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author | SmallJoker <mk939@ymail.com> | 2018-06-20 22:36:28 +0200 |
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committer | SmallJoker <mk939@ymail.com> | 2018-06-26 15:38:42 +0200 |
commit | b589352e79de438590d94f98783dbf1601454d91 (patch) | |
tree | c975c955a3588c37eeae13581cc6561f95503a58 /minetest.conf.example | |
parent | db42542e271a00efd017b192f3a63e04f5b3dbf4 (diff) | |
download | minetest-b589352e79de438590d94f98783dbf1601454d91.tar.gz minetest-b589352e79de438590d94f98783dbf1601454d91.tar.bz2 minetest-b589352e79de438590d94f98783dbf1601454d91.zip |
Update settings translations
Diffstat (limited to 'minetest.conf.example')
-rw-r--r-- | minetest.conf.example | 253 |
1 files changed, 179 insertions, 74 deletions
diff --git a/minetest.conf.example b/minetest.conf.example index 1b75177f0..266c9fd8c 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -83,19 +83,20 @@ # random_input = false # Continuous forward movement, toggled by autoforward key. +# Press the autoforward key again or the backwards movement to disable. # type: bool # continuous_forward = false # The length in pixels it takes for touch screen interaction to start. -# type: int +# type: int min: 0 max: 100 # touchscreen_threshold = 20 # (Android) Fixes the position of virtual joystick. # If disabled, virtual joystick will center to first-touch's position. -# type: int +# type: bool # fixed_virtual_joystick = false -# Enable Joysticks +# Enable joysticks # type: bool # enable_joysticks = false @@ -123,6 +124,7 @@ # keymap_forward = KEY_KEY_W # Key for moving the player backward. +# Will also disable autoforward, when active. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_backward = KEY_KEY_S @@ -618,6 +620,10 @@ # type: int # pause_fps_max = 20 +# Open the pause menu when the window's focus is lost. Does not pause if a formspec is open. +# type: bool +# pause_on_lost_focus = false + # View distance in nodes. # type: int min: 20 max: 4000 # viewing_range = 100 @@ -654,31 +660,41 @@ # vsync = false # Field of view in degrees. -# type: int min: 30 max: 160 +# type: int min: 45 max: 160 # fov = 72 -# Field of view while zooming in degrees. -# Requires to be allowed by server-sided mods. -# type: int min: 7 max: 160 -# zoom_fov = 15 - # 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: 3 # display_gamma = 1.0 +# Gradient of light curve at minimum light level. # type: float min: 0 max: 4 # lighting_alpha = 0.0 +# Gradient of light curve at maximum light level. # type: float min: 0 max: 4 -# lighting_beta = 0.0 +# lighting_beta = 1.5 + +# Strength of light curve mid-boost. +# type: float min: 0 max: 1 +# lighting_boost = 0.2 + +# Center of light curve mid-boost. +# 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 +# lighting_boost_spread = 0.2 # Path to texture directory. All textures are first searched from here. # type: path # texture_path = # The rendering back-end for Irrlicht. -# type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl +# type: enum values: null, software, burningsvideo, direct3d8, direct3d9, opengl, ogles1, ogles2 # video_driver = opengl # Radius of cloud area stated in number of 64 node cloud squares. @@ -703,9 +719,10 @@ # - 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. -# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, pageflip +# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip # 3d_mode = none # In-game chat console height, between 0.1 (10%) and 1.0 (100%). @@ -1003,10 +1020,6 @@ # type: int # max_out_chat_queue_size = 20 -# Open the pause menu when the window's focus is lost. Does not pause if a formspec is open. -# type: bool -# pause_on_lost_focus = false - ## Advanced # Timeout for client to remove unused map data from memory. @@ -1207,17 +1220,23 @@ # 