aboutsummaryrefslogtreecommitdiff
path: root/minetest.conf.example
blob: 6a9dc5ce3a5bd5665beeff411410f82855dadc59 (plain)
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
20/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "numeric.h"

#include "../log.h"
#include "../constants.h" // BS, MAP_BLOCKSIZE
#include <iostream>

// Calculate the borders of a "d-radius" cube
void getFacePositions(std::list<v3s16> &list, u16 d)
{
	if(d == 0)
	{
		list.push_back(v3s16(0,0,0));
		return;
	}
	if(d == 1)
	{
		/*
			This is an optimized sequence of coordinates.
		*/
		list.push_back(v3s16( 0, 1, 0)); // top
		list.push_back(v3s16( 0, 0, 1)); // back
		list.push_back(v3s16(-1, 0, 0)); // left
		list.push_back(v3s16( 1, 0, 0)); // right
		list.push_back(v3s16( 0, 0,-1)); // front
		list.push_back(v3s16( 0,-1, 0)); // bottom
		// 6
		list.push_back(v3s16(-1, 0, 1)); // back left
		list.push_back(v3s16( 1, 0, 1)); // back right
		list.push_back(v3s16(-1, 0,-1)); // front left
		list.push_back(v3s16( 1, 0,-1)); // front right
		list.push_back(v3s16(-1,-1, 0)); // bottom left
		list.push_back(v3s16( 1,-1, 0)); // bottom right
		list.push_back(v3s16( 0,-1, 1)); // bottom back
		list.push_back(v3s16( 0,-1,-1)); // bottom front
		list.push_back(v3s16(-1, 1, 0)); // top left
		list.push_back(v3s16( 1, 1, 0)); // top right
		list.push_back(v3s16( 0, 1, 1)); // top back
		list.push_back(v3s16( 0, 1,-1)); // top front
		// 18
		list.push_back(v3s16(-1, 1, 1)); // top back-left
		list.push_back(v3s16( 1, 1, 1)); // top back-right
		list.push_back(v3s16(-1, 1,-1)); // top front-left
		list.push_back(v3s16( 1, 1,-1)); // top front-right
		list.push_back(v3s16(-1,-1, 1)); // bottom back-left
		list.push_back(v3s16( 1,-1, 1)); // bottom back-right
		list.push_back(v3s16(-1,-1,-1)); // bottom front-left
		list.push_back(v3s16( 1,-1,-1)); // bottom front-right
		// 26
		return;
	}

	// Take blocks in all sides, starting from y=0 and going +-y
	for(s16 y=0; y<=d-1; y++)
	{
		// Left and right side, including borders
		for(s16 z=-d; z<=d; z++)
		{
			list.push_back(v3s16(d,y,z));
			list.push_back(v3s16(-d,y,z));
			if(y != 0)
			{
				list.push_back(v3s16(d,-y,z));
				list.push_back(v3s16(-d,-y,z));
			}
		}
		// Back and front side, excluding borders
		for(s16 x=-d+1; x<=d-1; x++)
		{
			list.push_back(v3s16(x,y,d));
			list.push_back(v3s16(x,y,-d));
			if(y != 0)
			{
				list.push_back(v3s16(x,-y,d));
				list.push_back(v3s16(x,-y,-d));
			}
		}
	}

	// Take the bottom and top face with borders
	// -d<x<d, y=+-d, -d<z<d
	for(s16 x=-d; x<=d; x++)
	for(s16 z=-d; z<=d; z++)
	{
		list.push_back(v3s16(x,-d,z));
		list.push_back(v3s16(x,d,z));
	}
}

/*
    myrand
*/

static unsigned long next = 1;

/* RAND_MAX assumed to be 32767 */
int myrand(void)
{
   next = next * 1103515245 + 12345;
   return((unsigned)(next/65536) % 32768);
}

void mysrand(unsigned seed)
{
   next = seed;
}

int myrand_range(int min, int max)
{
	if(max-min > MYRAND_MAX)
	{
		errorstream<<"WARNING: myrand_range: max-min > MYRAND_MAX"<<std::endl;
        max = min + MYRAND_MAX;
	}
	if(min > max)
	{
		errorstream<<"WARNING: myrand_range: min > max"<<std::endl;
		return max;
	}
	return (myrand()%(max-min+1))+min;
}

/*
	blockpos: position of block in block coordinates
	camera_pos: position of camera in nodes
	camera_dir: an unit vector pointing to camera direction
	range: viewing range
*/
bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
		f32 camera_fov, f32 range, f32 *distance_ptr)
{
	v3s16 blockpos_nodes = blockpos_b * MAP_BLOCKSIZE;
	
	// Block center position
	v3f blockpos(
			((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS,
			((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS,
			((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS
	);

	// Block position relative to camera
	v3f blockpos_relative = blockpos - camera_pos;

	// Distance in camera direction (+=front, -=back)
	f32 dforward = blockpos_relative.dotProduct(camera_dir);

	// Total distance
	f32 d = blockpos_relative.getLength();

	if(distance_ptr)
		*distance_ptr = d;
	
	// If block is very close, it is always in sight
	if(d < 1.44*1.44*MAP_BLOCKSIZE*BS/2)
		return true;

	// If block is far away, it's not in sight
	if(d > range)
		return false;

	// Maximum radius of a block
	f32 block_max_radius = 0.5*1.44*1.44*MAP_BLOCKSIZE*BS;
	
	// If block is (nearly) touching the camera, don't
	// bother validating further (that is, render it anyway)
	if(d < block_max_radius)
		return true;
	
	// Cosine of the angle between the camera direction
	// and the block direction (camera_dir is an unit vector)
	f32 cosangle = dforward / d;
	
	// Compensate for the size of the block
	// (as the block has to be shown even if it's a bit off FOV)
	// This is an estimate, plus an arbitary factor
	cosangle += block_max_radius / d * 0.5;

	// If block is not in the field of view, skip it
	if(cosangle < cos(camera_fov / 2))
		return false;

	return true;
}

1 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
#    This file contains a list of all available settings and their default value for minetest.conf

#    By default, all the settings are commented and not functional.
#    Uncomment settings by removing the preceding #.

#    minetest.conf is read by default from:
#    ../minetest.conf
#    ../../minetest.conf
#    Any other path can be chosen by passing the path as a parameter
#    to the program, eg. "minetest.exe --config ../minetest.conf.example".

