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ofshex dumpascii
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1420 7f a8 b6 b6 72 86 75 eb ca 99 2e b9 c4 f3 01 00 10 00 00 38 26 67 9c 91 2c 59 92 ac 5d 9b dc 78 ....r.u............8&g..,Y..]..x
1440 e3 d0 3b df 8d 37 96 b3 2d 59 52 ce 0a 00 80 00 00 c0 51 ba f9 e6 64 c3 86 64 de bc a1 7f d6 79 ..;..7..-YR.......Q...d..d.....y
1460 f3 ca 59 6f be d9 73 03 00 10 00 00 18 94 73 ce 49 fa fa 92 a5 4b cb 1f dd d7 2c 46 8f 2e 67 ee ..Yo..s.......s.I....K....,F..g.
1480 eb 2b 77 00 00 40 00 00 e0 30 ae bd 36 79 e5 95 64 da b4 e6 bd c3 b4 69 e5 0e d7 5e eb 79 02 00 .+w..@...0..6y..d......i...^.y..
14a0 08 00 00 7c 4b 77 77 d2 df 9f 8c 1d db fc 77 19 3b b6 dc a5 bb db 73 05 00 10 00 00 f8 af 3f fd ...|Kww.......w.;.....s.......?.
14c0 29 b9 eb ae fa ee 75 d7 5d e5 6e 00 00 08 00 00 2d ef d1 47 93 39 73 ea bd df 9c 39 e5 8e 00 00 ).....u.].n.....-..G.9s....9....
14e0 08 00 00 2d eb f1 c7 93 1b 6e a8 ff 9e 37 dc 50 ee 0a 00 80 00 00 d0 72 7a 7b 93 eb af 6f 9d fb ...-.....n...7.P.......rz{...o..
1500 5e 7f 7d b9 33 00 80 00 00 40 cb b8 ff fe 64 c6 8c d6 bb f7 8c 19 e5 ee 00 00 02 00 00 d5 eb ea ^.}.3....@....d.................
1520 4a e6 cf 6f dd fb cf 9f 5f 36 00 00 10 00 00 a8 d6 95 57 26 8b 16 d9 61 d1 a2 b2 05 00 80 00 00 J..o...._6........W&...a........
1540 40 75 4e 3b 2d 59 ba d4 0e 5f 5b ba b4 6c 02 00 20 00 00 50 95 fb ef 4f c6 8f b7 c3 d7 c6 8f f7 @uN;-Y..._[..l.....P...O........
1560 f3 00 00 00 01 00 80 ca fc e6 37 c9 ac 59 76 f8 5f b3 66 95 6d 00 00 04 00 00 9a de 49 27 25 0b ..........7..Yv._.f.m.......I'%.
1580 17 da e1 70 16 2e 2c 1b 01 00 08 00 00 34 b5 3b ee 48 ce 3f df 0e 87 73 fe f9 65 23 00 00 01 00 ...p..,......4.;.H.?...s..e#....
15a0 80 a6 75 ce 39 49 77 b7 1d 8e a4 bb bb 6c 05 00 20 00 00 d0 94 6e bb 2d 19 36 cc 0e 47 32 6c 58 ..u.9Iw......l.......n.-.6..G2lX
15c0 d9 0a 00 40 00 00 a0 e9 8c 19 93 74 76 da 61 b0 3a 3b cb 66 00 00 02 00 00 4d 65 ce 9c e4 64 ff ...@.......tv.a.:;.f.....Me...d.
15e0 7a 1f fc 7f 09 4f 2e 9b 01 00 08 00 00 34 95 d9 b3 6d 60 33 00 00 01 00 a0 6a d7 5c 93 b4 b7 db z....O.......4...m`3.....j.\....
1600 e1 68 b5 b7 97 ed 00 00 04 00 00 9a c2 f4 e9 36 b0 1d 00 80 00 00 50 bd 69 d3 6c 60 3b 00 00 01 .h.............6......P.i.l`;...
1620 00 a0 6a bf fe 75 d2 d6 66 87 1f aa ad ad 6c 08 00 20 00 00 30 a4 4d 9e 6c 03 1b 02 00 08 00 00 ..j..u..f.....l.....0.M.l.......
1640 d5 fb e5 2f 6d 60 43 00 00 01 00 a0 6a a7 9e 9a 74 74 d8 e1 58 75 74 94 2d 01 00 04 00 00 86 a4 .../m`C.....j...tt..Xut.-.......
1660 9f ff dc 06 b6 04 00 10 00 00 aa 77 f1 c5 36 b0 25 00 80 00 00 50 bd 8b 2e b2 81 2d 01 00 04 00 ...........w..6.%....P.....-....
1680 80 ea 8d 1f 6f 03 5b 02 00 08 00 00 d5 3b e7 1c 1b d8 12 00 40 00 00 a8 de 99 67 da c0 96 00 00 ....o.[......;......@.....g.....
16a0 02 00 40 f5 4e 3f dd 06 b6 04 00 10 00 00 aa 37 72 a4 0d 6c 09 00 20 00 00 54 6f d8 30 1b d8 12 ..@.N?.........7r..l.....To.0...
16c0 00 40 00 00 a8 de c1 83 36 b0 25 00 80 00 00 50 bd cf 3f b7 81 2d 01 00 04 00 80 ea ed dd 6b 03 .@......6.%....P..?..-........k.
16e0 5b 02 00 08 00 00 d5 fb f7 bf 6d 60 4b 00 00 01 00 a0 7a 3b 77 da c0 96 00 00 02 00 40 f5 b6 6d [.........m`K.....z;w.......@..m
1700 b3 81 2d 01 00 04 00 80 ea bd f7 9e 0d 6c 09 00 20 00 00 54 6f d3 26 1b d8 12 00 40 00 00 a8 de ..-..........l.....To.&....@....
1720 bf fe 65 03 5b 02 00 08 00 00 d5 fb f4 d3 64 60 c0 0e c7 6a 60 a0 6c 09 00 20 00 00 30 64 fd f3 ..e.[.........d`...j`.l.....0d..
1740 9f 36 b0 21 00 80 00 00 50 bd 0d 1b 6c 60 43 00 00 01 00 a0 7a ff f8 47 b2 7f bf 1d 7e a8 fd fb .6.!....P...l`C.....z..G....~...
1760 cb 86 00 00 02 00 00 43 de cb 2f db c0 76 00 00 02 00 40 f5 d6 ac b1 81 ed 00 00 04 00 80 ea ad .......C../..v....@.............
1780 5d 9b 34 1a 76 38 5a 8d 46 d9 0e 00 40 00 00 a0 69 3c f7 9c 0d 6c 06 00 20 00 00 54 6f c5 8a e4 ].4.v8Z.F...@...i<...l.....To...
17a0 cb 2f ed 30 58 5f 7e 59 36 03 00 10 00 00 68 2a bb 77 27 fd fd 76 18 ac fe fe b2 19 00 80 00 00 ./.0X_~Y6.....h*.w'..v..........
17c0 40 d3 79 fc f1 e4 e0 41 3b 1c c9 c1 83 65 2b 00 00 01 00 80 a6 b4 73 67 d2 db 6b 87 23 e9 ed 2d @.y....A;....e+.......sg..k.#..-
17e0 5b 01 00 08 00 00 34 ad 87 1f 4e 3e f8 c0 0e 87 f3 c1 07 65 23 00 00 01 00 80 a6 f6 d5 57 c9 d2 [.....4...N>.......e#........W..
1800 a5 76 38 9c a5 4b cb 46 00 00 02 00 00 4d ef ef 7f 4f 56 ae b4 c3 ff 5a b9 b2 6c 03 00 20 00 00 .v8..K.F.....M...OV....Z..l.....
1820 50 8d fb ee 4b b6 6d b3 c3 d7 b6 6d 2b 9b 00 00 08 00 00 54 e5 3f ff 49 16 2e b4 c3 d7 16 2e 2c P...K.m....m+......T.?.I.......,
1840 9b 00 00 08 00 00 54 e7 8d 37 92 c5 8b ed b0 78 71 d9 02 00 40 00 00 a0 5a 7d 7d c9 13 4f b4 ee ......T..7.....xq...@...Z}}..O..
1860 fd 9f 78 a2 6c 00 00 20 00 00 50 bd fb ee 4b 56 af 6e bd 7b af 5e ed fb fe 01 00 01 c0 04 00 2d ..x.l.....P...KV.n.{.^.........-
1880 a6 bb 3b 79 e9 a5 d6 b9 ef 4b 2f 95 3b 03 00 08 00 00 b4 9c db 6e 4b 5e 7c b1 fe 7b be f8 62 b9 ..;y.....K/.;........nK^|..{..b.
18a0 2b 00 00 02 00 40 cb fa c3 1f 92 15 2b ea bd df 8a 15 e5 8e 00 00 08 00 00 2d ef ee bb 93 65 cb +....@......+............-....e.
