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author | rubenwardy <rw@rubenwardy.com> | 2020-01-18 20:22:26 +0000 |
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committer | rubenwardy <rw@rubenwardy.com> | 2020-01-24 18:34:11 +0000 |
commit | 987b2c5f372ea30e90f3d83dd9e76c2286a14a34 (patch) | |
tree | 0968c20a4c01e19afefd07d7320811e1b441459e /minetest.conf.example | |
parent | e80c0bdea5756089db1a7e11fa4510e19b3336a2 (diff) | |
download | minetest-987b2c5f372ea30e90f3d83dd9e76c2286a14a34.tar.gz minetest-987b2c5f372ea30e90f3d83dd9e76c2286a14a34.tar.bz2 minetest-987b2c5f372ea30e90f3d83dd9e76c2286a14a34.zip |
Update translation sources
Diffstat (limited to 'minetest.conf.example')
-rw-r--r-- | minetest.conf.example | 427 |
1 files changed, 278 insertions, 149 deletions
diff --git a/minetest.conf.example b/minetest.conf.example index 1f3d8f012..4b5562649 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -489,7 +489,8 @@ ### Basic -# Enable VBO +# Enable vertex buffer objects. +# This should greatly improve graphics performance. # type: bool # enable_vbo = true @@ -594,7 +595,10 @@ #### Tone Mapping -# Enables filmic tone mapping +# Enables Hable's 'Uncharted 2' filmic tone mapping. +# Simulates the tone curve of photographic film and how this approximates the +# appearance of high dynamic range images. Mid-range contrast is slightly +# enhanced, highlights and shadows are gradually compressed. # type: bool # tone_mapping = false @@ -650,26 +654,36 @@ #### Waving Nodes -# Set to true enables waving water. +# Set to true to enable waving liquids (like water). # Requires shaders to be enabled. # type: bool # enable_waving_water = false -# type: float +# The maximum height of the surface of waving liquids. +# 4.0 = Wave height is two nodes. +# 0.0 = Wave doesn't move at all. +# Default is 1.0 (1/2 node). +# Requires waving liquids to be enabled. +# type: float min: 0 max: 4 # water_wave_height = 1.0 -# type: float +# Length of liquid waves. +# Requires waving liquids to be enabled. +# type: float min: 0.1 # water_wave_length = 20.0 +# How fast liquid waves will move. Higher = faster. +# If negative, liquid waves will move backwards. +# Requires waving liquids to be enabled. # type: float # water_wave_speed = 5.0 -# Set to true enables waving leaves. +# Set to true to enable waving leaves. # Requires shaders to be enabled. # type: bool # enable_waving_leaves = false -# Set to true enables waving plants. +# Set to true to enable waving plants. # Requires shaders to be enabled. # type: bool # enable_waving_plants = false @@ -734,30 +748,39 @@ # type: int min: 45 max: 160 # fov = 72 -# 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. -# type: float min: 0.5 max: 10 +# Alters the light curve by applying 'gamma correction' to it. +# Higher values make middle and lower light levels brighter. +# Value '1.0' leaves the light curve unaltered. +# This only has significant effect on daylight and artificial +# light, it has very little effect on natural night light. +# type: float min: 0.33 max: 3 # display_gamma = 1.0 # Gradient of light curve at minimum light level. -# type: float min: 0 max: 4 +# Controls the contrast of the lowest light levels. +# type: float min: 0 max: 3 # lighting_alpha = 0.0 # Gradient of light curve at maximum light level. -# type: float min: 0 max: 4 +# Controls the contrast of the highest light levels. +# type: float min: 0 max: 3 # lighting_beta = 1.5 -# Strength of light curve mid-boost. -# type: float min: 0 max: 1 +# Strength of light curve boost. +# The 3 'boost' parameters define a range of the light +# curve that is boosted in brightness. +# type: float min: 0 max: 0.4 # lighting_boost = 0.2 -# Center of light curve mid-boost. +# Center of light curve boost range. +# Where 0.0 is minimum light level, 1.0 is maximum light level. # type: float min: 0 max: 1 # lighting_boost_center = 0.5 -# Spread of light curve mid-boost. -# Standard deviation of the mid-boost gaussian. -# type: float min: 0 max: 1 +# Spread of light curve boost