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https://github.com/minetest/minetest.git
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1834 lines
74 KiB
Plaintext
1834 lines
74 KiB
Plaintext
# This file contains all settings displayed in the settings menu.
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#
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# General format:
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# name (Readable name) type type_args
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#
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# Note that the parts are separated by exactly one space
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#
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# `type` can be:
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# - int
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# - string
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# - bool
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# - float
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# - enum
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# - path
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# - filepath
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# - key (will be ignored in GUI, since a special key change dialog exists)
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# - flags
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# - noise_params_2d
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# - noise_params_3d
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# - v3f
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#
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# `type_args` can be:
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# * int:
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# - default
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# - default min max
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# * string:
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# - default (if default is not specified then "" is set)
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# * bool:
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# - default
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# * float:
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# - default
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# - default min max
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# * enum:
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# - default value1,value2,...
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# * path:
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# - default (if default is not specified then "" is set)
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# * filepath:
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# - default (if default is not specified then "" is set)
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# * key:
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# - default
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# * flags:
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# Flags are always separated by comma without spaces.
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# - default possible_flags
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# * noise_params_2d:
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# Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistance>, <lacunarity>[, <default flags>]
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# - default
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# * noise_params_3d:
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# Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistance>, <lacunarity>[, <default flags>]
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# - default
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# * v3f:
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# Format is (<X>, <Y>, <Z>)
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# - default
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#
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# Comments directly above a setting are bound to this setting.
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# All other comments are ignored.
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#
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# Comments and (Readable name) are handled by gettext.
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# Comments should be complete sentences that describe the setting and possibly
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# give the user additional useful insight.
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# Sections are marked by a single line in the format: [Section Name]
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# Sub-section are marked by adding * in front of the section name: [*Sub-section]
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# Sub-sub-sections have two * etc.
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# There shouldn't be too much settings per category; settings that shouldn't be
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# modified by the "average user" should be in (sub-)categories called "Advanced".
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[Controls]
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# If enabled, you can place blocks at the position (feet + eye level) where you stand.
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# This is helpful when working with nodeboxes in small areas.
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enable_build_where_you_stand (Build inside player) bool false
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# Player is able to fly without being affected by gravity.
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# This requires the "fly" privilege on the server.
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free_move (Flying) bool false
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# Fast movement (via the "special" key).
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# This requires the "fast" privilege on the server.
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fast_move (Fast movement) bool false
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# If enabled together with fly mode, player is able to fly through solid nodes.
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# This requires the "noclip" privilege on the server.
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noclip (Noclip) bool false
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# Smooths camera when looking around. Also called look or mouse smoothing.
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# Useful for recording videos.
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cinematic (Cinematic mode) bool false
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# Smooths rotation of camera. 0 to disable.
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camera_smoothing (Camera smoothing) float 0.0 0.0 0.99
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# Smooths rotation of camera in cinematic mode. 0 to disable.
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cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99
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# Invert vertical mouse movement.
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invert_mouse (Invert mouse) bool false
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# Mouse sensitivity multiplier.
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mouse_sensitivity (Mouse sensitivity) float 0.2
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# If enabled, "special" key instead of "sneak" key is used for climbing down and descending.
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aux1_descends (Special key for climbing/descending) bool false
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# Double-tapping the jump key toggles fly mode.
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doubletap_jump (Double tap jump for fly) bool false
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# If disabled, "special" key is used to fly fast if both fly and fast mode are enabled.
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always_fly_fast (Always fly and fast) bool true
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# The time in seconds it takes between repeated right clicks when holding the right mouse button.
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repeat_rightclick_time (Rightclick repetition interval) float 0.25
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# Prevent digging and placing from repeating when holding the mouse buttons.
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# Enable this when you dig or place too often by accident.
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safe_dig_and_place (Safe digging and placing) bool false
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# Enable random user input (only used for testing).
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random_input (Random input) bool false
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# Continuous forward movement, toggled by autoforward key.
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continuous_forward (Continuous forward) bool false
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# Enable joysticks
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enable_joysticks (Enable joysticks) bool false
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# The identifier of the joystick to use
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joystick_id (Joystick ID) int 0
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# The type of joystick
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joystick_type (Joystick type) enum auto auto,generic,xbox
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# The time in seconds it takes between repeated events
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# when holding down a joystick button combination.
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repeat_joystick_button_time (Joystick button repetition interval) float 0.17
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# The sensitivity of the joystick axes for moving the
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# ingame view frustum around.
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joystick_frustum_sensitivity (Joystick frustum sensitivity) float 170
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# Key for moving the player forward.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_forward (Forward key) key KEY_KEY_W
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# Key for moving the player backward.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_backward (Backward key) key KEY_KEY_S
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# Key for moving the player left.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_left (Left key) key KEY_KEY_A
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# Key for moving the player right.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_right (Right key) key KEY_KEY_D
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# Key for jumping.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_jump (Jump key) key KEY_SPACE
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# Key for sneaking.
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# Also used for climbing down and descending in water if aux1_descends is disabled.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_sneak (Sneak key) key KEY_LSHIFT
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# Key for opening the inventory.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_inventory (Inventory key) key KEY_KEY_I
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# Key for moving fast in fast mode.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_special1 (Special key) key KEY_KEY_E
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# Key for opening the chat window.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_chat (Chat key) key KEY_KEY_T
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# Key for opening the chat window to type commands.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_cmd (Command key) key /
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# Key for opening the chat window to type local commands.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_cmd_local (Command key) key .
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# Key for toggling unlimited view range.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_rangeselect (Range select key) key KEY_KEY_R
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# Key for toggling flying.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_freemove (Fly key) key KEY_KEY_K
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# Key for toggling fast mode.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_fastmove (Fast key) key KEY_KEY_J
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# Key for toggling noclip mode.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_noclip (Noclip key) key KEY_KEY_H
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# Key for selecting the next item in the hotbar.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_hotbar_next (Hotbar next key) key KEY_KEY_N
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# Key for selecting the previous item in the hotbar.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_hotbar_previous (Hotbar previous key) key KEY_KEY_B
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# Key for muting the game.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_mute (Mute key) key KEY_KEY_M
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# Key for increasing the volume.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_increase_volume (Inc. volume key) key
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# Key for decreasing the volume.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_decrease_volume (Dec. volume key) key
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# Key for toggling autoforward.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_autoforward (Automatic forwards key) key
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# Key for toggling cinematic mode.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_cinematic (Cinematic mode key) key
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# Key for toggling display of minimap.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_minimap (Minimap key) key KEY_F9
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# Key for taking screenshots.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_screenshot (Screenshot) key KEY_F12
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# Key for dropping the currently selected item.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_drop (Drop item key) key KEY_KEY_Q
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# Key to use view zoom when possible.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_zoom (View zoom key) key KEY_KEY_Z
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# Key for selecting the first hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot1 (Hotbar slot 1 key) key KEY_KEY_1
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# Key for selecting the second hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot2 (Hotbar slot 2 key) key KEY_KEY_2
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# Key for selecting the third hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot3 (Hotbar slot 3 key) key KEY_KEY_3
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# Key for selecting the fourth hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot4 (Hotbar slot 4 key) key KEY_KEY_4
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# Key for selecting the fifth hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot5 (Hotbar slot 5 key) key KEY_KEY_5
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# Key for selecting the sixth hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot6 (Hotbar slot 6 key) key KEY_KEY_6
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# Key for selecting the seventh hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot7 (Hotbar slot 7 key) key KEY_KEY_7
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# Key for selecting the eighth hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot8 (Hotbar slot 8 key) key KEY_KEY_8
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# Key for selecting the ninth hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot9 (Hotbar slot 9 key) key KEY_KEY_9
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# Key for selecting the tenth hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot10 (Hotbar slot 10 key) key KEY_KEY_0
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# Key for selecting the 11th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot11 (Hotbar slot 11 key) key
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# Key for selecting the 12th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot12 (Hotbar slot 12 key) key
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# Key for selecting the 13th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot13 (Hotbar slot 13 key) key
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# Key for selecting the 14th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot14 (Hotbar slot 14 key) key
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# Key for selecting the 15th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot15 (Hotbar slot 15 key) key
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# Key for selecting the 16th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot16 (Hotbar slot 16 key) key
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# Key for selecting the 17th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot17 (Hotbar slot 17 key) key
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# Key for selecting the 18th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot18 (Hotbar slot 18 key) key
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# Key for selecting the 19th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot19 (Hotbar slot 19 key) key
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# Key for selecting the 20th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot20 (Hotbar slot 20 key) key
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# Key for selecting the 21th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot21 (Hotbar slot 21 key) key
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# Key for selecting the 22th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot22 (Hotbar slot 22 key) key
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# Key for selecting the 23th hotbar slot.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_slot23 (Hotbar slot 23 key) key
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# Key for toggling the display of the HUD.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_toggle_hud (HUD toggle key) key KEY_F1
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# Key for toggling the display of the chat.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_toggle_chat (Chat toggle key) key KEY_F2
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# Key for toggling the display of the large chat console.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_console (Large chat console key) key KEY_F10
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# Key for toggling the display of the fog.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_toggle_force_fog_off (Fog toggle key) key KEY_F3
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# Key for toggling the camera update. Only used for development
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_toggle_update_camera (Camera update toggle key) key
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# Key for toggling the display of debug info.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_toggle_debug (Debug info toggle key) key KEY_F5
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# Key for toggling the display of the profiler. Used for development.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_toggle_profiler (Profiler toggle key) key KEY_F6
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# Key for switching between first- and third-person camera.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_camera_mode (Toggle camera mode key) key KEY_F7
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# Key for increasing the viewing range.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_increase_viewing_range_min (View range increase key) key +
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# Key for decreasing the viewing range.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_decrease_viewing_range_min (View range decrease key) key -
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[Graphics]
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[*In-Game]
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[**Basic]
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# Enable VBO
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enable_vbo (VBO) bool true
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# Whether to fog out the end of the visible area.