18c0 ea bb d7 b2 65 e5 6e 00 00 08 00 00 fc bf de de a4 b3 33 d9 b5 ab f9 ef b2 6b 57 b9 4b 6f af e7 ....e.n...........3......kW.Ko..
18e0 0a 00 20 00 00 f0 2d af be 9a 5c 77 5d f2 f2 cb cd 7b 87 97 5f 2e 77 78 f5 55 cf 13 00 40 00 00 ......-...\w]....{.._.wx.U...@..
1900 e0 b0 76 ee 4c ba ba 92 85 0b 93 3d 7b 9a e7 dc 7b f6 94 33 77 75 95 3b 00 00 20 00 00 30 08 cf ..v.L......={...{..3wu.;.....0..
1920 3c 93 4c 9e 9c 2c 5f 3e f4 cf ba 7c 79 39 eb 33 cf 78 6e 00 00 02 00 00 47 ed 93 4f 92 9e 9e e4 <.L..,_>...|y9.3.xn.....G..O....
1940 9a 6b 92 17 5e 18 7a e7 7b e1 85 72 b6 9e 9e 72 56 00 00 04 00 00 8e c1 bb ef 26 7f fc 63 32 75 .k..^.z.{..r...rV.........&..c2u
1960 6a f2 c4 13 c9 fe fd 3f dd 59 f6 ef 2f 67 98 3a b5 9c e9 dd 77 3d 1f 00 80 a3 30 dc 04 00 1c d1 j......?.Y../g.:....w=....0.....
1980 96 2d c9 7d f7 25 0f 3c 90 cc 9c 99 4c 9f 9e 4c 99 72 62 3e f7 fa f5 c9 9a 35 c9 aa 55 c9 17 5f .-.}.%.<....L..L.rb>.....5..U.._
19a0 78 16 00 00 02 00 00 c7 dd 17 5f 24 cf 3e 5b 5e 63 c7 26 57 5d 95 4c 9a 94 5c 71 45 32 6e dc 8f x........._$.>[^c.&W].L..\qE2n..
19c0 f3 39 b6 6f 4f de 7c 33 d9 b8 31 79 fd f5 3a fe 78 42 00 00 01 00 80 a6 b5 6b 57 f2 fc f3 e5 95 .9.oO.|3..1y..:.xB.......kW.....
19e0 24 ed ed 49 47 47 32 71 62 72 e1 85 e5 e3 b3 cf 4e 46 8f 4e 46 8d 4a 46 8c 28 bf ee c0 81 64 df $..IGG2qbr......NF.NF.JF.(....d.
1a00 be f2 d3 fb 3f fa 28 69 34 92 ad 5b 93 cd 9b 93 81 81 f2 31 00 00 02 00 00 43 54 a3 51 5e af bc ....?.(i4..[.......1.....CT.Q^..
1a20 62 0b 00 80 21 c8 0f 01 04 00 00 00 01 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 10 00 00 00 b...!...........................
1a40 00 00 01 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 10 00 00 00 00 40 00 00 00 00 00 04 00 00 .......................@........
1a60 00 00 40 00 00 00 00 00 04 00 00 00 00 40 00 00 00 00 00 04 00 00 00 00 40 00 00 00 00 00 04 00 ..@..........@..........@.......
1a80 00 00 00 10 00 00 00 00 00 01 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 10 00 00 00 00 00 01 ................................
1aa0 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 04 00 13 00 00 00 80 00 00 00 00 00 08 00 00 00 00 ................................
1ac0 80 00 00 00 00 00 08 00 00 00 00 c0 89 31 dc 04 50 a1 46 c3 06 00 00 c0 37 78 07 00 00 00 00 b4 .............1..P.F.....7x......
1ae0 00 ef 00 00 38 1c ef a4 00 00 a0 22 de 01 00 00 00 00 02 00 00 00 00 20 00 00 00 00 00 02 00 00 ....8......"....................
1b00 00 00 20 00 00 00 00 00 02 00 00 00 00 20 00 00 00 00 00 02 00 00 00 00 20 00 00 00 00 80 00 00 ................................
1b20 00 00 00 08 00 00 00 00 80 00 00 00 00 00 08 00 00 00 00 80 00 00 00 00 00 08 00 00 00 00 80 00 ................................
1b40 00 00 00 00 08 00 00 00 00 20 00 00 00 00 00 02 00 00 00 00 20 00 00 00 00 00 02 00 00 00 00 20 ................................
1b60 00 00 00 00 00 02 00 00 00 00 20 00 00 00 00 00 02 00 00 00 00 08 00 26 00 00 00 00 01 00 00 00 .......................&........
1b80 00 10 00 00 00 00 00 01 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 10 00 00 00 00 00 01 00 00 ................................
1ba0 00 00 f8 af e1 26 80 16 d4 de 6e 03 00 00 86 9e 46 c3 06 c7 91 77 00 00 00 00 80 00 00 00 00 00 .....&....n.....F....w..........
1bc0 08 00 00 00 00 80 00 00 00 00 00 08 00 00 00 00 80 00 00 00 00 00 08 00 00 00 00 80 00 00 00 00 ................................
1be0 00 08 00 00 00 00 20 00 00 00 00 00 02 00 00 00 00 20 00 00 00 00 00 02 00 00 00 00 20 00 00 00 ................................
1c00 00 00 02 00 00 00 00 20 00 00 00 00 00 02 00 00 00 00 08 00 00 00 00 80 00 00 00 00 00 08 00 00 ................................
1c20 00 00 80 00 00 00 00 00 08 00 00 00 00 80 00 00 00 00 00 08 00 00 00 00 80 00 00 00 00 00 02 80 ................................
1c40 09 00 00 00 40 00 00 00 00 00 04 00 00 00 00 40 00 00 00 00 00 04 00 00 00 00 40 00 00 00 00 00 ....@..........@..........@.....
1c60 04 00 00 00 00 40 00 00 00 00 00 04 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 10 00 00 00 00 .....@..........................
1c80 00 01 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 04 00 00 00 ................................
1ca0 00 40 00 00 00 00 00 04 00 00 00 00 40 00 00 00 00 00 04 00 00 00 00 e0 38 1a 6e 02 68 41 8d 86 .@..........@...........8.n.hA..
1cc0 0d 00 00 a0 c5 78 07 00 00 00 00 08 00 00 00 00 80 00 00 00 00 00 08 00 00 00 00 80 00 00 00 00 .....x..........................
1ce0 00 08 00 00 00 00 80 00 00 00 00 00 08 00 00 00 00 80 00 00 00 00 00 02 00 00 00 00 20 00 00 00 ................................
1d00 00 00 02 00 00 00 00 20 00 00 00 00 00 02 00 00 00 00 20 00 00 00 00 00 02 00 00 00 00 20 00 00 ................................
1d20 00 00 80 00 00 00 00 00 08 00 00 00 00 80 00 00 00 00 00 08 00 00 00 00 80 00 00 00 00 00 08 00 ................................
1d40 00 00 00 80 00 00 00 00 00 08 00 00 00 00 20 00 98 00 00 00 00 04 00 00 00 00 40 00 00 00 00 00 ..........................@.....
