forked from Mirrorlandia_minetest/minetest
Make example config more readable
This commit is contained in:
parent
4124e360cb
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@ -31,6 +31,7 @@
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# Port to connect to (UDP)
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#remote_port =
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# Key mappings.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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#keymap_forward = KEY_KEY_W
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@ -40,6 +41,7 @@
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#keymap_jump = KEY_SPACE
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#keymap_sneak = KEY_LSHIFT
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#keymap_inventory = KEY_KEY_I
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# Go down ladder / go down in fly mode / go fast in fast mode
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#keymap_special1 = KEY_KEY_E
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#keymap_chat = KEY_KEY_T
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@ -50,12 +52,16 @@
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#keymap_fastmove = KEY_KEY_J
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#keymap_cinematic = KEY_F8
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#keymap_screenshot = KEY_F12
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# If true, keymap_special1 instead of keymap_sneak is used for climbing down and descending
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#aux1_descends = false
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# Double-tapping the jump key toggles fly mode
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#doubletap_jump = false
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# If false aux1 is used to fly fast
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#always_fly_fast = true
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# Some (temporary) keys for debugging
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#keymap_print_debug_stacks = KEY_KEY_P
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#keymap_quicktune_prev = KEY_HOME
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@ -66,100 +72,143 @@
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# If set to true, you can place blocks at the position (feet + eye level) where you stand.
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# This is helpful when working with nodeboxes.
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#enable_build_where_you_stand = false
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# Minimum FPS.
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# The amount of rendered stuff is dynamically set according to this.
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#wanted_fps = 30
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# If FPS would go higher than this, limit it by sleeping
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# to not waste CPU power for no benefit.
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#fps_max = 60
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# Maximum FPS when game is paused
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#pause_fps_max = 20
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# The allowed adjustment range for the automatic rendering range adjustment
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#viewing_range_nodes_max = 160
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#viewing_range_nodes_min = 35
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# Initial window size
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#screenW = 800
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#screenH = 600
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#fullscreen = false
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#fullscreen_bpp = 24
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# Experimental option, might cause visible spaces between blocks
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# when set to higher number than 0.
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#fsaa = 0
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# Vertical synchronization
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#vsync = false
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# Field of view in degrees
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#fov = 72
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# Address to connect to (#blank = start local server)
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#address =
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# Enable random user input, for testing
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#random_input = false
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# Timeout for client to remove unused map data from memory
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#client_unload_unused_data_timeout = 600
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# Maximum number of mapblocks for client to be kept in memory
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# Set to -1 for unlimited amount
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#client_mapblock_limit = 5000
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# Whether to fog out the end of the visible area
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#enable_fog = true
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# Whether to show the client debug info (has the same effect as hitting F5)
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#show_debug = false
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# Enable a bit lower water surface; disable for speed (not quite optimized)
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#new_style_water = false
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# Max liquids processed per step
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#liquid_loop_max = 100000
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# The time (in seconds) that the liquids queue may grow beyond processing
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# capacity until an attempt is made to decrease its size by dumping old queue
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# items. A value of 0 disables the functionality.
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#liquid_queue_purge_time = 0
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# Liquid update interval in seconds
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#liquid_update = 1.0
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# Leaves style:
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# fancy - all faces visible
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# simple - only outer faces, if defined special_tiles are used
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# opaque - disable transparency
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#leaves_style = fancy
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# Connects glass if supported by node
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#connected_glass = false
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# Enable smooth lighting with simple ambient occlusion.
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# Disable for speed or for different looks.
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#smooth_lighting = true
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# Adjust the gamma encoding for the light tables. Valid values are in the range
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# 1.0 to 3.0 (inclusive); lower numbers are brighter. This setting is for the
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# client only and is ignored by the server
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#display_gamma = 1.8
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# Path to texture directory. All textures are first searched from here.
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#texture_path =
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# Video back-end.
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# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl.
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#video_driver = opengl
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# Unobstructed movement without physics, downwards key is keymap_special1
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#free_move = false
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# Continuous forward movement (for testing)
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#continuous_forward = false
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# Enable cinematic mode
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#cinematic = false
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# Camera smoothing - smooths rotation of camera. 0 is no smoothing.
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# Must be equal to or greater than 0, and less than 1.