#    Further documentation:
#    http://wiki.minetest.net/

#
# Client
#

## Controls

#    If enabled, you can place blocks at the position (feet + eye level) where you stand.
#    This is helpful when working with nodeboxes in small areas.
#    type: bool
# enable_build_where_you_stand = false

#    Player is able to fly without being affected by gravity.
#    This requires the "fly" privilege on the server.
#    type: bool
# free_move = false

#    Fast movement (via use key).
#    This requires the "fast" privilege on the server.
#    type: bool
# fast_move = false

#    If enabled together with fly mode, player is able to fly through solid nodes.
#    This requires the "noclip" privilege on the server.
#    type: bool
# noclip = false

#    Smooths camera when moving and looking around.
#    Useful for recording videos.
#    type: bool
# cinematic = false

#    Smooths rotation of camera. 0 to disable.
#    type: float min: 0 max: 0.99
# camera_smoothing = 0.0

#    Smooths rotation of camera in cinematic mode. 0 to disable.
#    type: float min: 0 max: 0.99
# cinematic_camera_smoothing = 0.7

#    Invert vertical mouse movement.
#    type: bool
# invert_mouse = false

#    Mouse sensitivity multiplier.
#    type: float
# mouse_sensitivity = 0.2

#    If enabled, "use" key instead of "sneak" key is used for climbing down and descending.
#    type: bool
# aux1_descends = false

#    Double-tapping the jump key toggles fly mode.
#    type: bool
# doubletap_jump = false

#    If disabled "use" key is used to fly fast if both fly and fast mode are enabled.
#    type: bool
# always_fly_fast = true

#    The time in seconds it takes between repeated right clicks when holding the right mouse button.
#    type: float
# repeat_rightclick_time = 0.25

#    Enable random user input (only used for testing).
#    type: bool
# random_input = false

#    Continuous forward movement (only used for testing).
#    type: bool
# continuous_forward = false

#    Key for moving the player forward.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_forward = KEY_KEY_W

#    Key for moving the player backward.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_backward = KEY_KEY_S

#    Key for moving the player left.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_left = KEY_KEY_A

#    Key for moving the player right.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_right = KEY_KEY_D

#    Key for jumping.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_jump = KEY_SPACE

#    Key for sneaking.
#    Also used for climbing down and descending in water if aux1_descends is disabled.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_sneak = KEY_LSHIFT

#    Key for opening the inventory.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_inventory = KEY_KEY_I

#    Key for moving fast in fast mode.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_special1 = KEY_KEY_E

#    Key for opening the chat window.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_chat = KEY_KEY_T

#    Key for opening the chat window to type commands.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_cmd = /

#    Key for opening the chat console.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keyman_console = KEY_F10

#    Key for toggling unlimited view range.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_rangeselect = KEY_KEY_R

#    Key for toggling flying.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_freemove = KEY_KEY_K

#    Key for toggling fast mode.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_fastmove = KEY_KEY_J

#    Key for toggling noclip mode.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_noclip = KEY_KEY_H

#    Key for toggling cinematic mode.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_cinematic = KEY_F8

#    Key for toggling display of minimap.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_minimap = KEY_F9

#    Key for taking screenshots.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_screenshot = KEY_F12

#    Key for dropping the currently selected item.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_drop = KEY_KEY_Q

#    Key for toggling the display of the HUD.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_toggle_hud = KEY_F1

#    Key for toggling the display of the chat.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_toggle_chat = KEY_F2

#    Key for toggling the display of the fog.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_toggle_force_fog_off = KEY_F3

#    Key for toggling the camrea update. Only used for development
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_toggle_update_camera =

#    Key for toggling the display of debug info.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_toggle_debug = KEY_F5

#    Key for toggling the display of the profiler. Used for development.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_toggle_profiler = KEY_F6

#    Key for switching between first- and third-person camera.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_camera_mode = KEY_F7

#    Key for increasing the viewing range.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_increase_viewing_range_min = +

#    Key for decreasing the viewing range.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_decrease_viewing_range_min = -

#    Key for printing debug stacks. Used for development.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_print_debug_stacks = KEY_KEY_P

## Network

#    Address to connect to.
#    Leave this blank to start a local server.
#    Note that the address field in the main menu overrides this setting.
#    type: string
# address =

#    Port to connect to (UDP).
#    Note that the port field in the main menu overrides this setting.
#    type: int min: 1 max: 65535
# remote_port = 30000

#    Whether to support older servers before protocol version 25.
#    Enable if you want to connect to 0.4.12 servers and before.
#    Servers starting with 0.4.13 will work, 0.4.12-dev servers may work.
#    Disabling this option will protect your password better.
#    type: bool
# send_pre_v25_init = true

#    Save the map received by the client on disk.
#    type: bool
# enable_local_map_saving = false

#    Enable usage of remote media server (if provided by server).
#    Remote servers offer a significantly faster way to download media (e.g. textures)
#    when connecting to the server.
#    type: bool
# enable_remote_media_server = true

#    URL to the server list displayed in the Multiplayer Tab.
#    type: string
# serverlist_url = servers.minetest.net

#    File in client/serverlist/ that contains your favorite servers displayed in the Multiplayer Tab.
#    type: string
# serverlist_file = favoriteservers.txt