range. +# Controls the width of the range to be boosted. +# Standard deviation of the light curve boost Gaussian. +# type: float min: 0 max: 0.4 # lighting_boost_spread = 0.2 # Path to texture directory. All textures are first searched from here. @@ -886,7 +909,7 @@ # True = 256 # False = 128 -# Useable to make minimap smoother on slower machines. +# Usable to make minimap smoother on slower machines. # type: bool # minimap_double_scan_height = true @@ -971,43 +994,83 @@ # tooltip_append_itemname = false # Whether FreeType fonts are used, requires FreeType support to be compiled in. +# If disabled, bitmap and XML vectors fonts are used instead. # type: bool # freetype = true -# Path to TrueTypeFont or bitmap. -# type: filepath -# font_path = fonts/liberationsans.ttf +# type: bool +# font_bold = false -# type: int min: 1 -# font_size = 16 +# type: bool +# font_italic = false -# Font shadow offset, if 0 then shadow will not be drawn. +# Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn. # type: int # font_shadow = 1 -# Font shadow alpha (opaqueness, between 0 and 255). +# Opaqueness (alpha) of the shadow behind the default font, between 0 and 255. # type: int min: 0 max: 255 # font_shadow_alpha = 127 +# Font size of the default font in point (pt). +# type: int min: 1 +# font_size = 16 + +# Path to the default font. +# If “freetype” setting is enabled: Must be a TrueType font. +# If “freetype” setting is disabled: Must be a bitmap or XML vectors font. +# The fallback font will be used if the font cannot be loaded. +# type: filepath +# font_path = fonts/Arimo-Regular.ttf + # type: filepath -# mono_font_path = fonts/liberationmono.ttf +# font_path_bold = fonts/Arimo-Bold.ttf +# type: filepath +# font_path_italic = fonts/Arimo-Italic.ttf + +# type: filepath +# font_path_bolditalic = fonts/Arimo-BoldItalic.ttf + +# Font size of the monospace font in point (pt). # type: int min: 1 # mono_font_size = 15 -# This font will be used for certain languages. +# Path to the monospace font. +# If “freetype” setting is enabled: Must be a TrueType font. +# If “freetype” setting is disabled: Must be a bitmap or XML vectors font. +# This font is used for e.g. the console and profiler screen. # type: filepath -# fallback_font_path = fonts/DroidSansFallbackFull.ttf +# mono_font_path = fonts/Cousine-Regular.ttf +# type: filepath +# mono_font_path_bold = fonts/Cousine-Bold.ttf + +# type: filepath +# mono_font_path_italic = fonts/Cousine-Italic.ttf + +# type: filepath +# mono_font_path_bolditalic = fonts/Cousine-BoldItalic.ttf + +# Font size of the fallback font in point (pt). # type: int min: 1 # fallback_font_size = 15 +# Shadow offset (in pixels) of the fallback font. If 0, then shadow will not be drawn. # type: int # fallback_font_shadow = 1 +# Opaqueness (alpha) of the shadow behind the fallback font, between 0 and 255. # type: int min: 0 max: 255 # fallback_font_shadow_alpha = 128 +# Path of the fallback font. +# If “freetype” setting is enabled: Must be a TrueType font. +# If “freetype” setting is disabled: Must be a bitmap or XML vectors font. +# This font will be used for certain languages or if the default font is unavailable. +# type: filepath +# fallback_font_path = fonts/DroidSansFallbackFull.ttf + # Path to save screenshots at. # type: path # screenshot_path = @@ -1037,12 +1100,22 @@ # Sound # +# Enables the sound system. +# If disabled, this completely disables all sounds everywhere and the in-game +# sound controls will be non-functional. +# Changing this setting requires a restart. # type: bool # enable_sound = true +# Volume of all sounds. +# Requires the sound system to be enabled. # type: float min: 0 max: 1 # sound_volume = 0.7 +# Whether to mute sounds. You can unmute sounds at any time, unless the +# sound system is disabled (enable_sound=false). +# In-game, you can toggle the mute state with the mute key or by using the +# pause menu. # type: bool # mute_sound = false @@ -1171,6 +1244,7 @@ # Enable/disable running an IPv6 server. # Ignored if bind_address is set. +# Needs