mirror of
https://github.com/minetest/minetest.git
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539 lines
22 KiB
Plaintext
539 lines
22 KiB
Plaintext
# This file is read by default from:
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# ../minetest.conf
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# ../../minetest.conf
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# Any other path can be chosen by passing the path as a parameter
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# to the program, eg. "minetest.exe --config ../minetest.conf.example".
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# By default, all the settings are commented and not functional.
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# Uncomment settings by removing the preceding #.
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# Further documentation:
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# http://wiki.minetest.net/
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# NOTE: This file might not be up-to-date, refer to the
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# defaultsettings.cpp file for an up-to-date list:
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# https://github.com/minetest/minetest/blob/master/src/defaultsettings.cpp
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# A vim command to convert most of defaultsettings.cpp to conf file format:
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# :'<,'>s/\tsettings->setDefault("\([^"]*\)", "\([^"]*\)");.*/#\1 = \2/g
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# Note: Some of the settings are implemented in Lua.
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#
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# Client and server
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#
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# Name of player, on a server this is the main admin
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#name =
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#
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# Client stuff
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#
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# Port to connect to (UDP)
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#remote_port =
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# Key mappings.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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#keymap_forward = KEY_KEY_W
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#keymap_backward = KEY_KEY_S
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#keymap_left = KEY_KEY_A
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#keymap_right = KEY_KEY_D
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#keymap_jump = KEY_SPACE
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#keymap_sneak = KEY_LSHIFT
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#keymap_inventory = KEY_KEY_I
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# Go down ladder / go down in fly mode / go fast in fast mode
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#keymap_special1 = KEY_KEY_E
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#keymap_chat = KEY_KEY_T
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#keymap_cmd = /
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#keyman_console = KEY_F10
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#keymap_rangeselect = KEY_KEY_R
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#keymap_freemove = KEY_KEY_K
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#keymap_fastmove = KEY_KEY_J
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#keymap_cinematic = KEY_F8
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#keymap_screenshot = KEY_F12
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# If true, keymap_special1 instead of keymap_sneak is used for climbing down and descending
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#aux1_descends = false
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# Double-tapping the jump key toggles fly mode
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#doubletap_jump = false
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# If false aux1 is used to fly fast
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#always_fly_fast = true
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# Some (temporary) keys for debugging
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#keymap_print_debug_stacks = KEY_KEY_P
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#keymap_quicktune_prev = KEY_HOME
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#keymap_quicktune_next = KEY_END
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#keymap_quicktune_dec = KEY_NEXT
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#keymap_quicktune_inc = KEY_PRIOR
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# If set to true, you can place blocks at the position (feet + eye level) where you stand.
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# This is helpful when working with nodeboxes.
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#enable_build_where_you_stand = false
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# Minimum FPS.
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# The amount of rendered stuff is dynamically set according to this.
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#wanted_fps = 30
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# If FPS would go higher than this, limit it by sleeping
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# to not waste CPU power for no benefit.
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#fps_max = 60
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# Maximum FPS when game is paused
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#pause_fps_max = 20
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# The allowed adjustment range for the automatic rendering range adjustment
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#viewing_range_nodes_max = 160
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#viewing_range_nodes_min = 35
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# Initial window size
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#screenW = 800
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#screenH = 600
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#fullscreen = false
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#fullscreen_bpp = 24
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# Experimental option, might cause visible spaces between blocks
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# when set to higher number than 0.
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#fsaa = 0
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#vsync = false
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# Field of view in degrees
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#fov = 72
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# Address to connect to (#blank = start local server)
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#address =
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# Enable random user input, for testing
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#random_input = false
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# Timeout for client to remove unused map data from memory
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#client_unload_unused_data_timeout = 600
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# Whether to fog out the end of the visible area
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#enable_fog = true
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# Whether to show the client debug info (has the same effect as hitting F5)
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#show_debug = false
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# Enable a bit lower water surface; disable for speed (not quite optimized)
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#new_style_water = false
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# Max liquids processed per step
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#liquid_loop_max = 100000
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# The time (in seconds) that the liquids queue may grow beyond processing
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# capacity until an attempt is made to decrease its size by dumping old queue
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# items. A value of 0 disables the functionality.
