# This file contains all settings displayed in the settings menu. # # General format: # name (Readable name) type type_args # # Note that the parts are separated by exactly one space # # `type` can be: # - int # - string # - bool # - float # - enum # - path # - key (will be ignored in GUI, since a special key change dialog exists) # - flags # - noise_params # # `type_args` can be: # * int: # - default # - default min max # * string: # - default (if default is not specified then "" is set) # * bool: # - default # * float: # - default # - default min max # * enum: # - default value1,value2,... # * path: # - default (if default is not specified then "" is set) # * key: # - default # * flags: # Flags are always separated by comma without spaces. # - default possible_flags # * noise_params: # TODO: these are currently treated like strings # # Comments directly above a setting are bound to this setting. # All other comments are ignored. # # Comments and (Readable name) are handled by gettext. # Comments should be complete sentences that describe the setting and possibly # give the user additional useful insight. # Sections are marked by a single line in the format: [Section Name] # Sub-section are marked by adding * in front of the section name: [*Sub-section] # Sub-sub-sections have two * etc. # There shouldn't be too much settings per category; settings that shouldn't be # modified by the "average user" should be in (sub-)categories called "Advanced". [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. enable_build_where_you_stand (Build inside player) bool false # Player is able to fly without being affected by gravity. # This requires the "fly" privilege on the server. free_move (Flying) bool false # Fast movement (via use key). # This requires the "fast" privilege on the server. fast_move (Fast movement) bool false # If enabled together with fly mode, player is able to fly through solid nodes. # This requires the "noclip" privilege on the server. noclip (Noclip) bool false # Smooths camera when looking around. Also called look or mouse smoothing. # Useful for recording videos. cinematic (Cinematic mode) bool false # Smooths rotation of camera. 0 to disable. camera_smoothing (Camera smoothing) float 0.0 0.0 0.99 # Smooths rotation of camera in cinematic mode. 0 to disable. cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99 # Invert vertical mouse movement. invert_mouse (Invert mouse) bool false # Mouse sensitivity multiplier. mouse_sensitivity (Mouse sensitivity) float 0.2 # If enabled, "use" key instead of "sneak" key is used for climbing down and descending. aux1_descends (Key use for climbing/descending) bool false # Double-tapping the jump key toggles fly mode. doubletap_jump (Double tap jump for fly) bool false # If disabled "use" key is used to fly fast if both fly and fast mode are enabled. always_fly_fast (Always fly and fast) bool true # The time in seconds it takes between repeated right clicks when holding the right mouse button. repeat_rightclick_time (Rightclick repetition interval) float 0.25 # Enable random user input (only used for testing). random_input (Random input) bool false # Continuous forward movement (only used for testing). continuous_forward (Continuous forward) bool false # Enable Joysticks enable_joysticks (Enable Joysticks) bool false # The identifier of the joystick to use joystick_id (Joystick ID) int 0 # The type of joystick joystick_type (Joystick Type) enum auto auto,generic,xbox # The time in seconds it takes between repeated events # when holding down a joystick button combination. repeat_joystick_button_time (Joystick button repetition interval) float 0.17 # The sensitivity of the joystick axes for moving the # ingame view frustum around. joystick_frustum_sensitivity (Joystick frustum sensitivity) float 170 # Key for moving the player forward. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_forward (Forward key) key KEY_KEY_W # Key for moving the player backward. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_backward (Backward key) key KEY_KEY_S # Key for moving the player left. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_left (Left key) key KEY_KEY_A # Key for moving the player right. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_right (Right key) key KEY_KEY_D # Key for jumping. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_jump (Jump key) key 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 keymap_sneak (Sneak key) key KEY_LSHIFT # Key for opening the inventory. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_inventory (Inventory key) key KEY_KEY_I # Key for moving fast in fast mode. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_special1 (Use key) key KEY_KEY_E # Key for opening the chat window. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_chat (Chat key) key KEY_KEY_T # Key for opening the chat window to type commands. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_cmd (Command key) key / # Key for opening the chat window to type local commands. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_cmd_local (Command key) key . # Key for toggling unlimited view range. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_rangeselect (Range select key) key KEY_KEY_R # Key for toggling flying. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_freemove (Fly key) key KEY_KEY_K # Key for toggling fast mode. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_fastmove (Fast key) key KEY_KEY_J # Key for toggling noclip mode. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_noclip (Noclip key) key KEY_KEY_H # Key for selecting the next item in the hotbar. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_hotbar_next (Hotbar next key) key KEY_KEY_N # Key for selecting the previous item in the hotbar. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_hotbar_previous (Hotbar previous key) key KEY_KEY_B # Key for muting the game. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_mute (Mute key) key KEY_KEY_M # Key for increasing the volume. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_increase_volume (Inc. volume key) key # Key for decreasing the volume. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_decrease_volume (Dec. volume key) key # Key for toggling autorun. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_autorun (Autorun key) key # Key for toggling cinematic mode. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_cinematic (Cinematic mode key) key # Key for toggling display of minimap. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_minimap (Minimap key) key KEY_F9 # Key for taking screenshots. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_screenshot (Screenshot) key KEY_F12 # Key for dropping the currently selected item. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_drop (Drop item key) key KEY_KEY_Q # Key to use view zoom when possible. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_zoom (View zoom key) key KEY_KEY_Z # Key for toggling the display of the HUD. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_toggle_hud (HUD toggle key) key KEY_F1 # Key for toggling the display of the chat. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_toggle_chat (Chat toggle key) key KEY_F2 # Key for toggling the display of the large chat console. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_console (Large chat console key) key KEY_F10 # Key for toggling the display of the fog. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_toggle_force_fog_off (Fog toggle key) key KEY_F3 # Key for toggling the camera update. Only used for development # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_toggle_update_camera (Camera update toggle key) key # Key for toggling the display of debug info. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_toggle_debug (Debug info toggle key) key KEY_F5 # Key for toggling the display of the profiler. Used for development. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_toggle_profiler (Profiler toggle key) key KEY_F6 # Key for switching between first- and third-person camera. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_camera_mode (Toggle camera mode key) key KEY_F7 # Key for increasing the viewing range. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_increase_viewing_range_min (View range increase key) key + # Key for decreasing the viewing range. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_decrease_viewing_range_min (View range decrease key) key - # Key for printing debug stacks. Used for development. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 keymap_print_debug_stacks (Print stacks) key 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. address (Server address) string # Port to connect to (UDP). # Note that the port field in the main menu overrides this setting. remote_port (Remote port) int 30000 1 65535 # Whether to support older servers before protocol version 25. # Enable if you want to connect to 0.4.12 servers and before. # Servers starting with 0.4.13 will work, 0.4.12-dev servers may work. # Disabling this option will protect your password better. send_pre_v25_init (Support older servers) bool false # Save the map received by the client on disk. enable_local_map_saving (Saving map received from server) bool false # Show entity selection boxes show_entity_selectionbox (Show entity selection boxes) bool true # Enable usage of remote media server (if provided by server). # Remote servers offer a significantly faster way to download media (e.g. textures) # when connecting to the server. enable_remote_media_server (Connect to external media server) bool true # Enable Lua modding support on client. # This support is experimental and API can change. enable_client_modding (Client modding) bool false # URL to the server list displayed in the Multiplayer Tab. serverlist_url (Serverlist URL) string servers.minetest.net # File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab. serverlist_file (Serverlist file) string favoriteservers.txt # Maximum size of the out chat queue. 0 to disable queueing and -1 to make the queue size unlimited max_out_chat_queue_size (Maximum size of the out chat queue) int 20 [*Graphics] [**In-Game] [***Basic] # Enable VBO enable_vbo (VBO) bool true # Whether to fog out the end of the visible area. enable_fog (Fog) bool true # Leaves style: # - Fancy: all faces visible # - Simple: only outer faces, if defined special_tiles are used # - Opaque: disable transparency leaves_style (Leaves style) enum fancy fancy,simple,opaque # Connects glass if supported by node. connected_glass (Connect glass) bool false # Enable smooth lighting with simple ambient occlusion. # Disable for speed or for different looks. smooth_lighting (Smooth lighting) bool true # Clouds are a client side effect. enable_clouds (Clouds) bool true # Use 3D cloud look instead of flat. enable_3d_clouds (3D clouds) bool true # Method used to highlight selected object. node_highlighting (Node highlighting) enum box box,halo,none # Adds particles when digging a node. enable_particles (Digging particles) bool true [***Filtering] # Use mip mapping to scale textures. May slightly increase performance. mip_map (Mipmapping) bool false # Use anisotropic filtering when viewing at textures from an angle. anisotropic_filter (Anisotropic filtering) bool false # Use bilinear filtering when scaling textures. bilinear_filter (Bilinear filtering) bool false # Use trilinear filtering when scaling textures. trilinear_filter (Trilinear filtering) bool 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. texture_clean_transparent (Clean transparent textures) bool 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. texture_min_size (Minimum texture size for filters) int 64 # Experimental option, might cause visible spaces between blocks # when set to higher number than 0. fsaa (FSAA) enum 0 0,1,2,4,8,16 # Undersampling is similar to using lower screen resolution, but it applies # to the game world only, keeping the GUI intact. # It should give significant performance boost at the cost of less detailed image. undersampling (Undersampling) enum 0 0,2,3,4 [***Shaders] # Shaders allow advanced visual effects and may increase performance on some video cards. # This only works with the OpenGL video backend. enable_shaders (Shaders) bool true # Path to shader directory. If no path is defined, default location will be used. shader_path (Shader path) path [****Tone Mapping] # Enables filmic tone mapping tone_mapping (Filmic tone mapping) bool 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. enable_bumpmapping (Bumpmapping) bool false # Enables on the fly normalmap generation (Emboss effect). # Requires bumpmapping to be enabled. generate_normalmaps (Generate normalmaps) bool false # Strength of generated normalmaps. normalmaps_strength (Normalmaps strength) float 0.6 # Defines sampling step of texture. # A higher value results in smoother normal maps. normalmaps_smooth (Normalmaps sampling) int 0 0 2 [****Parallax Occlusion] # Enables parallax occlusion mapping. # Requires shaders to be enabled. enable_parallax_occlusion (Parallax occlusion) bool false # 0 = parallax occlusion with slope information (faster). # 1 = relief mapping (slower, more accurate). parallax_occlusion_mode (Parallax occlusion mode) int 1 0 1 # Strength of parallax. 