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3717 lines
111 KiB
Plaintext
3717 lines
111 KiB
Plaintext
# This file contains a list of all available settings and their default value for minetest.conf
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# By default, all the settings are commented and not functional.
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# Uncomment settings by removing the preceding #.
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# minetest.conf is read by default from:
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# ../minetest.conf
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# ../../minetest.conf
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# Any other path can be chosen by passing the path as a parameter
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# to the program, eg. "luanti.exe --config ../minetest.conf.example".
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# Further documentation:
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# https://wiki.luanti.org/
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#
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# Controls
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#
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## General
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# Smooths rotation of camera, also called look or mouse smoothing. 0 to disable.
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# type: float min: 0 max: 0.99
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# 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.
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# type: float min: 0 max: 0.99
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# cinematic_camera_smoothing = 0.7
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# If enabled, you can place nodes at the position (feet + eye level) where you stand.
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# This is helpful when working with nodeboxes in small areas.
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# type: bool
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# enable_build_where_you_stand = false
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# If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
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# descending.
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# type: bool
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# aux1_descends = false
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# Double-tapping the jump key toggles fly mode.
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# type: bool
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# doubletap_jump = false
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# If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
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# enabled.
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# type: bool
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# always_fly_fast = true
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# The time in seconds it takes between repeated node placements when holding
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# the place button.
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# type: float min: 0.16 max: 2
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# repeat_place_time = 0.25
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# The minimum time in seconds it takes between digging nodes when holding
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# the dig button.
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# type: float min: 0 max: 2
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# repeat_dig_time = 0.0
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# Automatically jump up single-node obstacles.
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# type: bool
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# autojump = false
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# Prevent digging and placing from repeating when holding the respective buttons.
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# Enable this when you dig or place too often by accident.
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# On touchscreens, this only affects digging.
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# type: bool
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# safe_dig_and_place = false
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## Keyboard and Mouse
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# Invert vertical mouse movement.
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# type: bool
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# invert_mouse = false
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# Mouse sensitivity multiplier.
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# type: float min: 0.001 max: 10
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# mouse_sensitivity = 0.2
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# Enable mouse wheel (scroll) for item selection in hotbar.
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# type: bool
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# enable_hotbar_mouse_wheel = true
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# Invert mouse wheel (scroll) direction for item selection in hotbar.
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# type: bool
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# 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.
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# "auto" means that the touchscreen controls will be enabled and disabled
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# automatically depending on the last used input method.
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# type: enum values: auto, true, false
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# touch_controls = auto
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# Touchscreen sensitivity multiplier.
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# type: float min: 0.001 max: 10
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# touchscreen_sensitivity = 0.2
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# The length in pixels after which a touch interaction is considered movement.
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# type: int min: 0 max: 100
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# touchscreen_threshold = 20
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# The delay in milliseconds after which a touch interaction is considered a long tap.
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# type: int min: 100 max: 1000
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# touch_long_tap_delay = 400
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# Use crosshair to select object instead of whole screen.
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# If enabled, a crosshair will be shown and will be used for selecting object.
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# type: bool
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# touch_use_crosshair = false
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# Fixes the position of virtual joystick.
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# If disabled, virtual joystick will center to first-touch's position.
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# type: bool
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# fixed_virtual_joystick = false
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# Use virtual joystick to trigger "Aux1" button.
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# If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
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# type: bool
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# virtual_joystick_triggers_aux1 = false
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# The gesture for punching players/entities.
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# This can be overridden by games and mods.
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#
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# * short_tap
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# Easy to use and well-known from other games that shall not be named.
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#
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# * long_tap
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# Known from the classic Luanti mobile controls.
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# Combat is more or less impossible.
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# type: enum values: short_tap, long_tap
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# touch_punch_gesture = short_tap
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#
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# Graphics and Audio
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#
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## Graphics
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### Screen
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# Width component of the initial window size.
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# type: int min: 1 max: 65535
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# screen_w = 1024
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# Height component of the initial window size.
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# type: int min: 1 max: 65535
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# screen_h = 600
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# Whether the window is maximized.
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# type: bool
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# window_maximized = false
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# Save window size automatically when modified.
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# If true, screen size is saved in screen_w and screen_h, and whether the window
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# is maximized is stored in window_maximized.
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# (Autosaving window_maximized only works if compiled with SDL.)
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# type: bool
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# autosave_screensize = true
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# Fullscreen mode.
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# type: bool
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# fullscreen = false
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# Open the pause menu when the window's focus is lost. Does not pause if a formspec is
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# open.
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# type: bool
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# 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
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# to not waste CPU power for no benefit.
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# type: int min: 1 max: 4294967295
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# fps_max = 60
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# Vertical screen synchronization. Your system may still force VSync on even if this is disabled.
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# type: bool
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# vsync = false
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# Maximum FPS when the window is not focused, or when the game is paused.
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# type: int min: 1 max: 4294967295
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# fps_max_unfocused = 20
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# View distance in nodes.
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# type: int min: 20 max: 4000
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# viewing_range = 190
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# Undersampling is similar to using a lower screen resolution, but it applies
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# to the game world only, keeping the GUI intact.
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# It should give a significant performance boost at the cost of less detailed image.
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# Higher values result in a less detailed image.
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# type: int min: 1 max: 8
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# undersampling = 1
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### 3D
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# 3D support.
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# Currently supported:
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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 polarization screen support.
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# - topbottom: split screen top/bottom.
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# - sidebyside: split screen side by side.
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# - crossview: Cross-eyed 3d
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# Note that the interlaced mode requires shaders to be enabled.
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# 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.
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# type: float min: -0.087 max: 0.087
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# 3d_paralax_strength = 0.025
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### Bobbing
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# Arm inertia, gives a more realistic movement of
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# the arm when the camera moves.
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# type: bool
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# arm_inertia = true
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# Enable view bobbing and amount of view bobbing.
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# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
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# type: float min: 0 max: 7.9
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# view_bobbing_amount = 1.0
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# Multiplier for fall bobbing.
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# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
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# type: float min: 0 max: 100
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# fall_bobbing_amount = 0.03
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### Camera
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# Field of view in degrees.
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# type: int min: 45 max: 160
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# fov = 72
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# Alters the light curve by applying 'gamma correction' to it.
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# Higher values make middle and lower light levels brighter.
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# Value '1.0' leaves the light curve unaltered.
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# This only has significant effect on daylight and artificial
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# light, it has very little effect on natural night light.
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# type: float min: 0.33 max: 3
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# display_gamma = 1.0
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# The strength (darkness) of node ambient-occlusion shading.
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# Lower is darker, Higher is lighter. The valid range of values for this
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# setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
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# set to the nearest valid value.
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# type: float min: 0.25 max: 4
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# 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.
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# The folder will be created if it doesn't already exist.
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# type: path
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# screenshot_path = screenshots
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# Format of screenshots.
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# type: enum values: png, jpg
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# screenshot_format = png
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# Screenshot quality. Only used for JPEG format.
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# 1 means worst quality; 100 means best quality.
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# Use 0 for default quality.
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# type: int min: 0 max: 100
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# screenshot_quality = 0
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### Node and Entity Highlighting
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# Method used to highlight selected object.
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# type: enum values: box, halo, none
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# node_highlighting = box
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# Show entity selection boxes
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# A restart is required after changing this.
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# type: bool
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# show_entity_selectionbox = false
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# Selection box border color (R,G,B).
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# type: string
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# selectionbox_color = (0,0,0)
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# Width of the selection box lines around nodes.
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# type: int min: 1 max: 5
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# selectionbox_width = 2
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# Crosshair color (R,G,B).
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# Also controls the object crosshair color
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# type: string
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# crosshair_color = (255,255,255)
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# Crosshair alpha (opaqueness, between 0 and 255).
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# This also applies to the object crosshair.
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# type: int min: 0 max: 255
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# crosshair_alpha = 255
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### Fog
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# Whether to fog out the end of the visible area.
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# type: bool
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# enable_fog = true
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# Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
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# type: bool
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# directional_colored_fog = true
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# Fraction of the visible distance at which fog starts to be rendered
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# type: float min: 0 max: 0.99
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# fog_start = 0.4
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### Clouds
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# Clouds are a client-side effect.
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# type: bool
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# enable_clouds = true
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# Use 3D cloud look instead of flat.
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# type: bool
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# enable_3d_clouds = true
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# Use smooth cloud shading.
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# type: bool
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# soft_clouds = false
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### Filtering and Antialiasing
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# Use mipmaps when scaling textures. May slightly increase performance,
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# especially when using a high-resolution texture pack.
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# Gamma-correct downscaling is not supported.
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# type: bool
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# mip_map = false
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# Use bilinear filtering when scaling textures.
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# type: bool
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# bilinear_filter = false
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# Use trilinear filtering when scaling textures.
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# If both bilinear and trilinear filtering are enabled, trilinear filtering
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# is applied.
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# type: bool
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# trilinear_filter = false
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# Use anisotropic filtering when looking at textures from an angle.
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# type: bool
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# anisotropic_filter = false
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# Select the antialiasing method to apply.
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#
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# * None - No antialiasing (default)
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#
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# * FSAA - Hardware-provided full-screen antialiasing
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# (incompatible with Post Processing and Undersampling)
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# A.K.A multi-sample antialiasing (MSAA)
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# Smoothens out block edges but does not affect the insides of textures.
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# A restart is required to change this option.
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#
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# * FXAA - Fast approximate antialiasing (requires shaders)
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# Applies a post-processing filter to detect and smoothen high-contrast edges.
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# Provides balance between speed and image quality.
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#
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# * SSAA - Super-sampling antialiasing (requires shaders)
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# Renders higher-resolution image of the scene, then scales down to reduce
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# the aliasing effects. This is the slowest and the most accurate method.
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# type: enum values: none, fsaa, fxaa, ssaa
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# antialiasing = none
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# Defines the size of the sampling grid for FSAA and SSAA antialiasing methods.
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# Value of 2 means taking 2x2 = 4 samples.
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# type: enum values: 2, 4, 8, 16
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# fsaa = 2
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### Occlusion Culling
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# Type of occlusion_culler
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#
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# "loops" is the legacy algorithm with nested loops and O(n³) complexity
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# "bfs" is the new algorithm based on breadth-first-search and side culling
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#
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# This setting should only be changed if you have performance problems.
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# type: enum values: bfs, loops
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# occlusion_culler = bfs
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# Use raytraced occlusion culling in the new culler.