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#liquid_queue_purge_time = 0
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# Liquid update interval in seconds
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#liquid_update = 1.0
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# Enable transparent leaf textures, disable for speed
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#new_style_leaves = true
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# Connects glass if supported by node
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#connected_glass = false
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# Enable smooth lighting with simple ambient occlusion.
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# Disable for speed or for different looks.
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#smooth_lighting = true
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# Adjust the gamma encoding for the light tables. Valid values are in the range
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# 1.1 to 3.0 (inclusive); lower numbers are brighter. This setting is for the
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# client only and is ignored by the server
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#display_gamma = 1.8
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# Path to texture directory. All textures are first searched from here.
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#texture_path =
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# Video back-end.
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# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl.
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#video_driver = opengl
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# Unobstructed movement without physics, downwards key is keymap_special1
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#free_move = false
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# Continuous forward movement (for testing)
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#continuous_forward = false
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# Enable cinematic mode
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#cinematic = false
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# Camera smoothing - smooths rotation of camera. 0 is no smoothing.
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# Must be equal to or greater than 0, and less than 1.
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#camera_smoothing = 0.0
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# Camera smoothing when in cinematic mode
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#cinematic_camera_smoothing = 0.7
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# Fast movement (keymap_special1)
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#fast_move = false
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# Invert mouse
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#invert_mouse = false
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# Enable/disable clouds
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#enable_clouds = true
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#cloud_height = 120
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#enable_3d_clouds = true
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# Use a cloud animation for the main menu background
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#menu_clouds = true
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# Path for screenshots
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#screenshot_path =
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# Amount of view bobbing (0 = no view bobbing, 1.0 = normal, 2.0 = double)
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#view_bobbing_amount = 1.0
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# Amount of fall bobbing (0 = no fall bobbing, 1.0 = normal, 2.0 = double)
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#fall_bobbing_amount = 0.0
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# 3d support.
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# Currently:
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# "none" = no 3d output.
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# "anaglyph" = cyan/magenta color 3d.
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# "interlaced" = odd/even line based polarisation screen support.
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# "topbottom" = split screen top/bottom.
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# "sidebyside" = split screen side by side.
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#3d_mode = none
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#3d_parallax_strength = 0.025
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# In-game chat console background color (R,G,B)
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#console_color = (0,0,0)
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# In-game chat console background alpha (opaqueness, between 0 and 255)
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#console_alpha = 200
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# Selection box border color (R,G,B)
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#selectionbox_color = (0,0,0)
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# Crosshair color (R,G,B)
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#crosshair_color = (255,255,255)
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# Cross alpha (opaqueness, between 0 and 255)
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#crosshair_alpha = 255
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# Scale gui by a user specified value
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#gui_scaling = 1.0
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# Sensitivity multiplier
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#mouse_sensitivity = 0.2
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# Sound settings
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#enable_sound = true
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#sound_volume = 0.7
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# Whether node texture animations should be desynchronized per mapblock
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#desynchronize_mapblock_texture_animation = true
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# Width of the selectionbox's lines (Between 1 and 5)
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#selectionbox_width = 2
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# Maximum proportion of current window to be used for hotbar.
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# Useful if there's something to be displayed right or left of hotbar.
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#hud_hotbar_max_width = 1.0
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# Save the map received by the client on disk
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#enable_local_map_saving = false
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# Enable selection highlighting for nodes (disables selectionbox)
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#enable_node_highlighting = false
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# Texture filtering settings
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#mip_map = false
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#anisotropic_filter = false
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#bilinear_filter = false
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#trilinear_filter = false
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# Set to true to pre-generate all item visuals
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#preload_item_visuals = false
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# Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
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#enable_shaders = true
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# Set to true to enable textures bumpmapping. Requires shaders enabled.
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#enable_bumpmapping = false
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# Set to true enables parallax occlusion mapping. Requires shaders enabled.
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#generate_normalmaps = false
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# Set to true enables on the fly normalmap generation (Emboss effect).
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# Requires bumpmapping enabled.
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#normalmaps_strength = 0.6
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# Strength of generated normalmaps
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#normalmaps_smooth = 1
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# Defines sampling step of texture (0 - 2).
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# A higher value results in smoother normal maps.
