minetest/minetest.conf.example

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# This file contains a list of all available settings and their default value for minetest.conf
# By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #.
# minetest.conf is read by default from:
# ../minetest.conf
# ../../minetest.conf
# Any other path can be chosen by passing the path as a parameter
# to the program, eg. "luanti.exe --config ../minetest.conf.example".
# Further documentation:
# https://wiki.luanti.org/
#
# Controls
#
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## General
# Smooths rotation of camera, also called look or mouse smoothing. 0 to disable.
# type: float min: 0 max: 0.99
# camera_smoothing = 0.0
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# Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Controls.
# type: float min: 0 max: 0.99
# cinematic_camera_smoothing = 0.7
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# If enabled, you can place nodes at the position (feet + eye level) where you stand.
# This is helpful when working with nodeboxes in small areas.
# type: bool
# enable_build_where_you_stand = false
# If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
# descending.
# type: bool
# aux1_descends = false
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# Double-tapping the jump key toggles fly mode.
# type: bool
# doubletap_jump = false
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# If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
# enabled.
# type: bool
# always_fly_fast = true
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# The time in seconds it takes between repeated node placements when holding
# the place button.
# type: float min: 0.16 max: 2
# repeat_place_time = 0.25
# The minimum time in seconds it takes between digging nodes when holding
# the dig button.
# type: float min: 0 max: 2
# repeat_dig_time = 0.0
# Automatically jump up single-node obstacles.
# type: bool
# autojump = false
# Prevent digging and placing from repeating when holding the respective buttons.
# Enable this when you dig or place too often by accident.
# On touchscreens, this only affects digging.
# type: bool
# safe_dig_and_place = false
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## Keyboard and Mouse
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# Invert vertical mouse movement.
# type: bool
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# invert_mouse = false
# Mouse sensitivity multiplier.
# type: float min: 0.001 max: 10
# mouse_sensitivity = 0.2
# Enable mouse wheel (scroll) for item selection in hotbar.
# type: bool
# enable_hotbar_mouse_wheel = true
# Invert mouse wheel (scroll) direction for item selection in hotbar.
# type: bool
# invert_hotbar_mouse_wheel = false
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## Touchscreen
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# Enables the touchscreen controls, allowing you to play the game with a touchscreen.
# "auto" means that the touchscreen controls will be enabled and disabled
# automatically depending on the last used input method.
# type: enum values: auto, true, false
# touch_controls = auto
# Touchscreen sensitivity multiplier.
# type: float min: 0.001 max: 10
# touchscreen_sensitivity = 0.2
# The length in pixels after which a touch interaction is considered movement.
# type: int min: 0 max: 100
# touchscreen_threshold = 20
# The delay in milliseconds after which a touch interaction is considered a long tap.
# type: int min: 100 max: 1000
# touch_long_tap_delay = 400
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# Use crosshair to select object instead of whole screen.
# If enabled, a crosshair will be shown and will be used for selecting object.
# type: bool
# touch_use_crosshair = false
# Fixes the position of virtual joystick.
# If disabled, virtual joystick will center to first-touch's position.
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# type: bool
# fixed_virtual_joystick = false
# Use virtual joystick to trigger "Aux1" button.
# If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
# type: bool
# virtual_joystick_triggers_aux1 = false
# The gesture for punching players/entities.
# This can be overridden by games and mods.
#
# * short_tap
# Easy to use and well-known from other games that shall not be named.
#
# * long_tap
# Known from the classic Luanti mobile controls.
# Combat is more or less impossible.
# type: enum values: short_tap, long_tap
# touch_punch_gesture = short_tap
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#
# Graphics and Audio
#
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## Graphics
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### Screen
# Width component of the initial window size.
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# type: int min: 1 max: 65535
# screen_w = 1024
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# Height component of the initial window size.
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# type: int min: 1 max: 65535
# screen_h = 600
# Whether the window is maximized.
# type: bool
# window_maximized = false
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# Save window size automatically when modified.
# If true, screen size is saved in screen_w and screen_h, and whether the window
# is maximized is stored in window_maximized.
# (Autosaving window_maximized only works if compiled with SDL.)
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# type: bool
# autosave_screensize = true
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# Fullscreen mode.
# type: bool
# fullscreen = false
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# Open the pause menu when the window's focus is lost. Does not pause if a formspec is
# open.
# type: bool
# pause_on_lost_focus = false
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### FPS
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# If FPS would go higher than this, limit it by sleeping
# to not waste CPU power for no benefit.
# type: int min: 1 max: 4294967295
# fps_max = 60
# Vertical screen synchronization. Your system may still force VSync on even if this is disabled.
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# type: bool
# vsync = false
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# Maximum FPS when the window is not focused, or when the game is paused.
# type: int min: 1 max: 4294967295
# fps_max_unfocused = 20
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# View distance in nodes.
# type: int min: 20 max: 4000
# viewing_range = 190
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# 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.
# type: int min: 1 max: 8
# undersampling = 1
### 3D
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# 3D support.
# Currently supported:
# - none: no 3d output.
# - anaglyph: cyan/magenta color 3d.
# - interlaced: odd/even line based polarization screen support.
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# - topbottom: split screen top/bottom.
# - sidebyside: split screen side by side.
# - crossview: Cross-eyed 3d
# Note that the interlaced mode requires shaders to be enabled.
# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview
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# 3d_mode = none
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# Strength of 3D mode parallax.
# type: float min: -0.087 max: 0.087
# 3d_paralax_strength = 0.025
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### Bobbing
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# Arm inertia, gives a more realistic movement of
# the arm when the camera moves.
# type: bool
# arm_inertia = true
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# Enable view bobbing and amount of view bobbing.
# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
# type: float min: 0 max: 7.9
# view_bobbing_amount = 1.0
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# Multiplier for fall bobbing.
# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
# type: float min: 0 max: 100
# fall_bobbing_amount = 0.03
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### Camera
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# Field of view in degrees.
# type: int min: 45 max: 160
# fov = 72
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# 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.
# type: float min: 0.33 max: 3
# display_gamma = 1.0
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# The strength (darkness) of node ambient-occlusion shading.
# Lower is darker, Higher is lighter. The valid range of values for this
# setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
# set to the nearest valid value.
# type: float min: 0.25 max: 4
# ambient_occlusion_gamma = 1.8
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### Screenshots
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# Path to save screenshots at. Can be an absolute or relative path.
# The folder will be created if it doesn't already exist.
# type: path
# screenshot_path = screenshots
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# Format of screenshots.
# type: enum values: png, jpg
# screenshot_format = png
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# Screenshot quality. Only used for JPEG format.
# 1 means worst quality; 100 means best quality.
# Use 0 for default quality.
# type: int min: 0 max: 100
# screenshot_quality = 0
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### Node and Entity Highlighting
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# Method used to highlight selected object.
# type: enum values: box, halo, none
# node_highlighting = box
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# Show entity selection boxes
# A restart is required after changing this.
# type: bool
# show_entity_selectionbox = false
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# Selection box border color (R,G,B).
# type: string
# selectionbox_color = (0,0,0)
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# Width of the selection box lines around nodes.
# type: int min: 1 max: 5
# selectionbox_width = 2
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# Crosshair color (R,G,B).
# Also controls the object crosshair color
# type: string
# crosshair_color = (255,255,255)
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# Crosshair alpha (opaqueness, between 0 and 255).
# This also applies to the object crosshair.
# type: int min: 0 max: 255
# crosshair_alpha = 255
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### Fog
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# Whether to fog out the end of the visible area.
# type: bool
# enable_fog = true
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# Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
# type: bool
# directional_colored_fog = true
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# Fraction of the visible distance at which fog starts to be rendered
# type: float min: 0 max: 0.99
# fog_start = 0.4
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### Clouds
# Clouds are a client-side effect.
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# type: bool
# enable_clouds = true
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# Use 3D cloud look instead of flat.
# type: bool
# enable_3d_clouds = true
# Use smooth cloud shading.
# type: bool
# soft_clouds = false
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### Filtering and Antialiasing
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# Use mipmaps when scaling textures. May slightly increase performance,
# especially when using a high-resolution texture pack.
# Gamma-correct downscaling is not supported.
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# type: bool
# mip_map = false
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# Use bilinear filtering when scaling textures.
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# type: bool
# bilinear_filter = false
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# Use trilinear filtering when scaling textures.
# If both bilinear and trilinear filtering are enabled, trilinear filtering
# is applied.
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# type: bool
# trilinear_filter = false
# Use anisotropic filtering when looking at textures from an angle.
# type: bool
# anisotropic_filter = false
# Select the antialiasing method to apply.
#
# * None - No antialiasing (default)
#
# * FSAA - Hardware-provided full-screen antialiasing
# (incompatible with Post Processing and Undersampling)
# A.K.A multi-sample antialiasing (MSAA)
# Smoothens out block edges but does not affect the insides of textures.
# A restart is required to change this option.
#
# * FXAA - Fast approximate antialiasing (requires shaders)
# Applies a post-processing filter to detect and smoothen high-contrast edges.
# Provides balance between speed and image quality.
#
# * SSAA - Super-sampling antialiasing (requires shaders)
# Renders higher-resolution image of the scene, then scales down to reduce
# the aliasing effects. This is the slowest and the most accurate method.
# type: enum values: none, fsaa, fxaa, ssaa
# antialiasing = none
# Defines the size of the sampling grid for FSAA and SSAA antialiasing methods.
# Value of 2 means taking 2x2 = 4 samples.
# type: enum values: 2, 4, 8, 16
# fsaa = 2
### Occlusion Culling
# Type of occlusion_culler
#
# "loops" is the legacy algorithm with nested loops and O(n³) complexity
# "bfs" is the new algorithm based on breadth-first-search and side culling
#
# This setting should only be changed if you have performance problems.
# type: enum values: bfs, loops
# occlusion_culler = bfs
# Use raytraced occlusion culling in the new culler.
# This flag enables use of raytraced occlusion culling test for
# client mesh sizes smaller than 4x4x4 map blocks.
# type: bool
# enable_raytraced_culling = true
## Effects
# Allows liquids to be translucent.
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# type: bool
# translucent_liquids = true
# Leaves style:
# - Fancy: all faces visible
# - Simple: only outer faces
# - Opaque: disable transparency
# type: enum values: fancy, simple, opaque
# leaves_style = fancy
# Connects glass if supported by node.
# type: bool
# connected_glass = false
# Enable smooth lighting with simple ambient occlusion.
# type: bool
# smooth_lighting = true
# Enables tradeoffs that reduce CPU load or increase rendering performance
# at the expense of minor visual glitches that do not impact game playability.
# type: bool
# performance_tradeoffs = false
# Adds particles when digging a node.
# type: bool
# enable_particles = true
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### Waving Nodes
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# Set to true to enable waving leaves.