## Graphics

### In-Game

#### Basic

#    Enable VBO
#    type: bool
# enable_vbo = true

#    Whether to fog out the end of the visible area.
#    type: bool
# enable_fog = true

#    Leaves style:
#    -   Fancy:  all faces visible
#    -   Simple: only outer faces, if defined special_tiles are used
#    -   Opaque: disable transparency
#    type: enum values: fancy, simple, opaque
# leaves_style = fancy

#    Connects glass if supported by node.
#    type: bool
# connected_glass = false

#    Enable smooth lighting with simple ambient occlusion.
#    Disable for speed or for different looks.
#    type: bool
# smooth_lighting = true

#    Clouds are a client side effect.
#    type: bool
# enable_clouds = true

#    Use 3D cloud look instead of flat.
#    type: bool
# enable_3d_clouds = true

#    Method used to highlight selected object.
#    type: enum values: box, halo
# node_highlighting = box

#### Filtering

#    Use mip mapping to scale textures. May slightly increase performance.
#    type: bool
# mip_map = false

#    Use anisotropic filtering when viewing at textures from an angle.
#    type: bool
# anisotropic_filter = false

#    Use bilinear filtering when scaling textures.
#    type: bool
# bilinear_filter = false

#    Use trilinear filtering when scaling textures.
#    type: bool
# trilinear_filter = false

#    Filtered textures can blend RGB values with fully-transparent neighbors,
#    which PNG optimizers usually discard, sometimes resulting in a dark or
#    light edge to transparent textures.  Apply this filter to clean that up
#    at texture load time.
#    type: bool
# texture_clean_transparent = false

#    When using bilinear/trilinear/anisotropic filters, low-resolution textures
#    can be blurred, so automatically upscale them with nearest-neighbor
#    interpolation to preserve crisp pixels.  This sets the minimum texture size
#    for the upscaled textures; higher values look sharper, but require more
#    memory.  Powers of 2 are recommended.  Setting this higher than 1 may not
#    have a visible effect unless bilinear/trilinear/anisotropic filtering is
#    enabled.
#    type: int
# texture_min_size = 64

#    Experimental option, might cause visible spaces between blocks
#    when set to higher number than 0.
#    type: enum values: 0, 1, 2, 4, 8, 16
# fsaa = 0

#### Shaders

#    Shaders allow advanced visul effects and may increase performance on some video cards.
#    Thy only work with the OpenGL video backend.
#    type: bool
# enable_shaders = true

##### Tone Mapping

#    Enables filmic tone mapping
#    type: bool
# tone_mapping = false

##### Bumpmapping

#    Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
#    or need to be auto-generated.
#    Requires shaders to be enabled.
#    type: bool
# enable_bumpmapping = false

#    Enables on the fly normalmap generation (Emboss effect).
#    Requires bumpmapping to be enabled.
#    type: bool
# generate_normalmaps = false

#    Strength of generated normalmaps.
#    type: float
# normalmaps_strength = 0.6

#    Defines sampling step of texture.
#    A higher value results in smoother normal maps.
#    type: int min: 0 max: 2
# normalmaps_smooth = 0

##### Parallax Occlusion

#    Enables parallax occlusion mapping.
#    Requires shaders to be enabled.
#    type: bool
# enable_parallax_occlusion = false

#    0 = parallax occlusion with slope information (faster).
#    1 = relief mapping (slower, more accurate).
#    type: int min: 0 max: 1
# parallax_occlusion_mode = 1

#    Strength of parallax.
#    type: float
# 3d_parallax_strength = 0.025

#    Number of parallax occlusion iterations.
#    type: int
# parallax_occlusion_iterations = 4

#    Overall scale of parallax occlusion effect.
#    type: float
# parallax_occlusion_scale = 0.08

#    Overall bias of parallax occlusion effect, usually scale/2.
#    type: float
# parallax_occlusion_bias = 0.04

##### Waving Nodes

#    Set to true enables waving water.
#    Requires shaders to be enabled.
#    type: bool
# enable_waving_water = false

#    type: float
# water_wave_height = 1.0

#    type: float
# water_wave_length = 20.0

#    type: float
# water_wave_speed = 5.0

#    Set to true enables waving leaves.
#    Requires shaders to be enabled.
#    type: bool
# enable_waving_leaves = false

#    Set to true enables waving plants.
#    Requires shaders to be enabled.
#    type: bool
# enable_waving_plants = false

#### Advanced

#    If FPS would go higher than this, limit it by sleeping
#    to not waste CPU power for no benefit.
#    type: int
# fps_max = 60

#    Maximum FPS when game is paused.
#    type: int
# pause_fps_max = 20

#    View distance in nodes.
#    Min = 20
#    type: int
# viewing_range = 100

#    Width component of the initial window size.
#    type: int
# screenW = 800

#    Height component of the initial window size.
#    type: int
# screenH = 600

#    Fullscreen mode.
#    type: bool
# fullscreen = false

#    Bits per pixel (aka color depth) in fullscreen mode.
#    type: int
# fullscreen_bpp = 24

#    Vertical screen synchronization.
#    type: bool
# vsync = false

#    Field of view in degrees.
#    type: int min: 30 max: 160
# fov = 72

#    Adjust the gamma encoding for the light tables. Lower numbers are brighter.
#    This setting is for the client only and is ignored by the server.
#    type: float min: 1 max: 3
# display_gamma = 1.8

#    Path to texture directory. All textures are first searched from here.
#    type: path
# texture_path =

#    The rendering back-end for Irrlicht.
#    type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl
# video_driver = opengl

#    Height on which clouds are appearing.
#    type: int
# cloud_height = 120

#    Radius of cloud area stated in number of 64 node cloud squares.
#    Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
#    type: int
# cloud_radius = 12

#    Multiplier for view bobbing.
#    For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
#    type: float
# view_bobbing_amount = 1.0

#    Multiplier for fall bobbing.
#    For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
#    type: float
# fall_bobbing_amount = 0.0