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) # type: int # active_object_send_range_blocks = 3 # How large area of blocks are subject to the active block stuff, stated in mapblocks (16 nodes). # In active blocks objects are loaded and ABMs run. +# This is also the minimum range in which active objects (mobs) are maintained. +# This should be configured together with active_object_range. # type: int # active_block_range = 3 # From how far blocks are sent to clients, stated in mapblocks (16 nodes). # type: int -# max_block_send_distance = 10 +# max_block_send_distance = 9 # Maximum number of forceloaded mapblocks. # type: int @@ -1362,14 +1381,14 @@ # 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) # type: int -# LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to csm_flavour_noderange_limit) -# csm_flavour_limits = 18 +# csm_restriction_flags = 18 -# If the CSM flavour for node range is enabled, get_node is limited to -# this many nodes from the player. +# If the CSM restriction for node range is enabled, get_node calls are limited +# to this distance from the player to the node. # type: int -# csm_flavour_noderange_limit = 8 +# csm_restriction_noderange = 8 ## Security @@ -1455,7 +1474,7 @@ # Set the language. Leave empty to use the system language. # A restart is required after changing this. -# type: enum values: , be, ca, cs, da, de, en, eo, es, et, fr, he, hu, id, it, ja, jbo, ko, ky, lt, nb, nl, pl, pt, pt_BR, ro, ru, sr_Cyrl, tr, uk, zh_CN, zh_TW +# type: enum values: , 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 # language = # Level of logging to be written to debug.txt: @@ -1496,6 +1515,13 @@ # type: bool # high_precision_fpu = true +# Changes the main menu UI: +# - Full: Multple singleplayer worlds, game choice, texture pack chooser, etc. +# - Simple: One singleplayer world, no game or texture pack choosers. May be necessary for smaller screens. +# - Auto: Simple on Android, full on everything else. +# type: enum values: auto, full, simple +# main_menu_style = auto + # Replaces the default main menu with a custom one. # type: string # main_menu_script = @@ -1538,8 +1564,8 @@ # and junglegrass, in all other mapgens this flag controls all decorations. # Flags that are not enabled are not modified from the default. # Flags starting with 'no' are used to explicitly disable them. -# type: flags possible values: caves, dungeons, light, decorations, nocaves, nodungeons, nolight, nodecorations -# mg_flags = caves,dungeons,light,decorations +# type: flags possible values: caves, dungeons, light, decorations, biomes, nocaves, nodungeons, nolight, nodecorations, nobiomes +# mg_flags = caves,dungeons,light,decorations,biomes # Whether dungeons occasionally project from the terrain. # type: bool @@ -1631,6 +1657,14 @@ # type: float # mgv5_cavern_threshold = 0.7 +# Lower Y limit of dungeons. +# type: int +# mgv5_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# mgv5_dungeon_ymax = 31000 + ### Noises # Variation of biome filler depth. @@ -1745,6 +1779,14 @@ # type: float # mgv6_freq_beach = 0.15 +# Lower Y limit of dungeons. +# type: int +# mgv6_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# mgv6_dungeon_ymax = 31000 + ### Noises # Y-level of lower terrain and lakebeds. @@ -1915,15 +1957,19 @@ # type: int # mgv7_lava_depth = -256 -# Controls the density of floatland mountain terrain. -# Is an offset added to the 'np_mountain' noise value. +# 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 -# Typical maximum height, above and below midpoint, of floatland mountain terrain. +# Typical maximum height, above and below midpoint, of floatland mountains. # type: float # mgv7_float_mount_height = 128.0 +# 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 @@ -1944,6 +1990,14 @@ # type: float # mgv7_cavern_threshold = 0.7 +# Lower Y limit of