# This file contains a list of all available settings and their default value for multicraft.conf # By default, all the settings are commented and not functional. # Uncomment settings by removing the preceding #. # multicraft.conf is read by default from: # ../multicraft.conf # ../../multicraft.conf # Any other path can be chosen by passing the path as a parameter # to the program, eg. "minetest.exe --config ../multicraft.conf.example". # Further documentation: # http://wiki.minetest.net/ # # Client # ## Controls # 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 # Player is able to fly without being affected by gravity. # This requires the "fly" privilege on the server. # type: bool # free_move = false # Fast movement (via use 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 # Smooths camera when moving and looking around. # Useful for recording videos. # type: bool # cinematic = false # Smooths rotation of camera. 0 to disable. # type: float min: 0 max: 0.99 # camera_smoothing = 0.0 # Smooths rotation of camera in cinematic mode. 0 to disable. # type: float min: 0 max: 0.99 # cinematic_camera_smoothing = 0.7 # Invert vertical mouse movement. # type: bool # invert_mouse = false # Mouse sensitivity multiplier. # type: float # mouse_sensitivity = 0.2 # If enabled, "use" 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 "use" 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 right clicks when holding the right mouse button. # type: float # repeat_rightclick_time = 0.25 # Enable random user input (only used for testing). # type: bool # random_input = false # Continuous forward movement (only used for testing). # type: bool # continuous_forward = false # 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. Modifies the minimum viewing range. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_increase_viewing_range_min = + # Key for decreasing the viewing range. Modifies the minimum 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 # 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 # Save the map received by the client on disk. # type: bool # enable_local_map_saving = false # 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 # URL to the server list displayed in the Multiplayer Tab. # type: string # serverlist_url = servers.minetest.net # File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab. # type: string # serverlist_file = favoriteservers.txt ## Graphics ### In-Game #### Basic # Whether to fog out the end of the visible area. # type: bool # enable_fog = true # Enable a bit lower water surface, so it doesn't "fill" the node completely. # Note that this is not quite optimized and that smooth lighting on the # water surface doesn't work with this. # type: bool # new_style_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 # 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 # Use mip mapping to scale textures. May slightly increase performance. # type: bool # mip_map = false # Use anisotropic filtering when viewing at textures from an angle. # type: bool # anisotropic_filter = false # Use bilinear filtering when scaling textures. # type: bool # bilinear_filter = false # Use trilinear filtering when scaling textures. # type: bool # trilinear_filter = false # 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 # 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 # Pre-generate all item visuals used in the inventory. # This increases startup time, but runs smoother in-game. # The generated textures can easily exceed your VRAM, causing artifacts in the inventory. # type: bool # preload_item_visuals = false # 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 ##### Tone mapping # Enables filmic tone mapping. # Requires shaders to be enabled. # 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 # Enables on the fly normalmap generation (Emboss effect). # Requires bumpmapping to be enabled. # type: bool # generate_normalmaps = false # Strength of generated normalmaps. # type: float # normalmaps_strength = 0.6 # Defines sampling step of texture. # A higher value results in smoother normal maps. # type: int min: 0 max: 2 # normalmaps_smooth = 0 ##### Parallax Occlusion # Enables parallax occlusion mapping. # Requires shaders to be enabled. # type: bool # enable_parallax_occlusion = false # 0 = parallax occlusion with slope information (faster). # 1 = relief mapping (slower, more accurate). # type: int min: 0 max: 1 # parallax_occlusion_mode = 1 # Strength of parallax. # type: float # 3d_parallax_strength = 0.025 # 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 ##### 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 # type: float # water_wave_speed = 5.0 # Set to true enables waving leaves. # Requires shaders to be enabled. # type: bool # enable_waving_leaves = false # Set to true enables waving plants. # Requires shaders to be enabled. # type: bool # enable_waving_plants = false #### Advanced # Minimum wanted FPS. # The amount of rendered stuff is dynamically set according to this. and viewing range min and max. # type: int # wanted_fps = 30 # 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 # The allowed adjustment range for the automatic rendering range adjustment. # Set this to be equal to viewing range minimum to disable the auto-adjustment algorithm. # type: int # viewing_range_nodes_max = 160 # The allowed adjustment range for the automatic rendering range adjustment. # Set this to be equal to viewing range maximum to disable the auto-adjustment algorithm. # type: int # viewing_range_nodes_min = 35 # 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 # Selection highlighting method (box or halo) # type: string # node_highlighting = box # 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 # 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 # 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 # Enable animation of inventory items. # inventory_items_animations = false ### Menus # Use a cloud animation for the main menu background. # type: bool # menu_clouds = true # 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 # 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 # propery support downloading textures back from hardware. # type: bool # gui_scaling_filter_txr2img = true # Delay showing tooltips, stated in milliseconds. # type: int # tooltip_show_delay = 400 # Whether freetype fonts are used, requires freetype support to be compiled in. # type: bool # freetype = true # Path to TrueTypeFont or bitmap. # type: path # font_path = fonts/liberationsans.ttf # type: int # font_size = 15 # Font shadow offset, if 0 then shadow will not be drawn. # type: int # font_shadow = 1 # Font shadow alpha (opaqueness, between 0 and 255). # type: int min: 0 max: 255 # font_shadow_alpha = 128 # type: path # mono_font_path = fonts/liberationmono.ttf # type: int # mono_font_size = 15 # This font will be used for certain languages. # type: path # fallback_font_path = fonts/DroidSansFallbackFull.ttf # type: int # fallback_font_size = 15 # type: int # fallback_font_shadow = 1 # 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 # Whether to show the client debug info (has the same effect as hitting F5). # type: bool # show_debug = false # # Server / Singleplayer # # 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 = http://minetest.net # Automaticaly report to the serverlist. # type: bool # server_announce = false # 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 ## Network # Network port to listen (UDP). # This value will be overridden when starting from the main menu. # type: int # 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 # 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. 