minetest/minetest.conf.example
Warr1024 7e143cb33d
Manually configurable minimum protocol version (#14054)
Partially address #13483.  Server operators can set a minimum
protocol version to match the game requirements (or any other
restriction they may want), and it's applied as an additional
constraint on top of the baseline compatibility range, optional
strict_protocol_version_checking, and any kick-on-join used by
the game/mods.
2023-12-21 18:53:30 +01:00

3640 lines
108 KiB
Plaintext

# This file contains a list of all available settings and their default value for minetest.conf
# By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #.
# minetest.conf is read by default from:
# ../minetest.conf
# ../../minetest.conf
# Any other path can be chosen by passing the path as a parameter
# to the program, eg. "minetest.exe --config ../minetest.conf.example".
# Further documentation:
# https://wiki.minetest.net/
#
# Controls
#
## General
# Smooths rotation of camera, also called look or mouse smoothing. 0 to disable.
# type: float min: 0 max: 0.99
# camera_smoothing = 0.0
# Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Change Keys.
# type: float min: 0 max: 0.99
# cinematic_camera_smoothing = 0.7
# If enabled, you can place nodes at the position (feet + eye level) where you stand.
# This is helpful when working with nodeboxes in small areas.
# type: bool
# enable_build_where_you_stand = false
# If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
# descending.
# type: bool
# aux1_descends = false
# Double-tapping the jump key toggles fly mode.
# type: bool
# doubletap_jump = false
# If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
# enabled.
# type: bool
# always_fly_fast = true
# The time in seconds it takes between repeated node placements when holding
# the place button.
# type: float min: 0.16 max: 2
# repeat_place_time = 0.25
# Automatically jump up single-node obstacles.
# type: bool
# autojump = false
# Prevent digging and placing from repeating when holding the respective buttons.
# Enable this when you dig or place too often by accident.
# On touchscreens, this only affects digging.
# type: bool
# safe_dig_and_place = false
## Keyboard and Mouse
# Invert vertical mouse movement.
# type: bool
# invert_mouse = false
# Mouse sensitivity multiplier.
# type: float min: 0.001 max: 10
# mouse_sensitivity = 0.2
# Enable mouse wheel (scroll) for item selection in hotbar.
# type: bool
# enable_hotbar_mouse_wheel = true
# Invert mouse wheel (scroll) direction for item selection in hotbar.
# type: bool
# invert_hotbar_mouse_wheel = false
## Touchscreen
# The length in pixels it takes for touchscreen interaction to start.
# type: int min: 0 max: 100
# touchscreen_threshold = 20
# Touchscreen sensitivity multiplier.
# type: float min: 0.001 max: 10
# touchscreen_sensitivity = 0.2
# Use crosshair to select object instead of whole screen.
# If enabled, a crosshair will be shown and will be used for selecting object.
# type: bool
# touch_use_crosshair = false
# Fixes the position of virtual joystick.
# If disabled, virtual joystick will center to first-touch's position.
# type: bool
# fixed_virtual_joystick = false
# Use virtual joystick to trigger "Aux1" button.
# If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
# type: bool
# virtual_joystick_triggers_aux1 = false
#
# Graphics and Audio
#
## Graphics
### Screen
# Width component of the initial window size.
# type: int min: 1 max: 65535
# screen_w = 1024
# Height component of the initial window size.
# type: int min: 1 max: 65535
# screen_h = 600
# Whether the window is maximized.
# type: bool
# window_maximized = false
# Save window size automatically when modified.
# If true, screen size is saved in screen_w and screen_h, and whether the window
# is maximized is stored in window_maximized.
# (Autosaving window_maximized only works if compiled with SDL.)
# type: bool
# autosave_screensize = true
# Fullscreen mode.
# type: bool
# fullscreen = false
# Open the pause menu when the window's focus is lost. Does not pause if a formspec is
# open.
# type: bool
# pause_on_lost_focus = false
### FPS
# If FPS would go higher than this, limit it by sleeping
# to not waste CPU power for no benefit.
# type: int min: 1 max: 4294967295
# fps_max = 60
# Vertical screen synchronization. Your system may still force VSync on even if this is disabled.
# type: bool
# vsync = false
# Maximum FPS when the window is not focused, or when the game is paused.
# type: int min: 1 max: 4294967295
# fps_max_unfocused = 20
# View distance in nodes.
# type: int min: 20 max: 4000
# viewing_range = 190
# Undersampling is similar to using a lower screen resolution, but it applies
# to the game world only, keeping the GUI intact.
# It should give a significant performance boost at the cost of less detailed image.
# Higher values result in a less detailed image.
# type: int min: 1 max: 8
# undersampling = 1
### Graphics Effects
# Makes all liquids opaque
# type: bool
# opaque_water = false
# Leaves style:
# - Fancy: all faces visible
# - Simple: only outer faces, if defined special_tiles are used
# - Opaque: disable transparency
# type: enum values: fancy, simple, opaque
# leaves_style = fancy
# Connects glass if supported by node.
# type: bool
# connected_glass = false
# Enable smooth lighting with simple ambient occlusion.
# Disable for speed or for different looks.
# type: bool
# smooth_lighting = true
# Enables tradeoffs that reduce CPU load or increase rendering performance
# at the expense of minor visual glitches that do not impact game playability.
# type: bool
# performance_tradeoffs = false
# Adds particles when digging a node.
# type: bool
# enable_particles = true
### 3D
# 3D support.
# Currently supported:
# - none: no 3d output.
# - anaglyph: cyan/magenta color 3d.
# - interlaced: odd/even line based polarization screen support.
# - topbottom: split screen top/bottom.
# - sidebyside: split screen side by side.
# - crossview: Cross-eyed 3d
# Note that the interlaced mode requires shaders to be enabled.
# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview
# 3d_mode = none
# Strength of 3D mode parallax.
# type: float min: -0.087 max: 0.087
# 3d_paralax_strength = 0.025
### Bobbing
# Arm inertia, gives a more realistic movement of
# the arm when the camera moves.
# type: bool
# arm_inertia = true
# Enable view bobbing and amount of view bobbing.
# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
# type: float min: 0 max: 7.9
# view_bobbing_amount = 1.0
# Multiplier for fall bobbing.
# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
# type: float min: 0 max: 100
# fall_bobbing_amount = 0.03
### Camera
# Field of view in degrees.
# type: int min: 45 max: 160
# fov = 72
# Alters the light curve by applying 'gamma correction' to it.
# Higher values make middle and lower light levels brighter.
# Value '1.0' leaves the light curve unaltered.
# This only has significant effect on daylight and artificial
# light, it has very little effect on natural night light.
# type: float min: 0.33 max: 3
# display_gamma = 1.0
# The strength (darkness) of node ambient-occlusion shading.
# Lower is darker, Higher is lighter. The valid range of values for this
# setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
# set to the nearest valid value.
# type: float min: 0.25 max: 4
# ambient_occlusion_gamma = 1.8
### Screenshots
# Path to save screenshots at. Can be an absolute or relative path.
# The folder will be created if it doesn't already exist.
# type: path
# screenshot_path = screenshots
# Format of screenshots.
# type: enum values: png, jpg
# screenshot_format = png
# Screenshot quality. Only used for JPEG format.
# 1 means worst quality; 100 means best quality.
# Use 0 for default quality.
# type: int min: 0 max: 100
# screenshot_quality = 0
### Node and Entity Highlighting
# Method used to highlight selected object.
# type: enum values: box, halo, none
# node_highlighting = box
# Show entity selection boxes
# A restart is required after changing this.
# type: bool
# show_entity_selectionbox = false
# Selection box border color (R,G,B).
# type: string
# selectionbox_color = (0,0,0)
# Width of the selection box lines around nodes.
# type: int min: 1 max: 5
# selectionbox_width = 2
# Crosshair color (R,G,B).
# Also controls the object crosshair color
# type: string
# crosshair_color = (255,255,255)
# Crosshair alpha (opaqueness, between 0 and 255).
# This also applies to the object crosshair.
# type: int min: 0 max: 255
# crosshair_alpha = 255
### Fog
# Whether to fog out the end of the visible area.
# type: bool
# enable_fog = true
# Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
# type: bool
# directional_colored_fog = true
# Fraction of the visible distance at which fog starts to be rendered
# type: float min: 0 max: 0.99
# fog_start = 0.4
### Clouds
# Clouds are a client-side effect.
# type: bool
# enable_clouds = true
# Use 3D cloud look instead of flat.
# type: bool
# enable_3d_clouds = true
### Filtering and Antialiasing
# Use mipmaps when scaling textures. May slightly increase performance,
# especially when using a high-resolution texture pack.
# Gamma-correct downscaling is not supported.
# type: bool
# mip_map = false
# Use bilinear filtering when scaling textures.
# type: bool
# bilinear_filter = false
# Use trilinear filtering when scaling textures.
# If both bilinear and trilinear filtering are enabled, trilinear filtering
# is applied.
# type: bool
# trilinear_filter = false
# Use anisotropic filtering when looking at textures from an angle.
# type: bool
# anisotropic_filter = false
# Select the antialiasing method to apply.
#
# * None - No antialiasing (default)
#
# * FSAA - Hardware-provided full-screen antialiasing (incompatible with shaders)
# A.K.A multi-sample antialiasing (MSAA)
# Smoothens out block edges but does not affect the insides of textures.
# A restart is required to change this option.
#
# * FXAA - Fast approximate antialiasing (requires shaders)
# Applies a post-processing filter to detect and smoothen high-contrast edges.
# Provides balance between speed and image quality.
#
# * SSAA - Super-sampling antialiasing (requires shaders)
# Renders higher-resolution image of the scene, then scales down to reduce
# the aliasing effects. This is the slowest and the most accurate method.
# type: enum values: none, fsaa, fxaa, ssaa
# antialiasing = none
# Defines the size of the sampling grid for FSAA and SSAA antialiasing methods.
# Value of 2 means taking 2x2 = 4 samples.
# type: enum values: 2, 4, 8, 16
# fsaa = 2
### Occlusion Culling
# Type of occlusion_culler
#
# "loops" is the legacy algorithm with nested loops and O(n³) complexity
# "bfs" is the new algorithm based on breadth-first-search and side culling
#
# This setting should only be changed if you have performance problems.
# type: enum values: bfs, loops
# occlusion_culler = bfs
# Use raytraced occlusion culling in the new culler.
# This flag enables use of raytraced occlusion culling test for
# client mesh sizes smaller than 4x4x4 map blocks.
# type: bool
# enable_raytraced_culling = true
## Shaders
# Shaders allow advanced visual effects and may increase performance on some video
# cards.
# This only works with the OpenGL video backend.
# type: bool
# enable_shaders = true
### Waving Nodes
# Set to true to enable waving leaves.
# type: bool
# enable_waving_leaves = false
# Set to true to enable waving plants.
# type: bool
# enable_waving_plants = false
# Set to true to enable waving liquids (like water).
# type: bool
# enable_waving_water = false
# The maximum height of the surface of waving liquids.
# 4.0 = Wave height is two nodes.
# 0.0 = Wave doesn't move at all.
# Default is 1.0 (1/2 node).
# type: float min: 0 max: 4
# water_wave_height = 1.0
# Length of liquid waves.
# type: float min: 0.1
# water_wave_length = 20.0
# How fast liquid waves will move. Higher = faster.
# If negative, liquid waves will move backwards.
# type: float
# water_wave_speed = 5.0
### Dynamic shadows
# Set to true to enable Shadow Mapping.
# type: bool
# enable_dynamic_shadows = false
# Set the shadow strength gamma.
# Adjusts the intensity of in-game dynamic shadows.
# Lower value means lighter shadows, higher value means darker shadows.
# type: float min: 0.1 max: 10
# shadow_strength_gamma = 1.0
# Maximum distance to render shadows.
# type: float min: 10 max: 1000
# shadow_map_max_distance = 140.0
# Texture size to render the shadow map on.
# This must be a power of two.
# Bigger numbers create better shadows but it is also more expensive.
# type: int min: 128 max: 8192
# shadow_map_texture_size = 2048
# Sets shadow texture quality to 32 bits.
# On false, 16 bits texture will be used.
# This can cause much more artifacts in the shadow.
# type: bool
# shadow_map_texture_32bit = true
# Enable Poisson disk filtering.
# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
# type: bool
# shadow_poisson_filter = true
# Define shadow filtering quality.
# This simulates the soft shadows effect by applying a PCF or Poisson disk
# but also uses more resources.
# type: enum values: 0, 1, 2
# shadow_filters = 1
# Enable colored shadows.
# On true translucent nodes cast colored shadows. This is expensive.
# type: bool
# shadow_map_color = 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
# type: int min: 1 max: 16
# shadow_update_frames = 8
# Set the soft shadow radius size.
# Lower values mean sharper shadows, bigger values mean softer shadows.
# Minimum value: 1.0; maximum value: 15.0
# type: float min: 1 max: 15
# shadow_soft_radius = 5.0
# 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.
# type: float min: -60 max: 60
# shadow_sky_body_orbit_tilt = 0.0
### Post Processing
# 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.
# type: bool
# tone_mapping = 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.
# type: bool
# enable_auto_exposure = false
# Set the exposure compensation in EV units.
# Value of 0.0 (default) means no exposure compensation.
# Range: from -1 to 1.0
# type: float min: -1 max: 1
# exposure_compensation = 0.0
### Bloom
# Set to true to enable bloom effect.
# Bright colors will bleed over the neighboring objects.
# type: bool
# enable_bloom = false
# Set to true to render debugging breakdown of the bloom effect.
# In debug mode, the screen is split into 4 quadrants:
# top-left - processed base image, top-right - final image
# bottom-left - raw base image, bottom-right - bloom texture.
# type: bool
# enable_bloom_debug = false
# 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
# type: float min: 0.01 max: 1
# bloom_intensity = 0.05
# Defines the magnitude of bloom overexposure.
# Range: from 0.1 to 10.0, default: 1.0
# type: float min: 0.1 max: 10
# bloom_strength_factor = 1.0
# Logical value that controls how far the bloom effect spreads
# from the bright objects.
# Range: from 0.1 to 8, default: 1
# type: float min: 0.1 max: 8
# bloom_radius = 1
## Audio
# Volume of all sounds.
# Requires the sound system to be enabled.
# type: float min: 0 max: 1
# sound_volume = 0.8
# Whether to mute sounds. You can unmute sounds at any time, unless the
# sound system is disabled (enable_sound=false).
# In-game, you can toggle the mute state with the mute key or by using the
# pause menu.
# type: bool
# mute_sound = false
## User Interfaces
# Set the language. Leave empty to use the system language.
# A restart is required after changing this.
# type: enum values: , be, bg, ca, cs, da, de, el, en, eo, es, et, eu, fi, fr, gd, gl, hu, id, it, ja, jbo, kk, ko, lt, lv, ms, nb, nl, nn, pl, pt, pt_BR, ro, ru, sk, sl, sr_Cyrl, sr_Latn, sv, sw, tr, uk, vi, zh_CN, zh_TW