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# This flag enables use of raytraced occlusion culling test for
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# client mesh sizes smaller than 4x4x4 map blocks.
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# type: bool
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# enable_raytraced_culling = true
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## Effects
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# Allows liquids to be translucent.
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# type: bool
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# translucent_liquids = true
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# Leaves style:
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# - Fancy: all faces visible
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# - Simple: only outer faces
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# - Opaque: disable transparency
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# type: enum values: fancy, simple, opaque
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# leaves_style = fancy
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# Connects glass if supported by node.
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# type: bool
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# connected_glass = false
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# Enable smooth lighting with simple ambient occlusion.
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# type: bool
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# smooth_lighting = true
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# Enables tradeoffs that reduce CPU load or increase rendering performance
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# at the expense of minor visual glitches that do not impact game playability.
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# type: bool
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# performance_tradeoffs = false
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# Adds particles when digging a node.
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# type: bool
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# enable_particles = true
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### Waving Nodes
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# Set to true to enable waving leaves.
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# type: bool
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# 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).
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# type: bool
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# enable_waving_water = false
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# The maximum height of the surface of waving liquids.
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# 4.0 = Wave height is two nodes.
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# 0.0 = Wave doesn't move at all.
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# Default is 1.0 (1/2 node).
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# type: float min: 0 max: 4
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# water_wave_height = 1.0
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# Length of liquid waves.
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# type: float min: 0.1
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# water_wave_length = 20.0
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# How fast liquid waves will move. Higher = faster.
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# If negative, liquid waves will move backwards.
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# type: float
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# water_wave_speed = 5.0
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### Dynamic shadows
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# Set to true to enable Shadow Mapping.
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# type: bool
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# enable_dynamic_shadows = false
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# Set the shadow strength gamma.
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# Adjusts the intensity of in-game dynamic shadows.
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# Lower value means lighter shadows, higher value means darker shadows.
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# type: float min: 0.1 max: 10
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# shadow_strength_gamma = 1.0
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# Maximum distance to render shadows.
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# type: float min: 10 max: 1000
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# shadow_map_max_distance = 140.0
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# Texture size to render the shadow map on.
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# This must be a power of two.
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# Bigger numbers create better shadows but it is also more expensive.
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# type: int min: 128 max: 8192
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# shadow_map_texture_size = 2048
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# Sets shadow texture quality to 32 bits.
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# On false, 16 bits texture will be used.
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# This can cause much more artifacts in the shadow.
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# type: bool
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# shadow_map_texture_32bit = true
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# Enable Poisson disk filtering.
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# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
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# type: bool
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# shadow_poisson_filter = true
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# Define shadow filtering quality.
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# This simulates the soft shadows effect by applying a PCF or Poisson disk
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# but also uses more resources.
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# type: enum values: 0, 1, 2
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# shadow_filters = 1
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# Enable colored shadows.
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# On true translucent nodes cast colored shadows. This is expensive.
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# type: bool
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# shadow_map_color = false
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# Spread a complete update of shadow map over given number of frames.
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# Higher values might make shadows laggy, lower values
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# will consume more resources.
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# Minimum value: 1; maximum value: 16
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# type: int min: 1 max: 16
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# shadow_update_frames = 8
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# Set the soft shadow radius size.
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# Lower values mean sharper shadows, bigger values mean softer shadows.
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# Minimum value: 1.0; maximum value: 15.0
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# type: float min: 1 max: 15
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# shadow_soft_radius = 5.0
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# Set the default tilt of Sun/Moon orbit in degrees.
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# Games may change orbit tilt via API.
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# Value of 0 means no tilt / vertical orbit.
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# type: float min: -60 max: 60
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# shadow_sky_body_orbit_tilt = 0.0
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### Post Processing
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# Enables the post processing pipeline.
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# type: bool
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# enable_post_processing = true
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# Enables Hable's 'Uncharted 2' filmic tone mapping.
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# Simulates the tone curve of photographic film and how this approximates the
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# appearance of high dynamic range images. Mid-range contrast is slightly
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# enhanced, highlights and shadows are gradually compressed.
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# type: bool
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# tone_mapping = false
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# Enable automatic exposure correction
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# When enabled, the post-processing engine will
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# automatically adjust to the brightness of the scene,
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# simulating the behavior of human eye.
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# type: bool
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# enable_auto_exposure = false
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# Set the exposure compensation in EV units.
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# Value of 0.0 (default) means no exposure compensation.
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# Range: from -1 to 1.0
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# type: float min: -1 max: 1
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# exposure_compensation = 0.0
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# Apply dithering to reduce color banding artifacts.
