mirror of
https://github.com/minetest/minetest.git
synced 2024-12-27 16:37:30 +01:00
Increase indentation throughout file for clarity. Correct mistakes. Shorten lines. Make more consistent
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
This commit is contained in:
parent
4287480608
commit
03beb597c2
@ -22,17 +22,17 @@
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# Client and server
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#
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# Name of player; on a server this is the main admin
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# Name of player; on a server this is the main admin
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#name =
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#
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# Client stuff
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#
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# Port to connect to (UDP)
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# Port to connect to (UDP)
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#remote_port =
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# Key mappings
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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# Key mappings
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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#keymap_forward = KEY_KEY_W
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#keymap_backward = KEY_KEY_S
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#keymap_left = KEY_KEY_A
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@ -40,7 +40,7 @@
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#keymap_jump = KEY_SPACE
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#keymap_sneak = KEY_LSHIFT
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#keymap_inventory = KEY_KEY_I
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# Go down ladder / go down in fly mode / go fast in fast mode
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# Go down ladder / go down in fly mode / go fast in fast mode
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#keymap_special1 = KEY_KEY_E
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#keymap_chat = KEY_KEY_T
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#keymap_cmd = /
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@ -49,212 +49,213 @@
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#keymap_freemove = KEY_KEY_K
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#keymap_fastmove = KEY_KEY_J
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#keymap_screenshot = KEY_F12
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# If true, keymap_special1 instead of keymap_sneak is used for climbing down and descending
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# If true, keymap_special1 instead of keymap_sneak is used for climbing down and descending
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#aux1_descends = false
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# Double-tapping the jump key toggles fly mode
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# Double-tapping the jump key toggles fly mode
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#doubletap_jump = false
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# If false aux1 is used to fly fast
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# If false aux1 is used to fly fast
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#always_fly_fast = true
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# Some (temporary) keys for debugging
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# Some (temporary) keys for debugging
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#keymap_print_debug_stacks = KEY_KEY_P
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#keymap_quicktune_prev = KEY_HOME
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#keymap_quicktune_next = KEY_END
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#keymap_quicktune_dec = KEY_NEXT
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#keymap_quicktune_inc = KEY_PRIOR
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# If set to true, you can place blocks at the position (feet + eye level) where you stand; this is helpful when working with nodeboxes
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# If set to true, you can place blocks at the position (feet + eye level) where you stand
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# this is helpful when working with nodeboxes
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#enable_build_where_you_stand = false
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# Minimum FPS
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# The amount of rendered stuff is dynamically set according to this
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# Minimum FPS
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# The amount of rendered stuff is dynamically set according to this
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#wanted_fps = 30
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# If FPS would go higher than this, limit it by sleeping
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# (to not waste CPU power for no benefit)
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# If FPS would go higher than this, limit it by sleeping
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# to not waste CPU power for no benefit
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#fps_max = 60
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# Maximum FPS when game is paused
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# Maximum FPS when game is paused
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#pause_fps_max = 20
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# The allowed adjustment range for the automatic rendering range adjustment
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# The allowed adjustment range for the automatic rendering range adjustment
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#viewing_range_nodes_max = 160
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#viewing_range_nodes_min = 35
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# Initial window size
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# Initial window size
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#screenW = 800
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#screenH = 600
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#fullscreen = false
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#fullscreen_bpp = 24
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# Experimental option, might cause visible spaces between blocks
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# when set to higher number than 0
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# Experimental option, might cause visible spaces between blocks
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# when set to higher number than 0
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#fsaa = 0
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#vsync = false
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#fov = 72
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# Address to connect to (#blank = start local server)
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# Address to connect to (#blank = start local server)
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#address =
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# Enable random user input, for testing
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# Enable random user input, for testing
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#random_input = false
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# Timeout for client to remove unused map data from memory
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# Timeout for client to remove unused map data from memory
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#client_unload_unused_data_timeout = 600
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# Whether to fog out the end of the visible area
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# Whether to fog out the end of the visible area
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#enable_fog = true
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# Whether to show the client debug info (has the same effect as hitting F5)
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# Whether to show the client debug info (has the same effect as hitting F5)
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#show_debug = false
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# Enable a bit lower water surface; disable for speed (not quite optimized)
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# Enable a bit lower water surface; disable for speed (not quite optimized)
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#new_style_water = false
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# Max liquids processed per step
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# Max liquids processed per step
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#liquid_loop_max = 100000
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# The time (in seconds) that the liquids queue may grow beyond processing
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# capacity until an attempt is made to decrease its size by dumping old queue
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# items. A value of 0 disables the functionality.