# language =
### GUI
# Scale GUI by a user specified value.
# Use a nearest-neighbor-anti-alias filter to scale the GUI.
# This will smooth over some of the rough edges, and blend
# pixels when scaling down, at the cost of blurring some
# edge pixels when images are scaled by non-integer sizes.
# type: float min: 0.5 max: 20
# gui_scaling = 1.0
# Enables animation of inventory items.
# type: bool
# inventory_items_animations = false
# Formspec full-screen background opacity (between 0 and 255).
# type: int min: 0 max: 255
# formspec_fullscreen_bg_opacity = 140
# Formspec full-screen background color (R,G,B).
# type: string
# formspec_fullscreen_bg_color = (0,0,0)
# When gui_scaling_filter is true, all GUI images need to be
# filtered in software, but some images are generated directly
# to hardware (e.g. render-to-texture for nodes in inventory).
# type: bool
# gui_scaling_filter = false
# When gui_scaling_filter_txr2img is true, copy those images
# from hardware to software for scaling. When false, fall back
# to the old scaling method, for video drivers that don't
# properly support downloading textures back from hardware.
# type: bool
# gui_scaling_filter_txr2img = true
# Delay showing tooltips, stated in milliseconds.
# type: int min: 0 max: 1.844674407371e+19
# tooltip_show_delay = 400
# Append item name to tooltip.
# type: bool
# tooltip_append_itemname = false
# Use a cloud animation for the main menu background.
# type: bool
# menu_clouds = true
### HUD
# Modifies the size of the HUD elements.
# type: float min: 0.5 max: 20
# hud_scaling = 1.0
# Whether name tag backgrounds should be shown by default.
# Mods may still set a background.
# type: bool
# show_nametag_backgrounds = true
### Chat
# Maximum number of recent chat messages to show
# type: int min: 2 max: 20
# recent_chat_messages = 6
# In-game chat console height, between 0.1 (10%) and 1.0 (100%).
# type: float min: 0.1 max: 1
# console_height = 0.6
# In-game chat console background color (R,G,B).
# type: string
# console_color = (0,0,0)
# In-game chat console background alpha (opaqueness, between 0 and 255).
# type: int min: 0 max: 255
# console_alpha = 200
# Maximum proportion of current window to be used for hotbar.
# Useful if there's something to be displayed right or left of hotbar.
# type: float min: 0.001 max: 1
# hud_hotbar_max_width = 1.0
# Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
# type: bool
# clickable_chat_weblinks = true
# Optional override for chat weblink color.
# type: string
# chat_weblink_color = #8888FF
# Font size of the recent chat text and chat prompt in point (pt).
# Value 0 will use the default font size.
# type: int min: 0 max: 72
# chat_font_size = 0
### Content Repository
# The URL for the content repository
# type: string
# contentdb_url = https://content.minetest.net
# 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/
# type: string
# contentdb_flag_blacklist = nonfree, desktop_default
# Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
# This should be lower than curl_parallel_limit.
# type: int min: 1
# contentdb_max_concurrent_downloads = 3
#
# Client and Server
#
## Client
# Save the map received by the client on disk.
# type: bool
# enable_local_map_saving = false
# URL to the server list displayed in the Multiplayer Tab.
# type: string
# serverlist_url = servers.minetest.net
# If enabled, account registration is separate from login in the UI.
# If disabled, new accounts will be registered automatically when logging in.
# type: bool
# enable_split_login_register = true
# URL to JSON file which provides information about the newest Minetest release
# type: string
# update_information_url = https://www.minetest.net/release_info.json
## Server
# Name of the player.
# When running a server, clients connecting with this name are admins.
# When starting from the main menu, this is overridden.
# type: string
# name =
### Serverlist and MOTD
# Name of the server, to be displayed when players join and in the serverlist.
# type: string
# server_name = Minetest server
# Description of server, to be displayed when players join and in the serverlist.
# type: string
# server_description = mine here
# Domain name of server, to be displayed in the serverlist.
# type: string
# server_address = game.minetest.net
# Homepage of server, to be displayed in the serverlist.
# type: string
# server_url = https://minetest.net
# Automatically report to the serverlist.
# type: bool
# server_announce = false
# Announce to this serverlist.
# type: string
# serverlist_url = servers.minetest.net
# Message of the day displayed to players connecting.
# type: string
# motd =
# Maximum number of players that can be connected simultaneously.
# type: int min: 0 max: 65535
# max_users = 15
# If this is set, players will always (re)spawn at the given position.
# type: string
# static_spawnpoint =
### Networking
# Network port to listen (UDP).
# This value will be overridden when starting from the main menu.
# type: int min: 1 max: 65535
# port = 30000
# The network interface that the server listens on.
# type: string
# bind_address =
# Enable to disallow old clients from connecting.
# Older clients are compatible in the sense that they will not crash when connecting
# to new servers, but they may not support all new features that you are expecting.
# type: bool
# strict_protocol_version_checking = false
# Define the oldest clients allowed to connect.
# Older clients are compatible in the sense that they will not crash when connecting
# to new servers, but they may not support all new features that you are expecting.
# This allows more fine-grained control than strict_protocol_version_checking.
# Minetest may still enforce its own internal minimum, and enabling
# strict_protocol_version_checking will effectively override this.
# type: int min: 1 max: 65535
# protocol_version_min = 1
# Specifies URL from which client fetches media instead of using UDP.
# $filename should be accessible from $remote_media$filename via cURL
# (obviously, remote_media should end with a slash).
# Files that are not present will be fetched the usual way.
# type: string
# remote_media =
# Enable/disable running an IPv6 server.
# Ignored if bind_address is set.
# Needs enable_ipv6 to be enabled.
# type: bool
# ipv6_server = false
## Server Security
# New users need to input this password.
# type: string
# default_password =
# If enabled, players cannot join without a password or change theirs to an empty password.
# type: bool
# disallow_empty_password = false
# The privileges that new users automatically get.
# See /privs in game for a full list on your server and mod configuration.
# type: string
# default_privs = interact, shout
# Privileges that players with basic_privs can grant
# type: string
# basic_privs = interact, shout
# If enabled, disable cheat prevention in multiplayer.
# type: bool
# disable_anticheat = false
# If enabled, actions are recorded for rollback.
# This option is only read when server starts.
# type: bool
# enable_rollback_recording = false
### Client-side Modding
# Restricts the access of certain client-side functions on servers.
# Combine the byteflags below to restrict client-side features, or set to 0
# for no restrictions:
# LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
# CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
# READ_ITEMDEFS: 4 (disable get_item_def call client-side)
# READ_NODEDEFS: 8 (disable get_node_def call client-side)
# LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
# csm_restriction_noderange)
# READ_PLAYERINFO: 32 (disable get_player_names call client-side)
# type: int min: 0 max: 63
# csm_restriction_flags = 62
# If the CSM restriction for node range is enabled, get_node calls are limited
# to this distance from the player to the node.
# type: int min: 0 max: 4294967295
# csm_restriction_noderange = 0
### Chat
# Remove color codes from incoming chat messages
# Use this to stop players from being able to use color in their messages
# type: bool
# strip_color_codes = false
# Set the maximum length of a chat message (in characters) sent by clients.
# type: int min: 10 max: 65535
# chat_message_max_size = 500
# Number of messages a player may send per 10 seconds.
# type: float min: 1
# chat_message_limit_per_10sec = 8.0
# Kick players who sent more than X messages per 10 seconds.
# type: int min: 1 max: 65535
# chat_message_limit_trigger_kick = 50
## Server Gameplay
# Controls length of day/night cycle.
# Examples:
# 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
# type: int min: 0
# time_speed = 72
# Time of day when a new world is started, in millihours (0-23999).
# type: int min: 0 max: 23999
# world_start_time = 6125
# Time in seconds for item entity (dropped items) to live.
# Setting it to -1 disables the feature.
# type: int min: -1
# item_entity_ttl = 900
# Specifies the default stack size of nodes, items and tools.
# Note that mods or games may explicitly set a stack for certain (or all) items.
# type: int min: 1 max: 65535
# default_stack_max = 99
### Physics
# Horizontal and vertical acceleration on ground or when climbing,
# in nodes per second per second.
# type: float min: 0
# movement_acceleration_default = 3.0
# Horizontal acceleration in air when jumping or falling,
# in nodes per second per second.
# type: float min: 0
# movement_acceleration_air = 2.0
# Horizontal and vertical acceleration in fast mode,
# in nodes per second per second.
# type: float min: 0
# movement_acceleration_fast = 10.0
# Walking and flying speed, in nodes per second.
# type: float min: 0
# movement_speed_walk = 4.0
# Sneaking speed, in nodes per second.
# type: float min: 0
# movement_speed_crouch = 1.35
# Walking, flying and climbing speed in fast mode, in nodes per second.
# type: float min: 0
# movement_speed_fast = 20.0
# Vertical climbing speed, in nodes per second.
# type: float min: 0
# movement_speed_climb = 3.0
# Initial vertical speed when jumping, in nodes per second.
# type: float min: 0
# movement_speed_jump = 6.5
# How much you are slowed down when moving inside a liquid.
# Decrease this to increase liquid resistance to movement.
# type: float min: 0.001
# movement_liquid_fluidity = 1.0
# Maximum liquid resistance. Controls deceleration when entering liquid at
# high speed.
# type: float
# movement_liquid_fluidity_smooth = 0.5
# Controls sinking speed in liquid when idling. Negative values will cause
# you to rise instead.
# type: float
# movement_liquid_sink = 10.0
# Acceleration of gravity, in nodes per second per second.
# type: float
# movement_gravity = 9.81
#
# Mapgen
#
# A chosen map seed for a new map, leave empty for random.
# Will be overridden when creating a new world in the main menu.
# type: string
# fixed_map_seed =
# Name of map generator to be used when creating a new world.
# Creating a world in the main menu will override this.
# Current mapgens in a highly unstable state:
# - The optional floatlands of v7 (disabled by default).
# type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
# mg_name = v7
# Water surface level of the world.
# type: int min: -31000 max: 31000
# water_level = 1
# From how far blocks are generated for clients, stated in mapblocks (16 nodes).
# type: int min: 1 max: 32767
# max_block_generate_distance = 10
# Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