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|
# 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
|
|
|
|
# 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").
|
|
# type: bool
|
|
# enable_volumetric_lighting = false
|
|
|
|
### Other Effects
|
|
|
|
# Simulate translucency when looking at foliage in the sunlight.
|
|
# type: bool
|
|
# enable_translucent_foliage = false
|
|
|
|
# Apply specular shading to nodes.
|
|
# type: bool
|
|
# enable_node_specular = false
|
|
|
|
# When enabled, liquid reflections are simulated.
|
|
# type: bool
|
|
# enable_water_reflections = false
|
|
|
|
## Audio
|
|
|
|
# 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
|
|
|
|
# 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.
|
|
# type: bool
|
|
# mute_sound = false
|
|
|
|
## User Interfaces
|
|
|
|
# Set the language. By default, the system language is used.
|
|
# 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
|
|
|
|
# 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
|
|
|
|
# Enables animation of inventory items.
|
|
# type: bool
|
|
# inventory_items_animations = false
|
|
|
|
# Formspec full-screen background opacity (between 0 and 255).
|
|
# type: int min: 0 max: 255
|
|
# formspec_fullscreen_bg_opacity = 140
|
|
|
|
# Formspec full-screen background color (R,G,B).
|
|
# type: string
|
|
# formspec_fullscreen_bg_color = (0,0,0)
|
|
|
|
# When gui_scaling_filter is true, all GUI images need to be
|
|
# filtered in software, but some images are generated directly
|
|
# to hardware (e.g. render-to-texture for nodes in inventory).
|
|
# type: bool
|
|
# gui_scaling_filter = false
|
|
|
|
# When gui_scaling_filter_txr2img is true, copy those images
|
|
# from hardware to software for scaling. When false, fall back
|
|
# to the old scaling method, for video drivers that don't
|
|
# properly support downloading textures back from hardware.
|
|
# type: bool
|
|
# gui_scaling_filter_txr2img = true
|
|
|
|
# Delay showing tooltips, stated in milliseconds.
|
|
# type: int min: 0 max: 1.844674407371e+19
|
|
# tooltip_show_delay = 400
|
|
|
|
# Append item name to tooltip.
|
|
# type: bool
|
|
# tooltip_append_itemname = false
|
|
|
|
# Use a cloud animation for the main menu background.
|
|
# type: bool
|
|
# menu_clouds = true
|
|
|
|
### HUD
|
|
|
|
# Modifies the size of the HUD elements.
|
|
# type: float min: 0.5 max: 20
|
|
# hud_scaling = 1.0
|
|
|
|
# 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
|
|
|
|
### Chat
|
|
|
|
# Maximum number of recent chat messages to show
|
|
# type: int min: 2 max: 20
|
|
# recent_chat_messages = 6
|
|
|
|
# In-game chat console height, between 0.1 (10%) and 1.0 (100%).
|
|
# type: float min: 0.1 max: 1
|
|
# console_height = 0.6
|
|
|
|
# In-game chat console background color (R,G,B).
|
|
# type: string
|
|
# console_color = (0,0,0)
|
|
|
|
# In-game chat console background alpha (opaqueness, between 0 and 255).
|
|
# type: int min: 0 max: 255
|
|
# console_alpha = 200
|
|
|
|
# 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
|
|
|
|
# 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
|
|
|
|
### Content Repository
|
|
|
|
# The URL for the content repository
|
|
# type: string
|
|
# 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
|
|
|
|
# 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,
|
|
# so see a full list at https://content.minetest.net/help/content_flags/
|
|
# type: string
|
|
# contentdb_flag_blacklist = nonfree, desktop_default
|
|
|
|
# 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
|
|
|
|
#
|
|
# Client and Server
|
|
#
|
|
|
|
## Client
|
|
|
|
# Save the map received by the client on disk.
|
|
# type: bool
|
|
# enable_local_map_saving = false
|
|
|
|
# URL to the server list displayed in the Multiplayer Tab.
|
|
# type: string
|
|
# serverlist_url = servers.minetest.net
|
|
|
|
# If enabled, account registration is separate from login in the UI.
|
|
# If disabled, new accounts will be registered automatically when logging in.
|
|
# type: bool
|
|
# 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.
|
|
# type: string
|
|
# update_information_url = https://www.minetest.net/release_info.json
|
|
|
|
## Server
|
|
|
|
# Name of the player.
|
|
# When running a server, clients connecting with this name are admins.
|
|
# When starting from the main menu, this is overridden.
|
|
# type: string
|
|
# name =
|
|
|
|
### Serverlist and MOTD
|
|
|
|
# Name of the server, to be displayed when players join and in the serverlist.
|
|
# type: string
|
|
# server_name = Luanti server
|
|
|
|
# Description of server, to be displayed when players join and in the serverlist.
|
|
# type: string
|
|
# server_description = mine here
|
|
|
|
# Domain name of server, to be displayed in the serverlist.
|
|
# type: string
|
|
# server_address = game.minetest.net
|
|
|
|
# Homepage of server, to be displayed in the serverlist.
|
|
# type: string
|
|
# server_url = https://minetest.net
|
|
|
|
# Automatically report to the serverlist.
|
|
# type: bool
|
|
# server_announce = false
|
|
|
|
# Send names of online players to the serverlist. If disabled only the player count is revealed.
|
|
# type: bool
|
|
# server_announce_send_players = true
|
|
|
|
# Announce to this serverlist.
|
|
# type: string
|
|
# serverlist_url = servers.minetest.net
|
|
|
|
# Message of the day displayed to players connecting.
|
|
# type: string
|
|
# motd =
|
|
|
|
# Maximum number of players that can be connected simultaneously.
|
|
# type: int min: 0 max: 65535
|
|
# max_users = 15
|
|
|
|
# If this is set, players will always (re)spawn at the given position.
|
|
# type: string
|
|
# static_spawnpoint =
|
|
|
|
### Networking
|
|
|
|
# Network port to listen (UDP).
|
|
# This value will be overridden when starting from the main menu.
|
|
# type: int min: 1 max: 65535
|
|
# port = 30000
|
|
|
|
# The network interface that the server listens on.
|
|
# type: string
|
|
# bind_address =
|
|
|
|
# Enable to disallow old clients from connecting.
|
|
# Older clients are compatible in the sense that they will not crash when connecting
|
|
# to new servers, but they may not support all new features that you are expecting.
|
|
# type: bool
|
|
# strict_protocol_version_checking = false
|
|
|
|
# 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
|
|
|
|
# Specifies URL from which client fetches media instead of using UDP.
|
|
# $filename should be accessible from $remote_media$filename via cURL
|
|
# (obviously, remote_media should end with a slash).
|
|
# Files that are not present will be fetched the usual way.
|
|
# type: string
|
|
# remote_media =
|
|
|
|
# Enable/disable running an IPv6 server.
|
|
# Ignored if bind_address is set.
|
|
# Needs enable_ipv6 to be enabled.
|
|
# type: bool
|
|
# ipv6_server = false
|
|
|
|
## Server Security
|
|
|
|
# New users need to input this password.
|
|
# type: string
|
|
# default_password =
|
|
|
|
# If enabled, players cannot join without a password or change theirs to an empty password.
|
|
# type: bool
|
|
# disallow_empty_password = false
|
|
|
|
# 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
|
|
|
|
# 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
|
|
|
|
# If enabled, actions are recorded for rollback.
|
|
# This option is only read when server starts.
|
|
# type: bool
|
|
# enable_rollback_recording = false
|
|
|
|
### Client-side Modding
|
|
|
|
# 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
|
|
|
|
# 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
|
|
|
|
### Chat
|
|
|
|
# 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
|
|
|
|
# Set the maximum length of a chat message (in characters) sent by clients.
|
|
# type: int min: 10 max: 65535
|
|
# chat_message_max_size = 500
|
|
|
|
# Number of messages a player may send per 10 seconds.
|
|
# type: float min: 1
|
|
# chat_message_limit_per_10sec = 8.0
|
|
|
|
# Kick players who sent more than X messages per 10 seconds.
|
|
# type: int min: 1 max: 65535
|
|
# chat_message_limit_trigger_kick = 50
|
|
|
|
## Server Gameplay
|
|
|
|
# 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
|
|
|
|
# Time of day when a new world is started, in millihours (0-23999).
|
|
# type: int min: 0 max: 23999
|
|
# world_start_time = 6125
|
|
|
|
# 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
|
|
|
|
# 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
|
|
|
|
### Physics
|
|
|
|
# Horizontal and vertical acceleration on ground or when climbing,
|
|
# in nodes per second per second.
|
|
# type: float min: 0
|
|
# movement_acceleration_default = 3.0
|
|
|
|
# Horizontal acceleration in air when jumping or falling,
|
|
# in nodes per second per second.
|
|
# type: float min: 0
|
|
# movement_acceleration_air = 2.0
|
|
|
|
# Horizontal and vertical acceleration in fast mode,
|
|
# in nodes per second per second.
|
|
# type: float min: 0
|
|
# movement_acceleration_fast = 10.0
|
|
|
|
# Walking and flying speed, in nodes per second.
|
|
# type: float min: 0
|
|
# movement_speed_walk = 4.0
|
|
|
|
# Sneaking speed, in nodes per second.
|
|
# type: float min: 0
|
|
# movement_speed_crouch = 1.35
|
|
|
|
# Walking, flying and climbing speed in fast mode, in nodes per second.
|
|
# type: float min: 0
|
|
# movement_speed_fast = 20.0
|
|
|
|
# Vertical climbing speed, in nodes per second.
|
|
# type: float min: 0
|
|
# movement_speed_climb = 3.0
|
|
|
|
# Initial vertical speed when jumping, in nodes per second.
|
|
# type: float min: 0
|
|
# movement_speed_jump = 6.5
|
|
|
|
# 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
|
|
|
|
# Maximum liquid resistance. Controls deceleration when entering liquid at
|
|
# high speed.
|
|
# type: float
|
|
# movement_liquid_fluidity_smooth = 0.5
|
|
|
|
# Controls sinking speed in liquid when idling. Negative values will cause
|
|
# you to rise instead.
|
|
# type: float
|
|
# movement_liquid_sink = 10.0
|
|
|
|
# Acceleration of gravity, in nodes per second per second.
|
|
# type: float
|
|
# movement_gravity = 9.81
|
|
|
|
#
|
|
# Mapgen
|
|
#
|
|
|
|
# A chosen map seed for a new map, leave empty for random.
|
|
# Will be overridden when creating a new world in the main menu.
|
|
# type: string
|
|
# fixed_map_seed =
|
|
|
|
# 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
|
|
|
|
# Water surface level of the world.
|
|
# type: int min: -31000 max: 31000
|
|
# water_level = 1
|
|
|
|
# From how far blocks are generated for clients, stated in mapblocks (16 nodes).
|
|
# type: int min: 1 max: 32767
|
|
# max_block_generate_distance = 10
|
|
|
|
# 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
|
|
|
|
# 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
|
|
# mg_flags = caves,dungeons,light,decorations,biomes,ores
|
|
|
|
## Biome API
|
|
|
|
# Temperature variation for biomes.
|
|
# type: noise_params_2d
|
|
# mg_biome_np_heat = {
|
|
# offset = 50,
|
|
# scale = 50,
|
|
# spread = (1000, 1000, 1000),
|
|
# seed = 5349,
|
|
# octaves = 3,
|
|
# persistence = 0.5,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Small-scale temperature variation for blending biomes on borders.
|
|
# type: noise_params_2d
|
|
# mg_biome_np_heat_blend = {
|
|
# offset = 0,
|
|
# scale = 1.5,
|
|
# spread = (8, 8, 8),
|
|
# seed = 13,
|
|
# octaves = 2,
|
|
# persistence = 1.0,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Humidity variation for biomes.
|
|
# type: noise_params_2d
|
|
# mg_biome_np_humidity = {
|
|
# offset = 50,
|
|
# scale = 50,
|
|
# spread = (1000, 1000, 1000),
|
|
# seed = 842,
|
|
# octaves = 3,
|
|
# persistence = 0.5,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Small-scale humidity variation for blending biomes on borders.
|
|
# type: noise_params_2d
|
|
# mg_biome_np_humidity_blend = {
|
|
# offset = 0,
|
|
# scale = 1.5,
|
|
# spread = (8, 8, 8),
|
|
# seed = 90003,
|
|
# octaves = 2,
|
|
# persistence = 1.0,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
## Mapgen V5
|
|
|
|
# Map generation attributes specific to Mapgen v5.
|
|
# type: flags possible values: caverns
|
|
# mgv5_spflags = caverns
|
|
|
|
# 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
|
|
|
|
# Y of upper limit of large caves.
|
|
# type: int min: -31000 max: 31000
|
|
# mgv5_large_cave_depth = -256
|
|
|
|
# Minimum limit of random number of small caves per mapchunk.
|
|
# type: int min: 0 max: 256
|
|
# mgv5_small_cave_num_min = 0
|
|
|
|
# Maximum limit of random number of small caves per mapchunk.
|
|
# type: int min: 0 max: 256
|
|
# mgv5_small_cave_num_max = 0
|
|
|
|
# Minimum limit of random number of large caves per mapchunk.
|
|
# type: int min: 0 max: 64
|
|
# mgv5_large_cave_num_min = 0
|
|
|
|
# Maximum limit of random number of large caves per mapchunk.
|
|
# type: int min: 0 max: 64
|
|
# mgv5_large_cave_num_max = 2
|
|
|
|
# Proportion of large caves that contain liquid.
|
|
# type: float min: 0 max: 1
|
|
# mgv5_large_cave_flooded = 0.5
|
|
|
|
# Y-level of cavern upper limit.
|
|
# type: int min: -31000 max: 31000
|
|
# mgv5_cavern_limit = -256
|
|
|
|
# Y-distance over which caverns expand to full size.
|
|
# type: int min: 0 max: 32767
|
|
# mgv5_cavern_taper = 256
|
|
|
|
# Defines full size of caverns, smaller values create larger caverns.
|
|
# type: float
|
|
# mgv5_cavern_threshold = 0.7
|
|
|
|
# Lower Y limit of dungeons.
|
|
# type: int min: -31000 max: 31000
|
|
# mgv5_dungeon_ymin = -31000
|
|
|
|
# Upper Y limit of dungeons.
|
|
# type: int min: -31000 max: 31000
|
|
# mgv5_dungeon_ymax = 31000
|
|
|
|
### Noises
|
|
|
|
# Variation of biome filler depth.
|
|
# type: noise_params_2d
|
|
# mgv5_np_filler_depth = {
|
|
# offset = 0,
|
|
# scale = 1,
|
|
# spread = (150, 150, 150),
|
|
# seed = 261,
|
|
# octaves = 4,
|
|
# persistence = 0.7,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Variation of terrain vertical scale.
|
|
# When noise is < -0.55 terrain is near-flat.
|
|
# type: noise_params_2d
|
|
# mgv5_np_factor = {
|
|
# offset = 0,
|
|
# scale = 1,
|
|
# spread = (250, 250, 250),
|
|
# seed = 920381,
|
|
# octaves = 3,
|
|
# persistence = 0.45,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Y-level of average terrain surface.
|
|
# type: noise_params_2d
|
|
# mgv5_np_height = {
|
|
# offset = 0,
|
|
# scale = 10,
|
|
# spread = (250, 250, 250),
|
|
# seed = 84174,
|
|
# octaves = 4,
|
|
# persistence = 0.5,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# First of 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 =
|
|
# }
|
|
|
|
# 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 =
|
|
# }
|
|
|
|
# 3D noise defining giant caverns.
|
|
# type: noise_params_3d
|
|
# mgv5_np_cavern = {
|
|
# offset = 0,
|
|
# scale = 1,
|
|
# spread = (384, 128, 384),
|
|
# seed = 723,
|
|
# octaves = 5,
|
|
# persistence = 0.63,
|
|
# lacunarity = 2.0,
|
|
# flags =
|
|
# }
|
|
|
|
# 3D noise defining terrain.
|
|
# type: noise_params_3d
|
|
# mgv5_np_ground = {
|
|
# offset = 0,
|
|
# scale = 40,
|
|
# spread = (80, 80, 80),
|
|
# seed = 983240,
|
|
# octaves = 4,
|
|
# persistence = 0.55,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# 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 =
