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https://github.com/minetest/minetest.git
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Consistently applying this setting requires some code work, because Irrlicht does not provide a global toggle. At the same time I don't see any reason for someone to disable this.
2520 lines
98 KiB
Plaintext
2520 lines
98 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>, <persistence>, <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>, <persistence>, <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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# The last line of a comment can contain the requirements for the setting, ie:
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#
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# # This is a comment
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# #
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# # Requires: shaders, enable_dynamic_shadows, !touchscreen_gui
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# name (Readable name) type type_args
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#
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# A requirement can be the name of a boolean setting or an engine-defined value.
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# These requirements may be:
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#
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# * The value of a boolean setting, such as enable_dynamic_shadows
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# * An engine-defined value:
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# * shaders_support (a video driver that supports shaders, may not be enabled)
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# * shaders (both enable_shaders and shaders_support)
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# * desktop / android
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# * touchscreen_gui / keyboard_mouse
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# * opengl / gles
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# * You can negate any requirement by prepending with !
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#
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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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[*General]
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# Smooths rotation of camera, also called look or mouse smoothing. 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 when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Controls.
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#
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# Requires: keyboard_mouse
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cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99
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# If enabled, you can place nodes at the position (feet + eye level) where you stand.
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# This is helpful when working with nodeboxes in small areas.
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enable_build_where_you_stand (Build inside player) bool false
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# If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
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# descending.
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aux1_descends (Aux1 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, "Aux1" key is used to fly fast if both fly and fast mode are
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# enabled.
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always_fly_fast (Always fly fast) bool true
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# The time in seconds it takes between repeated node placements when holding
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# the place button.
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#
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# Requires: keyboard_mouse
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repeat_place_time (Place repetition interval) float 0.25 0.16 2
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# Automatically jump up single-node obstacles.
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autojump (Automatic jumping) bool false
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# Prevent digging and placing from repeating when holding the respective buttons.
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# Enable this when you dig or place too often by accident.
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# On touchscreens, this only affects digging.
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safe_dig_and_place (Safe digging and placing) bool false
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[*Keyboard and Mouse]
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# Invert vertical mouse movement.
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#
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# Requires: keyboard_mouse
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invert_mouse (Invert mouse) bool false
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# Mouse sensitivity multiplier.
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#
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# Requires: keyboard_mouse
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mouse_sensitivity (Mouse sensitivity) float 0.2 0.001 10.0
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# Enable mouse wheel (scroll) for item selection in hotbar.
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#
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# Requires: keyboard_mouse
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enable_hotbar_mouse_wheel (Hotbar: Enable mouse wheel for selection) bool true
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# Invert mouse wheel (scroll) direction for item selection in hotbar.
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#
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# Requires: keyboard_mouse
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invert_hotbar_mouse_wheel (Hotbar: Invert mouse wheel direction) bool false
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[*Touchscreen]
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# Enables touchscreen mode, allowing you to play the game with a touchscreen.
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#
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# Requires: !android
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enable_touch (Enable touchscreen) bool true
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# The length in pixels it takes for touchscreen interaction to start.
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#
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# Requires: touchscreen_gui
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touchscreen_threshold (Touchscreen threshold) int 20 0 100
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# Touchscreen sensitivity multiplier.
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#
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# Requires: touchscreen_gui
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touchscreen_sensitivity (Touchscreen sensitivity) float 0.2 0.001 10.0
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# Use crosshair to select object instead of whole screen.
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# If enabled, a crosshair will be shown and will be used for selecting object.
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#
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# Requires: touchscreen_gui
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touch_use_crosshair (Use crosshair for touch screen) bool false
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# Fixes the position of virtual joystick.
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# If disabled, virtual joystick will center to first-touch's position.
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#
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# Requires: touchscreen_gui
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fixed_virtual_joystick (Fixed virtual joystick) bool false
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# Use virtual joystick to trigger "Aux1" button.
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# If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
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#
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# Requires: touchscreen_gui
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virtual_joystick_triggers_aux1 (Virtual joystick triggers Aux1 button) bool false
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[Graphics and Audio]
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[*Graphics]
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[**Screen]
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# Width component of the initial window size.
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#
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# Requires: desktop
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screen_w (Screen width) int 1024 1 65535
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# Height component of the initial window size.
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#
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# Requires: desktop
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screen_h (Screen height) int 600 1 65535
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# Whether the window is maximized.
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#
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# Requires: desktop
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window_maximized (Window maximized) bool false
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# Save window size automatically when modified.
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# If true, screen size is saved in screen_w and screen_h, and whether the window
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# is maximized is stored in window_maximized.
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# (Autosaving window_maximized only works if compiled with SDL.)
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#
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# Requires: desktop
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autosave_screensize (Remember screen size) bool true
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# Fullscreen mode.
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#
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# Requires: desktop
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fullscreen (Full screen) bool false
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# Open the pause menu when the window's focus is lost. Does not pause if a formspec is
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# open.
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#
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# Requires: desktop
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pause_on_lost_focus (Pause on lost window focus) bool false
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[**FPS]
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# If FPS would go higher than this, limit it by sleeping
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# to not waste CPU power for no benefit.
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fps_max (Maximum FPS) int 60 1 4294967295
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# Vertical screen synchronization. Your system may still force VSync on even if this is disabled.
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vsync (VSync) bool false
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# Maximum FPS when the window is not focused, or when the game is paused.
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fps_max_unfocused (FPS when unfocused or paused) int 20 1 4294967295
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# View distance in nodes.
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viewing_range (Viewing range) int 190 20 4000
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# Undersampling is similar to using a lower screen resolution, but it applies
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# to the game world only, keeping the GUI intact.
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# It should give a significant performance boost at the cost of less detailed image.
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# Higher values result in a less detailed image.
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undersampling (Undersampling) int 1 1 8
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[**Graphics Effects]
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# Makes all liquids opaque
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opaque_water (Opaque liquids) bool false
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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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# Enables tradeoffs that reduce CPU load or increase rendering performance
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# at the expense of minor visual glitches that do not impact game playability.
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performance_tradeoffs (Tradeoffs for performance) bool false
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# Adds particles when digging a node.
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enable_particles (Digging particles) bool true
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[**3D]
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# 3D support.
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# Currently supported:
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# - none: no 3d output.
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# - anaglyph: cyan/magenta color 3d.
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# - interlaced: odd/even line based polarization screen support.
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# - topbottom: split screen top/bottom.
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# - sidebyside: split screen side by side.
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# - crossview: Cross-eyed 3d
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# Note that the interlaced mode requires shaders to be enabled.
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3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,crossview
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# Strength of 3D mode parallax.
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3d_paralax_strength (3D mode parallax strength) float 0.025 -0.087 0.087
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[**Bobbing]
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# Arm inertia, gives a more realistic movement of
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# the arm when the camera moves.
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arm_inertia (Arm inertia) bool true
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# Enable view bobbing and amount of view bobbing.
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# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
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view_bobbing_amount (View bobbing factor) float 1.0 0.0 7.9
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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 0.03 0.0 100.0
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[**Camera]
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# Field of view in degrees.
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fov (Field of view) int 72 45 160
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# Alters the light curve by applying 'gamma correction' to it.
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# Higher values make middle and lower light levels brighter.
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# Value '1.0' leaves the light curve unaltered.
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# This only has significant effect on daylight and artificial
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# light, it has very little effect on natural night light.
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display_gamma (Light curve gamma) float 1.0 0.33 3.0
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# The strength (darkness) of node ambient-occlusion shading.
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# Lower is darker, Higher is lighter. The valid range of values for this
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# setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
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# set to the nearest valid value.
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ambient_occlusion_gamma (Ambient occlusion gamma) float 1.8 0.25 4.0
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[**Screenshots]
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# Path to save screenshots at. Can be an absolute or relative path.
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# The folder will be created if it doesn't already exist.
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#
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# Requires: desktop
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screenshot_path (Screenshot folder) path screenshots
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# Format of screenshots.
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#
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# Requires: desktop
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screenshot_format (Screenshot format) enum png png,jpg
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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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#
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# Requires: desktop
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screenshot_quality (Screenshot quality) int 0 0 100
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[**Node and Entity Highlighting]
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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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# Show entity selection boxes
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# A restart is required after changing this.
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show_entity_selectionbox (Show entity selection boxes) bool false
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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 selection box 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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# Also controls the object crosshair color
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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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# This also applies to the object crosshair.
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crosshair_alpha (Crosshair alpha) int 255 0 255
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[**Fog]
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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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# Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
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#
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# Requires: enable_fog
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directional_colored_fog (Colored fog) bool true
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# Fraction of the visible distance at which fog starts to be rendered
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#
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# Requires: enable_fog
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fog_start (Fog start) float 0.4 0.0 0.99
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[**Clouds]
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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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#
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# Requires: enable_clouds
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enable_3d_clouds (3D clouds) bool true
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[**Filtering and Antialiasing]
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# Use mipmaps when scaling textures. May slightly increase performance,
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# especially when using a high-resolution texture pack.
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# Gamma-correct downscaling is not supported.
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mip_map (Mipmapping) 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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# If both bilinear and trilinear filtering are enabled, trilinear filtering
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# is applied.
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trilinear_filter (Trilinear filtering) bool false
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# Use anisotropic filtering when looking at textures from an angle.
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anisotropic_filter (Anisotropic filtering) bool false
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# Select the antialiasing method to apply.
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#
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# * None - No antialiasing (default)
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#
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# * FSAA - Hardware-provided full-screen antialiasing
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# (incompatible with Post Processing and Undersampling)
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# A.K.A multi-sample antialiasing (MSAA)
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# Smoothens out block edges but does not affect the insides of textures.
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# A restart is required to change this option.
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#
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# * FXAA - Fast approximate antialiasing (requires shaders)
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# Applies a post-processing filter to detect and smoothen high-contrast edges.
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# Provides balance between speed and image quality.
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#
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# * SSAA - Super-sampling antialiasing (requires shaders)
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# Renders higher-resolution image of the scene, then scales down to reduce
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# the aliasing effects. This is the slowest and the most accurate method.
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antialiasing (Antialiasing method) enum none none,fsaa,fxaa,ssaa
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# Defines the size of the sampling grid for FSAA and SSAA antialiasing methods.
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# Value of 2 means taking 2x2 = 4 samples.
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fsaa (Anti-aliasing scale) enum 2 2,4,8,16
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[**Occlusion Culling]
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# Type of occlusion_culler
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#
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# "loops" is the legacy algorithm with nested loops and O(n³) complexity
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# "bfs" is the new algorithm based on breadth-first-search and side culling
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#
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# This setting should only be changed if you have performance problems.
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occlusion_culler (Occlusion Culler) enum bfs bfs,loops
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# Use raytraced occlusion culling in the new culler.
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# This flag enables use of raytraced occlusion culling test for
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# client mesh sizes smaller than 4x4x4 map blocks.
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enable_raytraced_culling (Enable Raytraced Culling) bool true
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[*Shaders]
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# Shaders allow advanced visual effects and may increase performance on some video
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# cards.
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#
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# Requires: shaders_support
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enable_shaders (Shaders) bool true
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[**Waving Nodes]
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# Set to true to enable waving leaves.
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#
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# Requires: shaders
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enable_waving_leaves (Waving leaves) bool false
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# Set to true to enable waving plants.
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#
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# Requires: shaders
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enable_waving_plants (Waving plants) bool false
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# Set to true to enable waving liquids (like water).
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#
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# Requires: shaders
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enable_waving_water (Waving liquids) bool false
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# The maximum height of the surface of waving liquids.
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# 4.0 = Wave height is two nodes.
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# 0.0 = Wave doesn't move at all.
