1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
|
# 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
# - filepath
# - key (will be ignored in GUI, since a special key change dialog exists)
# - flags
# - noise_params_2d
# - noise_params_3d
# - v3f
#
# `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)
# * filepath:
# - 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_2d:
# Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistence>, <lacunarity>[, <default flags>]
# - default
# * noise_params_3d:
# Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistence>, <lacunarity>[, <default flags>]
# - default
# * v3f:
# Format is (<X>, <Y>, <Z>)
# - default
#
# 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".
[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
# If enabled, makes move directions relative to the player's pitch when flying or swimming.
pitch_move (Pitch move mode) bool false
# Fast movement (via the "special" 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, "special" key instead of "sneak" key is used for climbing down and
# descending.
aux1_descends (Special key for climbing/descending) bool false
# Double-tapping the jump key toggles fly mode.
doubletap_jump (Double tap jump for fly) bool false
# If disabled, "special" 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 0.001
# Automatically jump up single-node obstacles.
autojump (Automatic jumping) bool false
# Prevent digging and placing from repeating when holding the mouse buttons.
# Enable this when you dig or place too often by accident.
safe_dig_and_place (Safe digging and placing) bool false
# Enable random user input (only used for testing).
random_input (Random input) bool false
# Continuous forward movement, toggled by autoforward key.
# Press the autoforward key again or the backwards movement to disable.
continuous_forward (Continuous forward) bool false
# The length in pixels it takes for touch screen interaction to start.
touchscreen_threshold (Touch screen threshold) int 20 0 100
# (Android) Fixes the position of virtual joystick.
# If disabled, virtual joystick will center to first-touch's position.
fixed_virtual_joystick (Fixed virtual joystick) bool false
# (Android) Use virtual joystick to trigger "aux" button.
# If enabled, virtual joystick will also tap "aux" button when out of main circle.
virtual_joystick_triggers_aux (Virtual joystick triggers aux button) 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 0.001
# 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.
# Will also disable autoforward, when active.
# 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 (Special 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 pitch move mode.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_pitchmove (Pitch move key) key KEY_KEY_P
# 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 autoforward.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_autoforward (Automatic forward 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_KEY_V
# 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 selecting the first hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot1 (Hotbar slot 1 key) key KEY_KEY_1
# Key for selecting the second hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot2 (Hotbar slot 2 key) key KEY_KEY_2
# Key for selecting the third hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot3 (Hotbar slot 3 key) key KEY_KEY_3
# Key for selecting the fourth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot4 (Hotbar slot 4 key) key KEY_KEY_4
# Key for selecting the fifth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot5 (Hotbar slot 5 key) key KEY_KEY_5
# Key for selecting the sixth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot6 (Hotbar slot 6 key) key KEY_KEY_6
# Key for selecting the seventh hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot7 (Hotbar slot 7 key) key KEY_KEY_7
# Key for selecting the eighth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot8 (Hotbar slot 8 key) key KEY_KEY_8
# Key for selecting the ninth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot9 (Hotbar slot 9 key) key KEY_KEY_9
# Key for selecting the tenth hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot10 (Hotbar slot 10 key) key KEY_KEY_0
# Key for selecting the 11th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot11 (Hotbar slot 11 key) key
# Key for selecting the 12th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot12 (Hotbar slot 12 key) key
# Key for selecting the 13th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot13 (Hotbar slot 13 key) key
# Key for selecting the 14th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot14 (Hotbar slot 14 key) key
# Key for selecting the 15th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot15 (Hotbar slot 15 key) key
# Key for selecting the 16th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot16 (Hotbar slot 16 key) key
# Key for selecting the 17th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot17 (Hotbar slot 17 key) key
# Key for selecting the 18th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot18 (Hotbar slot 18 key) key
# Key for selecting the 19th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot19 (Hotbar slot 19 key) key
# Key for selecting the 20th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot20 (Hotbar slot 20 key) key
# Key for selecting the 21st hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot21 (Hotbar slot 21 key) key
# Key for selecting the 22nd hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot22 (Hotbar slot 22 key) key
# Key for selecting the 23rd hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot23 (Hotbar slot 23 key) key
# Key for selecting the 24th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot24 (Hotbar slot 24 key) key
# Key for selecting the 25th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot25 (Hotbar slot 25 key) key
# Key for selecting the 26th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot26 (Hotbar slot 26 key) key
# Key for selecting the 27th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot27 (Hotbar slot 27 key) key
# Key for selecting the 28th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot28 (Hotbar slot 28 key) key
# Key for selecting the 29th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot29 (Hotbar slot 29 key) key
# Key for selecting the 30th hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot30 (Hotbar slot 30 key) key
# Key for selecting the 31st hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot31 (Hotbar slot 31 key) key
# Key for selecting the 32nd hotbar slot.
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_slot32 (Hotbar slot 32 key) key
# 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 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 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_KEY_C
# 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 -
[Graphics]
[*In-Game]
[**Basic]
# Enable vertex buffer objects.
# This should greatly improve graphics performance.
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,
# especially when using a high resolution texture pack.
# Gamma correct downscaling is not supported.
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.
# This is also used as the base node texture size for world-aligned
# texture autoscaling.
texture_min_size (Minimum texture size) 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 a lower screen resolution, but it applies
# to the game world only, keeping the GUI intact.
# It should give a significant performance boost at the cost of less detailed image.
# Higher values result in a less detailed image.
undersampling (Undersampling) int 1 1 8
[**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 Hable's 'Uncharted 2' filmic tone mapping.