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#camera_smoothing = 0.0
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# Camera smoothing when in cinematic mode
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#cinematic_camera_smoothing = 0.7
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# Fast movement (keymap_special1)
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#fast_move = false
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# Invert mouse
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#invert_mouse = false
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# Enable/disable clouds
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#enable_clouds = true
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# Height on which clouds are appearing
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#cloud_height = 120
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# Radius of cloud area stated in number of 64 node cloud squares.
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# Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
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#cloud_radius = 12
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# Use 3D cloud look instead of flat
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#enable_3d_clouds = true
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# Use a cloud animation for the main menu background
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#menu_clouds = true
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# Path for screenshots
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#screenshot_path =
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# Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
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#view_bobbing_amount = 1.0
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# Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
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#fall_bobbing_amount = 0.0
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# 3d support.
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# Currently:
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# "none" = no 3d output.
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@ -168,58 +217,78 @@
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# "topbottom" = split screen top/bottom.
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# "sidebyside" = split screen side by side.
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#3d_mode = none
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# Strength of parallax
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#3d_parallax_strength = 0.025
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# In-game chat console background color (R,G,B)
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#console_color = (0,0,0)
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# In-game chat console background alpha (opaqueness, between 0 and 255)
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#console_alpha = 200
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# Selection box border color (R,G,B)
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#selectionbox_color = (0,0,0)
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# Crosshair color (R,G,B)
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#crosshair_color = (255,255,255)
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# Cross alpha (opaqueness, between 0 and 255)
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#crosshair_alpha = 255
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# Scale gui by a user specified value
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# Use a nearest-neighbor-anti-alias filter to scale the GUI.
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# This will smooth over some of the rough edges, and blend
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# pixels when scaling down, at the cost of blurring some
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# edge pixels when images are scaled by non-integer sizes.
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#gui_scaling = 1.0
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# When gui_scaling_filter is true, all GUI images need to be
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# filtered in software, but some images are generated directly
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# to hardware (e.g. render-to-texture for nodes in inventory).
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#gui_scaling_filter = false
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# When gui_scaling_filter_txr2img is true, copy those images
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# from hardware to software for scaling. When false, fall back
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# to the old scaling method, for video drivers that don't
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# propery support downloading textures back from hardware.
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#gui_scaling_filter = false
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#gui_scaling_filter_txr2img = true
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# Sensitivity multiplier
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#mouse_sensitivity = 0.2
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# Sound settings
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#enable_sound = true
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#sound_volume = 0.7
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# Whether node texture animations should be desynchronized per mapblock
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#desynchronize_mapblock_texture_animation = true
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# Width of the selectionbox's lines (Between 1 and 5)
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#selectionbox_width = 2
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# Maximum proportion of current window to be used for hotbar.
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# Useful if there's something to be displayed right or left of hotbar.
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#hud_hotbar_max_width = 1.0
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# Save the map received by the client on disk
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#enable_local_map_saving = false
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# Enable selection highlighting for nodes (disables selectionbox)
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#enable_node_highlighting = false
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# Texture filtering settings
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#mip_map = false
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#anisotropic_filter = false
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#bilinear_filter = false
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#trilinear_filter = false
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# Filtered textures can blend RGB values with fully-transparent neighbors,
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# which PNG optimizers usually discard, sometimes resulting in a dark or
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# light edge to transparent textures. Apply this filter to clean that up
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# at texture load time.
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#texture_clean_transparent = false
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# When using bilinear/trilinear/anisotropic filters, low-resolution textures
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# can be blurred, so automatically upscale them with nearest-neighbor
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# interpolation to preserve crisp pixels. This sets the minimum texture size
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@ -228,53 +297,72 @@
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# have a visible effect unless bilinear/trilinear/anisotropic filtering is
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# enabled.
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#texture_min_size = 64
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# Set to true to pre-generate all item visuals
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#preload_item_visuals = false
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# Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
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#enable_shaders = true
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# Set to true to enable textures bumpmapping. Requires shaders enabled.
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#enable_bumpmapping = false
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# Set to true enables on the fly normalmap generation (Emboss effect).
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# Requires bumpmapping enabled.
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#generate_normalmaps = false
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# Strength of generated normalmaps
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#normalmaps_strength = 0.6
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# Defines sampling step of texture (0 - 2).
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# A higher value results in smoother normal maps.
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#normalmaps_smooth = 0
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# 0 = parallax occlusion with slope information (faster)
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# 1 = relief mapping (slower, more accurate)
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#parallax_occlusion_mode = 1
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# Set to true enables parallax occlusion mapping. Requires shaders enabled.