3d_paralax_strength (Parallax occlusion strength) float 0.025 # Number of parallax occlusion iterations. parallax_occlusion_iterations (Parallax occlusion iterations) int 4 # Overall scale of parallax occlusion effect. parallax_occlusion_scale (Parallax occlusion Scale) float 0.08 # Overall bias of parallax occlusion effect, usually scale/2. parallax_occlusion_bias (Parallax occlusion bias) float 0.04 [****Waving Nodes] # Set to true enables waving water. # Requires shaders to be enabled. enable_waving_water (Waving water) bool false water_wave_height (Waving water height) float 1.0 water_wave_length (Waving water length) float 20.0 water_wave_speed (Waving water speed) float 5.0 # Set to true enables waving leaves. # Requires shaders to be enabled. enable_waving_leaves (Waving leaves) bool false # Set to true enables waving plants. # Requires shaders to be enabled. enable_waving_plants (Waving plants) bool false [***Advanced] # If FPS would go higher than this, limit it by sleeping # to not waste CPU power for no benefit. fps_max (Maximum FPS) int 60 # Maximum FPS when game is paused. pause_fps_max (FPS in pause menu) int 20 # View distance in nodes. viewing_range (Viewing range) int 100 20 4000 # Camera near plane distance in nodes, between 0 and 0.5 # Most users will not need to change this. # Increasing can reduce artifacting on weaker GPUs. # 0.1 = Default, 0.25 = Good value for weaker tablets. near_plane (Near plane) float 0.1 0 0.5 # Width component of the initial window size. screenW (Screen width) int 800 # Height component of the initial window size. screenH (Screen height) int 600 # Save window size automatically when modified. autosave_screensize (Autosave Screen Size) bool true # Fullscreen mode. fullscreen (Full screen) bool false # Bits per pixel (aka color depth) in fullscreen mode. fullscreen_bpp (Full screen BPP) int 24 # Vertical screen synchronization. vsync (V-Sync) bool false # Field of view in degrees. fov (Field of view) int 72 30 160 # Field of view while zooming in degrees. # This requires the "zoom" privilege on the server. zoom_fov (Field of view for zoom) int 15 7 160 # Adjust the gamma encoding for the light tables. Higher numbers are brighter. # This setting is for the client only and is ignored by the server. display_gamma (Gamma) float 2.2 1.0 3.0 # Path to texture directory. All textures are first searched from here. texture_path (Texture path) path # The rendering back-end for Irrlicht. video_driver (Video driver) enum opengl null,software,burningsvideo,direct3d8,direct3d9,opengl # Height on which clouds are appearing. cloud_height (Cloud height) int 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. cloud_radius (Cloud radius) int 12 # Enable view bobbing and amount of view bobbing. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double. view_bobbing_amount (View bobbing factor) float 1.0 # Multiplier for fall bobbing. # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double. fall_bobbing_amount (Fall bobbing factor) float 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. 3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,pageflip # In-game chat console height, between 0.1 (10%) and 1.0 (100%). console_height (Console height) float 1.0 0.1 1.0 # In-game chat console background color (R,G,B). console_color (Console color) string (0,0,0) # In-game chat console background alpha (opaqueness, between 0 and 255). console_alpha (Console alpha) int 200 0 255 # Selection box border color (R,G,B). selectionbox_color (Selection box color) string (0,0,0) # Width of the selectionbox's lines around nodes. selectionbox_width (Selection box width) int 2 1 5 # Crosshair color (R,G,B). crosshair_color (Crosshair color) string (255,255,255) # Crosshair alpha (opaqueness, between 0 and 255). crosshair_alpha (Crosshair alpha) int 255 0 255 # Whether node texture animations should be desynchronized per mapblock. desynchronize_mapblock_texture_animation (Desynchronize block animation) bool true # Maximum proportion of current window to be used for hotbar. # Useful if there's something to be displayed right or left of hotbar. hud_hotbar_max_width (Maximum hotbar width) float 1.0 # Modifies the size of the hudbar elements. hud_scaling (HUD scale factor) float 1.0 # Enables caching of facedir rotated meshes. enable_mesh_cache (Mesh cache) bool false # Delay between mesh updates on the client in ms. Increasing this will slow # down the rate of mesh updates, thus reducing jitter on slower clients. mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50 # Size of the MapBlock cache of the mesh generator. Increasing this will # increase the cache hit %, reducing the data being copied from the main # thread, thus reducing jitter. meshgen_block_cache_size (Mapblock mesh generator's MapBlock cache size MB) int 20 0 1000 # Enables minimap. enable_minimap (Minimap) bool true # Shape of the minimap. Enabled = round, disabled = square. minimap_shape_round (Round minimap) bool true # True = 256 # False = 128 # Useable to make minimap smoother on slower machines. minimap_double_scan_height (Minimap scan height) bool true # Make fog and sky colors depend on daytime (dawn/sunset) and view direction. directional_colored_fog (Colored fog) bool 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. ambient_occlusion_gamma (Ambient occlusion gamma) float 2.2 0.25 4.0 # Enables animation of inventory items. inventory_items_animations (Inventory items animations) bool false # Android systems only: Tries to create inventory textures from meshes # when no supported render was found. inventory_image_hack (Inventory image hack) bool false # Fraction of the visible distance at which fog starts to be rendered fog_start (Fog Start) float 0.4 0.0 0.99 # Makes all liquids opaque opaque_water (Opaque liquids) bool false [**Menus] # Use a cloud animation for the main menu background. menu_clouds (Clouds in menu) bool 