# Simulates the tone curve of photographic film and how this approximates the
# appearance of high dynamic range images. Mid-range contrast is slightly
# enhanced, highlights and shadows are gradually compressed.
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
# 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 to enable waving liquids (like water).
# Requires shaders to be enabled.
enable_waving_water (Waving liquids) bool false
# The maximum height of the surface of waving liquids.
# 4.0 = Wave height is two nodes.
# 0.0 = Wave doesn't move at all.
# Default is 1.0 (1/2 node).
# Requires waving liquids to be enabled.
water_wave_height (Waving liquids wave height) float 1.0 0.0 4.0
# Length of liquid waves.
# Requires waving liquids to be enabled.
water_wave_length (Waving liquids wavelength) float 20.0 0.1
# How fast liquid waves will move. Higher = faster.
# If negative, liquid waves will move backwards.
# Requires waving liquids to be enabled.
water_wave_speed (Waving liquids wave speed) float 5.0
# Set to true to enable waving leaves.
# Requires shaders to be enabled.
enable_waving_leaves (Waving leaves) bool false
# Set to true to enable waving plants.
# Requires shaders to be enabled.
enable_waving_plants (Waving plants) bool false
[**Advanced]
# Arm inertia, gives a more realistic movement of
# the arm when the camera moves.
arm_inertia (Arm inertia) bool true
# 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 1
# Maximum FPS when game is paused.
pause_fps_max (FPS in pause menu) int 20 1
# Open the pause menu when the window's focus is lost. Does not pause if a formspec is
# open.
pause_on_lost_focus (Pause on lost window focus) bool false
# View distance in nodes.
viewing_range (Viewing range) int 100 20 4000
# Camera 'near clipping plane' distance in nodes, between 0 and 0.25
# Only works on GLES platforms. 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 0.25
# Width component of the initial window size.
screen_w (Screen width) int 1024 1
# Height component of the initial window size.
screen_h (Screen height) int 600 1
# 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 (VSync) bool false
# Field of view in degrees.
fov (Field of view) int 72 45 160
# Alters the light curve by applying 'gamma correction' to it.
# Higher values make middle and lower light levels brighter.
# Value '1.0' leaves the light curve unaltered.
# This only has significant effect on daylight and artificial
# light, it has very little effect on natural night light.
display_gamma (Light curve gamma) float 1.0 0.33 3.0
# Gradient of light curve at minimum light level.
# Controls the contrast of the lowest light levels.
lighting_alpha (Light curve low gradient) float 0.0 0.0 3.0
# Gradient of light curve at maximum light level.
# Controls the contrast of the highest light levels.
lighting_beta (Light curve high gradient) float 1.5 0.0 3.0
# Strength of light curve boost.
# The 3 'boost' parameters define a range of the light
# curve that is boosted in brightness.
lighting_boost (Light curve boost) float 0.2 0.0 0.4
# Center of light curve boost range.
# Where 0.0 is minimum light level, 1.0 is maximum light level.
lighting_boost_center (Light curve boost center) float 0.5 0.0 1.0
# Spread of light curve boost range.
# Controls the width of the range to be boosted.
# Standard deviation of the light curve boost Gaussian.
lighting_boost_spread (Light curve boost spread) float 0.2 0.0 0.4
# Path to texture directory. All textures are first searched from here.
texture_path (Texture path) path
# The rendering back-end for Irrlicht.
# A restart is required after changing this.
# Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
# On other platforms, OpenGL is recommended, and it’s the only driver with
# shader support currently.
video_driver (Video driver) enum opengl null,software,burningsvideo,direct3d8,direct3d9,opengl,ogles1,ogles2
# 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 0.03
# 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.
# - crossview: Cross-eyed 3d
# - pageflip: quadbuffer based 3d.
# Note that the interlaced mode requires shaders to be enabled.
3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,crossview,pageflip
# Strength of 3D mode parallax.
3d_paralax_strength (3D mode parallax strength) float 0.025
# In-game chat console height, between 0.1 (10%) and 1.0 (100%).
console_height (Console height) float 0.6 0.1 1.0
# In-game chat console background color (R,G,B).
console_color (Console color) string (0,0,0)
# In-game chat console background alpha (opaqueness, between 0 and 255).
console_alpha (Console alpha) int 200 0 255
# Formspec full-screen background opacity (between 0 and 255).
formspec_fullscreen_bg_opacity (Formspec Full-Screen Background Opacity) int 140 0 255
# Formspec full-screen background color (R,G,B).
formspec_fullscreen_bg_color (Formspec Full-Screen Background Color) string (0,0,0)
# Formspec default background opacity (between 0 and 255).
formspec_default_bg_opacity (Formspec Default Background Opacity) int 140 0 255
# Formspec default background color (R,G,B).
formspec_default_bg_color (Formspec Default Background Color) string (0,0,0)
# Selection box border color (R,G,B).
selectionbox_color (Selection box color) string (0,0,0)
# Width of the selection box lines around nodes.
selectionbox_width (Selection box width) int 2 1 5
# Crosshair color (R,G,B).
# Also controls the object crosshair color
crosshair_color (Crosshair color) string (255,255,255)
# Crosshair alpha (opaqueness, between 0 and 255).
# Also controls the object crosshair color
crosshair_alpha (Crosshair alpha) int 255 0 255
# Maximum number of recent chat messages to show
recent_chat_messages (Recent Chat Messages) int 6 2 20
# 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 in 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
# Usable 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
# 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
# Textures on a node may be aligned either to the node or to the world.
# The former mode suits better things like machines, furniture, etc., while
# the latter makes stairs and microblocks fit surroundings better.
# However, as this possibility is new, thus may not be used by older servers,
# this option allows enforcing it for certain node types. Note though that
# that is considered EXPERIMENTAL and may not work properly.
world_aligned_mode (World-aligned textures mode) enum enable disable,enable,force_solid,force_nodebox
# World-aligned textures may be scaled to span several nodes. However,
# the server may not send the scale you want, especially if you use
# a specially-designed texture pack; with this option, the client tries
# to determine the scale automatically basing on the texture size.
# See also texture_min_size.
# Warning: This option is EXPERIMENTAL!
autoscale_mode (Autoscaling mode) enum disable disable,enable,force
# Show entity selection boxes
# A restart is required after changing this.
show_entity_selectionbox (Show entity selection boxes) 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 0.001