# type: bool
# enable_waving_leaves = false
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# Set to true to enable waving plants.
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# type: bool
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# enable_waving_plants = false
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# Set to true to enable waving liquids (like water).
# type: bool
# enable_waving_water = false
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# 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).
# type: float min: 0 max: 4
# water_wave_height = 1.0
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# Length of liquid waves.
# type: float min: 0.1
# water_wave_length = 20.0
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# How fast liquid waves will move. Higher = faster.
# If negative, liquid waves will move backwards.
# type: float
# water_wave_speed = 5.0
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### Dynamic shadows
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# Set to true to enable Shadow Mapping.
# type: bool
# enable_dynamic_shadows = false
# Set the shadow strength gamma.
# Adjusts the intensity of in-game dynamic shadows.
# Lower value means lighter shadows, higher value means darker shadows.
# type: float min: 0.1 max: 10
# shadow_strength_gamma = 1.0
# Maximum distance to render shadows.
# type: float min: 10 max: 1000
# shadow_map_max_distance = 140.0
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# Texture size to render the shadow map on.
# This must be a power of two.
# Bigger numbers create better shadows but it is also more expensive.
# type: int min: 128 max: 8192
# shadow_map_texture_size = 2048
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# Sets shadow texture quality to 32 bits.
# On false, 16 bits texture will be used.
# This can cause much more artifacts in the shadow.
# type: bool
# shadow_map_texture_32bit = true
# Enable Poisson disk filtering.
# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
# type: bool
# shadow_poisson_filter = true
# Define shadow filtering quality.
# This simulates the soft shadows effect by applying a PCF or Poisson disk
# but also uses more resources.
# type: enum values: 0, 1, 2
# shadow_filters = 1
# Enable colored shadows.
# On true translucent nodes cast colored shadows. This is expensive.
# type: bool
# shadow_map_color = false
# Spread a complete update of shadow map over given number of frames.
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# Higher values might make shadows laggy, lower values
# will consume more resources.
# Minimum value: 1; maximum value: 16
# type: int min: 1 max: 16
# shadow_update_frames = 8
# Set the soft shadow radius size.
# Lower values mean sharper shadows, bigger values mean softer shadows.
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# Minimum value: 1.0; maximum value: 15.0
# type: float min: 1 max: 15
# shadow_soft_radius = 5.0
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# Set the default tilt of Sun/Moon orbit in degrees.
# Games may change orbit tilt via API.
# Value of 0 means no tilt / vertical orbit.
# type: float min: -60 max: 60
# shadow_sky_body_orbit_tilt = 0.0
### Post Processing
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# Enables the post processing pipeline.
# type: bool
# enable_post_processing = true
# 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.
# type: bool
# tone_mapping = false
# Enable automatic exposure correction
# When enabled, the post-processing engine will
# automatically adjust to the brightness of the scene,
# simulating the behavior of human eye.
# type: bool
# enable_auto_exposure = false
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# Set the exposure compensation in EV units.
# Value of 0.0 (default) means no exposure compensation.
# Range: from -1 to 1.0
# type: float min: -1 max: 1
# exposure_compensation = 0.0
# Apply dithering to reduce color banding artifacts.
# Dithering significantly increases the size of losslessly-compressed
# screenshots and it works incorrectly if the display or operating system
# performs additional dithering or if the color channels are not quantized
# to 8 bits.
# With OpenGL ES, dithering only works if the shader supports high
# floating-point precision and it may have a higher performance impact.
# type: bool
# debanding = true
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# Set to true to enable bloom effect.
# Bright colors will bleed over the neighboring objects.
# type: bool
# enable_bloom = false
# Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
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# type: bool
# enable_volumetric_lighting = false
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### Other Effects
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# Simulate translucency when looking at foliage in the sunlight.
# type: bool
# enable_translucent_foliage = false
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# Apply specular shading to nodes.
# type: bool
# enable_node_specular = false
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# When enabled, liquid reflections are simulated.
# type: bool
# enable_water_reflections = false
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## Audio
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# Volume of all sounds.
# Requires the sound system to be enabled.
# type: float min: 0 max: 1
# sound_volume = 0.8
# Volume multiplier when the window is unfocused.
# type: float min: 0 max: 1
# sound_volume_unfocused = 0.3
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# 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.
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# type: bool
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# mute_sound = false
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## User Interfaces
# Set the language. By default, the system language is used.
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# A restart is required after changing this.
# type: enum values: , be, bg, ca, cs, da, de, el, en, eo, es, et, eu, fi, fr, gd, gl, hu, id, it, ja, jbo, kk, ko, lt, lv, ms, nb, nl, nn, pl, pt, pt_BR, ro, ru, sk, sl, sr_Cyrl, sr_Latn, sv, sw, tr, uk, vi, zh_CN, zh_TW
# language =
### GUI
# When enabled, the GUI is optimized to be more usable on touchscreens.
# Whether this is enabled by default depends on your hardware form-factor.
# type: bool
# touch_gui = false
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# Scale GUI by a user specified value.
# Use a nearest-neighbor-anti-alias filter to scale the GUI.
# This will smooth over some of the rough edges, and blend
# pixels when scaling down, at the cost of blurring some
# edge pixels when images are scaled by non-integer sizes.
# type: float min: 0.5 max: 20
# gui_scaling = 1.0
# Enables smooth scrolling.
# type: bool
# smooth_scrolling = true
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# Enables animation of inventory items.
# type: bool
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# inventory_items_animations = false
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# Formspec full-screen background opacity (between 0 and 255).
# type: int min: 0 max: 255
# formspec_fullscreen_bg_opacity = 140
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# Formspec full-screen background color (R,G,B).
# type: string
# formspec_fullscreen_bg_color = (0,0,0)
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# When gui_scaling_filter is true, all GUI images need to be
# filtered in software, but some images are generated directly
# to hardware (e.g. render-to-texture for nodes in inventory).
# type: bool
# gui_scaling_filter = false
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# When gui_scaling_filter_txr2img is true, copy those images
# from hardware to software for scaling. When false, fall back
# to the old scaling method, for video drivers that don't
# properly support downloading textures back from hardware.
# type: bool
# gui_scaling_filter_txr2img = true
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# Delay showing tooltips, stated in milliseconds.
# type: int min: 0 max: 1.844674407371e+19
# tooltip_show_delay = 400
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# Append item name to tooltip.
# type: bool
# tooltip_append_itemname = false
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# Use a cloud animation for the main menu background.
# type: bool
# menu_clouds = true
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### HUD
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# Modifies the size of the HUD elements.
# type: float min: 0.5 max: 20
# hud_scaling = 1.0
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# Whether name tag backgrounds should be shown by default.
# Mods may still set a background.
# type: bool
# show_nametag_backgrounds = true
# Whether to show the client debug info (has the same effect as hitting F5).
# type: bool
# show_debug = false
# Radius to use when the block bounds HUD feature is set to near blocks.
# type: int min: 0 max: 1000
# show_block_bounds_radius_near = 4
# Maximum proportion of current window to be used for hotbar.
# Useful if there's something to be displayed right or left of hotbar.
# type: float min: 0.001 max: 1
# hud_hotbar_max_width = 1.0
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### Chat
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# Maximum number of recent chat messages to show
# type: int min: 2 max: 20
# recent_chat_messages = 6
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# In-game chat console height, between 0.1 (10%) and 1.0 (100%).
# type: float min: 0.1 max: 1
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# console_height = 0.6
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# In-game chat console background color (R,G,B).
# type: string
# console_color = (0,0,0)
# In-game chat console background alpha (opaqueness, between 0 and 255).
# type: int min: 0 max: 255
# console_alpha = 200
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# Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
# type: bool
# clickable_chat_weblinks = true
# Optional override for chat weblink color.
# type: string
# chat_weblink_color = #8888FF
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# Font size of the recent chat text and chat prompt in point (pt).
# Value 0 will use the default font size.
# type: int min: 0 max: 72
# chat_font_size = 0
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### Content Repository
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# The URL for the content repository
# type: string
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# contentdb_url = https://content.minetest.net
# If enabled and you have ContentDB packages installed, Luanti may contact ContentDB to
# check for package updates when opening the mainmenu.
# type: bool
# contentdb_enable_updates_indicator = true
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# 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 Luanti versions,
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# so see a full list at https://content.minetest.net/help/content_flags/
# type: string
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# contentdb_flag_blacklist = nonfree, desktop_default
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# Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
# This should be lower than curl_parallel_limit.
# type: int min: 1
# contentdb_max_concurrent_downloads = 3
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#
# Client and Server
#
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## Client
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# Save the map received by the client on disk.
# type: bool
# enable_local_map_saving = false
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# URL to the server list displayed in the Multiplayer Tab.
# type: string
# serverlist_url = servers.minetest.net
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# If enabled, account registration is separate from login in the UI.
# If disabled, new accounts will be registered automatically when logging in.
# type: bool
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# enable_split_login_register = true
# URL to JSON file which provides information about the newest Luanti release.
# If this is empty the engine will never check for updates.
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# type: string
# update_information_url = https://www.minetest.net/release_info.json
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## Server
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# Name of the player.
# When running a server, clients connecting with this name are admins.
# When starting from the main menu, this is overridden.
# type: string
# name =
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### Serverlist and MOTD
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# Name of the server, to be displayed when players join and in the serverlist.
# type: string
# server_name = Luanti server
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# Description of server, to be displayed when players join and in the serverlist.
# type: string
# server_description = mine here
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# Domain name of server, to be displayed in the serverlist.
# type: string
# server_address = game.minetest.net
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# Homepage of server, to be displayed in the serverlist.
# type: string
# server_url = https://minetest.net
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# Automatically report to the serverlist.
# type: bool
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# server_announce = false
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# Send names of online players to the serverlist. If disabled only the player count is revealed.
# type: bool
# server_announce_send_players = true
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# Announce to this serverlist.
# type: string
# serverlist_url = servers.minetest.net
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# Message of the day displayed to players connecting.
# type: string
# motd =
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# Maximum number of players that can be connected simultaneously.
# type: int min: 0 max: 65535
# max_users = 15
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# If this is set, players will always (re)spawn at the given position.