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. gui_scaling (GUI scaling) float 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). gui_scaling_filter (GUI scaling filter) bool false # When gui_scaling_filter_txr2img is true, copy those images # from hardware to software for scaling. When false, fall back # to the old scaling method, for video drivers that don't # properly support downloading textures back from hardware. gui_scaling_filter_txr2img (GUI scaling filter txr2img) bool true # Delay showing tooltips, stated in milliseconds. tooltip_show_delay (Tooltip delay) int 400 # Whether freetype fonts are used, requires freetype support to be compiled in. freetype (Freetype fonts) bool true # Path to TrueTypeFont or bitmap. font_path (Font path) path fonts/liberationsans.ttf font_size (Font size) int 16 # Font shadow offset, if 0 then shadow will not be drawn. font_shadow (Font shadow) int 1 # Font shadow alpha (opaqueness, between 0 and 255). font_shadow_alpha (Font shadow alpha) int 127 0 255 mono_font_path (Monospace font path) path fonts/liberationmono.ttf mono_font_size (Monospace font size) int 15 # This font will be used for certain languages. fallback_font_path (Fallback font) path fonts/DroidSansFallbackFull.ttf fallback_font_size (Fallback font size) int 15 fallback_font_shadow (Fallback font shadow) int 1 fallback_font_shadow_alpha (Fallback font shadow alpha) int 128 0 255 # Path to save screenshots at. screenshot_path (Screenshot folder) path # Format of screenshots. screenshot_format (Screenshot format) enum png png,jpg,bmp,pcx,ppm,tga # Screenshot quality. Only used for JPEG format. # 1 means worst quality; 100 means best quality. # Use 0 for default quality. screenshot_quality (Screenshot quality) int 0 0 100 [**Advanced] # Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens. screen_dpi (DPI) int 72 # Windows systems only: Start Minetest with the command line window in the background. # Contains the same information as the file debug.txt (default name). enable_console (Enable console window) bool false [*Sound] enable_sound (Sound) bool true sound_volume (Volume) float 0.7 0.0 1.0 [*Advanced] # Timeout for client to remove unused map data from memory. client_unload_unused_data_timeout (Mapblock unload timeout) int 600 # Maximum number of mapblocks for client to be kept in memory. # Set to -1 for unlimited amount. client_mapblock_limit (Mapblock limit) int 5000 # Whether to show the client debug info (has the same effect as hitting F5). show_debug (Show debug info) bool false [Server / Singleplayer] # Name of the server, to be displayed when players join and in the serverlist. server_name (Server name) string Minetest server # Description of server, to be displayed when players join and in the serverlist. server_description (Server description) string mine here # Domain name of server, to be displayed in the serverlist. server_address (Server address) string game.minetest.net # Homepage of server, to be displayed in the serverlist. server_url (Server URL) string http://minetest.net # Automaticaly report to the serverlist. server_announce (Announce server) bool false # Announce to this serverlist. # If you want to announce your ipv6 address, use serverlist_url = v6.servers.minetest.net. serverlist_url (Serverlist URL) string servers.minetest.net # Remove color codes from incoming chat messages # Use this to stop players from being able to use color in their messages strip_color_codes (Strip color codes) bool false [*Network] # Network port to listen (UDP). # This value will be overridden when starting from the main menu. port (Server port) int 30000 # The network interface that the server listens on. bind_address (Bind address) string # Enable to disallow old clients from connecting. # Older clients are compatible in the sense that they will not crash when connecting # to new servers, but they may not support all new features that you are expecting. strict_protocol_version_checking (Strict protocol checking) bool false # Specifies URL from which client fetches media instead of using UDP. # $filename should be accessible from $remote_media$filename via cURL # (obviously, remote_media should end with a slash). # Files that are not present will be fetched the usual way. remote_media (Remote media) string # Enable/disable running an IPv6 server. An IPv6 server may be restricted # to IPv6 clients, depending on system configuration. # Ignored if bind_address is set. ipv6_server (IPv6 server) bool false [**Advanced] # Maximum number of blocks that are simultaneously sent per client. max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 10 # Maximum number of blocks that are simultaneously sent in total. max_simultaneous_block_sends_server_total (Maximum simultaneous block sends total) int 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. full_block_send_enable_min_time_from_building (Delay in sending blocks after building) float 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. max_packets_per_iteration (Max. packets per iteration) int 1024 [*Game] # Default game when creating a new world. # This will be overridden when creating a world from the main menu. default_game (Default game) string minetest # Message of the day displayed to players connecting. motd (Message of the day) string # Maximum number of players that can connect simultaneously. max_users (Maximum users) int 15 # World directory (everything in the world is stored here). # Not needed if starting from the main menu. map-dir (Map directory) path # Time in seconds for item entity (dropped items) to live. # Setting it to -1 disables the feature. item_entity_ttl (Item entity TTL) int 900 # If enabled, show the server status message on player connection. show_statusline_on_connect (Status message on connection) bool true # Enable players getting damage and dying. enable_damage (Damage) bool false # Enable creative mode for new created maps. creative_mode (Creative) bool 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. fixed_map_seed (Fixed map seed) string # New users need to input this password. default_password (Default password) string # The privileges that new users automatically get. # See /privs in game for a full list on your server and mod configuration. default_privs (Default privileges) string interact, shout # Privileges that players with basic_privs can grant basic_privs (Basic Privileges) string interact, shout # Whether players are shown to