forked from Mirrorlandia_minetest/minetest
a9b74f4c39
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2200 lines
91 KiB
Plaintext
2200 lines
91 KiB
Plaintext
# This file contains all settings displayed in the settings menu.
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#
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# General format:
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# name (Readable name) type type_args
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#
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# Note that the parts are separated by exactly one space
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#
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# `type` can be:
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# - int
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# - string
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# - bool
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# - float
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# - enum
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# - path
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# - filepath
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# - key (will be ignored in GUI, since a special key change dialog exists)
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# - flags
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# - noise_params_2d
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# - noise_params_3d
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# - v3f
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#
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# `type_args` can be:
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# * int:
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# - default
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# - default min max
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# * string:
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# - default (if default is not specified then "" is set)
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# * bool:
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# - default
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# * float:
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# - default
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# - default min max
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# * enum:
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# - default value1,value2,...
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# * path:
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# - default (if default is not specified then "" is set)
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# * filepath:
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# - default (if default is not specified then "" is set)
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# * key:
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# - default
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# * flags:
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# Flags are always separated by comma without spaces.
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# - default possible_flags
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# * noise_params_2d:
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# Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistence>, <lacunarity>[, <default flags>]
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# - default
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# * noise_params_3d:
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# Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistence>, <lacunarity>[, <default flags>]
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# - default
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# * v3f:
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# Format is (<X>, <Y>, <Z>)
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# - default
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#
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# Comments directly above a setting are bound to this setting.
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# All other comments are ignored.
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#
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# Comments and (Readable name) are handled by gettext.
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# Comments should be complete sentences that describe the setting and possibly
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# give the user additional useful insight.
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# Sections are marked by a single line in the format: [Section Name]
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# Sub-section are marked by adding * in front of the section name: [*Sub-section]
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# Sub-sub-sections have two * etc.
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# There shouldn't be too much settings per category; settings that shouldn't be
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# modified by the "average user" should be in (sub-)categories called "Advanced".
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[Controls]
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# If enabled, you can place blocks at the position (feet + eye level) where you stand.
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# This is helpful when working with nodeboxes in small areas.
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enable_build_where_you_stand (Build inside player) bool false
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# Player is able to fly without being affected by gravity.
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# This requires the "fly" privilege on the server.
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free_move (Flying) bool false
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# If enabled, makes move directions relative to the player's pitch when flying or swimming.
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pitch_move (Pitch move mode) bool false
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# Fast movement (via the "special" key).
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# This requires the "fast" privilege on the server.
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fast_move (Fast movement) bool false
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# If enabled together with fly mode, player is able to fly through solid nodes.
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# This requires the "noclip" privilege on the server.
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noclip (Noclip) bool false
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# Smooths camera when looking around. Also called look or mouse smoothing.
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# Useful for recording videos.
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cinematic (Cinematic mode) bool false
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# Smooths rotation of camera. 0 to disable.
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camera_smoothing (Camera smoothing) float 0.0 0.0 0.99
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# Smooths rotation of camera in cinematic mode. 0 to disable.
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cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99
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# Invert vertical mouse movement.
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invert_mouse (Invert mouse) bool false
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# Mouse sensitivity multiplier.
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mouse_sensitivity (Mouse sensitivity) float 0.2
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# If enabled, "special" key instead of "sneak" key is used for climbing down and
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# descending.
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aux1_descends (Special key for climbing/descending) bool false
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# Double-tapping the jump key toggles fly mode.
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doubletap_jump (Double tap jump for fly) bool false
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# If disabled, "special" key is used to fly fast if both fly and fast mode are
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# enabled.
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always_fly_fast (Always fly and fast) bool true
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# The time in seconds it takes between repeated right clicks when holding the right
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# mouse button.
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repeat_rightclick_time (Rightclick repetition interval) float 0.25 0.001
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# Automatically jump up single-node obstacles.
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autojump (Automatic jumping) bool false
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# Prevent digging and placing from repeating when holding the mouse buttons.
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# Enable this when you dig or place too often by accident.
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safe_dig_and_place (Safe digging and placing) bool false
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# Enable random user input (only used for testing).
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random_input (Random input) bool false
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# Continuous forward movement, toggled by autoforward key.
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# Press the autoforward key again or the backwards movement to disable.
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continuous_forward (Continuous forward) bool false
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# The length in pixels it takes for touch screen interaction to start.
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touchscreen_threshold (Touch screen threshold) int 20 0 100
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# (Android) Fixes the position of virtual joystick.
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# If disabled, virtual joystick will center to first-touch's position.
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fixed_virtual_joystick (Fixed virtual joystick) bool false
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# (Android) Use virtual joystick to trigger "aux" button.
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# If enabled, virtual joystick will also tap "aux" button when out of main circle.
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virtual_joystick_triggers_aux (Virtual joystick triggers aux button) bool false
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# Enable joysticks
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enable_joysticks (Enable joysticks) bool false
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# The identifier of the joystick to use
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joystick_id (Joystick ID) int 0
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# The type of joystick
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joystick_type (Joystick type) enum auto auto,generic,xbox
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# The time in seconds it takes between repeated events
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# when holding down a joystick button combination.
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repeat_joystick_button_time (Joystick button repetition interval) float 0.17 0.001
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# The sensitivity of the joystick axes for moving the
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# ingame view frustum around.
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joystick_frustum_sensitivity (Joystick frustum sensitivity) float 170
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# Key for moving the player forward.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_forward (Forward key) key KEY_KEY_W
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# Key for moving the player backward.
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# Will also disable autoforward, when active.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_backward (Backward key) key KEY_KEY_S
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# Key for moving the player left.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_left (Left key) key KEY_KEY_A
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# Key for moving the player right.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_right (Right key) key KEY_KEY_D
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# Key for jumping.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_jump (Jump key) key KEY_SPACE
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# Key for sneaking.
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# Also used for climbing down and descending in water if aux1_descends is disabled.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_sneak (Sneak key) key KEY_LSHIFT
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# Key for opening the inventory.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_inventory (Inventory key) key KEY_KEY_I
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# Key for moving fast in fast mode.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_special1 (Special key) key KEY_KEY_E
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# Key for opening the chat window.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_chat (Chat key) key KEY_KEY_T
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# Key for opening the chat window to type commands.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_cmd (Command key) key /
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# Key for opening the chat window to type local commands.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_cmd_local (Command key) key .
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# Key for toggling unlimited view range.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_rangeselect (Range select key) key KEY_KEY_R
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# Key for toggling flying.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_freemove (Fly key) key KEY_KEY_K
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# Key for toggling pitch move mode.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_pitchmove (Pitch move key) key KEY_KEY_P
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# Key for toggling fast mode.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_fastmove (Fast key) key KEY_KEY_J
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# Key for toggling noclip mode.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_noclip (Noclip key) key KEY_KEY_H
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# Key for selecting the next item in the hotbar.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_hotbar_next (Hotbar next key) key KEY_KEY_N
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# Key for selecting the previous item in the hotbar.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_hotbar_previous (Hotbar previous key) key KEY_KEY_B
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# Key for muting the game.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_mute (Mute key) key KEY_KEY_M
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# Key for increasing the volume.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_increase_volume (Inc. volume key) key
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# Key for decreasing the volume.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_decrease_volume (Dec. volume key) key
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# Key for toggling autoforward.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_autoforward (Automatic forward key) key
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# Key for toggling cinematic mode.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_cinematic (Cinematic mode key) key
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# Key for toggling display of minimap.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_minimap (Minimap key) key KEY_KEY_V
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# Key for taking screenshots.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_screenshot (Screenshot) key KEY_F12
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# Key for dropping the currently selected item.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_drop (Drop item key) key KEY_KEY_Q
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# Key to use view zoom when possible.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_zoom (View zoom key) key KEY_KEY_Z
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# Key for selecting the first hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot1 (Hotbar slot 1 key) key KEY_KEY_1
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# Key for selecting the second hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot2 (Hotbar slot 2 key) key KEY_KEY_2
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# Key for selecting the third hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot3 (Hotbar slot 3 key) key KEY_KEY_3
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# Key for selecting the fourth hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot4 (Hotbar slot 4 key) key KEY_KEY_4
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# Key for selecting the fifth hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot5 (Hotbar slot 5 key) key KEY_KEY_5
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# Key for selecting the sixth hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot6 (Hotbar slot 6 key) key KEY_KEY_6
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# Key for selecting the seventh hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot7 (Hotbar slot 7 key) key KEY_KEY_7
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# Key for selecting the eighth hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot8 (Hotbar slot 8 key) key KEY_KEY_8
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# Key for selecting the ninth hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot9 (Hotbar slot 9 key) key KEY_KEY_9
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# Key for selecting the tenth hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot10 (Hotbar slot 10 key) key KEY_KEY_0
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# Key for selecting the 11th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot11 (Hotbar slot 11 key) key
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# Key for selecting the 12th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot12 (Hotbar slot 12 key) key
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# Key for selecting the 13th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot13 (Hotbar slot 13 key) key
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# Key for selecting the 14th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot14 (Hotbar slot 14 key) key
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# Key for selecting the 15th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot15 (Hotbar slot 15 key) key
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# Key for selecting the 16th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot16 (Hotbar slot 16 key) key
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# Key for selecting the 17th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot17 (Hotbar slot 17 key) key
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# Key for selecting the 18th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot18 (Hotbar slot 18 key) key
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# Key for selecting the 19th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot19 (Hotbar slot 19 key) key
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# Key for selecting the 20th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot20 (Hotbar slot 20 key) key
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# Key for selecting the 21st hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot21 (Hotbar slot 21 key) key
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# Key for selecting the 22nd hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot22 (Hotbar slot 22 key) key
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# Key for selecting the 23rd hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot23 (Hotbar slot 23 key) key
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# Key for selecting the 24th hotbar slot.
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||
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot24 (Hotbar slot 24 key) key
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# Key for selecting the 25th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot25 (Hotbar slot 25 key) key
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# Key for selecting the 26th hotbar slot.
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||
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot26 (Hotbar slot 26 key) key
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# Key for selecting the 27th hotbar slot.
