BlockColor-Engine/minetest.conf.example

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# 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:
# http://wiki.minetest.net/
#
# Client
#
## Controls
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# If enabled, you can place blocks 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
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# Player is able to fly without being affected by gravity.
# This requires the "fly" privilege on the server.
# type: bool
# free_move = false
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# Fast movement (via use key).
# This requires the "fast" privilege on the server.
# type: bool
# fast_move = false
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# 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
# Smooths camera when moving and looking around.
# Useful for recording videos.
# type: bool
# cinematic = false
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# Smooths rotation of camera. 0 to disable.
# type: float min: 0 max: 0.99
# camera_smoothing = 0.0
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# Smooths rotation of camera in cinematic mode. 0 to disable.
# type: float min: 0 max: 0.99
# cinematic_camera_smoothing = 0.7
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# Invert vertical mouse movement.
# type: bool
# invert_mouse = false
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# Mouse sensitivity multiplier.
# type: float
# mouse_sensitivity = 0.2
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# If enabled, "use" key instead of "sneak" key is used for climbing down and descending.
# type: bool
# aux1_descends = false
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# Double-tapping the jump key toggles fly mode.
# type: bool
# doubletap_jump = false
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# If disabled "use" key is used to fly fast if both fly and fast mode are enabled.
# type: bool
# always_fly_fast = true
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# The time in seconds it takes between repeated right clicks when holding the right mouse button.
# type: float
# repeat_rightclick_time = 0.25
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# Enable random user input (only used for testing).
# type: bool
# random_input = false
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# Continuous forward movement (only used for testing).
# type: bool
# continuous_forward = false
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# Key for moving the player forward.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_forward = KEY_KEY_W
# Key for moving the player backward.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_backward = KEY_KEY_S
# Key for moving the player left.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_left = KEY_KEY_A
# Key for moving the player right.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_right = KEY_KEY_D
# Key for jumping.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_jump = KEY_SPACE
# Key for sneaking.
# Also used for climbing down and descending in water if aux1_descends is disabled.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_sneak = KEY_LSHIFT
# Key for opening the inventory.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_inventory = KEY_KEY_I
# Key for moving fast in fast mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_special1 = KEY_KEY_E
# Key for opening the chat window.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_chat = KEY_KEY_T
# Key for opening the chat window to type commands.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_cmd = /
# Key for opening the chat console.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keyman_console = KEY_F10
# Key for toggling unlimited view range.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_rangeselect = KEY_KEY_R
# Key for toggling flying.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_freemove = KEY_KEY_K
# Key for toggling fast mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_fastmove = KEY_KEY_J
# Key for toggling noclip mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_noclip = KEY_KEY_H
# Key for toggling cinematic mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_cinematic = KEY_F8
# Key for toggling display of minimap.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_minimap = KEY_F9
# Key for taking screenshots.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_screenshot = KEY_F12
# Key for dropping the currently selected item.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_drop = KEY_KEY_Q
# Key for toggling the display of the HUD.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_hud = KEY_F1
# Key for toggling the display of the chat.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_chat = KEY_F2
# Key for toggling the display of the fog.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_force_fog_off = KEY_F3
# Key for toggling the camrea update. Only used for development
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_update_camera =
# Key for toggling the display of debug info.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_debug = KEY_F5
# Key for toggling the display of the profiler. Used for development.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_toggle_profiler = KEY_F6
# Key for switching between first- and third-person camera.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_camera_mode = KEY_F7
# Key for increasing the viewing range.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_increase_viewing_range_min = +
# Key for decreasing the viewing range.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_decrease_viewing_range_min = -
# Key for printing debug stacks. Used for development.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
# type: key
# keymap_print_debug_stacks = KEY_KEY_P
## Network
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# 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 =
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# 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
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# Save the map received by the client on disk.
# type: bool
# enable_local_map_saving = false
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# 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
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# URL to the server list displayed in the Multiplayer Tab.
# type: string
# serverlist_url = servers.minetest.net
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# File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab.