#    3D support.
#    Currently supported:
#    -    none: no 3d output.
#    -    anaglyph: cyan/magenta color 3d.
#    -    interlaced: odd/even line based polarisation screen support.
#    -    topbottom: split screen top/bottom.
#    -    sidebyside: split screen side by side.
#    -    pageflip: quadbuffer based 3d.
#    type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, pageflip
# 3d_mode = none

#    In-game chat console background color (R,G,B).
#    type: string
# console_color = (0,0,0)

#    In-game chat console background alpha (opaqueness, between 0 and 255).
#    type: int min: 0 max: 255
# console_alpha = 200

#    Selection box border color (R,G,B).
#    type: string
# selectionbox_color = (0,0,0)

#    Width of the selectionbox's lines around nodes.
#    type: int min: 1 max: 5
# selectionbox_width = 2

#    Crosshair color (R,G,B).
#    type: string
# crosshair_color = (255,255,255)

#    Crosshair alpha (opaqueness, between 0 and 255).
#    type: int min: 0 max: 255
# crosshair_alpha = 255

#    Whether node texture animations should be desynchronized per mapblock.
#    type: bool
# desynchronize_mapblock_texture_animation = true

#    Maximum proportion of current window to be used for hotbar.
#    Useful if there's something to be displayed right or left of hotbar.
#    type: float
# hud_hotbar_max_width = 1.0

#    Enables caching of facedir rotated meshes.
#    type: bool
# enable_mesh_cache = false

#    Enables minimap.
#    type: bool
# enable_minimap = true

#    Shape of the minimap. Enabled = round, disabled = square.
#    type: bool
# minimap_shape_round = true

#    True = 256
#    False = 128
#    Useable to make minimap smoother on slower machines.
#    type: bool
# minimap_double_scan_height = true

#    Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
#    type: bool
# directional_colored_fog = true

#    The strength (darkness) of node ambient-occlusion shading.
#    Lower is darker, Higher is lighter. The valid range of values for this
#    setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
#    set to the nearest valid value.
#    type: float min: 0.25 max: 4
# ambient_occlusion_gamma = 2.2

#    Enables animation of inventory items.
#    type: bool
# inventory_items_animations = false

### Menus

#    Use a cloud animation for the main menu background.
#    type: bool
# menu_clouds = true

#    Scale gui by a user specified value.
#    Use a nearest-neighbor-anti-alias filter to scale the GUI.
#    This will smooth over some of the rough edges, and blend
#    pixels when scaling down, at the cost of blurring some
#    edge pixels when images are scaled by non-integer sizes.
#    type: float
# gui_scaling = 1.0

#    When gui_scaling_filter is true, all GUI images need to be
#    filtered in software, but some images are generated directly
#    to hardware (e.g. render-to-texture for nodes in inventory).
#    type: bool
# gui_scaling_filter = false

#    When gui_scaling_filter_txr2img is true, copy those images
#    from hardware to software for scaling.  When false, fall back
#    to the old scaling method, for video drivers that don't
#    propery support downloading textures back from hardware.
#    type: bool
# gui_scaling_filter_txr2img = true

#    Delay showing tooltips, stated in milliseconds.
#    type: int
# tooltip_show_delay = 400

#    Whether freetype fonts are used, requires freetype support to be compiled in.
#    type: bool
# freetype = true

#    Path to TrueTypeFont or bitmap.
#    type: path
# font_path = fonts/liberationsans.ttf

#    type: int
# font_size = 15

#    Font shadow offset, if 0 then shadow will not be drawn.
#    type: int
# font_shadow = 1

#    Font shadow alpha (opaqueness, between 0 and 255).
#    type: int min: 0 max: 255
# font_shadow_alpha = 128

#    type: path
# mono_font_path = fonts/liberationmono.ttf

#    type: int
# mono_font_size = 15

#    This font will be used for certain languages.
#    type: path
# fallback_font_path = fonts/DroidSansFallbackFull.ttf

#    type: int
# fallback_font_size = 15

#    type: int
# fallback_font_shadow = 1

#    type: int min: 0 max: 255
# fallback_font_shadow_alpha = 128

#    Path to save screenshots at.
#    type: path
# screenshot_path =

#    Format of screenshots.
#    type: enum values: png, jpg, bmp, pcx, ppm, tga
# screenshot_format = png

#    Screenshot quality. Only used for JPEG format.
#    1 means worst quality; 100 means best quality.
#    Use 0 for default quality.
#    type: int min: 0 max: 100
# screenshot_quality = 0

### Advanced

#    Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
#    type: int
# screen_dpi = 72

## Sound

#    type: bool
# enable_sound = true

#    type: float min: 0 max: 1
# sound_volume = 0.7

## Advanced

#    Timeout for client to remove unused map data from memory.
#    type: int
# client_unload_unused_data_timeout = 600

#    Maximum number of mapblocks for client to be kept in memory.
#    Set to -1 for unlimited amount.
#    type: int
# client_mapblock_limit = 5000

#    Whether to show the client debug info (has the same effect as hitting F5).
#    type: bool
# show_debug = false

#
# Server / Singleplayer
#

#    Name of the server, to be displayed when players join and in the serverlist.
#    type: string
# server_name = Minetest server

#    Description of server, to be displayed when players join and in the serverlist.
#    type: string
# server_description = mine here

#    Domain name of server, to be displayed in the serverlist.
#    type: string
# server_address = game.minetest.net

#    Homepage of server, to be displayed in the serverlist.
#    type: string
# server_url = http://minetest.net

#    Automaticaly report to the serverlist.
#    type: bool
# server_announce = false

#    Announce to this serverlist.
#    If you want to announce your ipv6 address, use  serverlist_url = v6.servers.minetest.net.
#    type: string
# serverlist_url = servers.minetest.net

## Network

#    Network port to listen (UDP).
#    This value will be overridden when starting from the main menu.
#    type: int
# port = 30000

