunnels.
  1675. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1676. # intensive noise calculations.
  1677. # type: float
  1678. # mgflat_cave_width = 0.09
  1679. # Terrain noise threshold for lakes.
  1680. # Controls proportion of world area covered by lakes.
  1681. # Adjust towards 0.0 for a larger proportion.
  1682. # type: float
  1683. # mgflat_lake_threshold = -0.45
  1684. # Controls steepness/depth of lake depressions.
  1685. # type: float
  1686. # mgflat_lake_steepness = 48.0
  1687. # Terrain noise threshold for hills.
  1688. # Controls proportion of world area covered by hills.
  1689. # Adjust towards 0.0 for a larger proportion.
  1690. # type: float
  1691. # mgflat_hill_threshold = 0.45
  1692. # Controls steepness/height of hills.
  1693. # type: float
  1694. # mgflat_hill_steepness = 64.0
  1695. # Y-level of cavern upper limit.
  1696. # type: int min: -31000 max: 31000
  1697. # mgflat_cavern_limit = -256
  1698. # Y-distance over which caverns expand to full size.
  1699. # type: int min: 0 max: 32767
  1700. # mgflat_cavern_taper = 256
  1701. # Defines full size of caverns, smaller values create larger caverns.
  1702. # type: float
  1703. # mgflat_cavern_threshold = 0.7
  1704. # Lower Y limit of dungeons.
  1705. # type: int min: -31000 max: 31000
  1706. # mgflat_dungeon_ymin = -31000
  1707. # Upper Y limit of dungeons.
  1708. # type: int min: -31000 max: 31000
  1709. # mgflat_dungeon_ymax = 31000
  1710. ### Noises
  1711. # Defines location and terrain of optional hills and lakes.
  1712. # type: noise_params_2d
  1713. # mgflat_np_terrain = {
  1714. # offset = 0,
  1715. # scale = 1,
  1716. # spread = (600, 600, 600),
  1717. # seed = 7244,
  1718. # octaves = 5,
  1719. # persistence = 0.6,
  1720. # lacunarity = 2.0,
  1721. # flags = eased
  1722. # }
  1723. # Variation of biome filler depth.
  1724. # type: noise_params_2d
  1725. # mgflat_np_filler_depth = {
  1726. # offset = 0,
  1727. # scale = 1.2,
  1728. # spread = (150, 150, 150),
  1729. # seed = 261,
  1730. # octaves = 3,
  1731. # persistence = 0.7,
  1732. # lacunarity = 2.0,
  1733. # flags = eased
  1734. # }
  1735. # First of two 3D noises that together define tunnels.
  1736. # type: noise_params_3d
  1737. # mgflat_np_cave1 = {
  1738. # offset = 0,
  1739. # scale = 12,
  1740. # spread = (61, 61, 61),
  1741. # seed = 52534,
  1742. # octaves = 3,
  1743. # persistence = 0.5,
  1744. # lacunarity = 2.0,
  1745. # flags =
  1746. # }
  1747. # Second of two 3D noises that together define tunnels.
  1748. # type: noise_params_3d
  1749. # mgflat_np_cave2 = {
  1750. # offset = 0,
  1751. # scale = 12,
  1752. # spread = (67, 67, 67),
  1753. # seed = 10325,
  1754. # octaves = 3,
  1755. # persistence = 0.5,
  1756. # lacunarity = 2.0,
  1757. # flags =
  1758. # }
  1759. # 3D noise defining giant caverns.
  1760. # type: noise_params_3d
  1761. # mgflat_np_cavern = {
  1762. # offset = 0,
  1763. # scale = 1,
  1764. # spread = (384, 128, 384),
  1765. # seed = 723,
  1766. # octaves = 5,
  1767. # persistence = 0.63,
  1768. # lacunarity = 2.0,
  1769. # flags =
  1770. # }
  1771. # 3D noise that determines number of dungeons per mapchunk.
  1772. # type: noise_params_3d
  1773. # mgflat_np_dungeons = {
  1774. # offset = 0.9,
  1775. # scale = 0.5,
  1776. # spread = (500, 500, 500),
  1777. # seed = 0,
  1778. # octaves = 2,
  1779. # persistence = 0.8,
  1780. # lacunarity = 2.0,
  1781. # flags =
  1782. # }
  1783. ## Mapgen Fractal
  1784. # Map generation attributes specific to Mapgen Fractal.
  1785. # 'terrain' enables the generation of non-fractal terrain:
  1786. # ocean, islands and underground.
  1787. # type: flags possible values: terrain
  1788. # mgfractal_spflags = terrain
  1789. # Controls width of tunnels, a smaller value creates wider tunnels.
  1790. # Value >= 10.0 completely disables generation of tunnels and avoids the
  1791. # intensive noise calculations.
  1792. # type: float
  1793. # mgfractal_cave_width = 0.09
  1794. # Y of upper limit of large caves.
  1795. # type: int min: -31000 max: 31000
  1796. # mgfractal_large_cave_depth = -33
  1797. # Minimum limit of random number of small caves per mapchunk.
  1798. # type: int min: 0 max: 256
  1799. # mgfractal_small_cave_num_min = 0
  1800. # Maximum limit of random number of small caves per mapchunk.
  1801. # type: int min: 0 max: 256
  1802. # mgfractal_small_cave_num_max = 0
  1803. # Minimum limit of random number of large caves per mapchunk.
  1804. # type: int min: 0 max: 64
  1805. # mgfractal_large_cave_num_min = 0
  1806. # Maximum limit of random number of large caves per mapchunk.
  1807. # type: int min: 0 max: 64
  1808. # mgfractal_large_cave_num_max = 2
  1809. # Proportion of large caves that contain liquid.
  1810. # type: float min: 0 max: 1
  1811. # mgfractal_large_cave_flooded = 0.5
  1812. # Lower Y limit of dungeons.
  1813. # type: int min: -31000 max: 31000
  1814. # mgfractal_dungeon_ymin = -31000
  1815. # Upper Y limit of dungeons.
  1816. # type: int min: -31000 max: 31000
  1817. # mgfractal_dungeon_ymax = 31000
  1818. # Selects one of 18 fractal types.
  1819. # 1 = 4D "Roundy" Mandelbrot set.
  1820. # 2 = 4D "Roundy" Julia set.
  1821. # 3 = 4D "Squarry" Mandelbrot set.
  1822. # 4 = 4D "Squarry" Julia set.
  1823. # 5 = 4D "Mandy Cousin" Mandelbrot set.
  1824. # 6 = 4D "Mandy Cousin" Julia set.
  1825. # 7 = 4D "Variation" Mandelbrot set.
  1826. # 8 = 4D "Variation" Julia set.
  1827. # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
  1828. # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
  1829. # 11 = 3D "Christmas Tree" Mandelbrot set.
  1830. # 12 = 3D "Christmas Tree" Julia set.
  1831. # 13 = 3D "Mandelbulb" Mandelbrot set.
  1832. # 14 = 3D "Mandelbulb" Julia set.
  1833. # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
  1834. # 16 = 3D "Cosine Mandelbulb" Julia set.
  1835. # 17 = 4D "Mandelbulb" Mandelbrot set.
  1836. # 18 = 4D "Mandelbulb" Julia set.
  1837. # type: int min: 1 max: 18
  1838. # mgfractal_fractal = 1
  1839. # Iterations of the recursive function.
