aboutsummaryrefslogtreecommitdiff
path: root/minetest.conf.example
blob: 3bb357813b088254a2a82a5ed3828ff0e6a43a68 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
#    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/

#
# 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

#    If enabled, makes move directions relative to the player's pitch when flying or swimming.
#    type: bool
# pitch_move = false

#    Fast movement (via the "special" 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 looking around. Also called look or mouse smoothing.
#    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, "special" 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, "special" 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 min: 0.001
# repeat_rightclick_time = 0.25

#    Automatically jump up single-node obstacles.
#    type: bool
# autojump = false

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

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

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

#    Enable joysticks
#    type: bool
# enable_joysticks = false

#    The identifier of the joystick to use
#    type: int
# joystick_id = 0

#    The type of joystick
#    type: enum values: auto, generic, xbox
# joystick_type = auto

#    The time in seconds it takes between repeated events
#    when holding down a joystick button combination.
#    type: float min: 0.001
# repeat_joystick_button_time = 0.17

#    The deadzone of the joystick
# joystick_deadzone = 2048

#    The sensitivity of the joystick axes for moving the
#    ingame view frustum around.
#    type: float
# joystick_frustum_sensitivity = 170

#    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.
#    Will also disable autoforward, when active.
#    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 window to type local commands.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_cmd_local = .

#    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 pitch move mode.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_pitchmove = KEY_KEY_P

#    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 selecting the next item in the hotbar.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_hotbar_next = KEY_KEY_N

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

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

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

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

#    Key for toggling autoforward.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_autoforward =

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

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

#    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 to use view zoom when possible.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_zoom = KEY_KEY_Z

#    Key for selecting the first hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot1 = KEY_KEY_1

#    Key for selecting the second hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot2 = KEY_KEY_2

#    Key for selecting the third hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot3 = KEY_KEY_3

#    Key for selecting the fourth hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot4 = KEY_KEY_4

#    Key for selecting the fifth hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot5 = KEY_KEY_5

#    Key for selecting the sixth hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot6 = KEY_KEY_6

#    Key for selecting the seventh hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot7 = KEY_KEY_7

#    Key for selecting the eighth hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot8 = KEY_KEY_8

#    Key for selecting the ninth hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot9 = KEY_KEY_9

#    Key for selecting the tenth hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot10 = KEY_KEY_0

#    Key for selecting the 11th hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot11 =

#    Key for selecting the 12th hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot12 =

#    Key for selecting the 13th hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot13 =

#    Key for selecting the 14th hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot14 =

#    Key for selecting the 15th hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot15 =

#    Key for selecting the 16th hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot16 =

#    Key for selecting the 17th hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot17 =

#    Key for selecting the 18th hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot18 =

#    Key for selecting the 19th hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot19 =

#    Key for selecting the 20th hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot20 =

#    Key for selecting the 21st hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot21 =

#    Key for selecting the 22nd hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot22 =

#    Key for selecting the 23rd hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot23 =

#    Key for selecting the 24th hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot24 =

#    Key for selecting the 25th hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot25 =

#    Key for selecting the 26th hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot26 =

#    Key for selecting the 27th hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot27 =

#    Key for selecting the 28th hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot28 =

#    Key for selecting the 29th hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot29 =

#    Key for selecting the 30th hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot30 =

#    Key for selecting the 31st hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot31 =

#    Key for selecting the 32nd hotbar slot.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_slot32 =

#    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 chat.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_toggle_chat = KEY_F2

#    Key for toggling the display of the large chat console.
#    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#    type: key
# keymap_console = KEY_F10

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

#    Key for toggling the camera 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_KEY_C

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

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

#
# Graphics
#

## In-Game

### Basic

#    Enable vertex buffer objects.
#    This should greatly improve graphics performance.
#    type: bool
# enable_vbo = true

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

#    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

#    Method used to highlight selected object.
#    type: enum values: box, halo, none
# node_highlighting = box

#    Adds particles when digging a node.
#    type: bool
# enable_particles = true

### Filtering

#    Use mip mapping to scale textures. May slightly increase performance,
#    especially when using a high resolution texture pack.
#    Gamma correct downscaling is not supported.
#    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.
#    This is also used as the base node texture size for world-aligned
#    texture autoscaling.
#    type: int
# texture_min_size = 64