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# The time (in seconds) that the liquids queue may grow beyond processing
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# capacity until an attempt is made to decrease its size by dumping old queue
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# items. A value of 0 disables the functionality.
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#liquid_queue_purge_time = 0
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# Update liquids every .. recommend for finite: 0.2
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# Update liquids every .. recommend for finite: 0.2
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#liquid_update = 1.0
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# Enable nice leaves; disable for speed
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# Enable nice leaves; disable for speed
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#new_style_leaves = true
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# Connects glass if supported by node
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# Connects glass if supported by node
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#connected_glass = false
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# Enable smooth lighting with simple ambient occlusion;
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# disable for speed or for different looks.
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# Enable smooth lighting with simple ambient occlusion
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# disable for speed or for different looks.
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#smooth_lighting = true
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# Path to texture directory. All textures are first searched from here.
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# Path to texture directory. All textures are first searched from here.
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#texture_path =
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# Video back-end.
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# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl
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# Video back-end.
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# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl
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#video_driver = opengl
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# Unobstructed movement without physics, downwards key is keymap_special1
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# Unobstructed movement without physics, downwards key is keymap_special1
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#free_move = false
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# Continuous forward movement (for testing)
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# Continuous forward movement (for testing)
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#continuous_forward = false
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# Fast movement (keymap_special1)
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# Fast movement (keymap_special1)
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#fast_move = false
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# Invert mouse
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# Invert mouse
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#invert_mouse = false
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# Enable/disable clouds
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# Enable/disable clouds
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#enable_clouds = true
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#cloud_height = 120
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#enable_3d_clouds = true
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# Use a cloud animation for the main menu background
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# Use a cloud animation for the main menu background
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#menu_clouds = true
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# Path for screenshots
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# Path for screenshots
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#screenshot_path = .
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# Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
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# Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
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#view_bobbing_amount = 1.0
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# Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
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# Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
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#fall_bobbing_amount = 0.0
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# 3d support,
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# right now:
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# "none" = no 3d output,
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# "anaglyph" = cyan/magenta color 3d,
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# "interlaced" = odd/even line based polarisation screen support,
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# "topbottom" = split screen top boton,
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# "sidebyside" = split screen side by side
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# 3d support
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# currently:
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# "none" = no 3d output,
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# "anaglyph" = cyan/magenta color 3d,
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# "interlaced" = odd/even line based polarisation screen support,
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# "topbottom" = split screen top boton,
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# "sidebyside" = split screen side by side
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#3d_mode = none
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#3d_paralax_strength = 0.025
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# In-game chat console background color (R,G,B)
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# In-game chat console background color (R,G,B)
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#console_color = (0,0,0)
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# In-game chat console background alpha (opaqueness, between 0 and 255)
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# In-game chat console background alpha (opaqueness, between 0 and 255)
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#console_alpha = 200
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# Selection box border color (R,G,B)
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# Selection box border color (R,G,B)
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#selectionbox_color = (0,0,0)
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# Crosshair color (R,G,B)
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# Crosshair color (R,G,B)
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#crosshair_color = (255,255,255)
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# Cross alpha (opaqueness, between 0 and 255)
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# Cross alpha (opaqueness, between 0 and 255)
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#crosshair_alpha = 255
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# scale gui by a user specified value
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# Scale gui by a user specified value
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#gui_scaling = 1.0
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# Sensitivity multiplier
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# Sensitivity multiplier
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#mouse_sensitivity = 0.2
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# Sound settings
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# Sound settings
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#enable_sound = true
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#sound_volume = 0.7
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# Whether node texture animations should be desynchronized per MapBlock
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# Whether node texture animations should be desynchronized per MapBlock
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#desynchronize_mapblock_texture_animation = true
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# (useful if you've there's something to be displayed right or left of hotbar)
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# Width of the selectionbox's lines (Between 1 and 5)
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# Width of the selectionbox's lines (Between 1 and 5)
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#selectionbox_width = 2
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# maximum percentage of current window to be used for hotbar
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# Maximum proportion of current window to be used for hotbar
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# useful if there's something to be displayed right or left of hotbar
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#hud_hotbar_max_width = 1.0
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# Save the map received by the client on disk
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# Save the map received by the client on disk
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#enable_local_map_saving = false
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# Enable highlighting for nodes (disables selectionboxes)
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# Enable highlighting for nodes (disables selectionboxes)
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#enable_node_highlighting = false
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# Texture filtering settings
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# Texture filtering settings
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#mip_map = false
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#anisotropic_filter = false
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#bilinear_filter = false
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#trilinear_filter = false
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# Set to true to pre-generate all item visuals
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# Set to true to pre-generate all item visuals
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#preload_item_visuals = false
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# Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
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# Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
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#enable_shaders = true
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# Set to true to enable textures bumpmapping. Requires shaders enabled.