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# Default is 1.0 (1/2 node).
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#
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# Requires: shaders, enable_waving_water
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water_wave_height (Waving liquids wave height) float 1.0 0.0 4.0
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# Length of liquid waves.
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#
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# Requires: shaders, enable_waving_water
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water_wave_length (Waving liquids wavelength) float 20.0 0.1
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# How fast liquid waves will move. Higher = faster.
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# If negative, liquid waves will move backwards.
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#
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# Requires: shaders, enable_waving_water
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water_wave_speed (Waving liquids wave speed) float 5.0
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[**Dynamic shadows]
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# Set to true to enable Shadow Mapping.
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#
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# Requires: shaders, opengl
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enable_dynamic_shadows (Dynamic shadows) bool false
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# Set the shadow strength gamma.
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# Adjusts the intensity of in-game dynamic shadows.
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# Lower value means lighter shadows, higher value means darker shadows.
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#
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# Requires: shaders, enable_dynamic_shadows, opengl
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shadow_strength_gamma (Shadow strength gamma) float 1.0 0.1 10.0
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# Maximum distance to render shadows.
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#
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# Requires: shaders, enable_dynamic_shadows, opengl
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shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 140.0 10.0 1000.0
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# Texture size to render the shadow map on.
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# This must be a power of two.
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# Bigger numbers create better shadows but it is also more expensive.
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#
|
|
# Requires: shaders, enable_dynamic_shadows, opengl
|
|
shadow_map_texture_size (Shadow map texture size) int 2048 128 8192
|
|
|
|
# Sets shadow texture quality to 32 bits.
|
|
# On false, 16 bits texture will be used.
|
|
# This can cause much more artifacts in the shadow.
|
|
#
|
|
# Requires: shaders, enable_dynamic_shadows, opengl
|
|
shadow_map_texture_32bit (Shadow map texture in 32 bits) bool true
|
|
|
|
# Enable Poisson disk filtering.
|
|
# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
|
|
#
|
|
# Requires: shaders, enable_dynamic_shadows, opengl
|
|
shadow_poisson_filter (Poisson filtering) bool true
|
|
|
|
# Define shadow filtering quality.
|
|
# This simulates the soft shadows effect by applying a PCF or Poisson disk
|
|
# but also uses more resources.
|
|
#
|
|
# Requires: shaders, enable_dynamic_shadows, opengl
|
|
shadow_filters (Shadow filter quality) enum 1 0,1,2
|
|
|
|
# Enable colored shadows.
|
|
# On true translucent nodes cast colored shadows. This is expensive.
|
|
#
|
|
# Requires: shaders, enable_dynamic_shadows, opengl
|
|
shadow_map_color (Colored shadows) bool false
|
|
|
|
# Spread a complete update of shadow map over given number of frames.
|
|
# Higher values might make shadows laggy, lower values
|
|
# will consume more resources.
|
|
# Minimum value: 1; maximum value: 16
|
|
#
|
|
# Requires: shaders, enable_dynamic_shadows, opengl
|
|
shadow_update_frames (Map shadows update frames) int 8 1 16
|
|
|
|
# Set the soft shadow radius size.
|
|
# Lower values mean sharper shadows, bigger values mean softer shadows.
|
|
# Minimum value: 1.0; maximum value: 15.0
|
|
#
|
|
# Requires: shaders, enable_dynamic_shadows, opengl
|
|
shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0
|
|
|
|
# Set the default tilt of Sun/Moon orbit in degrees.
|
|
# Games may change orbit tilt via API.
|
|
# Value of 0 means no tilt / vertical orbit.
|
|
#
|
|
# Requires: shaders, enable_dynamic_shadows, opengl
|
|
shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0
|
|
|
|
[**Post Processing]
|
|
|
|
# Enables the post processing pipeline.
|
|
#
|
|
# Requires: shaders
|
|
enable_post_processing (Enable Post Processing) bool true
|
|
|
|
# Enables Hable's 'Uncharted 2' filmic tone mapping.
|
|
# Simulates the tone curve of photographic film and how this approximates the
|
|
# appearance of high dynamic range images. Mid-range contrast is slightly
|
|
# enhanced, highlights and shadows are gradually compressed.
|
|
#
|
|
# Requires: shaders, enable_post_processing
|
|
tone_mapping (Filmic tone mapping) bool false
|
|
|
|
# Enable automatic exposure correction
|
|
# When enabled, the post-processing engine will
|
|
# automatically adjust to the brightness of the scene,
|
|
# simulating the behavior of human eye.
|
|
#
|
|
# Requires: shaders, enable_post_processing
|
|
enable_auto_exposure (Enable Automatic Exposure) bool false
|
|
|
|
# Set the exposure compensation in EV units.
|
|
# Value of 0.0 (default) means no exposure compensation.
|
|
# Range: from -1 to 1.0
|
|
#
|
|
# Requires: shaders, enable_post_processing, enable_auto_exposure
|
|
exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
|
|
|
|
# Apply dithering to reduce color banding artifacts.
|
|
# Dithering significantly increases the size of losslessly-compressed
|
|
# screenshots and it works incorrectly if the display or operating system
|
|
# performs additional dithering or if the color channels are not quantized
|
|
# to 8 bits.
|
|
# With OpenGL ES, dithering only works if the shader supports high
|
|
# floating-point precision and it may have a higher performance impact.
|
|
#
|
|
# Requires: shaders, enable_post_processing
|
|
debanding (Enable Debanding) bool true
|
|
|
|
[**Bloom]
|
|
|
|
# Set to true to enable bloom effect.
|
|
# Bright colors will bleed over the neighboring objects.
|
|
#
|
|
# Requires: shaders, enable_post_processing
|
|
enable_bloom (Enable Bloom) bool false
|
|
|
|
# Set to true to render debugging breakdown of the bloom effect.
|
|
# In debug mode, the screen is split into 4 quadrants:
|
|
# top-left - processed base image, top-right - final image
|
|
# bottom-left - raw base image, bottom-right - bloom texture.
|
|
#
|
|
# Requires: shaders, enable_post_processing, enable_bloom
|
|
enable_bloom_debug (Enable Bloom Debug) bool false
|
|
|
|
# Defines how much bloom is applied to the rendered image
|
|
# Smaller values make bloom more subtle
|
|
# Range: from 0.01 to 1.0, default: 0.05
|
|
#
|
|
# Requires: shaders, enable_post_processing, enable_bloom
|
|
bloom_intensity (Bloom Intensity) float 0.05 0.01 1.0
|
|
|
|
# Defines the magnitude of bloom overexposure.
|
|
# Range: from 0.1 to 10.0, default: 1.0
|
|
#
|
|
# Requires: shaders, enable_post_processing, enable_bloom
|
|
bloom_strength_factor (Bloom Strength Factor) float 1.0 0.1 10.0
|
|
|
|
# Logical value that controls how far the bloom effect spreads
|
|
# from the bright objects.
|
|
# Range: from 0.1 to 8, default: 1
|
|
#
|
|
# Requires: shaders, enable_post_processing, enable_bloom
|
|
bloom_radius (Bloom Radius) float 1 0.1 8
|
|
|
|
# Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
|
|
#
|
|
# Requires: shaders, enable_post_processing, enable_bloom
|
|
enable_volumetric_lighting (Volumetric lighting) bool false
|
|
|
|
[*Audio]
|
|
|
|
# Volume of all sounds.
|
|
# Requires the sound system to be enabled.
|
|
sound_volume (Volume) float 0.8 0.0 1.0
|
|
|
|
# Volume multiplier when the window is unfocused.
|
|
sound_volume_unfocused (Volume when unfocused) float 0.3 0.0 1.0
|
|
|
|
# Whether to mute sounds. You can unmute sounds at any time, unless the
|
|
# sound system is disabled (enable_sound=false).
|
|
# In-game, you can toggle the mute state with the mute key or by using the
|
|
# pause menu.
|
|
mute_sound (Mute sound) bool false
|
|
|
|
[*User Interfaces]
|
|
|
|
# Set the language. By default, the system language is used.
|
|
# A restart is required after changing this.
|
|
language (Language) enum ,be,bg,ca,cs,da,de,el,en,eo,es,et,eu,fi,fr,gd,gl,hu,id,it,ja,jbo,kk,ko,lt,lv,ms,nb,nl,nn,pl,pt,pt_BR,ro,ru,sk,sl,sr_Cyrl,sr_Latn,sv,sw,tr,uk,vi,zh_CN,zh_TW
|
|
|
|
[**GUI]
|
|
|
|
# Scale GUI by a user specified value.
|
|
# Use a nearest-neighbor-anti-alias filter to scale the GUI.
|
|
# This will smooth over some of the rough edges, and blend
|
|
# pixels when scaling down, at the cost of blurring some
|
|
# edge pixels when images are scaled by non-integer sizes.
|
|
gui_scaling (GUI scaling) float 1.0 0.5 20
|
|
|
|
# Enables animation of inventory items.
|
|
inventory_items_animations (Inventory items animations) bool false
|
|
|
|
# Formspec full-screen background opacity (between 0 and 255).
|
|
formspec_fullscreen_bg_opacity (Formspec Full-Screen Background Opacity) int 140 0 255
|
|
|
|
# Formspec full-screen background color (R,G,B).
|
|
formspec_fullscreen_bg_color (Formspec Full-Screen Background Color) string (0,0,0)
|
|
|
|
# When gui_scaling_filter is true, all GUI images need to be
|
|
# filtered in software, but some images are generated directly
|
|
# to hardware (e.g. render-to-texture for nodes in inventory).
|
|
gui_scaling_filter (GUI scaling filter) bool false
|
|
|
|
# When gui_scaling_filter_txr2img is true, copy those images
|
|
# from hardware to software for scaling. When false, fall back
|
|
# to the old scaling method, for video drivers that don't
|
|
# properly support downloading textures back from hardware.
|
|
gui_scaling_filter_txr2img (GUI scaling filter txr2img) bool true
|
|
|
|
# Delay showing tooltips, stated in milliseconds.
|
|
tooltip_show_delay (Tooltip delay) int 400 0 18446744073709551615
|
|
|
|
# Append item name to tooltip.
|
|
tooltip_append_itemname (Append item name) bool false
|
|
|
|
# Use a cloud animation for the main menu background.
|
|
menu_clouds (Clouds in menu) bool true
|
|
|
|
[**HUD]
|
|
|
|
# Modifies the size of the HUD elements.
|
|
hud_scaling (HUD scaling) float 1.0 0.5 20
|
|
|
|
# Whether name tag backgrounds should be shown by default.
|
|
# Mods may still set a background.
|
|
show_nametag_backgrounds (Show name tag backgrounds by default) bool true
|
|
|
|
[**Chat]
|
|
|
|
# Maximum number of recent chat messages to show
|
|
recent_chat_messages (Recent Chat Messages) int 6 2 20
|
|
|
|
# In-game chat console height, between 0.1 (10%) and 1.0 (100%).
|
|
console_height (Console height) float 0.6 0.1 1.0
|
|
|
|
# In-game chat console background color (R,G,B).
|
|
console_color (Console color) string (0,0,0)