# type: string
# serverlist_file = favoriteservers.txt
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## Graphics
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### In-Game
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#### Basic
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# Enable VBO
# type: bool
# enable_vbo = true
# Whether to fog out the end of the visible area.
# type: bool
# enable_fog = true
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# 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
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# Connects glass if supported by node.
# type: bool
# connected_glass = false
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# Enable smooth lighting with simple ambient occlusion.
# Disable for speed or for different looks.
# type: bool
# smooth_lighting = true
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# Clouds are a client side effect.
# type: bool
# enable_clouds = true
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# Use 3D cloud look instead of flat.
# type: bool
# enable_3d_clouds = true
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# Method used to highlight selected object.
# type: enum values: box, halo
# node_highlighting = box
#### Filtering
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# Use mip mapping to scale textures. May slightly increase performance.
# type: bool
# mip_map = false
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# Use anisotropic filtering when viewing at textures from an angle.
# type: bool
# anisotropic_filter = false
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# Use bilinear filtering when scaling textures.
# type: bool
# bilinear_filter = false
# Use trilinear filtering when scaling textures.
# type: bool
# trilinear_filter = false
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# Filtered textures can blend RGB values with fully-transparent neighbors,
# which PNG optimizers usually discard, sometimes resulting in a dark or
# light edge to transparent textures. Apply this filter to clean that up
# at texture load time.
# type: bool
# texture_clean_transparent = false
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# 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. Setting this higher than 1 may not
# have a visible effect unless bilinear/trilinear/anisotropic filtering is
# enabled.
# type: int
# texture_min_size = 64
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# Experimental option, might cause visible spaces between blocks
# when set to higher number than 0.
# type: enum values: 0, 1, 2, 4, 8, 16
# fsaa = 0
#### Shaders
# Shaders allow advanced visul effects and may increase performance on some video cards.
# Thy only work with the OpenGL video backend.
# type: bool
# enable_shaders = true
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##### Tone Mapping
# Enables filmic tone mapping
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# type: bool
# tone_mapping = false
##### Bumpmapping
# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
# or need to be auto-generated.
# Requires shaders to be enabled.
# type: bool
# enable_bumpmapping = false
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# Enables on the fly normalmap generation (Emboss effect).
# Requires bumpmapping to be enabled.
# type: bool
# generate_normalmaps = false
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# Strength of generated normalmaps.
# type: float
# normalmaps_strength = 0.6
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# Defines sampling step of texture.
# A higher value results in smoother normal maps.
# type: int min: 0 max: 2
# normalmaps_smooth = 0
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##### Parallax Occlusion
# Enables parallax occlusion mapping.
# Requires shaders to be enabled.
# type: bool
# enable_parallax_occlusion = false
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# 0 = parallax occlusion with slope information (faster).
# 1 = relief mapping (slower, more accurate).
# type: int min: 0 max: 1
# parallax_occlusion_mode = 1
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# Strength of parallax.
# type: float
# 3d_parallax_strength = 0.025
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# Number of parallax occlusion iterations.
# type: int
# parallax_occlusion_iterations = 4
# Overall scale of parallax occlusion effect.
# type: float
# parallax_occlusion_scale = 0.08
# Overall bias of parallax occlusion effect, usually scale/2.
# type: float
# parallax_occlusion_bias = 0.04
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##### Waving Nodes
# Set to true enables waving water.
# Requires shaders to be enabled.
# type: bool
# enable_waving_water = false
# type: float
# water_wave_height = 1.0
# type: float
# water_wave_length = 20.0
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# type: float
# water_wave_speed = 5.0
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# Set to true enables waving leaves.
# Requires shaders to be enabled.
# type: bool
# enable_waving_leaves = false
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# Set to true enables waving plants.