#    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

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

### Shaders

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

#    Path to shader directory. If no path is defined, default location will be used.
#    type: path
# shader_path =

#### Tone Mapping

#    Enables Hable's 'Uncharted 2' filmic tone mapping.
#    Simulates the tone curve of photographic film and how this approximates the
#    appearance of high dynamic range images. Mid-range contrast is slightly
#    enhanced, highlights and shadows are gradually compressed.
#    type: bool
# tone_mapping = false

#### Bumpmapping

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

#### 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

#    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 to enable waving liquids (like water).
#    Requires shaders to be enabled.
#    type: bool
# enable_waving_water = false

#    The maximum height of the surface of waving liquids.
#    4.0 = Wave height is two nodes.
#    0.0 = Wave doesn't move at all.
#    Default is 1.0 (1/2 node).
#    Requires waving liquids to be enabled.
#    type: float min: 0 max: 4
# water_wave_height = 1.0

#    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 to enable waving leaves.
#    Requires shaders to be enabled.
#    type: bool
# enable_waving_leaves = false

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

### Advanced

#    Arm inertia, gives a more realistic movement of
#    the arm when the camera moves.
#    type: bool
# arm_inertia = true

#    If FPS would go higher than this, limit it by sleeping
#    to not waste CPU power for no benefit.
#    type: int min: 1
# fps_max = 60

#    Maximum FPS when game is paused.
#    type: int min: 1
# 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

#    Camera 'near clipping plane' distance in nodes, between 0 and 0.25
#    Only works on GLES platforms. Most users will not need to change this.
#    Increasing can reduce artifacting on weaker GPUs.
#    0.1 = Default, 0.25 = Good value for weaker tablets.
#    type: float min: 0 max: 0.25
# near_plane = 0.1

#    Width component of the initial window size.
#    type: int min: 1
# screen_w = 1024

#    Height component of the initial window size.
#    type: int min: 1
# screen_h = 600

#    Save window size automatically when modified.
#    type: bool
# autosave_screensize = true

#    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: 45 max: 160
# fov = 72

#    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.
#    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.
#    Controls the contrast of the highest light levels.
#    type: float min: 0 max: 3
# lighting_beta = 1.5

#    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 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 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.
#    type: path
# texture_path =

#    The rendering back-end for Irrlicht.
#    A restart is required after changing this.
#    Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
#    On other platforms, OpenGL is recommended, and it’s the only driver with
#    shader support currently.
#    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.
#    Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
#    type: int
# cloud_radius = 12

#    Enable view bobbing and amount of 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 = 0.03

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

#    Strength of 3D mode parallax.
#    type: float
# 3d_paralax_strength = 0.025

#    In-game chat console height, between 0.1 (10%) and 1.0 (100%).
#    type: float min: 0.1 max: 1
# console_height = 0.6

#    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

#    Formspec full-screen background opacity (between 0 and 255).
#    type: int min: 0 max: 255
# formspec_fullscreen_bg_opacity = 140

#    Formspec full-screen background color (R,G,B).
#    type: string
# formspec_fullscreen_bg_color = (0,0,0)

#    Formspec default background opacity (between 0 and 255).
#    type: int min: 0 max: 255
# formspec_default_bg_opacity = 140

#    Formspec default background color (R,G,B).
#    type: string
# formspec_default_bg_color = (0,0,0)

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

#    Width of the selection box 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

#    Maximum number of recent chat messages to show
#    type: int min: 2 max: 20
# recent_chat_messages = 6

#    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

#    Modifies the size of the hudbar elements.
#    type: float
# hud_scaling = 1.0

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

#    Delay between mesh updates on the client in ms. Increasing this will slow
#    down the rate of mesh updates, thus reducing jitter on slower clients.
#    type: int min: 0 max: 50
# mesh_generation_interval = 0

#    Size of the MapBlock cache of the mesh generator. Increasing this will
#    increase the cache hit %, reducing the data being copied from the main
#    thread, thus reducing jitter.
#    type: int min: 0 max: 1000
# meshgen_block_cache_size = 20

#    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
#    Usable 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

#    Enables animation of inventory items.
#    type: bool
# inventory_items_animations = false

#    Fraction of the visible distance at which fog starts to be rendered
#    type: float min: 0 max: 0.99
# fog_start = 0.4