1d60 04 00 00 00 00 40 00 00 00 00 00 04 00 00 00 00 40 00 00 00 00 00 04 00 00 00 00 40 00 00 00 00 .....@..........@..........@....
1d80 00 01 00 00 00 00 a8 ca 70 13 40 0b 6a 6f b7 01 00 00 c7 5f a3 61 83 21 c4 3b 00 00 00 00 40 00 ........p.@.jo....._.a.!.;....@.
1da0 00 00 00 00 04 00 00 00 00 40 00 00 00 00 00 04 00 00 00 00 40 00 00 00 00 00 04 00 00 00 00 40 .........@..........@..........@
1dc0 00 00 00 00 00 04 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 ................................
1de0 10 00 00 00 00 00 01 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 04 00 00 00 00 40 00 00 00 00 ...........................@....
1e00 00 04 00 00 00 00 40 00 00 00 00 00 04 00 00 00 00 40 00 00 00 00 00 04 00 00 00 00 40 00 00 00 ......@..........@..........@...
1e20 00 00 01 c0 04 00 00 00 20 00 00 00 00 00 02 00 00 00 00 20 00 00 00 00 00 02 00 00 00 00 20 00 ................................
1e40 00 00 00 00 02 00 00 00 00 20 00 00 00 00 00 02 00 00 00 00 08 00 00 00 00 80 00 00 00 00 00 08 ................................
1e60 00 00 00 00 80 00 f0 7f ed da b1 0d c0 30 0c 03 41 05 f0 18 de 7f 32 ee 91 2c e0 b4 2e a4 bb 11 .............0..A.....2..,......
1e80 58 3e 08 00 00 00 08 00 00 00 00 80 00 00 00 00 00 08 00 00 00 00 80 00 00 00 00 00 02 00 00 00 X>..............................
1ea0 00 20 00 00 00 00 00 02 00 00 00 00 20 00 00 00 00 00 02 00 00 00 00 20 00 00 00 00 00 02 00 00 ................................
1ec0 00 00 20 00 00 00 00 80 00 00 00 00 00 08 00 00 00 00 80 00 00 00 00 00 08 00 00 00 00 80 00 00 ................................
1ee0 00 00 00 08 00 00 00 00 80 00 00 00 00 00 08 00 00 00 00 80 00 00 00 00 00 02 00 00 00 00 20 00 ................................
1f00 00 00 00 00 02 00 00 00 00 20 00 00 00 00 00 97 2d 13 c0 40 89 0d 00 00 60 18 0f 00 00 00 00 10 ................-..@....`.......
1f20 00 00 00 00 00 01 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 ................................
1f40 10 00 00 00 00 00 01 00 00 00 00 04 00 00 00 00 40 00 00 00 00 00 04 00 00 00 00 40 00 00 00 00 ................@..........@....
1f60 00 04 00 00 00 00 40 00 00 00 00 00 04 00 00 00 00 40 00 00 00 00 00 01 00 00 00 00 10 00 00 00 ......@..........@..............
1f80 00 00 01 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 10 00 00 ................................
1fa0 00 00 40 00 30 01 00 00 00 08 00 00 00 00 80 00 00 00 00 00 08 00 00 00 00 80 00 00 00 00 00 08 ..@.0...........................
1fc0 00 00 00 00 80 00 00 00 00 00 08 00 00 00 00 80 00 00 00 00 00 02 00 00 00 00 d0 ca 32 01 34 b6 ............................2.4.
1fe0 b7 0d 00 00 26 49 6c c0 2f 0f 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 10 00 00 00 00 00 01 ....&Il./.......................
2000 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 04 00 00 00 00 40 ...............................@
2020 00 00 00 00 00 04 00 00 00 00 40 00 00 00 00 00 04 00 00 00 00 40 00 00 00 00 00 04 00 00 00 00 ..........@..........@..........
2040 40 00 00 00 00 00 01 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 10 00 00 00 00 00 01 00 00 00 @...............................
2060 00 10 00 dc 43 67 5a 00 00 00 b1 49 44 41 54 00 00 00 00 01 00 00 00 00 10 00 00 00 00 40 00 30 ....CgZ....IDAT..............@.0
2080 01 00 00 00 08 00 00 00 00 80 00 00 00 00 00 08 00 00 00 00 80 00 00 00 00 00 08 00 00 00 00 80 ................................
20a0 00 00 00 00 00 08 00 00 00 00 80 00 00 00 00 00 02 00 00 00 00 d0 ca 32 01 34 96 d8 00 00 00 a8 .......................2.4......
20c0 2a 0f 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 10 00 00 00 00 00 01 00 00 00 00 b8 e6 31 01 *.............................1.
20e0 f4 91 e4 b5 02 00 00 70 e2 01 00 00 00 00 02 00 00 00 00 20 00 00 00 00 00 02 00 00 00 00 20 00 .......p........................
2100 00 00 00 00 02 00 00 00 00 20 00 00 00 00 00 02 00 00 00 00 20 00 00 00 00 c0 28 1f d0 31 29 6a ..........................(..1)j
2120 0c 86 30 ae 00 00 00 00 49 45 4e 44 ae 42 60 82 ..0.....IEND.B`.
1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017
# 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>, <persistance>, <lacunarity>[, <default flags>]
#            - default
#   * noise_params_3d:
#            Format is <offset>, <scale>, (<spreadX>, <spreadY>, <spreadZ>), <seed>, <octaves>, <persistance>, <lacunarity>[, <default flags>]
#            - default
#   * v3f:
#            Format is (<X>, <Y>, <Z>)
#            - default
#
# Comments directly above a setting are bound to this setting.
# All other comments are ignored.
#
# Comments and (Readable name) are handled by gettext.
# Comments should be complete sentences that describe the setting and possibly
#  give the user additional useful insight.
# Sections are marked by a single line in the format: [Section Name]
# Sub-section are marked by adding * in front of the section name: [*Sub-section]
# Sub-sub-sections have two * etc.
# There shouldn't be too much settings per category; settings that shouldn't be
#  modified by the "average user" should be in (sub-)categories called "Advanced".