|
|
# }
|
|
|
|
## Mapgen V6
|
|
|
|
# Map generation attributes specific to Mapgen v6.
|
|
# The 'snowbiomes' flag enables the new 5 biome system.
|
|
# When the 'snowbiomes' flag is enabled jungles are automatically enabled and
|
|
# the 'jungles' flag is ignored.
|
|
# 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
|
|
|
|
# Deserts occur when np_biome exceeds this value.
|
|
# When the 'snowbiomes' flag is enabled, this is ignored.
|
|
# type: float
|
|
# mgv6_freq_desert = 0.45
|
|
|
|
# Sandy beaches occur when np_beach exceeds this value.
|
|
# type: float
|
|
# mgv6_freq_beach = 0.15
|
|
|
|
# Lower Y limit of dungeons.
|
|
# type: int min: -31000 max: 31000
|
|
# mgv6_dungeon_ymin = -31000
|
|
|
|
# Upper Y limit of dungeons.
|
|
# type: int min: -31000 max: 31000
|
|
# mgv6_dungeon_ymax = 31000
|
|
|
|
### Noises
|
|
|
|
# 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
|
|
# }
|
|
|
|
# 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
|
|
# }
|
|
|
|
# Varies steepness of cliffs.
|
|
# type: noise_params_2d
|
|
# mgv6_np_steepness = {
|
|
# offset = 0.85,
|
|
# scale = 0.5,
|
|
# spread = (125, 125, 125),
|
|
# seed = -932,
|
|
# octaves = 5,
|
|
# persistence = 0.7,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Defines 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
|
|
# }
|
|
|
|
# Varies depth of biome surface nodes.
|
|
# type: noise_params_2d
|
|
# mgv6_np_mud = {
|
|
# offset = 4,
|
|
# scale = 2,
|
|
# spread = (200, 200, 200),
|
|
# seed = 91013,
|
|
# octaves = 3,
|
|
# persistence = 0.55,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Defines areas with sandy beaches.
|
|
# type: noise_params_2d
|
|
# mgv6_np_beach = {
|
|
# offset = 0,
|
|
# scale = 1,
|
|
# spread = (250, 250, 250),
|
|
# seed = 59420,
|
|
# octaves = 3,
|
|
# persistence = 0.50,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Temperature variation for biomes.
|
|
# type: noise_params_2d
|
|
# mgv6_np_biome = {
|
|
# offset = 0,
|
|
# scale = 1,
|
|
# spread = (500, 500, 500),
|
|
# seed = 9130,
|
|
# octaves = 3,
|
|
# persistence = 0.50,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Variation of number of caves.
|
|
# type: noise_params_2d
|
|
# mgv6_np_cave = {
|
|
# offset = 6,
|
|
# scale = 6,
|
|
# spread = (250, 250, 250),
|
|
# seed = 34329,
|
|
# octaves = 3,
|
|
# persistence = 0.50,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Humidity variation for biomes.
|
|
# type: noise_params_2d
|
|
# mgv6_np_humidity = {
|
|
# offset = 0.5,
|
|
# scale = 0.5,
|
|
# spread = (500, 500, 500),
|
|
# seed = 72384,
|
|
# octaves = 3,
|
|
# persistence = 0.50,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Defines tree areas and tree density.
|
|
# type: noise_params_2d
|
|
# mgv6_np_trees = {
|
|
# offset = 0,
|
|
# scale = 1,
|
|
# spread = (125, 125, 125),
|
|
# seed = 2,
|
|
# octaves = 4,
|
|
# persistence = 0.66,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Defines areas where trees have apples.
|
|
# type: noise_params_2d
|
|
# mgv6_np_apple_trees = {
|
|
# offset = 0,
|
|
# scale = 1,
|
|
# spread = (100, 100, 100),
|
|
# seed = 342902,
|
|
# octaves = 3,
|
|
# persistence = 0.45,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
## Mapgen V7
|
|
|
|
# Map generation attributes specific to Mapgen v7.
|
|
# 'ridges': Rivers.
|
|
# 'floatlands': Floating land masses in the atmosphere.
|
|
# 'caverns': Giant caves deep underground.
|
|
# type: flags possible values: mountains, ridges, floatlands, caverns
|
|
# mgv7_spflags = mountains,ridges,nofloatlands,caverns
|
|
|
|
# Y of mountain density gradient zero level. Used to shift mountains vertically.
|
|
# type: int min: -31000 max: 31000
|
|
# mgv7_mount_zero_level = 0
|
|
|
|
# Lower Y limit of floatlands.
|
|
# type: int min: -31000 max: 31000
|
|
# mgv7_floatland_ymin = 1024
|
|
|
|
# Upper Y limit of floatlands.
|
|
# type: int min: -31000 max: 31000
|
|
# mgv7_floatland_ymax = 4096
|
|
|
|
# Y-distance over which floatlands taper from full density to nothing.
|
|
# Tapering starts at this distance from the Y limit.
|
|
# For a solid floatland layer, this controls the height of hills/mountains.
|
|
# Must be less than or equal to half the distance between the Y limits.
|
|
# type: int min: 0 max: 32767
|
|
# mgv7_floatland_taper = 256
|
|
|
|
# Exponent of the floatland tapering. Alters the tapering behavior.
|
|
# 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
|
|
# mgv7_float_taper_exp = 2.0
|
|
|
|
# Adjusts the density of the floatland layer.
|
|
# Increase value to increase density. Can be positive or negative.
|
|
# Value = 0.0: 50% of volume is floatland.
|
|
# Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
|
|
# to be sure) creates a solid floatland layer.
|
|
# type: float
|
|
# mgv7_floatland_density = -0.6
|
|
|
|
# Surface level of optional water placed on a solid floatland layer.
|
|
# Water is disabled by default and will only be placed if this value is set
|
|
# to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
|
|
# upper tapering).
|
|
# ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
|
|
# When enabling water placement, floatlands must be configured and tested
|
|
# to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
|
|
# required value depending on 'mgv7_np_floatland'), to avoid
|
|
# server-intensive extreme water flow and to avoid vast flooding of the
|
|
# world surface below.
|
|
# type: int min: -31000 max: 31000
|
|
# mgv7_floatland_ywater = -31000
|
|
|
|
# Controls width of tunnels, a smaller value creates wider tunnels.
|
|
# Value >= 10.0 completely disables generation of tunnels and avoids the
|
|
# intensive noise calculations.
|
|
# type: float
|
|
# mgv7_cave_width = 0.09
|
|
|
|
# Y of upper limit of large caves.
|
|
# type: int min: -31000 max: 31000
|
|
# mgv7_large_cave_depth = -33
|
|
|
|
# Minimum limit of random number of small caves per mapchunk.
|
|
# type: int min: 0 max: 256
|
|
# mgv7_small_cave_num_min = 0
|
|
|
|
# Maximum limit of random number of small caves per mapchunk.
|
|
# type: int min: 0 max: 256
|
|
# mgv7_small_cave_num_max = 0
|
|
|
|
# Minimum limit of random number of large caves per mapchunk.
|
|
# type: int min: 0 max: 64
|
|
# mgv7_large_cave_num_min = 0
|
|
|
|
# Maximum limit of random number of large caves per mapchunk.
|
|
# type: int min: 0 max: 64
|
|
# mgv7_large_cave_num_max = 2
|
|
|
|
# Proportion of large caves that contain liquid.
|
|
# type: float min: 0 max: 1
|
|
# mgv7_large_cave_flooded = 0.5
|
|
|
|
# Y-level of cavern upper limit.
|
|
# type: int min: -31000 max: 31000
|
|
# mgv7_cavern_limit = -256
|
|
|
|
# Y-distance over which caverns expand to full size.
|
|
# type: int min: 0 max: 32767
|
|
# mgv7_cavern_taper = 256
|
|
|
|
# Defines full size of caverns, smaller values create larger caverns.
|
|
# type: float
|
|
# mgv7_cavern_threshold = 0.7
|
|
|
|
# Lower Y limit of dungeons.
|
|
# type: int min: -31000 max: 31000
|
|
# mgv7_dungeon_ymin = -31000
|
|
|
|
# Upper Y limit of dungeons.
|
|
# type: int min: -31000 max: 31000
|
|
# mgv7_dungeon_ymax = 31000
|
|
|
|
### Noises
|
|
|
|
# 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
|
|
# }
|
|
|
|
# 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
|
|
# }
|
|
|
|
# Varies roughness of terrain.
|
|
# Defines the 'persistence' value for terrain_base and terrain_alt noises.
|
|
# type: noise_params_2d
|
|
# mgv7_np_terrain_persist = {
|
|
# offset = 0.6,
|
|
# scale = 0.1,
|
|
# spread = (2000, 2000, 2000),
|
|
# seed = 539,
|
|
# octaves = 3,
|
|
# persistence = 0.6,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Defines 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
|
|
# }
|
|
|
|
# Variation of biome filler depth.
|
|
# type: noise_params_2d
|
|
# mgv7_np_filler_depth = {
|
|
# offset = 0,
|
|
# scale = 1.2,
|
|
# spread = (150, 150, 150),
|
|
# seed = 261,
|
|
# octaves = 3,
|
|
# persistence = 0.7,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Variation of maximum mountain height (in nodes).
|
|
# type: noise_params_2d
|
|
# mgv7_np_mount_height = {
|
|
# offset = 256,
|
|
# scale = 112,
|
|
# spread = (1000, 1000, 1000),
|
|
# seed = 72449,
|
|
# octaves = 3,
|
|
# persistence = 0.6,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Defines large-scale river channel structure.
|
|
# type: noise_params_2d
|
|
# mgv7_np_ridge_uwater = {
|
|
# offset = 0,
|
|
# scale = 1,
|
|
# spread = (1000, 1000, 1000),
|
|
# seed = 85039,
|
|
# octaves = 5,
|
|
# persistence = 0.6,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# 3D noise defining mountain structure and height.