|
|
|
|
# In-game chat console background alpha (opaqueness, between 0 and 255).
|
|
console_alpha (Console alpha) int 200 0 255
|
|
|
|
# Maximum proportion of current window to be used for hotbar.
|
|
# Useful if there's something to be displayed right or left of hotbar.
|
|
hud_hotbar_max_width (Maximum hotbar width) float 1.0 0.001 1.0
|
|
|
|
# Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
|
|
clickable_chat_weblinks (Chat weblinks) bool true
|
|
|
|
# Optional override for chat weblink color.
|
|
chat_weblink_color (Weblink color) string #8888FF
|
|
|
|
# Font size of the recent chat text and chat prompt in point (pt).
|
|
# Value 0 will use the default font size.
|
|
chat_font_size (Chat font size) int 0 0 72
|
|
|
|
|
|
[**Content Repository]
|
|
|
|
# The URL for the content repository
|
|
contentdb_url (ContentDB URL) string https://content.minetest.net
|
|
|
|
# Comma-separated list of flags to hide in the content repository.
|
|
# "nonfree" can be used to hide packages which do not qualify as 'free software',
|
|
# as defined by the Free Software Foundation.
|
|
# You can also specify content ratings.
|
|
# These flags are independent from Minetest versions,
|
|
# so see a full list at https://content.minetest.net/help/content_flags/
|
|
contentdb_flag_blacklist (ContentDB Flag Blacklist) string nonfree, desktop_default
|
|
|
|
# Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
|
|
# This should be lower than curl_parallel_limit.
|
|
contentdb_max_concurrent_downloads (ContentDB Max Concurrent Downloads) int 3 1
|
|
|
|
|
|
[Client and Server]
|
|
|
|
[*Client]
|
|
|
|
# Save the map received by the client on disk.
|
|
enable_local_map_saving (Saving map received from server) bool false
|
|
|
|
# URL to the server list displayed in the Multiplayer Tab.
|
|
serverlist_url (Serverlist URL) string servers.minetest.net
|
|
|
|
# If enabled, account registration is separate from login in the UI.
|
|
# If disabled, new accounts will be registered automatically when logging in.
|
|
enable_split_login_register (Enable split login/register) bool true
|
|
|
|
# URL to JSON file which provides information about the newest Minetest release
|
|
update_information_url (Update information URL) string https://www.minetest.net/release_info.json
|
|
|
|
[*Server]
|
|
|
|
# Name of the player.
|
|
# When running a server, clients connecting with this name are admins.
|
|
# When starting from the main menu, this is overridden.
|
|
name (Admin name) string
|
|
|
|
[**Serverlist and MOTD]
|
|
|
|
# Name of the server, to be displayed when players join and in the serverlist.
|
|
server_name (Server name) string Minetest server
|
|
|
|
# Description of server, to be displayed when players join and in the serverlist.
|
|
server_description (Server description) string mine here
|
|
|
|
# Domain name of server, to be displayed in the serverlist.
|
|
server_address (Server address) string game.minetest.net
|
|
|
|
# Homepage of server, to be displayed in the serverlist.
|
|
server_url (Server URL) string https://minetest.net
|
|
|
|
# Automatically report to the serverlist.
|
|
server_announce (Announce server) bool false
|
|
|
|
# Announce to this serverlist.
|
|
serverlist_url (Serverlist URL) string servers.minetest.net
|
|
|
|
# Message of the day displayed to players connecting.
|
|
motd (Message of the day) string
|
|
|
|
# Maximum number of players that can be connected simultaneously.
|
|
max_users (Maximum users) int 15 0 65535
|
|
|
|
# If this is set, players will always (re)spawn at the given position.
|
|
static_spawnpoint (Static spawn point) string
|
|
|
|
[**Networking]
|
|
|
|
# Network port to listen (UDP).
|
|
# This value will be overridden when starting from the main menu.
|
|
port (Server port) int 30000 1 65535
|
|
|
|
# The network interface that the server listens on.
|
|
bind_address (Bind address) string
|
|
|
|
# Enable to disallow old clients from connecting.
|
|
# Older clients are compatible in the sense that they will not crash when connecting
|
|
# to new servers, but they may not support all new features that you are expecting.
|
|
strict_protocol_version_checking (Strict protocol checking) bool false
|
|
|
|
# Define the oldest clients allowed to connect.
|
|
# Older clients are compatible in the sense that they will not crash when connecting
|
|
# to new servers, but they may not support all new features that you are expecting.
|
|
# This allows for more fine-grained control than strict_protocol_version_checking.
|
|
# Minetest still enforces its own internal minimum, and enabling
|
|
# strict_protocol_version_checking will effectively override this.
|
|
protocol_version_min (Protocol version minimum) int 1 1 65535
|
|
|
|
# Specifies URL from which client fetches media instead of using UDP.
|
|
# $filename should be accessible from $remote_media$filename via cURL
|
|
# (obviously, remote_media should end with a slash).
|
|
# Files that are not present will be fetched the usual way.
|
|
remote_media (Remote media) string
|
|
|
|
# Enable/disable running an IPv6 server.
|
|
# Ignored if bind_address is set.
|
|
# Needs enable_ipv6 to be enabled.
|
|
ipv6_server (IPv6 server) bool false
|
|
|
|
[*Server Security]
|
|
|
|
# New users need to input this password.
|
|
default_password (Default password) string
|
|
|
|
# If enabled, players cannot join without a password or change theirs to an empty password.
|
|
disallow_empty_password (Disallow empty passwords) bool false
|
|
|
|
# The privileges that new users automatically get.
|
|
# See /privs in game for a full list on your server and mod configuration.
|
|
default_privs (Default privileges) string interact, shout
|
|
|
|
# Privileges that players with basic_privs can grant
|
|
basic_privs (Basic privileges) string interact, shout
|
|
|
|
# If enabled, disable cheat prevention in multiplayer.
|
|
disable_anticheat (Disable anticheat) bool false
|
|
|
|
# If enabled, actions are recorded for rollback.
|
|
# This option is only read when server starts.
|
|
enable_rollback_recording (Rollback recording) bool false
|
|
|
|
[**Client-side Modding]
|
|
|
|
# Restricts the access of certain client-side functions on servers.
|
|
# Combine the byteflags below to restrict client-side features, or set to 0
|
|
# for no restrictions:
|
|
# LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
|
|
# CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
|
|
# READ_ITEMDEFS: 4 (disable get_item_def call client-side)
|
|
# READ_NODEDEFS: 8 (disable get_node_def call client-side)
|
|
# LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
|
|
# csm_restriction_noderange)
|
|
# READ_PLAYERINFO: 32 (disable get_player_names call client-side)
|
|
csm_restriction_flags (Client side modding restrictions) int 62 0 63
|
|
|
|
# If the CSM restriction for node range is enabled, get_node calls are limited
|
|
# to this distance from the player to the node.
|
|
csm_restriction_noderange (Client-side node lookup range restriction) int 0 0 4294967295
|
|
|
|
[**Chat]
|
|
|
|
# Remove color codes from incoming chat messages
|
|
# Use this to stop players from being able to use color in their messages
|
|
strip_color_codes (Strip color codes) bool false
|
|
|
|
# Set the maximum length of a chat message (in characters) sent by clients.
|
|
chat_message_max_size (Chat message max length) int 500 10 65535
|
|
|
|
# Number of messages a player may send per 10 seconds.
|
|
chat_message_limit_per_10sec (Chat message count limit) float 8.0 1.0
|
|
|
|
# Kick players who sent more than X messages per 10 seconds.
|
|
chat_message_limit_trigger_kick (Chat message kick threshold) int 50 1 65535
|
|
|
|
[*Server Gameplay]
|
|
|
|
# Controls length of day/night cycle.
|
|
# Examples:
|
|
# 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
|
|
time_speed (Time speed) int 72 0
|
|
|
|
# Time of day when a new world is started, in millihours (0-23999).
|
|
world_start_time (World start time) int 6125 0 23999
|
|
|
|
# Time in seconds for item entity (dropped items) to live.
|
|
# Setting it to -1 disables the feature.
|
|
item_entity_ttl (Item entity TTL) int 900 -1
|
|
|
|
# Specifies the default stack size of nodes, items and tools.
|
|
# Note that mods or games may explicitly set a stack for certain (or all) items.
|
|
default_stack_max (Default stack size) int 99 1 65535
|
|
|
|
[**Physics]
|
|
|
|
# Horizontal and vertical acceleration on ground or when climbing,
|
|
# in nodes per second per second.
|
|
movement_acceleration_default (Default acceleration) float 3.0 0.0
|
|
|
|
# Horizontal acceleration in air when jumping or falling,
|
|
# in nodes per second per second.
|
|
movement_acceleration_air (Acceleration in air) float 2.0 0.0
|
|
|
|
# Horizontal and vertical acceleration in fast mode,
|
|
# in nodes per second per second.
|
|
movement_acceleration_fast (Fast mode acceleration) float 10.0 0.0
|
|
|
|
# Walking and flying speed, in nodes per second.
|
|
movement_speed_walk (Walking speed) float 4.0 0.0
|
|
|
|
# Sneaking speed, in nodes per second.
|
|
movement_speed_crouch (Sneaking speed) float 1.35 0.0
|
|
|
|
# Walking, flying and climbing speed in fast mode, in nodes per second.
|
|
movement_speed_fast (Fast mode speed) float 20.0 0.0
|
|
|
|
# Vertical climbing speed, in nodes per second.
|
|
movement_speed_climb (Climbing speed) float 3.0 0.0
|
|
|
|
# Initial vertical speed when jumping, in nodes per second.
|
|
movement_speed_jump (Jumping speed) float 6.5 0.0
|
|
|
|
# How much you are slowed down when moving inside a liquid.
|
|
# Decrease this to increase liquid resistance to movement.
|
|
movement_liquid_fluidity (Liquid fluidity) float 1.0 0.001
|
|
|
|
# Maximum liquid resistance. Controls deceleration when entering liquid at
|
|
# high speed.
|
|
movement_liquid_fluidity_smooth (Liquid fluidity smoothing) float 0.5
|
|
|
|
# Controls sinking speed in liquid when idling. Negative values will cause
|
|
# you to rise instead.
|
|
movement_liquid_sink (Liquid sinking) float 10.0
|
|
|
|
# Acceleration of gravity, in nodes per second per second.
|
|
movement_gravity (Gravity) float 9.81
|
|
|
|
|
|
[Mapgen]
|
|
|
|
# A chosen map seed for a new map, leave empty for random.
|
|
# Will be overridden when creating a new world in the main menu.
|
|
fixed_map_seed (Fixed map seed) string
|
|
|
|
# Name of map generator to be used when creating a new world.
|
|
# Creating a world in the main menu will override this.
|
|
# Current mapgens in a highly unstable state:
|
|
# - The optional floatlands of v7 (disabled by default).
|
|
mg_name (Mapgen name) enum v7 v7,valleys,carpathian,v5,flat,fractal,singlenode,v6
|
|
|
|
# Water surface level of the world.
|
|
water_level (Water level) int 1 -31000 31000
|
|
|
|
# From how far blocks are generated for clients, stated in mapblocks (16 nodes).
|
|
max_block_generate_distance (Max block generate distance) int 10 1 32767
|
|
|
|
# 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 31007 0 31007
|
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# Global map generation attributes.
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# In Mapgen v6 the 'decorations' flag controls all decorations except trees
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# and jungle grass, in all other mapgens this flag controls all decorations.
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mg_flags (Mapgen flags) flags caves,dungeons,light,decorations,biomes,ores caves,dungeons,light,decorations,biomes,ores,nocaves,nodungeons,nolight,nodecorations,nobiomes,noores
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[*Biome API]
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# Temperature variation for biomes.
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mg_biome_np_heat (Heat noise) noise_params_2d 50, 50, (1000, 1000, 1000), 5349, 3, 0.5, 2.0, eased
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# Small-scale temperature variation for blending biomes on borders.
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mg_biome_np_heat_blend (Heat blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0, eased
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# Humidity variation for biomes.