# Requires shaders to be enabled.
# type: bool
# enable_waving_plants = false
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#### Advanced
# If FPS would go higher than this, limit it by sleeping
# to not waste CPU power for no benefit.
# type: int
# fps_max = 60
# Maximum FPS when game is paused.
# type: int
# pause_fps_max = 20
# View distance in nodes.
# Min = 20
# type: int
# viewing_range = 100
# Width component of the initial window size.
# type: int
# screenW = 800
# Height component of the initial window size.
# type: int
# screenH = 600
# Fullscreen mode.
# type: bool
# fullscreen = false
# Bits per pixel (aka color depth) in fullscreen mode.
# type: int
# fullscreen_bpp = 24
# Vertical screen synchronization.
# type: bool
# vsync = false
# Field of view in degrees.
# type: int min: 30 max: 160
# fov = 72
# Adjust the gamma encoding for the light tables. Lower numbers are brighter.
# This setting is for the client only and is ignored by the server.
# type: float min: 1 max: 3
# display_gamma = 1.8
# Path to texture directory. All textures are first searched from here.
# type: path
# texture_path =
# The rendering back-end for Irrlicht.
# type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl
# video_driver = opengl
# Height on which clouds are appearing.
# type: int
# cloud_height = 120
# 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
# cloud_radius = 12
# Multiplier for view bobbing.
# For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
# type: float
# 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
# fall_bobbing_amount = 0.0
# 3D support.
# Currently supported:
# - none: no 3d output.
# - anaglyph: cyan/magenta color 3d.
# - interlaced: odd/even line based polarisation screen support.
# - topbottom: split screen top/bottom.
# - sidebyside: split screen side by side.
# - pageflip: quadbuffer based 3d.
# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, pageflip
# 3d_mode = none
# 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
# Selection box border color (R,G,B).
# type: string
# selectionbox_color = (0,0,0)
# Width of the selectionbox's lines around nodes.
# type: int min: 1 max: 5
# selectionbox_width = 2
# Crosshair color (R,G,B).
# type: string
# crosshair_color = (255,255,255)
# Crosshair alpha (opaqueness, between 0 and 255).
# type: int min: 0 max: 255
# crosshair_alpha = 255
# Whether node texture animations should be desynchronized per mapblock.
# type: bool
# desynchronize_mapblock_texture_animation = true
# 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
# hud_hotbar_max_width = 1.0
# Enables caching of facedir rotated meshes.
# type: bool
# enable_mesh_cache = false
# Enables minimap.
# type: bool
# enable_minimap = true
# Shape of the minimap. Enabled = round, disabled = square.
# type: bool
# minimap_shape_round = true
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# True = 256
# False = 128
# Useable to make minimap smoother on slower machines.
# type: bool
# minimap_double_scan_height = true
# Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
# type: bool
# directional_colored_fog = true
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# 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 = 2.2
# Enables animation of inventory items.
# type: bool
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# inventory_items_animations = false
### Menus
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# Use a cloud animation for the main menu background.
# type: bool
# menu_clouds = true
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# 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
# gui_scaling = 1.0
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# 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
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# 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
# propery support downloading textures back from hardware.
# type: bool
# gui_scaling_filter_txr2img = true
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# Delay showing tooltips, stated in milliseconds.
# type: int
# tooltip_show_delay = 400
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# Whether freetype fonts are used, requires freetype support to be compiled in.
# type: bool
# freetype = true
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# Path to TrueTypeFont or bitmap.
# type: path
# font_path = fonts/liberationsans.ttf
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# type: int
# font_size = 15
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# Font shadow offset, if 0 then shadow will not be drawn.
# type: int
# font_shadow = 1
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# Font shadow alpha (opaqueness, between 0 and 255).
# type: int min: 0 max: 255
# font_shadow_alpha = 128
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# type: path
# mono_font_path = fonts/liberationmono.ttf
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# type: int
# mono_font_size = 15
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# This font will be used for certain languages.
# type: path
# fallback_font_path = fonts/DroidSansFallbackFull.ttf
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# type: int
# fallback_font_size = 15
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# type: int
# fallback_font_shadow = 1
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# type: int min: 0 max: 255
# fallback_font_shadow_alpha = 128
# Path to save screenshots at.
# type: path
# screenshot_path =
### Advanced
# Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
# type: int
# screen_dpi = 72
## Sound
# type: bool
# enable_sound = true
# type: float min: 0 max: 1
# sound_volume = 0.7
## Advanced
# Timeout for client to remove unused map data from memory.
# type: int
# client_unload_unused_data_timeout = 600
# Maximum number of mapblocks for client to be kept in memory.
# Set to -1 for unlimited amount.
# type: int
# client_mapblock_limit = 5000
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# Whether to show the client debug info (has the same effect as hitting F5).