enable_ipv6 to be enabled. # type: bool # ipv6_server = false @@ -1297,7 +1371,7 @@ # ask_reconnect_on_crash = 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) @@ -1387,11 +1461,11 @@ # type: float # movement_speed_jump = 6.5 -# Decrease this to increase liquid resistence to movement. +# Decrease this to increase liquid resistance to movement. # type: float # movement_liquid_fluidity = 1 -# Maximum liquid resistence. Controls deceleration when entering liquid at +# Maximum liquid resistance. Controls deceleration when entering liquid at # high speed. # type: float # movement_liquid_fluidity_smooth = 0.5 @@ -1406,7 +1480,7 @@ ### Advanced -# Handling for deprecated lua api calls: +# 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). @@ -1609,7 +1683,8 @@ # type: int # debug_log_size_max = 50 -# IPv6 support. +# Enable IPv6 support (for both client and server). +# Required for IPv6 connections to work at all. # type: bool # enable_ipv6 = true @@ -1744,6 +1819,8 @@ # mgv5_spflags = caverns # Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. # type: float # mgv5_cave_width = 0.09 @@ -1751,10 +1828,25 @@ # type: int # mgv5_large_cave_depth = -256 -# Deprecated, define and locate cave liquids using biome definitions instead. -# Y of upper limit of lava in large caves. -# type: int -# mgv5_lava_depth = -256 +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgv5_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgv5_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgv5_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgv5_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgv5_large_cave_flooded = 0.5 # Y-level of cavern upper limit. # type: int @@ -1828,7 +1920,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # Second of two 3D noises that together define tunnels. @@ -1841,7 +1933,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # 3D noise defining giant caverns. @@ -1854,7 +1946,7 @@ # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, -# flags = +# flags = # } # 3D noise defining terrain. @@ -1880,7 +1972,7 @@ # octaves = 2, # persistence = 0.8, # lacunarity = 2.0, -# flags = +# flags = # } ## Mapgen V6 @@ -2066,6 +2158,8 @@ # mgv7_mount_zero_level = 0 # Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. # type: float # mgv7_cave_width = 0.09 @@ -2073,31 +2167,25 @@ # type: int # mgv7_large_cave_depth = -33 -# Deprecated, define and locate cave liquids using biome definitions instead. -# Y of upper limit of lava in large caves. -# type: int -# mgv7_lava_depth = -256 +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgv7_small_cave_num_min = 0 -# Controls the density of mountain-type floatlands. -# Is a noise offset added to the 'mgv7_np_mountain' noise value. -# type: float -# mgv7_float_mount_density = 0.6 +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgv7_small_cave_num_max = 0 -# Typical maximum height, above and below midpoint, of floatland mountains. -# type: float -# mgv7_float_mount_height = 128.0 +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgv7_large_cave_num_min = 0 -# Alters how mountain-type floatlands taper above and below midpoint. -# type: float -# mgv7_float_mount_exponent = 0.75 - -# Y-level of floatland midpoint and lake surface. -# type: int -# mgv7_floatland_level = 1280 +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgv7_large_cave_num_max = 2 -# Y-level to which floatland shadows extend. -# type: int -# mgv7_shadow_limit = 1024 +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgv7_large_cave_flooded = 0.5 # Y-level of cavern upper limit. # type: int @@ -2213,33 +2301,6 @@ # flags = eased # } -# Defines areas of floatland smooth terrain. -# Smooth floatlands occur when noise > 0. -# type: noise_params_2d -# mgv7_np_floatland_base = { -# offset = -0.6, -# scale = 1.5, -# spread = (600, 600, 600), -# seed = 114, -# octaves = 5, -# persistence = 0.6, -# lacunarity = 2.0, -# flags = eased -# } - -# Variation of hill height and lake depth on floatland smooth terrain. -# type: noise_params_2d -# mgv7_np_float_base_height = { -# offset = 48, -# scale = 24, -# spread = (300, 300, 300), -# seed = 907, -# octaves = 4, -# persistence = 0.7, -# lacunarity = 2.0, -# flags = eased -# } - # 3D noise defining mountain structure and height. # Also defines structure of floatland mountain terrain. # type: noise_params_3d @@ -2251,7 +2312,7 @@ # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, -# flags = +# flags = # } # 3D noise defining structure of river canyon walls. @@ -2264,7 +2325,7 @@ # octaves = 4, # persistence = 0.75, # lacunarity = 2.0, -# flags = +# flags = # } # 3D noise defining giant caverns. @@ -2277,7 +2338,7 @@ # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, -# flags = +# flags = # } # First of two 3D noises that together define tunnels. @@ -2290,7 +2351,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # Second of two 3D noises that together define tunnels. @@ -2303,7 +2364,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # 3D noise that determines number of dungeons per mapchunk. @@ -2316,7 +2377,7 @@ # octaves = 2, # persistence = 0.8, # lacunarity = 2.0, -# flags = +# flags = # } ## Mapgen Carpathian @@ -2342,6 +2403,8 @@ # mgcarpathian_valley_width = 0.25 # Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. # type: float # mgcarpathian_cave_width = 0.09 @@ -2349,10 +2412,25 @@ # type: int # mgcarpathian_large_cave_depth = -33 -# Deprecated, define and locate cave liquids using biome definitions instead. -# Y of upper limit of lava in large caves. -# type: int -# mgcarpathian_lava_depth = -256 +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgcarpathian_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgcarpathian_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgcarpathian_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgcarpathian_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgcarpathian_large_cave_flooded = 0.5 # Y-level of cavern upper limit. # type: int @@ -2542,7 +2620,7 @@ # octaves = 5, # persistence = 0.55, # lacunarity = 2.0, -# flags = +# flags = # } # First of two 3D noises that together define tunnels. @@ -2555,7 +2633,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # Second of two 3D noises that together define tunnels. @@ -2568,7 +2646,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # 3D noise defining giant caverns. @@ -2581,7 +2659,7 @@ # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, -# flags = +# flags = # } # 3D noise that determines number of dungeons per mapchunk. @@ -2594,12 +2672,12 @@ # octaves = 2, # persistence = 0.8, # lacunarity = 2.0, -# flags = +# flags = # } ## Mapgen Flat -# Map generation attributes specific to Mapgen flat. +# Map generation attributes specific to Mapgen Flat. # Occasional lakes and hills can be added to the flat world. # type: flags possible values: lakes, hills, nolakes, nohills # mgflat_spflags = nolakes,nohills @@ -2612,12 +2690,29 @@ # type: int # mgflat_large_cave_depth = -33 -# Deprecated, define and locate cave liquids using biome definitions instead. -# Y of upper limit of lava in large caves. -# type: int -# mgflat_lava_depth = -256 +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgflat_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgflat_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgflat_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgflat_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgflat_large_cave_flooded = 0.5 # Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. # type: float # mgflat_cave_width = 0.09 @@ -2687,7 +2782,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # Second of two 3D noises that together define tunnels. @@ -2700,7 +2795,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # 3D noise that determines number of dungeons per mapchunk. @@ -2713,18 +2808,20 @@ # octaves = 2, # persistence = 0.8, # lacunarity = 2.0, -# flags = +# flags = # } ## Mapgen Fractal -# Map generation attributes specific to Mapgen flat. +# Map generation attributes specific to Mapgen Fractal. # 