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path: root/src/remoteplayer.h
Commit message (Collapse)AuthorAge
* Fix code style to make clang-format happysfan52020-03-05
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* set_sky improvements, set_sun, set_moon and set_starsJordach2020-03-05
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* Formspecs: Introduce formspec_version to modsSmallJoker2019-09-14
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* Inventory: Send dirty lists where appropriate (#8742)SmallJoker2019-08-24
| | | | | This change reduces the amount of sent data towards clients. Inventory lists that are already known to the player are skipped, saving quite some data over time. Raises protocol version to 38 to ensure correct backwards-compatible code.
* Fix on_successful_save -> onSuccessfulSaveLoïc Blot2019-01-04
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* Fix various player save issues (performance penalty on sql backends + bugs)Loïc Blot2019-01-04
| | | | | | | * PostgreSQL & SQLite3 doesn't setModified(false) on RemotePlayer, then player is saved on each server save call. This results in heavy useless writes. * PostgreSQL & SQLite3 ack engine meta write whereas db commit hasn't been performed. If commit failed write has failed. We mustn't notify engine write is done. * serializing player meta must not setModified(false) because it didn't ensure write has been done * add RemotePlayer::on_successfull_save callback to do the flag update on a successful save
* Cleanup: drop Server::hudGetHotbarImage()Loic Blot2018-03-08
| | | | Call directly accessible RemotePlayer::getHotbarImage() from server api & make it const ref
* Fix day_night_ratio_do_override not being initialised server-siderubenwardy2017-10-29
| | | | Causes get_day_night_ratio() to return unpredictable results.
* Make Player::peer_id server-side only and add getters and setters (#6478)Loïc Blot2017-09-30
| | | | | | | * Make Player::peer_id server-side only and add getters and setters Player::peer_id has no sense client side, move it to server, make it private and add setter and getter Also add some PEER_ID_INEXISTENT instead of harcoded 0
* Code modernization: src/p*, src/q*, src/r*, src/s* (partial) (#6282)Loïc Blot2017-08-19
| | | | | | | | | | | * Code modernization: src/p*, src/q*, src/r*, src/s* (partial) * empty function * default constructor/destructor * for range-based loops * use emplace_back instead of push_back * C++ STL header style * Spelling: vertice -> vertex
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-17
| | | | * Migrate cpp headers to pragma once
* Cpp11 patchset 11: continue working on constructor style migration (#6004)Loïc Blot2017-06-18
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* LINT fix since cloud API mergeLoic Blot2017-05-04
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* Set sky API: Add bool for clouds in front of custom skyboxparamat2017-05-02
| | | | | | | Default true. Add 'm_clouds_enabled' bool to sky.h, set from new bool in 'set sky' API. Make 'getCloudsVisible()' depend on 'm_clouds_enabled' instead of 'm_visible' (whether normal sky is visible).
* Add clouds APIBen Deutsch2017-04-30
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* Fix lint since recent player to db mergeLoic Blot2017-04-23
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* Player data to Database (#5475)Loïc Blot2017-04-23
| | | | | | | | | | | | * Player data to Database Add player data into databases (SQLite3 & PG only) PostgreSQL & SQLite: better POO Design for databases Add --migrate-players argument to server + deprecation warning * Remove players directory if empty
* Clang-format: fix some header files and remove them from whitelistLoic Blot2017-04-07
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* Implement player attribute backend (#4155)Loïc Blot2017-01-27
| | | | | | | | | | | | | | | * This backend permit mods to store extra players attributes to a common interface. * Add the obj:set_attribute(attr, value) Lua call * Add the obj:get_attribute(attr) Lua call Examples: * player:set_attribute("home:home", "10,25,-78") * player:get_attribute("default:mana") Attributes are saved as a json in the player file in extended_attributes key They are saved only if a modification on the attributes occurs and loaded when emergePlayer is called (they are attached to PlayerSAO).
* PlayerSAO/LocalPlayer refactor: (#4612)Ner'zhul2016-10-30
| | | | | | | | | | | | | | | | | * Create UnitSAO, a common part between PlayerSAO & LuaEntitySAO * Move breath to PlayerSAO & LocalPlayer * Migrate m_yaw from (Remote)Player & LuaEntitySAO to UnitSAO * Migrate m_yaw from Player to LocalPlayer for client * Move some functions outside of player class to PlayerSAO/RemotePlayer or LocalPlayer depending on which class needs it * Move pitch to LocalPlayer & PlayerSAO * Move m_position from Player to LocalPlayer * Move camera_barely_in_ceiling to LocalPlayer as it's used only there * use PlayerSAO::m_base_position for Server side positions * remove a unused variable * ServerActiveObject::setPos now uses const ref * use ServerEnv::loadPlayer unconditionnaly as it creates RemotePlayer only if it's not already loaded * Move hp from Player to LocalPlayer * Move m_hp from LuaEntitySAO to UnitSAO * Use m_hp from PlayerSAO/UnitSAO instead of RemotePlayer
* Environment cleanupLoic Blot2016-10-09
| | | | | | | | | | | | | * Move client list to ServerEnvironment and use RemotePlayer members instead of Player * ClientEnvironment only use setLocalPlayer to specify the current player * Remove ClientEnvironment dead code on player list (in fact other players are CAO not Player objects) * Drop LocalPlayer::getPlayer(xxx) functions which aren't used. * Improve a little bit performance by using const ref list for ClientEnvironment::getPlayerNames() & Client::getConnectedPlayerNames() * Drop isLocal() function from (Local)Player which is not needed anymore because of previous changes This change permits to cleanup shared client list which is very old code. ClientEnvironment doesn't use player list anymore, it only contains the local player, as addPlayer is only called from Client constructor client side. Clients are only CAO on client side, this cleanup permit to remove confusion about player list.
* Move RemotePlayer code to its own cpp/headerLoic Blot2016-10-08
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#    This file contains a list of all available settings and their default value for minetest.conf