# Only mapchunks completely within the mapgen limit are generated.
# Value is stored per-world.
# type: int min: 0 max: 31007
# mapgen_limit = 31007
# Global map generation attributes.
# In Mapgen v6 the 'decorations' flag controls all decorations except trees
# and jungle grass, in all other mapgens this flag controls all decorations.
# type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores
# mg_flags = caves,dungeons,light,decorations,biomes,ores
## Biome API
# Temperature variation for biomes.
# type: noise_params_2d
# mg_biome_np_heat = {
# offset = 50,
# scale = 50,
# spread = (1000, 1000, 1000),
# seed = 5349,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
# Small-scale temperature variation for blending biomes on borders.
# type: noise_params_2d
# mg_biome_np_heat_blend = {
# offset = 0,
# scale = 1.5,
# spread = (8, 8, 8),
# seed = 13,
# octaves = 2,
# persistence = 1.0,
# lacunarity = 2.0,
# flags = eased
# }
# Humidity variation for biomes.
# type: noise_params_2d
# mg_biome_np_humidity = {
# offset = 50,
# scale = 50,
# spread = (1000, 1000, 1000),
# seed = 842,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
# Small-scale humidity variation for blending biomes on borders.
# type: noise_params_2d
# mg_biome_np_humidity_blend = {
# offset = 0,
# scale = 1.5,
# spread = (8, 8, 8),
# seed = 90003,
# octaves = 2,
# persistence = 1.0,
# lacunarity = 2.0,
# flags = eased
# }
## Mapgen V5
# Map generation attributes specific to Mapgen v5.
# type: flags possible values: caverns, nocaverns
# mgv5_spflags = caverns
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
# type: float
# mgv5_cave_width = 0.09
# Y of upper limit of large caves.
# type: int min: -31000 max: 31000
# mgv5_large_cave_depth = -256
# Minimum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgv5_small_cave_num_min = 0
# Maximum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgv5_small_cave_num_max = 0
# Minimum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgv5_large_cave_num_min = 0
# Maximum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgv5_large_cave_num_max = 2
# Proportion of large caves that contain liquid.
# type: float min: 0 max: 1
# mgv5_large_cave_flooded = 0.5
# Y-level of cavern upper limit.
# type: int min: -31000 max: 31000
# mgv5_cavern_limit = -256
# Y-distance over which caverns expand to full size.
# type: int min: 0 max: 32767
# mgv5_cavern_taper = 256
# Defines full size of caverns, smaller values create larger caverns.
# type: float
# mgv5_cavern_threshold = 0.7
# Lower Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgv5_dungeon_ymin = -31000
# Upper Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgv5_dungeon_ymax = 31000
### Noises
# Variation of biome filler depth.
# type: noise_params_2d
# mgv5_np_filler_depth = {
# offset = 0,
# scale = 1,
# spread = (150, 150, 150),
# seed = 261,
# octaves = 4,
# persistence = 0.7,
# lacunarity = 2.0,
# flags = eased
# }
# Variation of terrain vertical scale.
# When noise is < -0.55 terrain is near-flat.
# type: noise_params_2d
# mgv5_np_factor = {
# offset = 0,
# scale = 1,
# spread = (250, 250, 250),
# seed = 920381,
# octaves = 3,
# persistence = 0.45,
# lacunarity = 2.0,
# flags = eased
# }
# Y-level of average terrain surface.
# type: noise_params_2d
# mgv5_np_height = {
# offset = 0,
# scale = 10,
# spread = (250, 250, 250),
# seed = 84174,
# octaves = 4,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
# First of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgv5_np_cave1 = {
# offset = 0,
# scale = 12,
# spread = (61, 61, 61),
# seed = 52534,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags =
# }
# Second of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgv5_np_cave2 = {
# offset = 0,
# scale = 12,
# spread = (67, 67, 67),
# seed = 10325,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags =
# }
# 3D noise defining giant caverns.
# type: noise_params_3d
# mgv5_np_cavern = {
# offset = 0,
# scale = 1,
# spread = (384, 128, 384),
# seed = 723,
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
# flags =
# }
# 3D noise defining terrain.
# type: noise_params_3d
# mgv5_np_ground = {
# offset = 0,
# scale = 40,
# spread = (80, 80, 80),
# seed = 983240,
# octaves = 4,
# persistence = 0.55,
# lacunarity = 2.0,
# flags = eased
# }
# 3D noise that determines number of dungeons per mapchunk.
# type: noise_params_3d
# mgv5_np_dungeons = {
# offset = 0.9,
# scale = 0.5,
# spread = (500, 500, 500),
# seed = 0,
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
# flags =
# }
## Mapgen V6
# Map generation attributes specific to Mapgen v6.
# The 'snowbiomes' flag enables the new 5 biome system.
# When the 'snowbiomes' flag is enabled jungles are automatically enabled and
# the 'jungles' flag is ignored.
# type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
# mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees
# Deserts occur when np_biome exceeds this value.
# When the 'snowbiomes' flag is enabled, this is ignored.
# type: float
# mgv6_freq_desert = 0.45
# Sandy beaches occur when np_beach exceeds this value.
# type: float
# mgv6_freq_beach = 0.15
# Lower Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgv6_dungeon_ymin = -31000
# Upper Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgv6_dungeon_ymax = 31000
### Noises
# Y-level of lower terrain and seabed.
# type: noise_params_2d
# mgv6_np_terrain_base = {
# offset = -4,
# scale = 20,
# spread = (250, 250, 250),
# seed = 82341,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
# Y-level of higher terrain that creates cliffs.
# type: noise_params_2d
# mgv6_np_terrain_higher = {
# offset = 20,
# scale = 16,
# spread = (500, 500, 500),
# seed = 85039,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
# Varies steepness of cliffs.
# type: noise_params_2d
# mgv6_np_steepness = {
# offset = 0.85,
# scale = 0.5,
# spread = (125, 125, 125),
# seed = -932,
# octaves = 5,
# persistence = 0.7,
# lacunarity = 2.0,
# flags = eased
# }
# Defines distribution of higher terrain.
# type: noise_params_2d
# mgv6_np_height_select = {
# offset = 0.5,
# scale = 1,
# spread = (250, 250, 250),
# seed = 4213,
# octaves = 5,
# persistence = 0.69,
# lacunarity = 2.0,
# flags = eased
# }
# Varies depth of biome surface nodes.
# type: noise_params_2d
# mgv6_np_mud = {
# offset = 4,
# scale = 2,
# spread = (200, 200, 200),
# seed = 91013,
# octaves = 3,
# persistence = 0.55,
# lacunarity = 2.0,
# flags = eased
# }
# Defines areas with sandy beaches.
# type: noise_params_2d
# mgv6_np_beach = {
# offset = 0,
# scale = 1,
# spread = (250, 250, 250),
# seed = 59420,
# octaves = 3,
# persistence = 0.50,
# lacunarity = 2.0,
# flags = eased
# }
# Temperature variation for biomes.
# type: noise_params_2d
# mgv6_np_biome = {
# offset = 0,
# scale = 1,
# spread = (500, 500, 500),
# seed = 9130,
# octaves = 3,
# persistence = 0.50,
# lacunarity = 2.0,
# flags = eased
# }
# Variation of number of caves.
# type: noise_params_2d
# mgv6_np_cave = {
# offset = 6,
# scale = 6,
# spread = (250, 250, 250),
# seed = 34329,
# octaves = 3,
# persistence = 0.50,
# lacunarity = 2.0,
# flags = eased
# }
# Humidity variation for biomes.
# type: noise_params_2d
# mgv6_np_humidity = {
# offset = 0.5,
# scale = 0.5,
# spread = (500, 500, 500),
# seed = 72384,
# octaves = 3,
# persistence = 0.50,
# lacunarity = 2.0,
# flags = eased
# }
# Defines tree areas and tree density.
# type: noise_params_2d
# mgv6_np_trees = {
# offset = 0,
# scale = 1,
# spread = (125, 125, 125),
# seed = 2,
# octaves = 4,
# persistence = 0.66,
# lacunarity = 2.0,
# flags = eased
# }
# Defines areas where trees have apples.
# type: noise_params_2d
# mgv6_np_apple_trees = {
# offset = 0,
# scale = 1,
# spread = (100, 100, 100),
# seed = 342902,
# octaves = 3,
# persistence = 0.45,
# lacunarity = 2.0,
# flags = eased
# }
## Mapgen V7
# Map generation attributes specific to Mapgen v7.
# 'ridges': Rivers.
# 'floatlands': Floating land masses in the atmosphere.
# 'caverns': Giant caves deep underground.
# type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
# mgv7_spflags = mountains,ridges,nofloatlands,caverns
# Y of mountain density gradient zero level. Used to shift mountains vertically.
# type: int min: -31000 max: 31000
# mgv7_mount_zero_level = 0
# Lower Y limit of floatlands.
# type: int min: -31000 max: 31000
# mgv7_floatland_ymin = 1024
# Upper Y limit of floatlands.
# type: int min: -31000 max: 31000
# mgv7_floatland_ymax = 4096
# Y-distance over which floatlands taper from full density to nothing.
# Tapering starts at this distance from the Y limit.
# For a solid floatland layer, this controls the height of hills/mountains.
# Must be less than or equal to half the distance between the Y limits.
# type: int min: 0 max: 32767
# mgv7_floatland_taper = 256
# Exponent of the floatland tapering. Alters the tapering behavior.
# Value = 1.0 creates a uniform, linear tapering.
# Values > 1.0 create a smooth tapering suitable for the default separated
# floatlands.
# Values < 1.0 (for example 0.25) create a more defined surface level with
# flatter lowlands, suitable for a solid floatland layer.
# type: float
# mgv7_float_taper_exp = 2.0
# Adjusts the density of the floatland layer.
# Increase value to increase density. Can be positive or negative.
# Value = 0.0: 50% of volume is floatland.
# Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
# to be sure) creates a solid floatland layer.
# type: float
# mgv7_floatland_density = -0.6
# Surface level of optional water placed on a solid floatland layer.
# Water is disabled by default and will only be placed if this value is set
# to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
# upper tapering).
# ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
# When enabling water placement, floatlands must be configured and tested
# to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
# required value depending on 'mgv7_np_floatland'), to avoid
# server-intensive extreme water flow and to avoid vast flooding of the
# world surface below.
# type: int min: -31000 max: 31000
# mgv7_floatland_ywater = -31000
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