[Controls]
#    If enabled, you can place blocks at the position (feet + eye level) where you stand.
#    This is helpful when working with nodeboxes in small areas.
enable_build_where_you_stand (Build inside player) bool false

#    Player is able to fly without being affected by gravity.
#    This requires the "fly" privilege on the server.
free_move (Flying) bool false

#    If enabled, makes move directions relative to the player's pitch when flying or swimming.
pitch_move (Pitch move mode) bool false

#    Fast movement (via the "special" key).
#    This requires the "fast" privilege on the server.
fast_move (Fast movement) bool false

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

#    Smooths camera when looking around. Also called look or mouse smoothing.
#    Useful for recording videos.
cinematic (Cinematic mode) bool false

#    Smooths rotation of camera. 0 to disable.
camera_smoothing (Camera smoothing) float 0.0 0.0 0.99

#    Smooths rotation of camera in cinematic mode. 0 to disable.
cinematic_camera_smoothing (Camera smoothing in cinematic mode) float 0.7 0.0 0.99

#    Invert vertical mouse movement.
invert_mouse (Invert mouse) bool false

#    Mouse sensitivity multiplier.
mouse_sensitivity (Mouse sensitivity) float 0.2

#    If enabled, "special" key instead of "sneak" key is used for climbing down and
#    descending.
aux1_descends (Special key for climbing/descending) bool false

#    Double-tapping the jump key toggles fly mode.
doubletap_jump (Double tap jump for fly) bool false

#    If disabled, "special" key is used to fly fast if both fly and fast mode are
#    enabled.
always_fly_fast (Always fly and fast) bool true

#    The time in seconds it takes between repeated right clicks when holding the right
#    mouse button.
repeat_rightclick_time (Rightclick repetition interval) float 0.25 0.001

#    Automatically jump up single-node obstacles.
autojump (Automatic jumping) bool false

#    Prevent digging and placing from repeating when holding the mouse buttons.
#    Enable this when you dig or place too often by accident.
safe_dig_and_place (Safe digging and placing) bool false

#    Enable random user input (only used for testing).
random_input (Random input) bool false

#    Continuous forward movement, toggled by autoforward key.
#    Press the autoforward key again or the backwards movement to disable.
continuous_forward (Continuous forward) bool false

#    The length in pixels it takes for touch screen interaction to start.
touchscreen_threshold (Touch screen threshold) int 20 0 100

#    (Android) Fixes the position of virtual joystick.
#    If disabled, virtual joystick will center to first-touch's position.
fixed_virtual_joystick (Fixed virtual joystick) bool false

#    (Android) Use virtual joystick to trigger "aux" button.
#    If enabled, virtual joystick will also tap "aux" button when out of main circle.
virtual_joystick_triggers_aux (Virtual joystick triggers aux button) bool false

#    Enable joysticks
enable_joysticks (Enable joysticks) bool false

#    The identifier of the joystick to use
joystick_id (Joystick ID) int 0

#    The type of joystick
joystick_type (Joystick type) enum auto auto,generic,xbox

#    The time in seconds it takes between repeated events
#    when holding down a joystick button combination.
repeat_joystick_button_time (Joystick button repetition interval) float 0.17 0.001

#    The sensitivity of the joystick axes for moving the
#    ingame view frustum around.
joystick_frustum_sensitivity (Joystick frustum sensitivity) float 170

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

#    Key for moving the player backward.
#    Will also disable autoforward, when active.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_backward (Backward key) key KEY_KEY_S

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

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

#    Key for jumping.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_jump (Jump key) key KEY_SPACE

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

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

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

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

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

#    Key for opening the chat window to type local commands.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_cmd_local (Command key) key .

#    Key for toggling unlimited view range.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_rangeselect (Range select key) key KEY_KEY_R

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

#    Key for toggling pitch move mode.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_pitchmove (Pitch move key) key KEY_KEY_P

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

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

#    Key for selecting the next item in the hotbar.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_hotbar_next (Hotbar next key) key KEY_KEY_N

#    Key for selecting the previous item in the hotbar.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_hotbar_previous (Hotbar previous key) key KEY_KEY_B

#    Key for muting the game.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_mute (Mute key) key KEY_KEY_M

#    Key for increasing the volume.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_increase_volume (Inc. volume key) key

#    Key for decreasing the volume.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_decrease_volume (Dec. volume key) key

#    Key for toggling autoforward.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_autoforward (Automatic forward key) key

#    Key for toggling cinematic mode.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_cinematic (Cinematic mode key) key

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

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

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

#    Key to use view zoom when possible.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_zoom (View zoom key) key KEY_KEY_Z

#    Key for 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_F7

#    Key for increasing the viewing range.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_increase_viewing_range_min (View range increase key) key +

#    Key for decreasing the viewing range.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
keymap_decrease_viewing_range_min (View range decrease key) key -

[Graphics]

[*In-Game]

[**Basic]

#    Enable VBO
enable_vbo (VBO) bool true

#    Whether to fog out the end of the visible area.
enable_fog (Fog) bool true

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

#    Connects glass if supported by node.
connected_glass (Connect glass) bool false

#    Enable smooth lighting with simple ambient occlusion.
#    Disable for speed or for different looks.
smooth_lighting (Smooth lighting) bool true

#    Clouds are a client side effect.
enable_clouds (Clouds) bool true

#    Use 3D cloud look instead of flat.
enable_3d_clouds (3D clouds) bool true

#    Method used to highlight selected object.
node_highlighting (Node highlighting) enum box box,halo,none

#    Adds particles when digging a node.
enable_particles (Digging particles) bool true

[**Filtering]

#    Use mip mapping to scale textures. May slightly increase performance,
#    especially when using a high resolution texture pack.
#    Gamma correct downscaling is not supported.
mip_map (Mipmapping) bool false

#    Use anisotropic filtering when viewing at textures from an angle.
anisotropic_filter (Anisotropic filtering) bool false

#    Use bilinear filtering when scaling textures.
bilinear_filter (Bilinear filtering) bool false

#    Use trilinear filtering when scaling textures.
trilinear_filter (Trilinear filtering) bool false

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

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

#    Experimental option, might cause visible spaces between blocks
#    when set to higher number than 0.
fsaa (FSAA) enum 0 0,1,2,4,8,16

#    Undersampling is similar to using a lower screen resolution, but it applies
#    to the game world only, keeping the GUI intact.
#    It should give a significant performance boost at the cost of less detailed image.
#    Higher values result in a less detailed image.
undersampling (Undersampling) int 1 1 8

[**Shaders]

#    Shaders allow advanced visual effects and may increase performance on some video
#    cards.
#    This only works with the OpenGL video backend.
enable_shaders (Shaders) bool true

#    Path to shader directory. If no path is defined, default location will be used.
shader_path (Shader path) path

[***Tone Mapping]