clients without any range limit. # Deprecated, use the setting player_transfer_distance instead. unlimited_player_transfer_distance (Unlimited player transfer distance) bool true # Defines the maximal player transfer distance in blocks (0 = unlimited). player_transfer_distance (Player transfer distance) int 0 # Whether to allow players to damage and kill each other. enable_pvp (Player versus Player) bool true # If this is set, players will always (re)spawn at the given position. static_spawnpoint (Static spawnpoint) string # If enabled, new players cannot join with an empty password. disallow_empty_password (Disallow empty passwords) bool false # If enabled, disable cheat prevention in multiplayer. disable_anticheat (Disable anticheat) bool false # If enabled, actions are recorded for rollback. # This option is only read when server starts. enable_rollback_recording (Rollback recording) bool false # A message to be displayed to all clients when the server shuts down. kick_msg_shutdown (Shutdown message) string Server shutting down. # A message to be displayed to all clients when the server crashes. kick_msg_crash (Crash message) string This server has experienced an internal error. You will now be disconnected. # Whether to ask clients to reconnect after a (Lua) crash. # Set this to true if your server is set up to restart automatically. ask_reconnect_on_crash (Ask to reconnect after crash) bool false # From how far clients know about objects, stated in mapblocks (16 nodes). active_object_send_range_blocks (Active object send range) int 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. active_block_range (Active block range) int 3 # From how far blocks are sent to clients, stated in mapblocks (16 nodes). max_block_send_distance (Max block send distance) int 10 # Maximum number of forceloaded mapblocks. max_forceloaded_blocks (Maximum forceloaded blocks) int 16 # Interval of sending time of day to clients. time_send_interval (Time send interval) int 5 # Controls length of day/night cycle. # Examples: 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged. time_speed (Time speed) int 72 # Interval of saving important changes in the world, stated in seconds. server_map_save_interval (Map save interval) float 5.3 # Set the maximum character length of a chat message sent by clients. # chat_message_max_size int 500 # Limit a single player to send X messages per 10 seconds. # chat_message_limit_per_10sec float 10.0 # Kick player if send more than X messages per 10 seconds. # chat_message_limit_trigger_kick int 50 [**Physics] movement_acceleration_default (Default acceleration) float 3 movement_acceleration_air (Acceleration in air) float 2 movement_acceleration_fast (Fast mode acceleration) float 10 movement_speed_walk (Walking speed) float 4 movement_speed_crouch (Crouch speed) float 1.35 movement_speed_fast (Fast mode speed) float 20 movement_speed_climb (Climbing speed) float 3 movement_speed_jump (Jumping speed) float 6.5 movement_liquid_fluidity (Liquid fluidity) float 1 movement_liquid_fluidity_smooth (Liquid fluidity smoothing) float 0.5 movement_liquid_sink (Liquid sink) float 10 movement_gravity (Gravity) float 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). deprecated_lua_api_handling (Deprecated Lua API handling) enum legacy legacy,log,error # Number of extra blocks that can be loaded by /clearobjects at once. # This is a trade-off between sqlite transaction overhead and # memory consumption (4096=100MB, as a rule of thumb). max_clearobjects_extra_loaded_blocks (Max. clearobjects extra blocks) int 4096 # How much the server will wait before unloading unused mapblocks. # Higher value is smoother, but will use more RAM. server_unload_unused_data_timeout (Unload unused server data) int 29 # Maximum number of statically stored objects in a block. max_objects_per_block (Maximum objects per block) int 64 # See http://www.sqlite.org/pragma.html#pragma_synchronous sqlite_synchronous (Synchronous SQLite) enum 2 0,1,2 # Length of a server tick and the interval at which objects are generally updated over network. dedicated_server_step (Dedicated server step) float 0.1 # Time in between active block management cycles active_block_mgmt_interval (Active Block Management interval) float 2.0 # Length of time between ABM execution cycles abm_interval (Active Block Modifier interval) float 1.0 # Length of time between NodeTimer execution cycles nodetimer_interval (NodeTimer interval) float 0.2 # If enabled, invalid world data won't cause the server to shut down. # Only enable this if you know what you are doing. ignore_world_load_errors (Ignore world errors) bool false # Max liquids processed per step. liquid_loop_max (Liquid loop max) int 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. liquid_queue_purge_time (Liquid queue purge time) int 0 # Liquid update interval in seconds. liquid_update (Liquid update tick) float 1.0 # At this distance the server will aggressively optimize which blocks are sent to clients. # Small values potentially improve performance a lot, at the expense of visible rendering glitches. # (some blocks will not be rendered under water and in caves, as well as sometimes on land) # Setting this to a value greater than max_block_send_distance disables this optimization. # Stated in mapblocks (16 nodes) block_send_optimize_distance (block send optimize distance) int 4 2 # If enabled the server will perform map block occlusion culling based on # on the eye position of the player. This can reduce the number of blocks # sent to the client 50-80%. The client will not longer receive most invisible # so that the utility of noclip mode is reduced. server_side_occlusion_culling (Server side occlusion culling) bool true [*Mapgen] # Name of map generator to be used when creating a new world. # Creating a world in the main menu will override this. mg_name (Mapgen name) enum v7 v5,v6,v7,flat,valleys,fractal,singlenode # Water surface level of the world. water_level (Water level) int 1 # From how far blocks are generated for clients, stated in mapblocks (16 nodes). max_block_generate_distance (Max block generate distance) int 6 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0). # Only mapchunks completely within the mapgen limit are generated. # Value is stored per-world. mapgen_limit (Map generation limit) int 31000 0 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. mg_flags (Mapgen flags) flags