# type: float
# mgv7_cave_width = 0.09
# Y of upper limit of large caves.
# type: int min: -31000 max: 31000
# mgv7_large_cave_depth = -33
# Minimum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgv7_small_cave_num_min = 0
# Maximum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgv7_small_cave_num_max = 0
# Minimum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgv7_large_cave_num_min = 0
# Maximum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgv7_large_cave_num_max = 2
# Proportion of large caves that contain liquid.
# type: float min: 0 max: 1
# mgv7_large_cave_flooded = 0.5
# Y-level of cavern upper limit.
# type: int min: -31000 max: 31000
# mgv7_cavern_limit = -256
# Y-distance over which caverns expand to full size.
# type: int min: 0 max: 32767
# mgv7_cavern_taper = 256
# Defines full size of caverns, smaller values create larger caverns.
# type: float
# mgv7_cavern_threshold = 0.7
# Lower Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgv7_dungeon_ymin = -31000
# Upper Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgv7_dungeon_ymax = 31000
### Noises
# Y-level of higher terrain that creates cliffs.
# type: noise_params_2d
# mgv7_np_terrain_base = {
# offset = 4,
# scale = 70,
# spread = (600, 600, 600),
# seed = 82341,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
# Y-level of lower terrain and seabed.
# type: noise_params_2d
# mgv7_np_terrain_alt = {
# offset = 4,
# scale = 25,
# spread = (600, 600, 600),
# seed = 5934,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
# Varies roughness of terrain.
# Defines the 'persistence' value for terrain_base and terrain_alt noises.
# type: noise_params_2d
# mgv7_np_terrain_persist = {
# offset = 0.6,
# scale = 0.1,
# spread = (2000, 2000, 2000),
# seed = 539,
# octaves = 3,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
# Defines distribution of higher terrain and steepness of cliffs.
# type: noise_params_2d
# mgv7_np_height_select = {
# offset = -8,
# scale = 16,
# spread = (500, 500, 500),
# seed = 4213,
# octaves = 6,
# persistence = 0.7,
# lacunarity = 2.0,
# flags = eased
# }
# Variation of biome filler depth.
# type: noise_params_2d
# mgv7_np_filler_depth = {
# offset = 0,
# scale = 1.2,
# spread = (150, 150, 150),
# seed = 261,
# octaves = 3,
# persistence = 0.7,
# lacunarity = 2.0,
# flags = eased
# }
# Variation of maximum mountain height (in nodes).
# type: noise_params_2d
# mgv7_np_mount_height = {
# offset = 256,
# scale = 112,
# spread = (1000, 1000, 1000),
# seed = 72449,
# octaves = 3,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
# Defines large-scale river channel structure.
# type: noise_params_2d
# mgv7_np_ridge_uwater = {
# offset = 0,
# scale = 1,
# spread = (1000, 1000, 1000),
# seed = 85039,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
# 3D noise defining mountain structure and height.
# Also defines structure of floatland mountain terrain.
# type: noise_params_3d
# mgv7_np_mountain = {
# offset = -0.6,
# scale = 1,
# spread = (250, 350, 250),
# seed = 5333,
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
# flags =
# }
# 3D noise defining structure of river canyon walls.
# type: noise_params_3d
# mgv7_np_ridge = {
# offset = 0,
# scale = 1,
# spread = (100, 100, 100),
# seed = 6467,
# octaves = 4,
# persistence = 0.75,
# lacunarity = 2.0,
# flags =
# }
# 3D noise defining structure of floatlands.
# If altered from the default, the noise 'scale' (0.7 by default) may need
# to be adjusted, as floatland tapering functions best when this noise has
# a value range of approximately -2.0 to 2.0.
# type: noise_params_3d
# mgv7_np_floatland = {
# offset = 0,
# scale = 0.7,
# spread = (384, 96, 384),
# seed = 1009,
# octaves = 4,
# persistence = 0.75,
# lacunarity = 1.618,
# flags =
# }
# 3D noise defining giant caverns.
# type: noise_params_3d
# mgv7_np_cavern = {
# offset = 0,
# scale = 1,
# spread = (384, 128, 384),
# seed = 723,
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
# flags =
# }
# First of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgv7_np_cave1 = {
# offset = 0,
# scale = 12,
# spread = (61, 61, 61),
# seed = 52534,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags =
# }
# Second of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgv7_np_cave2 = {
# offset = 0,
# scale = 12,
# spread = (67, 67, 67),
# seed = 10325,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags =
# }
# 3D noise that determines number of dungeons per mapchunk.
# type: noise_params_3d
# mgv7_np_dungeons = {
# offset = 0.9,
# scale = 0.5,
# spread = (500, 500, 500),
# seed = 0,
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
# flags =
# }
## Mapgen Carpathian
# Map generation attributes specific to Mapgen Carpathian.
# type: flags possible values: caverns, rivers, nocaverns, norivers
# mgcarpathian_spflags = caverns,norivers
# Defines the base ground level.
# type: float
# mgcarpathian_base_level = 12.0
# Defines the width of the river channel.
# type: float
# mgcarpathian_river_width = 0.05
# Defines the depth of the river channel.
# type: float
# mgcarpathian_river_depth = 24.0
# Defines the width of the river valley.
# type: float
# mgcarpathian_valley_width = 0.25
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
# type: float
# mgcarpathian_cave_width = 0.09
# Y of upper limit of large caves.
# type: int min: -31000 max: 31000
# mgcarpathian_large_cave_depth = -33
# Minimum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgcarpathian_small_cave_num_min = 0
# Maximum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgcarpathian_small_cave_num_max = 0
# Minimum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgcarpathian_large_cave_num_min = 0
# Maximum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgcarpathian_large_cave_num_max = 2
# Proportion of large caves that contain liquid.
# type: float min: 0 max: 1
# mgcarpathian_large_cave_flooded = 0.5
# Y-level of cavern upper limit.
# type: int min: -31000 max: 31000
# mgcarpathian_cavern_limit = -256
# Y-distance over which caverns expand to full size.
# type: int min: 0 max: 32767
# mgcarpathian_cavern_taper = 256
# Defines full size of caverns, smaller values create larger caverns.
# type: float
# mgcarpathian_cavern_threshold = 0.7
# Lower Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgcarpathian_dungeon_ymin = -31000
# Upper Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgcarpathian_dungeon_ymax = 31000
### Noises
# Variation of biome filler depth.
# type: noise_params_2d
# mgcarpathian_np_filler_depth = {
# offset = 0,
# scale = 1,
# spread = (128, 128, 128),
# seed = 261,
# octaves = 3,
# persistence = 0.7,
# lacunarity = 2.0,
# flags = eased
# }
# First of 4 2D noises that together define hill/mountain range height.
# type: noise_params_2d
# mgcarpathian_np_height1 = {
# offset = 0,
# scale = 5,
# spread = (251, 251, 251),
# seed = 9613,
# octaves = 5,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
# Second of 4 2D noises that together define hill/mountain range height.
# type: noise_params_2d
# mgcarpathian_np_height2 = {
# offset = 0,
# scale = 5,
# spread = (383, 383, 383),
# seed = 1949,
# octaves = 5,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
# Third of 4 2D noises that together define hill/mountain range height.
# type: noise_params_2d
# mgcarpathian_np_height3 = {
# offset = 0,
# scale = 5,
# spread = (509, 509, 509),
# seed = 3211,
# octaves = 5,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
# Fourth of 4 2D noises that together define hill/mountain range height.
# type: noise_params_2d
# mgcarpathian_np_height4 = {
# offset = 0,
# scale = 5,
# spread = (631, 631, 631),
# seed = 1583,
# octaves = 5,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
# 2D noise that controls the size/occurrence of rolling hills.
# type: noise_params_2d
# mgcarpathian_np_hills_terrain = {
# offset = 1,
# scale = 1,
# spread = (1301, 1301, 1301),
# seed = 1692,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
# 2D noise that controls the size/occurrence of ridged mountain ranges.
# type: noise_params_2d
# mgcarpathian_np_ridge_terrain = {
# offset = 1,
# scale = 1,
# spread = (1889, 1889, 1889),
# seed = 3568,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
# 2D noise that controls the size/occurrence of step mountain ranges.
# type: noise_params_2d
# mgcarpathian_np_step_terrain = {
# offset = 1,
# scale = 1,
# spread = (1889, 1889, 1889),
# seed = 4157,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
# 2D noise that controls the shape/size of rolling hills.
# type: noise_params_2d
# mgcarpathian_np_hills = {
# offset = 0,
# scale = 3,
# spread = (257, 257, 257),
# seed = 6604,
# octaves = 6,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
# 2D noise that controls the shape/size of ridged mountains.
# type: noise_params_2d
# mgcarpathian_np_ridge_mnt = {
# offset = 0,
# scale = 12,
# spread = (743, 743, 743),
# seed = 5520,
# octaves = 6,
# persistence = 0.7,
# lacunarity = 2.0,
# flags = eased
# }
# 2D noise that controls the shape/size of step mountains.
# type: noise_params_2d
# mgcarpathian_np_step_mnt = {
# offset = 0,
# scale = 8,
# spread = (509, 509, 509),
# seed = 2590,
# octaves = 6,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
# 2D noise that locates the river valleys and channels.
# type: noise_params_2d
# mgcarpathian_np_rivers = {
# offset = 0,
# scale = 1,
# spread = (1000, 1000, 1000),
# seed = 85039,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
# 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
# type: noise_params_3d
# mgcarpathian_np_mnt_var = {
# offset = 0,
# scale = 1,
# spread = (499, 499, 499),
# seed = 2490,
# octaves = 5,
# persistence = 0.55,
# lacunarity = 2.0,
# flags =
# }
# First of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgcarpathian_np_cave1 = {
# offset = 0,
# scale = 12,
# spread = (61, 61, 61),
# seed = 52534,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags =
# }
# Second of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgcarpathian_np_cave2 = {
# offset = 0,
# scale = 12,
# spread = (67, 67, 67),
# seed = 10325,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags =
# }
# 3D noise defining giant caverns.
# type: noise_params_3d
# mgcarpathian_np_cavern = {
# offset = 0,
# scale = 1,
# spread = (384, 128, 384),
# seed = 723,
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
# flags =
# }
# 3D noise that determines number of dungeons per mapchunk.
# type: noise_params_3d
# mgcarpathian_np_dungeons = {
# offset = 0.9,
# scale = 0.5,
# spread = (500, 500, 500),
# seed = 0,
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
# flags =
# }
## Mapgen Flat
# Map generation attributes specific to Mapgen Flat.
# Occasional lakes and hills can be added to the flat world.
# type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns
# mgflat_spflags = nolakes,nohills,nocaverns
# Y of flat ground.
# type: int min: -31000 max: 31000
# mgflat_ground_level = 8
# Y of upper limit of large caves.
# type: int min: -31000 max: 31000
# mgflat_large_cave_depth = -33
# Minimum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgflat_small_cave_num_min = 0
# Maximum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgflat_small_cave_num_max = 0
# Minimum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgflat_large_cave_num_min = 0
# Maximum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgflat_large_cave_num_max = 2
# Proportion of large caves that contain liquid.
# type: float min: 0 max: 1
# mgflat_large_cave_flooded = 0.5
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