# type: bool
# show_debug = false
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#
# Server / Singleplayer
#
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# Name of the server, to be displayed when players join and in the serverlist.
# type: string
# server_name = Minetest server
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# Description of server, to be displayed when players join and in the serverlist.
# type: string
# server_description = mine here
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# Domain name of server, to be displayed in the serverlist.
# type: string
# server_address = game.minetest.net
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# Homepage of server, to be displayed in the serverlist.
# type: string
# server_url = http://minetest.net
# Automaticaly report to the serverlist.
# type: bool
# server_announce = false
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# Announce to this serverlist.
# If you want to announce your ipv6 address, use serverlist_url = v6.servers.minetest.net.
# type: string
# serverlist_url = servers.minetest.net
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## Network
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# Network port to listen (UDP).
# This value will be overridden when starting from the main menu.
# type: int
# port = 30000
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# The network interface that the server listens on.
# type: string
# bind_address =
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# 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
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# 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 =
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# Enable/disable running an IPv6 server. An IPv6 server may be restricted
# to IPv6 clients, depending on system configuration.
# Ignored if bind_address is set.
# type: bool
# ipv6_server = false
### Advanced
# How many blocks are flying in the wire simultaneously per client.
# type: int
# max_simultaneous_block_sends_per_client = 10
# How many blocks are flying in the wire simultaneously for the whole server.
# type: int
# max_simultaneous_block_sends_server_total = 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
# 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
# max_packets_per_iteration = 1024
## Game
# Default game when creating a new world.
# This will be overridden when creating a world from the main menu.
# type: string
# default_game = minetest
# Message of the day displayed to players connecting.
# type: string
# motd =
# Maximum number of players that can connect simultaneously.
# type: int
# max_users = 15
# World directory (everything in the world is stored here).
# Not needed if starting from the main menu.
# type: path
# map-dir =
# Time in seconds for item entity (dropped items) to live.
# Setting it to -1 disables the feature.
# type: int
# item_entity_ttl = 900
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# Enable players getting damage and dying.
# type: bool
# enable_damage = false
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# 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 =
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# New users need to input this password.
# type: string
# default_password =
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# 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
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# 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
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# Defines the maximal player transfer distance in blocks (0 = unlimited).
# type: int
# player_transfer_distance = 0
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# Whether to allow players to damage and kill each other.
# type: bool
# enable_pvp = true
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# If this is set, players will always (re)spawn at the given position.
# type: string
# static_spawnpoint =
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# If enabled, new players cannot join with an empty password.
# type: bool
# disallow_empty_password = false
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# If enabled, disable cheat prevention in multiplayer.
# type: bool
# disable_anticheat = false
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# If enabled, actions are recorded for rollback.
# This option is only read when server starts.
# type: bool
# enable_rollback_recording = false
# A message to be displayed to all clients when the server shuts down.
# type: string
# kick_msg_shutdown = Server shutting down.
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# 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.
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# 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
# From how far clients know about objects, stated in mapblocks (16 nodes).
# type: int
# active_object_send_range_blocks = 3
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# How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes).
# In active blocks objects are loaded and ABMs run.
# type: int
# active_block_range = 2
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# From how far blocks are sent to clients, stated in mapblocks (16 nodes).
# type: int
# max_block_send_distance = 10
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# Maximum number of forceloaded mapblocks.
# type: int
# max_forceloaded_blocks = 16
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# Interval of sending time of day to clients.
# type: int
# time_send_interval = 5
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# Controls length of day/night cycle.
# Examples: 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
# type: int
# time_speed = 72
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# Interval of saving important changes in the world, stated in seconds.