|
|
# Also defines structure of floatland mountain terrain.
|
|
# type: noise_params_3d
|
|
# mgv7_np_mountain = {
|
|
# offset = -0.6,
|
|
# scale = 1,
|
|
# spread = (250, 350, 250),
|
|
# seed = 5333,
|
|
# octaves = 5,
|
|
# persistence = 0.63,
|
|
# lacunarity = 2.0,
|
|
# flags =
|
|
# }
|
|
|
|
# 3D noise defining structure of river canyon walls.
|
|
# type: noise_params_3d
|
|
# mgv7_np_ridge = {
|
|
# offset = 0,
|
|
# scale = 1,
|
|
# spread = (100, 100, 100),
|
|
# seed = 6467,
|
|
# octaves = 4,
|
|
# persistence = 0.75,
|
|
# lacunarity = 2.0,
|
|
# flags =
|
|
# }
|
|
|
|
# 3D noise defining 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 =
|
|
# }
|
|
|
|
# 3D noise defining giant caverns.
|
|
# type: noise_params_3d
|
|
# mgv7_np_cavern = {
|
|
# offset = 0,
|
|
# scale = 1,
|
|
# spread = (384, 128, 384),
|
|
# seed = 723,
|
|
# octaves = 5,
|
|
# persistence = 0.63,
|
|
# lacunarity = 2.0,
|
|
# flags =
|
|
# }
|
|
|
|
# First of 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 =
|
|
# }
|
|
|
|
# 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 =
|
|
# }
|
|
|
|
# 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 =
|
|
# }
|
|
|
|
## Mapgen Carpathian
|
|
|
|
# Map generation attributes specific to Mapgen Carpathian.
|
|
# type: flags possible values: caverns, rivers
|
|
# mgcarpathian_spflags = caverns,norivers
|
|
|
|
# Defines the base ground level.
|
|
# type: float
|
|
# mgcarpathian_base_level = 12.0
|
|
|
|
# Defines the width of the river channel.
|
|
# type: float
|
|
# mgcarpathian_river_width = 0.05
|
|
|
|
# Defines the depth of the river channel.
|
|
# type: float
|
|
# mgcarpathian_river_depth = 24.0
|
|
|
|
# Defines the width of the river valley.
|
|
# type: float
|
|
# mgcarpathian_valley_width = 0.25
|
|
|
|
# Controls width of tunnels, a smaller value creates wider tunnels.
|
|
# Value >= 10.0 completely disables generation of tunnels and avoids the
|
|
# intensive noise calculations.
|
|
# type: float
|
|
# mgcarpathian_cave_width = 0.09
|
|
|
|
# Y of upper limit of large caves.
|
|
# type: int min: -31000 max: 31000
|
|
# mgcarpathian_large_cave_depth = -33
|
|
|
|
# Minimum limit of random number of small caves per mapchunk.
|
|
# type: int min: 0 max: 256
|
|
# mgcarpathian_small_cave_num_min = 0
|
|
|
|
# Maximum limit of random number of small caves per mapchunk.
|
|
# type: int min: 0 max: 256
|
|
# mgcarpathian_small_cave_num_max = 0
|
|
|
|
# Minimum limit of random number of large caves per mapchunk.
|
|
# type: int min: 0 max: 64
|
|
# mgcarpathian_large_cave_num_min = 0
|
|
|
|
# Maximum limit of random number of large caves per mapchunk.
|
|
# type: int min: 0 max: 64
|
|
# mgcarpathian_large_cave_num_max = 2
|
|
|
|
# Proportion of large caves that contain liquid.
|
|
# type: float min: 0 max: 1
|
|
# mgcarpathian_large_cave_flooded = 0.5
|
|
|
|
# Y-level of cavern upper limit.
|
|
# type: int min: -31000 max: 31000
|
|
# mgcarpathian_cavern_limit = -256
|
|
|
|
# Y-distance over which caverns expand to full size.
|
|
# type: int min: 0 max: 32767
|
|
# mgcarpathian_cavern_taper = 256
|
|
|
|
# Defines full size of caverns, smaller values create larger caverns.
|
|
# type: float
|
|
# mgcarpathian_cavern_threshold = 0.7
|
|
|
|
# Lower Y limit of dungeons.
|
|
# type: int min: -31000 max: 31000
|
|
# mgcarpathian_dungeon_ymin = -31000
|
|
|
|
# Upper Y limit of dungeons.
|
|
# type: int min: -31000 max: 31000
|
|
# mgcarpathian_dungeon_ymax = 31000
|
|
|
|
### Noises
|
|
|
|
# Variation of biome filler depth.
|
|
# type: noise_params_2d
|
|
# mgcarpathian_np_filler_depth = {
|
|
# offset = 0,
|
|
# scale = 1,
|
|
# spread = (128, 128, 128),
|
|
# seed = 261,
|
|
# octaves = 3,
|
|
# persistence = 0.7,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# First of 4 2D noises that together define hill/mountain range height.
|
|
# type: noise_params_2d
|
|
# mgcarpathian_np_height1 = {
|
|
# offset = 0,
|
|
# scale = 5,
|
|
# spread = (251, 251, 251),
|
|
# seed = 9613,
|
|
# octaves = 5,
|
|
# persistence = 0.5,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Second of 4 2D noises that together define hill/mountain range height.
|
|
# type: noise_params_2d
|
|
# mgcarpathian_np_height2 = {
|
|
# offset = 0,
|
|
# scale = 5,
|
|
# spread = (383, 383, 383),
|
|
# seed = 1949,
|
|
# octaves = 5,
|
|
# persistence = 0.5,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Third of 4 2D noises that together define hill/mountain range height.
|
|
# type: noise_params_2d
|
|
# mgcarpathian_np_height3 = {
|
|
# offset = 0,
|
|
# scale = 5,
|
|
# spread = (509, 509, 509),
|
|
# seed = 3211,
|
|
# octaves = 5,
|
|
# persistence = 0.5,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Fourth of 4 2D noises that together define hill/mountain range height.
|
|
# type: noise_params_2d
|
|
# mgcarpathian_np_height4 = {
|
|
# offset = 0,
|
|
# scale = 5,
|
|
# spread = (631, 631, 631),
|
|
# seed = 1583,
|
|
# octaves = 5,
|
|
# persistence = 0.5,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# 2D noise that controls the size/occurrence of rolling hills.
|
|
# type: noise_params_2d
|
|
# mgcarpathian_np_hills_terrain = {
|
|
# offset = 1,
|
|
# scale = 1,
|
|
# spread = (1301, 1301, 1301),
|
|
# seed = 1692,
|
|
# octaves = 3,
|
|
# persistence = 0.5,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# 2D noise that controls the size/occurrence of ridged mountain ranges.
|
|
# type: noise_params_2d
|
|
# mgcarpathian_np_ridge_terrain = {
|
|
# offset = 1,
|
|
# scale = 1,
|
|
# spread = (1889, 1889, 1889),
|
|
# seed = 3568,
|
|
# octaves = 3,
|
|
# persistence = 0.5,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# 2D noise that controls the size/occurrence of step mountain ranges.
|
|
# type: noise_params_2d
|
|
# mgcarpathian_np_step_terrain = {
|
|
# offset = 1,
|
|
# scale = 1,
|
|
# spread = (1889, 1889, 1889),
|
|
# seed = 4157,
|
|
# octaves = 3,
|
|
# persistence = 0.5,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# 2D noise that controls the shape/size of rolling hills.
|
|
# type: noise_params_2d
|
|
# mgcarpathian_np_hills = {
|
|
# offset = 0,
|
|
# scale = 3,
|
|
# spread = (257, 257, 257),
|
|
# seed = 6604,
|
|
# octaves = 6,
|
|
# persistence = 0.5,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# 2D noise that controls the shape/size of ridged mountains.
|
|
# type: noise_params_2d
|
|
# mgcarpathian_np_ridge_mnt = {
|
|
# offset = 0,
|
|
# scale = 12,
|
|
# spread = (743, 743, 743),
|
|
# seed = 5520,
|
|
# octaves = 6,
|
|
# persistence = 0.7,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# 2D noise that controls the shape/size of step mountains.
|
|
# type: noise_params_2d
|
|
# mgcarpathian_np_step_mnt = {
|
|
# offset = 0,
|
|
# scale = 8,
|
|
# spread = (509, 509, 509),
|
|
# seed = 2590,
|
|
# octaves = 6,
|
|
# persistence = 0.6,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# 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