# 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
# Append item name to tooltip.
tooltip_append_itemname (Append item name) bool false
# Whether FreeType fonts are used, requires FreeType support to be compiled in.
# If disabled, bitmap and XML vectors fonts are used instead.
freetype (FreeType fonts) bool true
font_bold (Font bold by default) bool false
font_italic (Font italic by default) bool false
# Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
font_shadow (Font shadow) int 1
# Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
font_shadow_alpha (Font shadow alpha) int 127 0 255
# Font size of the default font in point (pt).
font_size (Font size) int 16 1
# Path to the default font.
# If “freetype” setting is enabled: Must be a TrueType font.
# If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
# The fallback font will be used if the font cannot be loaded.
font_path (Regular font path) filepath fonts/Arimo-Regular.ttf
font_path_bold (Bold font path) filepath fonts/Arimo-Bold.ttf
font_path_italic (Italic font path) filepath fonts/Arimo-Italic.ttf
font_path_bolditalic (Bold and italic font path) filepath fonts/Arimo-BoldItalic.ttf
# Font size of the monospace font in point (pt).
mono_font_size (Monospace font size) int 15 1
# Path to the monospace font.
# If “freetype” setting is enabled: Must be a TrueType font.
# If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
# This font is used for e.g. the console and profiler screen.
mono_font_path (Monospace font path) filepath fonts/Cousine-Regular.ttf
mono_font_path_bold (Bold monospace font path) filepath fonts/Cousine-Bold.ttf
mono_font_path_italic (Italic monospace font path) filepath fonts/Cousine-Italic.ttf
mono_font_path_bolditalic (Bold and italic monospace font path) filepath fonts/Cousine-BoldItalic.ttf
# Font size of the fallback font in point (pt).
fallback_font_size (Fallback font size) int 15 1
# Shadow offset (in pixels) of the fallback font. If 0, then shadow will not be drawn.
fallback_font_shadow (Fallback font shadow) int 1
# Opaqueness (alpha) of the shadow behind the fallback font, between 0 and 255.
fallback_font_shadow_alpha (Fallback font shadow alpha) int 128 0 255
# Path of the fallback font.
# If “freetype” setting is enabled: Must be a TrueType font.
# If “freetype” setting is disabled: Must be a bitmap or XML vectors font.
# This font will be used for certain languages or if the default font is unavailable.
fallback_font_path (Fallback font path) filepath fonts/DroidSansFallbackFull.ttf
# Font size of the recent chat text and chat prompt in point (pt).
# Value 0 will use the default font size.
chat_font_size (Chat font size) int 0
# Path to save screenshots at. Can be an absolute or relative path.
# The folder will be created if it doesn't already exist.
screenshot_path (Screenshot folder) path screenshots
# 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 1
# Windows systems only: Start Minetest with the command line window in the background.
# Contains the same information as the file debug.txt (default name).
enable_console (Enable console window) bool false
[Sound]
# Enables the sound system.
# If disabled, this completely disables all sounds everywhere and the in-game
# sound controls will be non-functional.
# Changing this setting requires a restart.
enable_sound (Sound) bool true
# Volume of all sounds.
# Requires the sound system to be enabled.
sound_volume (Volume) float 0.7 0.0 1.0
# Whether to mute sounds. You can unmute sounds at any time, unless the
# sound system is disabled (enable_sound=false).
# In-game, you can toggle the mute state with the mute key or by using the
# pause menu.
mute_sound (Mute sound) bool false
[Client]
[*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
# Prometheus listener address.
# If minetest is compiled with ENABLE_PROMETHEUS option enabled,
# enable metrics listener for Prometheus on that address.
# Metrics can be fetch on http://127.0.0.1:30000/metrics
prometheus_listener_address (Prometheus listener address) string 127.0.0.1:30000
# Save the map received by the client on disk.
enable_local_map_saving (Saving map received from server) bool 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.
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
# Enable register confirmation when connecting to server.
# If disabled, new account will be registered automatically.
enable_register_confirmation (Enable register confirmation) bool true
[*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 https://minetest.net
# Automatically report to the serverlist.
server_announce (Announce server) bool false
# Announce to this serverlist.
serverlist_url (Serverlist URL) string servers.minetest.net
# 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.
# Ignored if bind_address is set.
# Needs enable_ipv6 to be enabled.
ipv6_server (IPv6 server) bool false
[**Advanced]
# Maximum number of blocks that are simultaneously sent per client.
# The maximum total count is calculated dynamically:
# max_total = ceil((#clients + max_users) * per_client / 4)
max_simultaneous_block_sends_per_client (Maximum simultaneous block sends per client) int 40
# 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 be connected 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
# Specifies the default stack size of nodes, items and tools.
# Note that mods or games may explicitly set a stack for certain (or all) items.
default_stack_max (Default stack size) int 99
# 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
# Enable mod channels support.
enable_mod_channels (Mod channels) bool false
# 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
# Format of player chat messages. The following strings are valid placeholders:
# @name, @message, @timestamp (optional)
chat_message_format (Chat message format) string <@name> @message
# 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).
#
# Setting this larger than active_block_range will also cause the server
# to maintain active objects up to this distance in the direction the
# player is looking. (This can avoid mobs suddenly disappearing from view)
active_object_send_range_blocks (Active object send range) int 4
# The radius of the volume of blocks around every player that is subject to the
# active block stuff, stated in mapblocks (16 nodes).
# In active blocks objects are loaded and ABMs run.
# This is also the minimum range in which active objects (mobs) are maintained.
# This should be configured together with active_object_send_range_blocks.
active_block_range (Active block range) int 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
# Time of day when a new world is started, in millihours (0-23999).
world_start_time (World start time) int 6125 0 23999
# 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 (Chat message max length) int 500
# Amount of messages a player may send per 10 seconds.
chat_message_limit_per_10sec (Chat message count limit) float 10.0
# Kick players who sent more than X messages per 10 seconds.
chat_message_limit_trigger_kick (Chat message kick threshold) int 50
[**Physics]