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||
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot27 (Hotbar slot 27 key) key
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# Key for selecting the 28th hotbar slot.
|
||
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
|
||
keymap_slot28 (Hotbar slot 28 key) key
|
||
|
||
# Key for selecting the 29th hotbar slot.
|
||
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
|
||
keymap_slot29 (Hotbar slot 29 key) key
|
||
|
||
# Key for selecting the 30th hotbar slot.
|
||
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
|
||
keymap_slot30 (Hotbar slot 30 key) key
|
||
|
||
# Key for selecting the 31st hotbar slot.
|
||
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
|
||
keymap_slot31 (Hotbar slot 31 key) key
|
||
|
||
# Key for selecting the 32nd hotbar slot.
|
||
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
|
||
keymap_slot32 (Hotbar slot 32 key) key
|
||
|
||
# Key for toggling the display of the HUD.
|
||
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
|
||
keymap_toggle_hud (HUD toggle key) key KEY_F1
|
||
|
||
# Key for toggling the display of chat.
|
||
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
|
||
keymap_toggle_chat (Chat toggle key) key KEY_F2
|
||
|
||
# Key for toggling the display of the large chat console.
|
||
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
|
||
keymap_console (Large chat console key) key KEY_F10
|
||
|
||
# Key for toggling the display of fog.
|
||
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
|
||
keymap_toggle_force_fog_off (Fog toggle key) key KEY_F3
|
||
|
||
# Key for toggling the camera update. Only used for development
|
||
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
|
||
keymap_toggle_update_camera (Camera update toggle key) key
|
||
|
||
# Key for toggling the display of debug info.
|
||
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
|
||
keymap_toggle_debug (Debug info toggle key) key KEY_F5
|
||
|
||
# Key for toggling the display of the profiler. Used for development.
|
||
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
|
||
keymap_toggle_profiler (Profiler toggle key) key KEY_F6
|
||
|
||
# Key for switching between first- and third-person camera.
|
||
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
|
||
keymap_camera_mode (Toggle camera mode key) key KEY_KEY_C
|
||
|
||
# Key for increasing the viewing range.
|
||
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
|
||
keymap_increase_viewing_range_min (View range increase key) key +
|
||
|
||
# Key for decreasing the viewing range.
|
||
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
|
||
keymap_decrease_viewing_range_min (View range decrease key) key -
|
||
|
||
[Graphics]
|
||
|
||
[*In-Game]
|
||
|
||
[**Basic]
|
||
|
||
# Enable vertex buffer objects.
|
||
# This should greatly improve graphics performance.
|
||
enable_vbo (VBO) bool true
|
||
|
||
# Whether to fog out the end of the visible area.
|
||
enable_fog (Fog) bool true
|
||
|
||
# Leaves style:
|
||
# - Fancy: all faces visible
|
||
# - Simple: only outer faces, if defined special_tiles are used
|
||
# - Opaque: disable transparency
|
||
leaves_style (Leaves style) enum fancy fancy,simple,opaque
|
||
|
||
# Connects glass if supported by node.
|
||
connected_glass (Connect glass) bool false
|
||
|
||
# Enable smooth lighting with simple ambient occlusion.
|
||
# Disable for speed or for different looks.
|
||
smooth_lighting (Smooth lighting) bool true
|
||
|
||
# Clouds are a client side effect.
|
||
enable_clouds (Clouds) bool true
|
||
|
||
# Use 3D cloud look instead of flat.
|
||
enable_3d_clouds (3D clouds) bool true
|
||
|
||
# Method used to highlight selected object.
|
||
node_highlighting (Node highlighting) enum box box,halo,none
|
||
|
||
# Adds particles when digging a node.
|
||
enable_particles (Digging particles) bool true
|
||
|
||
[**Filtering]
|
||
|
||
# Use mip mapping to scale textures. May slightly increase performance,
|
||
# especially when using a high resolution texture pack.
|
||
# Gamma correct downscaling is not supported.
|
||
mip_map (Mipmapping) bool false
|
||
|
||
# Use anisotropic filtering when viewing at textures from an angle.
|
||
anisotropic_filter (Anisotropic filtering) bool false
|
||
|
||
# Use bilinear filtering when scaling textures.
|
||
bilinear_filter (Bilinear filtering) bool false
|
||
|
||
# Use trilinear filtering when scaling textures.
|
||
trilinear_filter (Trilinear filtering) bool 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.
|
||
texture_clean_transparent (Clean transparent textures) bool 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.
|
||
texture_min_size (Minimum texture size) int 64
|
||
|
||
# Experimental option, might cause visible spaces between blocks
|
||
# when set to higher number than 0.
|
||
fsaa (FSAA) enum 0 0,1,2,4,8,16
|
||
|
||
# Undersampling is similar to using a lower screen resolution, but it applies
|
||
# to the game world only, keeping the GUI intact.
|
||
# It should give a significant performance boost at the cost of less detailed image.
|
||
# Higher values result in a less detailed image.
|
||
undersampling (Undersampling) int 1 1 8
|
||
|
||
[**Shaders]
|
||
|
||
# Shaders allow advanced visual effects and may increase performance on some video
|
||
# cards.
|
||
# This only works with the OpenGL video backend.
|
||
enable_shaders (Shaders) bool true
|
||
|
||
# Path to shader directory. If no path is defined, default location will be used.
|
||
shader_path (Shader path) path
|
||
|
||
[***Tone Mapping]
|
||
|
||
# Enables Hable's 'Uncharted 2' filmic tone mapping.
|
||
# Simulates the tone curve of photographic film and how this approximates the
|
||
# appearance of high dynamic range images. Mid-range contrast is slightly
|
||
# enhanced, highlights and shadows are gradually compressed.
|
||
tone_mapping (Filmic tone mapping) bool 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.
|
||
enable_bumpmapping (Bumpmapping) bool false
|
||
|
||
# Enables on the fly normalmap generation (Emboss effect).
|
||
# Requires bumpmapping to be enabled.
|
||
generate_normalmaps (Generate normalmaps) bool false
|
||
|
||
# Strength of generated normalmaps.
|
||
normalmaps_strength (Normalmaps strength) float 0.6
|
||
|
||
# Defines sampling step of texture.
|
||
# A higher value results in smoother normal maps.
|
||
normalmaps_smooth (Normalmaps sampling) int 0 0 2
|
||
|
||
[***Parallax Occlusion]
|
||
|
||
# Enables parallax occlusion mapping.
|
||
# Requires shaders to be enabled.
|
||
enable_parallax_occlusion (Parallax occlusion) bool false
|
||
|
||
# 0 = parallax occlusion with slope information (faster).
|
||
# 1 = relief mapping (slower, more accurate).
|
||
parallax_occlusion_mode (Parallax occlusion mode) int 1 0 1
|
||
|
||
# Number of parallax occlusion iterations.
|
||
parallax_occlusion_iterations (Parallax occlusion iterations) int 4
|
||
|
||
# Overall scale of parallax occlusion effect.
|
||
parallax_occlusion_scale (Parallax occlusion scale) float 0.08
|
||
|
||
# Overall bias of parallax occlusion effect, usually scale/2.
|
||
parallax_occlusion_bias (Parallax occlusion bias) float 0.04
|
||
|
||
[***Waving Nodes]
|
||
|
||
# Set to true to enable waving liquids (like water).
|
||
# Requires shaders to be enabled.
|
||
enable_waving_water (Waving liquids) bool false
|
||
|
||
# The maximum height of the surface of waving liquids.
|
||
# 4.0 = Wave height is two nodes.
|
||
# 0.0 = Wave doesn't move at all.
|
||
# Default is 1.0 (1/2 node).
|
||
# Requires waving liquids to be enabled.
|
||
water_wave_height (Waving liquids wave height) float 1.0 0.0 4.0
|
||
|
||
# Length of liquid waves.
|
||
# Requires waving liquids to be enabled.
|
||
water_wave_length (Waving liquids wavelength) float 20.0 0.1
|
||
|
||
# How fast liquid waves will move. Higher = faster.
|
||
# If negative, liquid waves will move backwards.
|
||
# Requires waving liquids to be enabled.
|
||
water_wave_speed (Waving liquids wave speed) float 5.0
|
||
|
||
# Set to true to enable waving leaves.
|
||
# Requires shaders to be enabled.
|
||
enable_waving_leaves (Waving leaves) bool false
|
||
|
||
# Set to true to enable waving plants.
|
||
# Requires shaders to be enabled.
|
||
enable_waving_plants (Waving plants) bool false
|
||
|
||
[**Advanced]
|
||
|
||
# Arm inertia, gives a more realistic movement of
|
||
# the arm when the camera moves.
|
||
arm_inertia (Arm inertia) bool true
|
||
|
||
# If FPS would go higher than this, limit it by sleeping
|
||
# to not waste CPU power for no benefit.
|
||
fps_max (Maximum FPS) int 60 1
|
||
|
||
# Maximum FPS when game is paused.
|
||
pause_fps_max (FPS in pause menu) int 20 1
|
||
|
||
# Open the pause menu when the window's focus is lost. Does not pause if a formspec is
|
||
# open.
|
||
pause_on_lost_focus (Pause on lost window focus) bool false
|
||
|
||
# View distance in nodes.
|
||
viewing_range (Viewing range) int 100 20 4000
|
||
|
||
# Camera 'near clipping plane' distance in nodes, between 0 and 0.25
|
||
# Only works on GLES platforms. 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.
|
||
near_plane (Near plane) float 0.1 0 0.25
|
||
|
||
# Width component of the initial window size.
|
||
screen_w (Screen width) int 1024 1
|
||
|
||
# Height component of the initial window size.
|
||
screen_h (Screen height) int 600 1
|
||
|
||
# Save window size automatically when modified.
|
||
autosave_screensize (Autosave screen size) bool true
|
||
|
||
# Fullscreen mode.
|
||
fullscreen (Full screen) bool false
|
||
|
||
# Bits per pixel (aka color depth) in fullscreen mode.
|
||
fullscreen_bpp (Full screen BPP) int 24
|
||
|
||
# Vertical screen synchronization.
|
||
vsync (VSync) bool false
|
||
|
||
# Field of view in degrees.
|
||
fov (Field of view) int 72 45 160
|
||
|
||
# Alters the light curve by applying 'gamma correction' to it.
|
||
# Higher values make middle and lower light levels brighter.
|
||
# Value '1.0' leaves the light curve unaltered.
|
||
# This only has significant effect on daylight and artificial
|
||
# light, it has very little effect on natural night light.
|
||
display_gamma (Light curve gamma) float 1.0 0.33 3.0
|
||
|
||
# Gradient of light curve at minimum light level.
|
||
# Controls the contrast of the lowest light levels.
|
||
lighting_alpha (Light curve low gradient) float 0.0 0.0 3.0
|
||
|
||
# Gradient of light curve at maximum light level.
|
||
# Controls the contrast of the highest light levels.
|
||
lighting_beta (Light curve high gradient) float 1.5 0.0 3.0
|
||
|
||
# Strength of light curve boost.
|
||
# The 3 'boost' parameters define a range of the light
|
||
# curve that is boosted in brightness.
|
||
lighting_boost (Light curve boost) float 0.2 0.0 0.4
|
||
|
||
# Center of light curve boost range.
|
||
# Where 0.0 is minimum light level, 1.0 is maximum light level.
|
||
lighting_boost_center (Light curve boost center) float 0.5 0.0 1.0
|
||
|
||
# Spread of light curve boost range.
|
||
# Controls the width of the range to be boosted.
|
||
# Standard deviation of the light curve boost Gaussian.
|
||
lighting_boost_spread (Light curve boost spread) float 0.2 0.0 0.4
|
||
|
||
# Path to texture directory. All textures are first searched from here.
|
||
texture_path (Texture path) path
|
||
|
||
# The rendering back-end for Irrlicht.
|
||
# A restart is required after changing this.
|
||
# Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
|
||
# On other platforms, OpenGL is recommended, and it’s the only driver with
|
||
# shader support currently.
|
||
video_driver (Video driver) enum opengl null,software,burningsvideo,direct3d8,direct3d9,opengl,ogles1,ogles2