  1840. # Increasing this increases the amount of fine detail, but also
  1841. # increases processing load.
  1842. # At iterations = 20 this mapgen has a similar load to mapgen V7.
  1843. # type: int min: 1 max: 65535
  1844. # mgfractal_iterations = 11
  1845. # (X,Y,Z) scale of fractal in nodes.
  1846. # Actual fractal size will be 2 to 3 times larger.
  1847. # These numbers can be made very large, the fractal does
  1848. # not have to fit inside the world.
  1849. # Increase these to 'zoom' into the detail of the fractal.
  1850. # Default is for a vertically-squashed shape suitable for
  1851. # an island, set all 3 numbers equal for the raw shape.
  1852. # type: v3f
  1853. # mgfractal_scale = (4096.0, 1024.0, 4096.0)
  1854. # (X,Y,Z) offset of fractal from world center in units of 'scale'.
  1855. # Can be used to move a desired point to (0, 0) to create a
  1856. # suitable spawn point, or to allow 'zooming in' on a desired
  1857. # point by increasing 'scale'.
  1858. # The default is tuned for a suitable spawn point for Mandelbrot
  1859. # sets with default parameters, it may need altering in other
  1860. # situations.
  1861. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
  1862. # type: v3f
  1863. # mgfractal_offset = (1.79, 0.0, 0.0)
  1864. # W coordinate of the generated 3D slice of a 4D fractal.
  1865. # Determines which 3D slice of the 4D shape is generated.
  1866. # Alters the shape of the fractal.
  1867. # Has no effect on 3D fractals.
  1868. # Range roughly -2 to 2.
  1869. # type: float
  1870. # mgfractal_slice_w = 0.0
  1871. # Julia set only.
  1872. # X component of hypercomplex constant.
  1873. # Alters the shape of the fractal.
  1874. # Range roughly -2 to 2.
  1875. # type: float
  1876. # mgfractal_julia_x = 0.33
  1877. # Julia set only.
  1878. # Y component of hypercomplex constant.
  1879. # Alters the shape of the fractal.
  1880. # Range roughly -2 to 2.
  1881. # type: float
  1882. # mgfractal_julia_y = 0.33
  1883. # Julia set only.
  1884. # Z component of hypercomplex constant.
  1885. # Alters the shape of the fractal.
  1886. # Range roughly -2 to 2.
  1887. # type: float
  1888. # mgfractal_julia_z = 0.33
  1889. # Julia set only.
  1890. # W component of hypercomplex constant.
  1891. # Alters the shape of the fractal.
  1892. # Has no effect on 3D fractals.
  1893. # Range roughly -2 to 2.
  1894. # type: float
  1895. # mgfractal_julia_w = 0.33
  1896. ### Noises
  1897. # Y-level of seabed.
  1898. # type: noise_params_2d
  1899. # mgfractal_np_seabed = {
  1900. # offset = -14,
  1901. # scale = 9,
  1902. # spread = (600, 600, 600),
  1903. # seed = 41900,
  1904. # octaves = 5,
  1905. # persistence = 0.6,
  1906. # lacunarity = 2.0,
  1907. # flags = eased
  1908. # }
  1909. # Variation of biome filler depth.
  1910. # type: noise_params_2d
  1911. # mgfractal_np_filler_depth = {
  1912. # offset = 0,
  1913. # scale = 1.2,
  1914. # spread = (150, 150, 150),
  1915. # seed = 261,
  1916. # octaves = 3,
  1917. # persistence = 0.7,
  1918. # lacunarity = 2.0,
  1919. # flags = eased
  1920. # }
  1921. # First of two 3D noises that together define tunnels.
  1922. # type: noise_params_3d
  1923. # mgfractal_np_cave1 = {
  1924. # offset = 0,
  1925. # scale = 12,
  1926. # spread = (61, 61, 61),
  1927. # seed = 52534,
  1928. # octaves = 3,
  1929. # persistence = 0.5,
  1930. # lacunarity = 2.0,
  1931. # flags =
  1932. # }
  1933. # Second of two 3D noises that together define tunnels.
  1934. # type: noise_params_3d
  1935. # mgfractal_np_cave2 = {
  1936. # offset = 0,
  1937. # scale = 12,
  1938. # spread = (67, 67, 67),
  1939. # seed = 10325,
  1940. # octaves = 3,
  1941. # persistence = 0.5,
  1942. # lacunarity = 2.0,
  1943. # flags =
  1944. # }
  1945. # 3D noise that determines number of dungeons per mapchunk.
  1946. # type: noise_params_3d
  1947. # mgfractal_np_dungeons = {
  1948. # offset = 0.9,
  1949. # scale = 0.5,
  1950. # spread = (500, 500, 500),
  1951. # seed = 0,
  1952. # octaves = 2,
  1953. # persistence = 0.8,
  1954. # lacunarity = 2.0,
  1955. # flags =
  1956. # }
  1957. ## Mapgen Valleys
  1958. # Map generation attributes specific to Mapgen Valleys.
  1959. # 'altitude_chill': Reduces heat with altitude.
  1960. # 'humid_rivers': Increases humidity around rivers.
  1961. # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
  1962. # to become shallower and occasionally dry.
  1963. # 'altitude_dry': Reduces humidity with altitude.
  1964. # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry
  1965. # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
  1966. # The vertical distance over which heat drops by 20 if 'altitude_chill' is
  1967. # enabled. Also, the vertical distance over which humidity drops by 10 if
  1968. # 'altitude_dry' is enabled.
  1969. # type: int min: 0 max: 65535
  1970. # mgvalleys_altitude_chill = 90
  1971. # Depth below which you'll find large caves.
  1972. # type: int min: -31000 max: 31000
  1973. # mgvalleys_large_cave_depth = -33
  1974. # Minimum limit of random number of small caves per mapchunk.
  1975. # type: int min: 0 max: 256
  1976. # mgvalleys_small_cave_num_min = 0
  1977. # Maximum limit of random number of small caves per mapchunk.
  1978. # type: int min: 0 max: 256
  1979. # mgvalleys_small_cave_num_max = 0
  1980. # Minimum limit of random number of large caves per mapchunk.
  1981. # type: int min: 0 max: 64
  1982. # mgvalleys_large_cave_num_min = 0
  1983. # Maximum limit of random number of large caves per mapchunk.
  1984. # type: int min: 0 max: 64
  1985. # mgvalleys_large_cave_num_max = 2
  1986. # Proportion of large caves that contain liquid.
  1987. # type: float min: 0 max: 1
  1988. # mgvalleys_large_cave_flooded = 0.5
  1989. # Depth below which you'll find giant caverns.
  1990. # type: int min: -31000 max: 31000
  1991. # mgvalleys_cavern_limit = -256
  1992. # Y-distance over which caverns expand to full size.
  1993. # type: int min: 0 max: 32767
  1994. # mgvalleys_cavern_taper = 192
  1995. # Defines full size of caverns, smaller values create larger caverns.
  1996. # type: float
  1997. # mgvalleys_cavern_threshold = 0.6
  1998. # How deep to make rivers.
  1999. # type: int min: 0 max: 65535
  2000. # mgvalleys_river_depth = 4
  2001. # How wide to make rivers.