#    The network interface that the server listens on.
#    type: string
# bind_address =

#    Enable to disallow old clients from connecting.
#    Older clients are compatible in the sense that they will not crash when connecting
#    to new servers, but they may not support all new features that you are expecting.
#    type: bool
# strict_protocol_version_checking = false

#    Specifies URL from which client fetches media instead of using UDP.
#    $filename should be accessible from $remote_media$filename via cURL
#    (obviously, remote_media should end with a slash).
#    Files that are not present will be fetched the usual way.
#    type: string
# remote_media =

#    Enable/disable running an IPv6 server.  An IPv6 server may be restricted
#    to IPv6 clients, depending on system configuration.
#    Ignored if bind_address is set.
#    type: bool
# ipv6_server = false

### Advanced

#    How many blocks are flying in the wire simultaneously per client.
#    type: int
# max_simultaneous_block_sends_per_client = 10

#    How many blocks are flying in the wire simultaneously for the whole server.
#    type: int
# max_simultaneous_block_sends_server_total = 40

#    To reduce lag, block transfers are slowed down when a player is building something.
#    This determines how long they are slowed down after placing or removing a node.
#    type: float
# full_block_send_enable_min_time_from_building = 2.0

#    Maximum number of packets sent per send step, if you have a slow connection
#    try reducing it, but don't reduce it to a number below double of targeted
#    client number.
#    type: int
# max_packets_per_iteration = 1024

## Game

#    Default game when creating a new world.
#    This will be overridden when creating a world from the main menu.
#    type: string
# default_game = minetest

#    Message of the day displayed to players connecting.
#    type: string
# motd =

#    Maximum number of players that can connect simultaneously.
#    type: int
# max_users = 15

#    World directory (everything in the world is stored here).
#    Not needed if starting from the main menu.
#    type: path
# map-dir =

#    Time in seconds for item entity (dropped items) to live.
#    Setting it to -1 disables the feature.
#    type: int
# item_entity_ttl = 900

#    Enable players getting damage and dying.
#    type: bool
# enable_damage = false

#    A chosen map seed for a new map, leave empty for random.
#    Will be overridden when creating a new world in the main menu.
#    type: string
# fixed_map_seed =

#    New users need to input this password.
#    type: string
# default_password =

#    The privileges that new users automatically get.
#    See /privs in game for a full list on your server and mod configuration.
#    type: string
# default_privs = interact, shout

#    Whether players are shown to clients without any range limit.
#    Deprecated, use the setting player_transfer_distance instead.
#    type: bool
# unlimited_player_transfer_distance = true

#    Defines the maximal player transfer distance in blocks (0 = unlimited).
#    type: int
# player_transfer_distance = 0

#    Whether to allow players to damage and kill each other.
#    type: bool
# enable_pvp = true

#    If this is set, players will always (re)spawn at the given position.
#    type: string
# static_spawnpoint =

#    If enabled, new players cannot join with an empty password.
#    type: bool
# disallow_empty_password = false

#    If enabled, disable cheat prevention in multiplayer.
#    type: bool
# disable_anticheat = false

#    If enabled, actions are recorded for rollback.
#    This option is only read when server starts.
#    type: bool
# enable_rollback_recording = false

#    A message to be displayed to all clients when the server shuts down.
#    type: string
# kick_msg_shutdown = Server shutting down.

#    A message to be displayed to all clients when the server crashes.
#    type: string
# kick_msg_crash = This server has experienced an internal error. You will now be disconnected.

#    Whether to ask clients to reconnect after a (Lua) crash.
#    Set this to true if your server is set up to restart automatically.
#    type: bool
# ask_reconnect_on_crash = false

#    From how far clients know about objects, stated in mapblocks (16 nodes).
#    type: int
# active_object_send_range_blocks = 3

#    How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes).
#    In active blocks objects are loaded and ABMs run.
#    type: int
# active_block_range = 2

#    From how far blocks are sent to clients, stated in mapblocks (16 nodes).
#    type: int
# max_block_send_distance = 10

#    Maximum number of forceloaded mapblocks.
#    type: int
# max_forceloaded_blocks = 16

#    Interval of sending time of day to clients.
#    type: int
# time_send_interval = 5

#    Controls length of day/night cycle.
#    Examples: 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
#    type: int
# time_speed = 72

#    Interval of saving important changes in the world, stated in seconds.
#    type: float
# server_map_save_interval = 5.3

### Physics

#    type: float
# movement_acceleration_default = 3

#    type: float
# movement_acceleration_air = 2

#    type: float
# movement_acceleration_fast = 10

#    type: float
# movement_speed_walk = 4

#    type: float
# movement_speed_crouch = 1.35

#    type: float
# movement_speed_fast = 20

#    type: float
# movement_speed_climb = 2

#    type: float
# movement_speed_jump = 6.5

#    type: float
# movement_speed_descend = 6

#    type: float
# movement_liquid_fluidity = 1

#    type: float
# movement_liquid_fluidity_smooth = 0.5

#    type: float
# movement_liquid_sink = 10

#    type: float
# movement_gravity = 9.81

### Advanced

#    Handling for deprecated lua api calls:
#    -    legacy: (try to) mimic old behaviour (default for release).
#    -    log: mimic and log backtrace of deprecated call (default for debug).
#    -    error: abort on usage of deprecated call (suggested for mod developers).
#    type: enum values: legacy, log, error
# deprecated_lua_api_handling = legacy

#    Useful for mod developers.
#    type: bool
# mod_profiling = false

#    Detailed mod profile data. Useful for mod developers.
#    type: bool
# detailed_profiling = false

#    Profiler data print interval. 0 = disable. Useful for developers.
#    type: int
# profiler_print_interval = 0

#    Number of extra blocks that can be loaded by /clearobjects at once.
#    This is a trade-off between sqlite transaction overhead and
#    memory consumption (4096=100MB, as a rule of thumb).
#    type: int
# max_clearobjects_extra_loaded_blocks = 4096