|
||
|
||
# Radius of cloud area stated in number of 64 node cloud squares.
|
||
# Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
|
||
cloud_radius (Cloud radius) int 12
|
||
|
||
# Enable view bobbing and amount of view bobbing.
|
||
# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
|
||
view_bobbing_amount (View bobbing factor) float 1.0
|
||
|
||
# Multiplier for fall bobbing.
|
||
# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
|
||
fall_bobbing_amount (Fall bobbing factor) float 0.03
|
||
|
||
# 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.
|
||
# - crossview: Cross-eyed 3d
|
||
# - pageflip: quadbuffer based 3d.
|
||
# Note that the interlaced mode requires shaders to be enabled.
|
||
3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,crossview,pageflip
|
||
|
||
# Strength of 3D mode parallax.
|
||
3d_paralax_strength (3D mode parallax strength) float 0.025
|
||
|
||
# In-game chat console height, between 0.1 (10%) and 1.0 (100%).
|
||
console_height (Console height) float 0.6 0.1 1.0
|
||
|
||
# In-game chat console background color (R,G,B).
|
||
console_color (Console color) string (0,0,0)
|
||
|
||
# In-game chat console background alpha (opaqueness, between 0 and 255).
|
||
console_alpha (Console alpha) int 200 0 255
|
||
|
||
# Formspec full-screen background opacity (between 0 and 255).
|
||
formspec_fullscreen_bg_opacity (Formspec Full-Screen Background Opacity) int 140 0 255
|
||
|
||
# Formspec full-screen background color (R,G,B).
|
||
formspec_fullscreen_bg_color (Formspec Full-Screen Background Color) string (0,0,0)
|
||
|
||
# Formspec default background opacity (between 0 and 255).
|
||
formspec_default_bg_opacity (Formspec Default Background Opacity) int 140 0 255
|
||
|
||
# Formspec default background color (R,G,B).
|
||
formspec_default_bg_color (Formspec Default Background Color) string (0,0,0)
|
||
|
||
# Selection box border color (R,G,B).
|
||
selectionbox_color (Selection box color) string (0,0,0)
|
||
|
||
# Width of the selection box lines around nodes.
|
||
selectionbox_width (Selection box width) int 2 1 5
|
||
|
||
# Crosshair color (R,G,B).
|
||
crosshair_color (Crosshair color) string (255,255,255)
|
||
|
||
# Crosshair alpha (opaqueness, between 0 and 255).
|
||
crosshair_alpha (Crosshair alpha) int 255 0 255
|
||
|
||
# Maximum number of recent chat messages to show
|
||
recent_chat_messages (Recent Chat Messages) int 6 2 20
|
||
|
||
# Whether node texture animations should be desynchronized per mapblock.
|
||
desynchronize_mapblock_texture_animation (Desynchronize block animation) bool true
|
||
|
||
# Maximum proportion of current window to be used for hotbar.
|
||
# Useful if there's something to be displayed right or left of hotbar.
|
||
hud_hotbar_max_width (Maximum hotbar width) float 1.0
|
||
|
||
# Modifies the size of the hudbar elements.
|
||
hud_scaling (HUD scale factor) float 1.0
|
||
|
||
# Enables caching of facedir rotated meshes.
|
||
enable_mesh_cache (Mesh cache) bool false
|
||
|
||
# Delay between mesh updates on the client in ms. Increasing this will slow
|
||
# down the rate of mesh updates, thus reducing jitter on slower clients.
|
||
mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50
|
||
|
||
# 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.
|
||
meshgen_block_cache_size (Mapblock mesh generator's MapBlock cache size in MB) int 20 0 1000
|
||
|
||
# Enables minimap.
|
||
enable_minimap (Minimap) bool true
|
||
|
||
# Shape of the minimap. Enabled = round, disabled = square.
|
||
minimap_shape_round (Round minimap) bool true
|
||
|
||
# True = 256
|
||
# False = 128
|
||
# Usable to make minimap smoother on slower machines.
|
||
minimap_double_scan_height (Minimap scan height) bool true
|
||
|
||
# Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
|
||
directional_colored_fog (Colored fog) bool 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.
|
||
ambient_occlusion_gamma (Ambient occlusion gamma) float 2.2 0.25 4.0
|
||
|
||
# Enables animation of inventory items.
|
||
inventory_items_animations (Inventory items animations) bool false
|
||
|
||
# Fraction of the visible distance at which fog starts to be rendered
|
||
fog_start (Fog start) float 0.4 0.0 0.99
|
||
|
||
# Makes all liquids opaque
|
||
opaque_water (Opaque liquids) bool 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.
|
||
world_aligned_mode (World-aligned textures mode) enum enable disable,enable,force_solid,force_nodebox
|
||
|
||
# World-aligned textures may be scaled to span several nodes. However,
|
||
# the server may not send the scale you want, especially if you use
|
||
# a specially-designed texture pack; with this option, the client tries
|
||
# to determine the scale automatically basing on the texture size.
|
||
# See also texture_min_size.
|
||
# Warning: This option is EXPERIMENTAL!
|
||
autoscale_mode (Autoscaling mode) enum disable disable,enable,force
|
||
|
||
# Show entity selection boxes
|
||
show_entity_selectionbox (Show entity selection boxes) bool true
|
||
|
||
[*Menus]
|
||
|
||
# Use a cloud animation for the main menu background.
|
||
menu_clouds (Clouds in menu) bool 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.
|
||
gui_scaling (GUI scaling) float 1.0 0.001
|
||
|
||
# When gui_scaling_filter is true, all GUI images need to be
|
||
# filtered in software, but some images are generated directly
|
||
# to hardware (e.g. render-to-texture for nodes in inventory).
|
||
gui_scaling_filter (GUI scaling filter) bool false
|
||
|
||
# When gui_scaling_filter_txr2img is true, copy those images
|
||
# from hardware to software for scaling. When false, fall back
|
||
# to the old scaling method, for video drivers that don't
|
||
# properly support downloading textures back from hardware.
|
||
gui_scaling_filter_txr2img (GUI scaling filter txr2img) bool true
|
||
|
||
# Delay showing tooltips, stated in milliseconds.
|
||
tooltip_show_delay (Tooltip delay) int 400
|
||
|
||
# Append item name to tooltip.
|
||
tooltip_append_itemname (Append item name) bool false
|
||
|
||
# Whether FreeType fonts are used, requires FreeType support to be compiled in.
|
||
# If disabled, bitmap and XML vectors fonts are used instead.
|
||
freetype (FreeType fonts) bool true
|
||
|
||
font_bold (Font bold by default) bool false
|
||
|
||
font_italic (Font italic by default) bool false
|
||
|
||
# Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
|
||
font_shadow (Font shadow) int 1
|
||
|
||
# Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
|
||
font_shadow_alpha (Font shadow alpha) int 127 0 255
|
||
|
||
# Font size of the default font in point (pt).
|
||
font_size (Font size) int 16 1
|
||
|
||
# Path to the default font.
|
||
# If “freetype” setting is enabled: Must be a TrueType font.
|
||
# If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
|
||
# The fallback font will be used if the font cannot be loaded.
|
||
font_path (Regular font path) filepath fonts/Arimo-Regular.ttf
|
||
|
||
font_path_bold (Bold font path) filepath fonts/Arimo-Bold.ttf
|
||
font_path_italic (Italic font path) filepath fonts/Arimo-Italic.ttf
|
||
font_path_bolditalic (Bold and italic font path) filepath fonts/Arimo-BoldItalic.ttf
|
||
|
||
# Font size of the monospace font in point (pt).
|
||
mono_font_size (Monospace font size) int 15 1
|
||
|
||
# Path to the monospace font.
|
||
# If “freetype” setting is enabled: Must be a TrueType font.
|
||
# If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
|
||
# This font is used for e.g. the console and profiler screen.
|
||
mono_font_path (Monospace font path) filepath fonts/Cousine-Regular.ttf
|
||
|
||
mono_font_path_bold (Bold monospace font path) filepath fonts/Cousine-Bold.ttf
|
||
mono_font_path_italic (Italic monospace font path) filepath fonts/Cousine-Italic.ttf
|
||
mono_font_path_bolditalic (Bold and italic monospace font path) filepath fonts/Cousine-BoldItalic.ttf
|
||
|
||
# Font size of the fallback font in point (pt).
|
||
fallback_font_size (Fallback font size) int 15 1
|
||
|
||
# Shadow offset (in pixels) of the fallback font. If 0, then shadow will not be drawn.
|
||
fallback_font_shadow (Fallback font shadow) int 1
|
||
|
||
# Opaqueness (alpha) of the shadow behind the fallback font, between 0 and 255.
|
||
fallback_font_shadow_alpha (Fallback font shadow alpha) int 128 0 255
|
||
|
||
# Path of the fallback font.
|
||
# If “freetype” setting is enabled: Must be a TrueType font.
|
||
# If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
|
||
# This font will be used for certain languages or if the default font is unavailable.
|
||
fallback_font_path (Fallback font path) filepath fonts/DroidSansFallbackFull.ttf
|
||
|
||
# Font size of the recent chat text and chat prompt in point (pt).
|
||
# Value 0 will use the default font size.
|
||
chat_font_size (Chat font size) int 0
|
||
|
||
# Path to save screenshots at. Can be an absolute or relative path.
|
||
# The folder will be created if it doesn't already exist.
|
||
screenshot_path (Screenshot folder) path screenshots
|
||
|
||
# Format of screenshots.
|
||
screenshot_format (Screenshot format) enum png png,jpg,bmp,pcx,ppm,tga
|
||
|
||
# Screenshot quality. Only used for JPEG format.
|
||
# 1 means worst quality; 100 means best quality.
|
||
# Use 0 for default quality.
|
||
screenshot_quality (Screenshot quality) int 0 0 100
|
||
|
||
[*Advanced]
|
||
|
||
# Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
|
||
screen_dpi (DPI) int 72 1
|
||
|
||
# Windows systems only: Start Minetest with the command line window in the background.
|
||
# Contains the same information as the file debug.txt (default name).
|
||
enable_console (Enable console window) bool false
|
||
|
||
[Sound]
|
||
|
||
# Enables the sound system.
|
||
# If disabled, this completely disables all sounds everywhere and the in-game
|
||
# sound controls will be non-functional.
|
||
# Changing this setting requires a restart.
|
||
enable_sound (Sound) bool true
|
||
|
||
# Volume of all sounds.
|
||
# Requires the sound system to be enabled.
|
||
sound_volume (Volume) float 0.7 0.0 1.0
|
||
|
||
# Whether to mute sounds. You can unmute sounds at any time, unless the
|
||
# sound system is disabled (enable_sound=false).
|
||
# In-game, you can toggle the mute state with the mute key or by using the
|
||
# pause menu.
|
||
mute_sound (Mute sound) bool false
|
||
|
||
[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.
|
||
address (Server address) string
|
||
|
||
# Port to connect to (UDP).
|
||
# Note that the port field in the main menu overrides this setting.
|
||
remote_port (Remote port) int 30000 1 65535
|
||
|
||
# Prometheus listener address.
|
||
# If minetest is compiled with ENABLE_PROMETHEUS option enabled,
|
||
# enable metrics listener for Prometheus on that address.
|
||
# Metrics can be fetch on http://127.0.0.1:30000/metrics
|
||
prometheus_listener_address (Prometheus listener address) string 127.0.0.1:30000
|
||
|
||
# Save the map received by the client on disk.
|
||
enable_local_map_saving (Saving map received from server) bool 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.