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enable_fog (Fog) bool true
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# Leaves style:
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# - Fancy: all faces visible
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# - Simple: only outer faces, if defined special_tiles are used
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# - Opaque: disable transparency
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leaves_style (Leaves style) enum fancy fancy,simple,opaque
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# Connects glass if supported by node.
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connected_glass (Connect glass) bool false
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# Enable smooth lighting with simple ambient occlusion.
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# Disable for speed or for different looks.
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smooth_lighting (Smooth lighting) bool true
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# Clouds are a client side effect.
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enable_clouds (Clouds) bool true
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# Use 3D cloud look instead of flat.
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enable_3d_clouds (3D clouds) bool true
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# Method used to highlight selected object.
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node_highlighting (Node highlighting) enum box box,halo,none
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# Adds particles when digging a node.
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enable_particles (Digging particles) bool true
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[**Filtering]
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# Use mip mapping to scale textures. May slightly increase performance.
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mip_map (Mipmapping) bool false
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# Use anisotropic filtering when viewing at textures from an angle.
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anisotropic_filter (Anisotropic filtering) bool false
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# Use bilinear filtering when scaling textures.
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bilinear_filter (Bilinear filtering) bool false
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# Use trilinear filtering when scaling textures.
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trilinear_filter (Trilinear filtering) bool false
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# Filtered textures can blend RGB values with fully-transparent neighbors,
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# which PNG optimizers usually discard, sometimes resulting in a dark or
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# light edge to transparent textures. Apply this filter to clean that up
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# at texture load time.
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texture_clean_transparent (Clean transparent textures) bool false
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# When using bilinear/trilinear/anisotropic filters, low-resolution textures
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# can be blurred, so automatically upscale them with nearest-neighbor
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# interpolation to preserve crisp pixels. This sets the minimum texture size
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# for the upscaled textures; higher values look sharper, but require more
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# memory. Powers of 2 are recommended. Setting this higher than 1 may not
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# have a visible effect unless bilinear/trilinear/anisotropic filtering is
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# enabled.
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# This is also used as the base node texture size for world-aligned
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# texture autoscaling.
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texture_min_size (Minimum texture size) int 64
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# Experimental option, might cause visible spaces between blocks
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# when set to higher number than 0.
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fsaa (FSAA) enum 0 0,1,2,4,8,16
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# Undersampling is similar to using 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 significant performance boost at the cost of less detailed image.
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undersampling (Undersampling) enum 0 0,2,3,4
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[**Shaders]
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# Shaders allow advanced visual effects and may increase performance on some video cards.
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# This only works with the OpenGL video backend.
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enable_shaders (Shaders) bool true
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# Path to shader directory. If no path is defined, default location will be used.
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shader_path (Shader path) path
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[***Tone Mapping]
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# Enables filmic tone mapping
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tone_mapping (Filmic tone mapping) bool false
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[***Bumpmapping]
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# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
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# or need to be auto-generated.
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# Requires shaders to be enabled.
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enable_bumpmapping (Bumpmapping) bool false
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# Enables on the fly normalmap generation (Emboss effect).
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# Requires bumpmapping to be enabled.
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generate_normalmaps (Generate normalmaps) bool false
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# Strength of generated normalmaps.
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normalmaps_strength (Normalmaps strength) float 0.6
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# Defines sampling step of texture.
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# A higher value results in smoother normal maps.
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normalmaps_smooth (Normalmaps sampling) int 0 0 2
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[***Parallax Occlusion]
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# Enables parallax occlusion mapping.
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# Requires shaders to be enabled.
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enable_parallax_occlusion (Parallax occlusion) bool false
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# 0 = parallax occlusion with slope information (faster).
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# 1 = relief mapping (slower, more accurate).
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parallax_occlusion_mode (Parallax occlusion mode) int 1 0 1
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# Strength of parallax.
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3d_paralax_strength (Parallax occlusion strength) float 0.025
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# Number of parallax occlusion iterations.
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parallax_occlusion_iterations (Parallax occlusion iterations) int 4
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# Overall scale of parallax occlusion effect.
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parallax_occlusion_scale (Parallax occlusion scale) float 0.08
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# Overall bias of parallax occlusion effect, usually scale/2.
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parallax_occlusion_bias (Parallax occlusion bias) float 0.04
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[***Waving Nodes]
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# Set to true enables waving water.
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# Requires shaders to be enabled.
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enable_waving_water (Waving water) bool false
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water_wave_height (Waving water height) float 1.0
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water_wave_length (Waving water length) float 20.0
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water_wave_speed (Waving water speed) float 5.0
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# Set to true enables waving leaves.
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# Requires shaders to be enabled.
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enable_waving_leaves (Waving leaves) bool false
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# Set to true enables waving plants.
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# Requires shaders to be enabled.
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enable_waving_plants (Waving plants) bool false
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[**Advanced]
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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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arm_inertia (Arm inertia) bool true
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# If FPS would go higher than this, limit it by sleeping
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# to not waste CPU power for no benefit.
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fps_max (Maximum FPS) int 60
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# Maximum FPS when game is paused.
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pause_fps_max (FPS in pause menu) int 20
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# Open the pause menu when the window's focus is lost. Does not pause if a formspec is open.
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pause_on_lost_focus (Pause on lost window focus) bool false
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# View distance in nodes.
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viewing_range (Viewing range) int 100 20 4000
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# Camera near plane distance in nodes, between 0 and 0.5
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# Most users will not need to change this.
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# Increasing can reduce artifacting on weaker GPUs.
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# 0.1 = Default, 0.25 = Good value for weaker tablets.
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near_plane (Near plane) float 0.1 0 0.5
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# Width component of the initial window size.
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screen_w (Screen width) int 1024
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# Height component of the initial window size.
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screen_h (Screen height) int 600
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# Save window size automatically when modified.
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autosave_screensize (Autosave screen size) bool true
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# Fullscreen mode.
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fullscreen (Full screen) bool false
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# Bits per pixel (aka color depth) in fullscreen mode.
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fullscreen_bpp (Full screen BPP) int 24
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# Vertical screen synchronization.
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vsync (V-Sync) bool false
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# Field of view in degrees.
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fov (Field of view) int 72 30 160
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# Adjust the gamma encoding for the light tables. Higher numbers are brighter.
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# This setting is for the client only and is ignored by the server.
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display_gamma (Gamma) float 1.0 0.5 3.0
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# Gradient of light curve at minimum light level.
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lighting_alpha (Darkness sharpness) float 0.0 0.0 4.0
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# Gradient of light curve at maximum light level.
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lighting_beta (Lightness sharpness) float 1.5 0.0 4.0
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# Strength of light curve mid-boost.
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lighting_boost (Light curve mid boost) float 0.2 0.0 1.0
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# Center of light curve mid-boost.
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lighting_boost_center (Light curve mid boost center) float 0.5 0.0 1.0
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# Spread of light curve mid-boost.
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# Standard deviation of the mid-boost gaussian.
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lighting_boost_spread (Light curve mid boost spread) float 0.2 0.0 1.0
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# Path to texture directory. All textures are first searched from here.
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texture_path (Texture path) path
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# The rendering back-end for Irrlicht.
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video_driver (Video driver) enum opengl null,software,burningsvideo,direct3d8,direct3d9,opengl,ogles1,ogles2
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# Radius of cloud area stated in number of 64 node cloud squares.
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# Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
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cloud_radius (Cloud radius) int 12
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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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view_bobbing_amount (View bobbing factor) float 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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fall_bobbing_amount (Fall bobbing factor) float 0.0
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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 polarisation 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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# - pageflip: quadbuffer based 3d.
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# Note that the interlaced mode requires shaders to be enabled.