caves,dungeons,light,decorations caves,dungeons,light,decorations,nocaves,nodungeons,nolight,nodecorations [**Advanced] # Size of chunks to be generated at once by mapgen, stated in mapblocks (16 nodes). chunksize (Chunk size) int 5 # Dump the mapgen debug infos. enable_mapgen_debug_info (Mapgen debug) bool false # Maximum number of blocks that can be queued for loading. emergequeue_limit_total (Absolute limit of emerge queues) int 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. emergequeue_limit_diskonly (Limit of emerge queues on disk) int 32 # Maximum number of blocks to be queued that are to be generated. # Set to blank for an appropriate amount to be chosen automatically. emergequeue_limit_generate (Limit of emerge queues to generate) int 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. num_emerge_threads (Number of emerge threads) int 1 [***Biome API temperature and humidity noise parameters] # Temperature variation for biomes. mg_biome_np_heat (Heat noise) noise_params 50, 50, (1000, 1000, 1000), 5349, 3, 0.5, 2.0 # Small-scale temperature variation for blending biomes on borders. mg_biome_np_heat_blend (Heat blend noise) noise_params 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0 # Humidity variation for biomes. mg_biome_np_humidity (Humidity noise) noise_params 50, 50, (1000, 1000, 1000), 842, 3, 0.5, 2.0 # Small-scale humidity variation for blending biomes on borders. mg_biome_np_humidity_blend (Humidity blend noise) noise_params 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0 [***Mapgen v5] # Map generation attributes specific to Mapgen v5. # 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. mgv5_spflags (Mapgen v5 specific flags) flags caverns caverns,nocaverns # Controls width of tunnels, a smaller value creates wider tunnels. mgv5_cave_width (Cave width) float 0.125 # Y-level of cavern upper limit. mgv5_cavern_limit (Cavern limit) int -256 # Y-distance over which caverns expand to full size. mgv5_cavern_taper (Cavern taper) int 256 # Defines full size of caverns, smaller values create larger caverns. mgv5_cavern_threshold (Cavern threshold) float 0.7 # Variation of biome filler depth. mgv5_np_filler_depth (Filler depth noise) noise_params 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0 # Variation of terrain vertical scale. # When noise is < -0.55 terrain is near-flat. mgv5_np_factor (Factor noise) noise_params 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0 # Y-level of average terrain surface. mgv5_np_height (Height noise) noise_params 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0 # First of 2 3D noises that together define tunnels. mgv5_np_cave1 (Cave1 noise) noise_params 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0 # Second of 2 3D noises that together define tunnels. mgv5_np_cave2 (Cave2 noise) noise_params 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0 # 3D noise defining giant caverns. mgv5_np_cavern (Cavern noise) noise_params 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0 # TODO # Noise parameters in group format, unsupported by advanced settings # menu but settable in minetest.conf. # See documentation of noise parameter formats in minetest.conf.example. # 3D noise defining terrain. #mgv5_np_ground = { # offset = 0 # scale = 40 # spread = (80, 80, 80) # seed = 983240 # octaves = 4 # persistence = 0.55 # lacunarity = 2.0 # flags = "eased" #} [***Mapgen v6] # Map generation attributes specific to Mapgen v6. # The 'snowbiomes' flag enables the new 5 biome system. # When the new biome system is enabled jungles are automatically 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. mgv6_spflags (Mapgen v6 specific flags) flags jungles,biomeblend,mudflow,snowbiomes,trees jungles,biomeblend,mudflow,snowbiomes,flat,trees,nojungles,nobiomeblend,nomudflow,nosnowbiomes,noflat,notrees # Deserts occur when np_biome exceeds this value. # When the new biome system is enabled, this is ignored. mgv6_freq_desert (Desert noise threshold) float 0.45 # Sandy beaches occur when np_beach exceeds this value. mgv6_freq_beach (Beach noise threshold) float 0.15 # Y-level of lower terrain and lakebeds. mgv6_np_terrain_base (Terrain base noise) noise_params -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0 # Y-level of higher (cliff-top) terrain. mgv6_np_terrain_higher (Terrain higher noise) noise_params 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0 # Varies steepness of cliffs. mgv6_np_steepness (Steepness noise) noise_params 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0 # Defines areas of 'terrain_higher' (cliff-top terrain). mgv6_np_height_select (Height select noise) noise_params 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0 # Varies depth of biome surface nodes. mgv6_np_mud (Mud noise) noise_params 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0 # Defines areas with sandy beaches. mgv6_np_beach (Beach noise) noise_params 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0 # Temperature variation for biomes. mgv6_np_biome (Biome noise) noise_params 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0 # Variation of number of caves. mgv6_np_cave (Cave noise) noise_params 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0 # Humidity variation for biomes. mgv6_np_humidity (Humidity noise) noise_params 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0 # Defines tree areas and tree density. mgv6_np_trees (Trees noise) noise_params 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0 # Defines areas where trees have apples. mgv6_np_apple_trees (Apple trees noise) noise_params 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0 [***Mapgen v7] # Map generation attributes specific to Mapgen v7. # The 'ridges' flag enables the rivers. # Floatlands are currently experimental and subject to change. # 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. mgv7_spflags (Mapgen v7 specific flags) flags mountains,ridges,nofloatlands,caverns mountains,ridges,floatlands,caverns,nomountains,noridges,nofloatlands,nocaverns # Controls width of tunnels, a smaller value creates wider tunnels. mgv7_cave_width (Cave width) float 0.09 # Controls the density of floatland mountain terrain. # Is an offset added to the 'np_mountain' noise value. mgv7_float_mount_density (Floatland mountain density) float 0.6 # Typical maximum height, above and below midpoint, of floatland mountain terrain. mgv7_float_mount_height (Floatland mountain height) float 