# Horizontal and vertical acceleration on ground or when climbing,
# in nodes per second per second.
movement_acceleration_default (Default acceleration) float 3
# Horizontal acceleration in air when jumping or falling,
# in nodes per second per second.
movement_acceleration_air (Acceleration in air) float 2
# Horizontal and vertical acceleration in fast mode,
# in nodes per second per second.
movement_acceleration_fast (Fast mode acceleration) float 10
# Walking and flying speed, in nodes per second.
movement_speed_walk (Walking speed) float 4
# Sneaking speed, in nodes per second.
movement_speed_crouch (Sneaking speed) float 1.35
# Walking, flying and climbing speed in fast mode, in nodes per second.
movement_speed_fast (Fast mode speed) float 20
# Vertical climbing speed, in nodes per second.
movement_speed_climb (Climbing speed) float 3
# Initial vertical speed when jumping, in nodes per second.
movement_speed_jump (Jumping speed) float 6.5
# Decrease this to increase liquid resistance to movement.
movement_liquid_fluidity (Liquid fluidity) float 1
# Maximum liquid resistance. Controls deceleration when entering liquid at
# high speed.
movement_liquid_fluidity_smooth (Liquid fluidity smoothing) float 0.5
# Controls sinking speed in liquid.
movement_liquid_sink (Liquid sinking) float 10
# Acceleration of gravity, in nodes per second per second.
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 https://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 0.09
# Length of time between active block management cycles
active_block_mgmt_interval (Active block management interval) float 2.0
# Length of time between Active Block Modifier (ABM) execution cycles
abm_interval (ABM 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
# Restricts the access of certain client-side functions on servers.
# Combine the byteflags below to restrict client-side features, or set to 0
# for no restrictions:
# LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
# CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
# READ_ITEMDEFS: 4 (disable get_item_def call client-side)
# READ_NODEDEFS: 8 (disable get_node_def call client-side)
# LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
# csm_restriction_noderange)
# READ_PLAYERINFO: 32 (disable get_player_names call client-side)
csm_restriction_flags (Client side modding restrictions) int 62
# If the CSM restriction for node range is enabled, get_node calls are limited
# to this distance from the player to the node.
csm_restriction_noderange (Client side node lookup range restriction) int 0
[*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 ,ar,ca,cs,da,de,dv,el,en,eo,es,et,eu,fil,fr,hu,id,it,ja,ja_KS,jbo,kk,kn,lo,lt,ms,my,nb,nl,nn,pl,pt,pt_BR,ro,ru,sl,sr_Cyrl,sv,sw,th,tr,uk,vi
# Level of logging to be written to debug.txt:
# - <nothing> (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
# If the file size of debug.txt exceeds the number of megabytes specified in
# this setting when it is opened, the file is moved to debug.txt.1,
# deleting an older debug.txt.1 if it exists.
# debug.txt is only moved if this setting is positive.
debug_log_size_max (Debug log file size threshold) int 50
# Minimal level of logging to be written to chat.
chat_log_level (Chat log level) enum error ,none,error,warning,action,info,verbose
# Enable IPv6 support (for both client and server).
# Required for IPv6 connections to work at all.
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
# Changes the main menu UI:
# - Full: Multiple singleplayer worlds, game choice, texture pack chooser, etc.
# - Simple: One singleplayer world, no game or texture pack choosers. May be
# necessary for smaller screens.
main_menu_style (Main menu style) enum full full,simple
# Replaces the default main menu with a custom one.
main_menu_script (Main menu script) string
# 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
[Mapgen]
# Name of map generator to be used when creating a new world.
# Creating a world in the main menu will override this.
# Current mapgens in a highly unstable state:
# - The optional floatlands of v7 (disabled by default).
mg_name (Mapgen name) enum v7 v7,valleys,carpathian,v5,flat,fractal,singlenode,v6
# Water surface level of the world.
water_level (Water level) int 1
# From how far blocks are generated for clients, stated in mapblocks (16 nodes).
max_block_generate_distance (Max block generate distance) int 8
# 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.
mg_flags (Mapgen flags) flags caves,dungeons,light,decorations,biomes caves,dungeons,light,decorations,biomes,nocaves,nodungeons,nolight,nodecorations,nobiomes
[*Biome API temperature and humidity noise parameters]
# Temperature variation for biomes.
mg_biome_np_heat (Heat noise) noise_params_2d 50, 50, (1000, 1000, 1000), 5349, 3, 0.5, 2.0, eased
# Small-scale temperature variation for blending biomes on borders.
mg_biome_np_heat_blend (Heat blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0, eased
# Humidity variation for biomes.
mg_biome_np_humidity (Humidity noise) noise_params_2d 50, 50, (1000, 1000, 1000), 842, 3, 0.5, 2.0, eased
# Small-scale humidity variation for blending biomes on borders.
mg_biome_np_humidity_blend (Humidity blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0, eased
[*Mapgen V5]
# Map generation attributes specific to Mapgen v5.
mgv5_spflags (Mapgen V5 specific flags) flags caverns caverns,nocaverns
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
mgv5_cave_width (Cave width) float 0.09
# Y of upper limit of large caves.
mgv5_large_cave_depth (Large cave depth) int -256
# Minimum limit of random number of small caves per mapchunk.
mgv5_small_cave_num_min (Small cave minimum number) int 0 0 256
# Maximum limit of random number of small caves per mapchunk.
mgv5_small_cave_num_max (Small cave maximum number) int 0 0 256
# Minimum limit of random number of large caves per mapchunk.
mgv5_large_cave_num_min (Large cave minimum number) int 0 0 64
# Maximum limit of random number of large caves per mapchunk.
mgv5_large_cave_num_max (Large cave maximum number) int 2 0 64
# Proportion of large caves that contain liquid.
mgv5_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
# 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
# Lower Y limit of dungeons.
mgv5_dungeon_ymin (Dungeon minimum Y) int -31000
# Upper Y limit of dungeons.
mgv5_dungeon_ymax (Dungeon maximum Y) int 31000
[**Noises]
# Variation of biome filler depth.
mgv5_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0, eased
# Variation of terrain vertical scale.
# When noise is < -0.55 terrain is near-flat.
mgv5_np_factor (Factor noise) noise_params_2d 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0, eased
# Y-level of average terrain surface.
mgv5_np_height (Height noise) noise_params_2d 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0, eased
# First of two 3D noises that together define tunnels.
mgv5_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
# Second of two 3D noises that together define tunnels.
mgv5_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
# 3D noise defining giant caverns.
mgv5_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
# 3D noise defining terrain.
mgv5_np_ground (Ground noise) noise_params_3d 0, 40, (80, 80, 80), 983240, 4, 0.55, 2.0, eased
# 3D noise that determines number of dungeons per mapchunk.
mgv5_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
[*Mapgen V6]