# type: string
# static_spawnpoint =
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### Networking
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# Network port to listen (UDP).
# This value will be overridden when starting from the main menu.
# type: int min: 1 max: 65535
# port = 30000
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# The network interface that the server listens on.
# type: string
# bind_address =
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# Enable to disallow old clients from connecting.
# Older clients are compatible in the sense that they will not crash when connecting
# to new servers, but they may not support all new features that you are expecting.
# type: bool
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# strict_protocol_version_checking = false
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# Define the oldest clients allowed to connect.
# 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.
# This allows for more fine-grained control than strict_protocol_version_checking.
# Luanti still enforces its own internal minimum, and enabling
# strict_protocol_version_checking will effectively override this.
# type: int min: 1 max: 65535
# protocol_version_min = 1
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# Specifies URL from which client fetches media instead of using UDP.
# $filename should be accessible from $remote_media$filename via cURL
# (obviously, remote_media should end with a slash).
# Files that are not present will be fetched the usual way.
# type: string
# remote_media =
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# Enable/disable running an IPv6 server.
# Ignored if bind_address is set.
# Needs enable_ipv6 to be enabled.
# type: bool
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# ipv6_server = false
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## Server Security
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# New users need to input this password.
# type: string
# default_password =
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# If enabled, players cannot join without a password or change theirs to an empty password.
# type: bool
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# disallow_empty_password = false
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# The privileges that new users automatically get.
# See /privs in game for a full list on your server and mod configuration.
# type: string
# default_privs = interact, shout
# Privileges that players with basic_privs can grant
# type: string
# basic_privs = interact, shout
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# Server anticheat configuration.
# Flags are positive. Uncheck the flag to disable corresponding anticheat module.
# type: flags possible values: digging, interaction, movement
# anticheat_flags = digging,interaction,movement
# Tolerance of movement cheat detector.
# Increase the value if players experience stuttery movement.
# type: float min: 1
# anticheat_movement_tolerance = 1.0
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# If enabled, actions are recorded for rollback.
# This option is only read when server starts.
# type: bool
# enable_rollback_recording = false
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### Client-side Modding
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# 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)
# type: int min: 0 max: 63
# csm_restriction_flags = 62
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# If the CSM restriction for node range is enabled, get_node calls are limited
# to this distance from the player to the node.
# type: int min: 0 max: 4294967295
# csm_restriction_noderange = 0
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### Chat
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# Remove color codes from incoming chat messages
# Use this to stop players from being able to use color in their messages
# type: bool
# strip_color_codes = false
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# Set the maximum length of a chat message (in characters) sent by clients.
# type: int min: 10 max: 65535
# chat_message_max_size = 500
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# Number of messages a player may send per 10 seconds.
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# type: float min: 1
# chat_message_limit_per_10sec = 8.0
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# Kick players who sent more than X messages per 10 seconds.
# type: int min: 1 max: 65535
# chat_message_limit_trigger_kick = 50
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## Server Gameplay
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# Controls length of day/night cycle.
# Examples:
# 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
# type: int min: 0
# time_speed = 72
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# Time of day when a new world is started, in millihours (0-23999).
# type: int min: 0 max: 23999
# world_start_time = 6125
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# Time in seconds for item entity (dropped items) to live.
# Setting it to -1 disables the feature.
# type: int min: -1
# item_entity_ttl = 900
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# 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.
# type: int min: 1 max: 65535
# default_stack_max = 99
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### Physics
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# Horizontal and vertical acceleration on ground or when climbing,
# in nodes per second per second.
# type: float min: 0
# movement_acceleration_default = 3.0
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# Horizontal acceleration in air when jumping or falling,
# in nodes per second per second.
# type: float min: 0
# movement_acceleration_air = 2.0
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# Horizontal and vertical acceleration in fast mode,
# in nodes per second per second.
# type: float min: 0
# movement_acceleration_fast = 10.0
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# Walking and flying speed, in nodes per second.
# type: float min: 0
# movement_speed_walk = 4.0
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# Sneaking speed, in nodes per second.
# type: float min: 0
# movement_speed_crouch = 1.35
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# Walking, flying and climbing speed in fast mode, in nodes per second.
# type: float min: 0
# movement_speed_fast = 20.0
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# Vertical climbing speed, in nodes per second.
# type: float min: 0
# movement_speed_climb = 3.0
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# Initial vertical speed when jumping, in nodes per second.
# type: float min: 0
# movement_speed_jump = 6.5
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# How much you are slowed down when moving inside a liquid.
# Decrease this to increase liquid resistance to movement.
# type: float min: 0.001
# movement_liquid_fluidity = 1.0
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# Maximum liquid resistance. Controls deceleration when entering liquid at
# high speed.
# type: float
# movement_liquid_fluidity_smooth = 0.5
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# Controls sinking speed in liquid when idling. Negative values will cause
# you to rise instead.
# type: float
# movement_liquid_sink = 10.0
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# Acceleration of gravity, in nodes per second per second.
# type: float
# movement_gravity = 9.81
#
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# Mapgen
#
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# A chosen map seed for a new map, leave empty for random.
# Will be overridden when creating a new world in the main menu.
# type: string
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# fixed_map_seed =
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# 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).
# type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
# mg_name = v7
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# Water surface level of the world.
# type: int min: -31000 max: 31000
# water_level = 1
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# From how far blocks are generated for clients, stated in mapblocks (16 nodes).
# type: int min: 1 max: 32767
# max_block_generate_distance = 10
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# Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
# Only mapchunks completely within the mapgen limit are generated.
# Value is stored per-world.
# type: int min: 0 max: 31007
# mapgen_limit = 31007
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# Global map generation attributes.
# In Mapgen v6 the 'decorations' flag controls all decorations except trees
# and jungle grass, in all other mapgens this flag controls all decorations.
# type: flags possible values: caves, dungeons, light, decorations, biomes, ores
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# mg_flags = caves,dungeons,light,decorations,biomes,ores
## Biome API
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# Temperature variation for biomes.
# type: noise_params_2d
# mg_biome_np_heat = {
# offset = 50,
# scale = 50,
# spread = (1000, 1000, 1000),
# seed = 5349,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
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# Small-scale temperature variation for blending biomes on borders.
# type: noise_params_2d
# mg_biome_np_heat_blend = {
# offset = 0,
# scale = 1.5,
# spread = (8, 8, 8),
# seed = 13,
# octaves = 2,
# persistence = 1.0,
# lacunarity = 2.0,
# flags = eased
# }
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# Humidity variation for biomes.
# type: noise_params_2d
# mg_biome_np_humidity = {
# offset = 50,
# scale = 50,
# spread = (1000, 1000, 1000),
# seed = 842,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
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# Small-scale humidity variation for blending biomes on borders.
# type: noise_params_2d
# mg_biome_np_humidity_blend = {
# offset = 0,
# scale = 1.5,
# spread = (8, 8, 8),
# seed = 90003,
# octaves = 2,
# persistence = 1.0,
# lacunarity = 2.0,
# flags = eased
# }
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## Mapgen V5
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# Map generation attributes specific to Mapgen v5.
# type: flags possible values: caverns
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# mgv5_spflags = caverns
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# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
# type: float
# mgv5_cave_width = 0.09
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# Y of upper limit of large caves.
# type: int min: -31000 max: 31000
# mgv5_large_cave_depth = -256
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# Minimum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgv5_small_cave_num_min = 0
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# Maximum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgv5_small_cave_num_max = 0
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# Minimum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgv5_large_cave_num_min = 0
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# Maximum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgv5_large_cave_num_max = 2
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# Proportion of large caves that contain liquid.
# type: float min: 0 max: 1
# mgv5_large_cave_flooded = 0.5
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# Y-level of cavern upper limit.
# type: int min: -31000 max: 31000
# mgv5_cavern_limit = -256
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# Y-distance over which caverns expand to full size.
# type: int min: 0 max: 32767
# mgv5_cavern_taper = 256
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# Defines full size of caverns, smaller values create larger caverns.
# type: float
# mgv5_cavern_threshold = 0.7
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# Lower Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgv5_dungeon_ymin = -31000
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# Upper Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgv5_dungeon_ymax = 31000
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### Noises
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# Variation of biome filler depth.
# type: noise_params_2d
# mgv5_np_filler_depth = {
# offset = 0,
# scale = 1,
# spread = (150, 150, 150),
# seed = 261,
# octaves = 4,
# persistence = 0.7,
# lacunarity = 2.0,
# flags = eased
# }
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# Variation of terrain vertical scale.
# When noise is < -0.55 terrain is near-flat.
# type: noise_params_2d
# mgv5_np_factor = {
# offset = 0,
# scale = 1,
# spread = (250, 250, 250),
# seed = 920381,
# octaves = 3,
# persistence = 0.45,
# lacunarity = 2.0,
# flags = eased
# }
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# Y-level of average terrain surface.
# type: noise_params_2d
# mgv5_np_height = {
# offset = 0,
# scale = 10,
# spread = (250, 250, 250),
# seed = 84174,
# octaves = 4,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
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# First of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgv5_np_cave1 = {
# offset = 0,
# scale = 12,
# spread = (61, 61, 61),
# seed = 52534,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags =
# }
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# Second of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgv5_np_cave2 = {
# offset = 0,
# scale = 12,
# spread = (67, 67, 67),
# seed = 10325,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags =
# }
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# 3D noise defining giant caverns.
# type: noise_params_3d
# mgv5_np_cavern = {
# offset = 0,
# scale = 1,
# spread = (384, 128, 384),
# seed = 723,
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
# flags =
# }
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# 3D noise defining terrain.
# type: noise_params_3d
# mgv5_np_ground = {
# offset = 0,
# scale = 40,
# spread = (80, 80, 80),
# seed = 983240,
# octaves = 4,
# persistence = 0.55,
# lacunarity = 2.0,
# flags = eased
# }
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# 3D noise that determines number of dungeons per mapchunk.
# type: noise_params_3d
# mgv5_np_dungeons = {
# offset = 0.9,
# scale = 0.5,
# spread = (500, 500, 500),
# seed = 0,
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
# flags =
# }
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## Mapgen V6
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# 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.
# The 'temples' flag disables generation of desert temples. Normal dungeons will appear instead.
# type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, temples
# mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees,temples
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# Deserts occur when np_biome exceeds this value.
# When the 'snowbiomes' flag is enabled, this is ignored.
# type: float
# mgv6_freq_desert = 0.45
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# Sandy beaches occur when np_beach exceeds this value.