  2002. # type: int min: 0 max: 65535
  2003. # mgvalleys_river_size = 5
  2004. # Controls width of tunnels, a smaller value creates wider tunnels.
  2005. # Value >= 10.0 completely disables generation of tunnels and avoids the
  2006. # intensive noise calculations.
  2007. # type: float
  2008. # mgvalleys_cave_width = 0.09
  2009. # Lower Y limit of dungeons.
  2010. # type: int min: -31000 max: 31000
  2011. # mgvalleys_dungeon_ymin = -31000
  2012. # Upper Y limit of dungeons.
  2013. # type: int min: -31000 max: 31000
  2014. # mgvalleys_dungeon_ymax = 63
  2015. ### Noises
  2016. # First of two 3D noises that together define tunnels.
  2017. # type: noise_params_3d
  2018. # mgvalleys_np_cave1 = {
  2019. # offset = 0,
  2020. # scale = 12,
  2021. # spread = (61, 61, 61),
  2022. # seed = 52534,
  2023. # octaves = 3,
  2024. # persistence = 0.5,
  2025. # lacunarity = 2.0,
  2026. # flags =
  2027. # }
  2028. # Second of two 3D noises that together define tunnels.
  2029. # type: noise_params_3d
  2030. # mgvalleys_np_cave2 = {
  2031. # offset = 0,
  2032. # scale = 12,
  2033. # spread = (67, 67, 67),
  2034. # seed = 10325,
  2035. # octaves = 3,
  2036. # persistence = 0.5,
  2037. # lacunarity = 2.0,
  2038. # flags =
  2039. # }
  2040. # Variation of biome filler depth.
  2041. # type: noise_params_2d
  2042. # mgvalleys_np_filler_depth = {
  2043. # offset = 0,
  2044. # scale = 1.2,
  2045. # spread = (256, 256, 256),
  2046. # seed = 1605,
  2047. # octaves = 3,
  2048. # persistence = 0.5,
  2049. # lacunarity = 2.0,
  2050. # flags = eased
  2051. # }
  2052. # 3D noise defining giant caverns.
  2053. # type: noise_params_3d
  2054. # mgvalleys_np_cavern = {
  2055. # offset = 0,
  2056. # scale = 1,
  2057. # spread = (768, 256, 768),
  2058. # seed = 59033,
  2059. # octaves = 6,
  2060. # persistence = 0.63,
  2061. # lacunarity = 2.0,
  2062. # flags =
  2063. # }
  2064. # Defines large-scale river channel structure.
  2065. # type: noise_params_2d
  2066. # mgvalleys_np_rivers = {
  2067. # offset = 0,
  2068. # scale = 1,
  2069. # spread = (256, 256, 256),
  2070. # seed = -6050,
  2071. # octaves = 5,
  2072. # persistence = 0.6,
  2073. # lacunarity = 2.0,
  2074. # flags = eased
  2075. # }
  2076. # Base terrain height.
  2077. # type: noise_params_2d
  2078. # mgvalleys_np_terrain_height = {
  2079. # offset = -10,
  2080. # scale = 50,
  2081. # spread = (1024, 1024, 1024),
  2082. # seed = 5202,
  2083. # octaves = 6,
  2084. # persistence = 0.4,
  2085. # lacunarity = 2.0,
  2086. # flags = eased
  2087. # }
  2088. # Raises terrain to make valleys around the rivers.
  2089. # type: noise_params_2d
  2090. # mgvalleys_np_valley_depth = {
  2091. # offset = 5,
  2092. # scale = 4,
  2093. # spread = (512, 512, 512),
  2094. # seed = -1914,
  2095. # octaves = 1,
  2096. # persistence = 1.0,
  2097. # lacunarity = 2.0,
  2098. # flags = eased
  2099. # }
  2100. # Slope and fill work together to modify the heights.
  2101. # type: noise_params_3d
  2102. # mgvalleys_np_inter_valley_fill = {
  2103. # offset = 0,
  2104. # scale = 1,
  2105. # spread = (256, 512, 256),
  2106. # seed = 1993,
  2107. # octaves = 6,
  2108. # persistence = 0.8,
  2109. # lacunarity = 2.0,
  2110. # flags =
  2111. # }
  2112. # Amplifies the valleys.
  2113. # type: noise_params_2d
  2114. # mgvalleys_np_valley_profile = {
  2115. # offset = 0.6,
  2116. # scale = 0.5,
  2117. # spread = (512, 512, 512),
  2118. # seed = 777,
  2119. # octaves = 1,
  2120. # persistence = 1.0,
  2121. # lacunarity = 2.0,
  2122. # flags = eased
  2123. # }
  2124. # Slope and fill work together to modify the heights.
  2125. # type: noise_params_2d
  2126. # mgvalleys_np_inter_valley_slope = {
  2127. # offset = 0.5,
  2128. # scale = 0.5,
  2129. # spread = (128, 128, 128),
  2130. # seed = 746,
  2131. # octaves = 1,
  2132. # persistence = 1.0,
  2133. # lacunarity = 2.0,
  2134. # flags = eased
  2135. # }
  2136. # 3D noise that determines number of dungeons per mapchunk.
  2137. # type: noise_params_3d
  2138. # mgvalleys_np_dungeons = {
  2139. # offset = 0.9,
  2140. # scale = 0.5,
  2141. # spread = (500, 500, 500),
  2142. # seed = 0,
  2143. # octaves = 2,
  2144. # persistence = 0.8,
  2145. # lacunarity = 2.0,
  2146. # flags =
  2147. # }
  2148. #
  2149. # Advanced
  2150. #
  2151. ## Developer Options
  2152. # Enable Lua modding support on client.
  2153. # This support is experimental and API can change.
  2154. # type: bool
  2155. # enable_client_modding = false
  2156. # Replaces the default main menu with a custom one.
  2157. # type: string
  2158. # main_menu_script =
  2159. ### Mod Security
  2160. # Prevent mods from doing insecure things like running shell commands.
  2161. # type: bool
  2162. # secure.enable_security = true
  2163. # Comma-separated list of trusted mods that are allowed to access insecure
  2164. # functions even when mod security is on (via request_insecure_environment()).
  2165. # type: string
  2166. # secure.trusted_mods =
  2167. # Comma-separated list of mods that are allowed to access HTTP APIs, which
  2168. # allow them to upload and download data to/from the internet.
  2169. # type: string
  2170. # secure.http_mods =
  2171. ### Debugging
  2172. # Level of logging to be written to debug.txt:
  2173. # - <nothing> (no logging)
  2174. # - none (messages with no level)
  2175. # - error
  2176. # - warning
  2177. # - action
  2178. # - info
  2179. # - verbose
  2180. # - trace
  2181. # type: enum values: , none, error, warning, action, info, verbose, trace
  2182. # debug_log_level = action
  2183. # If the file size of debug.txt exceeds the number of megabytes specified in
  2184. # this setting when it is opened, the file is moved to debug.txt.1,
  2185. # deleting an older debug.txt.1 if it exists.
  2186. # debug.txt is only moved if this setting is positive.
  2187. # type: int min: 1
  2188. # debug_log_size_max = 50
  2189. # Minimal level of logging to be written to chat.
  2190. # type: enum values: , none, error, warning, action, info, verbose, trace
  2191. # chat_log_level = error
  2192. # Handling for deprecated Lua API calls:
  2193. # - none: Do not log deprecated calls
  2194. # - log: mimic and log backtrace of deprecated call (default).