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# Set to true to enable textures bumpmapping. Requires shaders enabled.
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#enable_bumpmapping = false
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# Set to true enables parallax occlusion mapping. Requires shaders enabled.
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# Set to true enables parallax occlusion mapping. Requires shaders enabled.
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#generate_normalmaps = false
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# Set to true enables on the fly normalmap generation (Emboss effect).
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# Requires bumpmapping enabled.
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# Set to true enables on the fly normalmap generation (Emboss effect).
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# Requires bumpmapping enabled.
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#normalmaps_strength = 0.6
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# Strength of generated normalmaps
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# Strength of generated normalmaps
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#normalmaps_smooth = 1
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# Defines sampling step of texture (0 - 2)
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# Higher the value normal maps will be smoother
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# Defines sampling step of texture (0 - 2)
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# a higher value results in smoother normal maps
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#enable_parallax_occlusion = false
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# Scale of parallax occlusion effect
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# Scale of parallax occlusion effect
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#parallax_occlusion_scale = 0.08
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# Bias of parallax occlusion effect, usually scale/2
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# Bias of parallax occlusion effect, usually scale/2
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#parallax_occlusion_bias = 0.04
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# Set to true enables waving water. Requires shaders enabled.
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# Set to true enables waving water. Requires shaders enabled.
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#enable_waving_water = false
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# Parameters for waving water:
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# Parameters for waving water:
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#water_wave_height = 1.0
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#water_wave_length = 20.0
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#water_wave_speed = 5.0
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# Set to true enables waving leaves. Requires shaders enabled.
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# Set to true enables waving leaves. Requires shaders enabled.
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#enable_waving_leaves = false
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# Set to true enables waving plants. Requires shaders enabled.
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# Set to true enables waving plants. Requires shaders enabled.
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#enable_waving_plants = false
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# Enables caching of facedir rotated meshes
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# Enables caching of facedir rotated meshes
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#enable_mesh_cache = true
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# The time in seconds it takes between repeated
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# right clicks when holding the right mouse button
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# The time in seconds it takes between repeated
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# right clicks when holding the right mouse button
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#repeat_rightclick_time = 0.25
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# Make fog and sky colors depend on daytime (dawn/sunset) and view direction
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# Make fog and sky colors depend on daytime (dawn/sunset) and view direction
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#directional_colored_fog = true
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# Delay showing tooltips, in miliseconds
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#tooltip_show_delay = 400
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# Delay showing tooltips, in miliseconds
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# Adjust dpi configuration to your screen (Desktop only) e.g. for 4k screens
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#screen_dpi = 72
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# adjust dpi configuration to your screen (Desktop only) e.g. for 4k screens
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# Default timeout for cURL, in milliseconds
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# Only has an effect if compiled with cURL
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# Default timeout for cURL, in milliseconds
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# Only has an effect if compiled with cURL
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#curl_timeout = 5000
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# Limits number of parallel HTTP requests. Affects:
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# - Media fetch if server uses remote_media setting
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# - Serverlist download and server announcement
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# - Downloads performed by main menu (e.g. mod manager)
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# Only has an effect if compiled with cURL
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# Limits number of parallel HTTP requests. Affects:
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# Media fetch if server uses remote_media setting
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# Serverlist download and server announcement
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# Downloads performed by main menu (e.g. mod manager)
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# Only has an effect if compiled with cURL
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#curl_parallel_limit = 8
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# maximum time in ms a file download (e.g. a mod download) may take
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# Maximum time in ms a file download (e.g. a mod download) may take
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#curl_file_download_timeout = 300000
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# enable usage of remote media server (if provided by server)
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# Enable usage of remote media server (if provided by server)
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#enable_remote_media_server = true
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# Url to the server list displayed in the Multiplayer Tab
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# Url to the server list displayed in the Multiplayer Tab
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#serverlist_url = servers.minetest.net
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# File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab
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# File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab
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#serverlist_file = favoriteservers.txt
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# Whether freetype fonts are used, requires freetype support to be compiled in
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# Whether freetype fonts are used, requires freetype support to be compiled in
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#freetype = true
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# Path to TrueTypeFont or bitmap
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# Path to TrueTypeFont or bitmap
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#font_path = fonts/liberationsans.ttf
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#font_size = 13
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# Font shadow offset, if 0 then shadow will not be drawn.