# type: float
# mgflat_cave_width = 0.09
# Terrain noise threshold for lakes.
# Controls proportion of world area covered by lakes.
# Adjust towards 0.0 for a larger proportion.
# type: float
# mgflat_lake_threshold = -0.45
# Controls steepness/depth of lake depressions.
# type: float
# mgflat_lake_steepness = 48.0
# Terrain noise threshold for hills.
# Controls proportion of world area covered by hills.
# Adjust towards 0.0 for a larger proportion.
# type: float
# mgflat_hill_threshold = 0.45
# Controls steepness/height of hills.
# type: float
# mgflat_hill_steepness = 64.0
# Y-level of cavern upper limit.
# type: int min: -31000 max: 31000
# mgflat_cavern_limit = -256
# Y-distance over which caverns expand to full size.
# type: int min: 0 max: 32767
# mgflat_cavern_taper = 256
# Defines full size of caverns, smaller values create larger caverns.
# type: float
# mgflat_cavern_threshold = 0.7
# Lower Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgflat_dungeon_ymin = -31000
# Upper Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgflat_dungeon_ymax = 31000
### Noises
# Defines location and terrain of optional hills and lakes.
# type: noise_params_2d
# mgflat_np_terrain = {
# offset = 0,
# scale = 1,
# spread = (600, 600, 600),
# seed = 7244,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
# Variation of biome filler depth.
# type: noise_params_2d
# mgflat_np_filler_depth = {
# offset = 0,
# scale = 1.2,
# spread = (150, 150, 150),
# seed = 261,
# octaves = 3,
# persistence = 0.7,
# lacunarity = 2.0,
# flags = eased
# }
# First of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgflat_np_cave1 = {
# offset = 0,
# scale = 12,
# spread = (61, 61, 61),
# seed = 52534,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags =
# }
# Second of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgflat_np_cave2 = {
# offset = 0,
# scale = 12,
# spread = (67, 67, 67),
# seed = 10325,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags =
# }
# 3D noise defining giant caverns.
# type: noise_params_3d
# mgflat_np_cavern = {
# offset = 0,
# scale = 1,
# spread = (384, 128, 384),
# seed = 723,
# octaves = 5,
# persistence = 0.63,
# lacunarity = 2.0,
# flags =
# }
# 3D noise that determines number of dungeons per mapchunk.
# type: noise_params_3d
# mgflat_np_dungeons = {
# offset = 0.9,
# scale = 0.5,
# spread = (500, 500, 500),
# seed = 0,
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
# flags =
# }
## Mapgen Fractal
# Map generation attributes specific to Mapgen Fractal.
# 'terrain' enables the generation of non-fractal terrain:
# ocean, islands and underground.
# type: flags possible values: terrain, noterrain
# mgfractal_spflags = terrain
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
# type: float
# mgfractal_cave_width = 0.09
# Y of upper limit of large caves.
# type: int min: -31000 max: 31000
# mgfractal_large_cave_depth = -33
# Minimum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgfractal_small_cave_num_min = 0
# Maximum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgfractal_small_cave_num_max = 0
# Minimum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgfractal_large_cave_num_min = 0
# Maximum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgfractal_large_cave_num_max = 2
# Proportion of large caves that contain liquid.
# type: float min: 0 max: 1
# mgfractal_large_cave_flooded = 0.5
# Lower Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgfractal_dungeon_ymin = -31000
# Upper Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgfractal_dungeon_ymax = 31000
# Selects one of 18 fractal types.
# 1 = 4D "Roundy" Mandelbrot set.
# 2 = 4D "Roundy" Julia set.
# 3 = 4D "Squarry" Mandelbrot set.
# 4 = 4D "Squarry" Julia set.
# 5 = 4D "Mandy Cousin" Mandelbrot set.
# 6 = 4D "Mandy Cousin" Julia set.
# 7 = 4D "Variation" Mandelbrot set.
# 8 = 4D "Variation" Julia set.
# 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
# 10 = 3D "Mandelbrot/Mandelbar" Julia set.
# 11 = 3D "Christmas Tree" Mandelbrot set.
# 12 = 3D "Christmas Tree" Julia set.
# 13 = 3D "Mandelbulb" Mandelbrot set.
# 14 = 3D "Mandelbulb" Julia set.
# 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
# 16 = 3D "Cosine Mandelbulb" Julia set.
# 17 = 4D "Mandelbulb" Mandelbrot set.
# 18 = 4D "Mandelbulb" Julia set.
# type: int min: 1 max: 18
# mgfractal_fractal = 1
# Iterations of the recursive function.
# Increasing this increases the amount of fine detail, but also
# increases processing load.
# At iterations = 20 this mapgen has a similar load to mapgen V7.
# type: int min: 1 max: 65535
# mgfractal_iterations = 11
# (X,Y,Z) scale of fractal in nodes.
# Actual fractal size will be 2 to 3 times larger.
# These numbers can be made very large, the fractal does
# not have to fit inside the world.
# Increase these to 'zoom' into the detail of the fractal.
# Default is for a vertically-squashed shape suitable for
# an island, set all 3 numbers equal for the raw shape.
# type: v3f
# mgfractal_scale = (4096.0, 1024.0, 4096.0)
# (X,Y,Z) offset of fractal from world center in units of 'scale'.
# Can be used to move a desired point to (0, 0) to create a
# suitable spawn point, or to allow 'zooming in' on a desired
# point by increasing 'scale'.
# The default is tuned for a suitable spawn point for Mandelbrot
# sets with default parameters, it may need altering in other
# situations.
# Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
# type: v3f
# mgfractal_offset = (1.79, 0.0, 0.0)
# W coordinate of the generated 3D slice of a 4D fractal.
# Determines which 3D slice of the 4D shape is generated.
# Alters the shape of the fractal.
# Has no effect on 3D fractals.
# Range roughly -2 to 2.
# type: float
# mgfractal_slice_w = 0.0
# Julia set only.
# X component of hypercomplex constant.
# Alters the shape of the fractal.
# Range roughly -2 to 2.
# type: float
# mgfractal_julia_x = 0.33
# Julia set only.
# Y component of hypercomplex constant.
# Alters the shape of the fractal.
# Range roughly -2 to 2.
# type: float
# mgfractal_julia_y = 0.33
# Julia set only.
# Z component of hypercomplex constant.
# Alters the shape of the fractal.
# Range roughly -2 to 2.
# type: float
# mgfractal_julia_z = 0.33
# Julia set only.
# W component of hypercomplex constant.
# Alters the shape of the fractal.
# Has no effect on 3D fractals.
# Range roughly -2 to 2.
# type: float
# mgfractal_julia_w = 0.33
### Noises
# Y-level of seabed.
# type: noise_params_2d
# mgfractal_np_seabed = {
# offset = -14,
# scale = 9,
# spread = (600, 600, 600),
# seed = 41900,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
# Variation of biome filler depth.
# type: noise_params_2d
# mgfractal_np_filler_depth = {
# offset = 0,
# scale = 1.2,
# spread = (150, 150, 150),
# seed = 261,
# octaves = 3,
# persistence = 0.7,
# lacunarity = 2.0,
# flags = eased
# }
# First of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgfractal_np_cave1 = {
# offset = 0,
# scale = 12,
# spread = (61, 61, 61),
# seed = 52534,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags =
# }
# Second of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgfractal_np_cave2 = {
# offset = 0,
# scale = 12,
# spread = (67, 67, 67),
# seed = 10325,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags =
# }
# 3D noise that determines number of dungeons per mapchunk.
# type: noise_params_3d
# mgfractal_np_dungeons = {
# offset = 0.9,
# scale = 0.5,
# spread = (500, 500, 500),
# seed = 0,
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
# flags =
# }
## Mapgen Valleys
# Map generation attributes specific to Mapgen Valleys.
# 'altitude_chill': Reduces heat with altitude.
# 'humid_rivers': Increases humidity around rivers.
# 'vary_river_depth': If enabled, low humidity and high heat causes rivers
# to become shallower and occasionally dry.
# 'altitude_dry': Reduces humidity with altitude.
# type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
# mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
# The vertical distance over which heat drops by 20 if 'altitude_chill' is
# enabled. Also, the vertical distance over which humidity drops by 10 if
# 'altitude_dry' is enabled.
# type: int min: 0 max: 65535
# mgvalleys_altitude_chill = 90
# Depth below which you'll find large caves.
# type: int min: -31000 max: 31000
# mgvalleys_large_cave_depth = -33
# Minimum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgvalleys_small_cave_num_min = 0
# Maximum limit of random number of small caves per mapchunk.
# type: int min: 0 max: 256
# mgvalleys_small_cave_num_max = 0
# Minimum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgvalleys_large_cave_num_min = 0
# Maximum limit of random number of large caves per mapchunk.
# type: int min: 0 max: 64
# mgvalleys_large_cave_num_max = 2
# Proportion of large caves that contain liquid.
# type: float min: 0 max: 1
# mgvalleys_large_cave_flooded = 0.5
# Depth below which you'll find giant caverns.
# type: int min: -31000 max: 31000
# mgvalleys_cavern_limit = -256
# Y-distance over which caverns expand to full size.
# type: int min: 0 max: 32767
# mgvalleys_cavern_taper = 192
# Defines full size of caverns, smaller values create larger caverns.
# type: float
# mgvalleys_cavern_threshold = 0.6
# How deep to make rivers.
# type: int min: 0 max: 65535
# mgvalleys_river_depth = 4
# How wide to make rivers.
# type: int min: 0 max: 65535
# mgvalleys_river_size = 5
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