#    How much the server will wait before unloading unused mapblocks.
#    Higher value is smoother, but will use more RAM.
#    type: int
# server_unload_unused_data_timeout = 29

#    Maximum number of statically stored objects in a block.
#    type: int
# max_objects_per_block = 49

#    See http://www.sqlite.org/pragma.html#pragma_synchronous
#    type: enum values: 0, 1, 2
# sqlite_synchronous = 2

#    Length of a server tick and the interval at which objects are generally updated over network.
#    type: float
# dedicated_server_step = 0.1

#    If enabled, invalid world data won't cause the server to shut down.
#    Only enable this if you know what you are doing.
#    type: bool
# ignore_world_load_errors = false

#    Max liquids processed per step.
#    type: int
# liquid_loop_max = 100000

#    The time (in seconds) that the liquids queue may grow beyond processing
#    capacity until an attempt is made to decrease its size by dumping old queue
#    items.  A value of 0 disables the functionality.
#    type: int
# liquid_queue_purge_time = 0

#    Liquid update interval in seconds.
#    type: float
# liquid_update = 1.0

## Mapgen

#    Name of map generator to be used when creating a new world.
#    Creating a world in the main menu will override this.
#    type: enum values: v5, v6, v7, flat, valleys, fractal, singlenode
# mg_name = v6

#    Water surface level of the world.
#    type: int
# water_level = 1

#    From how far blocks are generated for clients, stated in mapblocks (16 nodes).
#    type: int
# max_block_generate_distance = 6

#    Where the map generator stops.
#    Please note:
#    -    Limited to 31000 (setting above has no effect)
#    -    The map generator works in groups of 80x80x80 nodes (5x5x5 MapBlocks).
#    -    Those groups have an offset of -32, -32 nodes from the origin.
#    -    Only groups which are within the map_generation_limit are generated
#    type: int min: 0 max: 31000
# map_generation_limit = 31000

#    Global map generation attributes.
#    In Mapgen v6 the 'decorations' flag controls all decorations except trees
#    and junglegrass, in all other mapgens this flag controls all decorations.
#    The default flags set in the engine are: caves, light, decorations
#    The flags string modifies the engine defaults.
#    Flags that are not specified in the flag string are not modified from the default.
#    Flags starting with 'no' are used to explicitly disable them.
#    type: flags possible values: caves, dungeons, light, decorations, nocaves, nodungeons, nolight, nodecorations
# mg_flags = caves,dungeons,light,decorations

### Advanced

#    Size of chunks to be generated at once by mapgen, stated in mapblocks (16 nodes).
#    type: int
# chunksize = 5

#    Dump the mapgen debug infos.
#    type: bool
# enable_mapgen_debug_info = false

#    Maximum number of blocks that can be queued for loading.
#    type: int
# emergequeue_limit_total = 256

#    Maximum number of blocks to be queued that are to be loaded from file.
#    Set to blank for an appropriate amount to be chosen automatically.
#    type: int
# emergequeue_limit_diskonly = 32

#    Maximum number of blocks to be queued that are to be generated.
#    Set to blank for an appropriate amount to be chosen automatically.
#    type: int
# emergequeue_limit_generate = 32

#    Number of emerge threads to use. Make this field blank, or increase this number
#    to use multiple threads. On multiprocessor systems, this will improve mapgen speed greatly
#    at the cost of slightly buggy caves.
#    type: int
# num_emerge_threads = 1

#    Noise parameters for biome API temperature, humidity and biome blend.
#    type: noise_params
# mg_biome_np_heat = 50, 50, (750, 750, 750), 5349, 3, 0.5, 2.0

#    type: noise_params
# mg_biome_np_heat_blend = 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0

#    type: noise_params
# mg_biome_np_humidity = 50, 50, (750, 750, 750), 842, 3, 0.5, 2.0

#    type: noise_params
# mg_biome_np_humidity_blend = 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0

#### Mapgen v5

#    type: noise_params
# mgv5_np_filler_depth = 0, 1, (150, 150, 150), 261, 4, 0.7, 2.0

#    type: noise_params
# mgv5_np_factor = 0, 1, (250, 250, 250), 920381, 3, 0.45, 2.0

#    type: noise_params
# mgv5_np_height = 0, 10, (250, 250, 250), 84174, 4, 0.5, 2.0

#    type: noise_params
# mgv5_np_cave1 = 0, 12, (50, 50, 50), 52534, 4, 0.5, 2.0

#    type: noise_params
# mgv5_np_cave2 = 0, 12, (50, 50, 50), 10325, 4, 0.5, 2.0

#### Mapgen v6

#    Map generation attributes specific to Mapgen v6.
#    When snowbiomes are enabled jungles are automatically enabled, the 'jungles' flag is ignored.
#    The default flags set in the engine are: biomeblend, mudflow
#    The flags string modifies the engine defaults.
#    Flags that are not specified in the flag string are not modified from the default.
#    Flags starting with 'no' are used to explicitly disable them.
#    type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
# mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,trees

#    Controls size of deserts and beaches in Mapgen v6.
#    When snowbiomes are enabled 'mgv6_freq_desert' is ignored.
#    type: float
# mgv6_freq_desert = 0.45

