forked from Mirrorlandia_minetest/minetest
379 lines
14 KiB
Plaintext
379 lines
14 KiB
Plaintext
# This file is read by default from:
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# ../minetest.conf
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# ../../minetest.conf
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# Any other path can be chosen by passing the path as a parameter
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# to the program, eg. "minetest.exe --config ../minetest.conf.example"
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#
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# By default, all the settings are commented and not functional.
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# Uncomment settings by removing the preceding #.
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#
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# Further documentation:
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# http://wiki.minetest.com/
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#
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# NOTE: This file might not be up-to-date, refer to the
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# defaultsettings.cpp file for an up-to-date list:
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# https://github.com/minetest/minetest/blob/master/src/defaultsettings.cpp
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#
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# A vim command to convert most of defaultsettings.cpp to conf file format:
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# :'<,'>s/\tsettings->setDefault("\([^"]*\)", "\([^"]*\)");.*/#\1 = \2/g
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# Note: Some of the settings are implemented in Lua
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#
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# Client and server
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#
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# Network port (UDP)
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#port =
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# Name of player; on a server this is the main admin
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#name =
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#
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# Client stuff
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#
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# Key mappings
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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#keymap_forward = KEY_KEY_W
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#keymap_backward = KEY_KEY_S
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#keymap_left = KEY_KEY_A
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#keymap_right = KEY_KEY_D
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#keymap_jump = KEY_SPACE
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#keymap_sneak = KEY_LSHIFT
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#keymap_inventory = KEY_KEY_I
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# Go down ladder / go down in fly mode / go fast in fast mode
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#keymap_special1 = KEY_KEY_E
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#keymap_chat = KEY_KEY_T
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#keymap_cmd = /
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#keyman_console = KEY_F10
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#keymap_rangeselect = KEY_KEY_R
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#keymap_freemove = KEY_KEY_K
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#keymap_fastmove = KEY_KEY_J
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#keymap_screenshot = KEY_F12
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# If true, keymap_special1 instead of keymap_sneak is used for climbing down and descending
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#aux1_descends = false
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# Doubletaping the jump key toogles fly mode
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#doubletap_jump = false
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# If false aux1 is used to fly fast
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#always_fly_fast = true
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# Some (temporary) keys for debugging
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#keymap_print_debug_stacks = KEY_KEY_P
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#keymap_quicktune_prev = KEY_HOME
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#keymap_quicktune_next = KEY_END
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#keymap_quicktune_dec = KEY_NEXT
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#keymap_quicktune_inc = KEY_PRIOR
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# Minimum FPS
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# The amount of rendered stuff is dynamically set according to this
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#wanted_fps = 30
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# If FPS would go higher than this, limit it by sleeping
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# (to not waste CPU power for no benefit)
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#fps_max = 60
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# The allowed adjustment range for the automatic rendering range adjustment
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#viewing_range_nodes_max = 160
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#viewing_range_nodes_min = 35
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# Initial window size
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#screenW = 800
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#screenH = 600
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#fullscreen = false
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#fullscreen_bpp = 24
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# Experimental option, might cause visible spaces between blocks
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# when set to higher number than 0
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#fsaa = 0
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#vsync = false
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#fov = 72
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# Address to connect to (#blank = start local server)
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#address =
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# Enable random user input, for testing
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#random_input = false
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# Timeout for client to remove unused map data from memory
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#client_unload_unused_data_timeout = 600
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# Whether to fog out the end of the visible area
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#enable_fog = true
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# Enable a bit lower water surface; disable for speed (not quite optimized)
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#new_style_water = false
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# Constant volume liquids
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#liquid_finite = false
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# Max liquids processed per step
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#liquid_loop_max = 1000
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# Update liquids every .. recommend for finite: 0.2
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#liquid_update = 1.0
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# Relax flowing blocks to source if level near max and N nearby
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# source blocks, more realistic, but not true constant.
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# values: 0,1,2,3,4 : 0 - disable, 1 - most aggresive
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# (for finite liquids)
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#liquid_relax = 2
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# Optimization: faster cave flood (and not true constant)
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# (for finite liquids)
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#liquid_fast_flood = 1
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# Underground water and lava springs, its infnity sources if liquid_finite enabled
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#underground_springs = 1
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# Enable nice leaves; disable for speed
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#new_style_leaves = true
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# Enable smooth lighting with simple ambient occlusion;
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# disable for speed or for different looks.
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#smooth_lighting = true
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# Enable combining mainly used textures to a bigger one for improved speed
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# disable if it causes graphics glitches.
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#enable_texture_atlas = false
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# Path to texture directory. All textures are first searched from here.
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#texture_path =
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# Video back-end.