# type: float
# mgv6_freq_beach = 0.15
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# Lower Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgv6_dungeon_ymin = -31000
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# Upper Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgv6_dungeon_ymax = 31000
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### Noises
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# Y-level of lower terrain and seabed.
# type: noise_params_2d
# mgv6_np_terrain_base = {
# offset = -4,
# scale = 20,
# spread = (250, 250, 250),
# seed = 82341,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
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# Y-level of higher terrain that creates cliffs.
# type: noise_params_2d
# mgv6_np_terrain_higher = {
# offset = 20,
# scale = 16,
# spread = (500, 500, 500),
# seed = 85039,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
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# Varies steepness of cliffs.
# type: noise_params_2d
# mgv6_np_steepness = {
# offset = 0.85,
# scale = 0.5,
# spread = (125, 125, 125),
# seed = -932,
# octaves = 5,
# persistence = 0.7,
# lacunarity = 2.0,
# flags = eased
# }
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# Defines distribution of higher terrain.
# type: noise_params_2d
# mgv6_np_height_select = {
# offset = 0.5,
# scale = 1,
# spread = (250, 250, 250),
# seed = 4213,
# octaves = 5,
# persistence = 0.69,
# lacunarity = 2.0,
# flags = eased
# }
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# Varies depth of biome surface nodes.
# type: noise_params_2d
# mgv6_np_mud = {
# offset = 4,
# scale = 2,
# spread = (200, 200, 200),
# seed = 91013,
# octaves = 3,
# persistence = 0.55,
# lacunarity = 2.0,
# flags = eased
# }
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# Defines areas with sandy beaches.
# type: noise_params_2d
# mgv6_np_beach = {
# offset = 0,
# scale = 1,
# spread = (250, 250, 250),
# seed = 59420,
# octaves = 3,
# persistence = 0.50,
# lacunarity = 2.0,
# flags = eased
# }
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# Temperature variation for biomes.
# type: noise_params_2d
# mgv6_np_biome = {
# offset = 0,
# scale = 1,
# spread = (500, 500, 500),
# seed = 9130,
# octaves = 3,
# persistence = 0.50,
# lacunarity = 2.0,
# flags = eased
# }
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# Variation of number of caves.
# type: noise_params_2d
# mgv6_np_cave = {
# offset = 6,
# scale = 6,
# spread = (250, 250, 250),
# seed = 34329,
# octaves = 3,
# persistence = 0.50,
# lacunarity = 2.0,
# flags = eased
# }
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# Humidity variation for biomes.
# type: noise_params_2d
# mgv6_np_humidity = {
# offset = 0.5,
# scale = 0.5,
# spread = (500, 500, 500),
# seed = 72384,
# octaves = 3,
# persistence = 0.50,
# lacunarity = 2.0,
# flags = eased
# }
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# Defines tree areas and tree density.
# type: noise_params_2d
# mgv6_np_trees = {
# offset = 0,
# scale = 1,
# spread = (125, 125, 125),
# seed = 2,
# octaves = 4,
# persistence = 0.66,
# lacunarity = 2.0,
# flags = eased
# }
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# Defines areas where trees have apples.
# type: noise_params_2d
# mgv6_np_apple_trees = {
# offset = 0,
# scale = 1,
# spread = (100, 100, 100),
# seed = 342902,
# octaves = 3,
# persistence = 0.45,
# lacunarity = 2.0,
# flags = eased
# }
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## Mapgen V7
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# Map generation attributes specific to Mapgen v7.
# 'ridges': Rivers.
# 'floatlands': Floating land masses in the atmosphere.
# 'caverns': Giant caves deep underground.
# type: flags possible values: mountains, ridges, floatlands, caverns
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# mgv7_spflags = mountains,ridges,nofloatlands,caverns
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# Y of mountain density gradient zero level. Used to shift mountains vertically.
# type: int min: -31000 max: 31000
# mgv7_mount_zero_level = 0
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# Lower Y limit of floatlands.
# type: int min: -31000 max: 31000
# mgv7_floatland_ymin = 1024
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# Upper Y limit of floatlands.
# type: int min: -31000 max: 31000
# mgv7_floatland_ymax = 4096
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# 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.
# type: int min: 0 max: 32767
# mgv7_floatland_taper = 256
# Exponent of the floatland tapering. Alters the tapering behavior.
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# 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.
# type: float
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# mgv7_float_taper_exp = 2.0
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# 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.
# type: float
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# mgv7_floatland_density = -0.6
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# 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, floatlands must be configured and tested
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# 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.
# type: int min: -31000 max: 31000
# mgv7_floatland_ywater = -31000
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# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
# type: float
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# mgv7_cave_width = 0.09
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# Y of upper limit of large caves.
# type: int min: -31000 max: 31000
# mgv7_large_cave_depth = -33
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# Minimum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgv7_small_cave_num_min = 0
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# Maximum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgv7_small_cave_num_max = 0
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# Minimum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgv7_large_cave_num_min = 0
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# Maximum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgv7_large_cave_num_max = 2
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# Proportion of large caves that contain liquid.
# type: float min: 0 max: 1
# mgv7_large_cave_flooded = 0.5
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# Y-level of cavern upper limit.
# type: int min: -31000 max: 31000
# mgv7_cavern_limit = -256
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# Y-distance over which caverns expand to full size.
# type: int min: 0 max: 32767
# mgv7_cavern_taper = 256
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# Defines full size of caverns, smaller values create larger caverns.
# type: float
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# mgv7_cavern_threshold = 0.7
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# Lower Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgv7_dungeon_ymin = -31000
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# Upper Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgv7_dungeon_ymax = 31000
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### Noises
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# Y-level of higher terrain that creates cliffs.
# type: noise_params_2d
# mgv7_np_terrain_base = {
# offset = 4,
# scale = 70,
# spread = (600, 600, 600),
# seed = 82341,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
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# Y-level of lower terrain and seabed.
# type: noise_params_2d
# mgv7_np_terrain_alt = {
# offset = 4,
# scale = 25,
# spread = (600, 600, 600),
# seed = 5934,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
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# Varies roughness of terrain.
# Defines the 'persistence' value for terrain_base and terrain_alt noises.
# type: noise_params_2d
# mgv7_np_terrain_persist = {
# offset = 0.6,
# scale = 0.1,
# spread = (2000, 2000, 2000),
# seed = 539,
# octaves = 3,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
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# Defines distribution of higher terrain and steepness of cliffs.
# type: noise_params_2d
# mgv7_np_height_select = {
# offset = -8,
# scale = 16,
# spread = (500, 500, 500),
# seed = 4213,
# octaves = 6,
# persistence = 0.7,
# lacunarity = 2.0,
# flags = eased
# }
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# Variation of biome filler depth.
# type: noise_params_2d
# mgv7_np_filler_depth = {
# offset = 0,
# scale = 1.2,
# spread = (150, 150, 150),
# seed = 261,
# octaves = 3,
# persistence = 0.7,
# lacunarity = 2.0,
# flags = eased
# }
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# Variation of maximum mountain height (in nodes).
# type: noise_params_2d
# mgv7_np_mount_height = {
# offset = 256,
# scale = 112,
# spread = (1000, 1000, 1000),
# seed = 72449,
# octaves = 3,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
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# Defines large-scale river channel structure.
# type: noise_params_2d
# mgv7_np_ridge_uwater = {
# offset = 0,
# scale = 1,
# spread = (1000, 1000, 1000),
# seed = 85039,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
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# 3D noise defining mountain structure and height.
# Also defines structure of floatland mountain terrain.
# type: noise_params_3d
# mgv7_np_mountain = {
# offset = -0.6,
# scale = 1,
# spread = (250, 350, 250),
# seed = 5333,
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
# flags =
# }
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# 3D noise defining structure of river canyon walls.
# type: noise_params_3d
# mgv7_np_ridge = {
# offset = 0,
# scale = 1,
# spread = (100, 100, 100),
# seed = 6467,
# octaves = 4,
# persistence = 0.75,
# lacunarity = 2.0,
# flags =
# }
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# 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.
# type: noise_params_3d
# mgv7_np_floatland = {
# offset = 0,
# scale = 0.7,
# spread = (384, 96, 384),
# seed = 1009,
# octaves = 4,
# persistence = 0.75,
# lacunarity = 1.618,
# flags =
# }
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# 3D noise defining giant caverns.
# type: noise_params_3d
# mgv7_np_cavern = {
# offset = 0,
# scale = 1,
# spread = (384, 128, 384),
# seed = 723,
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
# flags =
# }
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# First of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgv7_np_cave1 = {
# offset = 0,
# scale = 12,
# spread = (61, 61, 61),
# seed = 52534,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags =
# }
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# Second of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgv7_np_cave2 = {
# offset = 0,
# scale = 12,
# spread = (67, 67, 67),
# seed = 10325,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags =
# }
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# 3D noise that determines number of dungeons per mapchunk.
# type: noise_params_3d
# mgv7_np_dungeons = {
# offset = 0.9,
# scale = 0.5,
# spread = (500, 500, 500),
# seed = 0,
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
# flags =
# }
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## Mapgen Carpathian
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# Map generation attributes specific to Mapgen Carpathian.
# type: flags possible values: caverns, rivers
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# mgcarpathian_spflags = caverns,norivers
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# Defines the base ground level.
# type: float
# mgcarpathian_base_level = 12.0
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# Defines the width of the river channel.
# type: float
# mgcarpathian_river_width = 0.05
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# Defines the depth of the river channel.
# type: float
# mgcarpathian_river_depth = 24.0
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# Defines the width of the river valley.
# type: float
# mgcarpathian_valley_width = 0.25
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# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
# type: float
# mgcarpathian_cave_width = 0.09
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# Y of upper limit of large caves.
# type: int min: -31000 max: 31000
# mgcarpathian_large_cave_depth = -33
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# Minimum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgcarpathian_small_cave_num_min = 0
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# Maximum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgcarpathian_small_cave_num_max = 0
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# Minimum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgcarpathian_large_cave_num_min = 0
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# Maximum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgcarpathian_large_cave_num_max = 2
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# Proportion of large caves that contain liquid.
# type: float min: 0 max: 1
# mgcarpathian_large_cave_flooded = 0.5
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# Y-level of cavern upper limit.
# type: int min: -31000 max: 31000
# mgcarpathian_cavern_limit = -256
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# Y-distance over which caverns expand to full size.
# type: int min: 0 max: 32767
# mgcarpathian_cavern_taper = 256
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# Defines full size of caverns, smaller values create larger caverns.