|
||
enable_remote_media_server (Connect to external media server) bool true
|
||
|
||
# Enable Lua modding support on client.
|
||
# This support is experimental and API can change.
|
||
enable_client_modding (Client modding) bool false
|
||
|
||
# URL to the server list displayed in the Multiplayer Tab.
|
||
serverlist_url (Serverlist URL) string servers.minetest.net
|
||
|
||
# File in client/serverlist/ that contains your favorite servers displayed in the
|
||
# Multiplayer Tab.
|
||
serverlist_file (Serverlist file) string favoriteservers.txt
|
||
|
||
# Maximum size of the out chat queue.
|
||
# 0 to disable queueing and -1 to make the queue size unlimited.
|
||
max_out_chat_queue_size (Maximum size of the out chat queue) int 20
|
||
|
||
# Enable register confirmation when connecting to server.
|
||
# If disabled, new account will be registered automatically.
|
||
enable_register_confirmation (Enable register confirmation) bool true
|
||
|
||
[*Advanced]
|
||
|
||
# Timeout for client to remove unused map data from memory.
|
||
client_unload_unused_data_timeout (Mapblock unload timeout) int 600
|
||
|
||
# Maximum number of mapblocks for client to be kept in memory.
|
||
# Set to -1 for unlimited amount.
|
||
client_mapblock_limit (Mapblock limit) int 5000
|
||
|
||
# Whether to show the client debug info (has the same effect as hitting F5).
|
||
show_debug (Show debug info) bool false
|
||
|
||
[Server / Singleplayer]
|
||
|
||
# Name of the server, to be displayed when players join and in the serverlist.
|
||
server_name (Server name) string Minetest server
|
||
|
||
# Description of server, to be displayed when players join and in the serverlist.
|
||
server_description (Server description) string mine here
|
||
|
||
# Domain name of server, to be displayed in the serverlist.
|
||
server_address (Server address) string game.minetest.net
|
||
|
||
# Homepage of server, to be displayed in the serverlist.
|
||
server_url (Server URL) string https://minetest.net
|
||
|
||
# Automatically report to the serverlist.
|
||
server_announce (Announce server) bool false
|
||
|
||
# Announce to this serverlist.
|
||
serverlist_url (Serverlist URL) string servers.minetest.net
|
||
|
||
# Remove color codes from incoming chat messages
|
||
# Use this to stop players from being able to use color in their messages
|
||
strip_color_codes (Strip color codes) bool false
|
||
|
||
[*Network]
|
||
|
||
# Network port to listen (UDP).
|
||
# This value will be overridden when starting from the main menu.
|
||
port (Server port) int 30000
|
||
|
||
# The network interface that the server listens on.
|
||
bind_address (Bind address) string
|
||
|
||
# Enable to disallow old clients from connecting.
|
||
# Older clients are compatible in the sense that they will not crash when connecting
|
||
# to new servers, but they may not support all new features that you are expecting.
|
||
strict_protocol_version_checking (Strict protocol checking) bool false
|
||
|
||
# Specifies URL from which client fetches media instead of using UDP.
|
||
# $filename should be accessible from $remote_media$filename via cURL
|
||
# (obviously, remote_media should end with a slash).
|
||
# Files that are not present will be fetched the usual way.
|
||
remote_media (Remote media) string
|
||
|
||
# Enable/disable running an IPv6 server.
|
||
# Ignored if bind_address is set.
|
||
# Needs enable_ipv6 to be enabled.
|
||
ipv6_server (IPv6 server) bool false
|
||
|
||
[**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)
|
||
max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 40
|
||
|
||
# To reduce lag, block transfers are slowed down when a player is building something.
|
||
# This determines how long they are slowed down after placing or removing a node.
|
||
full_block_send_enable_min_time_from_building (Delay in sending blocks after building) float 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.
|
||
max_packets_per_iteration (Max. packets per iteration) int 1024
|
||
|
||
[*Game]
|
||
|
||
# Default game when creating a new world.
|
||
# This will be overridden when creating a world from the main menu.
|
||
default_game (Default game) string minetest
|
||
|
||
# Message of the day displayed to players connecting.
|
||
motd (Message of the day) string
|
||
|
||
# Maximum number of players that can be connected simultaneously.
|
||
max_users (Maximum users) int 15
|
||
|
||
# World directory (everything in the world is stored here).
|
||
# Not needed if starting from the main menu.
|
||
map-dir (Map directory) path
|
||
|
||
# Time in seconds for item entity (dropped items) to live.
|
||
# Setting it to -1 disables the feature.
|
||
item_entity_ttl (Item entity TTL) int 900
|
||
|
||
# Specifies the default stack size of nodes, items and tools.
|
||
# Note that mods or games may explicitly set a stack for certain (or all) items.
|
||
default_stack_max (Default stack size) int 99
|
||
|
||
# Enable players getting damage and dying.
|
||
enable_damage (Damage) bool false
|
||
|
||
# Enable creative mode for new created maps.
|
||
creative_mode (Creative) bool 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.
|
||
fixed_map_seed (Fixed map seed) string
|
||
|
||
# New users need to input this password.
|
||
default_password (Default password) string
|
||
|
||
# The privileges that new users automatically get.
|
||
# See /privs in game for a full list on your server and mod configuration.
|
||
default_privs (Default privileges) string interact, shout
|
||
|
||
# Privileges that players with basic_privs can grant
|
||
basic_privs (Basic privileges) string interact, shout
|
||
|
||
# Whether players are shown to clients without any range limit.
|
||
# Deprecated, use the setting player_transfer_distance instead.
|
||
unlimited_player_transfer_distance (Unlimited player transfer distance) bool true
|
||
|
||
# Defines the maximal player transfer distance in blocks (0 = unlimited).
|
||
player_transfer_distance (Player transfer distance) int 0
|
||
|
||
# Whether to allow players to damage and kill each other.
|
||
enable_pvp (Player versus player) bool true
|
||
|
||
# Enable mod channels support.
|
||
enable_mod_channels (Mod channels) bool false
|
||
|
||
# If this is set, players will always (re)spawn at the given position.
|
||
static_spawnpoint (Static spawnpoint) string
|
||
|
||
# If enabled, new players cannot join with an empty password.
|
||
disallow_empty_password (Disallow empty passwords) bool false
|
||
|
||
# If enabled, disable cheat prevention in multiplayer.
|
||
disable_anticheat (Disable anticheat) bool false
|
||
|
||
# If enabled, actions are recorded for rollback.
|
||
# This option is only read when server starts.
|
||
enable_rollback_recording (Rollback recording) bool false
|
||
|
||
# Format of player chat messages. The following strings are valid placeholders:
|
||
# @name, @message, @timestamp (optional)
|
||
chat_message_format (Chat message format) string <@name> @message
|
||
|
||
# A message to be displayed to all clients when the server shuts down.
|
||
kick_msg_shutdown (Shutdown message) string Server shutting down.
|
||
|
||
# A message to be displayed to all clients when the server crashes.
|
||
kick_msg_crash (Crash message) string This server has experienced an internal error. You will now be disconnected.
|
||
|
||
# Whether to ask clients to reconnect after a (Lua) crash.
|
||
# Set this to true if your server is set up to restart automatically.
|
||
ask_reconnect_on_crash (Ask to reconnect after crash) bool false
|
||
|
||
# From how far clients know about objects, stated in mapblocks (16 nodes).
|
||
#
|
||
# Setting this larger than active_block_range will also cause the server
|
||
# to maintain active objects up to this distance in the direction the
|
||
# player is looking. (This can avoid mobs suddenly disappearing from view)
|
||
active_object_send_range_blocks (Active object send range) int 4
|
||
|
||
# The radius of the volume of blocks around every player that is subject to the
|
||
# active block stuff, stated in mapblocks (16 nodes).
|
||
# In active blocks objects are loaded and ABMs run.
|
||
# This is also the minimum range in which active objects (mobs) are maintained.
|
||
# This should be configured together with active_object_send_range_blocks.
|
||
active_block_range (Active block range) int 3
|
||
|
||
# From how far blocks are sent to clients, stated in mapblocks (16 nodes).
|
||
max_block_send_distance (Max block send distance) int 10
|
||
|
||
# Maximum number of forceloaded mapblocks.
|
||
max_forceloaded_blocks (Maximum forceloaded blocks) int 16
|
||
|
||
# Interval of sending time of day to clients.
|
||
time_send_interval (Time send interval) int 5
|
||
|
||
# Controls length of day/night cycle.
|
||
# Examples:
|
||
# 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
|
||
time_speed (Time speed) int 72
|
||
|
||
# Time of day when a new world is started, in millihours (0-23999).
|
||
world_start_time (World start time) int 6125 0 23999
|
||
|
||
# Interval of saving important changes in the world, stated in seconds.
|
||
server_map_save_interval (Map save interval) float 5.3
|
||
|
||
# Set the maximum character length of a chat message sent by clients.
|
||
chat_message_max_size (Chat message max length) int 500
|
||
|
||
# Amount of messages a player may send per 10 seconds.
|
||
chat_message_limit_per_10sec (Chat message count limit) float 10.0
|
||
|
||
# Kick players who sent more than X messages per 10 seconds.
|
||
chat_message_limit_trigger_kick (Chat message kick threshold) int 50
|
||
|
||
[**Physics]
|
||
|
||
# Horizontal and vertical acceleration on ground or when climbing,
|
||
# in nodes per second per second.
|
||
movement_acceleration_default (Default acceleration) float 3
|
||
|
||
# Horizontal acceleration in air when jumping or falling,
|
||
# in nodes per second per second.
|
||
movement_acceleration_air (Acceleration in air) float 2
|
||
|
||
# Horizontal and vertical acceleration in fast mode,
|
||
# in nodes per second per second.
|
||
movement_acceleration_fast (Fast mode acceleration) float 10
|
||
|
||
# Walking and flying speed, in nodes per second.
|
||
movement_speed_walk (Walking speed) float 4
|
||
|
||
# Sneaking speed, in nodes per second.
|
||
movement_speed_crouch (Sneaking speed) float 1.35
|
||
|
||
# Walking, flying and climbing speed in fast mode, in nodes per second.
|
||
movement_speed_fast (Fast mode speed) float 20
|
||
|
||
# Vertical climbing speed, in nodes per second.
|
||
movement_speed_climb (Climbing speed) float 3
|
||
|
||
# Initial vertical speed when jumping, in nodes per second.
|
||
movement_speed_jump (Jumping speed) float 6.5
|
||
|
||
# Decrease this to increase liquid resistance to movement.
|
||
movement_liquid_fluidity (Liquid fluidity) float 1
|
||
|
||
# Maximum liquid resistance. Controls deceleration when entering liquid at
|
||
# high speed.
|
||
movement_liquid_fluidity_smooth (Liquid fluidity smoothing) float 0.5
|
||
|
||
# Controls sinking speed in liquid.
|
||
movement_liquid_sink (Liquid sinking) float 10
|
||
|
||
# Acceleration of gravity, in nodes per second per second.
|
||
movement_gravity (Gravity) float 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).
