# This file contains a list of all available settings and their default value for minetest.conf # By default, all the settings are commented and not functional. # Uncomment settings by removing the preceding #. # minetest.conf is read by default from: # ../minetest.conf # ../../minetest.conf # Any other path can be chosen by passing the path as a parameter # to the program, eg. "minetest.exe --config ../minetest.conf.example". # Further documentation: # http://wiki.minetest.net/ # # Controls # # If enabled, you can place blocks at the position (feet + eye level) where you stand. # This is helpful when working with nodeboxes in small areas. # type: bool # enable_build_where_you_stand = false # Player is able to fly without being affected by gravity. # This requires the "fly" privilege on the server. # type: bool # free_move = false # Fast movement (via the "special" key). # This requires the "fast" privilege on the server. # type: bool # fast_move = false # If enabled together with fly mode, player is able to fly through solid nodes. # This requires the "noclip" privilege on the server. # type: bool # noclip = false # Smooths camera when looking around. Also called look or mouse smoothing. # Useful for recording videos. # type: bool # cinematic = false # Smooths rotation of camera. 0 to disable. # type: float min: 0 max: 0.99 # camera_smoothing = 0.0 # Smooths rotation of camera in cinematic mode. 0 to disable. # type: float min: 0 max: 0.99 # cinematic_camera_smoothing = 0.7 # Invert vertical mouse movement. # type: bool # invert_mouse = false # Mouse sensitivity multiplier. # type: float # mouse_sensitivity = 0.2 # If enabled, "special" key instead of "sneak" key is used for climbing down and descending. # type: bool # aux1_descends = false # Double-tapping the jump key toggles fly mode. # type: bool # doubletap_jump = false # If disabled, "special" key is used to fly fast if both fly and fast mode are enabled. # type: bool # always_fly_fast = true # The time in seconds it takes between repeated right clicks when holding the right mouse button. # type: float # repeat_rightclick_time = 0.25 # Prevent digging and placing from repeating when holding the mouse buttons. # Enable this when you dig or place too often by accident. # type: bool # safe_dig_and_place = false # Enable random user input (only used for testing). # type: bool # random_input = false # Continuous forward movement, toggled by autoforward key. # type: bool # continuous_forward = false # The length in pixels it takes for touch screen interaction to start. # type: int # touchscreen_threshold = 20 # (Android) Fixes the position of virtual joystick. # If disabled, virtual joystick will center to first-touch's position. # type: int # fixed_virtual_joystick = false # Enable Joysticks # type: bool # enable_joysticks = false # The identifier of the joystick to use # type: int # joystick_id = 0 # The type of joystick # type: enum values: auto, generic, xbox # joystick_type = auto # The time in seconds it takes between repeated events # when holding down a joystick button combination. # type: float # repeat_joystick_button_time = 0.17 # The sensitivity of the joystick axes for moving the # ingame view frustum around. # type: float # joystick_frustum_sensitivity = 170 # Key for moving the player forward. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_forward = KEY_KEY_W # Key for moving the player backward. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_backward = KEY_KEY_S # Key for moving the player left. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_left = KEY_KEY_A # Key for moving the player right. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_right = KEY_KEY_D # Key for jumping. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_jump = KEY_SPACE # Key for sneaking. # Also used for climbing down and descending in water if aux1_descends is disabled. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_sneak = KEY_LSHIFT # Key for opening the inventory. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_inventory = KEY_KEY_I # Key for moving fast in fast mode. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_special1 = KEY_KEY_E # Key for opening the chat window. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_chat = KEY_KEY_T # Key for opening the chat window to type commands. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_cmd = / # Key for opening the chat window to type local commands. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_cmd_local = . # Key for toggling unlimited view range. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_rangeselect = KEY_KEY_R # Key for toggling flying. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_freemove = KEY_KEY_K # Key for toggling fast mode. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_fastmove = KEY_KEY_J # Key for toggling noclip mode. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_noclip = KEY_KEY_H # Key for selecting the next item in the hotbar. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_hotbar_next = KEY_KEY_N # Key for selecting the previous item in the hotbar. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_hotbar_previous = KEY_KEY_B # Key for muting the game. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_mute = KEY_KEY_M # Key for increasing the volume. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_increase_volume = # Key for decreasing the volume. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_decrease_volume = # Key for toggling autoforward. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_autoforward = # Key for toggling cinematic mode. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_cinematic = # Key for toggling display of minimap. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_minimap = KEY_F9 # Key for taking screenshots. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_screenshot = KEY_F12 # Key for dropping the currently selected item. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_drop = KEY_KEY_Q # Key to use view zoom when possible. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_zoom = KEY_KEY_Z # Key for selecting the first hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot1 = KEY_KEY_1 # Key for selecting the second hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot2 = KEY_KEY_2 # Key for selecting the third hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot3 = KEY_KEY_3 # Key for selecting the fourth hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot4 = KEY_KEY_4 # Key for selecting the fifth hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot5 = KEY_KEY_5 # Key for selecting the sixth hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot6 = KEY_KEY_6 # Key for selecting the seventh hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot7 = KEY_KEY_7 # Key for selecting the eighth hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot8 = KEY_KEY_8 # Key for selecting the ninth hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot9 = KEY_KEY_9 # Key for selecting the tenth hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot10 = KEY_KEY_0 # Key for selecting the 11th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot11 = # Key for selecting the 12th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot12 = # Key for selecting the 13th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot13 = # Key for selecting the 14th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot14 = # Key for selecting the 15th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot15 = # Key for selecting the 16th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot16 = # Key for selecting the 17th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot17 = # Key for selecting the 18th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot18 = # Key for selecting the 19th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot19 = # Key for selecting the 20th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot20 = # Key for selecting the 21th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot21 = # Key for selecting the 22th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot22 = # Key for selecting the 23th hotbar slot. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_slot23 = # Key for toggling the display of the HUD. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_toggle_hud = KEY_F1 # Key for toggling the display of the chat. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_toggle_chat = KEY_F2 # Key for toggling the display of the large chat console. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_console = KEY_F10 # Key for toggling the display of the fog. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_toggle_force_fog_off = KEY_F3 # Key for toggling the camera update. Only used for development # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_toggle_update_camera = # Key for toggling the display of debug info. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_toggle_debug = KEY_F5 # Key for toggling the display of the profiler. Used for development. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_toggle_profiler = KEY_F6 # Key for switching between first- and third-person camera. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_camera_mode = KEY_F7 # Key for increasing the viewing range. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_increase_viewing_range_min = + # Key for decreasing the viewing range. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_decrease_viewing_range_min = - # # Graphics # ## In-Game ### Basic # Enable VBO # type: bool # enable_vbo = true # Whether to fog out the end of the visible area. # type: bool # enable_fog = true # Leaves style: # - Fancy: all faces visible # - Simple: only outer faces, if defined special_tiles are used # - Opaque: disable transparency # type: enum values: fancy, simple, opaque # leaves_style = fancy # Connects glass if supported by node. # type: bool # connected_glass = false # Enable smooth lighting with simple ambient occlusion. # Disable for speed or for different looks. # type: bool # smooth_lighting = true # Clouds are a client side effect. # type: bool # enable_clouds = true # Use 3D cloud look instead of flat. # type: bool # enable_3d_clouds = true # Method used to highlight selected object. # type: enum values: box, halo, none # node_highlighting = box # Adds particles when digging a node. # type: bool # enable_particles = true ### Filtering # Use mip mapping to scale textures. May slightly increase performance. # type: bool # mip_map = false # Use anisotropic filtering when viewing at textures from an angle. # type: bool # anisotropic_filter = false # Use bilinear filtering when scaling textures. # type: bool # bilinear_filter = false # Use trilinear filtering when scaling textures. # type: bool # trilinear_filter = false # Filtered textures can blend RGB values with fully-transparent neighbors, # which PNG optimizers usually discard, sometimes resulting in a dark or # light edge to transparent textures. Apply this filter to clean that up # at texture load time. # type: bool # texture_clean_transparent = false # When using bilinear/trilinear/anisotropic filters, low-resolution textures # can be blurred, so automatically upscale them with nearest-neighbor # interpolation to preserve crisp pixels. This sets the minimum texture size # for the upscaled textures; higher values look sharper, but require more # memory. Powers of 2 are recommended. Setting this higher than 1 may not # have a visible effect unless bilinear/trilinear/anisotropic filtering is # enabled. # This is also used as the base node texture size for world-aligned # texture autoscaling. # type: int # texture_min_size = 64 # Experimental option, might cause visible spaces between blocks # when set to higher number than 0. # type: enum values: 0, 1, 2, 4, 8, 16 # fsaa = 0 # Undersampling is similar to using lower screen resolution, but it applies # to the game world only, keeping the GUI intact. # It should give significant performance boost at the cost of less detailed image. # type: enum values: 0, 2, 3, 4 # undersampling = 0 ### Shaders # Shaders allow advanced visual effects and may increase performance on some video cards. # This only works with the OpenGL video backend. # type: bool # enable_shaders = true # Path to shader directory. If no path is defined, default location will be used. # type: path # shader_path = #### Tone Mapping # Enables filmic tone mapping # type: bool # tone_mapping = false #### Bumpmapping # Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack # or need to be auto-generated. # Requires shaders to be enabled. # type: bool # enable_bumpmapping = false # Enables on the fly normalmap generation (Emboss effect). # Requires bumpmapping to be enabled. # type: bool # generate_normalmaps = false # Strength of generated normalmaps. # type: float # normalmaps_strength = 0.6 # Defines sampling step of texture. # A higher value results in smoother normal maps. # type: int min: 0 max: 2 # normalmaps_smooth = 0 #### Parallax Occlusion # Enables parallax occlusion mapping. # Requires shaders to be enabled. # type: bool # enable_parallax_occlusion = false # 0 = parallax occlusion with slope information (faster). # 1 = relief mapping (slower, more accurate). # type: int min: 0 max: 1 # parallax_occlusion_mode = 1 # Strength of parallax. # type: float # 3d_paralax_strength = 0.025 # Number of parallax occlusion iterations. # type: int # parallax_occlusion_iterations = 4 # Overall scale of parallax occlusion effect. # type: float # parallax_occlusion_scale = 0.08 # Overall bias of parallax occlusion effect, usually scale/2. # type: float # parallax_occlusion_bias = 0.04 #### Waving Nodes # Set to true enables waving water. # Requires shaders to be enabled. # type: bool # enable_waving_water = false # type: float # water_wave_height = 1.0 # type: float # water_wave_length = 20.0 # type: float # water_wave_speed = 5.0 # Set to true enables waving leaves. # Requires shaders to be enabled. # type: bool # enable_waving_leaves = false # Set to true enables waving plants. # Requires shaders to be enabled. # type: bool # enable_waving_plants = false ### Advanced # Arm inertia, gives a more realistic movement of # the arm when the camera moves. # type: bool # arm_inertia = true # If FPS would go higher than this, limit it by sleeping # to not waste CPU power for no benefit. # type: int # fps_max = 60 # Maximum FPS when game is paused. # type: int # pause_fps_max = 20 # View distance in nodes. # type: int min: 20 max: 4000 # viewing_range = 100 # Camera near plane distance in nodes, between 0 and 0.5 # Most users will not need to change this. # Increasing can reduce artifacting on weaker GPUs. # 0.1 = Default, 0.25 = Good value for weaker tablets. # type: float min: 0 max: 0.5 # near_plane = 0.1 # Width component of the initial window size. # type: int # screen_w = 1024 # Height component of the initial window size. # type: int # screen_h = 600 # Save window size automatically when modified. # type: bool # autosave_screensize = true # Fullscreen mode. # type: bool # fullscreen = false # Bits per pixel (aka color depth) in fullscreen mode. # type: int # fullscreen_bpp = 24 # Vertical screen synchronization. # type: bool # vsync = false # Field of view in degrees. # type: int min: 30 max: 160 # fov = 72 # Field of view while zooming in degrees. # Requires to be allowed by server-sided mods. # type: int min: 7 max: 160 # zoom_fov = 15 # Adjust the gamma encoding for the light tables. Higher numbers are brighter. # This setting is for the client only and is ignored by the server. # type: float min: 0.5 max: 3 # display_gamma = 1.0 # type: float min: 0 max: 4 # lighting_alpha = 0.0 # type: float min: 0 max: 4 # lighting_beta = 0.0 # Path to texture directory. All textures are first searched from here. # type: path # texture_path = # The rendering back-end for Irrlicht. # type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl # video_driver = opengl # Radius of cloud area stated in number of 64 node cloud squares. # Values larger than 26 will start to produce sharp cutoffs at cloud area corners. # type: int # cloud_radius = 12 # Enable view bobbing and amount of view bobbing. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double. # type: float # view_bobbing_amount = 1.0 # Multiplier for fall bobbing. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double. # type: float # fall_bobbing_amount = 0.0 # 3D support. # Currently supported: # - none: no 3d output. # - anaglyph: cyan/magenta color 3d. # - interlaced: odd/even line based polarisation screen support. # - topbottom: split screen top/bottom. # - sidebyside: split screen side by side. # - pageflip: quadbuffer based 3d. # Note that the interlaced mode requires shaders to be enabled. # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, pageflip # 3d_mode = none # In-game chat console height, between 0.1 (10%) and 1.0 (100%). # type: float min: 0.1 max: 1 # console_height = 0.6 # In-game chat console background color (R,G,B). # type: string # console_color = (0,0,0) # In-game chat console background alpha (opaqueness, between 0 and 255). # type: int min: 0 max: 255 # console_alpha = 200 # Formspec full-screen background opacity (between 0 and 255). # type: int min: 0 max: 255 # formspec_fullscreen_bg_opacity = 140 # Formspec full-screen background color (R,G,B). # type: string # formspec_fullscreen_bg_color = (0,0,0) # Formspec default background opacity (between 0 and 255). # type: int min: 0 max: 255 # formspec_default_bg_opacity = 140 # Formspec default background color (R,G,B). # type: string # formspec_default_bg_color = (0,0,0) # Selection box border color (R,G,B). # type: string # selectionbox_color = (0,0,0) # Width of the selectionbox's lines around nodes. # type: int min: 1 max: 5 # selectionbox_width = 2 # Crosshair color (R,G,B). # type: string # crosshair_color = (255,255,255) # Crosshair alpha (opaqueness, between 0 and 255). # type: int min: 0 max: 255 # crosshair_alpha = 255 # Maximum number of recent chat messages to show # type: int min: 2 max: 20 # recent_chat_messages = 6 # Whether node texture animations should be desynchronized per mapblock. # type: bool # desynchronize_mapblock_texture_animation = true # Maximum proportion of current window to be used for hotbar. # Useful if there's something to be displayed right or left of hotbar. # type: float # hud_hotbar_max_width = 1.0 # Modifies the size of the hudbar elements. # type: float # hud_scaling = 1.0 # Enables caching of facedir rotated meshes. # type: bool # enable_mesh_cache = false # Delay between mesh updates on the client in ms. Increasing this will slow # down the rate of mesh updates, thus reducing jitter on slower clients. # type: int min: 0 max: 50 # mesh_generation_interval = 0 # Size of the MapBlock cache of the mesh generator. Increasing this will # increase the cache hit %, reducing the data being copied from the main # thread, thus reducing jitter. # type: int min: 0 max: 1000 # meshgen_block_cache_size = 20 # Enables minimap. # type: bool # enable_minimap = true # Shape of the minimap. Enabled = round, disabled = square. # type: bool # minimap_shape_round = true # True = 256 # False = 128 # Useable to make minimap smoother on slower machines. # type: bool # minimap_double_scan_height = true # Make fog and sky colors depend on daytime (dawn/sunset) and view direction. # type: bool # directional_colored_fog = true # The strength (darkness) of node ambient-occlusion shading. # Lower is darker, Higher is lighter. The valid range of values for this # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be # set to the nearest valid value. # type: float min: 0.25 max: 4 # ambient_occlusion_gamma = 2.2 # Enables animation of inventory items. # type: bool # inventory_items_animations = false # Android systems only: Tries to create inventory textures from meshes # when no supported render was found. # type: bool # inventory_image_hack = false # Fraction of the visible distance at which fog starts to be rendered # type: float min: 0 max: 0.99 # fog_start = 0.4 # Makes all liquids opaque # type: bool # opaque_water = false # Textures on a node may be aligned either to the node or to the world. # The former mode suits better things like machines, furniture, etc., while # the latter makes stairs and microblocks fit surroundings better. # However, as this possibility is new, thus may not be used by older servers, # this option allows enforcing it for certain node types. Note though that # that is considered EXPERIMENTAL and may not work properly. # type: enum values: disable, enable, force_solid, force_nodebox # world_aligned_mode = enable # World-aligned textures may be scaled to span several nodes. However, # the server may not send the scale you want, especially if you use # a specially-designed texture pack; with this option, the client tries # to determine the scale automatically basing on the texture size. # See also texture_min_size. # Warning: this option is EXPERIMENTAL! # type: enum values: disable, enable, force # autoscale_mode = disable # Show entity selection boxes # type: bool # show_entity_selectionbox = true ## Menus # Use a cloud animation for the main menu background. # type: bool # menu_clouds = true # Scale gui by a user specified value. # Use a nearest-neighbor-anti-alias filter to scale the GUI. # This will smooth over some of the rough edges, and blend # pixels when scaling down, at the cost of blurring some # edge pixels when images are scaled by non-integer sizes. # type: float # gui_scaling = 1.0 # When gui_scaling_filter is true, all GUI images need to be # filtered in software, but some images are generated directly # to hardware (e.g. render-to-texture for nodes in inventory). # type: bool # gui_scaling_filter = false # When gui_scaling_filter_txr2img is true, copy those images # from hardware to software for scaling. When false, fall back # to the old scaling method, for video drivers that don't # properly support downloading textures back from hardware. # type: bool # gui_scaling_filter_txr2img = true # Delay showing tooltips, stated in milliseconds. # type: int # tooltip_show_delay = 400 # Append item name to tooltip. # type: bool # tooltip_append_itemname = false # Whether freetype fonts are used, requires freetype support to be compiled in. # type: bool # freetype = true # Path to TrueTypeFont or bitmap. # type: filepath # font_path = fonts/liberationsans.ttf # type: int # font_size = 16 # Font shadow offset, if 0 then shadow will not be drawn. # type: int # font_shadow = 1 # Font shadow alpha (opaqueness, between 0 and 255). # type: int min: 0 max: 255 # font_shadow_alpha = 127 # type: filepath # mono_font_path = fonts/liberationmono.ttf # type: int # mono_font_size = 15 # This font will be used for certain languages. # type: filepath # fallback_font_path = fonts/DroidSansFallbackFull.ttf # type: int # fallback_font_size = 15 # type: int # fallback_font_shadow = 1 # type: int min: 0 max: 255 # fallback_font_shadow_alpha = 128 # Path to save screenshots at. # type: path # screenshot_path = # Format of screenshots. # type: enum values: png, jpg, bmp, pcx, ppm, tga # screenshot_format = png # Screenshot quality. Only used for JPEG format. # 1 means worst quality; 100 means best quality. # Use 0 for default quality. # type: int min: 0 max: 100 # screenshot_quality = 0 ## Advanced # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens. # type: int # screen_dpi = 72 # Windows systems only: Start Minetest with the command line window in the background. # Contains the same information as the file debug.txt (default name). # type: bool # enable_console = false # # Sound # # type: bool # enable_sound = true # type: float min: 0 max: 1 # sound_volume = 0.7 # type: bool # mute_sound = false # # Client # ## Network # Address to connect to. # Leave this blank to start a local server. # Note that the address field in the main menu overrides this setting. # type: string # address = # Port to connect to (UDP). # Note that the port field in the main menu overrides this setting. # type: int min: 1 max: 65535 # remote_port = 30000 # Save the map received by the client on disk. # type: bool # enable_local_map_saving = false # Enable usage of remote media server (if provided by server). # Remote servers offer a significantly faster way to download media (e.g. textures) # when connecting to the server. # type: bool # enable_remote_media_server = true # Enable Lua modding support on client. # This support is experimental and API can change. # type: bool # enable_client_modding = false # URL to the server list displayed in the Multiplayer Tab. # type: string # serverlist_url = servers.minetest.net # File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab. # type: string # serverlist_file = favoriteservers.txt # Maximum size of the out chat queue. 