  2195. # - error: abort on usage of deprecated call (suggested for mod developers).
  2196. # type: enum values: none, log, error
  2197. # deprecated_lua_api_handling = log
  2198. # Enable random user input (only used for testing).
  2199. # type: bool
  2200. # random_input = false
  2201. # Enable random mod loading (mainly used for testing).
  2202. # type: bool
  2203. # random_mod_load_order = false
  2204. # Enable mod channels support.
  2205. # type: bool
  2206. # enable_mod_channels = false
  2207. ### Mod Profiler
  2208. # Load the game profiler to collect game profiling data.
  2209. # Provides a /profiler command to access the compiled profile.
  2210. # Useful for mod developers and server operators.
  2211. # type: bool
  2212. # profiler.load = false
  2213. # The default format in which profiles are being saved,
  2214. # when calling `/profiler save [format]` without format.
  2215. # type: enum values: txt, csv, lua, json, json_pretty
  2216. # profiler.default_report_format = txt
  2217. # The file path relative to your world path in which profiles will be saved to.
  2218. # type: string
  2219. # profiler.report_path =
  2220. # Instrument the methods of entities on registration.
  2221. # type: bool
  2222. # instrument.entity = true
  2223. # Instrument the action function of Active Block Modifiers on registration.
  2224. # type: bool
  2225. # instrument.abm = true
  2226. # Instrument the action function of Loading Block Modifiers on registration.
  2227. # type: bool
  2228. # instrument.lbm = true
  2229. # Instrument chat commands on registration.
  2230. # type: bool
  2231. # instrument.chatcommand = true
  2232. # Instrument global callback functions on registration.
  2233. # (anything you pass to a core.register_*() function)
  2234. # type: bool
  2235. # instrument.global_callback = true
  2236. # Instrument builtin.
  2237. # This is usually only needed by core/builtin contributors
  2238. # type: bool
  2239. # instrument.builtin = false
  2240. # Have the profiler instrument itself:
  2241. # * Instrument an empty function.
  2242. # This estimates the overhead, that instrumentation is adding (+1 function call).
  2243. # * Instrument the sampler being used to update the statistics.
  2244. # type: bool
  2245. # instrument.profiler = false
  2246. ### Engine Profiler
  2247. # Print the engine's profiling data in regular intervals (in seconds).
  2248. # 0 = disable. Useful for developers.
  2249. # type: int min: 0
  2250. # profiler_print_interval = 0
  2251. ## Advanced
  2252. # Enable IPv6 support (for both client and server).
  2253. # Required for IPv6 connections to work at all.
  2254. # type: bool
  2255. # enable_ipv6 = true
  2256. # If enabled, invalid world data won't cause the server to shut down.
  2257. # Only enable this if you know what you are doing.
  2258. # type: bool
  2259. # ignore_world_load_errors = false
  2260. ### Graphics
  2261. # Enables debug and error-checking in the OpenGL driver.
  2262. # type: bool
  2263. # opengl_debug = false
  2264. # Path to shader directory. If no path is defined, default location will be used.
  2265. # type: path
  2266. # shader_path =
  2267. # The rendering back-end.
  2268. # Note: A restart is required after changing this!
  2269. # OpenGL is the default for desktop, and OGLES2 for Android.
  2270. # type: enum values: , opengl, opengl3, ogles2
  2271. # video_driver =
  2272. # Distance in nodes at which transparency depth sorting is enabled.
  2273. # Use this to limit the performance impact of transparency depth sorting.
  2274. # Set to 0 to disable it entirely.
  2275. # type: int min: 0 max: 128
  2276. # transparency_sorting_distance = 16
  2277. # Draw transparency sorted triangles grouped by their mesh buffers.
  2278. # This breaks transparency sorting between mesh buffers, but avoids situations
  2279. # where transparency sorting would be very slow otherwise.
  2280. # type: bool
  2281. # transparency_sorting_group_by_buffers = true
  2282. # Radius of cloud area stated in number of 64 node cloud squares.
  2283. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
  2284. # type: int min: 8 max: 62
  2285. # cloud_radius = 12
  2286. # Delay between mesh updates on the client in ms. Increasing this will slow
  2287. # down the rate of mesh updates, thus reducing jitter on slower clients.
  2288. # type: int min: 0 max: 50
  2289. # mesh_generation_interval = 0
  2290. # Number of threads to use for mesh generation.
  2291. # Value of 0 (default) will let Luanti autodetect the number of available threads.
  2292. # type: int min: 0 max: 8
  2293. # mesh_generation_threads = 0
  2294. # All mesh buffers with less than this number of vertices will be merged
  2295. # during map rendering. This improves rendering performance.
  2296. # type: int min: 0 max: 1000
  2297. # mesh_buffer_min_vertices = 300
  2298. # True = 256
  2299. # False = 128
  2300. # Usable to make minimap smoother on slower machines.
  2301. # type: bool
  2302. # minimap_double_scan_height = true
  2303. # Textures on a node may be aligned either to the node or to the world.
  2304. # The former mode suits better things like machines, furniture, etc., while
  2305. # the latter makes stairs and microblocks fit surroundings better.
  2306. # However, as this possibility is new, thus may not be used by older servers,
  2307. # this option allows enforcing it for certain node types. Note though that
  2308. # that is considered EXPERIMENTAL and may not work properly.
  2309. # type: enum values: disable, enable, force_solid, force_nodebox
  2310. # world_aligned_mode = enable
  2311. # World-aligned textures may be scaled to span several nodes. However,
  2312. # the server may not send the scale you want, especially if you use
  2313. # a specially-designed texture pack; with this option, the client tries
  2314. # to determine the scale automatically basing on the texture size.
  2315. # See also texture_min_size.
  2316. # Warning: This option is EXPERIMENTAL!
  2317. # type: enum values: disable, enable, force
  2318. # autoscale_mode = disable
  2319. # When using bilinear/trilinear filtering, low-resolution textures
  2320. # can be blurred, so this option automatically upscales them to preserve
  2321. # crisp pixels. This defines the minimum texture size for the upscaled textures;
  2322. # higher values look sharper, but require more memory.
  2323. # This setting is ONLY applied if any of the mentioned filters are enabled.
  2324. # This is also used as the base node texture size for world-aligned
  2325. # texture autoscaling.
  2326. # type: int min: 1 max: 32768
  2327. # texture_min_size = 64
  2328. # Side length of a cube of map blocks that the client will consider together
  2329. # when generating meshes.
  2330. # Larger values increase the utilization of the GPU by reducing the number of
  2331. # draw calls, benefiting especially high-end GPUs.
  2332. # Systems with a low-end GPU (or no GPU) would benefit from smaller values.
  2333. # type: int min: 1 max: 16
  2334. # client_mesh_chunk = 1
  2335. # Decide the color depth of the texture used for the post-processing pipeline.
  2336. # Reducing this can improve performance, but some effects (e.g. debanding)
  2337. # require more than 8 bits to work.
  2338. # type: enum values: 8, 10, 16
  2339. # post_processing_texture_bits = 16
  2340. # Enable Poisson disk filtering.
  2341. # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
  2342. # type: bool
  2343. # shadow_poisson_filter = true
  2344. # Spread a complete update of the shadow map over a given number of frames.