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mg_biome_np_humidity (Humidity noise) noise_params_2d 50, 50, (1000, 1000, 1000), 842, 3, 0.5, 2.0, eased
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# Small-scale humidity variation for blending biomes on borders.
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mg_biome_np_humidity_blend (Humidity blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0, eased
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[*Mapgen V5]
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# Map generation attributes specific to Mapgen v5.
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mgv5_spflags (Mapgen V5 specific flags) flags caverns caverns,nocaverns
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# Controls width of tunnels, a smaller value creates wider tunnels.
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# Value >= 10.0 completely disables generation of tunnels and avoids the
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# intensive noise calculations.
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mgv5_cave_width (Cave width) float 0.09
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# Y of upper limit of large caves.
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mgv5_large_cave_depth (Large cave depth) int -256 -31000 31000
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# Minimum limit of random number of small caves per mapchunk.
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mgv5_small_cave_num_min (Small cave minimum number) int 0 0 256
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# Maximum limit of random number of small caves per mapchunk.
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mgv5_small_cave_num_max (Small cave maximum number) int 0 0 256
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# Minimum limit of random number of large caves per mapchunk.
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mgv5_large_cave_num_min (Large cave minimum number) int 0 0 64
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# Maximum limit of random number of large caves per mapchunk.
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mgv5_large_cave_num_max (Large cave maximum number) int 2 0 64
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# Proportion of large caves that contain liquid.
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mgv5_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
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# Y-level of cavern upper limit.
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mgv5_cavern_limit (Cavern limit) int -256 -31000 31000
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# Y-distance over which caverns expand to full size.
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mgv5_cavern_taper (Cavern taper) int 256 0 32767
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# Defines full size of caverns, smaller values create larger caverns.
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mgv5_cavern_threshold (Cavern threshold) float 0.7
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# Lower Y limit of dungeons.
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mgv5_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
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# Upper Y limit of dungeons.
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mgv5_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
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[**Noises]
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# Variation of biome filler depth.
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mgv5_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0, eased
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# Variation of terrain vertical scale.
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# When noise is < -0.55 terrain is near-flat.
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mgv5_np_factor (Factor noise) noise_params_2d 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0, eased
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# Y-level of average terrain surface.
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mgv5_np_height (Height noise) noise_params_2d 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0, eased
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# First of two 3D noises that together define tunnels.
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mgv5_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
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# Second of two 3D noises that together define tunnels.
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mgv5_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
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# 3D noise defining giant caverns.
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mgv5_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
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# 3D noise defining terrain.
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mgv5_np_ground (Ground noise) noise_params_3d 0, 40, (80, 80, 80), 983240, 4, 0.55, 2.0, eased
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# 3D noise that determines number of dungeons per mapchunk.
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mgv5_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
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[*Mapgen V6]
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# Map generation attributes specific to Mapgen v6.
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# The 'snowbiomes' flag enables the new 5 biome system.
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# When the 'snowbiomes' flag is enabled jungles are automatically enabled and
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# the 'jungles' flag is ignored.
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# The 'temples' flag disables generation of desert temples. Normal dungeons will appear instead.
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mgv6_spflags (Mapgen V6 specific flags) flags jungles,biomeblend,mudflow,snowbiomes,noflat,trees,temples jungles,biomeblend,mudflow,snowbiomes,flat,trees,temples,nojungles,nobiomeblend,nomudflow,nosnowbiomes,noflat,notrees,notemples
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# Deserts occur when np_biome exceeds this value.
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# When the 'snowbiomes' flag is enabled, this is ignored.
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mgv6_freq_desert (Desert noise threshold) float 0.45
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# Sandy beaches occur when np_beach exceeds this value.
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mgv6_freq_beach (Beach noise threshold) float 0.15
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# Lower Y limit of dungeons.
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mgv6_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
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# Upper Y limit of dungeons.
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mgv6_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
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[**Noises]
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# Y-level of lower terrain and seabed.
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mgv6_np_terrain_base (Terrain base noise) noise_params_2d -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0, eased
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# Y-level of higher terrain that creates cliffs.
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mgv6_np_terrain_higher (Terrain higher noise) noise_params_2d 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0, eased
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# Varies steepness of cliffs.
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mgv6_np_steepness (Steepness noise) noise_params_2d 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0, eased
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# Defines distribution of higher terrain.
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mgv6_np_height_select (Height select noise) noise_params_2d 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0, eased
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# Varies depth of biome surface nodes.
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mgv6_np_mud (Mud noise) noise_params_2d 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0, eased
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# Defines areas with sandy beaches.
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mgv6_np_beach (Beach noise) noise_params_2d 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0, eased
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# Temperature variation for biomes.
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mgv6_np_biome (Biome noise) noise_params_2d 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0, eased
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# Variation of number of caves.
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mgv6_np_cave (Cave noise) noise_params_2d 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0, eased
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# Humidity variation for biomes.
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mgv6_np_humidity (Humidity noise) noise_params_2d 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0, eased
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# Defines tree areas and tree density.
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mgv6_np_trees (Trees noise) noise_params_2d 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0, eased
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# Defines areas where trees have apples.
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mgv6_np_apple_trees (Apple trees noise) noise_params_2d 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0, eased
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[*Mapgen V7]
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# Map generation attributes specific to Mapgen v7.
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# 'ridges': Rivers.
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# 'floatlands': Floating land masses in the atmosphere.
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# 'caverns': Giant caves deep underground.
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mgv7_spflags (Mapgen V7 specific flags) flags mountains,ridges,nofloatlands,caverns mountains,ridges,floatlands,caverns,nomountains,noridges,nofloatlands,nocaverns
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# Y of mountain density gradient zero level. Used to shift mountains vertically.
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mgv7_mount_zero_level (Mountain zero level) int 0 -31000 31000
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# Lower Y limit of floatlands.
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mgv7_floatland_ymin (Floatland minimum Y) int 1024 -31000 31000
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# Upper Y limit of floatlands.
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mgv7_floatland_ymax (Floatland maximum Y) int 4096 -31000 31000
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# Y-distance over which floatlands taper from full density to nothing.
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# Tapering starts at this distance from the Y limit.
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# For a solid floatland layer, this controls the height of hills/mountains.
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# Must be less than or equal to half the distance between the Y limits.
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mgv7_floatland_taper (Floatland tapering distance) int 256 0 32767
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# Exponent of the floatland tapering. Alters the tapering behavior.
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# Value = 1.0 creates a uniform, linear tapering.
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# Values > 1.0 create a smooth tapering suitable for the default separated
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# floatlands.
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# Values < 1.0 (for example 0.25) create a more defined surface level with
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# flatter lowlands, suitable for a solid floatland layer.
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mgv7_float_taper_exp (Floatland taper exponent) float 2.0
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# Adjusts the density of the floatland layer.
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# Increase value to increase density. Can be positive or negative.
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# Value = 0.0: 50% of volume is floatland.
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# Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
|
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# to be sure) creates a solid floatland layer.
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mgv7_floatland_density (Floatland density) float -0.6
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# Surface level of optional water placed on a solid floatland layer.
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# Water is disabled by default and will only be placed if this value is set
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# to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
|
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# upper tapering).
|
|
# ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
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# When enabling water placement, floatlands must be configured and tested
|
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# to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
|
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# required value depending on 'mgv7_np_floatland'), to avoid
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# server-intensive extreme water flow and to avoid vast flooding of the
|
|
# world surface below.
|
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mgv7_floatland_ywater (Floatland water level) int -31000 -31000 31000
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# Controls width of tunnels, a smaller value creates wider tunnels.
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# Value >= 10.0 completely disables generation of tunnels and avoids the
|
|
# intensive noise calculations.
|
|
mgv7_cave_width (Cave width) float 0.09
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# Y of upper limit of large caves.
|
|
mgv7_large_cave_depth (Large cave depth) int -33 -31000 31000
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# Minimum limit of random number of small caves per mapchunk.
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|
mgv7_small_cave_num_min (Small cave minimum number) int 0 0 256
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# Maximum limit of random number of small caves per mapchunk.
|
|
mgv7_small_cave_num_max (Small cave maximum number) int 0 0 256
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|
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# Minimum limit of random number of large caves per mapchunk.
|
|
mgv7_large_cave_num_min (Large cave minimum number) int 0 0 64
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# Maximum limit of random number of large caves per mapchunk.
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mgv7_large_cave_num_max (Large cave maximum number) int 2 0 64
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# Proportion of large caves that contain liquid.
|
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mgv7_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
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# Y-level of cavern upper limit.
|
|
mgv7_cavern_limit (Cavern limit) int -256 -31000 31000
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# Y-distance over which caverns expand to full size.
|
|
mgv7_cavern_taper (Cavern taper) int 256 0 32767
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# Defines full size of caverns, smaller values create larger caverns.
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mgv7_cavern_threshold (Cavern threshold) float 0.7
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# Lower Y limit of dungeons.
|
|
mgv7_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
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# Upper Y limit of dungeons.
|
|
mgv7_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
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|
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[**Noises]
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# Y-level of higher terrain that creates cliffs.
|
|
mgv7_np_terrain_base (Terrain base noise) noise_params_2d 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0, eased
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# Y-level of lower terrain and seabed.
|
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mgv7_np_terrain_alt (Terrain alternative noise) noise_params_2d 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0, eased
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# Varies roughness of terrain.
|
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# Defines the 'persistence' value for terrain_base and terrain_alt noises.
|
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mgv7_np_terrain_persist (Terrain persistence noise) noise_params_2d 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0, eased
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# Defines distribution of higher terrain and steepness of cliffs.
|
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mgv7_np_height_select (Height select noise) noise_params_2d -8, 16, (500, 500, 500), 4213, 6, 0.7, 2.0, eased
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# 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
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# Variation of maximum mountain height (in nodes).
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mgv7_np_mount_height (Mountain height noise) noise_params_2d 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0, eased
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# Defines large-scale river channel structure.
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mgv7_np_ridge_uwater (Ridge underwater noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
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# 3D noise defining mountain structure and height.
|
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# Also defines structure of floatland mountain terrain.
|
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mgv7_np_mountain (Mountain noise) noise_params_3d -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
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# 3D noise defining structure of river canyon walls.
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mgv7_np_ridge (Ridge noise) noise_params_3d 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
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# 3D noise defining structure of floatlands.
|
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# If altered from the default, the noise 'scale' (0.7 by default) may need
|
|
# to be adjusted, as floatland tapering functions best when this noise has
|
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# a value range of approximately -2.0 to 2.0.
|
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mgv7_np_floatland (Floatland noise) noise_params_3d 0, 0.7, (384, 96, 384), 1009, 4, 0.75, 1.618
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# 3D noise defining giant caverns.
|
|
mgv7_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
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# First of two 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
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# Second of two 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
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# 3D noise that determines number of dungeons per mapchunk.
|
|
mgv7_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
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[*Mapgen Carpathian]
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# Map generation attributes specific to Mapgen Carpathian.