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#enable_parallax_occlusion = false
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# Scale of parallax occlusion effect
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#parallax_occlusion_scale = 0.08
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# Bias of parallax occlusion effect, usually scale/2
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#parallax_occlusion_bias = 0.04
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# Set to true enables waving water. Requires shaders enabled.
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#enable_waving_water = false
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# Parameters for waving water:
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#water_wave_height = 1.0
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#water_wave_length = 20.0
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#water_wave_speed = 5.0
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# Set to true enables waving leaves. Requires shaders enabled.
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#enable_waving_leaves = false
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# Set to true enables waving plants. Requires shaders enabled.
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#enable_waving_plants = false
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# Enables caching of facedir rotated meshes
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#ambient_occlusion_gamma = 2.2
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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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#enable_mesh_cache = true
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# The time in seconds it takes between repeated
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# right clicks when holding the right mouse button.
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#repeat_rightclick_time = 0.25
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# Make fog and sky colors depend on daytime (dawn/sunset) and view direction
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#directional_colored_fog = true
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# Delay showing tooltips, stated in milliseconds
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#tooltip_show_delay = 400
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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 = 72
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# Default timeout for cURL, stated in milliseconds.
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# Only has an effect if compiled with cURL.
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#curl_timeout = 5000
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# Limits number of parallel HTTP requests. Affects:
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# Media fetch if server uses remote_media setting.
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# Serverlist download and server announcement.
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# Downloads performed by main menu (e.g. mod manager).
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# Only has an effect if compiled with cURL.
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#curl_parallel_limit = 8
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# Maximum time in ms a file download (e.g. a mod download) may take
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#curl_file_download_timeout = 300000
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# Enable usage of remote media server (if provided by server)
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#enable_remote_media_server = true
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# Url to the server list displayed in the Multiplayer Tab
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#serverlist_url = servers.minetest.net
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# File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab
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#serverlist_file = favoriteservers.txt
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# Whether freetype fonts are used, requires freetype support to be compiled in
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#freetype = true
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# Path to TrueTypeFont or bitmap
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#font_path = fonts/liberationsans.ttf
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#font_size = 15
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# Font shadow offset, if 0 then shadow will not be drawn
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#font_shadow = 1
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# Font shadow alpha (opaqueness, between 0 and 255)
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#font_shadow_alpha = 128
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#mono_font_path = fonts/liberationmono.ttf
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#mono_font_size = 15
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# This font will be used for certain languages
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#fallback_font_path = fonts/DroidSansFallbackFull.ttf
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#fallback_font_size = 15
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#fallback_font_shadow = 1
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#fallback_font_shadow_alpha = 128
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# Override language. When no value is provided (default) system language is used.
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# Check "locale" directory for the list of available translations.
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#language =
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#main_menu_script =
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#main_menu_game_mgr = 0
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#main_menu_mod_mgr = 1
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#modstore_download_url = https://forum.minetest.net/media/
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#modstore_listmods_url = https://forum.minetest.net/mmdb/mods/
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#modstore_details_url = https://forum.minetest.net/mmdb/mod/*/
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# Makes DirectX work with LuaJIT. Disable if it causes troubles.
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#high_precision_fpu = true
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#
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# Server stuff
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#
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# Network port to listen (UDP)
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#port = 30000
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# Bind address
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#bind_address =
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# Name of server
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#server_name = Minetest server
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# Description of server
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#server_description = mine here
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# Domain name of server
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#server_address = game.minetest.net
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# Homepage of server
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#server_url = http://minetest.net
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# Automaticaly report to masterserver
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#server_announce = 0
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# Announce to this masterserver.
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# If you want to announce your ipv6 address - use serverlist_url = v6.servers.minetest.net.
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#serverlist_url = servers.minetest.net
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# Default game (default when creating a new world)
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#default_game = minetest
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# World directory (everything in the world is stored here)
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#map-dir = /custom/world
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# Message of the Day
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#motd = Welcome to this awesome Minetest server!
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# Maximum number of players connected simultaneously
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#max_users = 15
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# Set to true to disallow old clients from connecting
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#strict_protocol_version_checking = false
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# Time in seconds for item entity to live. Default value: 900s.
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# Setting it to -1 disables the feature.