|
||
deprecated_lua_api_handling (Deprecated Lua API handling) enum legacy legacy,log,error
|
||
|
||
# Number of extra blocks that can be loaded by /clearobjects at once.
|
||
# This is a trade-off between sqlite transaction overhead and
|
||
# memory consumption (4096=100MB, as a rule of thumb).
|
||
max_clearobjects_extra_loaded_blocks (Max. clearobjects extra blocks) int 4096
|
||
|
||
# How much the server will wait before unloading unused mapblocks.
|
||
# Higher value is smoother, but will use more RAM.
|
||
server_unload_unused_data_timeout (Unload unused server data) int 29
|
||
|
||
# Maximum number of statically stored objects in a block.
|
||
max_objects_per_block (Maximum objects per block) int 64
|
||
|
||
# See https://www.sqlite.org/pragma.html#pragma_synchronous
|
||
sqlite_synchronous (Synchronous SQLite) enum 2 0,1,2
|
||
|
||
# Length of a server tick and the interval at which objects are generally updated over
|
||
# network.
|
||
dedicated_server_step (Dedicated server step) float 0.09
|
||
|
||
# Length of time between active block management cycles
|
||
active_block_mgmt_interval (Active block management interval) float 2.0
|
||
|
||
# Length of time between Active Block Modifier (ABM) execution cycles
|
||
abm_interval (ABM interval) float 1.0
|
||
|
||
# Length of time between NodeTimer execution cycles
|
||
nodetimer_interval (NodeTimer interval) float 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.
|
||
ignore_world_load_errors (Ignore world errors) bool false
|
||
|
||
# Max liquids processed per step.
|
||
liquid_loop_max (Liquid loop max) int 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.
|
||
liquid_queue_purge_time (Liquid queue purge time) int 0
|
||
|
||
# Liquid update interval in seconds.
|
||
liquid_update (Liquid update tick) float 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).
|
||
block_send_optimize_distance (Block send optimize distance) int 4 2
|
||
|
||
# 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.
|
||
server_side_occlusion_culling (Server side occlusion culling) bool true
|
||
|
||
# Restricts the access of certain client-side functions on servers.
|
||
# Combine the byteflags below to restrict client-side features, or set to 0
|
||
# for no restrictions:
|
||
# LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
|
||
# CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
|
||
# READ_ITEMDEFS: 4 (disable get_item_def call client-side)
|
||
# READ_NODEDEFS: 8 (disable get_node_def call client-side)
|
||
# LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
|
||
# csm_restriction_noderange)
|
||
# READ_PLAYERINFO: 32 (disable get_player_names call client-side)
|
||
csm_restriction_flags (Client side modding restrictions) int 62
|
||
|
||
# If the CSM restriction for node range is enabled, get_node calls are limited
|
||
# to this distance from the player to the node.
|
||
csm_restriction_noderange (Client side node lookup range restriction) int 0
|
||
|
||
[*Security]
|
||
|
||
# Prevent mods from doing insecure things like running shell commands.
|
||
secure.enable_security (Enable mod security) bool true
|
||
|
||
# Comma-separated list of trusted mods that are allowed to access insecure
|
||
# functions even when mod security is on (via request_insecure_environment()).
|
||
secure.trusted_mods (Trusted mods) string
|
||
|
||
# Comma-separated list of mods that are allowed to access HTTP APIs, which
|
||
# allow them to upload and download data to/from the internet.
|
||
secure.http_mods (HTTP mods) string
|
||
|
||
[*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.
|
||
profiler.load (Load the game profiler) bool false
|
||
|
||
# The default format in which profiles are being saved,
|
||
# when calling `/profiler save [format]` without format.
|
||
profiler.default_report_format (Default report format) enum txt txt,csv,lua,json,json_pretty
|
||
|
||
# The file path relative to your worldpath in which profiles will be saved to.
|
||
profiler.report_path (Report path) string ""
|
||
|
||
[***Instrumentation]
|
||
|
||
# Instrument the methods of entities on registration.
|
||
instrument.entity (Entity methods) bool true
|
||
|
||
# Instrument the action function of Active Block Modifiers on registration.
|
||
instrument.abm (Active Block Modifiers) bool true
|
||
|
||
# Instrument the action function of Loading Block Modifiers on registration.
|
||
instrument.lbm (Loading Block Modifiers) bool true
|
||
|
||
# Instrument chatcommands on registration.
|
||
instrument.chatcommand (Chatcommands) bool true
|
||
|
||
# Instrument global callback functions on registration.
|
||
# (anything you pass to a minetest.register_*() function)
|
||
instrument.global_callback (Global callbacks) bool true
|
||
|
||
[****Advanced]
|
||
# Instrument builtin.
|
||
# This is usually only needed by core/builtin contributors
|
||
instrument.builtin (Builtin) bool false
|
||
|
||
# Have the profiler instrument itself:
|
||
# * Instrument an empty function.
|
||
# This estimates the overhead, that instrumentation is adding (+1 function call).
|
||
# * Instrument the sampler being used to update the statistics.
|
||
instrument.profiler (Profiler) bool false
|
||
|
||
[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.
|
||
name (Player name) string
|
||
|
||
# Set the language. Leave empty to use the system language.
|
||
# A restart is required after changing this.
|
||
language (Language) enum ,ar,ca,cs,da,de,dv,el,en,eo,es,et,eu,fil,fr,hu,id,it,ja,ja_KS,jbo,kk,kn,lo,lt,ms,my,nb,nl,nn,pl,pt,pt_BR,ro,ru,sl,sr_Cyrl,sv,sw,th,tr,uk,vi
|
||
|
||
# Level of logging to be written to debug.txt:
|
||
# - <nothing> (no logging)
|
||
# - none (messages with no level)
|
||
# - error
|
||
# - warning
|
||
# - action
|
||
# - info
|
||
# - verbose
|
||
debug_log_level (Debug log level) enum action ,none,error,warning,action,info,verbose
|
||
|
||
# If the file size of debug.txt exceeds the number of megabytes specified in
|
||
# this setting when it is opened, the file is moved to debug.txt.1,
|
||
# deleting an older debug.txt.1 if it exists.
|
||
# debug.txt is only moved if this setting is positive.
|
||
debug_log_size_max (Debug log file size threshold) int 50
|
||
|
||
# Minimal level of logging to be written to chat.
|
||
chat_log_level (Chat log level) enum error ,none,error,warning,action,info,verbose
|
||
|
||
# Enable IPv6 support (for both client and server).
|
||
# Required for IPv6 connections to work at all.
|
||
enable_ipv6 (IPv6) bool true
|
||
|
||
[*Advanced]
|
||
|
||
# Default timeout for cURL, stated in milliseconds.
|
||
# Only has an effect if compiled with cURL.
|
||
curl_timeout (cURL timeout) int 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.
|
||
curl_parallel_limit (cURL parallel limit) int 8
|
||
|
||
# Maximum time in ms a file download (e.g. a mod download) may take.
|
||
curl_file_download_timeout (cURL file download timeout) int 300000
|
||
|
||
# Makes DirectX work with LuaJIT. Disable if it causes troubles.
|
||
high_precision_fpu (High-precision FPU) bool true
|
||
|
||
# Changes the main menu UI:
|
||
# - Full: Multiple singleplayer worlds, game choice, texture pack chooser, etc.
|
||
# - Simple: One singleplayer world, no game or texture pack choosers. May be
|
||
# necessary for smaller screens.
|
||
main_menu_style (Main menu style) enum full full,simple
|
||
|
||
# Replaces the default main menu with a custom one.
|
||
main_menu_script (Main menu script) string
|
||
|
||
# Print the engine's profiling data in regular intervals (in seconds).
|
||
# 0 = disable. Useful for developers.
|
||
profiler_print_interval (Engine profiling data print interval) int 0
|
||
|
||
[Mapgen]
|
||
|
||
# Name of map generator to be used when creating a new world.
|
||
# Creating a world in the main menu will override this.
|
||
# Current mapgens in a highly unstable state:
|
||
# - The optional floatlands of v7 (disabled by default).
|
||
mg_name (Mapgen name) enum v7 v7,valleys,carpathian,v5,flat,fractal,singlenode,v6
|
||
|
||
# Water surface level of the world.
|
||
water_level (Water level) int 1
|
||
|
||
# From how far blocks are generated for clients, stated in mapblocks (16 nodes).
|
||
max_block_generate_distance (Max block generate distance) int 8
|
||
|
||
# Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
|
||
# Only mapchunks completely within the mapgen limit are generated.
|
||
# Value is stored per-world.
|
||
mapgen_limit (Map generation limit) int 31000 0 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.
|
||
mg_flags (Mapgen flags) flags caves,dungeons,light,decorations,biomes caves,dungeons,light,decorations,biomes,nocaves,nodungeons,nolight,nodecorations,nobiomes
|
||
|
||
[*Biome API temperature and humidity noise parameters]
|
||
|
||
# Temperature variation for biomes.
|
||
mg_biome_np_heat (Heat noise) noise_params_2d 50, 50, (1000, 1000, 1000), 5349, 3, 0.5, 2.0, eased
|
||
|
||
# Small-scale temperature variation for blending biomes on borders.
|
||
mg_biome_np_heat_blend (Heat blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0, eased
|
||
|
||
# Humidity variation for biomes.
|
||
mg_biome_np_humidity (Humidity noise) noise_params_2d 50, 50, (1000, 1000, 1000), 842, 3, 0.5, 2.0, eased
|
||
|
||
# Small-scale humidity variation for blending biomes on borders.
|
||
mg_biome_np_humidity_blend (Humidity blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0, eased
|
||
|
||
[*Mapgen V5]