#    Makes all liquids opaque
#    type: bool
# opaque_water = false

#    Textures on a node may be aligned either to the node or to the world.
#    The former mode suits better things like machines, furniture, etc., while
#    the latter makes stairs and microblocks fit surroundings better.
#    However, as this possibility is new, thus may not be used by older servers,
#    this option allows enforcing it for certain node types. Note though that
#    that is considered EXPERIMENTAL and may not work properly.
#    type: enum values: disable, enable, force_solid, force_nodebox
# world_aligned_mode = enable

#    World-aligned textures may be scaled to span several nodes. However,
#    the server may not send the scale you want, especially if you use
#    a specially-designed texture pack; with this option, the client tries
#    to determine the scale automatically basing on the texture size.
#    See also texture_min_size.
#    Warning: This option is EXPERIMENTAL!
#    type: enum values: disable, enable, force
# autoscale_mode = disable

#    Show entity selection boxes
#    A restart is required after changing this.
#    type: bool
# show_entity_selectionbox = 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 min: 0.001
# 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
#    properly 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

#    Append item name to tooltip.
#    type: bool
# 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

#    type: bool
# font_bold = false

#    type: bool
# font_italic = false

#    Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
#    type: int
# font_shadow = 1

#    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
# 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

#    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
# 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

#    Font size of the recent chat text and chat prompt in point (pt).
#    Value 0 will use the default font size.
#    type: int
# chat_font_size = 0

#    Path to save screenshots at. Can be an absolute or relative path.
#    The folder will be created if it doesn't already exist.
#    type: path
# screenshot_path = screenshots

#    Format of screenshots.
#    type: enum values: png, jpg, bmp, pcx, ppm, tga
# screenshot_format = png

#    Screenshot quality. Only used for JPEG format.
#    1 means worst quality; 100 means best quality.
#    Use 0 for default quality.
#    type: int min: 0 max: 100
# screenshot_quality = 0

## Advanced

#    Adjust dpi configuration to your screen (non X11/Android only) e.g. for 4k screens.
#    type: int min: 1
# screen_dpi = 72

#    Windows systems only: Start Minetest with the command line window in the background.
#    Contains the same information as the file debug.txt (default name).
#    type: bool
# enable_console = false

#
# Sound
#

#    Enables the sound system.
#    If disabled, this completely disables all sounds everywhere and the in-game
#    sound controls will be non-functional.
#    Changing this setting requires a restart.
#    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

#
# Client
#

## Network

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

#    Prometheus listener address.
#    If minetest is compiled with ENABLE_PROMETHEUS option enabled,
#    enable metrics listener for Prometheus on that address.
#    Metrics can be fetch on http://127.0.0.1:30000/metrics
#    type: string
# prometheus_listener_address = 127.0.0.1:30000

#    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

#    Enable Lua modding support on client.
#    This support is experimental and API can change.
#    type: bool
# enable_client_modding = false

#    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.json

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

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

## 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 = https://minetest.net

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

#    Announce to this serverlist.
#    type: string
# serverlist_url = servers.minetest.net

#    Remove color codes from incoming chat messages
#    Use this to stop players from being able to use color in their messages
#    type: bool
# strip_color_codes = false

## 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.
#    Ignored if bind_address is set.
#    Needs enable_ipv6 to be enabled.
#    type: bool
# ipv6_server = false

### Advanced

#    Maximum number of blocks that are simultaneously sent per client.
#    The maximum total count is calculated dynamically:
#    max_total = ceil((#clients + max_users) * per_client / 4)
#    type: int
# max_simultaneous_block_sends_per_client = 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 be connected 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

#    Specifies the default stack size of nodes, items and tools.
#    Note that mods or games may explicitly set a stack for certain (or all) items.
#    type: int
# default_stack_max = 99

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

#    Enable creative mode for new created maps.
#    type: bool
# creative_mode = 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

#    Privileges that players with basic_privs can grant
#    type: string
# basic_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

#    Enable mod channels support.
#    type: bool
# enable_mod_channels = false

#    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

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

#    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).
#    
#    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 = 4

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

#    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

#    Time of day when a new world is started, in millihours (0-23999).
#    type: int min: 0 max: 23999
# world_start_time = 6125