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#item_entity_ttl = 900
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# Set to true to enable creative mode (unlimited inventory)
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#creative_mode = false
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# Enable players getting damage and dying
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#enable_damage = false
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# A chosen map seed for a new map, leave empty for random
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#fixed_map_seed =
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# Gives some stuff to players at the beginning
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#give_initial_stuff = false
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# New users need to input this password
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#default_password =
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# Available privileges: interact, shout, teleport, settime, privs, ...
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# See /privs in game for a full list on your server and mod configuration.
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#default_privs = interact, shout
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# Whether players are shown to clients without any range limit.
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# Deprecated, use the setting player_transfer_distance instead.
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#unlimited_player_transfer_distance = true
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# Defines the maximal player transfer distance in blocks (0 = unlimited)
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#player_transfer_distance = 0
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# Whether to enable players killing each other
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#enable_pvp = true
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# If this is set, players will always (re)spawn at the given position
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#static_spawnpoint = 0, 10, 0
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# If true, new players cannot join with an empty password
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#disallow_empty_password = false
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# If true, disable cheat prevention in multiplayer
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#disable_anticheat = false
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# If true, actions are recorded for rollback
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# This option is only read when server starts
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#enable_rollback_recording = false
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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 = legacy
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# Mod profiler
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#mod_profiling = false
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# Detailed mod profile data
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#detailed_profiling = false
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# Profiler data print interval. #0 = disable.
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#profiler_print_interval = 0
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#enable_mapgen_debug_info = false
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# From how far client knows about objects
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#active_object_send_range_blocks = 3
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# How large area of blocks are subject to the active block stuff.
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# Active = objects are loaded and ABMs run.
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#active_block_range = 2
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# How many blocks are flying in the wire simultaneously per client
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#max_simultaneous_block_sends_per_client = 10
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# How many blocks are flying in the wire simultaneously per server
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#max_simultaneous_block_sends_server_total = 40
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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 = 10
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# From how far blocks are generated for clients, stated in mapblocks (16 nodes)
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#max_block_generate_distance = 6
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# Number of extra blocks that can be loaded by /clearobjects at once.
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# This is a trade-off between sqlite transaction overhead and
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# memory consumption (4096=100MB, as a rule of thumb).
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#max_clearobjects_extra_loaded_blocks = 4096
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# Maximum number of forceloaded blocks
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#max_forceloaded_blocks = 16
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# Interval of sending time of day to clients
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#time_send_interval = 5
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# Controls length of day/night cycle.
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# 72=20min, 360=4min, 1=24hour, 0=day/night/whatever stays unchanged.
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#time_speed = 72
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# Length of year in days for seasons change.
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# With default time_speed 365 days = 5 real days for year, 30 days = 10 real hours.
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#year_days = 30
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#server_unload_unused_data_timeout = 29
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# Maximum number of statically stored objects in a block
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#max_objects_per_block = 49
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# Interval of saving important changes in the world, stated in seconds
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#server_map_save_interval = 5.3
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# http://www.sqlite.org/pragma.html#pragma_synchronous only numeric values: 0 1 2
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#sqlite_synchronous = 2
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# To reduce lag, block transfers are slowed down when a player is building something.
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# This determines how long they are slowed down after placing or removing a node.
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#full_block_send_enable_min_time_from_building = 2.0
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# Length of a server tick and the interval at which objects are generally updated over network
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#dedicated_server_step = 0.1
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# Can be set to true to disable shutting down on invalid world data
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#ignore_world_load_errors = false
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# Specifies URL from which client fetches media instead of using UDP.
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# $filename should be accessible from $remote_media$filename via cURL
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# (obviously, remote_media should end with a slash).
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# Files that are not present would be fetched the usual way.
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#remote_media =
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# Level of logging to be written to debug.txt:
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# 0 = none, 1 = errors and debug, 2 = action, 3 = info, 4 = verbose.
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#debug_log_level = 2
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# Maximum number of blocks that can be queued for loading
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#emergequeue_limit_total = 256
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# Maximum number of blocks to be queued that are to be loaded from file.
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# Set to blank for an appropriate amount to be chosen automatically.
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#emergequeue_limit_diskonly = 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 = 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 = 1
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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 = 1024
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# Enable/disable IPv6
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#enable_ipv6 = true
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# Enable/disable running an IPv6 server. An IPv6 server may be restricted
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# to IPv6 clients, depending on system configuration.