#    Enables filmic tone mapping
tone_mapping (Filmic tone mapping) bool false

[***Bumpmapping]

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

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

#    Strength of generated normalmaps.
normalmaps_strength (Normalmaps strength) float 0.6

#    Defines sampling step of texture.
#    A higher value results in smoother normal maps.
normalmaps_smooth (Normalmaps sampling) int 0 0 2

[***Parallax Occlusion]

#    Enables parallax occlusion mapping.
#    Requires shaders to be enabled.
enable_parallax_occlusion (Parallax occlusion) bool false

#    0 = parallax occlusion with slope information (faster).
#    1 = relief mapping (slower, more accurate).
parallax_occlusion_mode (Parallax occlusion mode) int 1 0 1

#    Strength of parallax.
3d_paralax_strength (Parallax occlusion strength) float 0.025

#    Number of parallax occlusion iterations.
parallax_occlusion_iterations (Parallax occlusion iterations) int 4

#    Overall scale of parallax occlusion effect.
parallax_occlusion_scale (Parallax occlusion scale) float 0.08

#    Overall bias of parallax occlusion effect, usually scale/2.
parallax_occlusion_bias (Parallax occlusion bias) float 0.04

[***Waving Nodes]

#    Set to true enables waving water.
#    Requires shaders to be enabled.
enable_waving_water (Waving water) bool false

water_wave_height (Waving water wave height) float 1.0

water_wave_length (Waving water wavelength) float 20.0

water_wave_speed (Waving water wave speed) float 5.0

#    Set to true enables waving leaves.
#    Requires shaders to be enabled.
enable_waving_leaves (Waving leaves) bool false

#    Set to true enables waving plants.
#    Requires shaders to be enabled.
enable_waving_plants (Waving plants) bool false

[**Advanced]

#    Arm inertia, gives a more realistic movement of
#    the arm when the camera moves.
arm_inertia (Arm inertia) bool true

#    If FPS would go higher than this, limit it by sleeping
#    to not waste CPU power for no benefit.
fps_max (Maximum FPS) int 60 1

#    Maximum FPS when game is paused.
pause_fps_max (FPS in pause menu) int 20 1

#    Open the pause menu when the window's focus is lost. Does not pause if a formspec is
#    open.
pause_on_lost_focus (Pause on lost window focus) bool false

#    View distance in nodes.
viewing_range (Viewing range) int 100 20 4000

#   Camera 'near clipping plane' distance in nodes, between 0 and 0.5.
#   Most users will not need to change this.
#   Increasing can reduce artifacting on weaker GPUs.
#   0.1 = Default, 0.25 = Good value for weaker tablets.
near_plane (Near clipping plane) float 0.1 0 0.5

#    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

#    Adjust the gamma encoding for the light tables. Higher numbers are brighter.
#    This setting is for the client only and is ignored by the server.
display_gamma (Gamma) float 1.0 0.5 10.0

#    Gradient of light curve at minimum light level.
lighting_alpha (Darkness sharpness) float 0.0 0.0 4.0

#    Gradient of light curve at maximum light level.
lighting_beta (Lightness sharpness) float 1.5 0.0 4.0

#    Strength of light curve mid-boost.
lighting_boost (Light curve mid boost) float 0.2 0.0 1.0

#    Center of light curve mid-boost.
lighting_boost_center (Light curve mid boost center) float 0.5 0.0 1.0

#    Spread of light curve mid-boost.
#    Standard deviation of the mid-boost gaussian.
lighting_boost_spread (Light curve mid boost spread) float 0.2 0.0 1.0

#    Path to texture directory. All textures are first searched from here.
texture_path (Texture path) path

#    The rendering back-end for Irrlicht.
#    A restart is required after changing this.
#    Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
#    On other platforms, OpenGL is recommended, and it’s the only driver with
#    shader support currently.
video_driver (Video driver) enum opengl null,software,burningsvideo,direct3d8,direct3d9,opengl,ogles1,ogles2

#    Radius of cloud area stated in number of 64 node cloud squares.
#    Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
cloud_radius (Cloud radius) int 12

#    Enable view bobbing and amount of view bobbing.
#    For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
view_bobbing_amount (View bobbing factor) float 1.0

#    Multiplier for fall bobbing.
#    For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
fall_bobbing_amount (Fall bobbing factor) float 0.03

#    3D support.
#    Currently supported:
#    -    none: no 3d output.
#    -    anaglyph: cyan/magenta color 3d.
#    -    interlaced: odd/even line based polarisation screen support.
#    -    topbottom: split screen top/bottom.
#    -    sidebyside: split screen side by side.
#    -    crossview: Cross-eyed 3d
#    -    pageflip: quadbuffer based 3d.
#    Note that the interlaced mode requires shaders to be enabled.
3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,crossview,pageflip

#    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).
crosshair_color (Crosshair color) string (255,255,255)

#    Crosshair alpha (opaqueness, between 0 and 255).
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
#    Useable to make minimap smoother on slower machines.
minimap_double_scan_height (Minimap scan height) bool true

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

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

#    Enables animation of inventory items.
inventory_items_animations (Inventory items animations) bool false

#    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
show_entity_selectionbox (Show entity selection boxes) bool true

[*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.
freetype (FreeType fonts) bool true

#    Path to TrueTypeFont or bitmap.
font_path (Font path) filepath fonts/liberationsans.ttf

font_size (Font size) int 16 1

#    Font shadow offset, if 0 then shadow will not be drawn.
font_shadow (Font shadow) int 1

#    Font shadow alpha (opaqueness, between 0 and 255).
font_shadow_alpha (Font shadow alpha) int 127 0 255

mono_font_path (Monospace font path) filepath fonts/liberationmono.ttf

mono_font_size (Monospace font size) int 15 1

#    This font will be used for certain languages.
fallback_font_path (Fallback font) filepath fonts/DroidSansFallbackFull.ttf
fallback_font_size (Fallback font size) int 15 1
fallback_font_shadow (Fallback font shadow) int 1
fallback_font_shadow_alpha (Fallback font shadow alpha) int 128 0 255

#    Path to save screenshots at.
screenshot_path (Screenshot folder) path

#    Format of screenshots.
screenshot_format (Screenshot format) enum png png,jpg,bmp,pcx,ppm,tga

#    Screenshot quality. Only used for JPEG format.
#    1 means worst quality; 100 means best quality.
#    Use 0 for default quality.
screenshot_quality (Screenshot quality) int 0 0 100

[*Advanced]

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

enable_sound (Sound) bool true

sound_volume (Volume) float 0.7 0.0 1.0

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

#    Save the map received by the client on disk.
enable_local_map_saving (Saving map received from server) bool false

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

#    Enable Lua modding support on client.
#    This support is experimental and API can change.
enable_client_modding (Client modding) bool false

#    URL to the server list displayed in the Multiplayer Tab.
serverlist_url (Serverlist URL) string servers.minetest.net

#    File in client/serverlist/ that contains your favorite servers displayed in the
#    Multiplayer Tab.
serverlist_file (Serverlist file) string favoriteservers.txt

#    Maximum size of the out chat queue.
#    0 to disable queueing and -1 to make the queue size unlimited.
max_out_chat_queue_size (Maximum size of the out chat queue) int 20