# type: float
# mgvalleys_cave_width = 0.09
# Lower Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgvalleys_dungeon_ymin = -31000
# Upper Y limit of dungeons.
# type: int min: -31000 max: 31000
# mgvalleys_dungeon_ymax = 63
### Noises
# First of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgvalleys_np_cave1 = {
# offset = 0,
# scale = 12,
# spread = (61, 61, 61),
# seed = 52534,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags =
# }
# Second of two 3D noises that together define tunnels.
# type: noise_params_3d
# mgvalleys_np_cave2 = {
# offset = 0,
# scale = 12,
# spread = (67, 67, 67),
# seed = 10325,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags =
# }
# Variation of biome filler depth.
# type: noise_params_2d
# mgvalleys_np_filler_depth = {
# offset = 0,
# scale = 1.2,
# spread = (256, 256, 256),
# seed = 1605,
# octaves = 3,
# persistence = 0.5,
# lacunarity = 2.0,
# flags = eased
# }
# 3D noise defining giant caverns.
# type: noise_params_3d
# mgvalleys_np_cavern = {
# offset = 0,
# scale = 1,
# spread = (768, 256, 768),
# seed = 59033,
# octaves = 6,
# persistence = 0.63,
# lacunarity = 2.0,
# flags =
# }
# Defines large-scale river channel structure.
# type: noise_params_2d
# mgvalleys_np_rivers = {
# offset = 0,
# scale = 1,
# spread = (256, 256, 256),
# seed = -6050,
# octaves = 5,
# persistence = 0.6,
# lacunarity = 2.0,
# flags = eased
# }
# Base terrain height.
# type: noise_params_2d
# mgvalleys_np_terrain_height = {
# offset = -10,
# scale = 50,
# spread = (1024, 1024, 1024),
# seed = 5202,
# octaves = 6,
# persistence = 0.4,
# lacunarity = 2.0,
# flags = eased
# }
# Raises terrain to make valleys around the rivers.
# type: noise_params_2d
# mgvalleys_np_valley_depth = {
# offset = 5,
# scale = 4,
# spread = (512, 512, 512),
# seed = -1914,
# octaves = 1,
# persistence = 1.0,
# lacunarity = 2.0,
# flags = eased
# }
# Slope and fill work together to modify the heights.
# type: noise_params_3d
# mgvalleys_np_inter_valley_fill = {
# offset = 0,
# scale = 1,
# spread = (256, 512, 256),
# seed = 1993,
# octaves = 6,
# persistence = 0.8,
# lacunarity = 2.0,
# flags =
# }
# Amplifies the valleys.
# type: noise_params_2d
# mgvalleys_np_valley_profile = {
# offset = 0.6,
# scale = 0.5,
# spread = (512, 512, 512),
# seed = 777,
# octaves = 1,
# persistence = 1.0,
# lacunarity = 2.0,
# flags = eased
# }
# Slope and fill work together to modify the heights.
# type: noise_params_2d
# mgvalleys_np_inter_valley_slope = {
# offset = 0.5,
# scale = 0.5,
# spread = (128, 128, 128),
# seed = 746,
# octaves = 1,
# persistence = 1.0,
# lacunarity = 2.0,
# flags = eased
# }
# 3D noise that determines number of dungeons per mapchunk.
# type: noise_params_3d
# mgvalleys_np_dungeons = {
# offset = 0.9,
# scale = 0.5,
# spread = (500, 500, 500),
# seed = 0,
# octaves = 2,
# persistence = 0.8,
# lacunarity = 2.0,
# flags =
# }
#
# Advanced
#
## Developer Options
# Enable Lua modding support on client.
# This support is experimental and API can change.
# type: bool
# enable_client_modding = false
# Replaces the default main menu with a custom one.
# type: string
# main_menu_script =
### Mod Security
# Prevent mods from doing insecure things like running shell commands.
# type: bool
# secure.enable_security = true
# Comma-separated list of trusted mods that are allowed to access insecure
# functions even when mod security is on (via request_insecure_environment()).
# type: string
# secure.trusted_mods =
# Comma-separated list of mods that are allowed to access HTTP APIs, which
# allow them to upload and download data to/from the internet.
# type: string
# secure.http_mods =
### Debugging
# Level of logging to be written to debug.txt:
# - <nothing> (no logging)
# - none (messages with no level)
# - error
# - warning
# - action
# - info
# - verbose
# - trace
# type: enum values: , none, error, warning, action, info, verbose, trace
# debug_log_level = action
# If the file size of debug.txt exceeds the number of megabytes specified in
# this setting when it is opened, the file is moved to debug.txt.1,
# deleting an older debug.txt.1 if it exists.
# debug.txt is only moved if this setting is positive.
# type: int min: 1
# debug_log_size_max = 50
# Minimal level of logging to be written to chat.
# type: enum values: , none, error, warning, action, info, verbose, trace
# chat_log_level = error
# Handling for deprecated Lua API calls:
# - none: Do not log deprecated calls
# - log: mimic and log backtrace of deprecated call (default).
# - error: abort on usage of deprecated call (suggested for mod developers).
# type: enum values: none, log, error
# deprecated_lua_api_handling = log
# Enable random user input (only used for testing).
# type: bool
# random_input = false
# Enable mod channels support.
# type: bool
# enable_mod_channels = false
### Mod Profiler
# Load the game profiler to collect game profiling data.
# Provides a /profiler command to access the compiled profile.
# Useful for mod developers and server operators.
# type: bool
# profiler.load = false
# The default format in which profiles are being saved,
# when calling `/profiler save [format]` without format.
# type: enum values: txt, csv, lua, json, json_pretty
# profiler.default_report_format = txt
# The file path relative to your world path in which profiles will be saved to.
# type: string
# profiler.report_path =
# Instrument the methods of entities on registration.
# type: bool
# instrument.entity = true
# Instrument the action function of Active Block Modifiers on registration.
# type: bool
# instrument.abm = true
# Instrument the action function of Loading Block Modifiers on registration.
# type: bool
# instrument.lbm = true
# Instrument chat commands on registration.
# type: bool
# instrument.chatcommand = true
# Instrument global callback functions on registration.
# (anything you pass to a minetest.register_*() function)
# type: bool
# instrument.global_callback = true
# Instrument builtin.
# This is usually only needed by core/builtin contributors
# type: bool
# instrument.builtin = false
# Have the profiler instrument itself:
# * Instrument an empty function.
# This estimates the overhead, that instrumentation is adding (+1 function call).
# * Instrument the sampler being used to update the statistics.
# type: bool
# instrument.profiler = false
### Engine Profiler
# Print the engine's profiling data in regular intervals (in seconds).
# 0 = disable. Useful for developers.
# type: int min: 0
# profiler_print_interval = 0
## Advanced
# Enable IPv6 support (for both client and server).
# Required for IPv6 connections to work at all.
# type: bool
# enable_ipv6 = true
# If enabled, invalid world data won't cause the server to shut down.
# Only enable this if you know what you are doing.
# type: bool
# ignore_world_load_errors = false
### Graphics
# Path to shader directory. If no path is defined, default location will be used.
# type: path
# shader_path =
# The rendering back-end.
# Note: A restart is required after changing this!
# OpenGL is the default for desktop, and OGLES2 for Android.
# Shaders are supported by OpenGL and OGLES2 (experimental).
# type: enum values: , opengl, ogles1, ogles2
# video_driver =
# Distance in nodes at which transparency depth sorting is enabled
# Use this to limit the performance impact of transparency depth sorting
# type: int min: 0 max: 128
# transparency_sorting_distance = 16
# Enable vertex buffer objects.
# This should greatly improve graphics performance.
# type: bool
# enable_vbo = true
# Radius of cloud area stated in number of 64 node cloud squares.
# Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
# type: int min: 1 max: 62
# cloud_radius = 12
# Whether node texture animations should be desynchronized per mapblock.
# type: bool
# desynchronize_mapblock_texture_animation = false
# Enables caching of facedir rotated meshes.
# type: bool
# enable_mesh_cache = false
# Delay between mesh updates on the client in ms. Increasing this will slow
# down the rate of mesh updates, thus reducing jitter on slower clients.
# type: int min: 0 max: 50
# mesh_generation_interval = 0
# Number of threads to use for mesh generation.
# Value of 0 (default) will let Minetest autodetect the number of available threads.
# type: int min: 0 max: 8
# mesh_generation_threads = 0
# Size of the MapBlock cache of the mesh generator. Increasing this will
# increase the cache hit %, reducing the data being copied from the main
# thread, thus reducing jitter.
# type: int min: 0 max: 1000
# meshgen_block_cache_size = 20
# True = 256
# False = 128
# Usable to make minimap smoother on slower machines.
# type: bool
# minimap_double_scan_height = true
# Textures on a node may be aligned either to the node or to the world.
# The former mode suits better things like machines, furniture, etc., while
# the latter makes stairs and microblocks fit surroundings better.
# However, as this possibility is new, thus may not be used by older servers,
# this option allows enforcing it for certain node types. Note though that
# that is considered EXPERIMENTAL and may not work properly.
# type: enum values: disable, enable, force_solid, force_nodebox
# world_aligned_mode = enable
# World-aligned textures may be scaled to span several nodes. However,
# the server may not send the scale you want, especially if you use
# a specially-designed texture pack; with this option, the client tries
# to determine the scale automatically basing on the texture size.
# See also texture_min_size.
# Warning: This option is EXPERIMENTAL!
# type: enum values: disable, enable, force
# autoscale_mode = disable
# When using bilinear/trilinear/anisotropic filters, low-resolution textures
# can be blurred, so automatically upscale them with nearest-neighbor
# interpolation to preserve crisp pixels. This sets the minimum texture size
# for the upscaled textures; higher values look sharper, but require more
# memory. Powers of 2 are recommended. This setting is ONLY applied if
# bilinear/trilinear/anisotropic filtering is enabled.
# This is also used as the base node texture size for world-aligned
# texture autoscaling.
# type: int min: 1 max: 32768
# texture_min_size = 64
# Side length of a cube of map blocks that the client will consider together
# when generating meshes.
# Larger values increase the utilization of the GPU by reducing the number of
# draw calls, benefiting especially high-end GPUs.
# Systems with a low-end GPU (or no GPU) would benefit from smaller values.
# type: int min: 1 max: 16
# client_mesh_chunk = 1
### Font
# type: bool
# font_bold = false
# type: bool
# font_italic = false
# Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
# type: int min: 0 max: 65535
# font_shadow = 1
# Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
# type: int min: 0 max: 255
# font_shadow_alpha = 127
# Font size of the default font where 1 unit = 1 pixel at 96 DPI
# type: int min: 5 max: 72
# font_size = 16
# For pixel-style fonts that do not scale well, this ensures that font sizes used
# with this font will always be divisible by this value, in pixels. For instance,
# a pixel font 16 pixels tall should have this set to 16, so it will only ever be
# sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
# type: int min: 1
# font_size_divisible_by = 1
# Path to the default font. Must be a TrueType font.
# The fallback font will be used if the font cannot be loaded.
# type: filepath
# font_path = fonts/Arimo-Regular.ttf
# type: filepath
# font_path_bold = fonts/Arimo-Bold.ttf
# type: filepath
# font_path_italic = fonts/Arimo-Italic.ttf
# type: filepath
# font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
# Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