# type: float
# mgcarpathian_cavern_threshold = 0.7
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# Lower Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgcarpathian_dungeon_ymin = -31000
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# Upper Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgcarpathian_dungeon_ymax = 31000
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### Noises
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# Variation of biome filler depth.
# type: noise_params_2d
# mgcarpathian_np_filler_depth = {
# offset = 0,
# scale = 1,
# spread = (128, 128, 128),
# seed = 261,
# octaves = 3,
# persistence = 0.7,
# lacunarity = 2.0,
# flags = eased
# }
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# First of 4 2D noises that together define hill/mountain range height.
# type: noise_params_2d
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# mgcarpathian_np_height1 = {
# offset = 0,
# scale = 5,
# spread = (251, 251, 251),
# seed = 9613,
# octaves = 5,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
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# Second of 4 2D noises that together define hill/mountain range height.
# type: noise_params_2d
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# mgcarpathian_np_height2 = {
# offset = 0,
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# scale = 5,
# spread = (383, 383, 383),
# seed = 1949,
# octaves = 5,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
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# Third of 4 2D noises that together define hill/mountain range height.
# type: noise_params_2d
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# mgcarpathian_np_height3 = {
# offset = 0,
# scale = 5,
# spread = (509, 509, 509),
# seed = 3211,
# octaves = 5,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
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# Fourth of 4 2D noises that together define hill/mountain range height.
# type: noise_params_2d
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# mgcarpathian_np_height4 = {
# offset = 0,
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# scale = 5,
# spread = (631, 631, 631),
# seed = 1583,
# octaves = 5,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
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# 2D noise that controls the size/occurrence of rolling hills.
# type: noise_params_2d
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# mgcarpathian_np_hills_terrain = {
# offset = 1,
# scale = 1,
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# spread = (1301, 1301, 1301),
# seed = 1692,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
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# 2D noise that controls the size/occurrence of ridged mountain ranges.
# type: noise_params_2d
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# mgcarpathian_np_ridge_terrain = {
# offset = 1,
# scale = 1,
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# spread = (1889, 1889, 1889),
# seed = 3568,
# octaves = 3,
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# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
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# 2D noise that controls the size/occurrence of step mountain ranges.
# type: noise_params_2d
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# mgcarpathian_np_step_terrain = {
# offset = 1,
# scale = 1,
# spread = (1889, 1889, 1889),
# seed = 4157,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
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# 2D noise that controls the shape/size of rolling hills.
# type: noise_params_2d
# mgcarpathian_np_hills = {
# offset = 0,
# scale = 3,
# spread = (257, 257, 257),
# seed = 6604,
# octaves = 6,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
# 2D noise that controls the shape/size of ridged mountains.
# type: noise_params_2d
# mgcarpathian_np_ridge_mnt = {
# offset = 0,
# scale = 12,
# spread = (743, 743, 743),
# seed = 5520,
# octaves = 6,
# persistence = 0.7,
# lacunarity = 2.0,
# flags = eased
# }
# 2D noise that controls the shape/size of step mountains.
# type: noise_params_2d
# mgcarpathian_np_step_mnt = {
# offset = 0,
# scale = 8,
# spread = (509, 509, 509),
# seed = 2590,
# octaves = 6,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
# 2D noise that locates the river valleys and channels.
# type: noise_params_2d
# mgcarpathian_np_rivers = {
# offset = 0,
# scale = 1,
# spread = (1000, 1000, 1000),
# seed = 85039,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
# 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
# type: noise_params_3d
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# mgcarpathian_np_mnt_var = {
# offset = 0,
# scale = 1,
# spread = (499, 499, 499),
# seed = 2490,
# octaves = 5,
# persistence = 0.55,
# lacunarity = 2.0,
# flags =
# }
# First of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgcarpathian_np_cave1 = {
# offset = 0,
# scale = 12,
# spread = (61, 61, 61),
# seed = 52534,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
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# flags =
# }
# Second of two 3D noises that together define tunnels.
# type: noise_params_3d
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# mgcarpathian_np_cave2 = {
# offset = 0,
# scale = 12,
# spread = (67, 67, 67),
# seed = 10325,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
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# flags =
# }
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# 3D noise defining giant caverns.
# type: noise_params_3d
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# mgcarpathian_np_cavern = {
# offset = 0,
# scale = 1,
# spread = (384, 128, 384),
# seed = 723,
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
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# flags =
# }
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# 3D noise that determines number of dungeons per mapchunk.
# type: noise_params_3d
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# mgcarpathian_np_dungeons = {
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# offset = 0.9,
# scale = 0.5,
# spread = (500, 500, 500),
# seed = 0,
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
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# flags =
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# }
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## Mapgen Flat
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# Map generation attributes specific to Mapgen Flat.
# Occasional lakes and hills can be added to the flat world.
# type: flags possible values: lakes, hills, caverns
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# mgflat_spflags = nolakes,nohills,nocaverns
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# Y of flat ground.
# type: int min: -31000 max: 31000
# mgflat_ground_level = 8
# Y of upper limit of large caves.
# type: int min: -31000 max: 31000
# mgflat_large_cave_depth = -33
# Minimum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgflat_small_cave_num_min = 0
# Maximum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgflat_small_cave_num_max = 0
# Minimum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgflat_large_cave_num_min = 0
# Maximum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgflat_large_cave_num_max = 2
# Proportion of large caves that contain liquid.
# type: float min: 0 max: 1
# mgflat_large_cave_flooded = 0.5
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
# type: float
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# mgflat_cave_width = 0.09
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# Terrain noise threshold for lakes.
# Controls proportion of world area covered by lakes.
# Adjust towards 0.0 for a larger proportion.
# type: float
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# mgflat_lake_threshold = -0.45
# Controls steepness/depth of lake depressions.
# type: float
# mgflat_lake_steepness = 48.0
# Terrain noise threshold for hills.
# Controls proportion of world area covered by hills.
# Adjust towards 0.0 for a larger proportion.
# type: float
# mgflat_hill_threshold = 0.45
# Controls steepness/height of hills.
# type: float
# mgflat_hill_steepness = 64.0
# Y-level of cavern upper limit.
# type: int min: -31000 max: 31000
# mgflat_cavern_limit = -256
# Y-distance over which caverns expand to full size.
# type: int min: 0 max: 32767
# mgflat_cavern_taper = 256
# Defines full size of caverns, smaller values create larger caverns.
# type: float
# mgflat_cavern_threshold = 0.7
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# Lower Y limit of dungeons.
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# type: int min: -31000 max: 31000
# mgflat_dungeon_ymin = -31000
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# Upper Y limit of dungeons.
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# type: int min: -31000 max: 31000
# mgflat_dungeon_ymax = 31000
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### Noises
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# Defines location and terrain of optional hills and lakes.
# type: noise_params_2d
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# mgflat_np_terrain = {
# offset = 0,
# scale = 1,
# spread = (600, 600, 600),
# seed = 7244,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
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# Variation of biome filler depth.
# type: noise_params_2d
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# mgflat_np_filler_depth = {
# offset = 0,
# scale = 1.2,
# spread = (150, 150, 150),
# seed = 261,
# octaves = 3,
# persistence = 0.7,
# lacunarity = 2.0,
# flags = eased
# }
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# First of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgflat_np_cave1 = {
# offset = 0,
# scale = 12,
# spread = (61, 61, 61),
# seed = 52534,
# octaves = 3,
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# persistence = 0.5,
# lacunarity = 2.0,
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# flags =
# }
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# Second of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgflat_np_cave2 = {
# offset = 0,
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# scale = 12,
# spread = (67, 67, 67),
# seed = 10325,
# octaves = 3,
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# persistence = 0.5,
# lacunarity = 2.0,
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# flags =
# }
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# 3D noise defining giant caverns.
# type: noise_params_3d
# mgflat_np_cavern = {
# offset = 0,
# scale = 1,
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# spread = (384, 128, 384),
# seed = 723,
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
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# flags =
# }
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# 3D noise that determines number of dungeons per mapchunk.
# type: noise_params_3d
# mgflat_np_dungeons = {
# offset = 0.9,
# scale = 0.5,
# spread = (500, 500, 500),
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# seed = 0,
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
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# flags =
# }
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## Mapgen Fractal
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# Map generation attributes specific to Mapgen Fractal.
# 'terrain' enables the generation of non-fractal terrain:
# ocean, islands and underground.
# type: flags possible values: terrain
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# mgfractal_spflags = terrain
# Controls width of tunnels, a smaller value creates wider tunnels.
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# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
# type: float
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# mgfractal_cave_width = 0.09
# Y of upper limit of large caves.
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# type: int min: -31000 max: 31000
# mgfractal_large_cave_depth = -33
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# Minimum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
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# mgfractal_small_cave_num_min = 0
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# Maximum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
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# mgfractal_small_cave_num_max = 0
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# Minimum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
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# mgfractal_large_cave_num_min = 0
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# Maximum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
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# mgfractal_large_cave_num_max = 2
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# Proportion of large caves that contain liquid.
# type: float min: 0 max: 1
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# mgfractal_large_cave_flooded = 0.5
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# Lower Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgfractal_dungeon_ymin = -31000
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# Upper Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgfractal_dungeon_ymax = 31000
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# 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.
# type: int min: 1 max: 18
# mgfractal_fractal = 1
# 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.
# type: int min: 1 max: 65535
# mgfractal_iterations = 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.
# type: v3f
# mgfractal_scale = (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.
# type: v3f
# mgfractal_offset = (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.
# type: float
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# mgfractal_slice_w = 0.0
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# Julia set only.
# X component of hypercomplex constant.
# Alters the shape of the fractal.
# Range roughly -2 to 2.
# type: float
# mgfractal_julia_x = 0.33
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# Julia set only.
# Y component of hypercomplex constant.
# Alters the shape of the fractal.
# Range roughly -2 to 2.
# type: float
# mgfractal_julia_y = 0.33
# Julia set only.
# Z component of hypercomplex constant.
# Alters the shape of the fractal.
# Range roughly -2 to 2.
# type: float
# mgfractal_julia_z = 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.
# type: float
# mgfractal_julia_w = 0.33
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### Noises
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# Y-level of seabed.
# type: noise_params_2d
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# mgfractal_np_seabed = {
# offset = -14,
# scale = 9,
# spread = (600, 600, 600),
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# seed = 41900,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
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# Variation of biome filler depth.