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3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,pageflip
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# In-game chat console height, between 0.1 (10%) and 1.0 (100%).
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console_height (Console height) float 0.6 0.1 1.0
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# In-game chat console background color (R,G,B).
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console_color (Console color) string (0,0,0)
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# In-game chat console background alpha (opaqueness, between 0 and 255).
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console_alpha (Console alpha) int 200 0 255
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# Formspec full-screen background opacity (between 0 and 255).
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formspec_fullscreen_bg_opacity (Formspec Full-Screen Background Opacity) int 140 0 255
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# Formspec full-screen background color (R,G,B).
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formspec_fullscreen_bg_color (Formspec Full-Screen Background Color) string (0,0,0)
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# Formspec default background opacity (between 0 and 255).
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formspec_default_bg_opacity (Formspec Default Background Opacity) int 140 0 255
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# Formspec default background color (R,G,B).
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formspec_default_bg_color (Formspec Default Background Color) string (0,0,0)
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# Selection box border color (R,G,B).
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selectionbox_color (Selection box color) string (0,0,0)
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# Width of the selectionbox's lines around nodes.
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selectionbox_width (Selection box width) int 2 1 5
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# Crosshair color (R,G,B).
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crosshair_color (Crosshair color) string (255,255,255)
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# Crosshair alpha (opaqueness, between 0 and 255).
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crosshair_alpha (Crosshair alpha) int 255 0 255
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# Maximum number of recent chat messages to show
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recent_chat_messages (Recent Chat Messages) int 6 2 20
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# Whether node texture animations should be desynchronized per mapblock.
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desynchronize_mapblock_texture_animation (Desynchronize block animation) bool true
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# Maximum proportion of current window to be used for hotbar.
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# Useful if there's something to be displayed right or left of hotbar.
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hud_hotbar_max_width (Maximum hotbar width) float 1.0
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# Modifies the size of the hudbar elements.
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hud_scaling (HUD scale factor) float 1.0
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# Enables caching of facedir rotated meshes.
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enable_mesh_cache (Mesh cache) bool false
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# Delay between mesh updates on the client in ms. Increasing this will slow
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# down the rate of mesh updates, thus reducing jitter on slower clients.
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mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50
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# Size of the MapBlock cache of the mesh generator. Increasing this will
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# increase the cache hit %, reducing the data being copied from the main
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# thread, thus reducing jitter.
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meshgen_block_cache_size (Mapblock mesh generator's MapBlock cache size MB) int 20 0 1000
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# Enables minimap.
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enable_minimap (Minimap) bool true
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# Shape of the minimap. Enabled = round, disabled = square.
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minimap_shape_round (Round minimap) bool true
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# True = 256
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# False = 128
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# Useable to make minimap smoother on slower machines.
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minimap_double_scan_height (Minimap scan height) bool true
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# Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
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directional_colored_fog (Colored fog) bool true
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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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ambient_occlusion_gamma (Ambient occlusion gamma) float 2.2 0.25 4.0
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# Enables animation of inventory items.
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inventory_items_animations (Inventory items animations) bool false
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# Android systems only: Tries to create inventory textures from meshes
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# when no supported render was found.
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inventory_image_hack (Inventory image hack) bool false
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# Fraction of the visible distance at which fog starts to be rendered
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fog_start (Fog start) float 0.4 0.0 0.99
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# Makes all liquids opaque
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opaque_water (Opaque liquids) bool false
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# Textures on a node may be aligned either to the node or to the world.
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# The former mode suits better things like machines, furniture, etc., while
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# the latter makes stairs and microblocks fit surroundings better.
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# However, as this possibility is new, thus may not be used by older servers,
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# this option allows enforcing it for certain node types. Note though that
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# that is considered EXPERIMENTAL and may not work properly.
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world_aligned_mode (World-aligned textures mode) enum enable disable,enable,force_solid,force_nodebox
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# World-aligned textures may be scaled to span several nodes. However,
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# the server may not send the scale you want, especially if you use
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# a specially-designed texture pack; with this option, the client tries
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# to determine the scale automatically basing on the texture size.
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# See also texture_min_size.
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# Warning: this option is EXPERIMENTAL!
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autoscale_mode (Autoscaling mode) enum disable disable,enable,force
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# Show entity selection boxes
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show_entity_selectionbox (Show entity selection boxes) bool true
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[*Menus]
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# Use a cloud animation for the main menu background.
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menu_clouds (Clouds in menu) bool true
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# Scale gui by a user specified value.
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# Use a nearest-neighbor-anti-alias filter to scale the GUI.
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# This will smooth over some of the rough edges, and blend
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# pixels when scaling down, at the cost of blurring some
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# edge pixels when images are scaled by non-integer sizes.
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gui_scaling (GUI scaling) float 1.0
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# When gui_scaling_filter is true, all GUI images need to be
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# filtered in software, but some images are generated directly
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# to hardware (e.g. render-to-texture for nodes in inventory).
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gui_scaling_filter (GUI scaling filter) bool false
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# When gui_scaling_filter_txr2img is true, copy those images
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# from hardware to software for scaling. When false, fall back
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# to the old scaling method, for video drivers that don't
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# properly support downloading textures back from hardware.
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gui_scaling_filter_txr2img (GUI scaling filter txr2img) bool true
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# Delay showing tooltips, stated in milliseconds.
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tooltip_show_delay (Tooltip delay) int 400
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# Append item name to tooltip.
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tooltip_append_itemname (Append item name) bool false
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# Whether freetype fonts are used, requires freetype support to be compiled in.
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freetype (Freetype fonts) bool true
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# Path to TrueTypeFont or bitmap.
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font_path (Font path) filepath fonts/liberationsans.ttf
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font_size (Font size) int 16
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# Font shadow offset, if 0 then shadow will not be drawn.
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font_shadow (Font shadow) int 1
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# Font shadow alpha (opaqueness, between 0 and 255).
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font_shadow_alpha (Font shadow alpha) int 127 0 255
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mono_font_path (Monospace font path) filepath fonts/liberationmono.ttf
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mono_font_size (Monospace font size) int 15
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# This font will be used for certain languages.
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fallback_font_path (Fallback font) filepath fonts/DroidSansFallbackFull.ttf
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fallback_font_size (Fallback font size) int 15
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fallback_font_shadow (Fallback font shadow) int 1
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fallback_font_shadow_alpha (Fallback font shadow alpha) int 128 0 255
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# Path to save screenshots at.
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screenshot_path (Screenshot folder) path
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# Format of screenshots.
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screenshot_format (Screenshot format) enum png png,jpg,bmp,pcx,ppm,tga
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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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screenshot_quality (Screenshot quality) int 0 0 100
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[*Advanced]
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# Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
|
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screen_dpi (DPI) int 72
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# Windows systems only: Start Minetest with the command line window in the background.
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# Contains the same information as the file debug.txt (default name).
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enable_console (Enable console window) bool false
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[Sound]
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enable_sound (Sound) bool true
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sound_volume (Volume) float 0.7 0.0 1.0
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mute_sound (Mute sound) bool false
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[Client]
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[*Network]
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# Address to connect to.
|
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# Leave this blank to start a local server.
|
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# Note that the address field in the main menu overrides this setting.
|
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address (Server address) string
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# Port to connect to (UDP).
|
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# Note that the port field in the main menu overrides this setting.
|
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remote_port (Remote port) int 30000 1 65535
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# Save the map received by the client on disk.
|
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enable_local_map_saving (Saving map received from server) bool false
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|
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# Enable usage of remote media server (if provided by server).
|
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# Remote servers offer a significantly faster way to download media (e.g. textures)
|
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# when connecting to the server.
|
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enable_remote_media_server (Connect to external media server) bool true
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|
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# Enable Lua modding support on client.
|
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# This support is experimental and API can change.
|
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enable_client_modding (Client modding) bool false
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|
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# URL to the server list displayed in the Multiplayer Tab.
|
|
serverlist_url (Serverlist URL) string servers.minetest.net
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|
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# File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab.
|
|
serverlist_file (Serverlist file) string favoriteservers.txt
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|
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# Maximum size of the out chat queue. 0 to disable queueing and -1 to make the queue size unlimited
|
|
max_out_chat_queue_size (Maximum size of the out chat queue) int 20
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|
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[*Advanced]
|
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|
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# Timeout for client to remove unused map data from memory.
|
|
client_unload_unused_data_timeout (Mapblock unload timeout) int 600
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|
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# Maximum number of mapblocks for client to be kept in memory.
|
|
# Set to -1 for unlimited amount.
|
|
client_mapblock_limit (Mapblock limit) int 5000
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|
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# Whether to show the client debug info (has the same effect as hitting F5).
|
|
show_debug (Show debug info) bool false
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[Server / Singleplayer]
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# Name of the server, to be displayed when players join and in the serverlist.
