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/*
Minetest-c55
Copyright (C) 2010-2011 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 General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.

You should have received a copy of the GNU 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.
*/

#ifndef NODEDEF_HEADER
#define NODEDEF_HEADER

#include "irrlichttypes.h"
#include <string>
#include <iostream>
#include <map>
#include "mapnode.h"
#ifndef SERVER
#include "tile.h"
#endif
#include "itemgroup.h"
#include "sound.h" // SimpleSoundSpec
class IItemDefManager;
class ITextureSource;
class IGameDef;

enum ContentParamType
{
	CPT_NONE,
	CPT_LIGHT,
};

enum ContentParamType2
{
	CPT2_NONE,
	// Need 8-bit param2
	CPT2_FULL,
	// Flowing liquid properties
	CPT2_FLOWINGLIQUID,
	// Direction for chests and furnaces and such
	CPT2_FACEDIR,
	// Direction for signs, torches and such
	CPT2_WALLMOUNTED,
};

enum LiquidType
{
	LIQUID_NONE,
	LIQUID_FLOWING,
	LIQUID_SOURCE
};

enum NodeBoxType
{
	NODEBOX_REGULAR, // Regular block; allows buildable_to
	NODEBOX_FIXED, // Static separately defined box
	NODEBOX_WALLMOUNTED, // Box for wall mounted nodes; (top, bottom, side)
};

struct NodeBox
{
	enum NodeBoxType type;
	// NODEBOX_REGULAR (no parameters)
	// NODEBOX_FIXED
	core::aabbox3d<f32> fixed;
	// NODEBOX_WALLMOUNTED
	core::aabbox3d<f32> wall_top;
	core::aabbox3d<f32> wall_bottom;
	core::aabbox3d<f32> wall_side; // being at the -X side

	NodeBox():
		type(NODEBOX_REGULAR),
		// default is rail-like
		fixed(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2),
		// default is sign/ladder-like
		wall_top(-BS/2, BS/2-BS/16., -BS/2, BS/2, BS/2, BS/2),
		wall_bottom(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2),
		wall_side(-BS/2, -BS/2, -BS/2, -BS/2+BS/16., BS/2, BS/2)
	{}

	void serialize(std::ostream &os) const;
	void deSerialize(std::istream &is);
};

struct MapNode;
class NodeMetadata;

struct MaterialSpec
{
	std::string tname;
	bool backface_culling;
	
	MaterialSpec(const std::string &tname_="", bool backface_culling_=true):
		tname(tname_),
		backface_culling(backface_culling_)
	{}

	void serialize(std::ostream &os) const;
	void deSerialize(std::istream &is);
};

enum NodeDrawType
{
	NDT_NORMAL, // A basic solid block
	NDT_AIRLIKE, // Nothing is drawn
	NDT_LIQUID, // Do not draw face towards same kind of flowing/source liquid
	NDT_FLOWINGLIQUID, // A very special kind of thing
	NDT_GLASSLIKE, // Glass-like, don't draw faces towards other glass
	NDT_ALLFACES, // Leaves-like, draw all faces no matter what
	NDT_ALLFACES_OPTIONAL, // Fancy -> allfaces, fast -> normal
	NDT_TORCHLIKE,
	NDT_SIGNLIKE,
	NDT_PLANTLIKE,
	NDT_FENCELIKE,
	NDT_RAILLIKE,
};

#define CF_SPECIAL_COUNT 2

struct ContentFeatures
{
	/*
		Cached stuff
	*/
#ifndef SERVER
	// 0     1     2     3     4     5
	// up    down  right left  back  front 
	TileSpec tiles[6];
	// Special tiles
	// - Currently used for flowing liquids
	TileSpec special_tiles[CF_SPECIAL_COUNT];
	u8 solidness; // Used when choosing which face is drawn
	u8 visual_solidness; // When solidness=0, this tells how it looks like
	bool backface_culling;
#endif

	/*
		Actual data
	*/

	std::string name; // "" = undefined node
	ItemGroupList groups; // Same as in itemdef

	// Visual definition
	enum NodeDrawType drawtype;
	float visual_scale; // Misc. scale parameter
	std::string tname_tiles[6];
	MaterialSpec mspec_special[CF_SPECIAL_COUNT]; // Use setter methods
	u8 alpha;

	// Post effect color, drawn when the camera is inside the node.
	video::SColor post_effect_color;
	// Type of MapNode::param1
	ContentParamType param_type;
	// Type of MapNode::param2
	ContentParamType2 param_type_2;
	// True for all ground-like things like stone and mud, false for eg. trees
	bool is_ground_content;
	bool light_propagates;
	bool sunlight_propagates;
	// This is used for collision detection.
	// Also for general solidness queries.
	bool walkable;
	// Player can point to these
	bool pointable;
	// Player can dig these
	bool diggable;
	// Player can climb these
	bool climbable;
	// Player can build on these
	bool buildable_to;
	// Whether the node is non-liquid, source liquid or flowing liquid
	enum LiquidType liquid_type;
	// If the content is liquid, this is the flowing version of the liquid.
	std::string liquid_alternative_flowing;
	// If the content is liquid, this is the source version of the liquid.
	std::string liquid_alternative_source;
	// Viscosity for fluid flow, ranging from 1 to 7, with
	// 1 giving almost instantaneous propagation and 7 being
	// the slowest possible
	u8 liquid_viscosity;
	// Amount of light the node emits
	u8 light_source;
	u32 damage_per_second;
	NodeBox selection_box;
	// Compatibility with old maps
	// Set to true if paramtype used to be 'facedir_simple'
	bool legacy_facedir_simple;
	// Set to true if wall_mounted used to be set to true
	bool legacy_wallmounted;