# type: int min: 5 max: 72
# mono_font_size = 16
# For pixel-style fonts that do not scale well, this ensures that font sizes used
# with this font will always be divisible by this value, in pixels. For instance,
# a pixel font 16 pixels tall should have this set to 16, so it will only ever be
# sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
# type: int min: 1
# mono_font_size_divisible_by = 1
# Path to the monospace font. Must be a TrueType font.
# This font is used for e.g. the console and profiler screen.
# type: filepath
# mono_font_path = fonts/Cousine-Regular.ttf
# type: filepath
# mono_font_path_bold = fonts/Cousine-Bold.ttf
# type: filepath
# mono_font_path_italic = fonts/Cousine-Italic.ttf
# type: filepath
# mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
# Path of the fallback font. Must be a TrueType font.
# This font will be used for certain languages or if the default font is unavailable.
# type: filepath
# fallback_font_path = fonts/DroidSansFallbackFull.ttf
### Lighting
# Gradient of light curve at minimum light level.
# Controls the contrast of the lowest light levels.
# type: float min: 0 max: 3
# lighting_alpha = 0.0
# Gradient of light curve at maximum light level.
# Controls the contrast of the highest light levels.
# type: float min: 0 max: 3
# lighting_beta = 1.5
# Strength of light curve boost.
# The 3 'boost' parameters define a range of the light
# curve that is boosted in brightness.
# type: float min: 0 max: 0.4
# lighting_boost = 0.2
# Center of light curve boost range.
# Where 0.0 is minimum light level, 1.0 is maximum light level.
# type: float min: 0 max: 1
# lighting_boost_center = 0.5
# Spread of light curve boost range.
# Controls the width of the range to be boosted.
# Standard deviation of the light curve boost Gaussian.
# type: float min: 0 max: 0.4
# lighting_boost_spread = 0.2
### Networking
# Prometheus listener address.
# If 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
# type: string
# prometheus_listener_address = 127.0.0.1:30000
# Maximum size of the outgoing chat queue.
# 0 to disable queueing and -1 to make the queue size unlimited.
# type: int min: -1 max: 32767
# max_out_chat_queue_size = 20
# Timeout for client to remove unused map data from memory, in seconds.
# type: float min: 0
# client_unload_unused_data_timeout = 600.0
# Maximum number of mapblocks for client to be kept in memory.
# Set to -1 for unlimited amount.
# type: int min: -1 max: 2147483647
# client_mapblock_limit = 7500
# Whether to show the client debug info (has the same effect as hitting F5).
# type: bool
# show_debug = 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)
# type: int min: 1 max: 4294967295
# max_simultaneous_block_sends_per_client = 40
# To reduce lag, block transfers are slowed down when a player is building something.
# This determines how long they are slowed down after placing or removing a node.
# type: float min: 0
# full_block_send_enable_min_time_from_building = 2.0
# Maximum number of packets sent per send step, if you have a slow connection
# try reducing it, but don't reduce it to a number below double of targeted
# client number.
# type: int min: 1 max: 65535
# max_packets_per_iteration = 1024
# Compression level to use when sending mapblocks to the client.
# -1 - use default compression level
# 0 - least compression, fastest
# 9 - best compression, slowest
# type: int min: -1 max: 9
# map_compression_level_net = -1
### Server
# Format of player chat messages. The following strings are valid placeholders:
# @name, @message, @timestamp (optional)
# type: string
# chat_message_format = <@name> @message
# If the execution of a chat command takes longer than this specified time in
# seconds, add the time information to the chat command message
# type: float min: 0
# chatcommand_msg_time_threshold = 0.1
# A message to be displayed to all clients when the server shuts down.
# type: string
# kick_msg_shutdown = Server shutting down.
# A message to be displayed to all clients when the server crashes.
# type: string
# kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
# Whether to ask clients to reconnect after a (Lua) crash.
# Set this to true if your server is set up to restart automatically.
# type: bool
# ask_reconnect_on_crash = false
### Server/Env Performance
# Length of a server tick and the interval at which objects are generally updated over
# network, stated in seconds.
# type: float min: 0
# dedicated_server_step = 0.09
# Whether players are shown to clients without any range limit.
# Deprecated, use the setting player_transfer_distance instead.
# type: bool
# unlimited_player_transfer_distance = true
# Defines the maximal player transfer distance in blocks (0 = unlimited).
# type: int min: 0 max: 65535
# player_transfer_distance = 0
# From how far clients know about objects, stated in mapblocks (16 nodes).
#
# Setting this larger than active_block_range will also cause the server
# to maintain active objects up to this distance in the direction the
# player is looking. (This can avoid mobs suddenly disappearing from view)
# type: int min: 1 max: 65535
# active_object_send_range_blocks = 8
# The radius of the volume of blocks around every player that is subject to the
# active block stuff, stated in mapblocks (16 nodes).
# In active blocks objects are loaded and ABMs run.
# This is also the minimum range in which active objects (mobs) are maintained.
# This should be configured together with active_object_send_range_blocks.
# type: int min: 1 max: 65535
# active_block_range = 4
# From how far blocks are sent to clients, stated in mapblocks (16 nodes).
# type: int min: 1 max: 65535
# max_block_send_distance = 12
# Default maximum number of forceloaded mapblocks.
# Set this to -1 to disable the limit.
# type: int min: -1
# max_forceloaded_blocks = 16
# Interval of sending time of day to clients, stated in seconds.
# type: float min: 0.001
# time_send_interval = 5.0
# Interval of saving important changes in the world, stated in seconds.
# type: float min: 0.001
# server_map_save_interval = 5.3
# How long the server will wait before unloading unused mapblocks, stated in seconds.
# Higher value is smoother, but will use more RAM.
# type: int min: 0 max: 4294967295
# server_unload_unused_data_timeout = 29
# Maximum number of statically stored objects in a block.
# type: int min: 1 max: 65535
# max_objects_per_block = 256
# Length of time between active block management cycles, stated in seconds.
# type: float min: 0
# active_block_mgmt_interval = 2.0
# Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
# type: float min: 0
# abm_interval = 1.0
# The time budget allowed for ABMs to execute on each step
# (as a fraction of the ABM Interval)
# type: float min: 0.1 max: 0.9
# abm_time_budget = 0.2
# Length of time between NodeTimer execution cycles, stated in seconds.
# type: float min: 0
# nodetimer_interval = 0.2
# Max liquids processed per step.
# type: int min: 1 max: 4294967295
# liquid_loop_max = 100000
# The time (in seconds) that the liquids queue may grow beyond processing
# capacity until an attempt is made to decrease its size by dumping old queue
# items. A value of 0 disables the functionality.
# type: int min: 0 max: 65535
# liquid_queue_purge_time = 0
# Liquid update interval in seconds.
# type: float min: 0.001
# liquid_update = 1.0
# At this distance the server will aggressively optimize which blocks are sent to
# clients.
# Small values potentially improve performance a lot, at the expense of visible
# rendering glitches (some blocks will not be rendered under water and in caves,
# as well as sometimes on land).
# Setting this to a value greater than max_block_send_distance disables this
# optimization.
# Stated in mapblocks (16 nodes).
# type: int min: 2 max: 32767
# block_send_optimize_distance = 4
# If enabled, the server will perform map block occlusion culling based on
# on the eye position of the player. This can reduce the number of blocks
# sent to the client by 50-80%. Clients will no longer receive most
# invisible blocks, so that the utility of noclip mode is reduced.
# type: bool
# server_side_occlusion_culling = true
### Mapgen
# Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
# WARNING: There is no benefit, and there are several dangers, in
# increasing this value above 5.
# Reducing this value increases cave and dungeon density.
# Altering this value is for special usage, leaving it unchanged is
# recommended.
# type: int min: 1 max: 10
# chunksize = 5
# Dump the mapgen debug information.
# type: bool
# enable_mapgen_debug_info = false
# Maximum number of blocks that can be queued for loading.
# type: int min: 1 max: 1000000
# emergequeue_limit_total = 1024
# Maximum number of blocks to be queued that are to be loaded from file.
# This limit is enforced per player.
# type: int min: 1 max: 1000000
# emergequeue_limit_diskonly = 128
# Maximum number of blocks to be queued that are to be generated.
# This limit is enforced per player.
# type: int min: 1 max: 1000000
# emergequeue_limit_generate = 128
# Number of emerge threads to use.
# Value 0:
# - Automatic selection. The number of emerge threads will be
# - 'number of processors - 2', with a lower limit of 1.
# Any other value:
# - Specifies the number of emerge threads, with a lower limit of 1.
# WARNING: Increasing the number of emerge threads increases engine mapgen
# speed, but this may harm game performance by interfering with other
# processes, especially in singleplayer and/or when running Lua code in
# 'on_generated'. For many users the optimum setting may be '1'.
# type: int min: 0 max: 32767
# num_emerge_threads = 1
### cURL
# Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
# type: int min: 1000 max: 2147483647
# curl_timeout = 20000
# Limits number of parallel HTTP requests. Affects:
# - Media fetch if server uses remote_media setting.
# - Serverlist download and server announcement.
# - Downloads performed by main menu (e.g. mod manager).
# Only has an effect if compiled with cURL.
# type: int min: 1 max: 2147483647
# curl_parallel_limit = 8
# Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
# type: int min: 5000 max: 2147483647
# curl_file_download_timeout = 300000
### Miscellaneous
# Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