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

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

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

#
# Client
#

## Controls

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

## Network

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

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

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

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

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

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

## Graphics

### In-Game

#### Basic

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

#    Enable a bit lower water surface, so it doesn't "fill" the node completely.
#    Note that this is not quite optimized and that smooth lighting on the
#    water surface doesn't work with this.
#    type: bool
# new_style_water = false

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

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

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

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

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

#### Filtering

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

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

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

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

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

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

#    Pre-generate all item visuals used in the inventory.
#    This increases startup time, but runs smoother in-game.
#    The generated textures can easily exceed your VRAM, causing artifacts in the inventory.
#    type: bool
# preload_item_visuals = false

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

#### Shaders

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

##### Tone mapping
#    Enables filmic tone mapping.
#    Requires shaders to be enabled.
#    type: bool
# tone_mapping = false

##### Bumpmapping

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

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

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

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

##### Parallax Occlusion

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

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

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

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

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

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

##### Waving Nodes

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

#    type: float
# water_wave_height = 1.0

#    type: float
# water_wave_length = 20.0

#    type: float
# water_wave_speed = 5.0

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

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

#### Advanced

#    Minimum wanted FPS.
#    The amount of rendered stuff is dynamically set according to this. and viewing range min and max.
#    type: int
# wanted_fps = 30

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

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

#    The allowed adjustment range for the automatic rendering range adjustment.
#    Set this to be equal to viewing range minimum to disable the auto-adjustment algorithm.
#    type: int
# viewing_range_nodes_max = 160

#    The allowed adjustment range for the automatic rendering range adjustment.
#    Set this to be equal to viewing range maximum to disable the auto-adjustment algorithm.
#    type: int
# viewing_range_nodes_min = 35