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

#    Set the maximum character length of a chat message sent by clients.
#    type: int
# chat_message_max_size = 500

#    Amount of messages a player may send per 10 seconds.
#    type: float
# chat_message_limit_per_10sec = 10.0

#    Kick players who sent more than X messages per 10 seconds.
#    type: int
# chat_message_limit_trigger_kick = 50

### Physics

#    Horizontal and vertical acceleration on ground or when climbing,
#    in nodes per second per second.
#    type: float
# movement_acceleration_default = 3

#    Horizontal acceleration in air when jumping or falling,
#    in nodes per second per second.
#    type: float
# movement_acceleration_air = 2

#    Horizontal and vertical acceleration in fast mode,
#    in nodes per second per second.
#    type: float
# movement_acceleration_fast = 10

#    Walking and flying speed, in nodes per second.
#    type: float
# movement_speed_walk = 4

#    Sneaking speed, in nodes per second.
#    type: float
# movement_speed_crouch = 1.35

#    Walking, flying and climbing speed in fast mode, in nodes per second.
#    type: float
# movement_speed_fast = 20

#    Vertical climbing speed, in nodes per second.
#    type: float
# movement_speed_climb = 3

#    Initial vertical speed when jumping, in nodes per second.
#    type: float
# movement_speed_jump = 6.5

#    Decrease this to increase liquid resistance to movement.
#    type: float
# movement_liquid_fluidity = 1

#    Maximum liquid resistance. Controls deceleration when entering liquid at
#    high speed.
#    type: float
# movement_liquid_fluidity_smooth = 0.5

#    Controls sinking speed in liquid.
#    type: float
# movement_liquid_sink = 10

#    Acceleration of gravity, in nodes per second per second.
#    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

#    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 = 64

#    See https://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 = 0.09

#    Length of time between active block management cycles
#    type: float
# active_block_mgmt_interval = 2.0

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

#    Length of time between NodeTimer execution cycles
#    type: float
# nodetimer_interval = 0.2

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

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

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

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

#    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_restriction_noderange = 0

## Security

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

#    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 =

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

## Advanced

### Profiling

#    Load the game profiler to collect game profiling data.
#    Provides a /profiler command to access the compiled profile.
#    Useful for mod developers and server operators.
#    type: bool
# profiler.load = false

#    The default format in which profiles are being saved,
#    when calling `/profiler save [format]` without format.
#    type: enum values: txt, csv, lua, json, json_pretty
# profiler.default_report_format = txt

#    The file path relative to your worldpath in which profiles will be saved to.
#    type: string
# profiler.report_path = ""

#### Instrumentation

#    Instrument the methods of entities on registration.
#    type: bool
# instrument.entity = true

#    Instrument the action function of Active Block Modifiers on registration.
#    type: bool
# instrument.abm = true

#    Instrument the action function of Loading Block Modifiers on registration.
#    type: bool
# instrument.lbm = true

#    Instrument chatcommands on registration.
#    type: bool
# instrument.chatcommand = true

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

##### Advanced

#    Instrument builtin.
#    This is usually only needed by core/builtin contributors
#    type: bool
# instrument.builtin = false

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

#
# Client and Server
#

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

#    Set the language. Leave empty to use the system language.
#    A restart is required after changing this.
#    type: enum values: , ar, ca, cs, da, de, dv, el, en, eo, es, et, eu, fil, fr, hu, id, it, ja, ja_KS, jbo, kk, kn, lo, lt, ms, my, nb, nl, nn, pl, pt, pt_BR, ro, ru, sl, sr_Cyrl, sv, sw, th, tr, uk, vi
# 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: , none, error, warning, action, info, verbose
# debug_log_level = action

#    If the file size of debug.txt exceeds the number of megabytes specified in
#    this setting when it is opened, the file is moved to debug.txt.1,
#    deleting an older debug.txt.1 if it exists.
#    debug.txt is only moved if this setting is positive.
#    type: int
# debug_log_size_max = 50

#    Minimal level of logging to be written to chat.
#    type: enum values: , none, error, warning, action, info, verbose
# chat_log_level = error

#    Enable IPv6 support (for both client and server).
#    Required for IPv6 connections to work at all.
#    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