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 # Enable players getting damage and dying. # type: bool # enable_damage = false # 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 = # New users need to input this password. # type: string # default_password = # 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 # 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 # player_transfer_distance = 0 # Whether to allow players to damage and kill each other. # type: bool # enable_pvp = true # If this is set, players will always (re)spawn at the given position. # type: string # static_spawnpoint = # If enabled, new players cannot join with an empty password. # type: bool # disallow_empty_password = false # 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 # 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 # From how far clients know about objects, stated in mapblocks (16 nodes). # type: int # active_object_send_range_blocks = 3 # 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 # From how far blocks are sent to clients, stated in mapblocks (16 nodes). # type: int # max_block_send_distance = 10 # Maximum number of forceloaded mapblocks. # type: int # max_forceloaded_blocks = 16 # Interval of sending time of day to clients. # type: int # time_send_interval = 5 # Controls length of day/night cycle. # Examples: 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged. # type: int # time_speed = 72 # Interval of saving important changes in the world, stated in seconds. # type: float # server_map_save_interval = 5.3 ### Physics # type: float # movement_acceleration_default = 3 # 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 # 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 # 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 # Maximum number of statically stored objects in a block. # type: int # max_objects_per_block = 49 # See http://www.sqlite.org/pragma.html#pragma_synchronous # type: enum values: 0, 1, 2 # sqlite_synchronous = 2 # Length of a server tick and the interval at which objects are generally updated over network. # type: float # dedicated_server_step = 0.1 # 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 # Max liquids processed per step. # type: int # 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 # liquid_queue_purge_time = 0 # Liquid update interval in seconds. # type: float # liquid_update = 1.0 ## Mapgen # 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, singlenode # mg_name = v6 # Water surface level of the world. # type: int # water_level = 1 # 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. # 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 # 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 # 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 # 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 # 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 # 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 # type: noise_params # mg_biome_np_humidity = 50, 50, (750, 750, 750), 842, 3, 0.5, 2.0 # type: noise_params # mg_biome_np_humidity_blend = 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0 #### Mapgen v5 # type: noise_params # mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0 # 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 # 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 #### Mapgen v6 # Map generation attributes specific to Mapgen v6. # When snowbiomes are enabled jungles are enabled and the jungles flag is ignored. # 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 # 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. # 'ridges' are the rivers. # 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 #### Mapgen flat # Map generation attributes specific to Mapgen flat. # Occasional lakes and hills added to the flat world. # 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 = # 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 #### Mapgen Valleys #mg_valleys_spflags = altitude_chill,humid_rivers # "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. # #mg_valleys_altitude_chill = 90 # the altitude at which temperature drops by 20C #mg_valleys_large_cave_depth = -33 # Depth below which you'll find large caves. #mg_valleys_lava_features = 0 # Creates unpredictable lava features in caves. These can make mining difficult. Zero disables them. (0-10) #mg_valleys_massive_cave_depth = -256 # Depth below which you'll find massive caves. #mg_valleys_river_depth = 4 # how deep to make rivers #mg_valleys_river_size = 5 # how wide to make rivers #mg_valleys_water_features = 0 # Creates unpredictable water features in caves. These can make mining difficult. Zero disables them. (0-10) # #mg_valleys_np_filler_depth = 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0 # # River noise -- rivers occur close to zero #mg_valleys_np_rivers = 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0 # # Caves and tunnels form at the intersection of the two noises #mg_valleys_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0 #mg_valleys_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0 # #mg_valleys_np_massive_caves = 0, 1, (768, 256, 768), 59033, 6, 0.63, 2 # Massive caves form here. # # Base terrain height #mg_valleys_np_terrain_height = -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0 # # Raises terrain to make valleys around the rivers #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 #mg_valleys_np_inter_valley_fill = 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0 #mg_valleys_np_inter_valley_slope = 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0 # # Amplifies the valleys #mg_valleys_np_valley_profile = 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0 ## Security # Prevent mods from doing insecure things like running shell commands. # type: bool # secure.enable_security = false # 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 = # # 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: # - (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/*/