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# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl
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#video_driver = opengl
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# Unobstructed movement without physics, downwards key is keymap_special1
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#free_move = false
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# Continuous forward movement (for testing)
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#continuous_forward = false
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# Fast movement (keymap_special1)
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#fast_move = false
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# Invert mouse
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#invert_mouse = false
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# FarMesh thingy
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#enable_farmesh = false
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#farmesh_trees = true
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#farmesh_distance = 40
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# Enable/disable clouds
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#enable_clouds = true
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#cloud_height = 120
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#enable_3d_clouds = true
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# Use a cloud animation for the main menu background
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#menu_clouds = true
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# Path for screenshots
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#screenshot_path = .
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# Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
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#view_bobbing_amount = 1.0
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# Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
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#fall_bobbing_amount = 0.0
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# Anaglyph stereo
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#anaglyph = false
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#anaglyph_strength = 0.1
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# In-game chat console background color (R,G,B)
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#console_color = (0,0,0)
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# In-game chat console background alpha (opaqueness, between 0 and 255)
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#console_alpha = 200
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# Selection box border color (R,G,B)
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#selectionbox_color = (0,0,0)
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# Crosshair color (R,G,B)
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#crosshair_color = (255,255,255)
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# Cross alpha (opaqueness, between 0 and 255)
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#crosshair_alpha = 255
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# Sensitivity multiplier
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#mouse_sensitivity = 0.2
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# Sound settings
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#enable_sound = true
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#sound_volume = 0.7
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# Whether node texture animations should be desynchronized per MapBlock
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#desynchronize_mapblock_texture_animation = true
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# Texture filtering settings
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#mip_map = false
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#anisotropic_filter = false
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#bilinear_filter = false
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#trilinear_filter = false
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# Set to true to pre-generate all item visuals
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#preload_item_visuals = true
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# 0: disable shaders
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# (1: low level shaders; not implemented)
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# 2: enable high level shaders
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#enable_shaders = 2
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# The time in seconds it takes between repeated
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# right clicks when holding the right mouse button
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#repeat_rightclick_time = 0.25
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# will only work for servers which use remote_media setting
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# and only for clients compiled with cURL
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#media_fetch_threads = 8
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# Url to the server list displayed in the Multiplayer Tab
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#serverlist_url = servers.minetest.net
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# File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab
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#serverlist_file = favoriteservers.txt
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#font_path = fonts/liberationsans.ttf
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#font_size = 13
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#mono_font_path = fonts/liberationmono.ttf
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#mono_font_size = 13
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#
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# Server stuff
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#
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# Name of server
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#server_name = Minetest server
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# Description of server
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#server_description = mine here
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# Domain name of server
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#server_address = game.minetest.net
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# Homepage of server
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#server_url = http://minetest.net
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# Automaticaly report to masterserver
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#server_announce = 0
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# Default game (default when creating a new world)
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#default_game = minetest
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# World directory (everything in the world is stored here)
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#map-dir = /custom/world
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# Message of the Day
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#motd = Welcome to this awesome Minetest server!
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# Maximum number of players connected simultaneously
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#max_users = 100
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# Set to true to disallow old clients from connecting
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#strict_protocol_version_checking = false
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# Set to true to enable creative mode (unlimited inventory)
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#creative_mode = false
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# Enable players getting damage and dying
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#enable_damage = false
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# Despawn all non-peaceful mobs
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#only_peaceful_mobs = false
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# A chosen map seed for a new map, leave empty for random
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#fixed_map_seed =
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# Gives some stuff to players at the beginning
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#give_initial_stuff = false
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# New users need to input this password
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#default_password =
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# Available privileges: interact, shout, teleport, settime, privs, ...
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# See /privs in game for a full list on your server and mod configuration.
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#default_privs = interact, shout
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# Whether players are shown to clients without any range limit
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#unlimited_player_transfer_distance = true
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# Whether to enable players killing each other
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#enable_pvp = true
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# If this is set, players will always (re)spawn at the given position
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#static_spawnpoint = 0, 10, 0
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# If true, new players cannot join with an empty password
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#disallow_empty_password = false
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# If true, disable cheat prevention in multiplayer
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#disable_anticheat = false
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# If true, actions are recorded for rollback
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#enable_rollback_recording = false
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# Profiler data print interval. #0 = disable.
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#profiler_print_interval = 0
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#enable_mapgen_debug_info = false
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# from how far client knows about objects
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#active_object_send_range_blocks = 3
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# how large area of blocks are subject to the active block stuff (active = objects are loaded and ABMs run)
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#active_block_range = 2
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# how many blocks are flying in the wire simultaneously per client
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#max_simultaneous_block_sends_per_client = 2
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# how many blocks are flying in the wire simultaneously per server
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#max_simultaneous_block_sends_server_total = 8
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# From how far blocks are sent to clients (value * 16 nodes)
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#max_block_send_distance = 10
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# From how far blocks are generated for clients (value * 16 nodes)
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#max_block_generate_distance = 6
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# Number of extra blocks that can be loaded by /clearobjects at once
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# This is a trade-off between sqlite transaction overhead and
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# memory consumption (4096=100MB, as a rule of thumb)
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#max_clearobjects_extra_loaded_blocks = 4096
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# Interval of sending time of day to clients
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#time_send_interval = 5
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# Length of day/night cycle. 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged
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#time_speed = 96
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#server_unload_unused_data_timeout = 29
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# Interval of saving important changes in the world
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#server_map_save_interval = 5.3
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# To reduce lag, block transfers are slowed down when a player is building something.