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server_name (Server name) string Minetest server
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# Description of server, to be displayed when players join and in the serverlist.
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server_description (Server description) string mine here
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# Domain name of server, to be displayed in the serverlist.
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server_address (Server address) string game.minetest.net
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# Homepage of server, to be displayed in the serverlist.
|
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server_url (Server URL) string http://minetest.net
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# Automaticaly report to the serverlist.
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server_announce (Announce server) bool false
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# Announce to this serverlist.
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# If you want to announce your ipv6 address, use serverlist_url = v6.servers.minetest.net.
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serverlist_url (Serverlist URL) string servers.minetest.net
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# Remove color codes from incoming chat messages
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# Use this to stop players from being able to use color in their messages
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strip_color_codes (Strip color codes) bool false
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[*Network]
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# Network port to listen (UDP).
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# This value will be overridden when starting from the main menu.
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port (Server port) int 30000
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# The network interface that the server listens on.
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bind_address (Bind address) string
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# Enable to disallow old clients from connecting.
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# Older clients are compatible in the sense that they will not crash when connecting
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# to new servers, but they may not support all new features that you are expecting.
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strict_protocol_version_checking (Strict protocol checking) bool false
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# Specifies URL from which client fetches media instead of using UDP.
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# $filename should be accessible from $remote_media$filename via cURL
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# (obviously, remote_media should end with a slash).
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# Files that are not present will be fetched the usual way.
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remote_media (Remote media) string
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# Enable/disable running an IPv6 server. An IPv6 server may be restricted
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# to IPv6 clients, depending on system configuration.
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# Ignored if bind_address is set.
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ipv6_server (IPv6 server) bool false
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[**Advanced]
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# Maximum number of blocks that are simultaneously sent per client.
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# The maximum total count is calculated dynamically:
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# max_total = ceil((#clients + max_users) * per_client / 4)
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max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 10
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# To reduce lag, block transfers are slowed down when a player is building something.
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# This determines how long they are slowed down after placing or removing a node.
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full_block_send_enable_min_time_from_building (Delay in sending blocks after building) float 2.0
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# Maximum number of packets sent per send step, if you have a slow connection
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# try reducing it, but don't reduce it to a number below double of targeted
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# client number.
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max_packets_per_iteration (Max. packets per iteration) int 1024
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[*Game]
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# Default game when creating a new world.
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# This will be overridden when creating a world from the main menu.
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default_game (Default game) string minetest
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# Message of the day displayed to players connecting.
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motd (Message of the day) string
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# Maximum number of players that can connect simultaneously.
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max_users (Maximum users) int 15
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# World directory (everything in the world is stored here).
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# Not needed if starting from the main menu.
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map-dir (Map directory) path
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# Time in seconds for item entity (dropped items) to live.
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# Setting it to -1 disables the feature.
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item_entity_ttl (Item entity TTL) int 900
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# If enabled, show the server status message on player connection.
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show_statusline_on_connect (Status message on connection) bool true
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# Enable players getting damage and dying.
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enable_damage (Damage) bool false
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# Enable creative mode for new created maps.
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creative_mode (Creative) bool false
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# A chosen map seed for a new map, leave empty for random.
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# Will be overridden when creating a new world in the main menu.
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fixed_map_seed (Fixed map seed) string
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# New users need to input this password.
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default_password (Default password) string
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# The privileges that new users automatically get.
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# See /privs in game for a full list on your server and mod configuration.
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default_privs (Default privileges) string interact, shout
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# Privileges that players with basic_privs can grant
|
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basic_privs (Basic privileges) string interact, shout
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# Whether players are shown to clients without any range limit.
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# Deprecated, use the setting player_transfer_distance instead.
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unlimited_player_transfer_distance (Unlimited player transfer distance) bool true
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# Defines the maximal player transfer distance in blocks (0 = unlimited).
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player_transfer_distance (Player transfer distance) int 0
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# Whether to allow players to damage and kill each other.
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enable_pvp (Player versus player) bool true
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# Enable mod channels support.
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enable_mod_channels (Mod channels) bool false
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# If this is set, players will always (re)spawn at the given position.
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static_spawnpoint (Static spawnpoint) string
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# If enabled, new players cannot join with an empty password.
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disallow_empty_password (Disallow empty passwords) bool false
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# If enabled, disable cheat prevention in multiplayer.
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disable_anticheat (Disable anticheat) bool false
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# If enabled, actions are recorded for rollback.
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# This option is only read when server starts.
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enable_rollback_recording (Rollback recording) bool false
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# A message to be displayed to all clients when the server shuts down.
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kick_msg_shutdown (Shutdown message) string Server shutting down.
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# A message to be displayed to all clients when the server crashes.
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kick_msg_crash (Crash message) string This server has experienced an internal error. You will now be disconnected.
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# Whether to ask clients to reconnect after a (Lua) crash.
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# Set this to true if your server is set up to restart automatically.
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ask_reconnect_on_crash (Ask to reconnect after crash) bool false
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# From how far clients know about objects, stated in mapblocks (16 nodes).
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#
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# Setting this larger than active_block_range will also cause the server
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# to maintain active objects up to this distance in the direction the
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# player is looking. (This can avoid mobs suddenly disappearing from view)
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active_object_send_range_blocks (Active object send range) int 3
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# How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes).
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# In active blocks objects are loaded and ABMs run.
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# This is also the minimum range in which active objects (mobs) are maintained.
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# This should be configured together with active_object_range.
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active_block_range (Active block range) int 3
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# From how far blocks are sent to clients, stated in mapblocks (16 nodes).
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max_block_send_distance (Max block send distance) int 9
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# Maximum number of forceloaded mapblocks.
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max_forceloaded_blocks (Maximum forceloaded blocks) int 16
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# Interval of sending time of day to clients.
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time_send_interval (Time send interval) int 5
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# Controls length of day/night cycle.
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# Examples: 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
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time_speed (Time speed) int 72
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# Time of day when a new world is started, in millihours (0-23999).
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world_start_time (World start time) int 5250 0 23999
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# Interval of saving important changes in the world, stated in seconds.
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server_map_save_interval (Map save interval) float 5.3
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# Set the maximum character length of a chat message sent by clients.
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# chat_message_max_size int 500
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# Limit a single player to send X messages per 10 seconds.
|
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# chat_message_limit_per_10sec float 10.0
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# Kick player if send more than X messages per 10 seconds.
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# chat_message_limit_trigger_kick int 50
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[**Physics]
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|
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movement_acceleration_default (Default acceleration) float 3
|
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movement_acceleration_air (Acceleration in air) float 2
|
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movement_acceleration_fast (Fast mode acceleration) float 10
|
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movement_speed_walk (Walking speed) float 4
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movement_speed_crouch (Crouch speed) float 1.35
|
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movement_speed_fast (Fast mode speed) float 20
|
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movement_speed_climb (Climbing speed) float 3
|
|
movement_speed_jump (Jumping speed) float 6.5
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movement_liquid_fluidity (Liquid fluidity) float 1
|
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movement_liquid_fluidity_smooth (Liquid fluidity smoothing) float 0.5
|
|
movement_liquid_sink (Liquid sink) float 10
|
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movement_gravity (Gravity) float 9.81
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|
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[**Advanced]
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|
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# Handling for deprecated lua api calls:
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# - legacy: (try to) mimic old behaviour (default for release).
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# - log: mimic and log backtrace of deprecated call (default for debug).
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# - error: abort on usage of deprecated call (suggested for mod developers).
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deprecated_lua_api_handling (Deprecated Lua API handling) enum legacy legacy,log,error
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# Number of extra blocks that can be loaded by /clearobjects at once.
|
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# This is a trade-off between sqlite transaction overhead and
|
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# memory consumption (4096=100MB, as a rule of thumb).
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max_clearobjects_extra_loaded_blocks (Max. clearobjects extra blocks) int 4096
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# How much the server will wait before unloading unused mapblocks.