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

#    Selection highlighting method (box or halo)
#    type: string
# node_highlighting = box

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

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

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

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

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

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

#    Enable animation of inventory items.
# inventory_items_animations = false

### Menus

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

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

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

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

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

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

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

#    type: int
# font_size = 15

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

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

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

#    type: int
# mono_font_size = 15

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

#    type: int
# fallback_font_size = 15

#    type: int
# fallback_font_shadow = 1

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

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

### Advanced

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

## Sound

#    type: bool
# enable_sound = true

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

## Advanced

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

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

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

#
# Server / Singleplayer
#

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

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

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

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

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

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

## Network

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

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

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

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

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

### Advanced

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

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

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

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

## Game

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

### Physics

#    type: float
# movement_acceleration_default = 3

#    type: float
# movement_acceleration_air = 2

#    type: float
# movement_acceleration_fast = 10

#    type: float
# movement_speed_walk = 4

#    type: float
# movement_speed_crouch = 1.35

#    type: float
# movement_speed_fast = 20

#    type: float
# movement_speed_climb = 2

#    type: float
# movement_speed_jump = 6.5

#    type: float
# movement_speed_descend = 6

#    type: float
# movement_liquid_fluidity = 1

#    type: float
# movement_liquid_fluidity_smooth = 0.5

#    type: float
# movement_liquid_sink = 10

#    type: float
# movement_gravity = 9.81

### Advanced

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

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

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

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

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

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

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

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

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

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

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

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

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

## Mapgen

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

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

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

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

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

### Advanced

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

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

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

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

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

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

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

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

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

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

#### Mapgen v5

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

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

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

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

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

#### Mapgen v6

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

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

#    type: float
# mgv6_freq_beach = 0.15

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

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

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

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

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

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

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

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

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

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

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

#### Mapgen v7

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

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

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

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

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

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

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

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

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

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

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

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

#### Mapgen flat

#    Map generation attributes specific to Mapgen flat.
#    Occasional lakes and hills added to the flat world.
#    Flags that are not specified in the flag string are not modified from the default.
#    Flags starting with "no" are used to explicitly disable them.
#    type: flags possible values: lakes, hills, , nolakes, nohills
# mgflat_spflags = 

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

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

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

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

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

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

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

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

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

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

#### Mapgen fractal

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

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

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

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

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

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

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

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

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

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

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

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

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

#### Mapgen Valleys

#mg_valleys_spflags = altitude_chill,humid_rivers
#    "altitude_chill" makes higher elevations colder, which may cause biome issues.
#    "humid_rivers" modifies the humidity around rivers and in areas where water would tend to pool. It may interfere with delicately adjusted biomes.
#
#mg_valleys_altitude_chill = 90  # the altitude at which temperature drops by 20C
#mg_valleys_large_cave_depth = -33  # Depth below which you'll find large caves.
#mg_valleys_lava_features = 0    # Creates unpredictable lava features in caves. These can make mining difficult. Zero disables them. (0-10)
#mg_valleys_massive_cave_depth = -256 # Depth below which you'll find massive caves.
#mg_valleys_river_depth = 4      # how deep to make rivers
#mg_valleys_river_size = 5       # how wide to make rivers
#mg_valleys_water_features = 0   # Creates unpredictable water features in caves. These can make mining difficult. Zero disables them. (0-10)
#
#mg_valleys_np_filler_depth = 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0
#
# River noise -- rivers occur close to zero
#mg_valleys_np_rivers = 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0
#
# Caves and tunnels form at the intersection of the two noises
#mg_valleys_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
#mg_valleys_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0
#
#mg_valleys_np_massive_caves = 0, 1, (768, 256, 768), 59033, 6, 0.63, 2  # Massive caves form here.
#
# Base terrain height
#mg_valleys_np_terrain_height = -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0
#
# Raises terrain to make valleys around the rivers
#mg_valleys_np_valley_depth = 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0
#
# Slope and fill work together to modify the heights
#mg_valleys_np_inter_valley_fill = 0, 1, (256, 512, 256), 1993, 6, 0.8, 2.0
#mg_valleys_np_inter_valley_slope = 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0
#
# Amplifies the valleys
#mg_valleys_np_valley_profile = 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0

## Security

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

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

#
# Client and Server
#

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

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

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

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

## Advanced

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

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

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

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

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

#    type: int
# main_menu_game_mgr = 0

#    type: int
# main_menu_mod_mgr = 1

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

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

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