  2345. # Higher values might make shadows laggy, lower values
  2346. # will consume more resources.
  2347. # type: int min: 1 max: 32
  2348. # shadow_update_frames = 16
  2349. # Set to true to render debugging breakdown of the bloom effect.
  2350. # In debug mode, the screen is split into 4 quadrants:
  2351. # top-left - processed base image, top-right - final image
  2352. # bottom-left - raw base image, bottom-right - bloom texture.
  2353. # type: bool
  2354. # enable_bloom_debug = false
  2355. ### Sound
  2356. # Comma-separated list of AL and ALC extensions that should not be used.
  2357. # Useful for testing. See al_extensions.[h,cpp] for details.
  2358. # type: string
  2359. # sound_extensions_blacklist =
  2360. ### Font
  2361. # type: bool
  2362. # font_bold = false
  2363. # type: bool
  2364. # font_italic = false
  2365. # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
  2366. # type: int min: 0 max: 65535
  2367. # font_shadow = 1
  2368. # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
  2369. # type: int min: 0 max: 255
  2370. # font_shadow_alpha = 127
  2371. # Font size of the default font where 1 unit = 1 pixel at 96 DPI
  2372. # type: int min: 5 max: 72
  2373. # font_size = 16
  2374. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  2375. # with this font will always be divisible by this value, in pixels. For instance,
  2376. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  2377. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  2378. # type: int min: 1
  2379. # font_size_divisible_by = 1
  2380. # Path to the default font. Must be a TrueType font.
  2381. # The fallback font will be used if the font cannot be loaded.
  2382. # type: filepath
  2383. # font_path = fonts/Arimo-Regular.ttf
  2384. # type: filepath
  2385. # font_path_bold = fonts/Arimo-Bold.ttf
  2386. # type: filepath
  2387. # font_path_italic = fonts/Arimo-Italic.ttf
  2388. # type: filepath
  2389. # font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
  2390. # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
  2391. # type: int min: 5 max: 72
  2392. # mono_font_size = 16
  2393. # For pixel-style fonts that do not scale well, this ensures that font sizes used
  2394. # with this font will always be divisible by this value, in pixels. For instance,
  2395. # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
  2396. # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
  2397. # type: int min: 1
  2398. # mono_font_size_divisible_by = 1
  2399. # Path to the monospace font. Must be a TrueType font.
  2400. # This font is used for e.g. the console and profiler screen.
  2401. # type: filepath
  2402. # mono_font_path = fonts/Cousine-Regular.ttf
  2403. # type: filepath
  2404. # mono_font_path_bold = fonts/Cousine-Bold.ttf
  2405. # type: filepath
  2406. # mono_font_path_italic = fonts/Cousine-Italic.ttf
  2407. # type: filepath
  2408. # mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
  2409. # Path of the fallback font. Must be a TrueType font.
  2410. # This font will be used for certain languages or if the default font is unavailable.
  2411. # type: filepath
  2412. # fallback_font_path = fonts/DroidSansFallbackFull.ttf
  2413. ### Lighting
  2414. # Gradient of light curve at minimum light level.
  2415. # Controls the contrast of the lowest light levels.
  2416. # type: float min: 0 max: 3
  2417. # lighting_alpha = 0.0
  2418. # Gradient of light curve at maximum light level.
  2419. # Controls the contrast of the highest light levels.
  2420. # type: float min: 0 max: 3
  2421. # lighting_beta = 1.5
  2422. # Strength of light curve boost.
  2423. # The 3 'boost' parameters define a range of the light
  2424. # curve that is boosted in brightness.
  2425. # type: float min: 0 max: 0.4
  2426. # lighting_boost = 0.2
  2427. # Center of light curve boost range.
  2428. # Where 0.0 is minimum light level, 1.0 is maximum light level.
  2429. # type: float min: 0 max: 1
  2430. # lighting_boost_center = 0.5
  2431. # Spread of light curve boost range.
  2432. # Controls the width of the range to be boosted.
  2433. # Standard deviation of the light curve boost Gaussian.
  2434. # type: float min: 0 max: 0.4
  2435. # lighting_boost_spread = 0.2
  2436. ### Networking
  2437. # Prometheus listener address.
  2438. # If Luanti is compiled with ENABLE_PROMETHEUS option enabled,
  2439. # enable metrics listener for Prometheus on that address.
  2440. # Metrics can be fetched on http://127.0.0.1:30000/metrics
  2441. # type: string
  2442. # prometheus_listener_address = 127.0.0.1:30000
  2443. # Maximum size of the outgoing chat queue.
  2444. # 0 to disable queueing and -1 to make the queue size unlimited.
  2445. # type: int min: -1 max: 32767
  2446. # max_out_chat_queue_size = 20
  2447. # Timeout for client to remove unused map data from memory, in seconds.
  2448. # type: float min: 0
  2449. # client_unload_unused_data_timeout = 600.0
  2450. # Maximum number of mapblocks for client to be kept in memory.
  2451. # Set to -1 for unlimited amount.
  2452. # type: int min: -1 max: 2147483647
  2453. # client_mapblock_limit = 7500
  2454. # Maximum number of blocks that are simultaneously sent per client.
  2455. # The maximum total count is calculated dynamically:
  2456. # max_total = ceil((#clients + max_users) * per_client / 4)
  2457. # type: int min: 1 max: 4294967295
  2458. # max_simultaneous_block_sends_per_client = 40
  2459. # To reduce lag, block transfers are slowed down when a player is building something.
  2460. # This determines how long they are slowed down after placing or removing a node.
  2461. # type: float min: 0
  2462. # full_block_send_enable_min_time_from_building = 2.0
  2463. # Maximum number of packets sent per send step in the low-level networking code.
  2464. # You generally don't need to change this, however busy servers may benefit from a higher number.
  2465. # type: int min: 1 max: 65535
  2466. # max_packets_per_iteration = 1024
  2467. # Compression level to use when sending mapblocks to the client.
  2468. # -1 - use default compression level
  2469. # 0 - least compression, fastest
  2470. # 9 - best compression, slowest
  2471. # type: int min: -1 max: 9
  2472. # map_compression_level_net = -1
  2473. ### Server
  2474. # Format of player chat messages. The following strings are valid placeholders:
  2475. # @name, @message, @timestamp (optional)
  2476. # type: string
  2477. # chat_message_format = <@name> @message
  2478. # If the execution of a chat command takes longer than this specified time in
  2479. # seconds, add the time information to the chat command message
  2480. # type: float min: 0
  2481. # chatcommand_msg_time_threshold = 0.1
  2482. # A message to be displayed to all clients when the server shuts down.
  2483. # type: string
  2484. # kick_msg_shutdown = Server shutting down.
  2485. # A message to be displayed to all clients when the server crashes.
  2486. # type: string
  2487. # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
  2488. # Whether to ask clients to reconnect after a (Lua) crash.
  2489. # Set this to true if your server is set up to restart automatically.
  2490. # type: bool
  2491. # ask_reconnect_on_crash = false
  2492. ### Server/Env Performance
  2493. # Length of a server tick (the interval at which everything is generally updated),
  2494. # stated in seconds.
  2495. # Does not apply to sessions hosted from the client menu.