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# Higher value is smoother, but will use more RAM.
|
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server_unload_unused_data_timeout (Unload unused server data) int 29
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# Maximum number of statically stored objects in a block.
|
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max_objects_per_block (Maximum objects per block) int 64
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# See http://www.sqlite.org/pragma.html#pragma_synchronous
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sqlite_synchronous (Synchronous SQLite) enum 2 0,1,2
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# Length of a server tick and the interval at which objects are generally updated over network.
|
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dedicated_server_step (Dedicated server step) float 0.09
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|
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# Time in between active block management cycles
|
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active_block_mgmt_interval (Active Block Management interval) float 2.0
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|
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# Length of time between ABM execution cycles
|
|
abm_interval (Active Block Modifier interval) float 1.0
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|
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# Length of time between NodeTimer execution cycles
|
|
nodetimer_interval (NodeTimer interval) float 0.2
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|
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# If enabled, invalid world data won't cause the server to shut down.
|
|
# Only enable this if you know what you are doing.
|
|
ignore_world_load_errors (Ignore world errors) bool false
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|
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# Max liquids processed per step.
|
|
liquid_loop_max (Liquid loop max) int 100000
|
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|
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# The time (in seconds) that the liquids queue may grow beyond processing
|
|
# capacity until an attempt is made to decrease its size by dumping old queue
|
|
# items. A value of 0 disables the functionality.
|
|
liquid_queue_purge_time (Liquid queue purge time) int 0
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|
|
# Liquid update interval in seconds.
|
|
liquid_update (Liquid update tick) float 1.0
|
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|
|
# At this distance the server will aggressively optimize which blocks are sent to clients.
|
|
# Small values potentially improve performance a lot, at the expense of visible rendering glitches.
|
|
# (some blocks will not be rendered under water and in caves, as well as sometimes on land)
|
|
# Setting this to a value greater than max_block_send_distance disables this optimization.
|
|
# Stated in mapblocks (16 nodes)
|
|
block_send_optimize_distance (Block send optimize distance) int 4 2
|
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|
|
# If enabled the server will perform map block occlusion culling based on
|
|
# on the eye position of the player. This can reduce the number of blocks
|
|
# sent to the client 50-80%. The client will not longer receive most invisible
|
|
# so that the utility of noclip mode is reduced.
|
|
server_side_occlusion_culling (Server side occlusion culling) bool true
|
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|
|
# Restricts the access of certain client-side functions on servers
|
|
# Combine these byteflags below to restrict more client-side features:
|
|
# LOAD_CLIENT_MODS: 1 (disable client mods loading)
|
|
# 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_flavour_noderange_limit)
|
|
# type: int
|
|
csm_flavour_limits (Client side modding flavour limits) int 18
|
|
|
|
# If the CSM flavour for node range is enabled, get_node is limited to
|
|
# this many nodes from the player.
|
|
csm_flavour_noderange_limit (Client side noderange flavour limit) int 8
|
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|
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[*Security]
|
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|
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# Prevent mods from doing insecure things like running shell commands.
|
|
secure.enable_security (Enable mod security) bool true
|
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|
|
# Comma-separated list of trusted mods that are allowed to access insecure
|
|
# functions even when mod security is on (via request_insecure_environment()).
|
|
secure.trusted_mods (Trusted mods) string
|
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|
|
# Comma-separated list of mods that are allowed to access HTTP APIs, which
|
|
# allow them to upload and download data to/from the internet.
|
|
secure.http_mods (HTTP mods) string
|
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|
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[*Advanced]
|
|
|
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[**Profiling]
|
|
# Load the game profiler to collect game profiling data.
|
|
# Provides a /profiler command to access the compiled profile.
|
|
# Useful for mod developers and server operators.
|
|
profiler.load (Load the game profiler) bool false
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|
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# The default format in which profiles are being saved,
|
|
# when calling `/profiler save [format]` without format.
|
|
profiler.default_report_format (Default report format) enum txt txt,csv,lua,json,json_pretty
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|
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# The file path relative to your worldpath in which profiles will be saved to.
|
|
profiler.report_path (Report path) string ""
|
|
|
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[***Instrumentation]
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|
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# Instrument the methods of entities on registration.
|
|
instrument.entity (Entity methods) bool true
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|
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# Instrument the action function of Active Block Modifiers on registration.
|
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instrument.abm (Active Block Modifiers) bool true
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|
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# Instrument the action function of Loading Block Modifiers on registration.
|
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instrument.lbm (Loading Block Modifiers) bool true
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|
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# Instrument chatcommands on registration.
|
|
instrument.chatcommand (Chatcommands) bool true
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|
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# Instrument global callback functions on registration.
|
|
# (anything you pass to a minetest.register_*() function)
|
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instrument.global_callback (Global callbacks) bool true
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|
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[****Advanced]
|
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# Instrument builtin.
|
|
# This is usually only needed by core/builtin contributors
|
|
instrument.builtin (Builtin) bool false
|
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|
|
# Have the profiler instrument itself:
|
|
# * Instrument an empty function.
|
|
# This estimates the overhead, that instrumentation is adding (+1 function call).
|
|
# * Instrument the sampler being used to update the statistics.
|
|
instrument.profiler (Profiler) bool false
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[Client and Server]
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|
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# Name of the player.
|
|
# When running a server, clients connecting with this name are admins.
|
|
# When starting from the main menu, this is overridden.
|
|
name (Player name) string
|
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|
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# Set the language. Leave empty to use the system language.
|
|
# A restart is required after changing this.
|
|
language (Language) enum ,be,ca,cs,da,de,dv,en,eo,es,et,fr,he,hu,id,it,ja,jbo,ko,ky,lt,ms,nb,nl,pl,pt,pt_BR,ro,ru,sl,sr_Cyrl,sv,sw,tr,uk,zh_CN,zh_TW
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|
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|
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# Level of logging to be written to debug.txt:
|
|
# - <nothing> (no logging)
|
|
# - none (messages with no level)
|
|
# - error
|
|
# - warning
|
|
# - action
|
|
# - info
|
|
# - verbose
|
|
debug_log_level (Debug log level) enum action ,none,error,warning,action,info,verbose
|
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|
|
# ANSI colored logs: red error log, yellow warning and grey info and verbose logs
|
|
# Note that it doesn't work on Windows
|
|
# "yes" always enables it,
|
|
# "detect" enables it when printing to terminal and
|
|
# "no" disables it
|
|
log_color (Colored logs) enum detect yes,detect,no
|
|
|
|
# IPv6 support.
|
|
enable_ipv6 (IPv6) bool true
|
|
|
|
[*Advanced]
|
|
|
|
# Default timeout for cURL, stated in milliseconds.
|
|
# Only has an effect if compiled with cURL.
|
|
curl_timeout (cURL timeout) int 5000
|
|
|
|
# Limits number of parallel HTTP requests. Affects:
|
|
# - Media fetch if server uses remote_media setting.
|
|
# - Serverlist download and server announcement.
|
|
# - Downloads performed by main menu (e.g. mod manager).
|
|
# Only has an effect if compiled with cURL.
|
|
curl_parallel_limit (cURL parallel limit) int 8
|
|
|
|
# Maximum time in ms a file download (e.g. a mod download) may take.
|
|
curl_file_download_timeout (cURL file download timeout) int 300000
|
|
|
|
# Makes DirectX work with LuaJIT. Disable if it causes troubles.
|
|
high_precision_fpu (High-precision FPU) bool true
|
|
|
|
# Changes the main menu UI:
|
|
# - Full: Multple singleplayer worlds, subgame choice, texture pack chooser, etc.
|
|
# - Simple: One singleplayer world, no subgame or texture pack choosers. May be necessary for smaller screens.
|
|
# - Auto: Simple on Android, full on everything else.
|
|
main_menu_style (Main menu style) enum auto auto,full,simple
|
|
|
|
# Replaces the default main menu with a custom one.
|
|
main_menu_script (Main menu script) string
|
|
|
|
main_menu_game_mgr (Main menu game manager) int 0
|
|
|
|
main_menu_mod_mgr (Main menu mod manager) int 1
|
|
|
|
# Print the engine's profiling data in regular intervals (in seconds). 0 = disable. Useful for developers.
|
|
profiler_print_interval (Engine profiling data print interval) int 0
|
|
|
|
[Mapgen]
|
|
|
|
# Name of map generator to be used when creating a new world.
|
|
# Creating a world in the main menu will override this.
|
|
mg_name (Mapgen name) enum v7 v5,v6,v7,flat,valleys,fractal,singlenode
|
|
|
|
# Water surface level of the world.
|
|
water_level (Water level) int 1
|
|
|
|
# From how far blocks are generated for clients, stated in mapblocks (16 nodes).
|
|
max_block_generate_distance (Max block generate distance) int 6
|
|
|
|
# Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
|
|
# Only mapchunks completely within the mapgen limit are generated.
|
|
# Value is stored per-world.
|
|
mapgen_limit (Map generation limit) int 31000 0 31000
|
|
|
|
# Global map generation attributes.
|
|
# In Mapgen v6 the 'decorations' flag controls all decorations except trees
|
|
# and junglegrass, in all other mapgens this flag controls all decorations.
|
|
# Flags that are not enabled are not modified from the default.
|
|
# Flags starting with 'no' are used to explicitly disable them.
|
|
mg_flags (Mapgen flags) flags caves,dungeons,light,decorations caves,dungeons,light,decorations,nocaves,nodungeons,nolight,nodecorations
|
|
|
|
# Whether dungeons occasionally project from the terrain.
|
|
projecting_dungeons (Projecting dungeons) bool true
|
|
|
|
[*Biome API temperature and humidity noise parameters]