#    Enable register confirmation when connecting to server.
#    If disabled, new account will be registered automatically.
enable_register_confirmation (Enable register confirmation) bool true

[*Advanced]

#    Timeout for client to remove unused map data from memory.
client_unload_unused_data_timeout (Mapblock unload timeout) int 600

#    Maximum number of mapblocks for client to be kept in memory.
#    Set to -1 for unlimited amount.
client_mapblock_limit (Mapblock limit) int 5000

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

[Server / Singleplayer]

#    Name of the server, to be displayed when players join and in the serverlist.
server_name (Server name) string Minetest server

#    Description of server, to be displayed when players join and in the serverlist.
server_description (Server description) string mine here

#    Domain name of server, to be displayed in the serverlist.
server_address (Server address) string game.minetest.net

#    Homepage of server, to be displayed in the serverlist.
server_url (Server URL) string https://minetest.net

#    Automatically report to the serverlist.
server_announce (Announce server) bool false

#    Announce to this serverlist.
serverlist_url (Serverlist URL) string servers.minetest.net

#    Remove color codes from incoming chat messages
#    Use this to stop players from being able to use color in their messages
strip_color_codes (Strip color codes) bool false

[*Network]

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

#    The network interface that the server listens on.
bind_address (Bind address) string

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

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

#    Enable/disable running an IPv6 server.
#    Ignored if bind_address is set.
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

#    Enable players getting damage and dying.
enable_damage (Damage) bool false

#    Enable creative mode for new created maps.
creative_mode (Creative) bool false

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

#    New users need to input this password.
default_password (Default password) string

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

#    Privileges that players with basic_privs can grant
basic_privs (Basic privileges) string interact, shout

#    Whether players are shown to clients without any range limit.
#    Deprecated, use the setting player_transfer_distance instead.
unlimited_player_transfer_distance (Unlimited player transfer distance) bool true

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

#    Whether to allow players to damage and kill each other.
enable_pvp (Player versus player) bool true

#    Enable mod channels support.
enable_mod_channels (Mod channels) bool false

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

#    If enabled, new players cannot join with an empty password.
disallow_empty_password (Disallow empty passwords) bool false

#    If enabled, disable cheat prevention in multiplayer.
disable_anticheat (Disable anticheat) bool false

#    If enabled, actions are recorded for rollback.
#    This option is only read when server starts.
enable_rollback_recording (Rollback recording) bool false

#    Format of player chat messages. The following strings are valid placeholders:
#    @name, @message, @timestamp (optional)
chat_message_format (Chat message format) string <@name> @message

#    A message to be displayed to all clients when the server shuts down.
kick_msg_shutdown (Shutdown message) string Server shutting down.

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

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

#    From how far clients know about objects, stated in mapblocks (16 nodes).
#
#    Setting this larger than active_block_range will also cause the server
#    to maintain active objects up to this distance in the direction the
#    player is looking. (This can avoid mobs suddenly disappearing from view)
active_object_send_range_blocks (Active object send range) int 4

#    The radius of the volume of blocks around every player that is subject to the
#    active block stuff, stated in mapblocks (16 nodes).
#    In active blocks objects are loaded and ABMs run.
#    This is also the minimum range in which active objects (mobs) are maintained.
#    This should be configured together with active_object_range.
active_block_range (Active block range) int 3

#    From how far blocks are sent to clients, stated in mapblocks (16 nodes).
max_block_send_distance (Max block send distance) int 10

#    Maximum number of forceloaded mapblocks.
max_forceloaded_blocks (Maximum forceloaded blocks) int 16

#    Interval of sending time of day to clients.
time_send_interval (Time send interval) int 5

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

#    Time of day when a new world is started, in millihours (0-23999).
world_start_time (World start time) int 6125 0 23999

#    Interval of saving important changes in the world, stated in seconds.
server_map_save_interval (Map save interval) float 5.3

#    Set the maximum character length of a chat message sent by clients.
chat_message_max_size (Chat message max length) int 500

#    Amount of messages a player may send per 10 seconds.
chat_message_limit_per_10sec (Chat message count limit) float 10.0

#    Kick players who sent more than X messages per 10 seconds.
chat_message_limit_trigger_kick (Chat message kick threshold) int 50

[**Physics]

#    Horizontal and vertical acceleration on ground or when climbing,
#    in nodes per second per second.
movement_acceleration_default (Default acceleration) float 3

#    Horizontal acceleration in air when jumping or falling,
#    in nodes per second per second.
movement_acceleration_air (Acceleration in air) float 2

#    Horizontal and vertical acceleration in fast mode,
#    in nodes per second per second.
movement_acceleration_fast (Fast mode acceleration) float 10

#    Walking and flying speed, in nodes per second.
movement_speed_walk (Walking speed) float 4

#    Sneaking speed, in nodes per second.
movement_speed_crouch (Sneaking speed) float 1.35

#    Walking, flying and climbing speed in fast mode, in nodes per second.
movement_speed_fast (Fast mode speed) float 20

#    Vertical climbing speed, in nodes per second.
movement_speed_climb (Climbing speed) float 3

#    Initial vertical speed when jumping, in nodes per second.
movement_speed_jump (Jumping speed) float 6.5

#    Decrease this to increase liquid resistence to movement.
movement_liquid_fluidity (Liquid fluidity) float 1

#    Maximum liquid resistence. Controls deceleration when entering liquid at
#    high speed.
movement_liquid_fluidity_smooth (Liquid fluidity smoothing) float 0.5

#    Controls sinking speed in liquid.
movement_liquid_sink (Liquid sinking) float 10

#    Acceleration of gravity, in nodes per second per second.
movement_gravity (Gravity) float 9.81

[**Advanced]

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

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

#    How much the server will wait before unloading unused mapblocks.
#    Higher value is smoother, but will use more RAM.
server_unload_unused_data_timeout (Unload unused server data) int 29

#    Maximum number of statically stored objects in a block.
max_objects_per_block (Maximum objects per block) int 64

#    See https://www.sqlite.org/pragma.html#pragma_synchronous
sqlite_synchronous (Synchronous SQLite) enum 2 0,1,2

#    Length of a server tick and the interval at which objects are generally updated over
#    network.
dedicated_server_step (Dedicated server step) float 0.09

#    Length of time between active block management cycles
active_block_mgmt_interval (Active block management interval) float 2.0

#    Length of time between Active Block Modifier (ABM) execution cycles
abm_interval (ABM interval) float 1.0

#    Length of time between NodeTimer execution cycles
nodetimer_interval (NodeTimer interval) float 0.2

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

#    Max liquids processed per step.
liquid_loop_max (Liquid loop max) int 100000

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

#    Liquid update interval in seconds.
liquid_update (Liquid update tick) float 1.0

#    At this distance the server will aggressively optimize which blocks are sent to
#    clients.
#    Small values potentially improve performance a lot, at the expense of visible
#    rendering glitches (some blocks will not be rendered under water and in caves,
#    as well as sometimes on land).
#    Setting this to a value greater than max_block_send_distance disables this
#    optimization.
#    Stated in mapblocks (16 nodes).
block_send_optimize_distance (Block send optimize distance) int 4 2