  2496. # This is a lower bound, i.e. server steps may not be shorter than this, but
  2497. # they are often longer.
  2498. # type: float min: 0 max: 1
  2499. # dedicated_server_step = 0.09
  2500. # Whether players are shown to clients without any range limit.
  2501. # Deprecated, use the setting player_transfer_distance instead.
  2502. # type: bool
  2503. # unlimited_player_transfer_distance = true
  2504. # Defines the maximal player transfer distance in blocks (0 = unlimited).
  2505. # type: int min: 0 max: 65535
  2506. # player_transfer_distance = 0
  2507. # From how far clients know about objects, stated in mapblocks (16 nodes).
  2508. #
  2509. # Setting this larger than active_block_range will also cause the server
  2510. # to maintain active objects up to this distance in the direction the
  2511. # player is looking. (This can avoid mobs suddenly disappearing from view)
  2512. # type: int min: 1 max: 65535
  2513. # active_object_send_range_blocks = 8
  2514. # The radius of the volume of blocks around every player that is subject to the
  2515. # active block stuff, stated in mapblocks (16 nodes).
  2516. # In active blocks objects are loaded and ABMs run.
  2517. # This is also the minimum range in which active objects (mobs) are maintained.
  2518. # This should be configured together with active_object_send_range_blocks.
  2519. # type: int min: 1 max: 65535
  2520. # active_block_range = 4
  2521. # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
  2522. # type: int min: 1 max: 65535
  2523. # max_block_send_distance = 12
  2524. # Default maximum number of forceloaded mapblocks.
  2525. # Set this to -1 to disable the limit.
  2526. # type: int min: -1
  2527. # max_forceloaded_blocks = 16
  2528. # Interval of saving important changes in the world, stated in seconds.
  2529. # type: float min: 0.001
  2530. # server_map_save_interval = 5.3
  2531. # How long the server will wait before unloading unused mapblocks, stated in seconds.
  2532. # Higher value is smoother, but will use more RAM.
  2533. # type: int min: 0 max: 4294967295
  2534. # server_unload_unused_data_timeout = 29
  2535. # Maximum number of statically stored objects in a block.
  2536. # type: int min: 256 max: 65535
  2537. # max_objects_per_block = 256
  2538. # Length of time between active block management cycles, stated in seconds.
  2539. # type: float min: 0
  2540. # active_block_mgmt_interval = 2.0
  2541. # Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
  2542. # type: float min: 0
  2543. # abm_interval = 1.0
  2544. # The time budget allowed for ABMs to execute on each step
  2545. # (as a fraction of the ABM Interval)
  2546. # type: float min: 0.1 max: 0.9
  2547. # abm_time_budget = 0.2
  2548. # Length of time between NodeTimer execution cycles, stated in seconds.
  2549. # type: float min: 0
  2550. # nodetimer_interval = 0.2
  2551. # Max liquids processed per step.
  2552. # type: int min: 1 max: 4294967295
  2553. # liquid_loop_max = 100000
  2554. # The time (in seconds) that the liquids queue may grow beyond processing
  2555. # capacity until an attempt is made to decrease its size by dumping old queue
  2556. # items. A value of 0 disables the functionality.
  2557. # type: int min: 0 max: 65535
  2558. # liquid_queue_purge_time = 0
  2559. # Liquid update interval in seconds.
  2560. # type: float min: 0.001
  2561. # liquid_update = 1.0
  2562. # At this distance the server will aggressively optimize which blocks are sent to
  2563. # clients.
  2564. # Small values potentially improve performance a lot, at the expense of visible
  2565. # rendering glitches (some blocks might not be rendered correctly in caves).
  2566. # Setting this to a value greater than max_block_send_distance disables this
  2567. # optimization.
  2568. # Stated in MapBlocks (16 nodes).
  2569. # type: int min: 2 max: 2047
  2570. # block_send_optimize_distance = 4
  2571. # If enabled, the server will perform map block occlusion culling based on
  2572. # on the eye position of the player. This can reduce the number of blocks
  2573. # sent to the client by 50-80%. Clients will no longer receive most
  2574. # invisible blocks, so that the utility of noclip mode is reduced.
  2575. # type: bool
  2576. # server_side_occlusion_culling = true
  2577. # At this distance the server will perform a simpler and cheaper occlusion check.
  2578. # Smaller values potentially improve performance, at the expense of temporarily visible
  2579. # rendering glitches (missing blocks).
  2580. # This is especially useful for very large viewing range (upwards of 500).
  2581. # Stated in MapBlocks (16 nodes).
  2582. # type: int min: 2 max: 2047
  2583. # block_cull_optimize_distance = 25
  2584. ### Mapgen
  2585. # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
  2586. # WARNING: There is no benefit, and there are several dangers, in
  2587. # increasing this value above 5.
  2588. # Reducing this value increases cave and dungeon density.
  2589. # Altering this value is for special usage, leaving it unchanged is
  2590. # recommended.
  2591. # type: int min: 1 max: 10
  2592. # chunksize = 5
  2593. # Dump the mapgen debug information.
  2594. # type: bool
  2595. # enable_mapgen_debug_info = false
  2596. # Maximum number of blocks that can be queued for loading.
  2597. # type: int min: 1 max: 1000000
  2598. # emergequeue_limit_total = 1024
  2599. # Maximum number of blocks to be queued that are to be loaded from file.
  2600. # This limit is enforced per player.
  2601. # type: int min: 1 max: 1000000
  2602. # emergequeue_limit_diskonly = 128
  2603. # Maximum number of blocks to be queued that are to be generated.
  2604. # This limit is enforced per player.
  2605. # type: int min: 1 max: 1000000
  2606. # emergequeue_limit_generate = 128
  2607. # Number of emerge threads to use.
  2608. # Value 0:
  2609. # - Automatic selection. The number of emerge threads will be
  2610. # - 'number of processors - 2', with a lower limit of 1.
  2611. # Any other value:
  2612. # - Specifies the number of emerge threads, with a lower limit of 1.
  2613. # WARNING: Increasing the number of emerge threads increases engine mapgen
  2614. # speed, but this may harm game performance by interfering with other
  2615. # processes, especially in singleplayer and/or when running Lua code in
  2616. # 'on_generated'. For many users the optimum setting may be '1'.
  2617. # type: int min: 0 max: 32767
  2618. # num_emerge_threads = 1
  2619. ### cURL
  2620. # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
  2621. # type: int min: 1000 max: 2147483647
  2622. # curl_timeout = 20000
  2623. # Limits number of parallel HTTP requests. Affects:
  2624. # - Media fetch if server uses remote_media setting.
  2625. # - Serverlist download and server announcement.
  2626. # - Downloads performed by main menu (e.g. mod manager).
  2627. # Only has an effect if compiled with cURL.
  2628. # type: int min: 1 max: 2147483647
  2629. # curl_parallel_limit = 8
  2630. # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
  2631. # type: int min: 5000 max: 2147483647
  2632. # curl_file_download_timeout = 300000
  2633. ### Miscellaneous
  2634. # Adjust the detected display density, used for scaling UI elements.
  2635. # type: float min: 0.5 max: 5
  2636. # display_density_factor = 1
  2637. # Windows systems only: Start Luanti with the command line window in the background.
  2638. # Contains the same information as the file debug.txt (default name).