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mgcarpathian_spflags (Mapgen Carpathian specific flags) flags caverns,norivers caverns,rivers,nocaverns,norivers
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|
# Defines the base ground level.
|
|
mgcarpathian_base_level (Base ground level) float 12.0
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|
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# Defines the width of the river channel.
|
|
mgcarpathian_river_width (River channel width) float 0.05
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|
|
# Defines the depth of the river channel.
|
|
mgcarpathian_river_depth (River channel depth) float 24.0
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|
|
# Defines the width of the river valley.
|
|
mgcarpathian_valley_width (River valley width) float 0.25
|
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|
|
# Controls width of tunnels, a smaller value creates wider tunnels.
|
|
# Value >= 10.0 completely disables generation of tunnels and avoids the
|
|
# intensive noise calculations.
|
|
mgcarpathian_cave_width (Cave width) float 0.09
|
|
|
|
# Y of upper limit of large caves.
|
|
mgcarpathian_large_cave_depth (Large cave depth) int -33 -31000 31000
|
|
|
|
# Minimum limit of random number of small caves per mapchunk.
|
|
mgcarpathian_small_cave_num_min (Small cave minimum number) int 0 0 256
|
|
|
|
# Maximum limit of random number of small caves per mapchunk.
|
|
mgcarpathian_small_cave_num_max (Small cave maximum number) int 0 0 256
|
|
|
|
# Minimum limit of random number of large caves per mapchunk.
|
|
mgcarpathian_large_cave_num_min (Large cave minimum number) int 0 0 64
|
|
|
|
# Maximum limit of random number of large caves per mapchunk.
|
|
mgcarpathian_large_cave_num_max (Large cave maximum number) int 2 0 64
|
|
|
|
# Proportion of large caves that contain liquid.
|
|
mgcarpathian_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
|
|
|
|
# Y-level of cavern upper limit.
|
|
mgcarpathian_cavern_limit (Cavern limit) int -256 -31000 31000
|
|
|
|
# Y-distance over which caverns expand to full size.
|
|
mgcarpathian_cavern_taper (Cavern taper) int 256 0 32767
|
|
|
|
# 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 -31000 31000
|
|
|
|
# Upper Y limit of dungeons.
|
|
mgcarpathian_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
|
|
|
|
[**Noises]
|
|
|
|
# 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
|
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|
|
# 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
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|
|
# 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
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|
|
# 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/occurrence 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/occurrence 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/occurrence 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
|
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|
|
# 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
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|
|
|
# 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
|
|
|
|
# 2D noise that locates the river valleys and channels.
|
|
mgcarpathian_np_rivers (River noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 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 two 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 two 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
|
|
|
|
# 3D noise that determines number of dungeons per mapchunk.
|
|
mgcarpathian_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
|
|
|
|
[*Mapgen Flat]
|
|
|
|
# Map generation attributes specific to Mapgen Flat.
|
|
# Occasional lakes and hills can be added to the flat world.
|
|
mgflat_spflags (Mapgen Flat specific flags) flags nolakes,nohills,nocaverns lakes,hills,caverns,nolakes,nohills,nocaverns
|
|
|
|
# Y of flat ground.
|
|
mgflat_ground_level (Ground level) int 8 -31000 31000
|
|
|
|
# Y of upper limit of large caves.
|
|
mgflat_large_cave_depth (Large cave depth) int -33 -31000 31000
|
|
|
|
# Minimum limit of random number of small caves per mapchunk.
|
|
mgflat_small_cave_num_min (Small cave minimum number) int 0 0 256
|
|
|
|
# Maximum limit of random number of small caves per mapchunk.
|
|
mgflat_small_cave_num_max (Small cave maximum number) int 0 0 256
|
|
|
|
# Minimum limit of random number of large caves per mapchunk.
|
|
mgflat_large_cave_num_min (Large cave minimum number) int 0 0 64
|
|
|
|
# Maximum limit of random number of large caves per mapchunk.
|
|
mgflat_large_cave_num_max (Large cave maximum number) int 2 0 64
|
|
|
|
# Proportion of large caves that contain liquid.
|
|
mgflat_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
|
|
|
|
# Controls width of tunnels, a smaller value creates wider tunnels.
|
|
# Value >= 10.0 completely disables generation of tunnels and avoids the
|
|
# intensive noise calculations.
|
|
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
|
|
|
|
# Y-level of cavern upper limit.
|
|
mgflat_cavern_limit (Cavern limit) int -256 -31000 31000
|
|
|
|
# Y-distance over which caverns expand to full size.
|
|
mgflat_cavern_taper (Cavern taper) int 256 0 32767
|
|
|
|
# Defines full size of caverns, smaller values create larger caverns.
|
|
mgflat_cavern_threshold (Cavern threshold) float 0.7
|
|
|
|
# Lower Y limit of dungeons.
|
|
mgflat_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
|
|
|
|
# Upper Y limit of dungeons.
|
|
mgflat_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 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 two 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 two 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
|
|
|
|
# 3D noise defining giant caverns.
|
|
mgflat_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
|
|
|
|
# 3D noise that determines number of dungeons per mapchunk.
|
|
mgflat_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
|
|
|
|
[*Mapgen Fractal]
|
|
|
|
# Map generation attributes specific to Mapgen Fractal.
|
|
# 'terrain' enables the generation of non-fractal terrain:
|
|
# ocean, islands and underground.
|
|
mgfractal_spflags (Mapgen Fractal specific flags) flags terrain terrain,noterrain
|
|
|
|
# Controls width of tunnels, a smaller value creates wider tunnels.
|
|
# Value >= 10.0 completely disables generation of tunnels and avoids the
|
|
# intensive noise calculations.
|
|
mgfractal_cave_width (Cave width) float 0.09
|
|
|
|
# Y of upper limit of large caves.
|
|
mgfractal_large_cave_depth (Large cave depth) int -33 -31000 31000
|
|
|
|
# Minimum limit of random number of small caves per mapchunk.
|
|
mgfractal_small_cave_num_min (Small cave minimum number) int 0 0 256
|
|
|
|
# Maximum limit of random number of small caves per mapchunk.
|
|
mgfractal_small_cave_num_max (Small cave maximum number) int 0 0 256
|
|
|
|
# Minimum limit of random number of large caves per mapchunk.
|
|
mgfractal_large_cave_num_min (Large cave minimum number) int 0 0 64
|
|
|
|
# Maximum limit of random number of large caves per mapchunk.
|
|
mgfractal_large_cave_num_max (Large cave maximum number) int 2 0 64
|
|
|
|
# Proportion of large caves that contain liquid.
|
|
mgfractal_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
|
|
|
|
# Lower Y limit of dungeons.
|
|
mgfractal_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
|
|
|
|
# Upper Y limit of dungeons.
|
|
mgfractal_dungeon_ymax (Dungeon maximum Y) int 31000 -31000 31000
|
|
|
|
# Selects one of 18 fractal types.
|
|
# 1 = 4D "Roundy" Mandelbrot set.
|
|
# 2 = 4D "Roundy" Julia set.
|
|
# 3 = 4D "Squarry" Mandelbrot set.
|
|
# 4 = 4D "Squarry" Julia set.
|
|
# 5 = 4D "Mandy Cousin" Mandelbrot set.
|
|
# 6 = 4D "Mandy Cousin" Julia set.
|
|
# 7 = 4D "Variation" Mandelbrot set.
|
|
# 8 = 4D "Variation" Julia set.
|
|
# 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
|
|
# 10 = 3D "Mandelbrot/Mandelbar" Julia set.
|
|
# 11 = 3D "Christmas Tree" Mandelbrot set.
|
|
# 12 = 3D "Christmas Tree" Julia set.
|
|
# 13 = 3D "Mandelbulb" Mandelbrot set.
|
|
# 14 = 3D "Mandelbulb" Julia set.
|
|
# 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
|
|
# 16 = 3D "Cosine Mandelbulb" Julia set.
|
|
# 17 = 4D "Mandelbulb" Mandelbrot set.
|
|
# 18 = 4D "Mandelbulb" Julia set.
|
|
mgfractal_fractal (Fractal type) int 1 1 18
|
|
|
|
# Iterations of the recursive function.
|
|
# Increasing this increases the amount of fine detail, but also
|
|
# increases processing load.
|
|
# At iterations = 20 this mapgen has a similar load to mapgen V7.
|
|
mgfractal_iterations (Iterations) int 11 1 65535
|
|
|
|
# (X,Y,Z) scale of fractal in nodes.
|
|
# Actual fractal size will be 2 to 3 times larger.
|
|
# These numbers can be made very large, the fractal does
|
|
# not have to fit inside the world.
|
|
# Increase these to 'zoom' into the detail of the fractal.
|
|
# Default is for a vertically-squashed shape suitable for
|
|
# an island, set all 3 numbers equal for the raw shape.
|
|
mgfractal_scale (Scale) v3f (4096.0, 1024.0, 4096.0)
|
|
|
|
# (X,Y,Z) offset of fractal from world center in units of 'scale'.
|
|
# Can be used to move a desired point to (0, 0) to create a
|
|
# suitable spawn point, or to allow 'zooming in' on a desired
|
|
# point by increasing 'scale'.
|
|
# The default is tuned for a suitable spawn point for Mandelbrot
|
|
# sets with default parameters, it may need altering in other
|
|
# situations.
|
|
# Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
|
|
mgfractal_offset (Offset) v3f (1.79, 0.0, 0.0)
|
|
|
|
# W coordinate of the generated 3D slice of a 4D fractal.
|
|
# Determines which 3D slice of the 4D shape is generated.
|
|
# Alters the shape of the fractal.
|
|
# Has no effect on 3D fractals.
|
|
# Range roughly -2 to 2.
|
|
mgfractal_slice_w (Slice w) float 0.0
|
|
|
|
# Julia set only.
|
|
# X component of hypercomplex constant.
|
|
# Alters the shape of the fractal.
|
|
# Range roughly -2 to 2.
|
|
mgfractal_julia_x (Julia x) float 0.33
|
|
|
|
# Julia set only.
|
|
# Y component of hypercomplex constant.
|
|
# Alters the shape of the fractal.
|
|
# Range roughly -2 to 2.
|
|
mgfractal_julia_y (Julia y) float 0.33
|
|
|
|
# Julia set only.
|
|
# Z component of hypercomplex constant.
|
|
# Alters the shape of the fractal.
|
|
# Range roughly -2 to 2.
|
|
mgfractal_julia_z (Julia z) float 0.33
|
|
|
|
# Julia set only.
|
|
# W component of hypercomplex constant.
|
|
# Alters the shape of the fractal.
|
|
# Has no effect on 3D fractals.
|
|
# Range roughly -2 to 2.
|
|
mgfractal_julia_w (Julia w) float 0.33
|
|
|
|
[**Noises]
|
|
|
|
# Y-level of seabed.
|
|
mgfractal_np_seabed (Seabed noise) noise_params_2d -14, 9, (600, 600, 600), 41900, 5, 0.6, 2.0, eased
|
|
|
|
# Variation of biome filler depth.
|
|
mgfractal_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
|
|
|
|
# First of two 3D noises that together define tunnels.
|
|
mgfractal_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
|
|
|
|
# Second of two 3D noises that together define tunnels.
|
|
mgfractal_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
|
|
|
|
# 3D noise that determines number of dungeons per mapchunk.
|
|
mgfractal_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
|
|
|
|
[*Mapgen Valleys]
|
|
|
|
# Map generation attributes specific to Mapgen Valleys.
|
|
# 'altitude_chill': Reduces heat with altitude.
|
|
# 'humid_rivers': Increases humidity around rivers.
|
|
# 'vary_river_depth': If enabled, low humidity and high heat causes rivers
|
|
# to become shallower and occasionally dry.
|
|
# 'altitude_dry': Reduces humidity with altitude.
|
|
mgvalleys_spflags (Mapgen Valleys specific flags) flags altitude_chill,humid_rivers,vary_river_depth,altitude_dry altitude_chill,humid_rivers,vary_river_depth,altitude_dry,noaltitude_chill,nohumid_rivers,novary_river_depth,noaltitude_dry