# Map generation attributes specific to Mapgen v6.
# The 'snowbiomes' flag enables the new 5 biome system.
# When the 'snowbiomes' flag is enabled jungles are automatically enabled and
# the 'jungles' flag is ignored.
mgv6_spflags (Mapgen V6 specific flags) flags jungles,biomeblend,mudflow,snowbiomes,noflat,trees jungles,biomeblend,mudflow,snowbiomes,flat,trees,nojungles,nobiomeblend,nomudflow,nosnowbiomes,noflat,notrees
# Deserts occur when np_biome exceeds this value.
# When the 'snowbiomes' flag 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
# Lower Y limit of dungeons.
mgv6_dungeon_ymin (Dungeon minimum Y) int -31000
# Upper Y limit of dungeons.
mgv6_dungeon_ymax (Dungeon maximum Y) int 31000
[**Noises]
# Y-level of lower terrain and seabed.
mgv6_np_terrain_base (Terrain base noise) noise_params_2d -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0, eased
# Y-level of higher terrain that creates cliffs.
mgv6_np_terrain_higher (Terrain higher noise) noise_params_2d 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0, eased
# Varies steepness of cliffs.
mgv6_np_steepness (Steepness noise) noise_params_2d 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0, eased
# Defines distribution of higher terrain.
mgv6_np_height_select (Height select noise) noise_params_2d 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0, eased
# Varies depth of biome surface nodes.
mgv6_np_mud (Mud noise) noise_params_2d 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0, eased
# Defines areas with sandy beaches.
mgv6_np_beach (Beach noise) noise_params_2d 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0, eased
# Temperature variation for biomes.
mgv6_np_biome (Biome noise) noise_params_2d 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0, eased
# Variation of number of caves.
mgv6_np_cave (Cave noise) noise_params_2d 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0, eased
# Humidity variation for biomes.
mgv6_np_humidity (Humidity noise) noise_params_2d 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0, eased
# Defines tree areas and tree density.
mgv6_np_trees (Trees noise) noise_params_2d 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0, eased
# Defines areas where trees have apples.
mgv6_np_apple_trees (Apple trees noise) noise_params_2d 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0, eased
[*Mapgen V7]
# Map generation attributes specific to Mapgen v7.
# 'ridges': Rivers.
# 'floatlands': Floating land masses in the atmosphere.
# 'caverns': Giant caves deep underground.
mgv7_spflags (Mapgen V7 specific flags) flags mountains,ridges,nofloatlands,caverns mountains,ridges,floatlands,caverns,nomountains,noridges,nofloatlands,nocaverns
# Y of mountain density gradient zero level. Used to shift mountains vertically.
mgv7_mount_zero_level (Mountain zero level) int 0
# Lower Y limit of floatlands.
mgv7_floatland_ymin (Floatland minimum Y) int 1024
# Upper Y limit of floatlands.
mgv7_floatland_ymax (Floatland maximum Y) int 4096
# Y-distance over which floatlands taper from full density to nothing.
# Tapering starts at this distance from the Y limit.
# For a solid floatland layer, this controls the height of hills/mountains.
# Must be less than or equal to half the distance between the Y limits.
mgv7_floatland_taper (Floatland tapering distance) int 256
# Exponent of the floatland tapering. Alters the tapering behaviour.
# Value = 1.0 creates a uniform, linear tapering.
# Values > 1.0 create a smooth tapering suitable for the default separated
# floatlands.
# Values < 1.0 (for example 0.25) create a more defined surface level with
# flatter lowlands, suitable for a solid floatland layer.
mgv7_float_taper_exp (Floatland taper exponent) float 2.0
# Adjusts the density of the floatland layer.
# Increase value to increase density. Can be positive or negative.
# Value = 0.0: 50% of volume is floatland.
# Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
# to be sure) creates a solid floatland layer.
mgv7_floatland_density (Floatland density) float -0.6
# Surface level of optional water placed on a solid floatland layer.
# Water is disabled by default and will only be placed if this value is set
# to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
# upper tapering).
# ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
# When enabling water placement the floatlands must be configured and tested
# to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
# required value depending on 'mgv7_np_floatland'), to avoid
# server-intensive extreme water flow and to avoid vast flooding of the
# world surface below.
mgv7_floatland_ywater (Floatland water level) int -31000
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
mgv7_cave_width (Cave width) float 0.09
# Y of upper limit of large caves.
mgv7_large_cave_depth (Large cave depth) int -33
# Minimum limit of random number of small caves per mapchunk.
mgv7_small_cave_num_min (Small cave minimum number) int 0 0 256
# Maximum limit of random number of small caves per mapchunk.
mgv7_small_cave_num_max (Small cave maximum number) int 0 0 256
# Minimum limit of random number of large caves per mapchunk.
mgv7_large_cave_num_min (Large cave minimum number) int 0 0 64
# Maximum limit of random number of large caves per mapchunk.
mgv7_large_cave_num_max (Large cave maximum number) int 2 0 64
# Proportion of large caves that contain liquid.
mgv7_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
# 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
# Lower Y limit of dungeons.
mgv7_dungeon_ymin (Dungeon minimum Y) int -31000
# Upper Y limit of dungeons.
mgv7_dungeon_ymax (Dungeon maximum Y) int 31000
[**Noises]
# Y-level of higher terrain that creates cliffs.
mgv7_np_terrain_base (Terrain base noise) noise_params_2d 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0, eased
# Y-level of lower terrain and seabed.
mgv7_np_terrain_alt (Terrain alternative noise) noise_params_2d 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0, eased
# Varies roughness of terrain.
# Defines the 'persistence' value for terrain_base and terrain_alt noises.
mgv7_np_terrain_persist (Terrain persistence noise) noise_params_2d 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0, eased
# Defines distribution of higher terrain and steepness of cliffs.
mgv7_np_height_select (Height select noise) noise_params_2d -8, 16, (500, 500, 500), 4213, 6, 0.7, 2.0, eased
# Variation of biome filler depth.
mgv7_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
# Variation of maximum mountain height (in nodes).
mgv7_np_mount_height (Mountain height noise) noise_params_2d 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0, eased
# Defines large-scale river channel structure.
mgv7_np_ridge_uwater (Ridge underwater noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