#    If enabled the server will perform map block occlusion culling based on
#    on the eye position of the player. This can reduce the number of blocks
#    sent to the client 50-80%. The client will not longer receive most invisible
#    so that the utility of noclip mode is reduced.
server_side_occlusion_culling (Server side occlusion culling) bool true

#    Restricts the access of certain client-side functions on servers.
#    Combine the byteflags below to restrict client-side features, or set to 0
#    for no restrictions:
#    LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
#    CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
#    READ_ITEMDEFS: 4 (disable get_item_def call client-side)
#    READ_NODEDEFS: 8 (disable get_node_def call client-side)
#    LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
#    csm_restriction_noderange)
#    READ_PLAYERINFO: 32 (disable get_player_names call client-side)
csm_restriction_flags (Client side modding restrictions) int 62

#   If the CSM restriction for node range is enabled, get_node calls are limited
#   to this distance from the player to the node.
csm_restriction_noderange (Client side node lookup range restriction) int 0

[*Security]

#    Prevent mods from doing insecure things like running shell commands.
secure.enable_security (Enable mod security) bool true

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

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

[*Advanced]

[**Profiling]
#    Load the game profiler to collect game profiling data.
#    Provides a /profiler command to access the compiled profile.
#    Useful for mod developers and server operators.
profiler.load (Load the game profiler) bool false

#    The default format in which profiles are being saved,
#    when calling `/profiler save [format]` without format.
profiler.default_report_format (Default report format) enum txt txt,csv,lua,json,json_pretty

#    The file path relative to your worldpath in which profiles will be saved to.
profiler.report_path (Report path) string ""

[***Instrumentation]

#    Instrument the methods of entities on registration.
instrument.entity (Entity methods) bool true

#    Instrument the action function of Active Block Modifiers on registration.
instrument.abm (Active Block Modifiers) bool true

#    Instrument the action function of Loading Block Modifiers on registration.
instrument.lbm (Loading Block Modifiers) bool true

#    Instrument chatcommands on registration.
instrument.chatcommand (Chatcommands) bool true

#    Instrument global callback functions on registration.
#    (anything you pass to a minetest.register_*() function)
instrument.global_callback (Global callbacks) bool true

[****Advanced]
#    Instrument builtin.
#    This is usually only needed by core/builtin contributors
instrument.builtin (Builtin) bool false

#    Have the profiler instrument itself:
#     * Instrument an empty function.
#       This estimates the overhead, that instrumentation is adding (+1 function call).
#     * Instrument the sampler being used to update the statistics.
instrument.profiler (Profiler) bool false

[Client and Server]

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

#    Set the language. Leave empty to use the system language.
#    A restart is required after changing this.
language (Language) enum   ,be,ca,cs,da,de,dv,en,eo,es,et,fr,he,hu,id,it,ja,jbo,ko,ky,lt,ms,nb,nl,pl,pt,pt_BR,ro,ru,sl,sr_Cyrl,sv,sw,tr,uk,zh_CN,zh_TW


#    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

#    IPv6 support.
enable_ipv6 (IPv6) bool true

[*Advanced]

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

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

#    Maximum time in ms a file download (e.g. a mod download) may take.
curl_file_download_timeout (cURL file download timeout) int 300000

#    Makes DirectX work with LuaJIT. Disable if it causes troubles.
high_precision_fpu (High-precision FPU) bool true

#    Changes the main menu UI:
#    -   Full:  Multiple singleplayer worlds, game choice, texture pack chooser, etc.
#    -   Simple: One singleplayer world, no game or texture pack choosers. May be
#                necessary for smaller screens.
main_menu_style (Main menu style) enum full full,simple

#    Replaces the default main menu with a custom one.
main_menu_script (Main menu script) string

#    Print the engine's profiling data in regular intervals (in seconds).
#    0 = disable. Useful for developers.
profiler_print_interval (Engine profiling data print interval) int 0

[Mapgen]

#    Name of map generator to be used when creating a new world.
#    Creating a world in the main menu will override this.
#    Current mapgens in a highly unstable state:
#    -    The optional floatlands of v7 (disabled by default).
mg_name (Mapgen name) enum v7 v7,valleys,carpathian,v5,flat,fractal,singlenode,v6

#    Water surface level of the world.
water_level (Water level) int 1

#    From how far blocks are generated for clients, stated in mapblocks (16 nodes).
max_block_generate_distance (Max block generate distance) int 8

#    Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
#    Only mapchunks completely within the mapgen limit are generated.
#    Value is stored per-world.
mapgen_limit (Map generation limit) int 31000 0 31000

#    Global map generation attributes.
#    In Mapgen v6 the 'decorations' flag controls all decorations except trees
#    and junglegrass, in all other mapgens this flag controls all decorations.
mg_flags (Mapgen flags) flags caves,dungeons,light,decorations,biomes caves,dungeons,light,decorations,biomes,nocaves,nodungeons,nolight,nodecorations,nobiomes

[*Biome API temperature and humidity noise parameters]

#    Temperature variation for biomes.
mg_biome_np_heat (Heat noise) noise_params_2d 50, 50, (1000, 1000, 1000), 5349, 3, 0.5, 2.0, eased

#    Small-scale temperature variation for blending biomes on borders.
mg_biome_np_heat_blend (Heat blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0, eased

#    Humidity variation for biomes.
mg_biome_np_humidity (Humidity noise) noise_params_2d 50, 50, (1000, 1000, 1000), 842, 3, 0.5, 2.0, eased

#    Small-scale humidity variation for blending biomes on borders.
mg_biome_np_humidity_blend (Humidity blend noise) noise_params_2d 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0, eased

[*Mapgen V5]

#    Map generation attributes specific to Mapgen v5.
mgv5_spflags (Mapgen V5 specific flags) flags caverns caverns,nocaverns

#    Controls width of tunnels, a smaller value creates wider tunnels.
mgv5_cave_width (Cave width) float 0.09

#    Y of upper limit of large caves.
mgv5_large_cave_depth (Large cave depth) int -256

#    Deprecated, define and locate cave liquids using biome definitions instead.
#    Y of upper limit of lava in large caves.
mgv5_lava_depth (Lava depth) int -256

#    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' enables the rivers.
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

#    Controls width of tunnels, a smaller value creates wider tunnels.
mgv7_cave_width (Cave width) float 0.09

#    Y of upper limit of large caves.
mgv7_large_cave_depth (Large cave depth) int -33

#    Deprecated, define and locate cave liquids using biome definitions instead.
#    Y of upper limit of lava in large caves.
mgv7_lava_depth (Lava depth) int -256

#    Controls the density of mountain-type floatlands.
#    Is a noise offset added to the 'mgv7_np_mountain' noise value.
mgv7_float_mount_density (Floatland mountain density) float 0.6

#    Typical maximum height, above and below midpoint, of floatland mountains.
mgv7_float_mount_height (Floatland mountain height) float 128.0

#    Alters how mountain-type floatlands taper above and below midpoint.
mgv7_float_mount_exponent (Floatland mountain exponent) float 0.75

#    Y-level of floatland midpoint and lake surface.
mgv7_floatland_level (Floatland level) int 1280

#    Y-level to which floatland shadows extend.
mgv7_shadow_limit (Shadow limit) int 1024

#    Y-level of cavern upper limit.
mgv7_cavern_limit (Cavern limit) int -256

#    Y-distance over which caverns expand to full size.
mgv7_cavern_taper (Cavern taper) int 256

#    Defines full size of caverns, smaller values create larger caverns.
mgv7_cavern_threshold (Cavern threshold) float 0.7