128.0 # Y-level of floatland midpoint and lake surface. mgv7_floatland_level (Floatland level) int 1280 # Y-level to which floatland shadows extend. mgv7_shadow_limit (Shadow limit) int 1024 # Y-level of cavern upper limit. mgv7_cavern_limit (Cavern limit) int -256 # Y-distance over which caverns expand to full size. mgv7_cavern_taper (Cavern taper) int 256 # Defines full size of caverns, smaller values create larger caverns. mgv7_cavern_threshold (Cavern threshold) float 0.7 # Y-level of higher (cliff-top) terrain. mgv7_np_terrain_base (Terrain base noise) noise_params 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0 # Y-level of lower terrain and lakebeds. mgv7_np_terrain_alt (Terrain alt noise) noise_params 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0 # Varies roughness of terrain. # Defines the 'persistence' value for terrain_base and terrain_alt noises. mgv7_np_terrain_persist (Terrain persistence noise) noise_params 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0 # Defines areas of higher (cliff-top) terrain and affects steepness of cliffs. mgv7_np_height_select (Height select noise) noise_params -8, 16, (500, 500, 500), 4213, 6, 0.7, 2.0 # Variation of biome filler depth. mgv7_np_filler_depth (Filler depth noise) noise_params 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0 # Variation of maximum mountain height (in nodes). mgv7_np_mount_height (Mountain height noise) noise_params 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0 # Defines large-scale river channel structure. mgv7_np_ridge_uwater (Ridge underwater noise) noise_params 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0 # Defines areas of floatland smooth terrain. # Smooth floatlands occur when noise > 0. mgv7_np_floatland_base (Floatland base noise) noise_params -0.6, 1.5, (600, 600, 600), 114, 5, 0.6, 2.0 # Variation of hill height and lake depth on floatland smooth terrain. mgv7_np_float_base_height (Floatland base height noise) noise_params 48, 24, (300, 300, 300), 907, 4, 0.7, 2.0 # 3D noise defining mountain structure and height. # Also defines structure of floatland mountain terrain. mgv7_np_mountain (Mountain noise) noise_params -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0 # 3D noise defining structure of river canyon walls. mgv7_np_ridge (Ridge noise) noise_params 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0 # 3D noise defining giant caverns. mgv7_np_cavern (Cavern noise) noise_params 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0 # First of 2 3D noises that together define tunnels. mgv7_np_cave1 (Cave1 noise) noise_params 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0 # Second of 2 3D noises that together define tunnels. mgv7_np_cave2 (Cave2 noise) noise_params 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0 [***Mapgen flat] # Map generation attributes specific to Mapgen flat. # Occasional lakes and hills can be 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. mgflat_spflags (Mapgen flat specific flags) flags nolakes,nohills lakes,hills,nolakes,nohills # Y of flat ground. mgflat_ground_level (Ground level) int 8 # Y of upper limit of large pseudorandom caves. mgflat_large_cave_depth (Large cave depth) int -33 # Controls width of tunnels, a smaller value creates wider tunnels. mgflat_cave_width (Cave width) float 0.09 # Terrain noise threshold for lakes. # Controls proportion of world area covered by lakes. # Adjust towards 0.0 for a larger proportion. mgflat_lake_threshold (Lake threshold) float -0.45 # Controls steepness/depth of lake depressions. mgflat_lake_steepness (Lake steepness) float 48.0 # Terrain noise threshold for hills. # Controls proportion of world area covered by hills. # Adjust towards 0.0 for a larger proportion. mgflat_hill_threshold (Hill threshold) float 0.45 # Controls steepness/height of hills. mgflat_hill_steepness (Hill steepness) float 64.0 # Defines location and terrain of optional hills and lakes. mgflat_np_terrain (Terrain noise) noise_params 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0 # Variation of biome filler depth. mgflat_np_filler_depth (Filler depth noise) noise_params 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0 # First of 2 3D noises that together define tunnels. mgflat_np_cave1 (Cave1 noise) noise_params 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0 # Second of 2 3D noises that together define tunnels. mgflat_np_cave2 (Cave2 noise) noise_params 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0 [***Mapgen fractal] # Controls width of tunnels, a smaller value creates wider tunnels. mgfractal_cave_width (Cave width) float 0.09 # 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. mgfractal_fractal (Fractal type) int 1 1 18 # Iterations of the recursive function. # Controls the amount of fine detail. mgfractal_iterations (Iterations) int 11 # Approximate (X,Y,Z) scale of fractal in nodes. mgfractal_scale (Scale) v3f (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. mgfractal_offset (Offset) v3f (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. mgfractal_slice_w (Slice w) float 0.0 # Julia set only: X component of hypercomplex constant determining julia shape. # Range roughly -2 to 2. mgfractal_julia_x (Julia x) float 0.33 # Julia set only: Y component of hypercomplex constant determining julia shape. # Range roughly -2 to 2. mgfractal_julia_y (Julia y) float 0.33 # Julia set only: Z component of hypercomplex constant determining julia shape. # Range roughly -2 to 2. mgfractal_julia_z (Julia z) float 0.33 # Julia set only: W component of hypercomplex constant determining julia shape. # Has no effect on 3D fractals. # Range roughly -2 to 2. mgfractal_julia_w (Julia w) float 0.33 # Y-level of seabed. mgfractal_np_seabed (Seabed noise) noise_params -14, 9, (600, 600, 600), 41900, 5, 0.6, 2.0 # Variation of biome filler depth. mgfractal_np_filler_depth (Filler depth noise) noise_params 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0 # First of 2 3D noises that together define tunnels. mgfractal_np_cave1 (Cave1 noise) noise_params 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0 # Second of 2 3D noises that together define tunnels. mgfractal_np_cave2 (Cave2 noise) noise_params 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0 # Mapgen Valleys parameters [***Mapgen Valleys] # General parameters [****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. # 