0 to disable queueing and -1 to make the queue size unlimited # type: int # max_out_chat_queue_size = 20 # Open the pause menu when the window's focus is lost. Does not pause if a formspec is open. # type: bool # pause_on_lost_focus = false ## Advanced # Timeout for client to remove unused map data from memory. # type: int # client_unload_unused_data_timeout = 600 # Maximum number of mapblocks for client to be kept in memory. # Set to -1 for unlimited amount. # type: int # client_mapblock_limit = 5000 # Whether to show the client debug info (has the same effect as hitting F5). # type: bool # show_debug = false # # Server / Singleplayer # # Name of the server, to be displayed when players join and in the serverlist. # type: string # server_name = Minetest server # Description of server, to be displayed when players join and in the serverlist. # type: string # server_description = mine here # Domain name of server, to be displayed in the serverlist. # type: string # server_address = game.minetest.net # Homepage of server, to be displayed in the serverlist. # type: string # server_url = http://minetest.net # Automaticaly report to the serverlist. # type: bool # server_announce = false # Announce to this serverlist. # If you want to announce your ipv6 address, use serverlist_url = v6.servers.minetest.net. # type: string # serverlist_url = servers.minetest.net # Remove color codes from incoming chat messages # Use this to stop players from being able to use color in their messages # type: bool # strip_color_codes = false ## Network # Network port to listen (UDP). # This value will be overridden when starting from the main menu. # type: int # port = 30000 # The network interface that the server listens on. # type: string # bind_address = # Enable to disallow old clients from connecting. # Older clients are compatible in the sense that they will not crash when connecting # to new servers, but they may not support all new features that you are expecting. # type: bool # strict_protocol_version_checking = false # Specifies URL from which client fetches media instead of using UDP. # $filename should be accessible from $remote_media$filename via cURL # (obviously, remote_media should end with a slash). # Files that are not present will be fetched the usual way. # type: string # remote_media = # Enable/disable running an IPv6 server. An IPv6 server may be restricted # to IPv6 clients, depending on system configuration. # Ignored if bind_address is set. # type: bool # ipv6_server = false ### Advanced # Maximum number of blocks that are simultaneously sent per client. # The maximum total count is calculated dynamically: # max_total = ceil((#clients + max_users) * per_client / 4) # type: int # max_simultaneous_block_sends_per_client = 10 # To reduce lag, block transfers are slowed down when a player is building something. # This determines how long they are slowed down after placing or removing a node. # type: float # full_block_send_enable_min_time_from_building = 2.0 # 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. # type: int # max_packets_per_iteration = 1024 ## Game # Default game when creating a new world. # This will be overridden when creating a world from the main menu. # type: string # default_game = minetest # Message of the day displayed to players connecting. # type: string # motd = # Maximum number of players that can connect simultaneously. # type: int # max_users = 15 # World directory (everything in the world is stored here). # Not needed if starting from the main menu. # type: path # map-dir = # Time in seconds for item entity (dropped items) to live. # Setting it to -1 disables the feature. # type: int # item_entity_ttl = 900 # If enabled, show the server status message on player connection. # type: bool # show_statusline_on_connect = true # Enable players getting damage and dying. # type: bool # enable_damage = false # Enable creative mode for new created maps. # type: bool # creative_mode = false # A chosen map seed for a new map, leave empty for random. # Will be overridden when creating a new world in the main menu. # type: string # fixed_map_seed = # New users need to input this password. # type: string # default_password = # The privileges that new users automatically get. # See /privs in game for a full list on your server and mod configuration. # type: string # default_privs = interact, shout # Privileges that players with basic_privs can grant # type: string # basic_privs = interact, shout # Whether players are shown to clients without any range limit. # Deprecated, use the setting player_transfer_distance instead. # type: bool # unlimited_player_transfer_distance = true # Defines the maximal player transfer distance in blocks (0 = unlimited). # type: int # player_transfer_distance = 0 # Whether to allow players to damage and kill each other. # type: bool # enable_pvp = true # Enable mod channels support. # type: bool # enable_mod_channels = false # If this is set, players will always (re)spawn at the given position. # type: string # static_spawnpoint = # If enabled, new players cannot join with an empty password. # type: bool # disallow_empty_password = false # If enabled, disable cheat prevention in multiplayer. # type: bool # disable_anticheat = false # If enabled, actions are recorded for rollback. # This option is only read when server starts. # type: bool # enable_rollback_recording = false # A message to be displayed to all clients when the server shuts down. # type: string # kick_msg_shutdown = Server shutting down. # A message to be displayed to all clients when the server crashes. # type: string # kick_msg_crash = This server has experienced an internal error. You will now be disconnected. # Whether to ask clients to reconnect after a (Lua) crash. # Set this to true if your server is set up to restart automatically. # type: bool # ask_reconnect_on_crash = false # From how far clients know about objects, stated in mapblocks (16 nodes). # type: int # active_object_send_range_blocks = 3 # How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes). # In active blocks objects are loaded and ABMs run. # type: int # active_block_range = 3 # From how far blocks are sent to clients, stated in mapblocks (16 nodes). # type: int # max_block_send_distance = 10 # Maximum number of forceloaded mapblocks. # type: int # max_forceloaded_blocks = 16 # Interval of sending time of day to clients. # type: int # time_send_interval = 5 # Controls length of day/night cycle. # Examples: 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged. # type: int # time_speed = 72 # Time of day when a new world is started, in millihours (0-23999). # type: int min: 0 max: 23999 # world_start_time = 5250 # Interval of saving important changes in the world, stated in seconds. # type: float # server_map_save_interval = 5.3 ### Physics # type: float # movement_acceleration_default = 3 # type: float # movement_acceleration_air = 2 # type: float # movement_acceleration_fast = 10 # type: float # movement_speed_walk = 4 # type: float # movement_speed_crouch = 1.35 # type: float # movement_speed_fast = 20 # type: float # movement_speed_climb = 3 # type: float # movement_speed_jump = 6.5 # type: float # movement_liquid_fluidity = 1 # type: float # movement_liquid_fluidity_smooth = 0.5 # type: float # movement_liquid_sink = 10 # type: float # movement_gravity = 9.81 ### Advanced # Handling for deprecated lua api calls: # - legacy: (try to) mimic old behaviour (default for release). # - log: mimic and log backtrace of deprecated call (default for debug). # - error: abort on usage of deprecated call (suggested for mod developers). # type: enum values: legacy, log, error # deprecated_lua_api_handling = legacy # Number of extra blocks that can be loaded by /clearobjects at once. # This is a trade-off between sqlite transaction overhead and # memory consumption (4096=100MB, as a rule of thumb). # type: int # max_clearobjects_extra_loaded_blocks = 4096 # How much the server will wait before unloading unused mapblocks. # Higher value is smoother, but will use more RAM. # type: int # server_unload_unused_data_timeout = 29 # Maximum number of statically stored objects in a block. # type: int # max_objects_per_block = 64 # See http://www.sqlite.org/pragma.html#pragma_synchronous # type: enum values: 0, 1, 2 # sqlite_synchronous = 2 # Length of a server tick and the interval at which objects are generally updated over network. # type: float # dedicated_server_step = 0.09 # Time in between active block management cycles # type: float # active_block_mgmt_interval = 2.0 # Length of time between ABM execution cycles # type: float # abm_interval = 1.0 # Length of time between NodeTimer execution cycles # type: float # nodetimer_interval = 0.2 # If enabled, invalid world data won't cause the server to shut down. # Only enable this if you know what you are doing. # type: bool # ignore_world_load_errors = false # Max liquids processed per step. # type: int # liquid_loop_max = 100000 # The time (in seconds) that the liquids queue may grow beyond processing # capacity until an attempt is made to decrease its size by dumping old queue # items. A value of 0 disables the functionality. # type: int # liquid_queue_purge_time = 0 # Liquid update interval in seconds. # type: float # liquid_update = 1.0 # At this distance the server will aggressively optimize which blocks are sent to clients. # Small values potentially improve performance a lot, at the expense of visible rendering glitches. # (some blocks will not be rendered under water and in caves, as well as sometimes on land) # Setting this to a value greater than max_block_send_distance disables this optimization. # Stated in mapblocks (16 nodes) # type: int min: 2 # block_send_optimize_distance = 4 # If enabled the server will perform map block occlusion culling based on # on the eye position of the player. This can reduce the number of blocks # sent to the client 50-80%. The client will not longer receive most invisible # so that the utility of noclip mode is reduced. # type: bool # server_side_occlusion_culling = true # Restricts the access of certain client-side functions on servers # Combine these byteflags below to restrict more client-side features: # LOAD_CLIENT_MODS: 1 (disable client mods loading) # CHAT_MESSAGES: 2 (disable send_chat_message call client-side) # READ_ITEMDEFS: 4 (disable get_item_def call client-side) # READ_NODEDEFS: 8 (disable get_node_def call client-side) # type: int # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to csm_flavour_noderange_limit) # csm_flavour_limits = 18 # If the CSM flavour for node range is enabled, get_node is limited to # this many nodes from the player. # type: int # csm_flavour_noderange_limit = 8 ## Security # Prevent mods from doing insecure things like running shell commands. # type: bool # secure.enable_security = true # Comma-separated list of trusted mods that are allowed to access insecure # functions even when mod security is on (via request_insecure_environment()). # type: string # secure.trusted_mods = # Comma-separated list of mods that are allowed to access HTTP APIs, which # allow them to upload and download data to/from the internet. # type: string # secure.http_mods = ## Advanced ### Profiling # Load the game profiler to collect game profiling data. # Provides a /profiler command to access the compiled profile. # Useful for mod developers and server operators. # type: bool # profiler.load = false # The default format in which profiles are being saved, # when calling `/profiler save [format]` without format. # type: enum values: txt, csv, lua, json, json_pretty # profiler.default_report_format = txt # The file path relative to your worldpath in which profiles will be saved to. # type: string # profiler.report_path = "" #### Instrumentation # Instrument the methods of entities on registration. # type: bool # instrument.entity = true # Instrument the action function of Active Block Modifiers on registration. # type: bool # instrument.abm = true # Instrument the action function of Loading Block Modifiers on registration. # type: bool # instrument.lbm = true # Instrument chatcommands on registration. # type: bool # instrument.chatcommand = true # Instrument global callback functions on registration. # (anything you pass to a minetest.register_*() function) # type: bool # instrument.global_callback = true ##### Advanced # Instrument builtin. # This is usually only needed by core/builtin contributors # type: bool # instrument.builtin = false # Have the profiler instrument itself: # * Instrument an empty function. # This estimates the overhead, that instrumentation is adding (+1 function call). # * Instrument the sampler being used to update the statistics. # type: bool # instrument.profiler = false # # Client and Server # # Name of the player. # When running a server, clients connecting with this name are admins. # When starting from the main menu, this is overridden. # type: string # name = # Set the language. Leave empty to use the system language. # A restart is required after changing this. # type: enum values: , be, ca, cs, da, de, en, eo, es, et, fr, he, hu, id, it, ja, jbo, ko, ky, lt, nb, nl, pl, pt, pt_BR, ro, ru, sr_Cyrl, tr, uk, zh_CN, zh_TW # language = # Level of logging to be written to debug.txt: # - <nothing> (no logging) # - none (messages with no level) # - error # - warning # - action # - info # - verbose # type: enum values: , none, error, warning, action, info, verbose # debug_log_level = action # IPv6 support. # type: bool # enable_ipv6 = true ## Advanced # Default timeout for cURL, stated in milliseconds. # Only has an effect if compiled with cURL. # type: int # curl_timeout = 5000 # Limits number of parallel HTTP requests. Affects: # - Media fetch if server uses remote_media setting. # - Serverlist download and server announcement. # - Downloads performed by main menu (e.g. mod manager). # Only has an effect if compiled with cURL. # type: int # curl_parallel_limit = 8 # Maximum time in ms a file download (e.g. a mod download) may take. # type: int # curl_file_download_timeout = 300000 # Makes DirectX work with LuaJIT. Disable if it causes troubles. # type: bool # high_precision_fpu = true # Replaces the default main menu with a custom one. # type: string # main_menu_script = # type: int # main_menu_game_mgr = 0 # type: int # main_menu_mod_mgr = 1 # Print the engine's profiling data in regular intervals (in seconds). 0 = disable. Useful for developers. # type: int # profiler_print_interval = 0 # # Mapgen # # Name of map generator to be used when creating a new world. # Creating a world in the main menu will override this. # type: enum values: v5, v6, v7, flat, valleys, fractal, singlenode # mg_name = v7 # Water surface level of the world. # type: int # water_level = 1 # From how far blocks are generated for clients, stated in mapblocks (16 nodes). # type: int # max_block_generate_distance = 6 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0). # Only mapchunks completely within the mapgen limit are generated. # Value is stored per-world. # type: int min: 0 max: 31000 # mapgen_limit = 31000 # Global map generation attributes. # In Mapgen v6 the 'decorations' flag controls all decorations except trees # and junglegrass, in all other mapgens this flag controls all decorations. # Flags that are not enabled are not modified from the default. # Flags starting with 'no' are used to explicitly disable them. # type: flags possible values: caves, dungeons, light, decorations, nocaves, nodungeons, nolight, nodecorations # mg_flags = caves,dungeons,light,decorations # Whether dungeons occasionally project from the terrain. # type: bool # projecting_dungeons = true ## Biome API temperature and humidity noise parameters # Temperature variation for biomes. # type: noise_params_2d # mg_biome_np_heat = { # offset = 50, # scale = 50, # spread = (1000, 1000, 1000), # seed = 5349, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = "eased" # } # Small-scale temperature variation for blending biomes on borders. # type: noise_params_2d # mg_biome_np_heat_blend = { # offset = 0, # scale = 1.5, # spread = (8, 8, 8), # seed = 13, # octaves = 2, # persistence = 1.0, # lacunarity = 2.0, # flags = "eased" # } # Humidity variation for biomes. # type: noise_params_2d # mg_biome_np_humidity = { # offset = 50, # scale = 50, # spread = (1000, 1000, 1000), # seed = 842, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = "eased" # } # Small-scale humidity variation for blending biomes on borders. # type: noise_params_2d # mg_biome_np_humidity_blend = { # offset = 0, # scale = 1.5, # spread = (8, 8, 8), # seed = 90003, # octaves = 2, # persistence = 1.0, # lacunarity = 2.0, # flags = "eased" # } ## Mapgen V5 # Map generation attributes specific to Mapgen v5. # Flags that are not enabled are not modified from the default. # Flags starting with 'no' are used to explicitly disable them. # type: flags possible values: caverns, nocaverns # mgv5_spflags = caverns # Controls width of tunnels, a smaller value creates wider tunnels. # type: float # mgv5_cave_width = 0.125 # Y of upper limit of large caves. # type: int # mgv5_large_cave_depth = -256 # Y of upper limit of lava in large caves. # type: int # mgv5_lava_depth = -256 # Y-level of cavern upper limit. # type: int # mgv5_cavern_limit = -256 # Y-distance over which caverns expand to full size. # type: int # mgv5_cavern_taper = 256 # Defines full size of caverns, smaller values create larger caverns. # type: float # mgv5_cavern_threshold = 0.7 ### Noises # Variation of biome filler depth. # type: noise_params_2d # mgv5_np_filler_depth = { # offset = 0, # scale = 1, # spread = (150, 150, 150), # seed = 261, # octaves = 4, # persistence = 0.7, # lacunarity = 2.0, # flags = "eased" # } # Variation of terrain vertical scale. # When noise is < -0.55 terrain is near-flat. # type: noise_params_2d # mgv5_np_factor = { # offset = 0, # scale = 1, # spread = (250, 250, 250), # seed = 920381, # octaves = 3, # persistence = 0.45, # lacunarity = 2.0, # flags = "eased" # } # Y-level of average terrain surface. # type: noise_params_2d # mgv5_np_height = { # offset = 0, # scale = 10, # spread = (250, 250, 250), # seed = 84174, # octaves = 4, # persistence = 0.5, # lacunarity = 2.0, # flags = "eased" # } # First of 2 3D noises that together define tunnels. # type: noise_params_3d # mgv5_np_cave1 = { # offset = 0, # scale = 12, # spread = (50, 50, 50), # seed = 52534, # octaves = 4, # persistence = 0.5, # lacunarity = 2.0, # flags = "" # } # Second of 2 3D noises that together define tunnels. # type: noise_params_3d # mgv5_np_cave2 = { # offset = 0, # scale = 12, # spread = (50, 50, 50), # seed = 10325, # octaves = 4, # persistence = 0.5, # lacunarity = 2.0, # flags = "" # } # 3D noise defining giant caverns. # type: noise_params_3d # mgv5_np_cavern = { # offset = 0, # scale = 1, # spread = (384, 128, 384), # seed = 723, # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, # flags = "" # } # 3D noise defining terrain. # type: noise_params_3d # mgv5_np_ground = { # offset = 0, # scale = 40, # spread = (80, 80, 80), # seed = 983240, # octaves = 4, # persistence = 0.55, # lacunarity = 2.0, # flags = "eased" # } ## Mapgen V6 # Map generation attributes specific to Mapgen v6. # The 'snowbiomes' flag enables the new 5 biome system. # When the new biome system is enabled jungles are automatically enabled and # the 'jungles' flag is ignored. # Flags that are not enabled are not modified from the default. # Flags starting with 'no' are used to explicitly disable them. # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,trees # Deserts occur when np_biome exceeds this value. # When the new biome system is enabled, this is ignored. # type: float # mgv6_freq_desert = 0.45 # Sandy beaches occur when np_beach exceeds this value. # type: float # mgv6_freq_beach = 0.15 ### Noises # Y-level of lower terrain and lakebeds. # type: noise_params_2d # mgv6_np_terrain_base = { # offset = -4, # scale = 20, # spread = (250, 250, 250), # seed = 82341, # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, # flags = "eased" # } # Y-level of higher (cliff-top) terrain. # type: noise_params_2d # mgv6_np_terrain_higher = { # offset = 20, # scale = 16, # spread = (500, 500, 500), # seed = 85039, # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, # flags = "eased" # } # Varies steepness of cliffs. # type: noise_params_2d # mgv6_np_steepness = { # offset = 0.85, # scale = 0.5, # spread = (125, 125, 125), # seed = -932, # octaves = 5, # persistence = 0.7, # lacunarity = 2.0, # flags = "eased" # } # Defines areas of 'terrain_higher' (cliff-top terrain). # type: noise_params_2d # mgv6_np_height_select = { # offset = 0.5, # scale = 1, # spread = (250, 250, 250), # seed = 4213, # octaves = 5, # persistence = 0.69, # lacunarity = 2.0, # flags = "eased" # } # Varies depth of biome surface nodes. # type: noise_params_2d # mgv6_np_mud = { # offset = 4, # scale = 2, # spread = (200, 200, 200), # seed = 91013, # octaves = 3, # persistence = 0.55, # lacunarity = 2.0, # flags = "eased" # } # Defines areas with sandy beaches. # type: noise_params_2d # mgv6_np_beach = { # offset = 0, # scale = 1, # spread = (250, 250, 250), # seed = 59420, # octaves = 3, # persistence = 0.50, # lacunarity = 2.0, # flags = "eased" # } # Temperature variation for biomes. # type: noise_params_2d # mgv6_np_biome = { # offset = 0, # scale = 1, # spread = (500, 500, 500), # seed = 9130, # octaves = 3, # persistence = 0.50, # lacunarity = 2.0, # flags = "eased" # } # Variation of number of caves. # type: noise_params_2d # mgv6_np_cave = { # offset = 6, # scale = 6, # spread = (250, 250, 250), # seed = 34329, # octaves = 3, # persistence = 0.50, # lacunarity = 2.0, # flags = "eased" # } # Humidity variation for biomes. # type: noise_params_2d # mgv6_np_humidity = { # offset = 0.5, # scale = 0.5, # spread = (500, 500, 500), # seed = 72384, # octaves = 3, # persistence = 0.50, # lacunarity = 2.0, # flags = "eased" # } # Defines tree areas and tree density. # type: noise_params_2d # mgv6_np_trees = { # offset = 0, # scale = 1, # spread = (125, 125, 125), # seed = 2, # octaves = 4, # persistence = 0.66, # lacunarity = 2.0, # flags = "eased" # } # Defines areas where trees have apples. # type: noise_params_2d # mgv6_np_apple_trees = { # offset = 0, # scale = 1, # spread = (100, 100, 100), # seed = 342902, # octaves = 3, # persistence = 0.45, # lacunarity = 2.0, # flags = "eased" # } ## Mapgen V7 # Map generation attributes specific to Mapgen v7. # 'ridges' enables the rivers. # Flags that are not enabled are not modified from the default. # Flags starting with 'no' are used to explicitly disable them. # type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns # mgv7_spflags = mountains,ridges,nofloatlands,caverns # Y of mountain density gradient zero level. Used to shift mountains vertically. # type: int # mgv7_mount_zero_level = 0 # Controls width of tunnels, a smaller value creates wider tunnels. # type: float # mgv7_cave_width = 0.09 # Y of upper limit of large caves. # type: int # mgv7_large_cave_depth = -33 # Y of upper limit of lava in large caves. # type: int # mgv7_lava_depth = -256 # Controls the density of floatland mountain terrain. # Is an offset added to the 'np_mountain' noise value. # type: float # mgv7_float_mount_density = 0.6 # Typical maximum height, above and below midpoint, of floatland mountain terrain. # type: float # mgv7_float_mount_height = 128.0 # Y-level of floatland midpoint and lake surface. # type: int # mgv7_floatland_level = 1280 # Y-level to which floatland shadows extend. # type: int # mgv7_shadow_limit = 1024 # Y-level of cavern upper limit. # type: int # mgv7_cavern_limit = -256 # Y-distance over which caverns expand to full size. # type: int # mgv7_cavern_taper = 256 # Defines full size of caverns, smaller values create larger caverns. # type: float # mgv7_cavern_threshold = 0.7 ### Noises # Y-level of higher (cliff-top) terrain. # type: noise_params_2d # mgv7_np_terrain_base = { # offset = 4, # scale = 70, # spread = (600, 600, 600), # seed = 82341, # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, # flags = "eased" # } # Y-level of lower terrain and lakebeds. # type: noise_params_2d # mgv7_np_terrain_alt = { # offset = 4, # scale = 25, # spread = (600, 600, 600), # seed = 5934, # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, # flags = "eased" # } # Varies roughness of terrain. # Defines the 'persistence' value for terrain_base and terrain_alt noises. # type: noise_params_2d # mgv7_np_terrain_persist = { # offset = 0.6, # scale = 0.1, # spread = (2000, 2000, 2000), # seed = 539, # octaves = 3, # persistence = 0.6, # lacunarity = 2.0, # flags = "eased" # } # Defines areas of higher (cliff-top) terrain and affects steepness of cliffs. # type: noise_params_2d # mgv7_np_height_select = { # offset = -8, # scale = 16, # spread = (500, 500, 500), # seed = 4213, # octaves = 6, # persistence = 0.7, # lacunarity = 2.0, # flags = "eased" # } # Variation of biome filler depth. # type: noise_params_2d # mgv7_np_filler_depth = { # offset = 0, # scale = 1.2, # spread = (150, 150, 150), # seed = 261, # octaves = 3, # persistence = 0.7, # lacunarity = 2.0, # flags = "eased" # } # Variation of maximum mountain height (in nodes). # type: noise_params_2d # mgv7_np_mount_height = { # offset = 256, # scale = 112, # spread = (1000, 1000, 1000), # seed = 72449, # octaves = 3, # persistence = 0.6, # lacunarity = 2.0, # flags = "eased" # } # Defines large-scale river channel structure. # type: noise_params_2d # mgv7_np_ridge_uwater = { # offset = 0, # scale = 1, # spread = (1000, 1000, 1000), # seed = 85039, # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, # flags = "eased" # } # Defines areas of floatland smooth terrain. # Smooth floatlands occur when noise > 0. # type: noise_params_2d # mgv7_np_floatland_base = { # offset = -0.6, # scale = 1.5, # spread = (600, 600, 600), # seed = 114, # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, # flags = "eased" # } # Variation of hill height and lake depth on floatland smooth terrain. # type: noise_params_2d # mgv7_np_float_base_height = { # offset = 48, # scale = 24, # spread = (300, 300, 300), # seed = 907, # octaves = 4, # persistence = 0.7, # lacunarity = 2.0, # flags = "eased" # } # 3D noise defining mountain structure and height. # Also defines structure of floatland mountain terrain. # type: noise_params_3d # mgv7_np_mountain = { # offset = -0.6, # scale = 1, # spread = (250, 350, 250), # seed = 5333, # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, # flags = "" # } # 3D noise defining structure of river canyon walls. # type: noise_params_3d # mgv7_np_ridge = { # offset = 0, # scale = 1, # spread = (100, 100, 100), # seed = 6467, # octaves = 4, # persistence = 0.75, # lacunarity = 2.0, # flags = "" # } # 3D noise defining giant caverns. # type: noise_params_3d # mgv7_np_cavern = { # offset = 0, # scale = 1, # spread = (384, 128, 384), # seed = 723, # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, # flags = "" # } # First of 2 3D noises that together define tunnels. # type: noise_params_3d # mgv7_np_cave1 = { # offset = 0, # scale = 12, # spread = (61, 61, 61), # seed = 52534, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = "" # } # Second of 2 3D noises that together define tunnels. # type: noise_params_3d # mgv7_np_cave2 = { # offset = 0, # scale = 12, # spread = (67, 67, 67), # seed = 10325, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = "" # } ## Mapgen Carpathian # Map generation attributes specific to Mapgen Carpathian. # Flags that are not enabled are not modified from the default. # Flags starting with 'no' are used to explicitly disable them. # type: flags possible values: caverns, nocaverns # mgcarpathian_spflags = caverns # Controls width of tunnels, a smaller value creates wider tunnels. # type: float # mgcarpathian_cave_width = 0.09 # Y of upper limit of large caves. # type: int # mgcarpathian_large_cave_depth = -33 # Y of upper limit of lava in large caves. # type: int # mgcarpathian_lava_depth = -256 # Y-level of cavern upper limit. # type: int # mgcarpathian_cavern_limit = -256 # Y-distance over which caverns expand to full size. # type: int # mgcarpathian_cavern_taper = 256 # Defines full size of caverns, smaller values create larger caverns. # type: float # mgcarpathian_cavern_threshold = 0.7 ### Noises # 2D noise that defines the base ground level. # type: noise_params_2d # mgcarpathian_np_base = { # offset = 12, # scale = 1, # spread = (2557, 2557, 2557), # seed = 6538, # octaves = 4, # persistence = 0.8, # lacunarity = 0.5, # flags = "eased" # } # Variation of biome filler depth. # type: noise_params_2d # mgcarpathian_np_filler_depth = { # offset = 0, # scale = 1, # spread = (128, 128, 128), # seed = 261, # octaves = 3, # persistence = 0.7, # lacunarity = 2.0, # flags = "eased" # } # First of 4 2D noises that together define hill/mountain range height. # type: noise_params_2d # mgcarpathian_np_height1 = { # offset = 0, # scale = 5, # spread = (251, 251, 251), # seed = 9613, # octaves = 5, # persistence = 0.5, # lacunarity = 2.0, # flags = "eased" # } # Second of 4 2D noises that together define hill/mountain range height. # type: noise_params_2d # mgcarpathian_np_height2 = { # offset = 0, # scale = 5, # spread = (383, 383, 383), # seed = 1949, # octaves = 5, # persistence = 0.5, # lacunarity = 2.0, # flags = "eased" # } # Third of 4 2D noises that together define hill/mountain range height. # type: noise_params_2d # mgcarpathian_np_height3 = { # offset = 0, # scale = 5, # spread = (509, 509, 509), # seed = 3211, # octaves = 5, # persistence = 0.5, # lacunarity = 2.0, # flags = "eased" # } # Fourth of 4 2D noises that together define hill/mountain range height. # type: noise_params_2d # mgcarpathian_np_height4 = { # offset = 0, # scale = 5, # spread = (631, 631, 631), # seed = 1583, # octaves = 5, # persistence = 0.5, # lacunarity = 2.0, # flags = "eased" # } # 2D noise that controls the size/occurance of rolling hills. # type: noise_params_2d # mgcarpathian_np_hills_terrain = { # offset = 1, # scale = 1, # spread = (1301, 1301, 1301), # seed = 1692, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = "eased" # } # 2D noise that controls the size/occurance of ridged mountain ranges. # type: noise_params_2d # mgcarpathian_np_ridge_terrain = { # offset = 1, # scale = 1, # spread = (1889, 1889, 1889), # seed = 3568, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = "eased" # } # 2D noise that controls the size/occurance of step mountain ranges. # type: noise_params_2d # mgcarpathian_np_step_terrain = { # offset = 1, # scale = 1, # spread = (1889, 1889, 1889), # seed = 4157, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = "eased" # } # 2D noise that controls the shape/size of rolling hills. # type: noise_params_2d # mgcarpathian_np_hills = { # offset = 0, # scale = 3, # spread = (257, 257, 257), # seed = 6604, # octaves = 6, # persistence = 0.5, # lacunarity = 2.0, # flags = "eased" # } # 2D noise that controls the shape/size of ridged mountains. # type: noise_params_2d # mgcarpathian_np_ridge_mnt = { # offset = 0, # scale = 12, # spread = (743, 743, 743), # seed = 5520, # octaves = 6, # persistence = 0.7, # lacunarity = 2.0, # flags = "eased" # } # 2D noise that controls the shape/size of step mountains. # type: noise_params_2d # mgcarpathian_np_step_mnt = { # offset = 0, # scale = 8, # spread = (509, 509, 509), # seed = 2590, # octaves = 6, # persistence = 0.6, # lacunarity = 2.0, # flags = "eased" # } # 3D noise for mountain overhangs, cliffs, etc. Usually small variations. # type: noise_params_3d # mgcarpathian_np_mnt_var = { # offset = 0, # scale = 1, # spread = (499, 499, 499), # seed = 2490, # octaves = 5, # persistence = 0.55, # lacunarity = 2.0, # flags = "" # } # First of 2 3D noises that together define tunnels. # type: noise_params_3d # mgcarpathian_np_cave1 = { # offset = 0, # scale = 12, # spread = (61, 61, 61), # seed = 52534, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = "" # } # Second of 2 3D noises that together define tunnels. # type: noise_params_3d # mgcarpathian_np_cave2 = { # offset = 0, # scale = 12, # spread = (67, 67, 67), # seed = 10325, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = "" # } # 3D noise defining giant caverns. # type: noise_params_3d # mgcarpathian_np_cavern = { # offset = 0, # scale = 1, # spread = (384, 128, 384), # seed = 723, # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, # flags = "" # } ## Mapgen Flat # Map generation attributes specific to Mapgen flat. # Occasional lakes and hills can be added to the flat world. # Flags that are not enabled are not modified from the default. # Flags starting with 'no' are used to explicitly disable them. # type: flags possible values: lakes, hills, nolakes, nohills # mgflat_spflags = nolakes,nohills # Y of flat ground. # type: int # mgflat_ground_level = 8 # Y of upper limit of large caves. # type: int # mgflat_large_cave_depth = -33 # Y of upper limit of lava in large caves. # type: int # mgflat_lava_depth = -256 # Controls width of tunnels, a smaller value creates wider tunnels. # type: float # mgflat_cave_width = 0.09 # Terrain noise threshold for lakes. # Controls proportion of world area covered by lakes. # Adjust towards 0.0 for a larger proportion. # type: float # mgflat_lake_threshold = -0.45 # Controls steepness/depth of lake depressions. # type: float # mgflat_lake_steepness = 48.0 # Terrain noise threshold for hills. # Controls proportion of world area covered by hills. # Adjust towards 0.0 for a larger proportion. # type: float # mgflat_hill_threshold = 0.45 # Controls steepness/height of hills. # type: float # mgflat_hill_steepness = 64.0 ### Noises # Defines location and terrain of optional hills and lakes. # type: noise_params_2d # mgflat_np_terrain = { # offset = 0, # scale = 1, # spread = (600, 600, 600), # seed = 7244, # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, # flags = "eased" # } # Variation of biome filler depth. # type: noise_params_2d # mgflat_np_filler_depth = { # offset = 0, # scale = 1.2, # spread = (150, 150, 150), # seed = 261, # octaves = 3, # persistence = 0.7, # lacunarity = 2.0, # flags = "eased" # } # First of 2 3D noises that together define tunnels. # type: noise_params_3d # mgflat_np_cave1 = { # offset = 0, # scale = 12, # spread = (61, 61, 61), # seed = 52534, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = "" # } # Second of 2 3D noises that together define tunnels. # type: noise_params_3d # mgflat_np_cave2 = { # offset = 0, # scale = 12, # spread = (67, 67, 67), # seed = 10325, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = "" # } ## Mapgen Fractal # Controls width of tunnels, a smaller value creates wider tunnels. # type: float # mgfractal_cave_width = 0.09 # Y of upper limit of large caves. # type: int # mgfractal_large_cave_depth = -33 # Y of upper limit of lava in large caves. # type: int # mgfractal_lava_depth = -256 # Choice of 18 fractals from 9 formulas. # 1 = 4D "Roundy" mandelbrot set. # 2 = 4D "Roundy" julia set. # 3 = 4D "Squarry" mandelbrot set. # 4 = 4D "Squarry" julia set. # 5 = 4D "Mandy Cousin" mandelbrot set. # 6 = 4D "Mandy Cousin" julia set. # 7 = 4D "Variation" mandelbrot set. # 8 = 4D "Variation" julia set. # 9 = 3D "Mandelbrot/Mandelbar" mandelbrot set. # 10 = 3D "Mandelbrot/Mandelbar" julia set. # 11 = 3D "Christmas Tree" mandelbrot set. # 12 = 3D "Christmas Tree" julia set. # 13 = 3D "Mandelbulb" mandelbrot set. # 14 = 3D "Mandelbulb" julia set. # 15 = 3D "Cosine Mandelbulb" mandelbrot set. # 16 = 3D "Cosine Mandelbulb" julia set. # 17 = 4D "Mandelbulb" mandelbrot set. # 18 = 4D "Mandelbulb" julia set. # type: int min: 1 max: 18 # mgfractal_fractal = 1 # Iterations of the recursive function. # Controls the amount of fine detail. # type: int # mgfractal_iterations = 11 # Approximate (X,Y,Z) scale of fractal in nodes. # type: v3f # mgfractal_scale = (4096.0, 1024.0, 4096.0) # (X,Y,Z) offset of fractal from world centre in units of 'scale'. # Used to move a suitable spawn area of low land close to (0, 0). # The default is suitable for mandelbrot sets, it needs to be edited for julia sets. # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes. # type: v3f # mgfractal_offset = (1.79, 0.0, 0.0) # W co-ordinate of the generated 3D slice of a 4D fractal. # Determines which 3D slice of the 4D shape is generated. # Has no effect on 3D fractals. # Range roughly -2 to 2. # type: float # mgfractal_slice_w = 0.0 # Julia set only: X component of hypercomplex constant determining julia shape. # Range roughly -2 to 2. # type: float # mgfractal_julia_x = 0.33 # Julia set only: Y component of hypercomplex constant determining julia shape. # Range roughly -2 to 2. # type: float # mgfractal_julia_y = 0.33 # Julia set only: Z component of hypercomplex constant determining julia shape. # Range roughly -2 to 2. # type: float # mgfractal_julia_z = 0.33 # Julia set only: W component of hypercomplex constant determining julia shape. # Has no effect on 3D fractals. # Range roughly -2 to 2. # type: float # mgfractal_julia_w = 0.33 ### Noises # Y-level of seabed. # type: noise_params_2d # mgfractal_np_seabed = { # offset = -14, # scale = 9, # spread = (600, 600, 600), # seed = 41900, # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, # flags = "eased" # } # Variation of biome filler depth. # type: noise_params_2d # mgfractal_np_filler_depth = { # offset = 0, # scale = 1.2, # spread = (150, 150, 150), # seed = 261, # octaves = 3, # persistence = 0.7, # lacunarity = 2.0, # flags = "eased" # } # First of 2 3D noises that together define tunnels. # type: noise_params_3d # mgfractal_np_cave1 = { # offset = 0, # scale = 12, # spread = (61, 61, 61), # seed = 52534, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = "" # } # Second of 2 3D noises that together define tunnels. # type: noise_params_3d # mgfractal_np_cave2 = { # offset = 0, # scale = 12, # spread = (67, 67, 67), # seed = 10325, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = "" # } ## Mapgen Valleys # Map generation attributes specific to Mapgen Valleys. # 'altitude_chill' makes higher elevations colder, which may cause biome issues. # 'humid_rivers' modifies the humidity around rivers and in areas where water would tend to pool, # it may interfere with delicately adjusted biomes. # Flags that are not enabled are not modified from the default. # Flags starting with 'no' are used to explicitly disable them. # type: flags possible values: altitude_chill, noaltitude_chill, humid_rivers, nohumid_rivers # mg_valleys_spflags = altitude_chill,humid_rivers # The altitude at which temperature drops by 20C # type: int # mgvalleys_altitude_chill = 90 # Depth below which you'll find large caves. # type: int # mgvalleys_large_cave_depth = -33 # Creates unpredictable lava features in caves. # These can make mining difficult. Zero disables them. (0-10) # type: int # mgvalleys_lava_features = 0 # Depth below which you'll find massive caves. # type: int # mgvalleys_massive_cave_depth = -256 # How deep to make rivers # type: int # mgvalleys_river_depth = 4 # How wide to make rivers # type: int # mgvalleys_river_size = 5 # Creates unpredictable water features in caves. # These can make mining difficult. Zero disables them. (0-10) # type: int # mgvalleys_water_features = 0 # Controls width of tunnels, a smaller value creates wider tunnels. # type: float # mgvalleys_cave_width = 0.09 ### Noises # Caves and tunnels form at the intersection of the two noises # type: noise_params_3d # mgvalleys_np_cave1 = { # offset = 0, # scale = 12, # spread = (61, 61, 61), # seed = 52534, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = "" # } # Caves and tunnels form at the intersection of the two noises # type: noise_params_3d # mgvalleys_np_cave2 = { # offset = 0, # scale = 12, # spread = (67, 67, 67), # seed = 10325, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = "" # } # The depth of dirt or other filler # type: noise_params_2d # mgvalleys_np_filler_depth = { # offset = 0, # scale = 1.2, # spread = (256, 256, 256), # seed = 1605, # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, # flags = "eased" # } # Massive caves form here. # type: noise_params_3d # mgvalleys_np_massive_caves = { # offset = 0, # scale = 1, # spread = (768, 256, 768), # seed = 59033, # octaves = 6, # persistence = 0.63, # lacunarity = 2.0, # flags = "" # } # River noise -- rivers occur close to zero # type: noise_params_2d # mgvalleys_np_rivers = { # offset = 0, # scale = 1, # spread = (256, 256, 256), # seed = -6050, # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, # flags = "eased" # } # Base terrain height # type: noise_params_2d # mgvalleys_np_terrain_height = { # offset = -10, # scale = 50, # spread = (1024, 1024, 1024), # seed = 5202, # octaves = 6, # persistence = 0.4, # lacunarity = 2.0, # flags = "eased" # } # Raises terrain to make valleys around the rivers # type: noise_params_2d # mgvalleys_np_valley_depth = { # offset = 5, # scale = 4, # spread = (512, 512, 512), # seed = -1914, # octaves = 1, # persistence = 1.0, # lacunarity = 2.0, # flags = "eased" # } # Slope and fill work together to modify the heights # type: noise_params_3d # mgvalleys_np_inter_valley_fill = { # offset = 0, # scale = 1, # spread = (256, 512, 256), # seed = 1993, # octaves = 6, # persistence = 0.8, # lacunarity = 2.0, # flags = "" # } # Amplifies the valleys # type: noise_params_2d # mgvalleys_np_valley_profile = { # offset = 0.6, # scale = 0.5, # spread = (512, 512, 512), # seed = 777, # octaves = 1, # persistence = 1.0, # lacunarity = 2.0, # flags = "eased" # } # Slope and fill work together to modify the heights # type: noise_params_2d # mgvalleys_np_inter_valley_slope = { # offset = 0.5, # scale = 0.5, # spread = (128, 128, 128), # seed = 746, # octaves = 1, # persistence = 1.0, # lacunarity = 2.0, # flags = "eased" # } ## Advanced # Size of chunks to be generated at once by mapgen, stated in mapblocks (16 nodes). # type: int # chunksize = 5 # Dump the mapgen debug infos. # type: bool # enable_mapgen_debug_info = false # Maximum number of blocks that can be queued for loading. # type: int # 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. # type: int # 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. # type: int # 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. # type: int # num_emerge_threads = 1