#    type: float
# mgv6_freq_beach = 0.15

#    type: noise_params
# mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0

#    type: noise_params
# mgv6_np_terrain_higher = 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0

#    type: noise_params
# mgv6_np_steepness = 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0

#    type: noise_params
# mgv6_np_height_select = 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0

#    type: noise_params
# mgv6_np_mud = 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0

#    type: noise_params
# mgv6_np_beach = 0, 1, (250, 250, 250), 59420, 3, 0.50, 2.0

#    type: noise_params
# mgv6_np_biome = 0, 1, (500, 500, 500), 9130, 3, 0.50, 2.0

#    type: noise_params
# mgv6_np_cave = 6, 6, (250, 250, 250), 34329, 3, 0.50, 2.0

#    type: noise_params
# mgv6_np_humidity = 0.5, 0.5, (500, 500, 500), 72384, 3, 0.50, 2.0

#    type: noise_params
# mgv6_np_trees = 0, 1, (125, 125, 125), 2, 4, 0.66, 2.0

#    type: noise_params
# mgv6_np_apple_trees = 0, 1, (100, 100, 100), 342902, 3, 0.45, 2.0

#### Mapgen v7

#    Map generation attributes specific to Mapgen v7.
#    The 'ridges' flag controls the rivers.
#    The default flags set in the engine are: mountains, ridges
#    The flags string modifies the engine defaults.
#    Flags that are not specified in the flag string are not modified from the default.
#    Flags starting with 'no' are used to explicitly disable them.
#    type: flags possible values: mountains, ridges, nomountains, noridges
# mgv7_spflags = mountains,ridges

#    type: noise_params
# mgv7_np_terrain_base = 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0

#    type: noise_params
# mgv7_np_terrain_alt = 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0

#    type: noise_params
# mgv7_np_terrain_persist = 0.6, 0.1, (2000, 2000, 2000), 539, 3, 0.6, 2.0

#    type: noise_params
# mgv7_np_height_select = -12, 24, (500, 500, 500), 4213, 6, 0.7, 2.0

#    type: noise_params
# mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0

#    type: noise_params
# mgv7_np_mount_height = 256, 112, (1000, 1000, 1000), 72449, 3, 0.6, 2.0

#    type: noise_params
# mgv7_np_ridge_uwater = 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0

#    type: noise_params
# mgv7_np_mountain = -0.6, 1, (250, 350, 250), 5333, 5, 0.63, 2.0

#    type: noise_params
# mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0

#    type: noise_params
# mgv7_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0

#    type: noise_params
# mgv7_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0

#### Mapgen flat

#    Map generation attributes specific to Mapgen flat.
#    Occasional lakes and hills can be added to the flat world.
#    The default flags set in the engine are: none
#    The flags string modifies the engine defaults.
#    Flags that are not specified in the flag string are not modified from the default.
#    Flags starting with 'no' are used to explicitly disable them.
#    type: flags possible values: lakes, hills, , nolakes, nohills
# mgflat_spflags =

#    Y of flat ground.
#    type: int
# mgflat_ground_level = 8

#    Y of upper limit of large pseudorandom caves.
#    type: int
# mgflat_large_cave_depth = -33

#    Terrain noise threshold for lakes.
#    Controls proportion of world area covered by lakes.
#    Adjust towards 0.0 for a larger proportion.
#    type: float
# mgflat_lake_threshold = -0.45

#    Controls steepness/depth of lake depressions.
#    type: float
# mgflat_lake_steepness = 48.0

#    Terrain noise threshold for hills.
#    Controls proportion of world area covered by hills.
#    Adjust towards 0.0 for a larger proportion.
#    type: float
# mgflat_hill_threshold = 0.45

#    Controls steepness/height of hills.
#    type: float
# mgflat_hill_steepness = 64.0

#    Determines terrain shape.
#    The 3 numbers in brackets control the scale of the
#    terrain, the 3 numbers should be identical.
#    type: noise_params
# mgflat_np_terrain = 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0

#    type: noise_params
# mgflat_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0

#    type: noise_params
# mgflat_np_cave1 = 0, 12, (128, 128, 128), 52534, 4, 0.5, 2.0

#    type: noise_params
# mgflat_np_cave2 = 0, 12, (128, 128, 128), 10325, 4, 0.5, 2.0

#### Mapgen fractal

#    Choice of 18 fractals from 9 formulas.
#    1 = 4D "Roundy" mandelbrot set.
#    2 = 4D "Roundy" julia set.
#    3 = 4D "Squarry" mandelbrot set.
#    4 = 4D "Squarry" julia set.
#    5 = 4D "Mandy Cousin" mandelbrot set.
#    6 = 4D "Mandy Cousin" julia set.
#    7 = 4D "Variation" mandelbrot set.
#    8 = 4D "Variation" julia set.
#    9 = 3D "Mandelbrot/Mandelbar" mandelbrot set.
#    10 = 3D "Mandelbrot/Mandelbar" julia set.
#    11 = 3D "Christmas Tree" mandelbrot set.
#    12 = 3D "Christmas Tree" julia set.
#    13 = 3D "Mandelbulb" mandelbrot set.
#    14 = 3D "Mandelbulb" julia set.
#    15 = 3D "Cosine Mandelbulb" mandelbrot set.
#    16 = 3D "Cosine Mandelbulb" julia set.
#    17 = 4D "Mandelbulb" mandelbrot set.
#    18 = 4D "Mandelbulb" julia set.
#    type: int min: 1 max: 18
# mgfractal_fractal = 1

#    Iterations of the recursive function.
#    Controls the amount of fine detail.
#    type: int
# mgfractal_iterations = 11

#    Approximate (X,Y,Z) scale of fractal in nodes.
#    type: v3f
# mgfractal_scale = (4096.0, 1024.0, 4096.0)

#    (X,Y,Z) offset of fractal from world centre in units of 'scale'.
#    Used to move a suitable spawn area of low land close to (0, 0).
#    The default is suitable for mandelbrot sets, it needs to be edited for julia sets.
#    Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
#    type: v3f
# mgfractal_offset = (1.79, 0.0, 0.0)

#    W co-ordinate of the generated 3D slice of a 4D fractal.
#    Determines which 3D slice of the 4D shape is generated.
#    Has no effect on 3D fractals.
#    Range roughly -2 to 2.
#    type: float
# mgfractal_slice_w = 0.0

#    Julia set only: X component of hypercomplex constant determining julia shape.
#    Range roughly -2 to 2.
#    type: float
# mgfractal_julia_x = 0.33

#    Julia set only: Y component of hypercomplex constant determining julia shape.
#    Range roughly -2 to 2.
#    type: float
# mgfractal_julia_y = 0.33