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. mg_valleys_spflags (Valleys C Flags) flags altitude_chill,humid_rivers altitude_chill,noaltitude_chill,humid_rivers,nohumid_rivers # The altitude at which temperature drops by 20C mgvalleys_altitude_chill (Altitude Chill) int 90 # Depth below which you'll find large caves. mgvalleys_large_cave_depth (Large cave depth) int -33 # Creates unpredictable lava features in caves. # These can make mining difficult. Zero disables them. (0-10) mgvalleys_lava_features (Lava Features) int 0 # Depth below which you'll find massive caves. mgvalleys_massive_cave_depth (Massive cave depth) int -256 # How deep to make rivers mgvalleys_river_depth (River Depth) int 4 # How wide to make rivers mgvalleys_river_size (River Size) int 5 # Creates unpredictable water features in caves. # These can make mining difficult. Zero disables them. (0-10) mgvalleys_water_features (Water Features) int 0 # Controls width of tunnels, a smaller value creates wider tunnels. mgvalleys_cave_width (Cave width) float 0.09 # Noise parameters [****Noises] # Caves and tunnels form at the intersection of the two noises mgvalleys_np_cave1 (Cave noise #1) noise_params 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0 # Caves and tunnels form at the intersection of the two noises mgvalleys_np_cave2 (Cave noise #2) noise_params 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0 # The depth of dirt or other filler mgvalleys_np_filler_depth (Filler Depth) noise_params 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0 # Massive caves form here. mgvalleys_np_massive_caves (Massive cave noise) noise_params 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0 # River noise -- rivers occur close to zero mgvalleys_np_rivers (River Noise) noise_params 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0 # Base terrain height mgvalleys_np_terrain_height (Terrain Height) noise_params -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0 # Raises terrain to make valleys around the rivers mgvalleys_np_valley_depth (Valley Depth) noise_params 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0 # Slope and fill work together to modify the heights mgvalleys_np_inter_valley_fill (Valley Fill) noise_params 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0 # Amplifies the valleys mgvalleys_np_valley_profile (Valley Profile) noise_params 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0 # Slope and fill work together to modify the heights mgvalleys_np_inter_valley_slope (Valley Slope) noise_params 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0 [*Security] # Prevent mods from doing insecure things like running shell commands. secure.enable_security (Enable mod security) bool true # Comma-separated list of trusted mods that are allowed to access insecure # functions even when mod security is on (via request_insecure_environment()). secure.trusted_mods (Trusted mods) string # Comma-separated list of mods that are allowed to access HTTP APIs, which # allow them to upload and download data to/from the internet. secure.http_mods (HTTP Mods) string [*Advanced] [**Profiling] # Load the game profiler to collect game profiling data. # Provides a /profiler command to access the compiled profile. # Useful for mod developers and server operators. profiler.load (Load the game profiler) bool false # The default format in which profiles are being saved, # when calling `/profiler save [format]` without format. profiler.default_report_format (Default report format) enum txt txt,csv,lua,json,json_pretty # The file path relative to your worldpath in which profiles will be saved to. profiler.report_path (Report path) string "" [***Instrumentation] # Instrument the methods of entities on registration. instrument.entity (Entity methods) bool true # Instrument the action function of Active Block Modifiers on registration. instrument.abm (Active Block Modifiers) bool true # Instrument the action function of Loading Block Modifiers on registration. instrument.lbm (Loading Block Modifiers) bool true # Instrument chatcommands on registration. instrument.chatcommand (Chatcommands) bool true # Instrument global callback functions on registration. # (anything you pass to a minetest.register_*() function) instrument.global_callback (Global callbacks) bool true [****Advanced] # Instrument builtin. # This is usually only needed by core/builtin contributors instrument.builtin (Builtin) bool false # Have the profiler instrument itself: # * Instrument an empty function. # This estimates the overhead, that instrumentation is adding (+1 function call). # * Instrument the sampler being used to update the statistics. instrument.profiler (Profiler) bool false [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. name (Player name) string # Set the language. Leave empty to use the system language. # A restart is required after changing this. language (Language) enum ,be,ca,cs,da,de,en,eo,es,et,fr,he,hu,id,it,ja,jbo,ko,ky,lt,nb,nl,pl,pt,pt_BR,ro,ru,sr_Cyrl,tr,uk,zh_CN,zh_TW # Level of logging to be written to debug.txt: # - (no logging) # - none (messages with no level) # - error # - warning # - action # - info # - verbose debug_log_level (Debug log level) enum action ,none,error,warning,action,info,verbose # IPv6 support. enable_ipv6 (IPv6) bool true [*Advanced] # Default timeout for cURL, stated in milliseconds. # Only has an effect if compiled with cURL. curl_timeout (cURL timeout) int 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. curl_parallel_limit (cURL parallel limit) int 8 # Maximum time in ms a file download (e.g. a mod download) may take. curl_file_download_timeout (cURL file download timeout) int 300000 # Makes DirectX work with LuaJIT. Disable if it causes troubles. high_precision_fpu (High-precision FPU) bool true # Replaces the default main menu with a custom one. main_menu_script (Main menu script) string main_menu_game_mgr (Main menu game manager) int 0 main_menu_mod_mgr (Main menu mod manager) int 1 modstore_download_url (Modstore download URL) string https://forum.minetest.net/media/ modstore_listmods_url (Modstore mods list URL) string https://forum.minetest.net/mmdb/mods/ modstore_details_url (Modstore details URL) string https://forum.minetest.net/mmdb/mod/*/ # Print the engine's profiling data in regular intervals (in seconds). 0 = disable. Useful for developers. profiler_print_interval (Engine profiling data print interval) int 0