|
|
|
|
# Temperature variation for biomes.
|
|
mg_biome_np_heat (Heat noise) noise_params_2d 50, 50, (1000, 1000, 1000), 5349, 3, 0.5, 2.0, eased
|
|
|
|
# Small-scale temperature variation for blending biomes on borders.
|
|
mg_biome_np_heat_blend (Heat blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0, eased
|
|
|
|
# Humidity variation for biomes.
|
|
mg_biome_np_humidity (Humidity noise) noise_params_2d 50, 50, (1000, 1000, 1000), 842, 3, 0.5, 2.0, eased
|
|
|
|
# Small-scale humidity variation for blending biomes on borders.
|
|
mg_biome_np_humidity_blend (Humidity blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0, eased
|
|
|
|
[*Mapgen V5]
|
|
|
|
# Map generation attributes specific to Mapgen v5.
|
|
# Flags that are not enabled are not modified from the default.
|
|
# Flags starting with 'no' are used to explicitly disable them.
|
|
mgv5_spflags (Mapgen V5 specific flags) flags caverns caverns,nocaverns
|
|
|
|
# Controls width of tunnels, a smaller value creates wider tunnels.
|
|
mgv5_cave_width (Cave width) float 0.125
|
|
|
|
# Y of upper limit of large caves.
|
|
mgv5_large_cave_depth (Large cave depth) int -256
|
|
|
|
# Y of upper limit of lava in large caves.
|
|
mgv5_lava_depth (Lava depth) int -256
|
|
|
|
# Y-level of cavern upper limit.
|
|
mgv5_cavern_limit (Cavern limit) int -256
|
|
|
|
# Y-distance over which caverns expand to full size.
|
|
mgv5_cavern_taper (Cavern taper) int 256
|
|
|
|
# Defines full size of caverns, smaller values create larger caverns.
|
|
mgv5_cavern_threshold (Cavern threshold) float 0.7
|
|
|
|
# Lower Y limit of dungeons.
|
|
mgv5_dungeon_ymin (Dungeon minimum Y) int -31000
|
|
|
|
# Upper Y limit of dungeons.
|
|
mgv5_dungeon_ymax (Dungeon maximum Y) int 31000
|
|
|
|
[**Noises]
|
|
|
|
# Variation of biome filler depth.
|
|
mgv5_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0, eased
|
|
|
|
# Variation of terrain vertical scale.
|
|
# When noise is < -0.55 terrain is near-flat.
|
|
mgv5_np_factor (Factor noise) noise_params_2d 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0, eased
|
|
|
|
# Y-level of average terrain surface.
|
|
mgv5_np_height (Height noise) noise_params_2d 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0, eased
|
|
|
|
# First of 2 3D noises that together define tunnels.
|
|
mgv5_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0
|
|
|
|
# Second of 2 3D noises that together define tunnels.
|
|
mgv5_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0
|
|
|
|
# 3D noise defining giant caverns.
|
|
mgv5_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
|
|
|
|
# 3D noise defining terrain.
|
|
mgv5_np_ground (Ground noise) noise_params_3d 0, 40, (80, 80, 80), 983240, 4, 0.55, 2.0, eased
|
|
|
|
[*Mapgen V6]
|
|
|
|
# Map generation attributes specific to Mapgen v6.
|
|
# The 'snowbiomes' flag enables the new 5 biome system.
|
|
# When the new biome system is enabled jungles are automatically enabled and
|
|
# the 'jungles' flag is ignored.
|
|
# Flags that are not enabled are not modified from the default.
|
|
# Flags starting with 'no' are used to explicitly disable them.
|
|
mgv6_spflags (Mapgen V6 specific flags) flags jungles,biomeblend,mudflow,snowbiomes,trees jungles,biomeblend,mudflow,snowbiomes,flat,trees,nojungles,nobiomeblend,nomudflow,nosnowbiomes,noflat,notrees
|
|
|
|
# Deserts occur when np_biome exceeds this value.
|
|
# When the new biome system is enabled, this is ignored.
|
|
mgv6_freq_desert (Desert noise threshold) float 0.45
|
|
|
|
# Sandy beaches occur when np_beach exceeds this value.
|
|
mgv6_freq_beach (Beach noise threshold) float 0.15
|
|
|
|
# Lower Y limit of dungeons.
|
|
mgv6_dungeon_ymin (Dungeon minimum Y) int -31000
|
|
|
|
# Upper Y limit of dungeons.
|
|
mgv6_dungeon_ymax (Dungeon maximum Y) int 31000
|
|
|
|
[**Noises]
|
|
|
|
# Y-level of lower terrain and lakebeds.
|
|
mgv6_np_terrain_base (Terrain base noise) noise_params_2d -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0, eased
|
|
|
|
# Y-level of higher (cliff-top) terrain.
|
|
mgv6_np_terrain_higher (Terrain higher noise) noise_params_2d 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0, eased
|
|
|
|
# Varies steepness of cliffs.
|
|
mgv6_np_steepness (Steepness noise) noise_params_2d 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0, eased
|
|
|
|
# Defines areas of 'terrain_higher' (cliff-top terrain).
|
|
mgv6_np_height_select (Height select noise) noise_params_2d 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0, eased
|
|
|
|
# Varies depth of biome surface nodes.
|
|
mgv6_np_mud (Mud noise) noise_params_2d 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0, eased
|
|
|
|
# Defines areas with sandy beaches.
|
|
mgv6_np_beach (Beach noise) noise_params_2d 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0, eased
|
|
|
|
# Temperature variation for biomes.
|
|
mgv6_np_biome (Biome noise) noise_params_2d 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0, eased
|
|
|
|
# Variation of number of caves.
|
|
mgv6_np_cave (Cave noise) noise_params_2d 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0, eased
|
|
|
|
# Humidity variation for biomes.
|
|
mgv6_np_humidity (Humidity noise) noise_params_2d 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0, eased
|
|
|
|
# Defines tree areas and tree density.
|
|
mgv6_np_trees (Trees noise) noise_params_2d 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0, eased
|
|
|
|
# Defines areas where trees have apples.
|
|
mgv6_np_apple_trees (Apple trees noise) noise_params_2d 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0, eased
|
|
|
|
[*Mapgen V7]
|
|
|
|
# Map generation attributes specific to Mapgen v7.
|
|
# 'ridges' enables the rivers.
|
|
# Flags that are not enabled are not modified from the default.
|
|
# Flags starting with 'no' are used to explicitly disable them.
|
|
mgv7_spflags (Mapgen V7 specific flags) flags mountains,ridges,nofloatlands,caverns mountains,ridges,floatlands,caverns,nomountains,noridges,nofloatlands,nocaverns
|
|
|
|
# Y of mountain density gradient zero level. Used to shift mountains vertically.
|
|
mgv7_mount_zero_level (Mountain zero level) int 0
|
|
|
|
# Controls width of tunnels, a smaller value creates wider tunnels.
|
|
mgv7_cave_width (Cave width) float 0.09
|
|
|
|
# Y of upper limit of large caves.
|
|
mgv7_large_cave_depth (Large cave depth) int -33
|
|
|
|
# Y of upper limit of lava in large caves.
|
|
mgv7_lava_depth (Lava depth) int -256
|
|
|
|
# Controls the density of mountain-type floatlands.
|
|
# Is a noise offset added to the 'mgv7_np_mountain' noise value.
|
|
mgv7_float_mount_density (Floatland mountain density) float 0.6
|
|
|
|
# Typical maximum height, above and below midpoint, of floatland mountains.
|
|
mgv7_float_mount_height (Floatland mountain height) float 128.0
|
|
|
|
# Alters how mountain-type floatlands taper above and below midpoint.
|
|
mgv7_float_mount_exponent (Floatland mountain exponent) float 0.75
|
|
|
|
# Y-level of floatland midpoint and lake surface.
|
|
mgv7_floatland_level (Floatland level) int 1280
|
|
|
|
# Y-level to which floatland shadows extend.
|
|
mgv7_shadow_limit (Shadow limit) int 1024
|
|
|
|
# Y-level of cavern upper limit.
|
|
mgv7_cavern_limit (Cavern limit) int -256
|
|
|
|
# Y-distance over which caverns expand to full size.
|
|
mgv7_cavern_taper (Cavern taper) int 256
|
|
|
|
# Defines full size of caverns, smaller values create larger caverns.
|
|
mgv7_cavern_threshold (Cavern threshold) float 0.7
|
|
|
|
# Lower Y limit of dungeons.
|
|
mgv7_dungeon_ymin (Dungeon minimum Y) int -31000
|
|
|
|
# Upper Y limit of dungeons.
|
|
mgv7_dungeon_ymax (Dungeon maximum Y) int 31000
|
|
|
|
[**Noises]
|
|
|
|
# Y-level of higher (cliff-top) terrain.
|
|
mgv7_np_terrain_base (Terrain base noise) noise_params_2d 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0, eased