|
|
# 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,
|
|
# flags =
|
|
# }
|
|
|
|
# Second of two 3D noises that together define tunnels.
|
|
# type: noise_params_3d
|
|
# mgcarpathian_np_cave2 = {
|
|
# offset = 0,
|
|
# scale = 12,
|
|
# spread = (67, 67, 67),
|
|
# seed = 10325,
|
|
# octaves = 3,
|
|
# persistence = 0.5,
|
|
# lacunarity = 2.0,
|
|
# flags =
|
|
# }
|
|
|
|
# 3D noise defining giant caverns.
|
|
# type: noise_params_3d
|
|
# mgcarpathian_np_cavern = {
|
|
# offset = 0,
|
|
# scale = 1,
|
|
# spread = (384, 128, 384),
|
|
# seed = 723,
|
|
# octaves = 5,
|
|
# persistence = 0.63,
|
|
# lacunarity = 2.0,
|
|
# flags =
|
|
# }
|
|
|
|
# 3D noise that determines number of dungeons per mapchunk.
|
|
# type: noise_params_3d
|
|
# mgcarpathian_np_dungeons = {
|
|
# offset = 0.9,
|
|
# scale = 0.5,
|
|
# spread = (500, 500, 500),
|
|
# seed = 0,
|
|
# octaves = 2,
|
|
# persistence = 0.8,
|
|
# lacunarity = 2.0,
|
|
# flags =
|
|
# }
|
|
|
|
## Mapgen Flat
|
|
|
|
# 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
|
|
# mgflat_spflags = nolakes,nohills,nocaverns
|
|
|
|
# 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
|
|
# mgflat_cave_width = 0.09
|
|
|
|
# Terrain noise threshold for lakes.
|
|
# Controls proportion of world area covered by lakes.
|
|
# Adjust towards 0.0 for a larger proportion.
|
|
# type: float
|
|
# mgflat_lake_threshold = -0.45
|
|
|
|
# Controls steepness/depth of lake depressions.
|
|
# type: float
|
|
# mgflat_lake_steepness = 48.0
|
|
|
|
# Terrain noise threshold for hills.
|
|
# Controls proportion of world area covered by hills.
|
|
# Adjust towards 0.0 for a larger proportion.
|
|
# type: float
|
|
# mgflat_hill_threshold = 0.45
|
|
|
|
# Controls steepness/height of hills.
|
|
# type: float
|
|
# mgflat_hill_steepness = 64.0
|
|
|
|
# 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
|
|
|
|
# Lower Y limit of dungeons.
|
|
# type: int min: -31000 max: 31000
|
|
# mgflat_dungeon_ymin = -31000
|
|
|
|
# Upper Y limit of dungeons.
|
|
# type: int min: -31000 max: 31000
|
|
# mgflat_dungeon_ymax = 31000
|
|
|
|
### Noises
|
|
|
|
# Defines location and terrain of optional hills and lakes.
|
|
# type: noise_params_2d
|
|
# mgflat_np_terrain = {
|
|
# offset = 0,
|
|
# scale = 1,
|
|
# spread = (600, 600, 600),
|
|
# seed = 7244,
|
|
# octaves = 5,
|
|
# persistence = 0.6,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Variation of biome filler depth.
|
|
# type: noise_params_2d
|
|
# mgflat_np_filler_depth = {
|
|
# offset = 0,
|
|
# scale = 1.2,
|
|
# spread = (150, 150, 150),
|
|
# seed = 261,
|
|
# octaves = 3,
|
|
# persistence = 0.7,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# First of 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,
|
|
# persistence = 0.5,
|
|
# lacunarity = 2.0,
|
|
# flags =
|
|
# }
|
|
|
|
# Second of two 3D noises that together define tunnels.
|
|
# type: noise_params_3d
|
|
# mgflat_np_cave2 = {
|
|
# offset = 0,
|
|
# scale = 12,
|
|
# spread = (67, 67, 67),
|
|
# seed = 10325,
|
|
# octaves = 3,
|
|
# persistence = 0.5,
|
|
# lacunarity = 2.0,
|
|
# flags =
|
|
# }
|
|
|
|
# 3D noise defining giant caverns.
|
|
# type: noise_params_3d
|
|
# mgflat_np_cavern = {
|
|
# offset = 0,
|
|
# scale = 1,
|
|
# spread = (384, 128, 384),
|
|
# seed = 723,
|
|
# octaves = 5,
|
|
# persistence = 0.63,
|
|
# lacunarity = 2.0,
|
|
# flags =
|
|
# }
|
|
|
|
# 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),
|
|
# seed = 0,
|
|
# octaves = 2,
|
|
# persistence = 0.8,
|
|
# lacunarity = 2.0,
|
|
# flags =
|
|
# }
|
|
|
|
## Mapgen Fractal
|
|
|
|
# Map generation attributes specific to Mapgen Fractal.
|
|
# 'terrain' enables the generation of non-fractal terrain:
|
|
# ocean, islands and underground.
|
|
# type: flags possible values: terrain
|
|
# mgfractal_spflags = terrain
|
|
|
|
# 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
|
|
# mgfractal_cave_width = 0.09
|
|
|
|
# Y of upper limit of large caves.
|
|
# type: int min: -31000 max: 31000
|
|
# mgfractal_large_cave_depth = -33
|
|
|
|
# Minimum limit of random number of small caves per mapchunk.
|
|
# type: int min: 0 max: 256
|
|
# mgfractal_small_cave_num_min = 0
|
|
|
|
# Maximum limit of random number of small caves per mapchunk.
|
|
# type: int min: 0 max: 256
|
|
# mgfractal_small_cave_num_max = 0
|
|
|
|
# Minimum limit of random number of large caves per mapchunk.
|
|
# type: int min: 0 max: 64
|
|
# mgfractal_large_cave_num_min = 0
|
|
|
|
# Maximum limit of random number of large caves per mapchunk.
|
|
# type: int min: 0 max: 64
|
|
# mgfractal_large_cave_num_max = 2
|
|
|
|
# Proportion of large caves that contain liquid.
|
|
# type: float min: 0 max: 1
|
|
# mgfractal_large_cave_flooded = 0.5
|
|
|
|
# Lower Y limit of dungeons.
|
|
# type: int min: -31000 max: 31000
|
|
# mgfractal_dungeon_ymin = -31000
|
|
|
|
# Upper Y limit of dungeons.
|
|
# type: int min: -31000 max: 31000
|
|
# mgfractal_dungeon_ymax = 31000
|
|
|
|
# Selects one of 18 fractal types.
|
|
# 1 = 4D "Roundy" Mandelbrot set.
|
|
# 2 = 4D "Roundy" Julia set.
|
|
# 3 = 4D "Squarry" Mandelbrot set.
|
|
# 4 = 4D "Squarry" Julia set.
|
|
# 5 = 4D "Mandy Cousin" Mandelbrot set.
|
|
# 6 = 4D "Mandy Cousin" Julia set.
|
|
# 7 = 4D "Variation" Mandelbrot set.
|
|
# 8 = 4D "Variation" Julia set.
|
|
# 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
|
|
# 10 = 3D "Mandelbrot/Mandelbar" Julia set.
|
|
# 11 = 3D "Christmas Tree" Mandelbrot set.
|
|
# 12 = 3D "Christmas Tree" Julia set.
|
|
# 13 = 3D "Mandelbulb" Mandelbrot set.
|
|
# 14 = 3D "Mandelbulb" Julia set.
|
|
# 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
|
|
# 16 = 3D "Cosine Mandelbulb" Julia set.
|
|
# 17 = 4D "Mandelbulb" Mandelbrot set.
|
|
# 18 = 4D "Mandelbulb" Julia set.
|
|
# 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
|
|
# mgfractal_slice_w = 0.0
|
|
|
|
# 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
|
|
|
|
# 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
|
|
|
|
### Noises
|
|
|
|
# Y-level of seabed.
|
|
# type: noise_params_2d
|
|
# mgfractal_np_seabed = {
|
|
# offset = -14,
|
|
# scale = 9,
|
|
# spread = (600, 600, 600),
|
|
# seed = 41900,
|
|
# octaves = 5,
|
|
# persistence = 0.6,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Variation of biome filler depth.
|
|
# type: noise_params_2d
|
|
# mgfractal_np_filler_depth = {
|
|
# offset = 0,
|
|
# scale = 1.2,
|
|
# spread = (150, 150, 150),
|
|
# seed = 261,
|
|
# octaves = 3,
|
|
# persistence = 0.7,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# First of two 3D noises that together define tunnels.