# 3D noise defining mountain structure and height.
# Also defines structure of floatland mountain terrain.
mgv7_np_mountain (Mountain noise) noise_params_3d -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_3d 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
# 3D noise defining structure of floatlands.
# If altered from the default, the noise 'scale' (0.7 by default) may need
# to be adjusted, as floatland tapering functions best when this noise has
# a value range of approximately -2.0 to 2.0.
mgv7_np_floatland (Floatland noise) noise_params_3d 0, 0.7, (384, 96, 384), 1009, 4, 0.75, 1.618
# 3D noise defining giant caverns.
mgv7_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
# First of two 3D noises that together define tunnels.
mgv7_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
# Second of two 3D noises that together define tunnels.
mgv7_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
# 3D noise that determines number of dungeons per mapchunk.
mgv7_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
[*Mapgen Carpathian]
# Map generation attributes specific to Mapgen Carpathian.
mgcarpathian_spflags (Mapgen Carpathian specific flags) flags caverns,norivers caverns,rivers,nocaverns,norivers
# Defines the base ground level.
mgcarpathian_base_level (Base ground level) float 12.0
# Defines the width of the river channel.
mgcarpathian_river_width (River channel width) float 0.05
# Defines the depth of the river channel.
mgcarpathian_river_depth (River channel depth) float 24.0
# Defines the width of the river valley.
mgcarpathian_valley_width (River valley width) float 0.25
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
mgcarpathian_cave_width (Cave width) float 0.09
# Y of upper limit of large caves.
mgcarpathian_large_cave_depth (Large cave depth) int -33
# Minimum limit of random number of small caves per mapchunk.
mgcarpathian_small_cave_num_min (Small cave minimum number) int 0 0 256
# Maximum limit of random number of small caves per mapchunk.
mgcarpathian_small_cave_num_max (Small cave maximum number) int 0 0 256
# Minimum limit of random number of large caves per mapchunk.
mgcarpathian_large_cave_num_min (Large cave minimum number) int 0 0 64
# Maximum limit of random number of large caves per mapchunk.
mgcarpathian_large_cave_num_max (Large cave maximum number) int 2 0 64
# Proportion of large caves that contain liquid.
mgcarpathian_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
# Y-level of cavern upper limit.
mgcarpathian_cavern_limit (Cavern limit) int -256
# Y-distance over which caverns expand to full size.
mgcarpathian_cavern_taper (Cavern taper) int 256
# Defines full size of caverns, smaller values create larger caverns.
mgcarpathian_cavern_threshold (Cavern threshold) float 0.7
# Lower Y limit of dungeons.
mgcarpathian_dungeon_ymin (Dungeon minimum Y) int -31000
# Upper Y limit of dungeons.
mgcarpathian_dungeon_ymax (Dungeon maximum Y) int 31000
[**Noises]
# Variation of biome filler depth.
mgcarpathian_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (128, 128, 128), 261, 3, 0.7, 2.0, eased
# First of 4 2D noises that together define hill/mountain range height.
mgcarpathian_np_height1 (Hilliness1 noise) noise_params_2d 0, 5, (251, 251, 251), 9613, 5, 0.5, 2.0, eased
# Second of 4 2D noises that together define hill/mountain range height.
mgcarpathian_np_height2 (Hilliness2 noise) noise_params_2d 0, 5, (383, 383, 383), 1949, 5, 0.5, 2.0, eased
# Third of 4 2D noises that together define hill/mountain range height.
mgcarpathian_np_height3 (Hilliness3 noise) noise_params_2d 0, 5, (509, 509, 509), 3211, 5, 0.5, 2.0, eased
# Fourth of 4 2D noises that together define hill/mountain range height.
mgcarpathian_np_height4 (Hilliness4 noise) noise_params_2d 0, 5, (631, 631, 631), 1583, 5, 0.5, 2.0, eased
# 2D noise that controls the size/occurrence of rolling hills.
mgcarpathian_np_hills_terrain (Rolling hills spread noise) noise_params_2d 1, 1, (1301, 1301, 1301), 1692, 3, 0.5, 2.0, eased
# 2D noise that controls the size/occurrence of ridged mountain ranges.
mgcarpathian_np_ridge_terrain (Ridge mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 3568, 3, 0.5, 2.0, eased
# 2D noise that controls the size/occurrence of step mountain ranges.
mgcarpathian_np_step_terrain (Step mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 4157, 3, 0.5, 2.0, eased
# 2D noise that controls the shape/size of rolling hills.
mgcarpathian_np_hills (Rolling hill size noise) noise_params_2d 0, 3, (257, 257, 257), 6604, 6, 0.5, 2.0, eased
# 2D noise that controls the shape/size of ridged mountains.
mgcarpathian_np_ridge_mnt (Ridged mountain size noise) noise_params_2d 0, 12, (743, 743, 743), 5520, 6, 0.7, 2.0, eased
# 2D noise that controls the shape/size of step mountains.
mgcarpathian_np_step_mnt (Step mountain size noise) noise_params_2d 0, 8, (509, 509, 509), 2590, 6, 0.6, 2.0, eased
# 2D noise that locates the river valleys and channels.
mgcarpathian_np_rivers (River noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased
# 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
mgcarpathian_np_mnt_var (Mountain variation noise) noise_params_3d 0, 1, (499, 499, 499), 2490, 5, 0.55, 2.0
# First of two 3D noises that together define tunnels.
mgcarpathian_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
# Second of two 3D noises that together define tunnels.
mgcarpathian_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
# 3D noise defining giant caverns.
mgcarpathian_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
# 3D noise that determines number of dungeons per mapchunk.
mgcarpathian_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
[*Mapgen Flat]