'terrain' enables the generation of non-fractal terrain: # ocean, islands and underground. # type: flags possible values: terrain, noterrain # mgfractal_spflags = terrain # Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. # type: float # mgfractal_cave_width = 0.09 @@ -2732,10 +2829,25 @@ # type: int # mgfractal_large_cave_depth = -33 -# Deprecated, define and locate cave liquids using biome definitions instead. -# Y of upper limit of lava in large caves. -# type: int -# mgfractal_lava_depth = -256 +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgfractal_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgfractal_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgfractal_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgfractal_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgfractal_large_cave_flooded = 0.5 # Lower Y limit of dungeons. # type: int @@ -2746,24 +2858,24 @@ # mgfractal_dungeon_ymax = 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. +# 1 = 4D "Roundy" Mandelbrot set. +# 2 = 4D "Roundy" Julia set. +# 3 = 4D "Squarry" Mandelbrot set. +# 4 = 4D "Squarry" Julia set. +# 5 = 4D "Mandy Cousin" Mandelbrot set. +# 6 = 4D "Mandy Cousin" Julia set. +# 7 = 4D "Variation" Mandelbrot set. +# 8 = 4D "Variation" Julia set. +# 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set. +# 10 = 3D "Mandelbrot/Mandelbar" Julia set. +# 11 = 3D "Christmas Tree" Mandelbrot set. +# 12 = 3D "Christmas Tree" Julia set. +# 13 = 3D "Mandelbulb" Mandelbrot set. +# 14 = 3D "Mandelbulb" Julia set. +# 15 = 3D "Cosine Mandelbulb" Mandelbrot set. +# 16 = 3D "Cosine Mandelbulb" Julia set. +# 17 = 4D "Mandelbulb" Mandelbrot set. +# 18 = 4D "Mandelbulb" Julia set. # type: int min: 1 max: 18 # mgfractal_fractal = 1 @@ -2788,7 +2900,7 @@ # 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 +# 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. @@ -2870,7 +2982,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # Second of two 3D noises that together define tunnels. @@ -2883,7 +2995,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # 3D noise that determines number of dungeons per mapchunk. @@ -2896,7 +3008,7 @@ # octaves = 2, # persistence = 0.8, # lacunarity = 2.0, -# flags = +# flags = # } ## Mapgen Valleys @@ -2920,10 +3032,25 @@ # type: int # mgvalleys_large_cave_depth = -33 -# Deprecated, define and locate cave liquids using biome definitions instead. -# Y of upper limit of lava in large caves. -# type: int -# mgvalleys_lava_depth = 1 +# Minimum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgvalleys_small_cave_num_min = 0 + +# Maximum limit of random number of small caves per mapchunk. +# type: int min: 0 max: 256 +# mgvalleys_small_cave_num_max = 0 + +# Minimum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgvalleys_large_cave_num_min = 0 + +# Maximum limit of random number of large caves per mapchunk. +# type: int min: 0 max: 64 +# mgvalleys_large_cave_num_max = 2 + +# Proportion of large caves that contain liquid. +# type: float min: 0 max: 1 +# mgvalleys_large_cave_flooded = 0.5 # Depth below which you'll find giant caverns. # type: int @@ -2946,6 +3073,8 @@ # mgvalleys_river_size = 5 # Controls width of tunnels, a smaller value creates wider tunnels. +# Value >= 10.0 completely disables generation of tunnels and avoids the +# intensive noise calculations. # type: float # mgvalleys_cave_width = 0.09 @@ -2969,7 +3098,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # Second of two 3D noises that together define tunnels. @@ -2982,7 +3111,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # The depth of dirt or other biome filler node. @@ -3008,7 +3137,7 @@ # octaves = 6, # persistence = 0.63, # lacunarity = 2.0, -# flags = +# flags = # } # Defines large-scale river channel structure. @@ -3060,7 +3189,7 @@ # octaves = 6, # persistence = 0.8, # lacunarity = 2.0, -# flags = +# flags = # } # Amplifies the valleys. @@ -3099,7 +3228,7 @@ # octaves = 2, # persistence = 0.8, # lacunarity = 2.0, -# flags = +# flags = # } ## Advanced |