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#enable_parallax_occlusion = false
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# Number of parallax occlusion iterations
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#parallax_occlusion_iterations = 4
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# Overall scale of parallax occlusion effect
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#parallax_occlusion_scale = 0.08
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# Overall bias of parallax occlusion effect, usually scale/2
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#parallax_occlusion_bias = 0.04
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# Set to true enables waving water. Requires shaders enabled.
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#enable_waving_water = false
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# Parameters for waving water:
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#water_wave_height = 1.0
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#water_wave_length = 20.0
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#water_wave_speed = 5.0
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# Set to true enables waving leaves. Requires shaders enabled.
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#enable_waving_leaves = false
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# Set to true enables waving plants. Requires shaders enabled.
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#enable_waving_plants = false
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# The strength (darkness) of node ambient-occlusion shading.
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# Lower is darker, Higher is lighter. The valid range of values for this
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# setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
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# set to the nearest valid value.
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#ambient_occlusion_gamma = 2.2
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# Enables caching of facedir rotated meshes
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#enable_mesh_cache = false
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# Enables minimap
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#enable_minimap = true
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# true - round shape, false - square
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#minimap_shape_round = true
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# true = 256, false = 128
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# useable to make minimap smoother on slower machines
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#minimap_double_scan_height = true
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@ -282,40 +370,54 @@
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# The time in seconds it takes between repeated
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# right clicks when holding the right mouse button.
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#repeat_rightclick_time = 0.25
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# Make fog and sky colors depend on daytime (dawn/sunset) and view direction
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#directional_colored_fog = true
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# Delay showing tooltips, stated in milliseconds
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#tooltip_show_delay = 400
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# Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens
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#screen_dpi = 72
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# Default timeout for cURL, stated in milliseconds.
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# Only has an effect if compiled with cURL.
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#curl_timeout = 5000
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# Limits number of parallel HTTP requests. Affects:
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# Media fetch if server uses remote_media setting.
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# Serverlist download and server announcement.
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# Downloads performed by main menu (e.g. mod manager).
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# Only has an effect if compiled with cURL.
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#curl_parallel_limit = 8
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# Maximum time in ms a file download (e.g. a mod download) may take
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#curl_file_download_timeout = 300000
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# Enable usage of remote media server (if provided by server)
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#enable_remote_media_server = true
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# Url to the server list displayed in the Multiplayer Tab
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#serverlist_url = servers.minetest.net
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# File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab
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#serverlist_file = favoriteservers.txt
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# Whether freetype fonts are used, requires freetype support to be compiled in
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#freetype = true
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# Path to TrueTypeFont or bitmap
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#font_path = fonts/liberationsans.ttf
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#font_size = 15
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# Font shadow offset, if 0 then shadow will not be drawn
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#font_shadow = 1
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# Font shadow alpha (opaqueness, between 0 and 255)
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#font_shadow_alpha = 128
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#mono_font_path = fonts/liberationmono.ttf
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#mono_font_size = 15
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# This font will be used for certain languages
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#fallback_font_path = fonts/DroidSansFallbackFull.ttf
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#fallback_font_size = 15
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@ -328,63 +430,90 @@
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# Network port to listen (UDP)
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#port = 30000
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# Bind address
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#bind_address =
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# Name of server
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#server_name = Minetest server
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# Description of server
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#server_description = mine here
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# Domain name of server
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#server_address = game.minetest.net
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# Homepage of server
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#server_url = http://minetest.net
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# Automaticaly report to masterserver
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#server_announce = 0
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# Announce to this masterserver.
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# If you want to announce your ipv6 address - use serverlist_url = v6.servers.minetest.net.
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#serverlist_url = servers.minetest.net
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# Default game (default when creating a new world)
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#default_game = minetest
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# World directory (everything in the world is stored here)
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#map-dir = /custom/world
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# Message of the Day
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#motd = Welcome to this awesome Minetest server!
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# Maximum number of players connected simultaneously
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#max_users = 15
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# Set to true to disallow old clients from connecting
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#strict_protocol_version_checking = false
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# Time in seconds for item entity to live. Default value: 900s.
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# Setting it to -1 disables the feature.