  2639. # type: bool
  2640. # enable_console = false
  2641. # Number of extra blocks that can be loaded by /clearobjects at once.
  2642. # This is a trade-off between SQLite transaction overhead and
  2643. # memory consumption (4096=100MB, as a rule of thumb).
  2644. # type: int min: 0 max: 4294967295
  2645. # max_clearobjects_extra_loaded_blocks = 4096
  2646. # World directory (everything in the world is stored here).
  2647. # Not needed if starting from the main menu.
  2648. # type: path
  2649. # map-dir =
  2650. # See https://www.sqlite.org/pragma.html#pragma_synchronous
  2651. # type: enum values: 0, 1, 2
  2652. # sqlite_synchronous = 2
  2653. # Compression level to use when saving mapblocks to disk.
  2654. # -1 - use default compression level
  2655. # 0 - least compression, fastest
  2656. # 9 - best compression, slowest
  2657. # type: int min: -1 max: 9
  2658. # map_compression_level_disk = -1
  2659. # Enable usage of remote media server (if provided by server).
  2660. # Remote servers offer a significantly faster way to download media (e.g. textures)
  2661. # when connecting to the server.
  2662. # type: bool
  2663. # enable_remote_media_server = true
  2664. # File in client/serverlist/ that contains your favorite servers displayed in the
  2665. # Multiplayer Tab.
  2666. # type: string
  2667. # serverlist_file = favoriteservers.json
  2668. ## Gamepads
  2669. # Enable joysticks. Requires a restart to take effect
  2670. # type: bool
  2671. # enable_joysticks = false
  2672. # The identifier of the joystick to use
  2673. # type: int min: 0 max: 255
  2674. # joystick_id = 0
  2675. # The type of joystick
  2676. # type: enum values: auto, generic, xbox, dragonrise_gamecube
  2677. # joystick_type = auto
  2678. # The time in seconds it takes between repeated events
  2679. # when holding down a joystick button combination.
  2680. # type: float min: 0.001
  2681. # repeat_joystick_button_time = 0.17
  2682. # The dead zone of the joystick
  2683. # type: int min: 0 max: 65535
  2684. # joystick_deadzone = 2048
  2685. # The sensitivity of the joystick axes for moving the
  2686. # in-game view frustum around.
  2687. # type: float min: 0.001
  2688. # joystick_frustum_sensitivity = 170.0
  2689. ## Hide: Temporary Settings
  2690. # Path to texture directory. All textures are first searched from here.
  2691. # type: path
  2692. # texture_path =
  2693. # Enables minimap.
  2694. # type: bool
  2695. # enable_minimap = true
  2696. # Shape of the minimap. Enabled = round, disabled = square.
  2697. # type: bool
  2698. # minimap_shape_round = true
  2699. # Address to connect to.
  2700. # Leave this blank to start a local server.
  2701. # Note that the address field in the main menu overrides this setting.
  2702. # type: string
  2703. # address =
  2704. # Port to connect to (UDP).
  2705. # Note that the port field in the main menu overrides this setting.
  2706. # type: int min: 1 max: 65535
  2707. # remote_port = 30000
  2708. # Enable players getting damage and dying.
  2709. # type: bool
  2710. # enable_damage = false
  2711. # Enable creative mode for all players
  2712. # type: bool
  2713. # creative_mode = false
  2714. # Whether to allow players to damage and kill each other.
  2715. # type: bool
  2716. # enable_pvp = true
  2717. # Player is able to fly without being affected by gravity.
  2718. # This requires the "fly" privilege on the server.
  2719. # type: bool
  2720. # free_move = false
  2721. # If enabled, makes move directions relative to the player's pitch when flying or swimming.
  2722. # type: bool
  2723. # pitch_move = false
  2724. # Fast movement (via the "Aux1" key).
  2725. # This requires the "fast" privilege on the server.
  2726. # type: bool
  2727. # fast_move = false
  2728. # If enabled together with fly mode, player is able to fly through solid nodes.
  2729. # This requires the "noclip" privilege on the server.
  2730. # type: bool
  2731. # noclip = false
  2732. # Continuous forward movement, toggled by autoforward key.
  2733. # Press the autoforward key again or the backwards movement to disable.
  2734. # type: bool
  2735. # continuous_forward = false
  2736. # This can be bound to a key to toggle camera smoothing when looking around.
  2737. # Useful for recording videos
  2738. # type: bool
  2739. # cinematic = false
  2740. # Affects mods and texture packs in the Content and Select Mods menus, as well as
  2741. # setting names.
  2742. # Controlled by a checkbox in the settings menu.
  2743. # type: bool
  2744. # show_technical_names = false
  2745. # Controlled by a checkbox in the settings menu.
  2746. # type: bool
  2747. # show_advanced = false
  2748. # Key for moving the player forward.
  2749. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2750. # type: key
  2751. # keymap_forward = KEY_KEY_W
  2752. # Key for moving the player backward.
  2753. # Will also disable autoforward, when active.
  2754. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2755. # type: key
  2756. # keymap_backward = KEY_KEY_S
  2757. # Key for moving the player left.
  2758. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2759. # type: key
  2760. # keymap_left = KEY_KEY_A
  2761. # Key for moving the player right.
  2762. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2763. # type: key
  2764. # keymap_right = KEY_KEY_D
  2765. # Key for jumping.
  2766. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2767. # type: key
  2768. # keymap_jump = KEY_SPACE
  2769. # Key for sneaking.
  2770. # Also used for climbing down and descending in water if aux1_descends is disabled.
  2771. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2772. # type: key
  2773. # keymap_sneak = KEY_LSHIFT
  2774. # Key for digging, punching or using something.
  2775. # (Note: The actual meaning might vary on a per-game basis.)
  2776. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2777. # type: key
  2778. # keymap_dig = KEY_LBUTTON
  2779. # Key for placing an item/block or for using something.
  2780. # (Note: The actual meaning might vary on a per-game basis.)
  2781. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2782. # type: key
  2783. # keymap_place = KEY_RBUTTON
  2784. # Key for opening the inventory.
  2785. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2786. # type: key
  2787. # keymap_inventory = KEY_KEY_I
  2788. # Key for moving fast in fast mode.
  2789. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2790. # type: key
  2791. # keymap_aux1 = KEY_KEY_E
  2792. # Key for opening the chat window.
  2793. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2794. # type: key
  2795. # keymap_chat = KEY_KEY_T
  2796. # Key for opening the chat window to type commands.
  2797. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2798. # type: key
  2799. # keymap_cmd = /
  2800. # Key for opening the chat window to type local commands.
  2801. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2802. # type: key
  2803. # keymap_cmd_local = .
  2804. # Key for toggling unlimited view range.
  2805. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2806. # type: key
  2807. # keymap_rangeselect =
  2808. # Key for toggling flying.
  2809. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2810. # type: key
  2811. # keymap_freemove = KEY_KEY_K
  2812. # Key for toggling pitch move mode.
  2813. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2814. # type: key
  2815. # keymap_pitchmove =
  2816. # Key for toggling fast mode.
  2817. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2818. # type: key
  2819. # keymap_fastmove = KEY_KEY_J
  2820. # Key for toggling noclip mode.
  2821. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2822. # type: key
  2823. # keymap_noclip = KEY_KEY_H
  2824. # Key for selecting the next item in the hotbar.