|
||
|
||
# Map generation attributes specific to Mapgen v5.
|
||
mgv5_spflags (Mapgen V5 specific flags) flags caverns caverns,nocaverns
|
||
|
||
# Controls width of tunnels, a smaller value creates wider tunnels.
|
||
# Value >= 10.0 completely disables generation of tunnels and avoids the
|
||
# intensive noise calculations.
|
||
mgv5_cave_width (Cave width) float 0.09
|
||
|
||
# Y of upper limit of large caves.
|
||
mgv5_large_cave_depth (Large cave depth) int -256
|
||
|
||
# Minimum limit of random number of small caves per mapchunk.
|
||
mgv5_small_cave_num_min (Small cave minimum number) int 0 0 256
|
||
|
||
# Maximum limit of random number of small caves per mapchunk.
|
||
mgv5_small_cave_num_max (Small cave maximum number) int 0 0 256
|
||
|
||
# Minimum limit of random number of large caves per mapchunk.
|
||
mgv5_large_cave_num_min (Large cave minimum number) int 0 0 64
|
||
|
||
# Maximum limit of random number of large caves per mapchunk.
|
||
mgv5_large_cave_num_max (Large cave maximum number) int 2 0 64
|
||
|
||
# Proportion of large caves that contain liquid.
|
||
mgv5_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
|
||
|
||
# Y-level of cavern upper limit.
|
||
mgv5_cavern_limit (Cavern limit) int -256
|
||
|
||
# Y-distance over which caverns expand to full size.
|
||
mgv5_cavern_taper (Cavern taper) int 256
|
||
|
||
# Defines full size of caverns, smaller values create larger caverns.
|
||
mgv5_cavern_threshold (Cavern threshold) float 0.7
|
||
|
||
# Lower Y limit of dungeons.
|
||
mgv5_dungeon_ymin (Dungeon minimum Y) int -31000
|
||
|
||
# Upper Y limit of dungeons.
|
||
mgv5_dungeon_ymax (Dungeon maximum Y) int 31000
|
||
|
||
[**Noises]
|
||
|
||
# Variation of biome filler depth.
|
||
mgv5_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0, eased
|
||
|
||
# Variation of terrain vertical scale.
|
||
# When noise is < -0.55 terrain is near-flat.
|
||
mgv5_np_factor (Factor noise) noise_params_2d 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0, eased
|
||
|
||
# Y-level of average terrain surface.
|
||
mgv5_np_height (Height noise) noise_params_2d 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0, eased
|
||
|
||
# First of two 3D noises that together define tunnels.
|
||
mgv5_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
|
||
|
||
# Second of two 3D noises that together define tunnels.
|
||
mgv5_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
|
||
|
||
# 3D noise defining giant caverns.
|
||
mgv5_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
|
||
|
||
# 3D noise defining terrain.
|
||
mgv5_np_ground (Ground noise) noise_params_3d 0, 40, (80, 80, 80), 983240, 4, 0.55, 2.0, eased
|
||
|
||
# 3D noise that determines number of dungeons per mapchunk.
|
||
mgv5_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
|
||
|
||
[*Mapgen V6]
|
||
|
||
# Map generation attributes specific to Mapgen v6.
|
||
# The 'snowbiomes' flag enables the new 5 biome system.
|
||
# When the 'snowbiomes' flag is enabled jungles are automatically enabled and
|
||
# the 'jungles' flag is ignored.
|
||
mgv6_spflags (Mapgen V6 specific flags) flags jungles,biomeblend,mudflow,snowbiomes,noflat,trees jungles,biomeblend,mudflow,snowbiomes,flat,trees,nojungles,nobiomeblend,nomudflow,nosnowbiomes,noflat,notrees
|
||
|
||
# Deserts occur when np_biome exceeds this value.
|
||
# When the 'snowbiomes' flag is enabled, this is ignored.
|
||
mgv6_freq_desert (Desert noise threshold) float 0.45
|
||
|
||
# Sandy beaches occur when np_beach exceeds this value.
|
||
mgv6_freq_beach (Beach noise threshold) float 0.15
|
||
|
||
# Lower Y limit of dungeons.
|
||
mgv6_dungeon_ymin (Dungeon minimum Y) int -31000
|
||
|
||
# Upper Y limit of dungeons.
|
||
mgv6_dungeon_ymax (Dungeon maximum Y) int 31000
|
||
|
||
[**Noises]
|
||
|
||
# Y-level of lower terrain and seabed.
|
||
mgv6_np_terrain_base (Terrain base noise) noise_params_2d -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0, eased
|
||
|
||
# Y-level of higher terrain that creates cliffs.
|
||
mgv6_np_terrain_higher (Terrain higher noise) noise_params_2d 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0, eased
|
||
|
||
# Varies steepness of cliffs.
|
||
mgv6_np_steepness (Steepness noise) noise_params_2d 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0, eased
|
||
|
||
# Defines distribution of higher terrain.
|
||
mgv6_np_height_select (Height select noise) noise_params_2d 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0, eased
|
||
|
||
# Varies depth of biome surface nodes.
|
||
mgv6_np_mud (Mud noise) noise_params_2d 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0, eased
|
||
|
||
# Defines areas with sandy beaches.
|
||
mgv6_np_beach (Beach noise) noise_params_2d 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0, eased
|
||
|
||
# Temperature variation for biomes.
|
||
mgv6_np_biome (Biome noise) noise_params_2d 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0, eased
|
||
|
||
# Variation of number of caves.
|
||
mgv6_np_cave (Cave noise) noise_params_2d 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0, eased
|
||
|
||
# Humidity variation for biomes.
|
||
mgv6_np_humidity (Humidity noise) noise_params_2d 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0, eased
|
||
|
||
# Defines tree areas and tree density.
|
||
mgv6_np_trees (Trees noise) noise_params_2d 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0, eased
|
||
|
||
# Defines areas where trees have apples.
|
||
mgv6_np_apple_trees (Apple trees noise) noise_params_2d 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0, eased
|
||
|
||
[*Mapgen V7]
|
||
|
||
# Map generation attributes specific to Mapgen v7.
|
||
# 'ridges': Rivers.
|
||
# 'floatlands': Floating land masses in the atmosphere.
|
||
# 'caverns': Giant caves deep underground.
|
||
mgv7_spflags (Mapgen V7 specific flags) flags mountains,ridges,nofloatlands,caverns mountains,ridges,floatlands,caverns,nomountains,noridges,nofloatlands,nocaverns
|
||
|
||
# Y of mountain density gradient zero level. Used to shift mountains vertically.
|
||
mgv7_mount_zero_level (Mountain zero level) int 0
|
||
|
||
# Lower Y limit of floatlands.
|
||
mgv7_floatland_ymin (Floatland minimum Y) int 1024
|
||
|
||
# Upper Y limit of floatlands.
|
||
mgv7_floatland_ymax (Floatland maximum Y) int 4096
|
||
|
||
# Y-distance over which floatlands taper from full density to nothing.
|
||
# Tapering starts at this distance from the Y limit.
|
||
# For a solid floatland layer, this controls the height of hills/mountains.
|
||
# Must be less than or equal to half the distance between the Y limits.
|
||
mgv7_floatland_taper (Floatland tapering distance) int 256
|
||
|
||
# Exponent of the floatland tapering. Alters the tapering behaviour.
|
||
# Value = 1.0 creates a uniform, linear tapering.
|
||
# Values > 1.0 create a smooth tapering suitable for the default separated
|
||
# floatlands.
|
||
# Values < 1.0 (for example 0.25) create a more defined surface level with
|
||
# flatter lowlands, suitable for a solid floatland layer.
|
||
mgv7_float_taper_exp (Floatland taper exponent) float 2.0
|
||
|
||
# Adjusts the density of the floatland layer.
|
||
# Increase value to increase density. Can be positive or negative.
|
||
# Value = 0.0: 50% of volume is floatland.
|
||
# Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
|
||
# to be sure) creates a solid floatland layer.
|
||
mgv7_floatland_density (Floatland density) float -0.6
|
||
|
||
# Surface level of optional water placed on a solid floatland layer.
|
||
# Water is disabled by default and will only be placed if this value is set
|
||
# to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
|
||
# upper tapering).
|
||
# ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
|
||
# When enabling water placement the floatlands must be configured and tested
|
||
# to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
|
||
# required value depending on 'mgv7_np_floatland'), to avoid
|
||
# server-intensive extreme water flow and to avoid vast flooding of the
|
||
# world surface below.
|
||
mgv7_floatland_ywater (Floatland water level) int -31000
|
||
|
||
# Controls width of tunnels, a smaller value creates wider tunnels.
|
||
# Value >= 10.0 completely disables generation of tunnels and avoids the
|
||
# intensive noise calculations.
|
||
mgv7_cave_width (Cave width) float 0.09
|
||
|
||
# Y of upper limit of large caves.
|
||
mgv7_large_cave_depth (Large cave depth) int -33
|
||
|
||
# Minimum limit of random number of small caves per mapchunk.
|
||
mgv7_small_cave_num_min (Small cave minimum number) int 0 0 256
|
||
|
||
# Maximum limit of random number of small caves per mapchunk.
|
||
mgv7_small_cave_num_max (Small cave maximum number) int 0 0 256
|
||
|
||
# Minimum limit of random number of large caves per mapchunk.
|
||
mgv7_large_cave_num_min (Large cave minimum number) int 0 0 64
|
||
|
||
# Maximum limit of random number of large caves per mapchunk.
|
||
mgv7_large_cave_num_max (Large cave maximum number) int 2 0 64
|
||
|
||
# Proportion of large caves that contain liquid.
|
||
mgv7_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
|
||
|
||
# Y-level of cavern upper limit.
|
||
mgv7_cavern_limit (Cavern limit) int -256
|
||
|
||
# Y-distance over which caverns expand to full size.
|
||
mgv7_cavern_taper (Cavern taper) int 256
|
||
|
||
# Defines full size of caverns, smaller values create larger caverns.
|
||
mgv7_cavern_threshold (Cavern threshold) float 0.7
|
||
|
||
# Lower Y limit of dungeons.
|
||
mgv7_dungeon_ymin (Dungeon minimum Y) int -31000
|
||
|
||
# Upper Y limit of dungeons.
|
||
mgv7_dungeon_ymax (Dungeon maximum Y) int 31000
|
||
|
||
[**Noises]
|
||
|
||
# Y-level of higher terrain that creates cliffs.
|
||
mgv7_np_terrain_base (Terrain base noise) noise_params_2d 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0, eased
|
||
|
||
# Y-level of lower terrain and seabed.
|
||
mgv7_np_terrain_alt (Terrain alternative noise) noise_params_2d 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0, eased
|
||
|
||
# Varies roughness of terrain.
|
||
# Defines the 'persistence' value for terrain_base and terrain_alt noises.
|
||
mgv7_np_terrain_persist (Terrain persistence noise) noise_params_2d 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0, eased
|
||
|
||
# Defines distribution of higher terrain and steepness of cliffs.
|
||
mgv7_np_height_select (Height select noise) noise_params_2d -8, 16, (500, 500, 500), 4213, 6, 0.7, 2.0, eased
|
||
|
||
# Variation of biome filler depth.
|
||
mgv7_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
|
||
|
||
# Variation of maximum mountain height (in nodes).
|
||
mgv7_np_mount_height (Mountain height noise) noise_params_2d 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0, eased
|
||
|
||
# Defines large-scale river channel structure.
|
||
mgv7_np_ridge_uwater (Ridge underwater noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
|
||
|
||
# 3D noise defining mountain structure and height.
|
||
# Also defines structure of floatland mountain terrain.
|
||
mgv7_np_mountain (Mountain noise) noise_params_3d -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
|
||
|
||
# 3D noise defining structure of river canyon walls.
|
||
mgv7_np_ridge (Ridge noise) noise_params_3d 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
|
||
|
||
# 3D noise defining structure of floatlands.
|
||
# If altered from the default, the noise 'scale' (0.7 by default) may need
|
||
# to be adjusted, as floatland tapering functions best when this noise has
|
||
# a value range of approximately -2.0 to 2.0.
|
||
mgv7_np_floatland (Floatland noise) noise_params_3d 0, 0.7, (384, 96, 384), 1009, 4, 0.75, 1.618
|
||
|
||
# 3D noise defining giant caverns.
|
||
mgv7_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
|
||
|
||
# First of two 3D noises that together define tunnels.
|
||
mgv7_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
|
||
|
||
# Second of two 3D noises that together define tunnels.
|
||
mgv7_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
|
||
|
||
# 3D noise that determines number of dungeons per mapchunk.
|
||
mgv7_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
|
||
|
||
[*Mapgen Carpathian]