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# This determines how long they are slowed down after placing or removing a node.
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#full_block_send_enable_min_time_from_building = 2.0
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# Length of a server tick and the interval at which objects are generally updated over network
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#dedicated_server_step = 0.1
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# Can be set to true to disable shutting down on invalid world data
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#ignore_world_load_errors = false
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# Congestion control parameters
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# time in seconds, rate in ~500B packets
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#congestion_control_aim_rtt = 0.2
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#congestion_control_max_rate = 400
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#congestion_control_min_rate = 10
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# Specifies URL from which client fetches media instead of using UDP
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# $filename should be accessible from $remote_media$filename via cURL
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# (obviously, remote_media should end with a slash)
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# Files that are not present would be fetched the usual way
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#remote_media =
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# Level of logging to be written to debug.txt.
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# 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose
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#debug_log_level = 2
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# Maximum number of blocks that can be queued for loading.
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#emergequeue_limit_total = 256
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# Maximum number of blocks to be queued that are to be loaded from file.
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# Leave blank for an appropriate amount to be chosen automatically.
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#emergequeue_limit_diskonly =
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# Maximum number of blocks to be queued that are to be generated.
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# Leave blank for an appropriate amount to be chosen automatically.
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#emergequeue_limit_generate =
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# Number of emerge threads to use. Make this field blank, or increase this number, to use multiple threads.
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# On multiprocessor systems, this will improve mapgen speed greatly, at the cost of slightly buggy caves.
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#num_emerge_threads = 1
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#
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# Physics stuff
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#
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#movement_acceleration_default = 3
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#movement_acceleration_air = 2
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#movement_acceleration_fast = 10
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#movement_speed_walk = 4
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#movement_speed_crouch = 1.35
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#movement_speed_fast = 20
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#movement_speed_climb = 2
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#movement_speed_jump = 6.5
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#movement_speed_descend = 6
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#movement_liquid_fluidity = 1
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#movement_liquid_fluidity_smooth = 0.5
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#movement_liquid_sink = 10
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#movement_gravity = 9.81
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#
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# Mapgen stuff
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#
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# Name of map generator to be used. Currently supported: v6, indev, singlenode, math
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#mg_name = v6
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# Water level of map.
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#water_level = 1
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# Size of chunks to be generated.
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#chunksize = 5
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# Map generation attributes. Currently supported: trees, caves, flat, v6_biome_blend, v6_jungles, dungeons
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#mg_flags = trees, caves, v6_biome_blend
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# How large deserts and beaches are
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#mgv6_freq_desert = 0.45
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#mgv6_freq_beach = 0.15
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# Perlin noise attributes for different map generation parameters
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# Offset, scale, spread factor, seed offset, number of octaves, persistence
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#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6
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#mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6
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#mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7
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#mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69
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#mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55
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#mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50
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#mgv6_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50
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#mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50
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#mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 4, 0.66
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#mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66
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#mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45
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#mgv7_np_terrain = 10, 12, (350, 350, 350), 82341, 5, 0.6
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#mgv7_np_bgroup = 0.5, 0.3125, (350, 350, 350), 5923, 2, 0.6
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#mgv7_np_heat = 25, 50, (500, 500, 500), 35293, 1, 0
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#mgv7_np_humidity = 50, 31.25, (750, 750, 750), 12094, 2, 0.6
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# Offset, scale, spread factor, seed offset, number of octaves, persistence, farscale, farspread
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#mgindev_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 10, 10
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#mgindev_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 10, 10
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#mgindev_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2, 10
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#mgindev_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 1, 1
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#mgindev_np_float_islands1 = 0, 1, (64, 64, 64 ), 3683, 5, 0.5, 1, 1.5
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#mgindev_np_float_islands2 = 0, 1, (8, 8, 8 ), 9292, 2, 0.5, 1, 1.5
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#mgindev_np_float_islands3 = 0, 1, (256, 256, 256), 6412, 2, 0.5, 1, 0.5
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#mgindev_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50, 1, 10
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# Float islands starts from height, 0 to disable
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#mgindev_float_islands = 500
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# Math mapgen generator: sphere, mandelbox, mengersponge dont forget to lower water_level = -30000
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#mgmath_generator = mandelbox
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# Enable/disable IPv6
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#enable_ipv6 = true
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# Enable/disable running an IPv6 server. An IPv6 server may be restricted
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# to IPv6 clients, depending on system configuration.
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#ipv6_server = false
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