# type: noise_params_2d
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# mgfractal_np_filler_depth = {
# offset = 0,
# scale = 1.2,
# spread = (150, 150, 150),
# seed = 261,
# octaves = 3,
# persistence = 0.7,
# lacunarity = 2.0,
# flags = eased
# }
# First of two 3D noises that together define tunnels.
# type: noise_params_3d
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# mgfractal_np_cave1 = {
# offset = 0,
# scale = 12,
# spread = (61, 61, 61),
# seed = 52534,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
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# flags =
# }
# Second of two 3D noises that together define tunnels.
# type: noise_params_3d
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# mgfractal_np_cave2 = {
# offset = 0,
# scale = 12,
# spread = (67, 67, 67),
# seed = 10325,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
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# flags =
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# }
# 3D noise that determines number of dungeons per mapchunk.
# type: noise_params_3d
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# mgfractal_np_dungeons = {
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# offset = 0.9,
# scale = 0.5,
# spread = (500, 500, 500),
# seed = 0,
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
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# flags =
# }
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## Mapgen Valleys
2019-09-08 09:21:59 +02:00
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# 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.
# type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry
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# mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
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# 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
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# 'altitude_dry' is enabled.
# type: int min: 0 max: 65535
# mgvalleys_altitude_chill = 90
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# Depth below which you'll find large caves.
# type: int min: -31000 max: 31000
# mgvalleys_large_cave_depth = -33
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# Minimum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
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# mgvalleys_small_cave_num_min = 0
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# Maximum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
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# mgvalleys_small_cave_num_max = 0
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# Minimum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
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# mgvalleys_large_cave_num_min = 0
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# Maximum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
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# mgvalleys_large_cave_num_max = 2
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# Proportion of large caves that contain liquid.
# type: float min: 0 max: 1
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# mgvalleys_large_cave_flooded = 0.5
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# Depth below which you'll find giant caverns.
# type: int min: -31000 max: 31000
# mgvalleys_cavern_limit = -256
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# Y-distance over which caverns expand to full size.
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# type: int min: 0 max: 32767
# mgvalleys_cavern_taper = 192
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# Defines full size of caverns, smaller values create larger caverns.
# type: float
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# mgvalleys_cavern_threshold = 0.6
# How deep to make rivers.
# type: int min: 0 max: 65535
# mgvalleys_river_depth = 4
# How wide to make rivers.
# type: int min: 0 max: 65535
# mgvalleys_river_size = 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.
# type: float
# mgvalleys_cave_width = 0.09
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# Lower Y limit of dungeons.
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# type: int min: -31000 max: 31000
# mgvalleys_dungeon_ymin = -31000
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# Upper Y limit of dungeons.
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# type: int min: -31000 max: 31000
# mgvalleys_dungeon_ymax = 63
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### Noises
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# First of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgvalleys_np_cave1 = {
# offset = 0,
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# scale = 12,
# spread = (61, 61, 61),
# seed = 52534,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
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# flags =
# }
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# Second of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgvalleys_np_cave2 = {
# offset = 0,
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# scale = 12,
# spread = (67, 67, 67),
# seed = 10325,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
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# flags =
# }
# Variation of biome filler depth.
# type: noise_params_2d
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# mgvalleys_np_filler_depth = {
# offset = 0,
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# scale = 1.2,
# spread = (256, 256, 256),
# seed = 1605,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
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# 3D noise defining giant caverns.
# type: noise_params_3d
# mgvalleys_np_cavern = {
# offset = 0,
# scale = 1,
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# spread = (768, 256, 768),
# seed = 59033,
# octaves = 6,
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# persistence = 0.63,
# lacunarity = 2.0,
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# flags =
# }
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# Defines large-scale river channel structure.
# type: noise_params_2d
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# mgvalleys_np_rivers = {
# offset = 0,
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# scale = 1,
# spread = (256, 256, 256),
# seed = -6050,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
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# Base terrain height.
# type: noise_params_2d
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# mgvalleys_np_terrain_height = {
# offset = -10,
# scale = 50,
# spread = (1024, 1024, 1024),
# seed = 5202,
# octaves = 6,
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# persistence = 0.4,
# lacunarity = 2.0,
# flags = eased
# }
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# Raises terrain to make valleys around the rivers.
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# type: noise_params_2d
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# mgvalleys_np_valley_depth = {
# offset = 5,
# scale = 4,
# spread = (512, 512, 512),
# seed = -1914,
# octaves = 1,
# persistence = 1.0,
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# lacunarity = 2.0,
# flags = eased
# }
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# Slope and fill work together to modify the heights.
# type: noise_params_3d
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# mgvalleys_np_inter_valley_fill = {
# offset = 0,
# scale = 1,
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# spread = (256, 512, 256),
# seed = 1993,
# octaves = 6,
# persistence = 0.8,
# lacunarity = 2.0,
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# flags =
# }
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# Amplifies the valleys.
# type: noise_params_2d
# mgvalleys_np_valley_profile = {
# offset = 0.6,
# scale = 0.5,
# spread = (512, 512, 512),
# seed = 777,
# octaves = 1,
# persistence = 1.0,
# lacunarity = 2.0,
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# flags = eased
# }
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# Slope and fill work together to modify the heights.
# type: noise_params_2d
# mgvalleys_np_inter_valley_slope = {
# offset = 0.5,
# scale = 0.5,
# spread = (128, 128, 128),
# seed = 746,
# octaves = 1,
# persistence = 1.0,
# lacunarity = 2.0,
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# flags = eased
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# }
# 3D noise that determines number of dungeons per mapchunk.
# type: noise_params_3d
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# mgvalleys_np_dungeons = {
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# offset = 0.9,
# scale = 0.5,
# spread = (500, 500, 500),
# seed = 0,
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
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# flags =
# }
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#
# Advanced
#
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## Developer Options
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# Enable Lua modding support on client.
# This support is experimental and API can change.
# type: bool
# enable_client_modding = false
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# Replaces the default main menu with a custom one.
# type: string
# main_menu_script =
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### Mod Security
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# Prevent mods from doing insecure things like running shell commands.
# type: bool
# secure.enable_security = true
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# Comma-separated list of trusted mods that are allowed to access insecure
# functions even when mod security is on (via request_insecure_environment()).
# type: string
# secure.trusted_mods =
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# Comma-separated list of mods that are allowed to access HTTP APIs, which
# allow them to upload and download data to/from the internet.
# type: string
# secure.http_mods =
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### Debugging
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# Level of logging to be written to debug.txt:
# - <nothing> (no logging)
# - none (messages with no level)
# - error
# - warning
# - action
# - info
# - verbose
# - trace
# type: enum values: , none, error, warning, action, info, verbose, trace
# debug_log_level = action
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# 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.
# type: int min: 1
# debug_log_size_max = 50
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# Minimal level of logging to be written to chat.
# type: enum values: , none, error, warning, action, info, verbose, trace
# chat_log_level = error
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# Handling for deprecated Lua API calls:
# - none: Do not log deprecated calls
# - log: mimic and log backtrace of deprecated call (default).
# - error: abort on usage of deprecated call (suggested for mod developers).
# type: enum values: none, log, error
# deprecated_lua_api_handling = log
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# Enable random user input (only used for testing).
# type: bool
# random_input = false
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# Enable random mod loading (mainly used for testing).
# type: bool
# random_mod_load_order = false
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# Enable mod channels support.
# type: bool
# enable_mod_channels = false
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### Mod Profiler
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# Load the game profiler to collect game profiling data.
# Provides a /profiler command to access the compiled profile.
# Useful for mod developers and server operators.
# type: bool
# profiler.load = false
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# The default format in which profiles are being saved,
# when calling `/profiler save [format]` without format.
# type: enum values: txt, csv, lua, json, json_pretty
# profiler.default_report_format = txt
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# The file path relative to your world path in which profiles will be saved to.
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# type: string
# profiler.report_path =
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# Instrument the methods of entities on registration.
# type: bool
# instrument.entity = true
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# Instrument the action function of Active Block Modifiers on registration.
# type: bool
# instrument.abm = true
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# Instrument the action function of Loading Block Modifiers on registration.
# type: bool
# instrument.lbm = true
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# Instrument chat commands on registration.
# type: bool
# instrument.chatcommand = true
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# Instrument global callback functions on registration.
# (anything you pass to a core.register_*() function)
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# type: bool
# instrument.global_callback = true
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# Instrument builtin.
# This is usually only needed by core/builtin contributors
# type: bool
# instrument.builtin = false
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# Have the profiler instrument itself:
# * Instrument an empty function.
# This estimates the overhead, that instrumentation is adding (+1 function call).
# * Instrument the sampler being used to update the statistics.
# type: bool
# instrument.profiler = false
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### Engine Profiler
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# Print the engine's profiling data in regular intervals (in seconds).
# 0 = disable. Useful for developers.
# type: int min: 0
# profiler_print_interval = 0
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## Advanced
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# Enable IPv6 support (for both client and server).
# Required for IPv6 connections to work at all.
# type: bool
# enable_ipv6 = true
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# If enabled, invalid world data won't cause the server to shut down.
# Only enable this if you know what you are doing.
# type: bool
# ignore_world_load_errors = false
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### Graphics
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# Shaders are a fundamental part of rendering and enable advanced visual effects.
# type: bool
# enable_shaders = true
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# Path to shader directory. If no path is defined, default location will be used.
# type: path
# shader_path =
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# The rendering back-end.
# Note: A restart is required after changing this!
# OpenGL is the default for desktop, and OGLES2 for Android.
# type: enum values: , opengl, opengl3, ogles2
# video_driver =
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# Distance in nodes at which transparency depth sorting is enabled.
# Use this to limit the performance impact of transparency depth sorting.
# Set to 0 to disable it entirely.
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# type: int min: 0 max: 128
# transparency_sorting_distance = 16
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# Radius of cloud area stated in number of 64 node cloud squares.
# Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
# type: int min: 1 max: 62
# cloud_radius = 12
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# Whether node texture animations should be desynchronized per mapblock.
# type: bool
# desynchronize_mapblock_texture_animation = false
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# Enables caching of facedir rotated meshes.
# This is only effective with shaders disabled.
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# type: bool
# enable_mesh_cache = false
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# Delay between mesh updates on the client in ms. Increasing this will slow
# down the rate of mesh updates, thus reducing jitter on slower clients.
# type: int min: 0 max: 50
# mesh_generation_interval = 0
# Number of threads to use for mesh generation.
# Value of 0 (default) will let Luanti autodetect the number of available threads.
# type: int min: 0 max: 8
# mesh_generation_threads = 0
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# True = 256
# False = 128
# Usable to make minimap smoother on slower machines.
# type: bool
# minimap_double_scan_height = true
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# Textures on a node may be aligned either to the node or to the world.