|
|
# type: noise_params_3d
|
|
# mgfractal_np_cave1 = {
|
|
# offset = 0,
|
|
# scale = 12,
|
|
# spread = (61, 61, 61),
|
|
# seed = 52534,
|
|
# octaves = 3,
|
|
# persistence = 0.5,
|
|
# lacunarity = 2.0,
|
|
# flags =
|
|
# }
|
|
|
|
# Second of two 3D noises that together define tunnels.
|
|
# type: noise_params_3d
|
|
# mgfractal_np_cave2 = {
|
|
# offset = 0,
|
|
# scale = 12,
|
|
# spread = (67, 67, 67),
|
|
# seed = 10325,
|
|
# octaves = 3,
|
|
# persistence = 0.5,
|
|
# lacunarity = 2.0,
|
|
# flags =
|
|
# }
|
|
|
|
# 3D noise that determines number of dungeons per mapchunk.
|
|
# type: noise_params_3d
|
|
# mgfractal_np_dungeons = {
|
|
# offset = 0.9,
|
|
# scale = 0.5,
|
|
# spread = (500, 500, 500),
|
|
# seed = 0,
|
|
# octaves = 2,
|
|
# persistence = 0.8,
|
|
# lacunarity = 2.0,
|
|
# flags =
|
|
# }
|
|
|
|
## Mapgen Valleys
|
|
|
|
# Map generation attributes specific to Mapgen Valleys.
|
|
# 'altitude_chill': Reduces heat with altitude.
|
|
# 'humid_rivers': Increases humidity around rivers.
|
|
# 'vary_river_depth': If enabled, low humidity and high heat causes rivers
|
|
# to become shallower and occasionally dry.
|
|
# 'altitude_dry': Reduces humidity with altitude.
|
|
# type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry
|
|
# mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
|
|
|
|
# The vertical distance over which heat drops by 20 if 'altitude_chill' is
|
|
# enabled. Also, the vertical distance over which humidity drops by 10 if
|
|
# 'altitude_dry' is enabled.
|
|
# type: int min: 0 max: 65535
|
|
# mgvalleys_altitude_chill = 90
|
|
|
|
# Depth below which you'll find large caves.
|
|
# type: int min: -31000 max: 31000
|
|
# mgvalleys_large_cave_depth = -33
|
|
|
|
# Minimum limit of random number of small caves per mapchunk.
|
|
# type: int min: 0 max: 256
|
|
# mgvalleys_small_cave_num_min = 0
|
|
|
|
# Maximum limit of random number of small caves per mapchunk.
|
|
# type: int min: 0 max: 256
|
|
# mgvalleys_small_cave_num_max = 0
|
|
|
|
# Minimum limit of random number of large caves per mapchunk.
|
|
# type: int min: 0 max: 64
|
|
# mgvalleys_large_cave_num_min = 0
|
|
|
|
# Maximum limit of random number of large caves per mapchunk.
|
|
# type: int min: 0 max: 64
|
|
# mgvalleys_large_cave_num_max = 2
|
|
|
|
# Proportion of large caves that contain liquid.
|
|
# type: float min: 0 max: 1
|
|
# mgvalleys_large_cave_flooded = 0.5
|
|
|
|
# Depth below which you'll find giant caverns.
|
|
# type: int min: -31000 max: 31000
|
|
# mgvalleys_cavern_limit = -256
|
|
|
|
# Y-distance over which caverns expand to full size.
|
|
# type: int min: 0 max: 32767
|
|
# mgvalleys_cavern_taper = 192
|
|
|
|
# Defines full size of caverns, smaller values create larger caverns.
|
|
# type: float
|
|
# 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
|
|
|
|
# Lower Y limit of dungeons.
|
|
# type: int min: -31000 max: 31000
|
|
# mgvalleys_dungeon_ymin = -31000
|
|
|
|
# Upper Y limit of dungeons.
|
|
# type: int min: -31000 max: 31000
|
|
# mgvalleys_dungeon_ymax = 63
|
|
|
|
### Noises
|
|
|
|
# First of two 3D noises that together define tunnels.
|
|
# type: noise_params_3d
|
|
# mgvalleys_np_cave1 = {
|
|
# offset = 0,
|
|
# scale = 12,
|
|
# spread = (61, 61, 61),
|
|
# seed = 52534,
|
|
# octaves = 3,
|
|
# persistence = 0.5,
|
|
# lacunarity = 2.0,
|
|
# flags =
|
|
# }
|
|
|
|
# Second of two 3D noises that together define tunnels.
|
|
# type: noise_params_3d
|
|
# mgvalleys_np_cave2 = {
|
|
# offset = 0,
|
|
# scale = 12,
|
|
# spread = (67, 67, 67),
|
|
# seed = 10325,
|
|
# octaves = 3,
|
|
# persistence = 0.5,
|
|
# lacunarity = 2.0,
|
|
# flags =
|
|
# }
|
|
|
|
# Variation of biome filler depth.
|
|
# type: noise_params_2d
|
|
# mgvalleys_np_filler_depth = {
|
|
# offset = 0,
|
|
# scale = 1.2,
|
|
# spread = (256, 256, 256),
|
|
# seed = 1605,
|
|
# octaves = 3,
|
|
# persistence = 0.5,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# 3D noise defining giant caverns.
|
|
# type: noise_params_3d
|
|
# mgvalleys_np_cavern = {
|
|
# offset = 0,
|
|
# scale = 1,
|
|
# spread = (768, 256, 768),
|
|
# seed = 59033,
|
|
# octaves = 6,
|
|
# persistence = 0.63,
|
|
# lacunarity = 2.0,
|
|
# flags =
|
|
# }
|
|
|
|
# Defines large-scale river channel structure.
|
|
# type: noise_params_2d
|
|
# mgvalleys_np_rivers = {
|
|
# offset = 0,
|
|
# scale = 1,
|
|
# spread = (256, 256, 256),
|
|
# seed = -6050,
|
|
# octaves = 5,
|
|
# persistence = 0.6,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Base terrain height.
|
|
# type: noise_params_2d
|
|
# mgvalleys_np_terrain_height = {
|
|
# offset = -10,
|
|
# scale = 50,
|
|
# spread = (1024, 1024, 1024),
|
|
# seed = 5202,
|
|
# octaves = 6,
|
|
# persistence = 0.4,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Raises terrain to make valleys around the rivers.
|
|
# type: noise_params_2d
|
|
# mgvalleys_np_valley_depth = {
|
|
# offset = 5,
|
|
# scale = 4,
|
|
# spread = (512, 512, 512),
|
|
# seed = -1914,
|
|
# octaves = 1,
|
|
# persistence = 1.0,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Slope and fill work together to modify the heights.
|
|
# type: noise_params_3d
|
|
# mgvalleys_np_inter_valley_fill = {
|
|
# offset = 0,
|
|
# scale = 1,
|
|
# spread = (256, 512, 256),
|
|
# seed = 1993,
|
|
# octaves = 6,
|
|
# persistence = 0.8,
|
|
# lacunarity = 2.0,
|
|
# flags =
|
|
# }
|
|
|
|
# Amplifies the valleys.
|
|
# type: noise_params_2d
|
|
# mgvalleys_np_valley_profile = {
|
|
# offset = 0.6,
|
|
# scale = 0.5,
|
|
# spread = (512, 512, 512),
|
|
# seed = 777,
|
|
# octaves = 1,
|
|
# persistence = 1.0,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# Slope and fill work together to modify the heights.