dungeons. +# type: int +# mgv7_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# mgv7_dungeon_ymax = 31000 + ### Noises # Y-level of higher (cliff-top) terrain. @@ -2139,6 +2193,10 @@ # type: flags possible values: caverns, nocaverns # mgcarpathian_spflags = caverns +# Defines the base ground level. +# type: float +# mgcarpathian_base_level = 12.0 + # Controls width of tunnels, a smaller value creates wider tunnels. # type: float # mgcarpathian_cave_width = 0.09 @@ -2163,20 +2221,15 @@ # type: float # mgcarpathian_cavern_threshold = 0.7 -### Noises +# Lower Y limit of dungeons. +# type: int +# mgcarpathian_dungeon_ymin = -31000 -# 2D noise that defines the base ground level. -# type: noise_params_2d -# mgcarpathian_np_base = { -# offset = 12, -# scale = 1, -# spread = (2557, 2557, 2557), -# seed = 6538, -# octaves = 4, -# persistence = 0.8, -# lacunarity = 0.5, -# flags = "eased" -# } +# Upper Y limit of dungeons. +# type: int +# mgcarpathian_dungeon_ymax = 31000 + +### Noises # Variation of biome filler depth. # type: noise_params_2d @@ -2418,6 +2471,14 @@ # type: float # mgflat_hill_steepness = 64.0 +# Lower Y limit of dungeons. +# type: int +# mgflat_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# mgflat_dungeon_ymax = 31000 + ### Noises # Defines location and terrain of optional hills and lakes. @@ -2486,7 +2547,15 @@ # type: int # mgfractal_lava_depth = -256 -# Choice of 18 fractals from 9 formulas. +# Lower Y limit of dungeons. +# type: int +# mgfractal_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# 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. @@ -2509,44 +2578,65 @@ # mgfractal_fractal = 1 # Iterations of the recursive function. -# Controls the amount of fine detail. +# 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. # type: int # mgfractal_iterations = 11 -# Approximate (X,Y,Z) scale of fractal in nodes. +# (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. # type: v3f # mgfractal_scale = (4096.0, 1024.0, 4096.0) # (X,Y,Z) offset of fractal from world centre in units of 'scale'. -# Used to move a suitable spawn area of low land close to (0, 0). -# The default is suitable for mandelbrot sets, it needs to be edited for julia sets. +# 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. # type: v3f # mgfractal_offset = (1.79, 0.0, 0.0) # W co-ordinate of the generated 3D slice of a 4D fractal. # Determines which 3D slice of the 4D shape is generated. +# Alters the shape of the fractal. # Has no effect on 3D fractals. # Range roughly -2 to 2. # type: float # mgfractal_slice_w = 0.0 -# Julia set only: X component of hypercomplex constant determining julia shape. +# Julia set only. +# X component of hypercomplex constant. +# Alters the shape of the fractal. # Range roughly -2 to 2. # type: float # mgfractal_julia_x = 0.33 -# Julia set only: Y component of hypercomplex constant determining julia shape. +# Julia set only. +# Y component of hypercomplex constant. +# Alters the shape of the fractal. # Range roughly -2 to 2. # type: float # mgfractal_julia_y = 0.33 -# Julia set only: Z component of hypercomplex constant determining julia shape. +# Julia set only. +# Z component of hypercomplex constant. +# Alters the shape of the fractal. # Range roughly -2 to 2. # type: float # mgfractal_julia_z = 0.33 -# Julia set only: W component of hypercomplex constant determining julia shape. +# 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. # type: float @@ -2617,7 +2707,7 @@ # type: flags possible values: altitude_chill, noaltitude_chill, humid_rivers, nohumid_rivers # mg_valleys_spflags = altitude_chill,humid_rivers -# The altitude at which temperature drops by 20C +# The altitude at which temperature drops by 20. # type: int # mgvalleys_altitude_chill = 90 @@ -2625,35 +2715,45 @@ # type: int # mgvalleys_large_cave_depth = -33 -# Creates unpredictable lava features in caves. -# These can make mining difficult. Zero disables them. (0-10) +# Y of upper limit of lava in large caves. # type: int -# mgvalleys_lava_features = 0 +# mgvalleys_lava_depth = 1 -# Depth below which you'll find massive caves. +# Depth below which you'll find giant caverns. # type: int -# mgvalleys_massive_cave_depth = -256 +# mgvalleys_cavern_limit = -256 -# How deep to make rivers +# Y-distance over which caverns expand to full size. # type: int -# mgvalleys_river_depth = 4 +# mgvalleys_cavern_taper = 192 + +# Defines full size of caverns, smaller values create larger caverns. +# type: float +# mgvalleys_cavern_threshold = 0.6 -# How wide to make rivers +# How deep to make rivers. # type: int -# mgvalleys_river_size = 5 +# mgvalleys_river_depth = 4 -# Creates unpredictable water features in caves. -# These can make mining difficult. Zero disables them. (0-10) +# How wide to make rivers. # type: int -# mgvalleys_water_features = 0 +# mgvalleys_river_size = 5 # Controls width of tunnels, a smaller value creates wider tunnels. # type: float # mgvalleys_cave_width = 0.09 +# Lower Y limit of dungeons. +# type: int +# mgvalleys_dungeon_ymin = -31000 + +# Upper Y limit of dungeons. +# type: int +# mgvalleys_dungeon_ymax = 63 + ### Noises -# Caves and tunnels form at the intersection of the two noises +# Caves and tunnels form at the intersection of the two noises. # type: noise_params_3d # mgvalleys_np_cave1 = { # offset = 0, @@ -2666,7 +2766,7 @@ # flags = "" # } -# Caves and tunnels form at the intersection of the two noises +# Caves and tunnels form at the intersection of the two noises. # type: noise_params_3d # mgvalleys_np_cave2 = { # offset = 0, @@ -2679,7 +2779,7 @@ # flags = "" # } -# The depth of dirt or other filler +# The depth of dirt or other biome filler node. # type: noise_params_2d # mgvalleys_np_filler_depth = { # offset = 0, @@ -2692,9 +2792,9 @@ # flags = "eased" # } -# Massive caves form here. +# 3D noise defining giant caverns. # type: noise_params_3d -# mgvalleys_np_massive_caves = { +# mgvalleys_np_cavern = { # offset = 0, # scale = 1, # spread = (768, 256, 768), @@ -2705,7 +2805,7 @@ # flags = "" # } -# River noise -- rivers occur close to zero +# River noise. Rivers occur close to noise value zero. # type: noise_params_2d # mgvalleys_np_rivers = { # offset = 0, @@ -2718,7 +2818,7 @@ # flags = "eased" # } -# Base terrain height +# Base terrain height. # type: noise_params_2d # mgvalleys_np_terrain_height = { # offset = -10, @@ -2731,7 +2831,7 @@ # flags = "eased" # } -# Raises terrain to make valleys around the rivers +# Raises terrain to make valleys around the rivers. # type: noise_params_2d # mgvalleys_np_valley_depth = { # offset = 5, @@ -2744,7 +2844,7 @@ # flags = "eased" # } -# Slope and fill work together to modify the heights +# Slope and fill work together to modify the heights. # type: noise_params_3d # mgvalleys_np_inter_valley_fill = { # offset = 0, @@ -2757,7 +2857,7 @@ # flags = "" # } -# Amplifies the valleys +# Amplifies the valleys. # type: noise_params_2d # mgvalleys_np_valley_profile = { # offset = 0.6, @@ -2770,7 +2870,7 @@ # flags = "eased" # } -# Slope and fill work together to modify the heights +# Slope and fill work together to modify the heights. # type: noise_params_2d # mgvalleys_np_inter_valley_slope = { # offset = 0.5, @@ -2786,6 +2886,11 @@ ## Advanced # Size of chunks to be generated at once by mapgen, stated in mapblocks (16 nodes). +# Increasing this by 1 almost doubles the 3D noise calculation load. +# High values can cause noise calculation to overload. +# Values smaller than 5 cause a terrain bug in mgv6. +# Since there is a fixed number of large caves and dungeons per +# mapchunk, values other than 5 alter the density of these. # type: int # chunksize = 5 |