# type: float
# server_map_save_interval = 5.3
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### Physics
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# type: float
# movement_acceleration_default = 3
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# type: float
# movement_acceleration_air = 2
# type: float
# movement_acceleration_fast = 10
# type: float
# movement_speed_walk = 4
# type: float
# movement_speed_crouch = 1.35
# type: float
# movement_speed_fast = 20
# type: float
# movement_speed_climb = 2
# type: float
# movement_speed_jump = 6.5
# type: float
# movement_speed_descend = 6
# type: float
# movement_liquid_fluidity = 1
# type: float
# movement_liquid_fluidity_smooth = 0.5
# type: float
# movement_liquid_sink = 10
# type: float
# movement_gravity = 9.81
### Advanced
# Handling for deprecated lua api calls:
# - legacy: (try to) mimic old behaviour (default for release).
# - log: mimic and log backtrace of deprecated call (default for debug).
# - error: abort on usage of deprecated call (suggested for mod developers).
# type: enum values: legacy, log, error
# deprecated_lua_api_handling = legacy
# Useful for mod developers.
# type: bool
# mod_profiling = false
# Detailed mod profile data. Useful for mod developers.
# type: bool
# detailed_profiling = false
# Profiler data print interval. 0 = disable. Useful for developers.
# type: int
# profiler_print_interval = 0
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# 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
# max_clearobjects_extra_loaded_blocks = 4096
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# How much the server will wait before unloading unused mapblocks.
# Higher value is smoother, but will use more RAM.
# type: int
# server_unload_unused_data_timeout = 29
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# Maximum number of statically stored objects in a block.
# type: int
# max_objects_per_block = 49
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# See http://www.sqlite.org/pragma.html#pragma_synchronous
# type: enum values: 0, 1, 2
# sqlite_synchronous = 2
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# Length of a server tick and the interval at which objects are generally updated over network.
# type: float
# dedicated_server_step = 0.1
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# If enabled, invalid world data won't cause the server to shut down.
# Only enable this if you know what you are doing.
# type: bool
# ignore_world_load_errors = false
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# Max liquids processed per step.
# type: int
# liquid_loop_max = 100000
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# The time (in seconds) that the liquids queue may grow beyond processing
# capacity until an attempt is made to decrease its size by dumping old queue
# items. A value of 0 disables the functionality.
# type: int
# liquid_queue_purge_time = 0
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# Liquid update interval in seconds.
# type: float
# liquid_update = 1.0
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## Mapgen
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# Name of map generator to be used when creating a new world.
# Creating a world in the main menu will override this.
# type: enum values: v5, v6, v7, flat, fractal, valleys, singlenode
# mg_name = v6
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# Water surface level of the world.
# type: int
# water_level = 1
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# From how far blocks are generated for clients, stated in mapblocks (16 nodes).
# type: int
# max_block_generate_distance = 6
# Where the map generator stops.
# Please note:
# - Limited to 31000 (setting above has no effect)
# - The map generator works in groups of 80x80x80 nodes (5x5x5 MapBlocks).
# - Those groups have an offset of -32, -32 nodes from the origin.
# - Only groups which are within the map_generation_limit are generated
# type: int min: 0 max: 31000
# map_generation_limit = 31000
# Global map generation attributes.
# In Mapgen v6 the 'decorations' flag controls all decorations except trees
# and junglegrass, in all other mapgens this flag controls all decorations.
# The default flags set in the engine are: caves, light, decorations
# The flags string modifies the engine defaults.
# Flags that are not specified in the flag string are not modified from the default.
# Flags starting with 'no' are used to explicitly disable them.
# type: flags possible values: caves, dungeons, light, decorations, nocaves, nodungeons, nolight, nodecorations
# mg_flags = caves,dungeons,light,decorations
### Advanced
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# Size of chunks to be generated at once by mapgen, stated in mapblocks (16 nodes).
# type: int
# chunksize = 5
# Dump the mapgen debug infos.
# type: bool
# enable_mapgen_debug_info = false
# Maximum number of blocks that can be queued for loading.
# type: int
# emergequeue_limit_total = 256
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# Maximum number of blocks to be queued that are to be loaded from file.