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# Font shadow offset, if 0 then shadow will not be drawn.
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#font_shadow = 1
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# Font shadow alpha (opaqueness, between 0 and 255)
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# Font shadow alpha (opaqueness, between 0 and 255)
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#font_shadow_alpha = 128
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#mono_font_path = fonts/liberationmono.ttf
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#mono_font_size = 13
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# This font will be used for certain languages
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# This font will be used for certain languages
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#fallback_font_path = fonts/DroidSansFallbackFull.ttf
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#fallback_font_size = 13
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#fallback_font_shadow = 1
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@ -263,137 +264,140 @@
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#
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# Server stuff
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#
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# Network port to listen (UDP)
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# Network port to listen (UDP)
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#port = 30000
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# Bind address
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# Bind address
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#bind_address =
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# Name of server
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# Name of server
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#server_name = Minetest server
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# Description of server
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# Description of server
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#server_description = mine here
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# Domain name of server
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# Domain name of server
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#server_address = game.minetest.net
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# Homepage of server
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# Homepage of server
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#server_url = http://minetest.net
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# Automaticaly report to masterserver
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# Automaticaly report to masterserver
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#server_announce = 0
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# Announce to this masterserver. if you want to announce your ipv6 address - use serverlist_url = v6.servers.minetest.net
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# Announce to this masterserver.
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# If you want to announce your ipv6 address - use serverlist_url = v6.servers.minetest.net
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#serverlist_url = servers.minetest.net
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# Default game (default when creating a new world)
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# Default game (default when creating a new world)
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#default_game = minetest
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# World directory (everything in the world is stored here)
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# World directory (everything in the world is stored here)
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#map-dir = /custom/world
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# Message of the Day
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# Message of the Day
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#motd = Welcome to this awesome Minetest server!
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# Maximum number of players connected simultaneously
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# Maximum number of players connected simultaneously
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#max_users = 15
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# Set to true to disallow old clients from connecting
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# Set to true to disallow old clients from connecting
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#strict_protocol_version_checking = false
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# Time in seconds for item entity to live. Default value: 900s
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# Setting it to -1 disables the feature
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# Time in seconds for item entity to live. Default value: 900s
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# Setting it to -1 disables the feature
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#item_entity_ttl = 900
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# Set to true to enable creative mode (unlimited inventory)
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# Set to true to enable creative mode (unlimited inventory)
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#creative_mode = false
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# Enable players getting damage and dying
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# Enable players getting damage and dying
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#enable_damage = false
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# A chosen map seed for a new map, leave empty for random
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# A chosen map seed for a new map, leave empty for random
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#fixed_map_seed =
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# Gives some stuff to players at the beginning
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# Gives some stuff to players at the beginning
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#give_initial_stuff = false
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# New users need to input this password
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# New users need to input this password
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#default_password =
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# Available privileges: interact, shout, teleport, settime, privs, ...
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# See /privs in game for a full list on your server and mod configuration.
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# Available privileges: interact, shout, teleport, settime, privs, ...