# Map generation attributes specific to Mapgen Flat.
# Occasional lakes and hills can be added to the flat world.
mgflat_spflags (Mapgen Flat specific flags) flags nolakes,nohills lakes,hills,nolakes,nohills
# Y of flat ground.
mgflat_ground_level (Ground level) int 8
# Y of upper limit of large caves.
mgflat_large_cave_depth (Large cave depth) int -33
# Minimum limit of random number of small caves per mapchunk.
mgflat_small_cave_num_min (Small cave minimum number) int 0 0 256
# Maximum limit of random number of small caves per mapchunk.
mgflat_small_cave_num_max (Small cave maximum number) int 0 0 256
# Minimum limit of random number of large caves per mapchunk.
mgflat_large_cave_num_min (Large cave minimum number) int 0 0 64
# Maximum limit of random number of large caves per mapchunk.
mgflat_large_cave_num_max (Large cave maximum number) int 2 0 64
# Proportion of large caves that contain liquid.
mgflat_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
mgflat_cave_width (Cave width) float 0.09
# Terrain noise threshold for lakes.
# Controls proportion of world area covered by lakes.
# Adjust towards 0.0 for a larger proportion.
mgflat_lake_threshold (Lake threshold) float -0.45
# Controls steepness/depth of lake depressions.
mgflat_lake_steepness (Lake steepness) float 48.0
# Terrain noise threshold for hills.
# Controls proportion of world area covered by hills.
# Adjust towards 0.0 for a larger proportion.
mgflat_hill_threshold (Hill threshold) float 0.45
# Controls steepness/height of hills.
mgflat_hill_steepness (Hill steepness) float 64.0
# Lower Y limit of dungeons.
mgflat_dungeon_ymin (Dungeon minimum Y) int -31000
# Upper Y limit of dungeons.
mgflat_dungeon_ymax (Dungeon maximum Y) int 31000
[**Noises]
# Defines location and terrain of optional hills and lakes.
mgflat_np_terrain (Terrain noise) noise_params_2d 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0, eased
# Variation of biome filler depth.
mgflat_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
# First of two 3D noises that together define tunnels.
mgflat_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
# Second of two 3D noises that together define tunnels.
mgflat_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
# 3D noise that determines number of dungeons per mapchunk.
mgflat_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
[*Mapgen Fractal]
# Map generation attributes specific to Mapgen Fractal.
# 'terrain' enables the generation of non-fractal terrain:
# ocean, islands and underground.
mgfractal_spflags (Mapgen Fractal specific flags) flags terrain terrain,noterrain
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
mgfractal_cave_width (Cave width) float 0.09
# Y of upper limit of large caves.
mgfractal_large_cave_depth (Large cave depth) int -33
# Minimum limit of random number of small caves per mapchunk.
mgfractal_small_cave_num_min (Small cave minimum number) int 0 0 256
# Maximum limit of random number of small caves per mapchunk.
mgfractal_small_cave_num_max (Small cave maximum number) int 0 0 256
# Minimum limit of random number of large caves per mapchunk.
mgfractal_large_cave_num_min (Large cave minimum number) int 0 0 64
# Maximum limit of random number of large caves per mapchunk.
mgfractal_large_cave_num_max (Large cave maximum number) int 2 0 64
# Proportion of large caves that contain liquid.
mgfractal_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
# Lower Y limit of dungeons.
mgfractal_dungeon_ymin (Dungeon minimum Y) int -31000
# Upper Y limit of dungeons.
mgfractal_dungeon_ymax (Dungeon maximum Y) int 31000
# Selects one of 18 fractal types.
# 1 = 4D "Roundy" Mandelbrot set.
# 2 = 4D "Roundy" Julia set.
# 3 = 4D "Squarry" Mandelbrot set.
# 4 = 4D "Squarry" Julia set.
# 5 = 4D "Mandy Cousin" Mandelbrot set.
# 6 = 4D "Mandy Cousin" Julia set.
# 7 = 4D "Variation" Mandelbrot set.
# 8 = 4D "Variation" Julia set.
# 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
# 10 = 3D "Mandelbrot/Mandelbar" Julia set.
# 11 = 3D "Christmas Tree" Mandelbrot set.
# 12 = 3D "Christmas Tree" Julia set.
# 13 = 3D "Mandelbulb" Mandelbrot set.
# 14 = 3D "Mandelbulb" Julia set.
# 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
# 16 = 3D "Cosine Mandelbulb" Julia set.
# 17 = 4D "Mandelbulb" Mandelbrot set.
# 18 = 4D "Mandelbulb" Julia set.
mgfractal_fractal (Fractal type) int 1 1 18
# Iterations of the recursive function.
# Increasing this increases the amount of fine detail, but also
# increases processing load.
# At iterations = 20 this mapgen has a similar load to mapgen V7.
mgfractal_iterations (Iterations) int 11
# (X,Y,Z) scale of fractal in nodes.
# Actual fractal size will be 2 to 3 times larger.
# These numbers can be made very large, the fractal does
# not have to fit inside the world.
# Increase these to 'zoom' into the detail of the fractal.
# Default is for a vertically-squashed shape suitable for
# an island, set all 3 numbers equal for the raw shape.
mgfractal_scale (Scale) v3f (4096.0, 1024.0, 4096.0)
# (X,Y,Z) offset of fractal from world center in units of 'scale'.
# Can be used to move a desired point to (0, 0) to create a
# suitable spawn point, or to allow 'zooming in' on a desired
# point by increasing 'scale'.
# The default is tuned for a suitable spawn point for Mandelbrot
# sets with default parameters, it may need altering in other
# situations.
# Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
mgfractal_offset (Offset) v3f (1.79, 0.0, 0.0)