|
|
|
|
# Y-level of lower terrain and lakebeds.
|
|
mgv7_np_terrain_alt (Terrain alt noise) noise_params_2d 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0, eased
|
|
|
|
# Varies roughness of terrain.
|
|
# Defines the 'persistence' value for terrain_base and terrain_alt noises.
|
|
mgv7_np_terrain_persist (Terrain persistence noise) noise_params_2d 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0, eased
|
|
|
|
# Defines areas of higher (cliff-top) terrain and affects steepness of cliffs.
|
|
mgv7_np_height_select (Height select noise) noise_params_2d -8, 16, (500, 500, 500), 4213, 6, 0.7, 2.0, eased
|
|
|
|
# Variation of biome filler depth.
|
|
mgv7_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
|
|
|
|
# Variation of maximum mountain height (in nodes).
|
|
mgv7_np_mount_height (Mountain height noise) noise_params_2d 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0, eased
|
|
|
|
# Defines large-scale river channel structure.
|
|
mgv7_np_ridge_uwater (Ridge underwater noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
|
|
|
|
# Defines areas of floatland smooth terrain.
|
|
# Smooth floatlands occur when noise > 0.
|
|
mgv7_np_floatland_base (Floatland base noise) noise_params_2d -0.6, 1.5, (600, 600, 600), 114, 5, 0.6, 2.0, eased
|
|
|
|
# Variation of hill height and lake depth on floatland smooth terrain.
|
|
mgv7_np_float_base_height (Floatland base height noise) noise_params_2d 48, 24, (300, 300, 300), 907, 4, 0.7, 2.0, eased
|
|
|
|
# 3D noise defining mountain structure and height.
|
|
# Also defines structure of floatland mountain terrain.
|
|
mgv7_np_mountain (Mountain noise) noise_params_3d -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
|
|
|
|
# 3D noise defining structure of river canyon walls.
|
|
mgv7_np_ridge (Ridge noise) noise_params_3d 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
|
|
|
|
# 3D noise defining giant caverns.
|
|
mgv7_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
|
|
|
|
# First of 2 3D noises that together define tunnels.
|
|
mgv7_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
|
|
|
|
# Second of 2 3D noises that together define tunnels.
|
|
mgv7_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
|
|
|
|
[*Mapgen Carpathian]
|
|
|
|
# Map generation attributes specific to Mapgen Carpathian.
|
|
# Flags that are not enabled are not modified from the default.
|
|
# Flags starting with 'no' are used to explicitly disable them.
|
|
mgcarpathian_spflags (Mapgen Carpathian specific flags) flags caverns caverns,nocaverns
|
|
|
|
# Controls width of tunnels, a smaller value creates wider tunnels.
|
|
mgcarpathian_cave_width (Cave width) float 0.09
|
|
|
|
# Y of upper limit of large caves.
|
|
mgcarpathian_large_cave_depth (Large cave depth) int -33
|
|
|
|
# Y of upper limit of lava in large caves.
|
|
mgcarpathian_lava_depth (Lava depth) int -256
|
|
|
|
# Y-level of cavern upper limit.
|
|
mgcarpathian_cavern_limit (Cavern limit) int -256
|
|
|
|
# Y-distance over which caverns expand to full size.
|
|
mgcarpathian_cavern_taper (Cavern taper) int 256
|
|
|
|
# Defines full size of caverns, smaller values create larger caverns.
|
|
mgcarpathian_cavern_threshold (Cavern threshold) float 0.7
|
|
|
|
# Lower Y limit of dungeons.
|
|
mgcarpathian_dungeon_ymin (Dungeon minimum Y) int -31000
|
|
|
|
# Upper Y limit of dungeons.
|
|
mgcarpathian_dungeon_ymax (Dungeon maximum Y) int 31000
|
|
|
|
[**Noises]
|
|
|
|
# 2D noise that defines the base ground level.
|
|
mgcarpathian_np_base (Base ground noise) noise_params_2d 12, 1, (2557, 2557, 2557), 6538, 4, 0.8, 0.5, eased
|
|
|
|
# Variation of biome filler depth.
|
|
mgcarpathian_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (128, 128, 128), 261, 3, 0.7, 2.0, eased
|
|
|
|
# First of 4 2D noises that together define hill/mountain range height.
|
|
mgcarpathian_np_height1 (Hilliness1 noise) noise_params_2d 0, 5, (251, 251, 251), 9613, 5, 0.5, 2.0, eased
|
|
|
|
# Second of 4 2D noises that together define hill/mountain range height.
|
|
mgcarpathian_np_height2 (Hilliness2 noise) noise_params_2d 0, 5, (383, 383, 383), 1949, 5, 0.5, 2.0, eased
|
|
|
|
# Third of 4 2D noises that together define hill/mountain range height.
|
|
mgcarpathian_np_height3 (Hilliness3 noise) noise_params_2d 0, 5, (509, 509, 509), 3211, 5, 0.5, 2.0, eased
|
|
|
|
# Fourth of 4 2D noises that together define hill/mountain range height.
|
|
mgcarpathian_np_height4 (Hilliness4 noise) noise_params_2d 0, 5, (631, 631, 631), 1583, 5, 0.5, 2.0, eased
|
|
|
|
# 2D noise that controls the size/occurance of rolling hills.
|
|
mgcarpathian_np_hills_terrain (Rolling hills spread noise) noise_params_2d 1, 1, (1301, 1301, 1301), 1692, 3, 0.5, 2.0, eased
|
|
|
|
# 2D noise that controls the size/occurance of ridged mountain ranges.
|
|
mgcarpathian_np_ridge_terrain (Ridge mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 3568, 3, 0.5, 2.0, eased
|
|
|
|
# 2D noise that controls the size/occurance of step mountain ranges.
|
|
mgcarpathian_np_step_terrain (Step mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 4157, 3, 0.5, 2.0, eased
|
|
|
|
# 2D noise that controls the shape/size of rolling hills.
|
|
mgcarpathian_np_hills (Rolling hill size noise) noise_params_2d 0, 3, (257, 257, 257), 6604, 6, 0.5, 2.0, eased
|
|
|
|
# 2D noise that controls the shape/size of ridged mountains.
|
|
mgcarpathian_np_ridge_mnt (Ridged mountain size noise) noise_params_2d 0, 12, (743, 743, 743), 5520, 6, 0.7, 2.0, eased
|
|
|
|
# 2D noise that controls the shape/size of step mountains.
|
|
mgcarpathian_np_step_mnt (Step mountain size noise) noise_params_2d 0, 8, (509, 509, 509), 2590, 6, 0.6, 2.0, eased
|
|
|
|
# 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
|
|
mgcarpathian_np_mnt_var (Mountain variation noise) noise_params_3d 0, 1, (499, 499, 499), 2490, 5, 0.55, 2.0
|
|
|
|
# First of 2 3D noises that together define tunnels.
|
|
mgcarpathian_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
|
|
|
|
# Second of 2 3D noises that together define tunnels.
|
|
mgcarpathian_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
|
|
|
|
# 3D noise defining giant caverns.
|
|
mgcarpathian_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
|
|
|
|
[*Mapgen Flat]
|
|
|
|
# Map generation attributes specific to Mapgen flat.
|
|
# Occasional lakes and hills can be added to the flat world.
|
|
# Flags that are not enabled are not modified from the default.
|
|
# Flags starting with 'no' are used to explicitly disable them.
|
|
mgflat_spflags (Mapgen Flat specific flags) flags nolakes,nohills lakes,hills,nolakes,nohills