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# See /privs in game for a full list on your server and mod configuration.
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#default_privs = interact, shout
|
||||
# Whether players are shown to clients without any range limit
|
||||
# deprecated, use the setting player_transfer_distance instead
|
||||
# Whether players are shown to clients without any range limit
|
||||
# Deprecated, use the setting player_transfer_distance instead
|
||||
#unlimited_player_transfer_distance = true
|
||||
# Defines the maximal player transfer distance in blocks (0 = unlimited)
|
||||
# Defines the maximal player transfer distance in blocks (0 = unlimited)
|
||||
#player_transfer_distance = 0
|
||||
# Whether to enable players killing each other
|
||||
# Whether to enable players killing each other
|
||||
#enable_pvp = true
|
||||
# If this is set, players will always (re)spawn at the given position
|
||||
# If this is set, players will always (re)spawn at the given position
|
||||
#static_spawnpoint = 0, 10, 0
|
||||
# If true, new players cannot join with an empty password
|
||||
# If true, new players cannot join with an empty password
|
||||
#disallow_empty_password = false
|
||||
# If true, disable cheat prevention in multiplayer
|
||||
# If true, disable cheat prevention in multiplayer
|
||||
#disable_anticheat = false
|
||||
# If true, actions are recorded for rollback
|
||||
# If true, actions are recorded for rollback
|
||||
#enable_rollback_recording = false
|
||||
# handling for deprecated lua api calls
|
||||
# "legacy" = (try to) mimic old behaviour (default for release)
|
||||
# "log" = mimic and log backtrace of deprecated call (default for debug)
|
||||
# "error" = abort on usage of deprecated call (suggested for mod developers)
|
||||
# handling for deprecated lua api calls
|
||||
# "legacy" = (try to) mimic old behaviour (default for release)
|
||||
# "log" = mimic and log backtrace of deprecated call (default for debug)
|
||||
# "error" = abort on usage of deprecated call (suggested for mod developers)
|
||||
#deprecated_lua_api_handling = legacy
|
||||
|
||||
# Mod profiler
|
||||
# Mod profiler
|
||||
#mod_profiling = false
|
||||
# Detailed mod profile data
|
||||
# Detailed mod profile data
|
||||
#detailed_profiling = false
|
||||
|
||||
# Profiler data print interval. #0 = disable.
|
||||
# Profiler data print interval. #0 = disable.
|
||||
#profiler_print_interval = 0
|
||||
#enable_mapgen_debug_info = false
|
||||
# from how far client knows about objects
|
||||
# From how far client knows about objects
|
||||
#active_object_send_range_blocks = 3
|
||||
# how large area of blocks are subject to the active block stuff (active = objects are loaded and ABMs run)
|
||||
# How large area of blocks are subject to the active block stuff (active = objects are loaded and ABMs run)
|
||||
#active_block_range = 2
|
||||
# how many blocks are flying in the wire simultaneously per client
|
||||
# How many blocks are flying in the wire simultaneously per client
|
||||
#max_simultaneous_block_sends_per_client = 10
|
||||
# how many blocks are flying in the wire simultaneously per server
|
||||
# How many blocks are flying in the wire simultaneously per server
|
||||
#max_simultaneous_block_sends_server_total = 40
|
||||
# From how far blocks are sent to clients (value * 16 nodes)
|
||||
# From how far blocks are sent to clients (value * 16 nodes)
|
||||
#max_block_send_distance = 10
|
||||
# From how far blocks are generated for clients (value * 16 nodes)
|
||||
# From how far blocks are generated for clients (value * 16 nodes)
|
||||
#max_block_generate_distance = 6
|
||||
# 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)
|
||||
# Number of extra blocks that can be loaded by /clearobjects at once
|
||||
# This is a trade-off between sqlite transaction overhead and
|
||||
# memory consumption (4096=100MB, as a rule of thumb)
|
||||
#max_clearobjects_extra_loaded_blocks = 4096
|
||||
# Maximum number of forceloaded blocks
|
||||
# Maximum number of forceloaded blocks
|
||||
#max_forceloaded_blocks = 16
|
||||
# Interval of sending time of day to clients
|
||||
# Interval of sending time of day to clients
|
||||
#time_send_interval = 5
|
||||
# Length of day/night cycle. 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged
|
||||
# Length of day/night cycle. 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged
|
||||
#time_speed = 72
|
||||
# Length of year in days for seasons change. With default time_speed 365 days = 5 real days for year. 30 days = 10 real hours