|
|
|
|
# The vertical distance over which heat drops by 20 if 'altitude_chill' is
|
|
# enabled. Also, the vertical distance over which humidity drops by 10 if
|
|
# 'altitude_dry' is enabled.
|
|
mgvalleys_altitude_chill (Altitude chill) int 90 0 65535
|
|
|
|
# Depth below which you'll find large caves.
|
|
mgvalleys_large_cave_depth (Large cave depth) int -33 -31000 31000
|
|
|
|
# Minimum limit of random number of small caves per mapchunk.
|
|
mgvalleys_small_cave_num_min (Small cave minimum number) int 0 0 256
|
|
|
|
# Maximum limit of random number of small caves per mapchunk.
|
|
mgvalleys_small_cave_num_max (Small cave maximum number) int 0 0 256
|
|
|
|
# Minimum limit of random number of large caves per mapchunk.
|
|
mgvalleys_large_cave_num_min (Large cave minimum number) int 0 0 64
|
|
|
|
# Maximum limit of random number of large caves per mapchunk.
|
|
mgvalleys_large_cave_num_max (Large cave maximum number) int 2 0 64
|
|
|
|
# Proportion of large caves that contain liquid.
|
|
mgvalleys_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
|
|
|
|
# Depth below which you'll find giant caverns.
|
|
mgvalleys_cavern_limit (Cavern upper limit) int -256 -31000 31000
|
|
|
|
# Y-distance over which caverns expand to full size.
|
|
mgvalleys_cavern_taper (Cavern taper) int 192 0 32767
|
|
|
|
# Defines full size of caverns, smaller values create larger caverns.
|
|
mgvalleys_cavern_threshold (Cavern threshold) float 0.6
|
|
|
|
# How deep to make rivers.
|
|
mgvalleys_river_depth (River depth) int 4 0 65535
|
|
|
|
# How wide to make rivers.
|
|
mgvalleys_river_size (River size) int 5 0 65535
|
|
|
|
# Controls width of tunnels, a smaller value creates wider tunnels.
|
|
# Value >= 10.0 completely disables generation of tunnels and avoids the
|
|
# intensive noise calculations.
|
|
mgvalleys_cave_width (Cave width) float 0.09
|
|
|
|
# Lower Y limit of dungeons.
|
|
mgvalleys_dungeon_ymin (Dungeon minimum Y) int -31000 -31000 31000
|
|
|
|
# Upper Y limit of dungeons.
|
|
mgvalleys_dungeon_ymax (Dungeon maximum Y) int 63 -31000 31000
|
|
|
|
[**Noises]
|
|
|
|
# First of two 3D noises that together define tunnels.
|
|
mgvalleys_np_cave1 (Cave noise #1) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
|
|
|
|
# Second of two 3D noises that together define tunnels.
|
|
mgvalleys_np_cave2 (Cave noise #2) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
|
|
|
|
# Variation of biome filler depth.
|
|
mgvalleys_np_filler_depth (Filler depth) noise_params_2d 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0, eased
|
|
|
|
# 3D noise defining giant caverns.
|
|
mgvalleys_np_cavern (Cavern noise) noise_params_3d 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0
|
|
|
|
# Defines large-scale river channel structure.
|
|
mgvalleys_np_rivers (River noise) noise_params_2d 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0, eased
|
|
|
|
# Base terrain height.
|
|
mgvalleys_np_terrain_height (Terrain height) noise_params_2d -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0, eased
|
|
|
|
# Raises terrain to make valleys around the rivers.
|
|
mgvalleys_np_valley_depth (Valley depth) noise_params_2d 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0, eased
|
|
|
|
# Slope and fill work together to modify the heights.
|
|
mgvalleys_np_inter_valley_fill (Valley fill) noise_params_3d 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0
|
|
|
|
# Amplifies the valleys.
|
|
mgvalleys_np_valley_profile (Valley profile) noise_params_2d 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0, eased
|
|
|
|
# Slope and fill work together to modify the heights.
|
|
mgvalleys_np_inter_valley_slope (Valley slope) noise_params_2d 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0, eased
|
|
|
|
# 3D noise that determines number of dungeons per mapchunk.
|
|
mgvalleys_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
|
|
|
|
|
|
[Advanced]
|
|
|
|
[*Developer Options]
|
|
|
|
# Enable Lua modding support on client.
|
|
# This support is experimental and API can change.
|
|
enable_client_modding (Client modding) bool false
|
|
|
|
# Replaces the default main menu with a custom one.
|
|
main_menu_script (Main menu script) string
|
|
|
|
[**Mod Security]
|
|
|
|
# Prevent mods from doing insecure things like running shell commands.
|
|
secure.enable_security (Enable mod security) bool true
|
|
|
|
# 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
|
|
|
|
# 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
|
|
|
|
[**Debugging]
|
|
|
|
# Level of logging to be written to debug.txt:
|
|
# - <nothing> (no logging)
|
|
# - none (messages with no level)
|
|
# - error
|
|
# - warning
|
|
# - action
|
|
# - info
|
|
# - verbose
|
|
# - trace
|
|
debug_log_level (Debug log level) enum action ,none,error,warning,action,info,verbose,trace
|
|
|
|
# If the file size of debug.txt exceeds the number of megabytes specified in
|
|
# this setting when it is opened, the file is moved to debug.txt.1,
|
|
# deleting an older debug.txt.1 if it exists.
|
|
# debug.txt is only moved if this setting is positive.
|
|
debug_log_size_max (Debug log file size threshold) int 50 1
|
|
|
|
# Minimal level of logging to be written to chat.
|
|
chat_log_level (Chat log level) enum error ,none,error,warning,action,info,verbose,trace
|
|
|
|
# Handling for deprecated Lua API calls:
|
|
# - none: Do not log deprecated calls
|
|
# - log: mimic and log backtrace of deprecated call (default).
|
|
# - error: abort on usage of deprecated call (suggested for mod developers).
|
|
deprecated_lua_api_handling (Deprecated Lua API handling) enum log none,log,error
|
|
|
|
# Enable random user input (only used for testing).
|
|
random_input (Random input) bool false
|
|
|
|
# Enable mod channels support.
|
|
enable_mod_channels (Mod channels) bool false
|
|
|
|
[**Mod Profiler]
|
|
|
|
# Load the game profiler to collect game profiling data.
|
|
# Provides a /profiler command to access the compiled profile.
|
|
# Useful for mod developers and server operators.
|
|
profiler.load (Load the game profiler) bool false
|
|
|
|
# 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
|
|
|
|
# The file path relative to your world path in which profiles will be saved to.
|
|
profiler.report_path (Report path) string
|
|
|
|
# Instrument the methods of entities on registration.
|
|
instrument.entity (Entity methods) bool true
|
|
|
|
# Instrument the action function of Active Block Modifiers on registration.
|
|
instrument.abm (Active Block Modifiers) bool true
|
|
|
|
# Instrument the action function of Loading Block Modifiers on registration.
|
|
instrument.lbm (Loading Block Modifiers) bool true
|
|
|
|
# Instrument chat commands on registration.
|
|
instrument.chatcommand (Chat commands) bool true
|
|
|
|
# Instrument global callback functions on registration.
|
|
# (anything you pass to a minetest.register_*() function)
|
|
instrument.global_callback (Global callbacks) bool true
|
|
|
|
# Instrument builtin.
|
|
# This is usually only needed by core/builtin contributors
|
|
instrument.builtin (Builtin) bool false
|
|
|
|
# Have the profiler instrument itself:
|
|
# * Instrument an empty function.
|
|
# This estimates the overhead, that instrumentation is adding (+1 function call).
|
|
# * Instrument the sampler being used to update the statistics.
|
|
instrument.profiler (Profiler) bool false
|
|
|
|
[**Engine Profiler]
|
|
|
|
# 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 0
|
|
|
|
|
|
[*Advanced]
|
|
|
|
# Enable IPv6 support (for both client and server).
|
|
# Required for IPv6 connections to work at all.
|
|
enable_ipv6 (IPv6) bool true
|
|
|
|
# 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
|
|
|
|
[**Graphics]
|
|
|
|
# Path to shader directory. If no path is defined, default location will be used.
|
|
#
|
|
# Requires: shaders
|
|
shader_path (Shader path) path
|
|
|
|
# The rendering back-end.
|
|
# Note: A restart is required after changing this!
|
|
# OpenGL is the default for desktop, and OGLES2 for Android.
|
|
# Shaders are supported by everything but OGLES1.
|
|
video_driver (Video driver) enum ,opengl,opengl3,ogles1,ogles2
|
|
|
|
# Distance in nodes at which transparency depth sorting is enabled
|
|
# Use this to limit the performance impact of transparency depth sorting
|
|
transparency_sorting_distance (Transparency Sorting Distance) int 16 0 128
|
|
|
|
# Radius of cloud area stated in number of 64 node cloud squares.
|
|
# Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
|
|
cloud_radius (Cloud radius) int 12 1 62
|
|
|
|
# Whether node texture animations should be desynchronized per mapblock.
|
|
desynchronize_mapblock_texture_animation (Desynchronize block animation) bool false
|
|
|
|
# Enables caching of facedir rotated meshes.
|
|
enable_mesh_cache (Mesh cache) bool false
|
|
|
|
# Delay between mesh updates on the client in ms. Increasing this will slow
|
|
# down the rate of mesh updates, thus reducing jitter on slower clients.
|
|
mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50
|
|
|
|
# Number of threads to use for mesh generation.
|
|
# Value of 0 (default) will let Minetest autodetect the number of available threads.
|
|
mesh_generation_threads (Mapblock mesh generation threads) int 0 0 8
|
|
|
|
# True = 256
|
|
# False = 128
|
|
# Usable to make minimap smoother on slower machines.
|
|
minimap_double_scan_height (Minimap scan height) bool true
|
|
|
|
# Textures on a node may be aligned either to the node or to the world.
|
|
# The former mode suits better things like machines, furniture, etc., while
|
|
# the latter makes stairs and microblocks fit surroundings better.
|
|
# However, as this possibility is new, thus may not be used by older servers,
|
|
# this option allows enforcing it for certain node types. Note though that
|
|
# that is considered EXPERIMENTAL and may not work properly.
|
|
world_aligned_mode (World-aligned textures mode) enum enable disable,enable,force_solid,force_nodebox
|
|
|
|
# World-aligned textures may be scaled to span several nodes. However,
|
|
# the server may not send the scale you want, especially if you use
|
|
# a specially-designed texture pack; with this option, the client tries
|
|
# to determine the scale automatically basing on the texture size.
|
|
# See also texture_min_size.
|
|
# Warning: This option is EXPERIMENTAL!
|
|
autoscale_mode (Autoscaling mode) enum disable disable,enable,force
|
|
|
|
# When using bilinear/trilinear/anisotropic filters, low-resolution textures
|
|
# can be blurred, so automatically upscale them with nearest-neighbor
|
|
# interpolation to preserve crisp pixels. This sets the minimum texture size
|
|
# for the upscaled textures; higher values look sharper, but require more
|
|
# memory. Powers of 2 are recommended. This setting is ONLY applied if
|
|
# bilinear/trilinear/anisotropic filtering is enabled.
|
|
# This is also used as the base node texture size for world-aligned
|
|
# texture autoscaling.
|
|
texture_min_size (Base texture size) int 64 1 32768
|
|
|
|
# Side length of a cube of map blocks that the client will consider together
|
|
# when generating meshes.
|
|
# Larger values increase the utilization of the GPU by reducing the number of
|
|
# draw calls, benefiting especially high-end GPUs.
|
|
# Systems with a low-end GPU (or no GPU) would benefit from smaller values.
|
|
client_mesh_chunk (Client Mesh Chunksize) int 1 1 16
|
|
|
|
[**Sound]