|
||
|
||
# Map generation attributes specific to Mapgen Carpathian.
|
||
mgcarpathian_spflags (Mapgen Carpathian specific flags) flags caverns,norivers caverns,rivers,nocaverns,norivers
|
||
|
||
# Defines the base ground level.
|
||
mgcarpathian_base_level (Base ground level) float 12.0
|
||
|
||
# Defines the width of the river channel.
|
||
mgcarpathian_river_width (River channel width) float 0.05
|
||
|
||
# Defines the depth of the river channel.
|
||
mgcarpathian_river_depth (River channel depth) float 24.0
|
||
|
||
# Defines the width of the river valley.
|
||
mgcarpathian_valley_width (River valley width) float 0.25
|
||
|
||
# Controls width of tunnels, a smaller value creates wider tunnels.
|
||
# Value >= 10.0 completely disables generation of tunnels and avoids the
|
||
# intensive noise calculations.
|
||
mgcarpathian_cave_width (Cave width) float 0.09
|
||
|
||
# Y of upper limit of large caves.
|
||
mgcarpathian_large_cave_depth (Large cave depth) int -33
|
||
|
||
# Minimum limit of random number of small caves per mapchunk.
|
||
mgcarpathian_small_cave_num_min (Small cave minimum number) int 0 0 256
|
||
|
||
# Maximum limit of random number of small caves per mapchunk.
|
||
mgcarpathian_small_cave_num_max (Small cave maximum number) int 0 0 256
|
||
|
||
# Minimum limit of random number of large caves per mapchunk.
|
||
mgcarpathian_large_cave_num_min (Large cave minimum number) int 0 0 64
|
||
|
||
# Maximum limit of random number of large caves per mapchunk.
|
||
mgcarpathian_large_cave_num_max (Large cave maximum number) int 2 0 64
|
||
|
||
# Proportion of large caves that contain liquid.
|
||
mgcarpathian_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
|
||
|
||
# Y-level of cavern upper limit.
|
||
mgcarpathian_cavern_limit (Cavern limit) int -256
|
||
|
||
# Y-distance over which caverns expand to full size.
|
||
mgcarpathian_cavern_taper (Cavern taper) int 256
|
||
|
||
# Defines full size of caverns, smaller values create larger caverns.
|
||
mgcarpathian_cavern_threshold (Cavern threshold) float 0.7
|
||
|
||
# Lower Y limit of dungeons.
|
||
mgcarpathian_dungeon_ymin (Dungeon minimum Y) int -31000
|
||
|
||
# Upper Y limit of dungeons.
|
||
mgcarpathian_dungeon_ymax (Dungeon maximum Y) int 31000
|
||
|
||
[**Noises]
|
||
|
||
# Variation of biome filler depth.
|
||
mgcarpathian_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (128, 128, 128), 261, 3, 0.7, 2.0, eased
|
||
|
||
# First of 4 2D noises that together define hill/mountain range height.
|
||
mgcarpathian_np_height1 (Hilliness1 noise) noise_params_2d 0, 5, (251, 251, 251), 9613, 5, 0.5, 2.0, eased
|
||
|
||
# Second of 4 2D noises that together define hill/mountain range height.
|
||
mgcarpathian_np_height2 (Hilliness2 noise) noise_params_2d 0, 5, (383, 383, 383), 1949, 5, 0.5, 2.0, eased
|
||
|
||
# Third of 4 2D noises that together define hill/mountain range height.
|
||
mgcarpathian_np_height3 (Hilliness3 noise) noise_params_2d 0, 5, (509, 509, 509), 3211, 5, 0.5, 2.0, eased
|
||
|
||
# Fourth of 4 2D noises that together define hill/mountain range height.
|
||
mgcarpathian_np_height4 (Hilliness4 noise) noise_params_2d 0, 5, (631, 631, 631), 1583, 5, 0.5, 2.0, eased
|
||
|
||
# 2D noise that controls the size/occurrence of rolling hills.
|
||
mgcarpathian_np_hills_terrain (Rolling hills spread noise) noise_params_2d 1, 1, (1301, 1301, 1301), 1692, 3, 0.5, 2.0, eased
|
||
|
||
# 2D noise that controls the size/occurrence of ridged mountain ranges.
|
||
mgcarpathian_np_ridge_terrain (Ridge mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 3568, 3, 0.5, 2.0, eased
|
||
|
||
# 2D noise that controls the size/occurrence of step mountain ranges.
|
||
mgcarpathian_np_step_terrain (Step mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 4157, 3, 0.5, 2.0, eased
|
||
|
||
# 2D noise that controls the shape/size of rolling hills.
|
||
mgcarpathian_np_hills (Rolling hill size noise) noise_params_2d 0, 3, (257, 257, 257), 6604, 6, 0.5, 2.0, eased
|
||
|
||
# 2D noise that controls the shape/size of ridged mountains.
|
||
mgcarpathian_np_ridge_mnt (Ridged mountain size noise) noise_params_2d 0, 12, (743, 743, 743), 5520, 6, 0.7, 2.0, eased
|
||
|
||
# 2D noise that controls the shape/size of step mountains.
|
||
mgcarpathian_np_step_mnt (Step mountain size noise) noise_params_2d 0, 8, (509, 509, 509), 2590, 6, 0.6, 2.0, eased
|
||
|
||
# 2D noise that locates the river valleys and channels.
|
||
mgcarpathian_np_rivers (River noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
|
||
|
||
# 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
|
||
mgcarpathian_np_mnt_var (Mountain variation noise) noise_params_3d 0, 1, (499, 499, 499), 2490, 5, 0.55, 2.0
|
||
|
||
# First of two 3D noises that together define tunnels.
|
||
mgcarpathian_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
|
||
|
||
# Second of two 3D noises that together define tunnels.
|
||
mgcarpathian_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
|
||
|
||
# 3D noise defining giant caverns.
|
||
mgcarpathian_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
|
||
|
||
# 3D noise that determines number of dungeons per mapchunk.
|
||
mgcarpathian_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
|
||
|
||
[*Mapgen Flat]
|
||
|
||
# Map generation attributes specific to Mapgen Flat.
|
||
# Occasional lakes and hills can be added to the flat world.
|
||
mgflat_spflags (Mapgen Flat specific flags) flags nolakes,nohills lakes,hills,nolakes,nohills
|
||
|
||
# Y of flat ground.
|
||
mgflat_ground_level (Ground level) int 8
|
||
|
||
# Y of upper limit of large caves.
|
||
mgflat_large_cave_depth (Large cave depth) int -33
|
||
|
||
# Minimum limit of random number of small caves per mapchunk.
|
||
mgflat_small_cave_num_min (Small cave minimum number) int 0 0 256
|
||
|
||
# Maximum limit of random number of small caves per mapchunk.
|
||
mgflat_small_cave_num_max (Small cave maximum number) int 0 0 256
|
||
|
||
# Minimum limit of random number of large caves per mapchunk.
|
||
mgflat_large_cave_num_min (Large cave minimum number) int 0 0 64
|
||
|
||
# Maximum limit of random number of large caves per mapchunk.
|
||
mgflat_large_cave_num_max (Large cave maximum number) int 2 0 64
|
||
|
||
# Proportion of large caves that contain liquid.
|
||
mgflat_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
|
||
|
||
# Controls width of tunnels, a smaller value creates wider tunnels.
|
||
# Value >= 10.0 completely disables generation of tunnels and avoids the
|
||
# intensive noise calculations.
|
||
mgflat_cave_width (Cave width) float 0.09
|
||
|
||
# Terrain noise threshold for lakes.
|
||
# Controls proportion of world area covered by lakes.
|
||
# Adjust towards 0.0 for a larger proportion.
|
||
mgflat_lake_threshold (Lake threshold) float -0.45
|
||
|
||
# Controls steepness/depth of lake depressions.
|
||
mgflat_lake_steepness (Lake steepness) float 48.0
|
||
|
||
# Terrain noise threshold for hills.
|
||
# Controls proportion of world area covered by hills.
|
||
# Adjust towards 0.0 for a larger proportion.
|
||
mgflat_hill_threshold (Hill threshold) float 0.45
|
||
|
||
# Controls steepness/height of hills.
|
||
mgflat_hill_steepness (Hill steepness) float 64.0
|
||
|
||
# Lower Y limit of dungeons.
|
||
mgflat_dungeon_ymin (Dungeon minimum Y) int -31000
|
||
|
||
# Upper Y limit of dungeons.
|
||
mgflat_dungeon_ymax (Dungeon maximum Y) int 31000
|
||
|
||
[**Noises]
|
||
|
||
# Defines location and terrain of optional hills and lakes.
|
||
mgflat_np_terrain (Terrain noise) noise_params_2d 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0, eased
|
||
|
||
# Variation of biome filler depth.
|
||
mgflat_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
|
||
|
||
# First of two 3D noises that together define tunnels.
|
||
mgflat_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
|
||
|
||
# Second of two 3D noises that together define tunnels.
|
||
mgflat_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
|
||
|
||
# 3D noise that determines number of dungeons per mapchunk.
|
||
mgflat_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
|
||
|
||
[*Mapgen Fractal]
|
||
|
||
# Map generation attributes specific to Mapgen Fractal.
|
||
# 'terrain' enables the generation of non-fractal terrain:
|
||
# ocean, islands and underground.
|
||
mgfractal_spflags (Mapgen Fractal specific flags) flags terrain terrain,noterrain