# Set to blank for an appropriate amount to be chosen automatically.
# type: int
# emergequeue_limit_diskonly = 32
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# Maximum number of blocks to be queued that are to be generated.
# Set to blank for an appropriate amount to be chosen automatically.
# type: int
# emergequeue_limit_generate = 32
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# Number of emerge threads to use. Make this field blank, or increase this number
# to use multiple threads. On multiprocessor systems, this will improve mapgen speed greatly
# at the cost of slightly buggy caves.
# type: int
# num_emerge_threads = 1
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# Noise parameters for biome API temperature, humidity and biome blend.
# type: noise_params
# mg_biome_np_heat = 50, 50, (750, 750, 750), 5349, 3, 0.5, 2.0
# type: noise_params
# mg_biome_np_heat_blend = 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0
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# type: noise_params
# mg_biome_np_humidity = 50, 50, (750, 750, 750), 842, 3, 0.5, 2.0
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# type: noise_params
# mg_biome_np_humidity_blend = 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0
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#### Mapgen v5
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# type: noise_params
# mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0
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# type: noise_params
# mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0
# type: noise_params
# mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0
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# type: noise_params
# mgv5_np_cave1 = 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0
# type: noise_params
# mgv5_np_cave2 = 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0
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#### Mapgen v6
# Map generation attributes specific to Mapgen v6.
# When snowbiomes are enabled jungles are automatically enabled, the 'jungles' flag is ignored.
# The default flags set in the engine are: biomeblend, mudflow
# The flags string modifies the engine defaults.
# Flags that are not specified in the flag string are not modified from the default.
# Flags starting with 'no' are used to explicitly disable them.
# type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
# mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,trees
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# Controls size of deserts and beaches in Mapgen v6.
# When snowbiomes are enabled 'mgv6_freq_desert' is ignored.
# type: float
# mgv6_freq_desert = 0.45
# type: float
# mgv6_freq_beach = 0.15
# type: noise_params
# mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
# type: noise_params
# mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0
# type: noise_params
# mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0
# type: noise_params
# mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0
# type: noise_params
# mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0
# type: noise_params
# mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0
# type: noise_params
# mgv6_np_biome = 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0
# type: noise_params
# mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0
# type: noise_params
# mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0
# type: noise_params
# mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0
# type: noise_params
# mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0
#### Mapgen v7
# Map generation attributes specific to Mapgen v7.
# The 'ridges' flag controls the rivers.
# The default flags set in the engine are: mountains, ridges
# The flags string modifies the engine defaults.
# Flags that are not specified in the flag string are not modified from the default.
# Flags starting with 'no' are used to explicitly disable them.
# type: flags possible values: mountains, ridges, nomountains, noridges
# mgv7_spflags = mountains,ridges
# type: noise_params
# mgv7_np_terrain_base = 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0
# type: noise_params
# mgv7_np_terrain_alt = 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0
# type: noise_params
# mgv7_np_terrain_persist = 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0
# type: noise_params
# mgv7_np_height_select = -12, 24, (500, 500, 500), 4213, 6, 0.7, 2.0
# type: noise_params
# mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0
# type: noise_params
# mgv7_np_mount_height = 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0
# type: noise_params
# mgv7_np_ridge_uwater = 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0
# type: noise_params
# mgv7_np_mountain = -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0
# type: noise_params
# mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
# type: noise_params
# mgv7_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
# type: noise_params
# mgv7_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0
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#### Mapgen flat
# Map generation attributes specific to Mapgen flat.
# Occasional lakes and hills can be added to the flat world.
# The default flags set in the engine are: none
# The flags string modifies the engine defaults.
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# Flags that are not specified in the flag string are not modified from the default.
# Flags starting with 'no' are used to explicitly disable them.
# type: flags possible values: lakes, hills, , nolakes, nohills
# mgflat_spflags =
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# Y of flat ground.