|
|
# Comma-separated list of AL and ALC extensions that should not be used.
|
|
# Useful for testing. See al_extensions.[h,cpp] for details.
|
|
sound_extensions_blacklist (Sound Extensions Blacklist) string
|
|
|
|
[**Font]
|
|
|
|
font_bold (Font bold by default) bool false
|
|
|
|
font_italic (Font italic by default) bool false
|
|
|
|
# Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
|
|
font_shadow (Font shadow) int 1 0 65535
|
|
|
|
# Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
|
|
font_shadow_alpha (Font shadow alpha) int 127 0 255
|
|
|
|
# Font size of the default font where 1 unit = 1 pixel at 96 DPI
|
|
font_size (Font size) int 16 5 72
|
|
|
|
# For pixel-style fonts that do not scale well, this ensures that font sizes used
|
|
# with this font will always be divisible by this value, in pixels. For instance,
|
|
# a pixel font 16 pixels tall should have this set to 16, so it will only ever be
|
|
# sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
|
|
font_size_divisible_by (Font size divisible by) int 1 1
|
|
|
|
# Path to the default font. Must be a TrueType font.
|
|
# The fallback font will be used if the font cannot be loaded.
|
|
font_path (Regular font path) filepath fonts/Arimo-Regular.ttf
|
|
|
|
font_path_bold (Bold font path) filepath fonts/Arimo-Bold.ttf
|
|
font_path_italic (Italic font path) filepath fonts/Arimo-Italic.ttf
|
|
font_path_bold_italic (Bold and italic font path) filepath fonts/Arimo-BoldItalic.ttf
|
|
|
|
# Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
|
|
mono_font_size (Monospace font size) int 16 5 72
|
|
|
|
# For pixel-style fonts that do not scale well, this ensures that font sizes used
|
|
# with this font will always be divisible by this value, in pixels. For instance,
|
|
# a pixel font 16 pixels tall should have this set to 16, so it will only ever be
|
|
# sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
|
|
mono_font_size_divisible_by (Monospace font size divisible by) int 1 1
|
|
|
|
# Path to the monospace font. Must be a TrueType font.
|
|
# This font is used for e.g. the console and profiler screen.
|
|
mono_font_path (Monospace font path) filepath fonts/Cousine-Regular.ttf
|
|
|
|
mono_font_path_bold (Bold monospace font path) filepath fonts/Cousine-Bold.ttf
|
|
mono_font_path_italic (Italic monospace font path) filepath fonts/Cousine-Italic.ttf
|
|
mono_font_path_bold_italic (Bold and italic monospace font path) filepath fonts/Cousine-BoldItalic.ttf
|
|
|
|
# Path of the fallback font. Must be a TrueType font.
|
|
# This font will be used for certain languages or if the default font is unavailable.
|
|
fallback_font_path (Fallback font path) filepath fonts/DroidSansFallbackFull.ttf
|
|
|
|
[**Lighting]
|
|
|
|
# Gradient of light curve at minimum light level.
|
|
# Controls the contrast of the lowest light levels.
|
|
lighting_alpha (Light curve low gradient) float 0.0 0.0 3.0
|
|
|
|
# Gradient of light curve at maximum light level.
|
|
# Controls the contrast of the highest light levels.
|
|
lighting_beta (Light curve high gradient) float 1.5 0.0 3.0
|
|
|
|
# Strength of light curve boost.
|
|
# The 3 'boost' parameters define a range of the light
|
|
# curve that is boosted in brightness.
|
|
lighting_boost (Light curve boost) float 0.2 0.0 0.4
|
|
|
|
# Center of light curve boost range.
|
|
# Where 0.0 is minimum light level, 1.0 is maximum light level.
|
|
lighting_boost_center (Light curve boost center) float 0.5 0.0 1.0
|
|
|
|
# Spread of light curve boost range.
|
|
# Controls the width of the range to be boosted.
|
|
# Standard deviation of the light curve boost Gaussian.
|
|
lighting_boost_spread (Light curve boost spread) float 0.2 0.0 0.4
|
|
|
|
[**Networking]
|
|
|
|
# Prometheus listener address.
|
|
# If Minetest is compiled with ENABLE_PROMETHEUS option enabled,
|
|
# enable metrics listener for Prometheus on that address.
|
|
# Metrics can be fetched on http://127.0.0.1:30000/metrics
|
|
prometheus_listener_address (Prometheus listener address) string 127.0.0.1:30000
|
|
|
|
# Maximum size of the outgoing chat queue.
|
|
# 0 to disable queueing and -1 to make the queue size unlimited.
|
|
max_out_chat_queue_size (Maximum size of the outgoing chat queue) int 20 -1 32767
|
|
|
|
# Timeout for client to remove unused map data from memory, in seconds.
|
|
client_unload_unused_data_timeout (Mapblock unload timeout) float 600.0 0.0
|
|
|
|
# Maximum number of mapblocks for client to be kept in memory.
|
|
# Set to -1 for unlimited amount.
|
|
client_mapblock_limit (Mapblock limit) int 7500 -1 2147483647
|
|
|
|
# Whether to show the client debug info (has the same effect as hitting F5).
|
|
show_debug (Show debug info) bool false
|
|
|
|
# Maximum number of blocks that are simultaneously sent per client.
|
|
# The maximum total count is calculated dynamically:
|
|
# max_total = ceil((#clients + max_users) * per_client / 4)
|
|
max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 40 1 4294967295
|
|
|
|
# To reduce lag, block transfers are slowed down when a player is building something.
|
|
# This determines how long they are slowed down after placing or removing a node.
|
|
full_block_send_enable_min_time_from_building (Delay in sending blocks after building) float 2.0 0.0
|
|
|
|
# Maximum number of packets sent per send step, if you have a slow connection
|
|
# try reducing it, but don't reduce it to a number below double of targeted
|
|
# client number.
|
|
max_packets_per_iteration (Max. packets per iteration) int 1024 1 65535
|
|
|
|
# Compression level to use when sending mapblocks to the client.
|
|
# -1 - use default compression level
|
|
# 0 - least compression, fastest
|
|
# 9 - best compression, slowest
|
|
map_compression_level_net (Map Compression Level for Network Transfer) int -1 -1 9
|
|
|
|
[**Server]
|
|
|
|
# Format of player chat messages. The following strings are valid placeholders:
|
|
# @name, @message, @timestamp (optional)
|
|
chat_message_format (Chat message format) string <@name> @message
|
|
|
|
# If the execution of a chat command takes longer than this specified time in
|
|
# seconds, add the time information to the chat command message
|
|
chatcommand_msg_time_threshold (Chat command time message threshold) float 0.1 0.0
|
|
|
|
# A message to be displayed to all clients when the server shuts down.
|
|
kick_msg_shutdown (Shutdown message) string Server shutting down.
|
|
|
|
# A message to be displayed to all clients when the server crashes.
|
|
kick_msg_crash (Crash message) string This server has experienced an internal error. You will now be disconnected.
|
|
|
|
# Whether to ask clients to reconnect after a (Lua) crash.
|
|
# Set this to true if your server is set up to restart automatically.
|
|
ask_reconnect_on_crash (Ask to reconnect after crash) bool false
|
|
|
|
[**Server/Env Performance]
|
|
|
|
# Length of a server tick (the interval at which everything is generally updated),
|
|
# stated in seconds.
|
|
# Does not apply to sessions hosted from the client menu.
|
|
dedicated_server_step (Dedicated server step) float 0.09 0.0 1.0
|
|
|
|
# Whether players are shown to clients without any range limit.
|
|
# Deprecated, use the setting player_transfer_distance instead.
|
|
unlimited_player_transfer_distance (Unlimited player transfer distance) bool true
|
|
|
|
# Defines the maximal player transfer distance in blocks (0 = unlimited).
|
|
player_transfer_distance (Player transfer distance) int 0 0 65535
|
|
|
|
# From how far clients know about objects, stated in mapblocks (16 nodes).
|
|
#
|
|
# Setting this larger than active_block_range will also cause the server
|
|
# to maintain active objects up to this distance in the direction the
|
|
# player is looking. (This can avoid mobs suddenly disappearing from view)
|
|
active_object_send_range_blocks (Active object send range) int 8 1 65535
|
|
|
|
# The radius of the volume of blocks around every player that is subject to the
|
|
# active block stuff, stated in mapblocks (16 nodes).
|
|
# In active blocks objects are loaded and ABMs run.
|
|
# This is also the minimum range in which active objects (mobs) are maintained.
|
|
# This should be configured together with active_object_send_range_blocks.
|
|
active_block_range (Active block range) int 4 1 65535
|
|
|
|
# From how far blocks are sent to clients, stated in mapblocks (16 nodes).
|
|
max_block_send_distance (Max block send distance) int 12 1 65535
|
|
|
|
# Default maximum number of forceloaded mapblocks.
|
|
# Set this to -1 to disable the limit.
|
|
max_forceloaded_blocks (Maximum forceloaded blocks) int 16 -1
|
|
|
|
# Interval of sending time of day to clients, stated in seconds.
|
|
time_send_interval (Time send interval) float 5.0 0.001
|
|
|
|
# Interval of saving important changes in the world, stated in seconds.
|
|
server_map_save_interval (Map save interval) float 5.3 0.001
|
|
|
|
# How long the server will wait before unloading unused mapblocks, stated in seconds.
|
|
# Higher value is smoother, but will use more RAM.
|
|
server_unload_unused_data_timeout (Unload unused server data) int 29 0 4294967295
|
|
|
|
# Maximum number of statically stored objects in a block.
|
|
max_objects_per_block (Maximum objects per block) int 256 1 65535
|
|
|
|
# Length of time between active block management cycles, stated in seconds.
|
|
active_block_mgmt_interval (Active block management interval) float 2.0 0.0
|
|
|
|
# Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
|
|
abm_interval (ABM interval) float 1.0 0.0
|
|
|
|
# The time budget allowed for ABMs to execute on each step
|
|
# (as a fraction of the ABM Interval)
|
|
abm_time_budget (ABM time budget) float 0.2 0.1 0.9
|
|
|
|
# Length of time between NodeTimer execution cycles, stated in seconds.
|
|
nodetimer_interval (NodeTimer interval) float 0.2 0.0
|
|
|
|
# Max liquids processed per step.
|
|
liquid_loop_max (Liquid loop max) int 100000 1 4294967295
|
|
|
|
# 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 0 65535
|
|
|
|
# Liquid update interval in seconds.
|
|
liquid_update (Liquid update tick) float 1.0 0.001
|
|
|
|
# At this distance the server will aggressively optimize which blocks are sent to
|
|
# clients.
|
|
# Small values potentially improve performance a lot, at the expense of visible
|
|
# rendering glitches (some blocks might not be rendered correctly in caves).
|
|
# Setting this to a value greater than max_block_send_distance disables this
|
|
# optimization.
|
|
# Stated in MapBlocks (16 nodes).
|
|
block_send_optimize_distance (Block send optimize distance) int 4 2 2047
|
|
|
|
# If enabled, the server will perform map block occlusion culling based on
|
|
# on the eye position of the player. This can reduce the number of blocks
|
|
# sent to the client by 50-80%. Clients will no longer receive most
|
|
# invisible blocks, so that the utility of noclip mode is reduced.
|
|
server_side_occlusion_culling (Server-side occlusion culling) bool true
|
|
|
|
# At this distance the server will perform a simpler and cheaper occlusion check.
|
|
# Smaller values potentially improve performance, at the expense of temporarily visible
|
|
# rendering glitches (missing blocks).
|
|
# This is especially useful for very large viewing range (upwards of 500).
|
|
# Stated in MapBlocks (16 nodes).
|
|
block_cull_optimize_distance (Block cull optimize distance) int 25 2 2047
|
|
|
|
[**Mapgen]