|
||
|
||
# Controls width of tunnels, a smaller value creates wider tunnels.
|
||
# Value >= 10.0 completely disables generation of tunnels and avoids the
|
||
# intensive noise calculations.
|
||
mgfractal_cave_width (Cave width) float 0.09
|
||
|
||
# Y of upper limit of large caves.
|
||
mgfractal_large_cave_depth (Large cave depth) int -33
|
||
|
||
# Minimum limit of random number of small caves per mapchunk.
|
||
mgfractal_small_cave_num_min (Small cave minimum number) int 0 0 256
|
||
|
||
# Maximum limit of random number of small caves per mapchunk.
|
||
mgfractal_small_cave_num_max (Small cave maximum number) int 0 0 256
|
||
|
||
# Minimum limit of random number of large caves per mapchunk.
|
||
mgfractal_large_cave_num_min (Large cave minimum number) int 0 0 64
|
||
|
||
# Maximum limit of random number of large caves per mapchunk.
|
||
mgfractal_large_cave_num_max (Large cave maximum number) int 2 0 64
|
||
|
||
# Proportion of large caves that contain liquid.
|
||
mgfractal_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
|
||
|
||
# Lower Y limit of dungeons.
|
||
mgfractal_dungeon_ymin (Dungeon minimum Y) int -31000
|
||
|
||
# Upper Y limit of dungeons.
|
||
mgfractal_dungeon_ymax (Dungeon maximum Y) int 31000
|
||
|
||
# Selects one of 18 fractal types.
|
||
# 1 = 4D "Roundy" Mandelbrot set.
|
||
# 2 = 4D "Roundy" Julia set.
|
||
# 3 = 4D "Squarry" Mandelbrot set.
|
||
# 4 = 4D "Squarry" Julia set.
|
||
# 5 = 4D "Mandy Cousin" Mandelbrot set.
|
||
# 6 = 4D "Mandy Cousin" Julia set.
|
||
# 7 = 4D "Variation" Mandelbrot set.
|
||
# 8 = 4D "Variation" Julia set.
|
||
# 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
|
||
# 10 = 3D "Mandelbrot/Mandelbar" Julia set.
|
||
# 11 = 3D "Christmas Tree" Mandelbrot set.
|
||
# 12 = 3D "Christmas Tree" Julia set.
|
||
# 13 = 3D "Mandelbulb" Mandelbrot set.
|
||
# 14 = 3D "Mandelbulb" Julia set.
|
||
# 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
|
||
# 16 = 3D "Cosine Mandelbulb" Julia set.
|
||
# 17 = 4D "Mandelbulb" Mandelbrot set.
|
||
# 18 = 4D "Mandelbulb" Julia set.
|
||
mgfractal_fractal (Fractal type) int 1 1 18
|
||
|
||
# Iterations of the recursive function.
|
||
# Increasing this increases the amount of fine detail, but also
|
||
# increases processing load.
|
||
# At iterations = 20 this mapgen has a similar load to mapgen V7.
|
||
mgfractal_iterations (Iterations) int 11
|
||
|
||
# (X,Y,Z) scale of fractal in nodes.
|
||
# Actual fractal size will be 2 to 3 times larger.
|
||
# These numbers can be made very large, the fractal does
|
||
# not have to fit inside the world.
|
||
# Increase these to 'zoom' into the detail of the fractal.
|
||
# Default is for a vertically-squashed shape suitable for
|
||
# an island, set all 3 numbers equal for the raw shape.
|
||
mgfractal_scale (Scale) v3f (4096.0, 1024.0, 4096.0)
|
||
|
||
# (X,Y,Z) offset of fractal from world center in units of 'scale'.
|
||
# Can be used to move a desired point to (0, 0) to create a
|
||
# suitable spawn point, or to allow 'zooming in' on a desired
|
||
# point by increasing 'scale'.
|
||
# The default is tuned for a suitable spawn point for Mandelbrot
|
||
# sets with default parameters, it may need altering in other
|
||
# situations.
|
||
# Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
|
||
mgfractal_offset (Offset) v3f (1.79, 0.0, 0.0)
|
||
|
||
# W coordinate of the generated 3D slice of a 4D fractal.
|
||
# Determines which 3D slice of the 4D shape is generated.
|
||
# Alters the shape of the fractal.
|
||
# Has no effect on 3D fractals.
|
||
# Range roughly -2 to 2.
|
||
mgfractal_slice_w (Slice w) float 0.0
|
||
|
||
# Julia set only.
|
||
# X component of hypercomplex constant.
|
||
# Alters the shape of the fractal.
|
||
# Range roughly -2 to 2.
|
||
mgfractal_julia_x (Julia x) float 0.33
|
||
|
||
# Julia set only.
|
||
# Y component of hypercomplex constant.
|
||
# Alters the shape of the fractal.
|
||
# Range roughly -2 to 2.
|
||
mgfractal_julia_y (Julia y) float 0.33
|
||
|
||
# Julia set only.
|
||
# Z component of hypercomplex constant.
|
||
# Alters the shape of the fractal.
|
||
# Range roughly -2 to 2.
|
||
mgfractal_julia_z (Julia z) float 0.33
|
||
|
||
# Julia set only.
|
||
# W component of hypercomplex constant.
|
||
# Alters the shape of the fractal.
|
||
# Has no effect on 3D fractals.
|
||
# Range roughly -2 to 2.
|
||
mgfractal_julia_w (Julia w) float 0.33
|
||
|
||
[**Noises]
|
||
|
||
# Y-level of seabed.
|
||
mgfractal_np_seabed (Seabed noise) noise_params_2d -14, 9, (600, 600, 600), 41900, 5, 0.6, 2.0, eased
|
||
|
||
# Variation of biome filler depth.
|
||
mgfractal_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
|
||
|
||
# First of two 3D noises that together define tunnels.
|
||
mgfractal_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
|
||
|
||
# Second of two 3D noises that together define tunnels.
|
||
mgfractal_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
|
||
|
||
# 3D noise that determines number of dungeons per mapchunk.
|
||
mgfractal_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
|
||
|
||
[*Mapgen Valleys]
|
||
|
||
# Map generation attributes specific to Mapgen Valleys.
|
||
# 'altitude_chill': Reduces heat with altitude.
|
||
# 'humid_rivers': Increases humidity around rivers.
|
||
# 'vary_river_depth': If enabled, low humidity and high heat causes rivers
|
||
# to become shallower and occasionally dry.
|
||
# 'altitude_dry': Reduces humidity with altitude.
|
||
mgvalleys_spflags (Mapgen Valleys specific flags) flags altitude_chill,humid_rivers,vary_river_depth,altitude_dry altitude_chill,humid_rivers,vary_river_depth,altitude_dry,noaltitude_chill,nohumid_rivers,novary_river_depth,noaltitude_dry
|
||
|
||
# The vertical distance over which heat drops by 20 if 'altitude_chill' is
|
||
# enabled. Also the vertical distance over which humidity drops by 10 if
|
||
# 'altitude_dry' is enabled.
|
||
mgvalleys_altitude_chill (Altitude chill) int 90
|
||
|
||
# Depth below which you'll find large caves.
|
||
mgvalleys_large_cave_depth (Large cave depth) int -33
|
||
|
||
# Minimum limit of random number of small caves per mapchunk.
|
||
mgvalleys_small_cave_num_min (Small cave minimum number) int 0 0 256
|
||
|
||
# Maximum limit of random number of small caves per mapchunk.
|
||
mgvalleys_small_cave_num_max (Small cave maximum number) int 0 0 256
|
||
|
||
# Minimum limit of random number of large caves per mapchunk.
|
||
mgvalleys_large_cave_num_min (Large cave minimum number) int 0 0 64
|
||
|
||
# Maximum limit of random number of large caves per mapchunk.
|
||
mgvalleys_large_cave_num_max (Large cave maximum number) int 2 0 64
|
||
|
||
# Proportion of large caves that contain liquid.
|
||
mgvalleys_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
|
||
|
||
# Depth below which you'll find giant caverns.
|
||
mgvalleys_cavern_limit (Cavern upper limit) int -256
|
||
|
||
# Y-distance over which caverns expand to full size.
|
||
mgvalleys_cavern_taper (Cavern taper) int 192
|
||
|
||
# Defines full size of caverns, smaller values create larger caverns.
|
||
mgvalleys_cavern_threshold (Cavern threshold) float 0.6
|
||
|
||
# How deep to make rivers.
|
||
mgvalleys_river_depth (River depth) int 4
|
||
|
||
# How wide to make rivers.
|
||
mgvalleys_river_size (River size) int 5
|
||
|
||
# Controls width of tunnels, a smaller value creates wider tunnels.
|
||
# Value >= 10.0 completely disables generation of tunnels and avoids the
|
||
# intensive noise calculations.
|
||
mgvalleys_cave_width (Cave width) float 0.09
|
||
|
||
# Lower Y limit of dungeons.
|
||
mgvalleys_dungeon_ymin (Dungeon minimum Y) int -31000
|
||
|
||
# Upper Y limit of dungeons.
|
||
mgvalleys_dungeon_ymax (Dungeon maximum Y) int 63
|
||
|
||
[**Noises]
|
||
|
||
# First of two 3D noises that together define tunnels.
|
||
mgvalleys_np_cave1 (Cave noise #1) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
|
||
|
||
# Second of two 3D noises that together define tunnels.
|
||
mgvalleys_np_cave2 (Cave noise #2) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
|
||
|
||
# The depth of dirt or other biome filler node.
|
||
mgvalleys_np_filler_depth (Filler depth) noise_params_2d 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0, eased
|
||
|
||
# 3D noise defining giant caverns.
|
||
mgvalleys_np_cavern (Cavern noise) noise_params_3d 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0
|
||
|
||
# Defines large-scale river channel structure.
|
||
mgvalleys_np_rivers (River noise) noise_params_2d 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0, eased
|
||
|
||
# Base terrain height.
|
||
mgvalleys_np_terrain_height (Terrain height) noise_params_2d -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0, eased
|
||
|
||
# Raises terrain to make valleys around the rivers.
|
||
mgvalleys_np_valley_depth (Valley depth) noise_params_2d 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0, eased
|
||
|
||
# Slope and fill work together to modify the heights.
|
||
mgvalleys_np_inter_valley_fill (Valley fill) noise_params_3d 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0
|
||
|
||
# Amplifies the valleys.
|
||
mgvalleys_np_valley_profile (Valley profile) noise_params_2d 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0, eased
|
||
|
||
# Slope and fill work together to modify the heights.
|
||
mgvalleys_np_inter_valley_slope (Valley slope) noise_params_2d 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0, eased
|
||
|
||
# 3D noise that determines number of dungeons per mapchunk.
|
||
mgvalleys_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
|
||
|
||
[*Advanced]
|
||
|
||
# Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
|
||
# WARNING!: There is no benefit, and there are several dangers, in
|
||
# increasing this value above 5.
|
||
# Reducing this value increases cave and dungeon density.
|
||
# Altering this value is for special usage, leaving it unchanged is
|
||
# recommended.
|
||
chunksize (Chunk size) int 5
|
||
|
||
# Dump the mapgen debug information.
|
||
enable_mapgen_debug_info (Mapgen debug) bool false
|
||
|
||
# Maximum number of blocks that can be queued for loading.
|
||
emergequeue_limit_total (Absolute limit of queued blocks to emerge) int 512
|
||
|
||
# Maximum number of blocks to be queued that are to be loaded from file.
|
||
# This limit is enforced per player.
|
||
emergequeue_limit_diskonly (Per-player limit of queued blocks load from disk) int 64
|
||
|
||
# Maximum number of blocks to be queued that are to be generated.
|
||
# This limit is enforced per player.
|
||
emergequeue_limit_generate (Per-player limit of queued blocks to generate) int 64
|
||
|
||
# Number of emerge threads to use.
|
||
# Value 0:
|
||
# - Automatic selection. The number of emerge threads will be
|
||
# - 'number of processors - 2', with a lower limit of 1.
|
||
# Any other value:
|
||
# - Specifies the number of emerge threads, with a lower limit of 1.
|
||
# WARNING: Increasing the number of emerge threads increases engine mapgen
|
||
# speed, but this may harm game performance by interfering with other
|
||
# processes, especially in singleplayer and/or when running Lua code in
|
||
# 'on_generated'. For many users the optimum setting may be '1'.
|
||
num_emerge_threads (Number of emerge threads) int 1
|
||
|
||
[Online Content Repository]
|
||
|
||
# The URL for the content repository
|
||
contentdb_url (ContentDB URL) string https://content.minetest.net
|
||
|
||
# Comma-separated list of flags to hide in the content repository.
|
||
# "nonfree" can be used to hide packages which do not qualify as 'free software',
|
||
# as defined by the Free Software Foundation.
|
||
# You can also specify content ratings.
|
||
# These flags are independent from Minetest versions,
|
||
# so see a full list at https://content.minetest.net/help/content_flags/
|
||
contentdb_flag_blacklist (ContentDB Flag Blacklist) string nonfree, desktop_default
|