# type: int
# mgflat_ground_level = 8
# Y of upper limit of large pseudorandom caves.
# type: int
# mgflat_large_cave_depth = -33
# 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
# Determines terrain shape.
# The 3 numbers in brackets control the scale of the
# terrain, the 3 numbers should be identical.
# type: noise_params
# mgflat_np_terrain = 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0
# type: noise_params
# mgflat_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0
# type: noise_params
# mgflat_np_cave1 = 0, 12, (128, 128, 128), 52534, 4, 0.5, 2.0
# type: noise_params
# mgflat_np_cave2 = 0, 12, (128, 128, 128), 10325, 4, 0.5, 2.0
#### Mapgen fractal
# Choice of 18 fractals from 9 formulas.
# 1 = 4D "Roundy" mandelbrot set.
# 2 = 4D "Roundy" julia set.
# 3 = 4D "Squarry" mandelbrot set.
# 4 = 4D "Squarry" julia set.
# 5 = 4D "Mandy Cousin" mandelbrot set.
# 6 = 4D "Mandy Cousin" julia set.
# 7 = 4D "Variation" mandelbrot set.
# 8 = 4D "Variation" julia set.
# 9 = 3D "Mandelbrot/Mandelbar" mandelbrot set.
# 10 = 3D "Mandelbrot/Mandelbar" julia set.
# 11 = 3D "Christmas Tree" mandelbrot set.
# 12 = 3D "Christmas Tree" julia set.
# 13 = 3D "Mandelbulb" mandelbrot set.
# 14 = 3D "Mandelbulb" julia set.
# 15 = 3D "Cosine Mandelbulb" mandelbrot set.
# 16 = 3D "Cosine Mandelbulb" julia set.
# 17 = 4D "Mandelbulb" mandelbrot set.
# 18 = 4D "Mandelbulb" julia set.
# type: int min: 1 max: 18
# mgfractal_fractal = 1
# Iterations of the recursive function.
# Controls the amount of fine detail.
# type: int
# mgfractal_iterations = 11
# Approximate (X,Y,Z) scale of fractal in nodes.
# type: v3f
# mgfractal_scale = (4096.0, 1024.0, 4096.0)
# (X,Y,Z) offset of fractal from world centre in units of 'scale'.
# Used to move a suitable spawn area of low land close to (0, 0).
# The default is suitable for mandelbrot sets, it needs to be edited for julia sets.
# Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
# type: v3f
# mgfractal_offset = (1.79, 0.0, 0.0)
# W co-ordinate of the generated 3D slice of a 4D fractal.
# Determines which 3D slice of the 4D shape is generated.
# 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 determining julia shape.
# Range roughly -2 to 2.
# type: float
# mgfractal_julia_x = 0.33
# Julia set only: Y component of hypercomplex constant determining julia shape.
# Range roughly -2 to 2.
# type: float
# mgfractal_julia_y = 0.33
# Julia set only: Z component of hypercomplex constant determining julia shape.
# Range roughly -2 to 2.
# type: float
# mgfractal_julia_z = 0.33
# Julia set only: W component of hypercomplex constant determining julia shape.
# Has no effect on 3D fractals.
# Range roughly -2 to 2.
# type: float
# mgfractal_julia_w = 0.33
# type: noise_params
# mgfractal_np_seabed = -14, 9, (600, 600, 600), 41900, 5, 0.6, 2.0
# type: noise_params
# mgfractal_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0
# type: noise_params
# mgfractal_np_cave1 = 0, 12, (128, 128, 128), 52534, 4, 0.5, 2.0
# type: noise_params
# mgfractal_np_cave2 = 0, 12, (128, 128, 128), 10325, 4, 0.5, 2.0
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#### Mapgen Valleys
##### General
# Map generation attributes specific to Mapgen Valleys.
# 'altitude_chill' makes higher elevations colder, which may cause biome issues.
# 'humid_rivers' modifies the humidity around rivers and in areas where water would tend to pool,
# it may interfere with delicately adjusted biomes.
# The default flags set in the engine are: altitude_chill, humid_rivers
# The flags string modifies the engine defaults.
# Flags that are not specified in the flag string are not modified from the default.
# Flags starting with 'no' are used to explicitly disable them.
# type: flags possible values: altitude_chill, noaltitude_chill, humid_rivers, nohumid_rivers
# mg_valleys_spflags = altitude_chill,humid_rivers
# The altitude at which temperature drops by 20C
# type: int
# mg_valleys_altitude_chill = 90
# Depth below which you'll find large caves.
# type: int
# mg_valleys_large_cave_depth = -33
# Creates unpredictable lava features in caves.