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#item_entity_ttl = 900
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# Set to true to enable creative mode (unlimited inventory)
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#creative_mode = false
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# Enable players getting damage and dying
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#enable_damage = false
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# A chosen map seed for a new map, leave empty for random
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#fixed_map_seed =
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# Gives some stuff to players at the beginning
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#give_initial_stuff = false
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# New users need to input this password
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#default_password =
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# Available privileges: interact, shout, teleport, settime, privs, ...
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# See /privs in game for a full list on your server and mod configuration.
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#default_privs = interact, shout
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# Whether players are shown to clients without any range limit.
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# Deprecated, use the setting player_transfer_distance instead.
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#unlimited_player_transfer_distance = true
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# Defines the maximal player transfer distance in blocks (0 = unlimited)
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#player_transfer_distance = 0
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# Whether to enable players killing each other
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#enable_pvp = true
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# If this is set, players will always (re)spawn at the given position
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#static_spawnpoint = 0, 10, 0
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# If true, new players cannot join with an empty password
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#disallow_empty_password = false
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# If true, disable cheat prevention in multiplayer
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#disable_anticheat = false
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# If true, actions are recorded for rollback
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# This option is only read when server starts
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#enable_rollback_recording = false
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# Handling for deprecated lua api calls:
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# "legacy" = (try to) mimic old behaviour (default for release).
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# "log" = mimic and log backtrace of deprecated call (default for debug).
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@ -393,32 +522,43 @@
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# A message to be displayed to all clients when the server shuts down
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#kick_msg_shutdown = Server shutting down.
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# A message to be displayed to all clients when the server crashes
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#kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
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# Whether to ask clients to reconnect after a (lua) crash.
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# Set this to true if your server is set up to restart automatically.
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#ask_reconnect_on_crash = false
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# Mod profiler
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#mod_profiling = false
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# Detailed mod profile data
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#detailed_profiling = false
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# Profiler data print interval. #0 = disable.
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#profiler_print_interval = 0
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#enable_mapgen_debug_info = false
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# From how far client knows about objects
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#active_object_send_range_blocks = 3