|
|
|
|
# Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
|
|
# WARNING: There is no benefit, and there are several dangers, in
|
|
# increasing this value above 5.
|
|
# Reducing this value increases cave and dungeon density.
|
|
# Altering this value is for special usage, leaving it unchanged is
|
|
# recommended.
|
|
chunksize (Chunk size) int 5 1 10
|
|
|
|
# Dump the mapgen debug information.
|
|
enable_mapgen_debug_info (Mapgen debug) bool false
|
|
|
|
# Maximum number of blocks that can be queued for loading.
|
|
emergequeue_limit_total (Absolute limit of queued blocks to emerge) int 1024 1 1000000
|
|
|
|
# Maximum number of blocks to be queued that are to be loaded from file.
|
|
# This limit is enforced per player.
|
|
emergequeue_limit_diskonly (Per-player limit of queued blocks load from disk) int 128 1 1000000
|
|
|
|
# Maximum number of blocks to be queued that are to be generated.
|
|
# This limit is enforced per player.
|
|
emergequeue_limit_generate (Per-player limit of queued blocks to generate) int 128 1 1000000
|
|
|
|
# Number of emerge threads to use.
|
|
# Value 0:
|
|
# - Automatic selection. The number of emerge threads will be
|
|
# - 'number of processors - 2', with a lower limit of 1.
|
|
# Any other value:
|
|
# - Specifies the number of emerge threads, with a lower limit of 1.
|
|
# WARNING: Increasing the number of emerge threads increases engine mapgen
|
|
# speed, but this may harm game performance by interfering with other
|
|
# processes, especially in singleplayer and/or when running Lua code in
|
|
# 'on_generated'. For many users the optimum setting may be '1'.
|
|
num_emerge_threads (Number of emerge threads) int 1 0 32767
|
|
|
|
[**cURL]
|
|
|
|
# Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
|
|
curl_timeout (cURL interactive timeout) int 20000 1000 2147483647
|
|
|
|
# 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 1 2147483647
|
|
|
|
# Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
|
|
curl_file_download_timeout (cURL file download timeout) int 300000 5000 2147483647
|
|
|
|
[**Miscellaneous]
|
|
|
|
# Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
|
|
screen_dpi (DPI) int 72 1
|
|
|
|
# Adjust the detected display density, used for scaling UI elements.
|
|
display_density_factor (Display Density Scaling Factor) float 1 0.5 5.0
|
|
|
|
# Windows systems only: Start Minetest with the command line window in the background.
|
|
# Contains the same information as the file debug.txt (default name).
|
|
enable_console (Enable console window) bool false
|
|
|
|
# Number of extra blocks that can be loaded by /clearobjects at once.
|
|
# This is a trade-off between SQLite transaction overhead and
|
|
# memory consumption (4096=100MB, as a rule of thumb).
|
|
max_clearobjects_extra_loaded_blocks (Max. clearobjects extra blocks) int 4096 0 4294967295
|
|
|
|
# World directory (everything in the world is stored here).
|
|
# Not needed if starting from the main menu.
|
|
map-dir (Map directory) path
|
|
|
|
# See https://www.sqlite.org/pragma.html#pragma_synchronous
|
|
sqlite_synchronous (Synchronous SQLite) enum 2 0,1,2
|
|
|
|
# Compression level to use when saving mapblocks to disk.
|
|
# -1 - use default compression level
|
|
# 0 - least compression, fastest
|
|
# 9 - best compression, slowest
|
|
map_compression_level_disk (Map Compression Level for Disk Storage) int -1 -1 9
|
|
|
|
# Enable usage of remote media server (if provided by server).
|
|
# Remote servers offer a significantly faster way to download media (e.g. textures)
|
|
# when connecting to the server.
|
|
enable_remote_media_server (Connect to external media server) bool true
|
|
|
|
# File in client/serverlist/ that contains your favorite servers displayed in the
|
|
# Multiplayer Tab.
|
|
serverlist_file (Serverlist file) string favoriteservers.json
|
|
|
|
|
|
[*Gamepads]
|
|
|
|
# Enable joysticks. Requires a restart to take effect
|
|
enable_joysticks (Enable joysticks) bool false
|
|
|
|
# The identifier of the joystick to use
|
|
joystick_id (Joystick ID) int 0 0 255
|
|
|
|
# The type of joystick
|
|
joystick_type (Joystick type) enum auto auto,generic,xbox,dragonrise_gamecube
|
|
|
|
# The time in seconds it takes between repeated events
|
|
# when holding down a joystick button combination.
|
|
repeat_joystick_button_time (Joystick button repetition interval) float 0.17 0.001
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# The dead zone of the joystick
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joystick_deadzone (Joystick dead zone) int 2048 0 65535
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# The sensitivity of the joystick axes for moving the
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# in-game view frustum around.
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joystick_frustum_sensitivity (Joystick frustum sensitivity) float 170.0 0.001
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[*Hide: Temporary Settings]
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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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# 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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# 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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# Enable players getting damage and dying.
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enable_damage (Damage) bool false
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# Enable creative mode for all players
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creative_mode (Creative) bool false
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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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# 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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# If enabled, makes move directions relative to the player's pitch when flying or swimming.
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pitch_move (Pitch move mode) bool false
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# Fast movement (via the "Aux1" 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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# Continuous forward movement, toggled by autoforward key.
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# Press the autoforward key again or the backwards movement to disable.
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continuous_forward (Continuous forward) bool false
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# This can be bound to a key to toggle camera smoothing when looking around.
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# Useful for recording videos
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cinematic (Cinematic mode) bool false
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# Affects mods and texture packs in the Content and Select Mods menus, as well as
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# setting names.
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# Controlled by a checkbox in the settings menu.
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show_technical_names (Show technical names) bool false
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# Controlled by a checkbox in the settings menu.
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show_advanced (Show advanced settings) bool false
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# Enables the sound system.
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# If disabled, this completely disables all sounds everywhere and the in-game
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# sound controls will be non-functional.
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# Changing this setting requires a restart.
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enable_sound (Sound) bool true
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# Unix timestamp (integer) of when the client last checked for an update
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# Set this value to "disabled" to never check for updates.
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update_last_checked (Last update check) string
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# Version number which was last seen during an update check.
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#
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# Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch
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# Ex: 5.5.0 is 005005000
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update_last_known (Last known version update) int 0
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# If this is set to true, the user will never (again) be shown the
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# "reinstall Minetest Game" notification.
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no_mtg_notification (Don't show "reinstall Minetest Game" notification) bool false
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# Key for moving the player forward.
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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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# Will also disable autoforward, when active.
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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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keymap_left (Left key) key KEY_KEY_A
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# Key for moving the player right.
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keymap_right (Right key) key KEY_KEY_D
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# Key for jumping.
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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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keymap_sneak (Sneak key) key KEY_LSHIFT
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# Key for digging, punching or using something.
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# (Note: The actual meaning might vary on a per-game basis.)
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keymap_dig (Dig/punch/use key) key KEY_LBUTTON
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# Key for placing an item/block or for using something.
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# (Note: The actual meaning might vary on a per-game basis.)
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keymap_place (Place/use key) key KEY_RBUTTON
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# Key for opening the inventory.
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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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keymap_aux1 (Aux1 key) key KEY_KEY_E
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# Key for opening the chat window.
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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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keymap_cmd (Command key) key /
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# Key for opening the chat window to type local commands.
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keymap_cmd_local (Command key) key .
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# Key for toggling unlimited view range.
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keymap_rangeselect (Range select key) key
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# Key for toggling flying.
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keymap_freemove (Fly key) key KEY_KEY_K
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# Key for toggling pitch move mode.
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keymap_pitchmove (Pitch move key) key
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# Key for toggling fast mode.
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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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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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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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keymap_hotbar_previous (Hotbar previous key) key KEY_KEY_B
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# Key for muting the game.
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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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keymap_increase_volume (Inc. volume key) key
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# Key for decreasing the volume.
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keymap_decrease_volume (Dec. volume key) key
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# Key for toggling autoforward.
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keymap_autoforward (Automatic forward key) key
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# Key for toggling cinematic mode.
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keymap_cinematic (Cinematic mode key) key
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# Key for toggling display of minimap.
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keymap_minimap (Minimap key) key KEY_KEY_V
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# Key for taking screenshots.
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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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keymap_drop (Drop item key) key KEY_KEY_Q
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# Key to use view zoom when possible.
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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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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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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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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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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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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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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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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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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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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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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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keymap_slot11 (Hotbar slot 11 key) key
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# Key for selecting the 12th hotbar slot.
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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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keymap_slot13 (Hotbar slot 13 key) key
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# Key for selecting the 14th hotbar slot.
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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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keymap_slot15 (Hotbar slot 15 key) key
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# Key for selecting the 16th hotbar slot.
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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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keymap_slot17 (Hotbar slot 17 key) key
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# Key for selecting the 18th hotbar slot.
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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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keymap_slot19 (Hotbar slot 19 key) key
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# Key for selecting the 20th hotbar slot.
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keymap_slot20 (Hotbar slot 20 key) key
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|
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# Key for selecting the 21st hotbar slot.
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keymap_slot21 (Hotbar slot 21 key) key
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# Key for selecting the 22nd hotbar slot.
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keymap_slot22 (Hotbar slot 22 key) key
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# Key for selecting the 23rd hotbar slot.
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keymap_slot23 (Hotbar slot 23 key) key
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# Key for selecting the 24th hotbar slot.
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keymap_slot24 (Hotbar slot 24 key) key
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# Key for selecting the 25th hotbar slot.
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keymap_slot25 (Hotbar slot 25 key) key
|
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# Key for selecting the 26th hotbar slot.
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keymap_slot26 (Hotbar slot 26 key) key
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# Key for selecting the 27th hotbar slot.
|
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keymap_slot27 (Hotbar slot 27 key) key
|
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|
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# Key for selecting the 28th hotbar slot.
|
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keymap_slot28 (Hotbar slot 28 key) key
|
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# Key for selecting the 29th hotbar slot.
|
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keymap_slot29 (Hotbar slot 29 key) key
|
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|
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# Key for selecting the 30th hotbar slot.
|
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keymap_slot30 (Hotbar slot 30 key) key
|
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|
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# Key for selecting the 31st hotbar slot.
|
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keymap_slot31 (Hotbar slot 31 key) key
|
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|
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# Key for selecting the 32nd hotbar slot.
|
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keymap_slot32 (Hotbar slot 32 key) key
|
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|
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# Key for toggling the display of the HUD.
|
|
keymap_toggle_hud (HUD toggle key) key KEY_F1
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|
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# Key for toggling the display of chat.
|
|
keymap_toggle_chat (Chat toggle key) key KEY_F2
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|
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# Key for toggling the display of the large chat console.
|
|
keymap_console (Large chat console key) key KEY_F10
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|
|
# Key for toggling the display of fog.
|
|
keymap_toggle_force_fog_off (Fog toggle key) key KEY_F3
|
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|
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# Key for toggling the camera update. Only used for development
|
|
keymap_toggle_update_camera (Camera update toggle key) key
|
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|
|
# Key for toggling the display of debug info.
|
|
keymap_toggle_debug (Debug info toggle key) key KEY_F5
|
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|
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# Key for toggling the display of the profiler. Used for development.
|
|
keymap_toggle_profiler (Profiler toggle key) key KEY_F6
|
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|
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# Key for switching between first- and third-person camera.
|
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keymap_camera_mode (Toggle camera mode key) key KEY_KEY_C
|
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|
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# Key for increasing the viewing range.
|
|
keymap_increase_viewing_range_min (View range increase key) key +
|
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|
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# Key for decreasing the viewing range.
|
|
keymap_decrease_viewing_range_min (View range decrease key) key -
|