# type: int min: 1
# screen_dpi = 72
# Adjust the detected display density, used for scaling UI elements.
# type: float min: 0.5 max: 5
# display_density_factor = 1
# Windows systems only: Start Minetest with the command line window in the background.
# Contains the same information as the file debug.txt (default name).
# type: bool
# enable_console = false
# Number of extra blocks that can be loaded by /clearobjects at once.
# This is a trade-off between SQLite transaction overhead and
# memory consumption (4096=100MB, as a rule of thumb).
# type: int min: 0 max: 4294967295
# max_clearobjects_extra_loaded_blocks = 4096
# World directory (everything in the world is stored here).
# Not needed if starting from the main menu.
# type: path
# map-dir =
# See https://www.sqlite.org/pragma.html#pragma_synchronous
# type: enum values: 0, 1, 2
# sqlite_synchronous = 2
# Compression level to use when saving mapblocks to disk.
# -1 - use default compression level
# 0 - least compression, fastest
# 9 - best compression, slowest
# type: int min: -1 max: 9
# map_compression_level_disk = -1
# Enable usage of remote media server (if provided by server).
# Remote servers offer a significantly faster way to download media (e.g. textures)
# when connecting to the server.
# type: bool
# enable_remote_media_server = true
# File in client/serverlist/ that contains your favorite servers displayed in the
# Multiplayer Tab.
# type: string
# serverlist_file = favoriteservers.json
## Gamepads
# Enable joysticks. Requires a restart to take effect
# type: bool
# enable_joysticks = false
# The identifier of the joystick to use
# type: int min: 0 max: 255
# joystick_id = 0
# The type of joystick
# type: enum values: auto, generic, xbox, dragonrise_gamecube
# joystick_type = auto
# The time in seconds it takes between repeated events
# when holding down a joystick button combination.
# type: float min: 0.001
# repeat_joystick_button_time = 0.17
# The dead zone of the joystick
# type: int min: 0 max: 65535
# joystick_deadzone = 2048
# The sensitivity of the joystick axes for moving the
# in-game view frustum around.
# type: float min: 0.001
# joystick_frustum_sensitivity = 170.0
## Hide: Temporary Settings
# Path to texture directory. All textures are first searched from here.
# type: path
# texture_path =
# Enables minimap.
# type: bool
# enable_minimap = true
# Shape of the minimap. Enabled = round, disabled = square.
# type: bool
# minimap_shape_round = true
# Address to connect to.
# Leave this blank to start a local server.
# Note that the address field in the main menu overrides this setting.
# type: string
# address =
# Port to connect to (UDP).
# Note that the port field in the main menu overrides this setting.
# type: int min: 1 max: 65535
# remote_port = 30000
# Enable players getting damage and dying.
# type: bool
# enable_damage = false
# Enable creative mode for all players
# type: bool
# creative_mode = false
# Whether to allow players to damage and kill each other.
# type: bool
# enable_pvp = true
# Player is able to fly without being affected by gravity.
# This requires the "fly" privilege on the server.
# type: bool
# free_move = false
# If enabled, makes move directions relative to the player's pitch when flying or swimming.
# type: bool
# pitch_move = false
# Fast movement (via the "Aux1" key).
# This requires the "fast" privilege on the server.
# type: bool
# fast_move = false
# If enabled together with fly mode, player is able to fly through solid nodes.
# This requires the "noclip" privilege on the server.
# type: bool
# noclip = false
# Continuous forward movement, toggled by autoforward key.
# Press the autoforward key again or the backwards movement to disable.
# type: bool
# continuous_forward = false
# This can be bound to a key to toggle camera smoothing when looking around.
# Useful for recording videos
# type: bool
# cinematic = false
# Affects mods and texture packs in the Content and Select Mods menus, as well as
# setting names.
# Controlled by a checkbox in the settings menu.
# type: bool
# show_technical_names = false
# Controlled by a checkbox in the settings menu.
# type: bool
# show_advanced = false
# Enables the sound system.
# If disabled, this completely disables all sounds everywhere and the in-game
# sound controls will be non-functional.
# Changing this setting requires a restart.
# type: bool
# enable_sound = true
# Unix timestamp (integer) of when the client last checked for an update
# Set this value to "disabled" to never check for updates.
# type: string
# update_last_checked =
# Version number which was last seen during an update check.
#
# Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch
# Ex: 5.5.0 is 005005000
# type: int
# update_last_known = 0
# If this is set to true, the user will never (again) be shown the
# "reinstall Minetest Game" notification.
# type: bool
# no_mtg_notification = false
# Key for moving the player forward.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_forward = KEY_KEY_W
# Key for moving the player backward.
# Will also disable autoforward, when active.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_backward = KEY_KEY_S
# Key for moving the player left.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_left = KEY_KEY_A
# Key for moving the player right.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_right = KEY_KEY_D
# Key for jumping.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_jump = KEY_SPACE
# Key for sneaking.
# Also used for climbing down and descending in water if aux1_descends is disabled.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_sneak = KEY_LSHIFT
# Key for digging, punching or using something.
# (Note: The actual meaning might vary on a per-game basis.)
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_dig = KEY_LBUTTON
# Key for placing an item/block or for using something.
# (Note: The actual meaning might vary on a per-game basis.)
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_place = KEY_RBUTTON
# Key for opening the inventory.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_inventory = KEY_KEY_I
# Key for moving fast in fast mode.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_aux1 = KEY_KEY_E
# Key for opening the chat window.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_chat = KEY_KEY_T
# Key for opening the chat window to type commands.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_cmd = /
# Key for opening the chat window to type local commands.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_cmd_local = .
# Key for toggling unlimited view range.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_rangeselect =
# Key for toggling flying.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_freemove = KEY_KEY_K
# Key for toggling pitch move mode.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_pitchmove =
# Key for toggling fast mode.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_fastmove = KEY_KEY_J
# Key for toggling noclip mode.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_noclip = KEY_KEY_H
# Key for selecting the next item in the hotbar.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_hotbar_next = KEY_KEY_N
# Key for selecting the previous item in the hotbar.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_hotbar_previous = KEY_KEY_B
# Key for muting the game.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_mute = KEY_KEY_M
# Key for increasing the volume.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_increase_volume =
# Key for decreasing the volume.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_decrease_volume =
# Key for toggling autoforward.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_autoforward =
# Key for toggling cinematic mode.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_cinematic =
# Key for toggling display of minimap.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_minimap = KEY_KEY_V
# Key for taking screenshots.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_screenshot = KEY_F12
# Key for dropping the currently selected item.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_drop = KEY_KEY_Q
# Key to use view zoom when possible.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_zoom = KEY_KEY_Z
# Key for selecting the first hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot1 = KEY_KEY_1
# Key for selecting the second hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot2 = KEY_KEY_2
# Key for selecting the third hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot3 = KEY_KEY_3
# Key for selecting the fourth hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot4 = KEY_KEY_4
# Key for selecting the fifth hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot5 = KEY_KEY_5
# Key for selecting the sixth hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot6 = KEY_KEY_6
# Key for selecting the seventh hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot7 = KEY_KEY_7
# Key for selecting the eighth hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot8 = KEY_KEY_8
# Key for selecting the ninth hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot9 = KEY_KEY_9
# Key for selecting the tenth hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot10 = KEY_KEY_0
# Key for selecting the 11th hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot11 =
# Key for selecting the 12th hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot12 =
# Key for selecting the 13th hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot13 =
# Key for selecting the 14th hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot14 =
# Key for selecting the 15th hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot15 =
# Key for selecting the 16th hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot16 =
# Key for selecting the 17th hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot17 =
# Key for selecting the 18th hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot18 =
# Key for selecting the 19th hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot19 =
# Key for selecting the 20th hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot20 =
# Key for selecting the 21st hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot21 =
# Key for selecting the 22nd hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot22 =
# Key for selecting the 23rd hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot23 =
# Key for selecting the 24th hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot24 =
# Key for selecting the 25th hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot25 =
# Key for selecting the 26th hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot26 =
# Key for selecting the 27th hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot27 =
# Key for selecting the 28th hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot28 =
# Key for selecting the 29th hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot29 =
# Key for selecting the 30th hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot30 =
# Key for selecting the 31st hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot31 =
# Key for selecting the 32nd hotbar slot.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_slot32 =
# Key for toggling the display of the HUD.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_toggle_hud = KEY_F1
# Key for toggling the display of chat.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_toggle_chat = KEY_F2
# Key for toggling the display of the large chat console.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_console = KEY_F10
# Key for toggling the display of fog.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_toggle_force_fog_off = KEY_F3
# Key for toggling the camera update. Only used for development
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_toggle_update_camera =
# Key for toggling the display of debug info.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_toggle_debug = KEY_F5
# Key for toggling the display of the profiler. Used for development.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_toggle_profiler = KEY_F6
# Key for switching between first- and third-person camera.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_camera_mode = KEY_KEY_C
# Key for increasing the viewing range.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_increase_viewing_range_min = +
# Key for decreasing the viewing range.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_decrease_viewing_range_min = -