#    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

#    Defines areas of floatland smooth terrain.
#    Smooth floatlands occur when noise > 0.
mgv7_np_floatland_base (Floatland base noise) noise_params_2d -0.6, 1.5, (600, 600, 600), 114, 5, 0.6, 2.0, eased

#    Variation of hill height and lake depth on floatland smooth terrain.
mgv7_np_float_base_height (Floatland base height noise) noise_params_2d 48, 24, (300, 300, 300), 907, 4, 0.7, 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 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.
mgcarpathian_cave_width (Cave width) float 0.09

#    Y of upper limit of large caves.
mgcarpathian_large_cave_depth (Large cave depth) int -33

#    Deprecated, define and locate cave liquids using biome definitions instead.
#    Y of upper limit of lava in large caves.
mgcarpathian_lava_depth (Lava depth) int -256

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

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

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

#    Lower Y limit of dungeons.
mgcarpathian_dungeon_ymin (Dungeon minimum Y) int -31000

#    Upper Y limit of dungeons.
mgcarpathian_dungeon_ymax (Dungeon maximum Y) int 31000

[**Noises]

#    Variation of biome filler depth.
mgcarpathian_np_filler_depth (Filler depth noise) noise_params_2d 0, 1, (128, 128, 128), 261, 3, 0.7, 2.0, eased

#    First of 4 2D noises that together define hill/mountain range height.
mgcarpathian_np_height1 (Hilliness1 noise) noise_params_2d 0, 5, (251, 251, 251), 9613, 5, 0.5, 2.0, eased

#    Second of 4 2D noises that together define hill/mountain range height.
mgcarpathian_np_height2 (Hilliness2 noise) noise_params_2d 0, 5, (383, 383, 383), 1949, 5, 0.5, 2.0, eased

#    Third of 4 2D noises that together define hill/mountain range height.
mgcarpathian_np_height3 (Hilliness3 noise) noise_params_2d 0, 5, (509, 509, 509), 3211, 5, 0.5, 2.0, eased

#    Fourth of 4 2D noises that together define hill/mountain range height.
mgcarpathian_np_height4 (Hilliness4 noise) noise_params_2d 0, 5, (631, 631, 631), 1583, 5, 0.5, 2.0, eased

#    2D noise that controls the size/occurrence of rolling hills.
mgcarpathian_np_hills_terrain (Rolling hills spread noise) noise_params_2d 1, 1, (1301, 1301, 1301), 1692, 3, 0.5, 2.0, eased

#    2D noise that controls the size/occurrence of ridged mountain ranges.
mgcarpathian_np_ridge_terrain (Ridge mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 3568, 3, 0.5, 2.0, eased

#    2D noise that controls the size/occurrence of step mountain ranges.
mgcarpathian_np_step_terrain (Step mountain spread noise) noise_params_2d 1, 1, (1889, 1889, 1889), 4157, 3, 0.5, 2.0, eased

#    2D noise that controls the shape/size of rolling hills.
mgcarpathian_np_hills (Rolling hill size noise) noise_params_2d 0, 3, (257, 257, 257), 6604, 6, 0.5, 2.0, eased

#    2D noise that controls the shape/size of ridged mountains.
mgcarpathian_np_ridge_mnt (Ridged mountain size noise) noise_params_2d 0, 12, (743, 743, 743), 5520, 6, 0.7, 2.0, eased

#    2D noise that controls the shape/size of step mountains.
mgcarpathian_np_step_mnt (Step mountain size noise) noise_params_2d 0, 8, (509, 509, 509), 2590, 6, 0.6, 2.0, eased

#    2D noise that locates the river valleys and channels.
mgcarpathian_np_rivers (River noise) noise_params_2d 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0, eased

#    3D noise for mountain overhangs, cliffs, etc. Usually small variations.
mgcarpathian_np_mnt_var (Mountain variation noise) noise_params_3d 0, 1, (499, 499, 499), 2490, 5, 0.55, 2.0

#    First of two 3D noises that together define tunnels.
mgcarpathian_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0

#    Second of two 3D noises that together define tunnels.
mgcarpathian_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0

#    3D noise defining giant caverns.
mgcarpathian_np_cavern (Cavern noise) noise_params_3d 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0

#    3D noise that determines number of dungeons per mapchunk.
mgcarpathian_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0

[*Mapgen Flat]

#    Map generation attributes specific to Mapgen flat.
#    Occasional lakes and hills can be added to the flat world.
mgflat_spflags (Mapgen Flat specific flags) flags nolakes,nohills lakes,hills,nolakes,nohills

#    Y of flat ground.
mgflat_ground_level (Ground level) int 8

#    Y of upper limit of large caves.
mgflat_large_cave_depth (Large cave depth) int -33

#    Deprecated, define and locate cave liquids using biome definitions instead.
#    Y of upper limit of lava in large caves.
mgflat_lava_depth (Lava depth) int -256

#    Controls width of tunnels, a smaller value creates wider tunnels.
mgflat_cave_width (Cave width) float 0.09

#    Terrain noise threshold for lakes.
#    Controls proportion of world area covered by lakes.
#    Adjust towards 0.0 for a larger proportion.
mgflat_lake_threshold (Lake threshold) float -0.45

#    Controls steepness/depth of lake depressions.
mgflat_lake_steepness (Lake steepness) float 48.0

#    Terrain noise threshold for hills.
#    Controls proportion of world area covered by hills.
#    Adjust towards 0.0 for a larger proportion.
mgflat_hill_threshold (Hill threshold) float 0.45

#    Controls steepness/height of hills.
mgflat_hill_steepness (Hill steepness) float 64.0

#    Lower Y limit of dungeons.
mgflat_dungeon_ymin (Dungeon minimum Y) int -31000

#    Upper Y limit of dungeons.
mgflat_dungeon_ymax (Dungeon maximum Y) int 31000

[**Noises]

#    Defines location and terrain of optional hills and lakes.
mgflat_np_terrain (Terrain noise) noise_params_2d 0, 1, (600, 600, 600), 7244, 5, 0.6, 2.0, eased

#    Variation of biome filler depth.
mgflat_np_filler_depth (Filler depth noise) noise_params_2d 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0, eased

#    First of two 3D noises that together define tunnels.
mgflat_np_cave1 (Cave1 noise) noise_params_3d 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0

#    Second of two 3D noises that together define tunnels.
mgflat_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0

#    3D noise that determines number of dungeons per mapchunk.
mgflat_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0

[*Mapgen Fractal]

#    Map generation attributes specific to Mapgen flat.
#    '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.
mgfractal_cave_width (Cave width) float 0.09

#    Y of upper limit of large caves.
mgfractal_large_cave_depth (Large cave depth) int -33

#    Deprecated, define and locate cave liquids using biome definitions instead.
#    Y of upper limit of lava in large caves.
mgfractal_lava_depth (Lava depth) int -256

#    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

#    Deprecated, define and locate cave liquids using biome definitions instead.
#    Y of upper limit of lava in large caves.