# The former mode suits better things like machines, furniture, etc., while
# the latter makes stairs and microblocks fit surroundings better.
# However, as this possibility is new, thus may not be used by older servers,
# this option allows enforcing it for certain node types. Note though that
# that is considered EXPERIMENTAL and may not work properly.
# type: enum values: disable, enable, force_solid, force_nodebox
# world_aligned_mode = enable
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# World-aligned textures may be scaled to span several nodes. However,
# the server may not send the scale you want, especially if you use
# a specially-designed texture pack; with this option, the client tries
# to determine the scale automatically basing on the texture size.
# See also texture_min_size.
# Warning: This option is EXPERIMENTAL!
# type: enum values: disable, enable, force
# autoscale_mode = disable
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# 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. This setting is ONLY applied if
# bilinear/trilinear/anisotropic filtering is enabled.
# This is also used as the base node texture size for world-aligned
# texture autoscaling.
# type: int min: 1 max: 32768
# texture_min_size = 64
# Side length of a cube of map blocks that the client will consider together
# when generating meshes.
# Larger values increase the utilization of the GPU by reducing the number of
# draw calls, benefiting especially high-end GPUs.
# Systems with a low-end GPU (or no GPU) would benefit from smaller values.
# type: int min: 1 max: 16
# client_mesh_chunk = 1
# Enables debug and error-checking in the OpenGL driver.
# type: bool
# opengl_debug = false
# Set to true to render debugging breakdown of the bloom effect.
# In debug mode, the screen is split into 4 quadrants:
# top-left - processed base image, top-right - final image
# bottom-left - raw base image, bottom-right - bloom texture.
# type: bool
# enable_bloom_debug = false
### Sound
# Comma-separated list of AL and ALC extensions that should not be used.
# Useful for testing. See al_extensions.[h,cpp] for details.
# type: string
# sound_extensions_blacklist =
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### Font
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# type: bool
# font_bold = false
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# type: bool
# font_italic = false
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# Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
# type: int min: 0 max: 65535
# font_shadow = 1
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# Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
# type: int min: 0 max: 255
# font_shadow_alpha = 127
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# Font size of the default font where 1 unit = 1 pixel at 96 DPI
# type: int min: 5 max: 72
# font_size = 16
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# For pixel-style fonts that do not scale well, this ensures that font sizes used
# with this font will always be divisible by this value, in pixels. For instance,
# a pixel font 16 pixels tall should have this set to 16, so it will only ever be
# sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
# type: int min: 1
# font_size_divisible_by = 1
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# Path to the default font. Must be a TrueType font.
# The fallback font will be used if the font cannot be loaded.
# type: filepath
# font_path = fonts/Arimo-Regular.ttf
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# type: filepath
# font_path_bold = fonts/Arimo-Bold.ttf
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# type: filepath
# font_path_italic = fonts/Arimo-Italic.ttf
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# type: filepath
# font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
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# Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
# type: int min: 5 max: 72
# mono_font_size = 16
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# For pixel-style fonts that do not scale well, this ensures that font sizes used
# with this font will always be divisible by this value, in pixels. For instance,
# a pixel font 16 pixels tall should have this set to 16, so it will only ever be
# sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
# type: int min: 1
# mono_font_size_divisible_by = 1
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# Path to the monospace font. Must be a TrueType font.
# This font is used for e.g. the console and profiler screen.
# type: filepath
# mono_font_path = fonts/Cousine-Regular.ttf
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# type: filepath
# mono_font_path_bold = fonts/Cousine-Bold.ttf
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# type: filepath
# mono_font_path_italic = fonts/Cousine-Italic.ttf
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# type: filepath
# mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
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# Path of the fallback font. Must be a TrueType font.
# This font will be used for certain languages or if the default font is unavailable.
# type: filepath
# fallback_font_path = fonts/DroidSansFallbackFull.ttf
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### Lighting
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# Gradient of light curve at minimum light level.
# Controls the contrast of the lowest light levels.
# type: float min: 0 max: 3
# lighting_alpha = 0.0
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# Gradient of light curve at maximum light level.
# Controls the contrast of the highest light levels.
# type: float min: 0 max: 3
# lighting_beta = 1.5
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# Strength of light curve boost.
# The 3 'boost' parameters define a range of the light
# curve that is boosted in brightness.
# type: float min: 0 max: 0.4
# lighting_boost = 0.2
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# Center of light curve boost range.
# Where 0.0 is minimum light level, 1.0 is maximum light level.
# type: float min: 0 max: 1
# lighting_boost_center = 0.5
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# Spread of light curve boost range.
# Controls the width of the range to be boosted.
# Standard deviation of the light curve boost Gaussian.
# type: float min: 0 max: 0.4
# lighting_boost_spread = 0.2
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### Networking
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# Prometheus listener address.
# If Luanti is compiled with ENABLE_PROMETHEUS option enabled,
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# enable metrics listener for Prometheus on that address.
# Metrics can be fetched on http://127.0.0.1:30000/metrics
# type: string
# prometheus_listener_address = 127.0.0.1:30000
# Maximum size of the outgoing chat queue.
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# 0 to disable queueing and -1 to make the queue size unlimited.
# type: int min: -1 max: 32767
# max_out_chat_queue_size = 20
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# Timeout for client to remove unused map data from memory, in seconds.
# type: float min: 0
# client_unload_unused_data_timeout = 600.0
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# Maximum number of mapblocks for client to be kept in memory.
# Set to -1 for unlimited amount.
# type: int min: -1 max: 2147483647
# client_mapblock_limit = 7500
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# Maximum number of blocks that are simultaneously sent per client.
# The maximum total count is calculated dynamically:
# max_total = ceil((#clients + max_users) * per_client / 4)
# type: int min: 1 max: 4294967295
# max_simultaneous_block_sends_per_client = 40
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# To reduce lag, block transfers are slowed down when a player is building something.
# This determines how long they are slowed down after placing or removing a node.
# type: float min: 0
# full_block_send_enable_min_time_from_building = 2.0
# Maximum number of packets sent per send step in the low-level networking code.
# You generally don't need to change this, however busy servers may benefit from a higher number.
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# type: int min: 1 max: 65535
# max_packets_per_iteration = 1024
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# Compression level to use when sending mapblocks to the client.
# -1 - use default compression level
# 0 - least compression, fastest
# 9 - best compression, slowest
# type: int min: -1 max: 9
# map_compression_level_net = -1
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### Server
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# Format of player chat messages. The following strings are valid placeholders:
# @name, @message, @timestamp (optional)
# type: string
# chat_message_format = <@name> @message
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# If the execution of a chat command takes longer than this specified time in
# seconds, add the time information to the chat command message
# type: float min: 0
# chatcommand_msg_time_threshold = 0.1
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# A message to be displayed to all clients when the server shuts down.
# type: string
# kick_msg_shutdown = Server shutting down.
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# A message to be displayed to all clients when the server crashes.
# type: string
# kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
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# Whether to ask clients to reconnect after a (Lua) crash.
# Set this to true if your server is set up to restart automatically.
# type: bool
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# ask_reconnect_on_crash = false
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### Server/Env Performance
# Length of a server tick (the interval at which everything is generally updated),
# stated in seconds.
# Does not apply to sessions hosted from the client menu.
# This is a lower bound, i.e. server steps may not be shorter than this, but
# they are often longer.
# type: float min: 0 max: 1
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# dedicated_server_step = 0.09
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# Whether players are shown to clients without any range limit.
# Deprecated, use the setting player_transfer_distance instead.
# type: bool
# unlimited_player_transfer_distance = true
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# Defines the maximal player transfer distance in blocks (0 = unlimited).
# type: int min: 0 max: 65535
# player_transfer_distance = 0
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# From how far clients know about objects, stated in mapblocks (16 nodes).
#
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# 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)
# type: int min: 1 max: 65535
# active_object_send_range_blocks = 8
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# 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.
# type: int min: 1 max: 65535
# active_block_range = 4
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# From how far blocks are sent to clients, stated in mapblocks (16 nodes).
# type: int min: 1 max: 65535
# max_block_send_distance = 12
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# Default maximum number of forceloaded mapblocks.
# Set this to -1 to disable the limit.
# type: int min: -1
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# max_forceloaded_blocks = 16
# Interval of sending time of day to clients, stated in seconds.
# type: float min: 0.001
# time_send_interval = 5.0
# Interval of saving important changes in the world, stated in seconds.
# type: float min: 0.001
# server_map_save_interval = 5.3
# How long the server will wait before unloading unused mapblocks, stated in seconds.
# Higher value is smoother, but will use more RAM.
# type: int min: 0 max: 4294967295
# server_unload_unused_data_timeout = 29
# Maximum number of statically stored objects in a block.
# type: int min: 1 max: 65535
# max_objects_per_block = 256
# Length of time between active block management cycles, stated in seconds.
# type: float min: 0
# active_block_mgmt_interval = 2.0
# Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
# type: float min: 0
# abm_interval = 1.0
# The time budget allowed for ABMs to execute on each step
# (as a fraction of the ABM Interval)
# type: float min: 0.1 max: 0.9
# abm_time_budget = 0.2
# Length of time between NodeTimer execution cycles, stated in seconds.
# type: float min: 0
# nodetimer_interval = 0.2
# Max liquids processed per step.
# type: int min: 1 max: 4294967295
# liquid_loop_max = 100000
# The time (in seconds) that the liquids queue may grow beyond processing
# capacity until an attempt is made to decrease its size by dumping old queue
# items. A value of 0 disables the functionality.
# type: int min: 0 max: 65535
# liquid_queue_purge_time = 0
# Liquid update interval in seconds.
# type: float min: 0.001
# liquid_update = 1.0
# At this distance the server will aggressively optimize which blocks are sent to
# clients.
# Small values potentially improve performance a lot, at the expense of visible
# rendering glitches (some blocks might not be rendered correctly in caves).
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# Setting this to a value greater than max_block_send_distance disables this
# optimization.
# Stated in MapBlocks (16 nodes).
# type: int min: 2 max: 2047
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# block_send_optimize_distance = 4
# If enabled, the server will perform map block occlusion culling based on
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# on the eye position of the player. This can reduce the number of blocks
# sent to the client by 50-80%. Clients will no longer receive most
# invisible blocks, so that the utility of noclip mode is reduced.
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# type: bool
# server_side_occlusion_culling = true
# At this distance the server will perform a simpler and cheaper occlusion check.
# Smaller values potentially improve performance, at the expense of temporarily visible
# rendering glitches (missing blocks).
# This is especially useful for very large viewing range (upwards of 500).
# Stated in MapBlocks (16 nodes).
# type: int min: 2 max: 2047
# block_cull_optimize_distance = 25
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### Mapgen
# Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
# WARNING: There is no benefit, and there are several dangers, in
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# 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.