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||||
|
||||
# How large area of blocks are subject to the active block stuff.
|
||||
# Active = objects are loaded and ABMs run.
|
||||
#active_block_range = 2
|
||||
|
||||
# How many blocks are flying in the wire simultaneously per client
|
||||
#max_simultaneous_block_sends_per_client = 10
|
||||
|
||||
# How many blocks are flying in the wire simultaneously per server
|
||||
#max_simultaneous_block_sends_server_total = 40
|
||||
|
||||
# From how far blocks are sent to clients, stated in mapblocks (16 nodes)
|
||||
#max_block_send_distance = 10
|
||||
|
||||
# From how far blocks are generated for clients, stated in mapblocks (16 nodes)
|
||||
#max_block_generate_distance = 6
|
||||
|
||||
# Where the map generator stops.
|
||||
# Please note:
|
||||
# * Limited to 31000 (setting above has no effect)
|
||||
@ -426,51 +566,71 @@
|
||||
# * Those groups have an offset of -32, -32 nodes from the origin.
|
||||
# * Only groups which are within the map_generation_limit are generated
|
||||
#map_generation_limit = 31000
|
||||
|
||||
# Number of extra blocks that can be loaded by /clearobjects at once.
|
||||
# This is a trade-off between sqlite transaction overhead and
|
||||
# memory consumption (4096=100MB, as a rule of thumb).
|
||||
#max_clearobjects_extra_loaded_blocks = 4096
|
||||
|
||||
# Maximum number of forceloaded blocks
|
||||
#max_forceloaded_blocks = 16
|
||||
|
||||
# Interval of sending time of day to clients
|
||||
#time_send_interval = 5
|
||||
|
||||
# Controls length of day/night cycle.
|
||||
# 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged.
|
||||
#time_speed = 72
|
||||
|
||||
# How much the server will wait before unloading unused MapBlocks.
|
||||
# Higher value is smoother, but will use more RAM.
|
||||
#server_unload_unused_data_timeout = 29
|
||||
|
||||
# Maximum number of statically stored objects in a block
|
||||
#max_objects_per_block = 49
|
||||
|
||||
# Interval of saving important changes in the world, stated in seconds
|
||||
#server_map_save_interval = 5.3
|
||||
|
||||
# http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
|
||||
#sqlite_synchronous = 2
|
||||
|
||||
# To reduce lag, block transfers are slowed down when a player is building something.
|
||||
# This determines how long they are slowed down after placing or removing a node.
|
||||
#full_block_send_enable_min_time_from_building = 2.0
|
||||
|
||||
# Length of a server tick and the interval at which objects are generally updated over network
|
||||
#dedicated_server_step = 0.1
|
||||
|
||||
# Can be set to true to disable shutting down on invalid world data
|
||||
#ignore_world_load_errors = false
|
||||
|
||||
# Specifies URL from which client fetches media instead of using UDP.
|
||||
# $filename should be accessible from $remote_media$filename via cURL
|
||||
# (obviously, remote_media should end with a slash).
|
||||
# Files that are not present would be fetched the usual way.
|
||||
#remote_media =
|
||||
|
||||
# Level of logging to be written to debug.txt:
|
||||
# 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose.
|
||||
#debug_log_level = 2
|
||||
|
||||
# Maximum number of blocks that can be queued for loading
|
||||
#emergequeue_limit_total = 256
|
||||
|
||||
# Maximum number of blocks to be queued that are to be loaded from file.
|
||||
# Set to blank for an appropriate amount to be chosen automatically.
|
||||
#emergequeue_limit_diskonly = 32
|
||||
|
||||
# Maximum number of blocks to be queued that are to be generated.
|
||||
# Set to blank for an appropriate amount to be chosen automatically.
|
||||
#emergequeue_limit_generate = 32
|
||||
|
||||
# Number of emerge threads to use. Make this field blank, or increase this number
|
||||
# to use multiple threads. On multiprocessor systems, this will improve mapgen speed greatly
|
||||
# at the cost of slightly buggy caves.
|
||||
#num_emerge_threads = 1
|
||||
|
||||
# Maximum number of packets sent per send step, if you have a slow connection
|
||||
# try reducing it, but don't reduce it to a number below double of targeted
|
||||
# client number.
|
||||
@ -478,18 +638,22 @@
|
||||
|
||||
# Enable/disable IPv6
|
||||
#enable_ipv6 = true
|
||||
|
||||
# Enable/disable running an IPv6 server. An IPv6 server may be restricted
|
||||
# to IPv6 clients, depending on system configuration.
|
||||
# Ignored if bind_address is set.
|
||||
#ipv6_server = false
|
||||
|
||||
#main_menu_script =
|
||||
#main_menu_game_mgr = 0
|
||||
#main_menu_mod_mgr = 1
|
||||
#modstore_download_url = https://forum.minetest.net/media/
|
||||
#modstore_listmods_url = https://forum.minetest.net/mmdb/mods/
|
||||
#modstore_details_url = https://forum.minetest.net/mmdb/mod/*/
|
||||
|
||||
# Makes DirectX work with LuaJIT. Disable if it causes troubles.
|
||||
#high_precision_fpu = true
|
||||
|
||||
# Override language. When no value is provided (default) system language is used.
|
||||
# Check "locale" directory for the list of available translations.
|
||||
#language =
|
||||
@ -519,10 +683,13 @@
|
||||
# Name of map generator to be used.
|
||||
# Currently supported: v5, v6, v7, singlenode.
|
||||
#mg_name = v6
|
||||
|
||||
# Water surface level of map
|
||||
#water_level = 1
|
||||
|
||||
# Size of chunks to be generated, stated in mapblocks (16 nodes)
|
||||
#chunksize = 5
|
||||
|
||||
# Global map generation attributes.
|
||||
# Currently supported: trees, caves, flat, dungeons, light.
|
||||
# Flags that are not specified in the flag string are not modified from the default.
|
||||
@ -534,6 +701,7 @@
|
||||
# Currently supported: jungles, biomeblend, mudflow, snowbiomes.
|
||||
# When snowbiomes are enabled jungles are enabled and the jungles flag is ignored.
|
||||
#mgv6_spflags = jungles, biomeblend, mudflow, snowbiomes
|
||||
|
||||
# Controls size of deserts and beaches in Mapgen V6
|
||||
# When snowbiomes are enabled 'mgv6_freq_desert' is ignored.
|
||||
#mgv6_freq_desert = 0.45
|
||||
@ -612,6 +780,7 @@
|
||||
|
||||
# Prevent mods from doing insecure things like running shell commands.
|
||||
#secure.enable_security = false
|
||||
|
||||
# Comma-separated list of trusted mods that are allowed to access insecure
|
||||
# functions even when mod security is on (via request_insecure_environment()).
|
||||
#secure.trusted_mods =
|
||||
|
Loading…
Reference in New Issue
Block a user