|
||||
# Length of year in days for seasons change. With default time_speed 365 days = 5 real days for year.
|
||||
# 30 days = 10 real hours
|
||||
#year_days = 30
|
||||
#server_unload_unused_data_timeout = 29
|
||||
# Maximum number of statically stored objects in a block
|
||||
# Maximum number of statically stored objects in a block
|
||||
#max_objects_per_block = 49
|
||||
# Interval of saving important changes in the world
|
||||
# Interval of saving important changes in the world
|
||||
#server_map_save_interval = 5.3
|
||||
# http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
|
||||
# http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
|
||||
#sqlite_synchronous = 2
|
||||
# To reduce lag, block transfers are slowed down when a player is building something.
|
||||
# This determines how long they are slowed down after placing or removing a node.
|
||||
# To reduce lag, block transfers are slowed down when a player is building something.
|
||||
# This determines how long they are slowed down after placing or removing a node.
|
||||
#full_block_send_enable_min_time_from_building = 2.0
|
||||
# Length of a server tick and the interval at which objects are generally updated over network
|
||||
# Length of a server tick and the interval at which objects are generally updated over network
|
||||
#dedicated_server_step = 0.1
|
||||
# Can be set to true to disable shutting down on invalid world data
|
||||
# Can be set to true to disable shutting down on invalid world data
|
||||
#ignore_world_load_errors = false
|
||||
# Specifies URL from which client fetches media instead of using UDP
|
||||
# $filename should be accessible from $remote_media$filename via cURL
|
||||
# (obviously, remote_media should end with a slash)
|
||||
# Files that are not present would be fetched the usual way
|
||||
# Specifies URL from which client fetches media instead of using UDP
|
||||
# $filename should be accessible from $remote_media$filename via cURL
|
||||
# (obviously, remote_media should end with a slash)
|
||||
# Files that are not present would be fetched the usual way
|
||||
#remote_media =
|
||||
# Level of logging to be written to debug.txt.
|
||||
# 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose
|
||||
# Level of logging to be written to debug.txt.
|
||||
# 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose
|
||||
#debug_log_level = 2
|
||||
# Maximum number of blocks that can be queued for loading.
|
||||
# Maximum number of blocks that can be queued for loading.
|
||||
#emergequeue_limit_total = 256
|
||||
# Maximum number of blocks to be queued that are to be loaded from file.
|
||||
# Set to blank for an appropriate amount to be chosen automatically.
|
||||
# Maximum number of blocks to be queued that are to be loaded from file.
|
||||
# Set to blank for an appropriate amount to be chosen automatically.
|
||||
#emergequeue_limit_diskonly = 32
|
||||
# Maximum number of blocks to be queued that are to be generated.
|
||||
# Set to blank for an appropriate amount to be chosen automatically.
|
||||
# Maximum number of blocks to be queued that are to be generated.
|
||||
# Set to blank for an appropriate amount to be chosen automatically.
|
||||
#emergequeue_limit_generate = 32
|
||||
# Number of emerge threads to use. Make this field blank, or increase this number, to use multiple threads.
|
||||
# On multiprocessor systems, this will improve mapgen speed greatly, at the cost of slightly buggy caves.
|
||||
# Number of emerge threads to use. Make this field blank, or increase this number, to use multiple threads.
|
||||
# On multiprocessor systems, this will improve mapgen speed greatly, at the cost of slightly buggy caves.
|
||||
#num_emerge_threads = 1
|
||||
# maximum number of packets sent per send step, if you have a slow connection
|
||||
# try reducing it, but don't reduce it to a number below double of targeted
|
||||
# client number
|
||||
# Maximum number of packets sent per send step, if you have a slow connection
|
||||
# try reducing it, but don't reduce it to a number below double of targeted
|
||||
# client number
|
||||
#max_packets_per_iteration = 1024
|
||||
|
||||
#
|
||||
|
Loading…
Reference in New Issue
Block a user