# W coordinate of the generated 3D slice of a 4D fractal.
# Determines which 3D slice of the 4D shape is generated.
# Alters the shape of the fractal.
# Has no effect on 3D fractals.
# Range roughly -2 to 2.
mgfractal_slice_w (Slice w) float 0.0
# Julia set only.
# X component of hypercomplex constant.
# Alters the shape of the fractal.
# Range roughly -2 to 2.
mgfractal_julia_x (Julia x) float 0.33
# Julia set only.
# Y component of hypercomplex constant.
# Alters the shape of the fractal.
# Range roughly -2 to 2.
mgfractal_julia_y (Julia y) float 0.33
# Julia set only.
# Z component of hypercomplex constant.
# Alters the shape of the fractal.
# Range roughly -2 to 2.
mgfractal_julia_z (Julia z) float 0.33
# Julia set only.
# W component of hypercomplex constant.
# Alters the shape of the fractal.
# Has no effect on 3D fractals.
# Range roughly -2 to 2.
mgfractal_julia_w (Julia w) float 0.33
[**Noises]
# Y-level of seabed.
mgfractal_np_seabed (Seabed noise) noise_params_2d -14, 9, (600, 600, 600), 41900, 5, 0.6, 2.0, eased
# Variation of biome filler depth.
mgfractal_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased
# First of two 3D noises that together define tunnels.
mgfractal_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
# Second of two 3D noises that together define tunnels.
mgfractal_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
# 3D noise that determines number of dungeons per mapchunk.
mgfractal_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
[*Mapgen Valleys]
# Map generation attributes specific to Mapgen Valleys.
# 'altitude_chill': Reduces heat with altitude.
# 'humid_rivers': Increases humidity around rivers.
# 'vary_river_depth': If enabled, low humidity and high heat causes rivers
# to become shallower and occasionally dry.
# 'altitude_dry': Reduces humidity with altitude.
mgvalleys_spflags (Mapgen Valleys specific flags) flags altitude_chill,humid_rivers,vary_river_depth,altitude_dry altitude_chill,humid_rivers,vary_river_depth,altitude_dry,noaltitude_chill,nohumid_rivers,novary_river_depth,noaltitude_dry
# The vertical distance over which heat drops by 20 if 'altitude_chill' is
# enabled. Also the vertical distance over which humidity drops by 10 if
# 'altitude_dry' is enabled.
mgvalleys_altitude_chill (Altitude chill) int 90
# Depth below which you'll find large caves.
mgvalleys_large_cave_depth (Large cave depth) int -33
# Minimum limit of random number of small caves per mapchunk.
mgvalleys_small_cave_num_min (Small cave minimum number) int 0 0 256
# Maximum limit of random number of small caves per mapchunk.
mgvalleys_small_cave_num_max (Small cave maximum number) int 0 0 256
# Minimum limit of random number of large caves per mapchunk.
mgvalleys_large_cave_num_min (Large cave minimum number) int 0 0 64
# Maximum limit of random number of large caves per mapchunk.
mgvalleys_large_cave_num_max (Large cave maximum number) int 2 0 64
# Proportion of large caves that contain liquid.
mgvalleys_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
# Depth below which you'll find giant caverns.
mgvalleys_cavern_limit (Cavern upper limit) int -256
# Y-distance over which caverns expand to full size.
mgvalleys_cavern_taper (Cavern taper) int 192
# Defines full size of caverns, smaller values create larger caverns.
mgvalleys_cavern_threshold (Cavern threshold) float 0.6
# How deep to make rivers.
mgvalleys_river_depth (River depth) int 4
# How wide to make rivers.
mgvalleys_river_size (River size) int 5
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
mgvalleys_cave_width (Cave width) float 0.09
# Lower Y limit of dungeons.
mgvalleys_dungeon_ymin (Dungeon minimum Y) int -31000
# Upper Y limit of dungeons.
mgvalleys_dungeon_ymax (Dungeon maximum Y) int 63
[**Noises]
# First of two 3D noises that together define tunnels.
mgvalleys_np_cave1 (Cave noise #1) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
# Second of two 3D noises that together define tunnels.
mgvalleys_np_cave2 (Cave noise #2) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
# The depth of dirt or other biome filler node.
mgvalleys_np_filler_depth (Filler depth) noise_params_2d 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0, eased
# 3D noise defining giant caverns.
mgvalleys_np_cavern (Cavern noise) noise_params_3d 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0
# Defines large-scale river channel structure.
mgvalleys_np_rivers (River noise) noise_params_2d 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0, eased
# Base terrain height.
mgvalleys_np_terrain_height (Terrain height) noise_params_2d -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0, eased
# Raises terrain to make valleys around the rivers.
mgvalleys_np_valley_depth (Valley depth) noise_params_2d 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0, eased
# Slope and fill work together to modify the heights.
mgvalleys_np_inter_valley_fill (Valley fill) noise_params_3d 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0
# Amplifies the valleys.
mgvalleys_np_valley_profile (Valley profile) noise_params_2d 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0, eased
# Slope and fill work together to modify the heights.
mgvalleys_np_inter_valley_slope (Valley slope) noise_params_2d 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0, eased
# 3D noise that determines number of dungeons per mapchunk.
mgvalleys_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
[*Advanced]
# Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
# WARNING!: There is no benefit, and there are several dangers, in
# increasing this value above 5.
# Reducing this value increases cave and dungeon density.
# Altering this value is for special usage, leaving it unchanged is
# recommended.
chunksize (Chunk size) int 5
# Dump the mapgen debug information.
enable_mapgen_debug_info (Mapgen debug) bool false
# Maximum number of blocks that can be queued for loading.
emergequeue_limit_total (Absolute limit of queued blocks to emerge) int 512
# Maximum number of blocks to be queued that are to be loaded from file.
# This limit is enforced per player.
emergequeue_limit_diskonly (Per-player limit of queued blocks load from disk) int 64
# Maximum number of blocks to be queued that are to be generated.
# This limit is enforced per player.
emergequeue_limit_generate (Per-player limit of queued blocks to generate) int 64
# Number of emerge threads to use.
# Value 0:
# - Automatic selection. The number of emerge threads will be
# - 'number of processors - 2', with a lower limit of 1.
# Any other value:
# - Specifies the number of emerge threads, with a lower limit of 1.
# WARNING: Increasing the number of emerge threads increases engine mapgen
# speed, but this may harm game performance by interfering with other
# processes, especially in singleplayer and/or when running Lua code in
# 'on_generated'. For many users the optimum setting may be '1'.
num_emerge_threads (Number of emerge threads) int 1
[Online Content Repository]
# The URL for the content repository
contentdb_url (ContentDB URL) string https://content.minetest.net
# Comma-separated list of flags to hide in the content repository.
# "nonfree" can be used to hide packages which do not qualify as 'free software',
# as defined by the Free Software Foundation.
# You can also specify content ratings.
# These flags are independent from Minetest versions,
# so see a full list at https://content.minetest.net/help/content_flags/
contentdb_flag_blacklist (ContentDB Flag Blacklist) string nonfree, desktop_default
|