|
|
|
|
# Y of flat ground.
|
|
mgflat_ground_level (Ground level) int 8
|
|
|
|
# Y of upper limit of large caves.
|
|
mgflat_large_cave_depth (Large cave depth) int -33
|
|
|
|
# Y of upper limit of lava in large caves.
|
|
mgflat_lava_depth (Lava depth) int -256
|
|
|
|
# Controls width of tunnels, a smaller value creates wider tunnels.
|
|
mgflat_cave_width (Cave width) float 0.09
|
|
|
|
# Terrain noise threshold for lakes.
|
|
# Controls proportion of world area covered by lakes.
|
|
# Adjust towards 0.0 for a larger proportion.
|
|
mgflat_lake_threshold (Lake threshold) float -0.45
|
|
|
|
# Controls steepness/depth of lake depressions.
|
|
mgflat_lake_steepness (Lake steepness) float 48.0
|
|
|
|
# Terrain noise threshold for hills.
|
|
# Controls proportion of world area covered by hills.
|
|
# Adjust towards 0.0 for a larger proportion.
|
|
mgflat_hill_threshold (Hill threshold) float 0.45
|
|
|
|
# Controls steepness/height of hills.
|
|
mgflat_hill_steepness (Hill steepness) float 64.0
|
|
|
|
# Lower Y limit of dungeons.
|
|
mgflat_dungeon_ymin (Dungeon minimum Y) int -31000
|
|
|
|
# Upper Y limit of dungeons.
|
|
mgflat_dungeon_ymax (Dungeon maximum Y) int 31000
|
|
|
|
[**Noises]
|
|
|
|
# Defines location and terrain of optional hills and lakes.
|
|
mgflat_np_terrain (Terrain noise) noise_params_2d 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0, eased
|
|
|
|
# Variation of biome filler depth.
|
|
mgflat_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
|
|
|
|
# First of 2 3D noises that together define tunnels.
|
|
mgflat_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
|
|
|
|
# Second of 2 3D noises that together define tunnels.
|
|
mgflat_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
|
|
|
|
[*Mapgen Fractal]
|
|
|
|
# Controls width of tunnels, a smaller value creates wider tunnels.
|
|
mgfractal_cave_width (Cave width) float 0.09
|
|
|
|
# Y of upper limit of large caves.
|
|
mgfractal_large_cave_depth (Large cave depth) int -33
|
|
|
|
# Y of upper limit of lava in large caves.
|
|
mgfractal_lava_depth (Lava depth) int -256
|
|
|
|
# Lower Y limit of dungeons.
|
|
mgfractal_dungeon_ymin (Dungeon minimum Y) int -31000
|
|
|
|
# Upper Y limit of dungeons.
|
|
mgfractal_dungeon_ymax (Dungeon maximum Y) int 31000
|
|
|
|
# Choice of 18 fractals from 9 formulas.
|
|
# 1 = 4D "Roundy" mandelbrot set.
|
|
# 2 = 4D "Roundy" julia set.
|
|
# 3 = 4D "Squarry" mandelbrot set.
|
|
# 4 = 4D "Squarry" julia set.
|
|
# 5 = 4D "Mandy Cousin" mandelbrot set.
|
|
# 6 = 4D "Mandy Cousin" julia set.
|
|
# 7 = 4D "Variation" mandelbrot set.
|
|
# 8 = 4D "Variation" julia set.
|
|
# 9 = 3D "Mandelbrot/Mandelbar" mandelbrot set.
|
|
# 10 = 3D "Mandelbrot/Mandelbar" julia set.
|
|
# 11 = 3D "Christmas Tree" mandelbrot set.
|
|
# 12 = 3D "Christmas Tree" julia set.
|
|
# 13 = 3D "Mandelbulb" mandelbrot set.
|
|
# 14 = 3D "Mandelbulb" julia set.
|
|
# 15 = 3D "Cosine Mandelbulb" mandelbrot set.
|
|
# 16 = 3D "Cosine Mandelbulb" julia set.
|
|
# 17 = 4D "Mandelbulb" mandelbrot set.
|
|
# 18 = 4D "Mandelbulb" julia set.
|
|
mgfractal_fractal (Fractal type) int 1 1 18
|
|
|
|
# Iterations of the recursive function.
|
|
# Controls the amount of fine detail.
|
|
mgfractal_iterations (Iterations) int 11
|
|
|
|
# Approximate (X,Y,Z) scale of fractal in nodes.
|
|
mgfractal_scale (Scale) v3f (4096.0, 1024.0, 4096.0)
|
|
|
|
# (X,Y,Z) offset of fractal from world centre in units of 'scale'.
|
|
# Used to move a suitable spawn area of low land close to (0, 0).
|
|
# The default is suitable for mandelbrot sets, it needs to be edited for julia sets.
|
|
# Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
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mgfractal_offset (Offset) v3f (1.79, 0.0, 0.0)
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# W co-ordinate of the generated 3D slice of a 4D fractal.
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# Determines which 3D slice of the 4D shape is generated.
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# Has no effect on 3D fractals.
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# Range roughly -2 to 2.
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mgfractal_slice_w (Slice w) float 0.0
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# Julia set only: X component of hypercomplex constant determining julia shape.
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# Range roughly -2 to 2.
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mgfractal_julia_x (Julia x) float 0.33
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# Julia set only: Y component of hypercomplex constant determining julia shape.
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# Range roughly -2 to 2.
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mgfractal_julia_y (Julia y) float 0.33
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# Julia set only: Z component of hypercomplex constant determining julia shape.
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# Range roughly -2 to 2.
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mgfractal_julia_z (Julia z) float 0.33
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# Julia set only: W component of hypercomplex constant determining julia shape.
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# Has no effect on 3D fractals.
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# Range roughly -2 to 2.
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mgfractal_julia_w (Julia w) float 0.33
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[**Noises]
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# Y-level of seabed.
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mgfractal_np_seabed (Seabed noise) noise_params_2d -14, 9, (600, 600, 600), 41900, 5, 0.6, 2.0, eased
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# Variation of biome filler depth.
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mgfractal_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
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# First of 2 3D noises that together define tunnels.
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mgfractal_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
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# Second of 2 3D noises that together define tunnels.
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mgfractal_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
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[*Mapgen Valleys]
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# Map generation attributes specific to Mapgen Valleys.
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# 'altitude_chill' makes higher elevations colder, which may cause biome issues.
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# 'humid_rivers' modifies the humidity around rivers and in areas where water would tend to pool,
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# it may interfere with delicately adjusted biomes.
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# Flags that are not enabled are not modified from the default.
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# Flags starting with 'no' are used to explicitly disable them.
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mg_valleys_spflags (Mapgen Valleys specific flags) flags altitude_chill,humid_rivers altitude_chill,noaltitude_chill,humid_rivers,nohumid_rivers
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# The altitude at which temperature drops by 20C
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mgvalleys_altitude_chill (Altitude chill) int 90
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# Depth below which you'll find large caves.
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mgvalleys_large_cave_depth (Large cave depth) int -33
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# Creates unpredictable lava features in caves.
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# These can make mining difficult. Zero disables them. (0-10)
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mgvalleys_lava_features (Lava features) int 0
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# Depth below which you'll find massive caves.
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mgvalleys_massive_cave_depth (Massive cave depth) int -256
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# How deep to make rivers
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mgvalleys_river_depth (River depth) int 4
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# How wide to make rivers
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mgvalleys_river_size (River size) int 5
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# Creates unpredictable water features in caves.
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# These can make mining difficult. Zero disables them. (0-10)
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mgvalleys_water_features (Water features) int 0
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# Controls width of tunnels, a smaller value creates wider tunnels.
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mgvalleys_cave_width (Cave width) float 0.09
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# Lower Y limit of dungeons.
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mgvalleys_dungeon_ymin (Dungeon minimum Y) int -31000
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# Upper Y limit of dungeons.
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mgvalleys_dungeon_ymax (Dungeon maximum Y) int 31000
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[**Noises]
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# Caves and tunnels form at the intersection of the two noises
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mgvalleys_np_cave1 (Cave noise #1) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
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# Caves and tunnels form at the intersection of the two noises
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mgvalleys_np_cave2 (Cave noise #2) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
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# The depth of dirt or other filler
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mgvalleys_np_filler_depth (Filler depth) noise_params_2d 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0, eased
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# Massive caves form here.
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mgvalleys_np_massive_caves (Massive cave noise) noise_params_3d 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0
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# River noise -- rivers occur close to zero
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mgvalleys_np_rivers (River noise) noise_params_2d 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0, eased
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# Base terrain height
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mgvalleys_np_terrain_height (Terrain height) noise_params_2d -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0, eased
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# Raises terrain to make valleys around the rivers
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mgvalleys_np_valley_depth (Valley depth) noise_params_2d 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0, eased
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# Slope and fill work together to modify the heights
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mgvalleys_np_inter_valley_fill (Valley fill) noise_params_3d 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0
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# Amplifies the valleys
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mgvalleys_np_valley_profile (Valley profile) noise_params_2d 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0, eased
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# Slope and fill work together to modify the heights
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mgvalleys_np_inter_valley_slope (Valley slope) noise_params_2d 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0, eased
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[*Advanced]
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# Size of chunks to be generated at once by mapgen, stated in mapblocks (16 nodes).
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chunksize (Chunk size) int 5
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# Dump the mapgen debug infos.
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enable_mapgen_debug_info (Mapgen debug) bool false
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# Maximum number of blocks that can be queued for loading.
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emergequeue_limit_total (Absolute limit of emerge queues) int 256
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# Maximum number of blocks to be queued that are to be loaded from file.
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# Set to blank for an appropriate amount to be chosen automatically.
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emergequeue_limit_diskonly (Limit of emerge queues on disk) int 32
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# Maximum number of blocks to be queued that are to be generated.
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# Set to blank for an appropriate amount to be chosen automatically.
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emergequeue_limit_generate (Limit of emerge queues to generate) int 32
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# Number of emerge threads to use. Make this field blank, or increase this number
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# to use multiple threads. On multiprocessor systems, this will improve mapgen speed greatly
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# at the cost of slightly buggy caves.
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num_emerge_threads (Number of emerge threads) int 1
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