|
|
# type: noise_params_2d
|
|
# mgvalleys_np_inter_valley_slope = {
|
|
# offset = 0.5,
|
|
# scale = 0.5,
|
|
# spread = (128, 128, 128),
|
|
# seed = 746,
|
|
# octaves = 1,
|
|
# persistence = 1.0,
|
|
# lacunarity = 2.0,
|
|
# flags = eased
|
|
# }
|
|
|
|
# 3D noise that determines number of dungeons per mapchunk.
|
|
# type: noise_params_3d
|
|
# mgvalleys_np_dungeons = {
|
|
# offset = 0.9,
|
|
# scale = 0.5,
|
|
# spread = (500, 500, 500),
|
|
# seed = 0,
|
|
# octaves = 2,
|
|
# persistence = 0.8,
|
|
# lacunarity = 2.0,
|
|
# flags =
|
|
# }
|
|
|
|
#
|
|
# Advanced
|
|
#
|
|
|
|
## Developer Options
|
|
|
|
# Enable Lua modding support on client.
|
|
# This support is experimental and API can change.
|
|
# type: bool
|
|
# enable_client_modding = false
|
|
|
|
# Replaces the default main menu with a custom one.
|
|
# type: string
|
|
# main_menu_script =
|
|
|
|
### Mod Security
|
|
|
|
# Prevent mods from doing insecure things like running shell commands.
|
|
# type: bool
|
|
# secure.enable_security = true
|
|
|
|
# Comma-separated list of trusted mods that are allowed to access insecure
|
|
# functions even when mod security is on (via request_insecure_environment()).
|
|
# type: string
|
|
# secure.trusted_mods =
|
|
|
|
# Comma-separated list of mods that are allowed to access HTTP APIs, which
|
|
# allow them to upload and download data to/from the internet.
|
|
# type: string
|
|
# secure.http_mods =
|
|
|
|
### Debugging
|
|
|
|
# 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
|
|
|
|
# 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
|
|
|
|
# Minimal level of logging to be written to chat.
|
|
# type: enum values: , none, error, warning, action, info, verbose, trace
|
|
# chat_log_level = error
|
|
|
|
# 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
|
|
|
|
# Enable random user input (only used for testing).
|
|
# type: bool
|
|
# random_input = false
|
|
|
|
# Enable random mod loading (mainly used for testing).
|
|
# type: bool
|
|
# random_mod_load_order = false
|
|
|
|
# Enable mod channels support.
|
|
# type: bool
|
|
# enable_mod_channels = false
|
|
|
|
### Mod Profiler
|
|
|
|
# Load the game profiler to collect game profiling data.
|
|
# Provides a /profiler command to access the compiled profile.
|
|
# Useful for mod developers and server operators.
|
|
# type: bool
|
|
# profiler.load = false
|
|
|
|
# The default format in which profiles are being saved,
|
|
# when calling `/profiler save [format]` without format.
|
|
# type: enum values: txt, csv, lua, json, json_pretty
|
|
# profiler.default_report_format = txt
|
|
|
|
# The file path relative to your world path in which profiles will be saved to.
|
|
# type: string
|
|
# profiler.report_path =
|
|
|
|
# Instrument the methods of entities on registration.
|
|
# type: bool
|
|
# instrument.entity = true
|
|
|
|
# Instrument the action function of Active Block Modifiers on registration.
|
|
# type: bool
|
|
# instrument.abm = true
|
|
|
|
# Instrument the action function of Loading Block Modifiers on registration.
|
|
# type: bool
|
|
# instrument.lbm = true
|
|
|
|
# Instrument chat commands on registration.
|
|
# type: bool
|
|
# instrument.chatcommand = true
|
|
|
|
# Instrument global callback functions on registration.
|
|
# (anything you pass to a core.register_*() function)
|
|
# type: bool
|
|
# instrument.global_callback = true
|
|
|
|
# Instrument builtin.
|
|
# This is usually only needed by core/builtin contributors
|
|
# type: bool
|
|
# instrument.builtin = false
|
|
|
|
# Have the profiler instrument itself:
|
|
# * Instrument an empty function.
|
|
# This estimates the overhead, that instrumentation is adding (+1 function call).
|
|
# * Instrument the sampler being used to update the statistics.
|
|
# type: bool
|
|
# instrument.profiler = false
|
|
|
|
### Engine Profiler
|
|
|
|
# Print the engine's profiling data in regular intervals (in seconds).
|
|
# 0 = disable. Useful for developers.
|
|
# type: int min: 0
|
|
# profiler_print_interval = 0
|
|
|
|
## Advanced
|
|
|
|
# Enable IPv6 support (for both client and server).
|
|
# Required for IPv6 connections to work at all.
|
|
# type: bool
|
|
# enable_ipv6 = true
|
|
|
|
# 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
|
|
|
|
### Graphics
|
|
|
|
# Shaders are a fundamental part of rendering and enable advanced visual effects.
|
|
# type: bool
|
|
# enable_shaders = true
|
|
|
|
# Path to shader directory. If no path is defined, default location will be used.
|
|
# type: path
|
|
# shader_path =
|
|
|
|
# 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 =
|
|
|
|
# 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.
|
|
# type: int min: 0 max: 128
|
|
# transparency_sorting_distance = 16
|
|
|
|
# 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
|
|
|
|
# Whether node texture animations should be desynchronized per mapblock.
|
|
# type: bool
|
|
# desynchronize_mapblock_texture_animation = false
|
|
|
|
# Enables caching of facedir rotated meshes.
|
|
# This is only effective with shaders disabled.
|
|
# type: bool
|
|
# enable_mesh_cache = false
|
|
|
|
# Delay between mesh updates on the client in ms. Increasing this will slow
|
|
# down the rate of mesh updates, thus reducing jitter on slower clients.
|
|
# type: int min: 0 max: 50
|
|
# mesh_generation_interval = 0
|
|
|
|
# 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
|
|
|
|
# True = 256
|
|
# False = 128
|
|
# Usable to make minimap smoother on slower machines.
|
|
# type: bool
|
|
# minimap_double_scan_height = true
|
|
|
|
# Textures on a node may be aligned either to the node or to the world.
|
|
# The former mode suits better things like machines, furniture, etc., while
|
|
# the latter makes stairs and microblocks fit surroundings better.
|
|
# However, as this possibility is new, thus may not be used by older servers,
|
|
# this option allows enforcing it for certain node types. Note though that
|
|
# that is considered EXPERIMENTAL and may not work properly.
|
|
# type: enum values: disable, enable, force_solid, force_nodebox
|
|
# world_aligned_mode = enable
|
|
|
|
# World-aligned textures may be scaled to span several nodes. However,
|
|
# the server may not send the scale you want, especially if you use
|
|
# a specially-designed texture pack; with this option, the client tries
|
|
# to determine the scale automatically basing on the texture size.
|
|
# See also texture_min_size.
|
|
# Warning: This option is EXPERIMENTAL!
|
|
# type: enum values: disable, enable, force
|
|
# autoscale_mode = disable
|
|
|
|
# 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 =
|
|
|
|
### Font
|
|
|
|
# type: bool
|
|
# font_bold = false
|
|
|
|
# type: bool
|
|
# font_italic = false
|
|
|
|
# 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
|
|
|
|
# Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
|
|
# type: int min: 0 max: 255
|
|
# font_shadow_alpha = 127
|
|
|
|
# Font size of the default font where 1 unit = 1 pixel at 96 DPI
|
|
# type: int min: 5 max: 72
|
|
# font_size = 16
|
|
|
|
# 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
|
|
|
|
# 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
|
|
|
|
# type: filepath
|
|
# font_path_bold = fonts/Arimo-Bold.ttf
|
|
|
|
# type: filepath
|
|
# font_path_italic = fonts/Arimo-Italic.ttf
|
|
|
|
# type: filepath
|
|
# font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
|
|
|
|
# Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
|
|
# type: int min: 5 max: 72
|
|
# mono_font_size = 16
|
|
|
|
# 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
|
|
|
|
# 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
|
|
|
|
# type: filepath
|
|
# mono_font_path_bold = fonts/Cousine-Bold.ttf
|
|
|
|
# type: filepath
|
|
# mono_font_path_italic = fonts/Cousine-Italic.ttf
|
|
|
|
# type: filepath
|
|
# mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
|
|
|
|
# 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
|
|
|
|
### Lighting
|
|
|
|
# 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
|
|
|
|
# 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
|
|
|
|
# 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
|
|
|
|
# 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
|
|
|
|
# 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
|
|
|
|
### Networking
|
|
|
|
# Prometheus listener address.
|
|
# If Luanti is compiled with ENABLE_PROMETHEUS option enabled,
|
|
# 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.
|
|
# 0 to disable queueing and -1 to make the queue size unlimited.
|
|
# type: int min: -1 max: 32767
|
|
# max_out_chat_queue_size = 20
|
|
|
|
# Timeout for client to remove unused map data from memory, in seconds.
|
|
# type: float min: 0
|
|
# client_unload_unused_data_timeout = 600.0
|
|
|
|
# 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
|
|
|
|
# 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
|
|
|
|
# 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.
|
|
# type: int min: 1 max: 65535
|
|
# max_packets_per_iteration = 1024
|
|
|
|
# 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
|
|
|
|
### Server
|
|
|
|
# Format of player chat messages. The following strings are valid placeholders:
|
|
# @name, @message, @timestamp (optional)
|
|
# type: string
|
|
# chat_message_format = <@name> @message
|
|
|
|
# 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
|
|
|
|
# A message to be displayed to all clients when the server shuts down.
|
|
# type: string
|
|
# kick_msg_shutdown = Server shutting down.
|
|
|
|
# A message to be displayed to all clients when the server crashes.
|
|
# type: string
|
|
# kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
|
|
|
|
# Whether to ask clients to reconnect after a (Lua) crash.
|
|
# Set this to true if your server is set up to restart automatically.
|
|
# type: bool
|
|
# ask_reconnect_on_crash = false
|
|
|
|
### 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
|
|
# dedicated_server_step = 0.09
|
|
|
|
# Whether players are shown to clients without any range limit.
|
|
# Deprecated, use the setting player_transfer_distance instead.
|
|
# type: bool
|
|
# unlimited_player_transfer_distance = true
|
|
|
|
# Defines the maximal player transfer distance in blocks (0 = unlimited).
|
|
# type: int min: 0 max: 65535
|
|
# player_transfer_distance = 0
|
|
|
|
# From how far clients know about objects, stated in mapblocks (16 nodes).
|
|
#
|
|
# Setting this larger than active_block_range will also cause the server
|
|
# to maintain active objects up to this distance in the direction the
|
|
# player is looking. (This can avoid mobs suddenly disappearing from view)
|
|
# type: int min: 1 max: 65535
|
|
# active_object_send_range_blocks = 8
|
|
|
|
# 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
|
|
|
|
# From how far blocks are sent to clients, stated in mapblocks (16 nodes).
|
|
# type: int min: 1 max: 65535
|
|
# max_block_send_distance = 12
|
|
|
|
# Default maximum number of forceloaded mapblocks.
|
|
# Set this to -1 to disable the limit.
|
|
# type: int min: -1
|
|
# 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).
|
|
# 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
|
|
# block_send_optimize_distance = 4
|
|
|
|
# If enabled, the server will perform map block occlusion culling based on
|
|
# on the eye position of the player. This can reduce the number of blocks
|
|
# sent to the client by 50-80%. Clients will no longer receive most
|
|
# invisible blocks, so that the utility of noclip mode is reduced.
|
|
# 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
|
|
|
|
### Mapgen
|
|
|
|
# Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
|
|
# WARNING: There is no benefit, and there are several dangers, in
|
|
# increasing this value above 5.
|
|
# Reducing this value increases cave and dungeon density.
|
|
# Altering this value is for special usage, leaving it unchanged is
|
|
# recommended.
|
|
# 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
|
|
# 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
|
|
# curl_file_download_timeout = 300000
|
|
|
|
### Miscellaneous
|
|
|
|
# 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.
|
|
# 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
|
|
|
|
# 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
|
|
|
|
# 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.
|
|
# type: bool
|
|
# show_technical_names = false
|
|
|
|
# Controlled by a checkbox in the settings menu.
|
|
# type: bool
|
|
# show_advanced = false
|
|
|
|
# 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.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_forward = KEY_KEY_W
|
|
|
|
# Key for moving the player backward.
|
|
# Will also disable autoforward, when active.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_backward = KEY_KEY_S
|
|
|
|
# Key for moving the player left.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_left = KEY_KEY_A
|
|
|
|
# Key for moving the player right.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_right = KEY_KEY_D
|
|
|
|
# Key for jumping.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_jump = KEY_SPACE
|
|
|
|
# Key for sneaking.
|
|
# Also used for climbing down and descending in water if aux1_descends is disabled.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_sneak = KEY_LSHIFT
|
|
|
|
# Key for digging, punching or using something.
|
|
# (Note: The actual meaning might vary on a per-game basis.)
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# 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.)
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_place = KEY_RBUTTON
|
|
|
|
# Key for opening the inventory.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_inventory = KEY_KEY_I
|
|
|
|
# Key for moving fast in fast mode.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_aux1 = KEY_KEY_E
|
|
|
|
# Key for opening the chat window.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_chat = KEY_KEY_T
|
|
|
|
# Key for opening the chat window to type commands.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_cmd = /
|
|
|
|
# Key for opening the chat window to type local commands.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_cmd_local = .
|
|
|
|
# Key for toggling unlimited view range.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_rangeselect =
|
|
|
|
# Key for toggling flying.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_freemove = KEY_KEY_K
|
|
|
|
# Key for toggling pitch move mode.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_pitchmove =
|
|
|
|
# Key for toggling fast mode.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_fastmove = KEY_KEY_J
|
|
|
|
# Key for toggling noclip mode.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_noclip = KEY_KEY_H
|
|
|
|
# Key for selecting the next item in the hotbar.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_hotbar_next = KEY_KEY_N
|
|
|
|
# Key for selecting the previous item in the hotbar.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_hotbar_previous = KEY_KEY_B
|
|
|
|
# Key for muting the game.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_mute = KEY_KEY_M
|
|
|
|
# Key for increasing the volume.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_increase_volume =
|
|
|
|
# Key for decreasing the volume.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_decrease_volume =
|
|
|
|
# Key for toggling autoforward.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_autoforward =
|
|
|
|
# Key for toggling cinematic mode.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_cinematic =
|
|
|
|
# Key for toggling display of minimap.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_minimap = KEY_KEY_V
|
|
|
|
# Key for taking screenshots.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# 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
|
|
|
|
# Key for dropping the currently selected item.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_drop = KEY_KEY_Q
|
|
|
|
# Key to use view zoom when possible.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_zoom = KEY_KEY_Z
|
|
|
|
# Key for selecting the first hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot1 = KEY_KEY_1
|
|
|
|
# Key for selecting the second hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot2 = KEY_KEY_2
|
|
|
|
# Key for selecting the third hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot3 = KEY_KEY_3
|
|
|
|
# Key for selecting the fourth hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot4 = KEY_KEY_4
|
|
|
|
# Key for selecting the fifth hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot5 = KEY_KEY_5
|
|
|
|
# Key for selecting the sixth hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot6 = KEY_KEY_6
|
|
|
|
# Key for selecting the seventh hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot7 = KEY_KEY_7
|
|
|
|
# Key for selecting the eighth hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot8 = KEY_KEY_8
|
|
|
|
# Key for selecting the ninth hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot9 = KEY_KEY_9
|
|
|
|
# Key for selecting the tenth hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot10 = KEY_KEY_0
|
|
|
|
# Key for selecting the 11th hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot11 =
|
|
|
|
# Key for selecting the 12th hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot12 =
|
|
|
|
# Key for selecting the 13th hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot13 =
|
|
|
|
# Key for selecting the 14th hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot14 =
|
|
|
|
# Key for selecting the 15th hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot15 =
|
|
|
|
# Key for selecting the 16th hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot16 =
|
|
|
|
# Key for selecting the 17th hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot17 =
|
|
|
|
# Key for selecting the 18th hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot18 =
|
|
|
|
# Key for selecting the 19th hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot19 =
|
|
|
|
# Key for selecting the 20th hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot20 =
|
|
|
|
# Key for selecting the 21st hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot21 =
|
|
|
|
# Key for selecting the 22nd hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot22 =
|
|
|
|
# Key for selecting the 23rd hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot23 =
|
|
|
|
# Key for selecting the 24th hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot24 =
|
|
|
|
# Key for selecting the 25th hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot25 =
|
|
|
|
# Key for selecting the 26th hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot26 =
|
|
|
|
# Key for selecting the 27th hotbar slot.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
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# keymap_slot27 =
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# 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
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# keymap_slot28 =
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# 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
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# keymap_slot29 =
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# 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 =
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# 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 =
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|
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# Key for selecting the 32nd hotbar slot.
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|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_slot32 =
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|
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# Key for toggling the display of the HUD.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_toggle_hud = KEY_F1
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|
|
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# Key for toggling the display of chat.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_toggle_chat = KEY_F2
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|
|
|
# Key for toggling the display of the large chat console.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_console = KEY_F10
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|
|
|
# Key for toggling the display of fog.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_toggle_fog = KEY_F3
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|
|
|
# Key for toggling the camera update. Only usable with 'debug' privilege.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_toggle_update_camera =
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|
|
|
# Key for toggling the display of debug info.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_toggle_debug = KEY_F5
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|
|
|
# Key for toggling the display of the profiler. Used for development.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_toggle_profiler = KEY_F6
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|
|
|
# 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.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_camera_mode = KEY_KEY_C
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|
|
|
# Key for increasing the viewing range.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_increase_viewing_range_min = +
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|
|
|
# Key for decreasing the viewing range.
|
|
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
|
|
# type: key
|
|
# keymap_decrease_viewing_range_min = -
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|
|