  2825. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2826. # type: key
  2827. # keymap_hotbar_next = KEY_KEY_N
  2828. # Key for selecting the previous item in the hotbar.
  2829. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2830. # type: key
  2831. # keymap_hotbar_previous = KEY_KEY_B
  2832. # Key for muting the game.
  2833. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2834. # type: key
  2835. # keymap_mute = KEY_KEY_M
  2836. # Key for increasing the volume.
  2837. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2838. # type: key
  2839. # keymap_increase_volume =
  2840. # Key for decreasing the volume.
  2841. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2842. # type: key
  2843. # keymap_decrease_volume =
  2844. # Key for toggling autoforward.
  2845. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2846. # type: key
  2847. # keymap_autoforward =
  2848. # Key for toggling cinematic mode.
  2849. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2850. # type: key
  2851. # keymap_cinematic =
  2852. # Key for toggling display of minimap.
  2853. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2854. # type: key
  2855. # keymap_minimap = KEY_KEY_V
  2856. # Key for taking screenshots.
  2857. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2858. # type: key
  2859. # keymap_screenshot = KEY_F12
  2860. # Key for toggling fullscreen mode.
  2861. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2862. # type: key
  2863. # keymap_fullscreen = KEY_F11
  2864. # Key for dropping the currently selected item.
  2865. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2866. # type: key
  2867. # keymap_drop = KEY_KEY_Q
  2868. # Key to use view zoom when possible.
  2869. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2870. # type: key
  2871. # keymap_zoom = KEY_KEY_Z
  2872. # Key for selecting the first hotbar slot.
  2873. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2874. # type: key
  2875. # keymap_slot1 = KEY_KEY_1
  2876. # Key for selecting the second hotbar slot.
  2877. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2878. # type: key
  2879. # keymap_slot2 = KEY_KEY_2
  2880. # Key for selecting the third hotbar slot.
  2881. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2882. # type: key
  2883. # keymap_slot3 = KEY_KEY_3
  2884. # Key for selecting the fourth hotbar slot.
  2885. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2886. # type: key
  2887. # keymap_slot4 = KEY_KEY_4
  2888. # Key for selecting the fifth hotbar slot.
  2889. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2890. # type: key
  2891. # keymap_slot5 = KEY_KEY_5
  2892. # Key for selecting the sixth hotbar slot.
  2893. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2894. # type: key
  2895. # keymap_slot6 = KEY_KEY_6
  2896. # Key for selecting the seventh hotbar slot.
  2897. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2898. # type: key
  2899. # keymap_slot7 = KEY_KEY_7
  2900. # Key for selecting the eighth hotbar slot.
  2901. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2902. # type: key
  2903. # keymap_slot8 = KEY_KEY_8
  2904. # Key for selecting the ninth hotbar slot.
  2905. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2906. # type: key
  2907. # keymap_slot9 = KEY_KEY_9
  2908. # Key for selecting the tenth hotbar slot.
  2909. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2910. # type: key
  2911. # keymap_slot10 = KEY_KEY_0
  2912. # Key for selecting the 11th hotbar slot.
  2913. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2914. # type: key
  2915. # keymap_slot11 =
  2916. # Key for selecting the 12th hotbar slot.
  2917. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2918. # type: key
  2919. # keymap_slot12 =
  2920. # Key for selecting the 13th hotbar slot.
  2921. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2922. # type: key
  2923. # keymap_slot13 =
  2924. # Key for selecting the 14th hotbar slot.
  2925. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2926. # type: key
  2927. # keymap_slot14 =
  2928. # Key for selecting the 15th hotbar slot.
  2929. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2930. # type: key
  2931. # keymap_slot15 =
  2932. # Key for selecting the 16th hotbar slot.
  2933. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2934. # type: key
  2935. # keymap_slot16 =
  2936. # Key for selecting the 17th hotbar slot.
  2937. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2938. # type: key
  2939. # keymap_slot17 =
  2940. # Key for selecting the 18th hotbar slot.
  2941. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2942. # type: key
  2943. # keymap_slot18 =
  2944. # Key for selecting the 19th hotbar slot.
  2945. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2946. # type: key
  2947. # keymap_slot19 =
  2948. # Key for selecting the 20th hotbar slot.
  2949. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2950. # type: key
  2951. # keymap_slot20 =
  2952. # Key for selecting the 21st hotbar slot.
  2953. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2954. # type: key
  2955. # keymap_slot21 =
  2956. # Key for selecting the 22nd hotbar slot.
  2957. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2958. # type: key
  2959. # keymap_slot22 =
  2960. # Key for selecting the 23rd hotbar slot.
  2961. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2962. # type: key
  2963. # keymap_slot23 =
  2964. # Key for selecting the 24th hotbar slot.
  2965. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2966. # type: key
  2967. # keymap_slot24 =
  2968. # Key for selecting the 25th hotbar slot.
  2969. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2970. # type: key
  2971. # keymap_slot25 =
  2972. # Key for selecting the 26th hotbar slot.
  2973. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2974. # type: key
  2975. # keymap_slot26 =
  2976. # Key for selecting the 27th hotbar slot.
  2977. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2978. # type: key
  2979. # keymap_slot27 =
  2980. # Key for selecting the 28th hotbar slot.
  2981. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2982. # type: key
  2983. # keymap_slot28 =
  2984. # Key for selecting the 29th hotbar slot.
  2985. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2986. # type: key
  2987. # keymap_slot29 =
  2988. # Key for selecting the 30th hotbar slot.
  2989. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2990. # type: key
  2991. # keymap_slot30 =
  2992. # Key for selecting the 31st hotbar slot.
  2993. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2994. # type: key
  2995. # keymap_slot31 =
  2996. # Key for selecting the 32nd hotbar slot.
  2997. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  2998. # type: key
  2999. # keymap_slot32 =
  3000. # Key for toggling the display of the HUD.
  3001. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3002. # type: key
  3003. # keymap_toggle_hud = KEY_F1
  3004. # Key for toggling the display of chat.
  3005. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3006. # type: key
  3007. # keymap_toggle_chat = KEY_F2
  3008. # Key for toggling the display of the large chat console.
  3009. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3010. # type: key
  3011. # keymap_console = KEY_F10
  3012. # Key for toggling the display of fog.
  3013. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3014. # type: key
  3015. # keymap_toggle_fog = KEY_F3
  3016. # Key for toggling the camera update. Only usable with 'debug' privilege.
  3017. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3018. # type: key
  3019. # keymap_toggle_update_camera =
  3020. # Key for toggling the display of debug info.
  3021. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3022. # type: key
  3023. # keymap_toggle_debug = KEY_F5
  3024. # Key for toggling the display of the profiler. Used for development.
  3025. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3026. # type: key
  3027. # keymap_toggle_profiler = KEY_F6
  3028. # Key for toggling the display of mapblock boundaries.
  3029. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3030. # type: key
  3031. # keymap_toggle_block_bounds =
  3032. # Key for switching between first- and third-person camera.
  3033. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3034. # type: key
  3035. # keymap_camera_mode = KEY_KEY_C
  3036. # Key for increasing the viewing range.
  3037. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3038. # type: key
  3039. # keymap_increase_viewing_range_min = +
  3040. # Key for decreasing the viewing range.
  3041. # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
  3042. # type: key
  3043. # keymap_decrease_viewing_range_min = -