#    Julia set only: Z component of hypercomplex constant determining julia shape.
#    Range roughly -2 to 2.
#    type: float
# mgfractal_julia_z = 0.33

#    Julia set only: W component of hypercomplex constant determining julia shape.
#    Has no effect on 3D fractals.
#    Range roughly -2 to 2.
#    type: float
# mgfractal_julia_w = 0.33

#    type: noise_params
# mgfractal_np_seabed = -14, 9, (600, 600, 600), 41900, 5, 0.6, 2.0

#    type: noise_params
# mgfractal_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0

#    type: noise_params
# mgfractal_np_cave1 = 0, 12, (128, 128, 128), 52534, 4, 0.5, 2.0

#    type: noise_params
# mgfractal_np_cave2 = 0, 12, (128, 128, 128), 10325, 4, 0.5, 2.0

#### Mapgen Valleys

##### General

#    Map generation attributes specific to Mapgen Valleys.
#    'altitude_chill' makes higher elevations colder, which may cause biome issues.
#    'humid_rivers' modifies the humidity around rivers and in areas where water would tend to pool,
#    it may interfere with delicately adjusted biomes.
#    The default flags set in the engine are: altitude_chill, humid_rivers
#    The flags string modifies the engine defaults.
#    Flags that are not specified in the flag string are not modified from the default.
#    Flags starting with 'no' are used to explicitly disable them.
#    type: flags possible values: altitude_chill, noaltitude_chill, humid_rivers, nohumid_rivers
# mg_valleys_spflags = altitude_chill,humid_rivers

#    The altitude at which temperature drops by 20C
#    type: int
# mg_valleys_altitude_chill = 90

#    Depth below which you'll find large caves.
#    type: int
# mg_valleys_large_cave_depth = -33

#    Creates unpredictable lava features in caves.
#    These can make mining difficult. Zero disables them. (0-10)
#    type: int
# mg_valleys_lava_features = 0

#    Depth below which you'll find massive caves.
#    type: int
# mg_valleys_massive_cave_depth = -256

#    How deep to make rivers
#    type: int
# mg_valleys_river_depth = 4

#    How wide to make rivers
#    type: int
# mg_valleys_river_size = 5

#    Creates unpredictable water features in caves.
#    These can make mining difficult. Zero disables them. (0-10)
#    type: int
# mg_valleys_water_features = 0

##### Noises

#    Caves and tunnels form at the intersection of the two noises
#    type: noise_params
# mg_valleys_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0

#    Caves and tunnels form at the intersection of the two noises
#    type: noise_params
# mg_valleys_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0

#    The depth of dirt or other filler
#    type: noise_params
# mg_valleys_np_filler_depth = 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0

#    Massive caves form here.
#    type: noise_params
# mg_valleys_np_massive_caves = 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0

#    River noise -- rivers occur close to zero
#    type: noise_params
# mg_valleys_np_rivers = 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0

#    Base terrain height
#    type: noise_params
# mg_valleys_np_terrain_height = -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0

#    Raises terrain to make valleys around the rivers
#    type: noise_params
# mg_valleys_np_valley_depth = 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0

#    Slope and fill work together to modify the heights
#    type: noise_params
# mg_valleys_np_inter_valley_fill = 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0

#    Amplifies the valleys
#    type: noise_params
# mg_valleys_np_valley_profile = 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0

#    Slope and fill work together to modify the heights
#    type: noise_params
# mg_valleys_np_inter_valley_slope = 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0

## Security

#    Prevent mods from doing insecure things like running shell commands.
#    type: bool
# secure.enable_security = false

#    Comma-separated list of trusted mods that are allowed to access insecure
#    functions even when mod security is on (via request_insecure_environment()).
#    type: string
# secure.trusted_mods =

#    Comma-seperated list of mods that are allowed to access HTTP APIs, which
#    allow them to upload and download data to/from the internet.
#    type: string
# secure.http_mods =

#
# Client and Server
#

#    Name of the player.
#    When running a server, clients connecting with this name are admins.
#    When starting from the main menu, this is overridden.
#    type: string
# name =

#    Set the language. Leave empty to use the system language.
#    A restart is required after changing this.
#    type: enum values: , be, cs, da, de, eo, es, et, fr, hu, id, it, ja, jbo, ko, ky, lt, nb, nl, pl, pt, pt_BR, ro, ru, tr, uk, zh_CN, zh_TW
# language =

#    Level of logging to be written to debug.txt:
#    -    <nothing> (no logging)
#    -    none (messages with no level)
#    -    error
#    -    warning
#    -    action
#    -    info
#    -    verbose
#    type: enum values: , warning, action, info, verbose
# debug_log_level = action

#    IPv6 support.
#    type: bool
# enable_ipv6 = true

## Advanced

#    Default timeout for cURL, stated in milliseconds.
#    Only has an effect if compiled with cURL.
#    type: int
# curl_timeout = 5000

#    Limits number of parallel HTTP requests. Affects:
#    -    Media fetch if server uses remote_media setting.
#    -    Serverlist download and server announcement.
#    -    Downloads performed by main menu (e.g. mod manager).
#    Only has an effect if compiled with cURL.
#    type: int
# curl_parallel_limit = 8

#    Maximum time in ms a file download (e.g. a mod download) may take.
#    type: int
# curl_file_download_timeout = 300000

#    Makes DirectX work with LuaJIT. Disable if it causes troubles.
#    type: bool
# high_precision_fpu = true

#    Replaces the default main menu with a custom one.
#    type: string
# main_menu_script =

#    type: int
# main_menu_game_mgr = 0

#    type: int
# main_menu_mod_mgr = 1

#    type: string
# modstore_download_url = https://forum.minetest.net/media/

#    type: string
# modstore_listmods_url = https://forum.minetest.net/mmdb/mods/

#    type: string
# modstore_details_url = https://forum.minetest.net/mmdb/mod/*/