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# Ignored if bind_address is set.
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#ipv6_server = false
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#
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# Physics stuff
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#
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#movement_acceleration_default = 3
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#movement_acceleration_air = 2
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#movement_acceleration_fast = 10
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#movement_speed_walk = 4
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#movement_speed_crouch = 1.35
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#movement_speed_fast = 20
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#movement_speed_climb = 2
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#movement_speed_jump = 6.5
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#movement_speed_descend = 6
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#movement_liquid_fluidity = 1
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#movement_liquid_fluidity_smooth = 0.5
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#movement_liquid_sink = 10
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#movement_gravity = 9.81
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#
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# Mapgen stuff
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#
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# Name of map generator to be used. Currently supported: v5, v6, v7, singlenode.
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#mg_name = v6
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# Water surface level of map
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#water_level = 1
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# Size of chunks to be generated, stated in mapblocks (16 nodes)
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#chunksize = 5
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# Global map generation attributes. Currently supported: trees, caves, flat, dungeons, light.
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# Flags that are not specified in the flag string are not modified from the default.
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# To explicitly turn off a flag, prepend "no" to the beginning, e.g. nolight.
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#mg_flags = trees, caves
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# Map generation attributes specific to Mapgen V6.
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# Currently supported: biomeblend, jungles, mudflow.
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#mgv6_spflags = biomeblend, jungles, mudflow
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# Controls size of deserts and beaches in Mapgen V6
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#mgv6_freq_desert = 0.45
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#mgv6_freq_beach = 0.15
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# Enable/disable floating dungeons and dungeon slices
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#enable_floating_dungeons = true
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# Perlin noise attributes for different map generation parameters.
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# Noise parameters can be specified as a set of positional values:
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# Offset, scale, (spread factors), seed offset, number of octaves, persistence, lacunarity.
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#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
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# Or the new group format can be used instead:
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#mgv6_np_terrain_base = {
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# offset = -4
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# scale = 20
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# spread = (250, 250, 250)
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# seed = 82341
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# octaves = 5
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# persistence = 0.6
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# lacunarity = 2.0
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# flags = "defaults"
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#}
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# Only the group format supports noise flags which are needed for eased noise.
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# Mgv5 uses eased noise for np_ground so this is shown in group format,
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# other noise parameters are shown in positional format to save space.
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#mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0
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#mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0
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#mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0
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#mgv5_np_cave1 = 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0
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#mgv5_np_cave2 = 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0
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#mgv5_np_ground = {
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# offset = 0
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# scale = 40
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# spread = (80, 80, 80)
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# seed = 983240
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# octaves = 4
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# persistence = 0.55
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# lacunarity = 2.0
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# flags = "eased"
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#}
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#mgv6_spflags = biomeblend, jungles, mudflow
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#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
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#mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0
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#mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0
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#mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0
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#mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0
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#mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0
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#mgv6_np_biome = 0, 1, (250, 250, 250), 9130, 3, 0.50, 2.0
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#mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0
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#mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 4, 0.66, 2.0
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#mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0
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#mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0
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#mgv7_spflags = mountains, ridges
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#mgv7_np_terrain_base = 4, 70, (300, 300, 300), 82341, 6, 0.7, 2.0
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#mgv7_np_terrain_alt = 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0
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#mgv7_np_terrain_persist = 0.6, 0.1, (500, 500, 500), 539, 3, 0.6, 2.0
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#mgv7_np_height_select = -0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0
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#mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 4, 0.7, 2.0
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#mgv7_np_mount_height = 100, 30, (500, 500, 500), 72449, 4, 0.6, 2.0
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#mgv7_np_ridge_uwater = 0, 1, (500, 500, 500), 85039, 4, 0.6, 2.0
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#mgv7_np_mountain = -0.6, 1, (250, 350, 250), 5333, 5, 0.68, 2.0
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#mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
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#mgv7_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
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#mgv7_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0
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# Noise parameters for biome API temperature and humidity
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#mg_biome_np_heat = 50, 50, (500, 500, 500), 5349, 3, 0.5, 2.0
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#mg_biome_np_humidity = 50, 50, (500, 500, 500), 842, 3, 0.5, 2.0
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