# These can make mining difficult. Zero disables them. (0-10)
# type: int
# mg_valleys_lava_features = 0
# Depth below which you'll find massive caves.
# type: int
# mg_valleys_massive_cave_depth = -256
# How deep to make rivers
# type: int
# mg_valleys_river_depth = 4
# How wide to make rivers
# type: int
# mg_valleys_river_size = 5
# Creates unpredictable water features in caves.
# These can make mining difficult. Zero disables them. (0-10)
# type: int
# mg_valleys_water_features = 0
##### Noises
# Caves and tunnels form at the intersection of the two noises
# type: noise_params
# mg_valleys_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
# Caves and tunnels form at the intersection of the two noises
# type: noise_params
# mg_valleys_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0
# The depth of dirt or other filler
# type: noise_params
# mg_valleys_np_filler_depth = 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0
# Massive caves form here.
# type: noise_params
# mg_valleys_np_massive_caves = 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0
# River noise -- rivers occur close to zero
# type: noise_params
# mg_valleys_np_rivers = 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0
# Base terrain height
# type: noise_params
# mg_valleys_np_terrain_height = -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0
# Raises terrain to make valleys around the rivers
# type: noise_params
# mg_valleys_np_valley_depth = 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0
# Slope and fill work together to modify the heights
# type: noise_params
# mg_valleys_np_inter_valley_fill = 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0
# Amplifies the valleys
# type: noise_params
# mg_valleys_np_valley_profile = 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0
# Slope and fill work together to modify the heights
# type: noise_params
# mg_valleys_np_inter_valley_slope = 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0
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## Security
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# Prevent mods from doing insecure things like running shell commands.
# type: bool
# secure.enable_security = false
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# Comma-separated list of trusted mods that are allowed to access insecure
# functions even when mod security is on (via request_insecure_environment()).
# type: string
# secure.trusted_mods =
# Comma-seperated 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 =
#
# Client and 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 =
# Set the language. Leave empty to use the system language.
# A restart is required after changing this.
# type: enum values: , be, cs, da, de, eo, es, et, fr, hu, id, it, ja, jbo, ko, ky, lt, nb, nl, pl, pt, pt_BR, ro, ru, tr, uk, zh_CN, zh_TW
# language =
# Level of logging to be written to debug.txt:
# - <nothing> (no logging)
# - none (messages with no level)
# - error
# - warning
# - action
# - info
# - verbose
# type: enum values: , warning, action, info, verbose
# debug_log_level = action
# IPv6 support.
# type: bool
# enable_ipv6 = true
## Advanced
# Default timeout for cURL, stated in milliseconds.
# Only has an effect if compiled with cURL.
# type: int
# curl_timeout = 5000
# Limits number of parallel HTTP requests. Affects:
# - Media fetch if server uses remote_media setting.
# - Serverlist download and server announcement.
# - Downloads performed by main menu (e.g. mod manager).
# Only has an effect if compiled with cURL.
# type: int
# curl_parallel_limit = 8
# Maximum time in ms a file download (e.g. a mod download) may take.
# type: int
# curl_file_download_timeout = 300000
# Makes DirectX work with LuaJIT. Disable if it causes troubles.
# type: bool
# high_precision_fpu = true
# Replaces the default main menu with a custom one.
# type: string
# main_menu_script =
# type: int
# main_menu_game_mgr = 0
# type: int
# main_menu_mod_mgr = 1
# type: string
# modstore_download_url = https://forum.minetest.net/media/
# type: string
# modstore_listmods_url = https://forum.minetest.net/mmdb/mods/
# type: string
# modstore_details_url = https://forum.minetest.net/mmdb/mod/*/