# type: int min: 1 max: 10
# chunksize = 5
# Dump the mapgen debug information.
# type: bool
# enable_mapgen_debug_info = false
# Maximum number of blocks that can be queued for loading.
# type: int min: 1 max: 1000000
# emergequeue_limit_total = 1024
# Maximum number of blocks to be queued that are to be loaded from file.
# This limit is enforced per player.
# type: int min: 1 max: 1000000
# emergequeue_limit_diskonly = 128
# Maximum number of blocks to be queued that are to be generated.
# This limit is enforced per player.
# type: int min: 1 max: 1000000
# emergequeue_limit_generate = 128
# 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'.
# type: int min: 0 max: 32767
# num_emerge_threads = 1
### cURL
# Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
# type: int min: 1000 max: 2147483647
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# curl_timeout = 20000
# Limits number of parallel HTTP requests. Affects:
# - Media fetch if server uses remote_media setting.
# - Serverlist download and server announcement.
# - Downloads performed by main menu (e.g. mod manager).
# Only has an effect if compiled with cURL.
# type: int min: 1 max: 2147483647
# curl_parallel_limit = 8
# Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
# type: int min: 5000 max: 2147483647
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# curl_file_download_timeout = 300000
### Miscellaneous
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# Adjust the detected display density, used for scaling UI elements.
# type: float min: 0.5 max: 5
# display_density_factor = 1
# Windows systems only: Start Luanti with the command line window in the background.
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# Contains the same information as the file debug.txt (default name).
# type: bool
# enable_console = false
# Number of extra blocks that can be loaded by /clearobjects at once.
# This is a trade-off between SQLite transaction overhead and
# memory consumption (4096=100MB, as a rule of thumb).
# type: int min: 0 max: 4294967295
# max_clearobjects_extra_loaded_blocks = 4096
# World directory (everything in the world is stored here).
# Not needed if starting from the main menu.
# type: path
# map-dir =
# See https://www.sqlite.org/pragma.html#pragma_synchronous
# type: enum values: 0, 1, 2
# sqlite_synchronous = 2
# Compression level to use when saving mapblocks to disk.
# -1 - use default compression level
# 0 - least compression, fastest
# 9 - best compression, slowest
# type: int min: -1 max: 9
# map_compression_level_disk = -1
# Enable usage of remote media server (if provided by server).
# Remote servers offer a significantly faster way to download media (e.g. textures)
# when connecting to the server.
# type: bool
# enable_remote_media_server = true
# File in client/serverlist/ that contains your favorite servers displayed in the
# Multiplayer Tab.
# type: string
# serverlist_file = favoriteservers.json
## Gamepads
# Enable joysticks. Requires a restart to take effect
# type: bool
# enable_joysticks = false
# The identifier of the joystick to use
# type: int min: 0 max: 255
# joystick_id = 0
# The type of joystick
# type: enum values: auto, generic, xbox, dragonrise_gamecube
# joystick_type = auto
# The time in seconds it takes between repeated events
# when holding down a joystick button combination.
# type: float min: 0.001
# repeat_joystick_button_time = 0.17
# The dead zone of the joystick
# type: int min: 0 max: 65535
# joystick_deadzone = 2048
# The sensitivity of the joystick axes for moving the
# in-game view frustum around.
# type: float min: 0.001
# joystick_frustum_sensitivity = 170.0
## Hide: Temporary Settings
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# Path to texture directory. All textures are first searched from here.
# type: path
# texture_path =
# Enables minimap.
# type: bool
# enable_minimap = true
# Shape of the minimap. Enabled = round, disabled = square.
# type: bool
# minimap_shape_round = true
# Address to connect to.
# Leave this blank to start a local server.
# Note that the address field in the main menu overrides this setting.
# type: string
# address =
# Port to connect to (UDP).
# Note that the port field in the main menu overrides this setting.
# type: int min: 1 max: 65535
# remote_port = 30000
# Enable players getting damage and dying.
# type: bool
# enable_damage = false
# Enable creative mode for all players
# type: bool
# creative_mode = false
# Whether to allow players to damage and kill each other.
# type: bool
# enable_pvp = true
# Player is able to fly without being affected by gravity.
# This requires the "fly" privilege on the server.
# type: bool
# free_move = false
# If enabled, makes move directions relative to the player's pitch when flying or swimming.
# type: bool
# pitch_move = false
# Fast movement (via the "Aux1" key).
# This requires the "fast" privilege on the server.
# type: bool
# fast_move = false
# If enabled together with fly mode, player is able to fly through solid nodes.
# This requires the "noclip" privilege on the server.
# type: bool
# noclip = false
# Continuous forward movement, toggled by autoforward key.
# Press the autoforward key again or the backwards movement to disable.
# type: bool
# continuous_forward = false
# This can be bound to a key to toggle camera smoothing when looking around.
# Useful for recording videos
# type: bool
# cinematic = false
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# Affects mods and texture packs in the Content and Select Mods menus, as well as
# setting names.
# Controlled by a checkbox in the settings menu.
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# type: bool
# show_technical_names = false
# Controlled by a checkbox in the settings menu.
# type: bool
# show_advanced = false
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# 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.
# type: bool
# enable_sound = true
# Key for moving the player forward.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_forward = KEY_KEY_W
# Key for moving the player backward.
# Will also disable autoforward, when active.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_backward = KEY_KEY_S
# Key for moving the player left.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_left = KEY_KEY_A
# Key for moving the player right.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_right = KEY_KEY_D
# Key for jumping.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_jump = KEY_SPACE
# Key for sneaking.
# Also used for climbing down and descending in water if aux1_descends is disabled.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_sneak = KEY_LSHIFT
# Key for digging, punching or using something.
# (Note: The actual meaning might vary on a per-game basis.)
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_dig = KEY_LBUTTON
# Key for placing an item/block or for using something.
# (Note: The actual meaning might vary on a per-game basis.)
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_place = KEY_RBUTTON
# Key for opening the inventory.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_inventory = KEY_KEY_I
# Key for moving fast in fast mode.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_aux1 = KEY_KEY_E
# Key for opening the chat window.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_chat = KEY_KEY_T
# Key for opening the chat window to type commands.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_cmd = /
# Key for opening the chat window to type local commands.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_cmd_local = .
# Key for toggling unlimited view range.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
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# keymap_rangeselect =
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# Key for toggling flying.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_freemove = KEY_KEY_K
# Key for toggling pitch move mode.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_pitchmove =
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# Key for toggling fast mode.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_fastmove = KEY_KEY_J
# Key for toggling noclip mode.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_noclip = KEY_KEY_H
# Key for selecting the next item in the hotbar.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_hotbar_next = KEY_KEY_N
# Key for selecting the previous item in the hotbar.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_hotbar_previous = KEY_KEY_B
# Key for muting the game.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_mute = KEY_KEY_M
# Key for increasing the volume.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_increase_volume =
# Key for decreasing the volume.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_decrease_volume =
# Key for toggling autoforward.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_autoforward =
# Key for toggling cinematic mode.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_cinematic =
# Key for toggling display of minimap.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_minimap = KEY_KEY_V
# Key for taking screenshots.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_screenshot = KEY_F12
# Key for toggling fullscreen mode.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_fullscreen = KEY_F11
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# Key for dropping the currently selected item.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_drop = KEY_KEY_Q
# Key to use view zoom when possible.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_zoom = KEY_KEY_Z
# Key for selecting the first hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot1 = KEY_KEY_1
# Key for selecting the second hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot2 = KEY_KEY_2
# Key for selecting the third hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot3 = KEY_KEY_3
# Key for selecting the fourth hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot4 = KEY_KEY_4
# Key for selecting the fifth hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot5 = KEY_KEY_5
# Key for selecting the sixth hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot6 = KEY_KEY_6
# Key for selecting the seventh hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot7 = KEY_KEY_7
# Key for selecting the eighth hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot8 = KEY_KEY_8
# Key for selecting the ninth hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot9 = KEY_KEY_9
# Key for selecting the tenth hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot10 = KEY_KEY_0
# Key for selecting the 11th hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot11 =
# Key for selecting the 12th hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot12 =
# Key for selecting the 13th hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot13 =
# Key for selecting the 14th hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot14 =
# Key for selecting the 15th hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot15 =
# Key for selecting the 16th hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot16 =
# Key for selecting the 17th hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot17 =
# Key for selecting the 18th hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot18 =
# Key for selecting the 19th hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot19 =
# Key for selecting the 20th hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot20 =
# Key for selecting the 21st hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot21 =
# Key for selecting the 22nd hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot22 =
# Key for selecting the 23rd hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot23 =
# Key for selecting the 24th hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot24 =
# Key for selecting the 25th hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot25 =
# Key for selecting the 26th hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot26 =
# Key for selecting the 27th hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot27 =
# Key for selecting the 28th hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot28 =
# Key for selecting the 29th hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot29 =
# Key for selecting the 30th hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot30 =
# Key for selecting the 31st hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot31 =
# Key for selecting the 32nd hotbar slot.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_slot32 =
# Key for toggling the display of the HUD.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_toggle_hud = KEY_F1
# Key for toggling the display of chat.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_toggle_chat = KEY_F2
# Key for toggling the display of the large chat console.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_console = KEY_F10
# Key for toggling the display of fog.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_toggle_fog = KEY_F3
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# Key for toggling the camera update. Only usable with 'debug' privilege.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_toggle_update_camera =
# Key for toggling the display of debug info.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_toggle_debug = KEY_F5
# Key for toggling the display of the profiler. Used for development.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_toggle_profiler = KEY_F6
# Key for toggling the display of mapblock boundaries.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_toggle_block_bounds =
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# Key for switching between first- and third-person camera.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_camera_mode = KEY_KEY_C
# Key for increasing the viewing range.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_increase_viewing_range_min = +
# Key for decreasing the viewing range.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
# keymap_decrease_viewing_range_min = -