	// Sound properties
	SimpleSoundSpec sound_footstep;
	SimpleSoundSpec sound_dig;
	SimpleSoundSpec sound_dug;

	/*
		Methods
	*/
	
	ContentFeatures();
	~ContentFeatures();
	void reset();
	void serialize(std::ostream &os);
	void deSerialize(std::istream &is);

	/*
		Some handy methods
	*/
	bool isLiquid() const{
		return (liquid_type != LIQUID_NONE);
	}
	bool sameLiquid(const ContentFeatures &f) const{
		if(!isLiquid() || !f.isLiquid()) return false;
		return (liquid_alternative_flowing == f.liquid_alternative_flowing);
	}
};

class INodeDefManager
{
public:
	INodeDefManager(){}
	virtual ~INodeDefManager(){}
	// Get node definition
	virtual const ContentFeatures& get(content_t c) const=0;
	virtual const ContentFeatures& get(const MapNode &n) const=0;
	virtual bool getId(const std::string &name, content_t &result) const=0;
	virtual content_t getId(const std::string &name) const=0;
	// Allows "group:name" in addition to regular node names
	virtual void getIds(const std::string &name, std::set<content_t> &result)
			const=0;
	virtual const ContentFeatures& get(const std::string &name) const=0;
	
	virtual void serialize(std::ostream &os)=0;
};

class IWritableNodeDefManager : public INodeDefManager
{
public:
	IWritableNodeDefManager(){}
	virtual ~IWritableNodeDefManager(){}
	virtual IWritableNodeDefManager* clone()=0;
	// Get node definition
	virtual const ContentFeatures& get(content_t c) const=0;
	virtual const ContentFeatures& get(const MapNode &n) const=0;
	virtual bool getId(const std::string &name, content_t &result) const=0;
	virtual content_t getId(const std::string &name) const=0;
	// Allows "group:name" in addition to regular node names
	virtual void getIds(const std::string &name, std::set<content_t> &result)
			const=0;
	// If not found, returns the features of CONTENT_IGNORE
	virtual const ContentFeatures& get(const std::string &name) const=0;

	// Register node definition
	virtual void set(content_t c, const ContentFeatures &def)=0;
	// Register node definition by name (allocate an id)
	// If returns CONTENT_IGNORE, could not allocate id
	virtual content_t set(const std::string &name,
			const ContentFeatures &def)=0;
	// If returns CONTENT_IGNORE, could not allocate id
	virtual content_t allocateDummy(const std::string &name)=0;

	/*
		Update item alias mapping.
		Call after updating item definitions.
	*/
	virtual void updateAliases(IItemDefManager *idef)=0;

	/*
		Update tile textures to latest return values of TextueSource.
		Call after updating the texture atlas of a TextureSource.
	*/
	virtual void updateTextures(ITextureSource *tsrc)=0;

	virtual void serialize(std::ostream &os)=0;
	virtual void deSerialize(std::istream &is)=0;
};

IWritableNodeDefManager* createNodeDefManager();

#endif

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# 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 node placements when holding
#    the place button.
repeat_place_time (Place 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 digging.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_dig (Dig key) key KEY_LBUTTON

#    Key for placing.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_place (Place key) key KEY_RBUTTON

#    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

#    Use multi-sample antialiasing (MSAA) to smooth out block edges.
#    This algorithm smooths out the 3D viewport while keeping the image sharp,
#    but it doesn't affect the insides of textures
#    (which is especially noticeable with transparent textures).
#    Visible spaces appear between nodes when shaders are disabled.
#    If set to 0, MSAA is disabled.
#    A restart is required after changing this option.
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

[***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 the window is not focused, or when the game is paused.
fps_max_unfocused (FPS when unfocused or paused) 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 190 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.
#    Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
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 7500

#    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 8

#    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 4

#    From how far blocks are sent to clients, stated in mapblocks (16 nodes).
max_block_send_distance (Max block send distance) int 12

#    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:
#    -    none: Do not log deprecated calls
#    -    log: mimic and log backtrace of deprecated call (default).
#    -    error: abort on usage of deprecated call (suggested for mod developers).
deprecated_lua_api_handling (Deprecated Lua API handling) enum log none,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

#    The time budget allowed for ABMs to execute on each step
#    (as a fraction of the ABM Interval)
abm_time_budget (ABM time budget) float 0.2 0.1 0.9

#    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

#    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 10

#    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,ores caves,dungeons,light,decorations,biomes,ores,nocaves,nodungeons,nolight,nodecorations,nobiomes,noores

[*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,nocaverns lakes,hills,caverns,nolakes,nohills,nocaverns

#    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

#    Y-level of cavern upper limit.
mgflat_cavern_limit (Cavern limit) int -256

#    Y-distance over which caverns expand to full size.
mgflat_cavern_taper (Cavern taper) int 256

#    Defines full size of caverns, smaller values create larger caverns.
mgflat_cavern_threshold (Cavern threshold) float 0.7

#    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 defining giant caverns.
mgflat_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.
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 1024

#    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 128

#    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 128

#    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

#    Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
contentdb_max_concurrent_downloads (ContentDB Max Concurrent Downloads) int 3