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

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

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

#
# Mapgen
#

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

#    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 = 8

#    Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
#    Only mapchunks completely within the mapgen limit are generated.
#    Value is stored per-world.
#    type: int min: 0 max: 31000
# mapgen_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.
#    type: flags possible values: caves, dungeons, light, decorations, biomes, nocaves, nodungeons, nolight, nodecorations, nobiomes
# mg_flags = caves,dungeons,light,decorations,biomes

## Biome API temperature and humidity noise parameters

#    Temperature variation for biomes.
#    type: noise_params_2d
# mg_biome_np_heat = {
#    offset      = 50,
#    scale       = 50,
#    spread      = (1000, 1000, 1000),
#    seed        = 5349,
#    octaves     = 3,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Small-scale temperature variation for blending biomes on borders.
#    type: noise_params_2d
# mg_biome_np_heat_blend = {
#    offset      = 0,
#    scale       = 1.5,
#    spread      = (8, 8, 8),
#    seed        = 13,
#    octaves     = 2,
#    persistence = 1.0,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Humidity variation for biomes.
#    type: noise_params_2d
# mg_biome_np_humidity = {
#    offset      = 50,
#    scale       = 50,
#    spread      = (1000, 1000, 1000),
#    seed        = 842,
#    octaves     = 3,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Small-scale humidity variation for blending biomes on borders.
#    type: noise_params_2d
# mg_biome_np_humidity_blend = {
#    offset      = 0,
#    scale       = 1.5,
#    spread      = (8, 8, 8),
#    seed        = 90003,
#    octaves     = 2,
#    persistence = 1.0,
#    lacunarity  = 2.0,
#    flags       = eased
# }

## Mapgen V5

#    Map generation attributes specific to Mapgen v5.
#    type: flags possible values: caverns, nocaverns
# 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

#    Y of upper limit of large caves.
#    type: int
# mgv5_large_cave_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
# mgv5_cavern_limit = -256

#    Y-distance over which caverns expand to full size.
#    type: int
# mgv5_cavern_taper = 256

#    Defines full size of caverns, smaller values create larger caverns.
#    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.
#    type: noise_params_2d
# mgv5_np_filler_depth = {
#    offset      = 0,
#    scale       = 1,
#    spread      = (150, 150, 150),
#    seed        = 261,
#    octaves     = 4,
#    persistence = 0.7,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Variation of terrain vertical scale.
#    When noise is < -0.55 terrain is near-flat.
#    type: noise_params_2d
# mgv5_np_factor = {
#    offset      = 0,
#    scale       = 1,
#    spread      = (250, 250, 250),
#    seed        = 920381,
#    octaves     = 3,
#    persistence = 0.45,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Y-level of average terrain surface.
#    type: noise_params_2d
# mgv5_np_height = {
#    offset      = 0,
#    scale       = 10,
#    spread      = (250, 250, 250),
#    seed        = 84174,
#    octaves     = 4,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    First of two 3D noises that together define tunnels.
#    type: noise_params_3d
# mgv5_np_cave1 = {
#    offset      = 0,
#    scale       = 12,
#    spread      = (61, 61, 61),
#    seed        = 52534,
#    octaves     = 3,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = 
# }

#    Second of two 3D noises that together define tunnels.
#    type: noise_params_3d
# mgv5_np_cave2 = {
#    offset      = 0,
#    scale       = 12,
#    spread      = (67, 67, 67),
#    seed        = 10325,
#    octaves     = 3,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = 
# }

#    3D noise defining giant caverns.
#    type: noise_params_3d
# mgv5_np_cavern = {
#    offset      = 0,
#    scale       = 1,
#    spread      = (384, 128, 384),
#    seed        = 723,
#    octaves     = 5,
#    persistence = 0.63,
#    lacunarity  = 2.0,
#    flags       = 
# }

#    3D noise defining terrain.
#    type: noise_params_3d
# mgv5_np_ground = {
#    offset      = 0,
#    scale       = 40,
#    spread      = (80, 80, 80),
#    seed        = 983240,
#    octaves     = 4,
#    persistence = 0.55,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    3D noise that determines number of dungeons per mapchunk.
#    type: noise_params_3d
# mgv5_np_dungeons = {
#    offset      = 0.9,
#    scale       = 0.5,
#    spread      = (500, 500, 500),
#    seed        = 0,
#    octaves     = 2,
#    persistence = 0.8,
#    lacunarity  = 2.0,
#    flags       = 
# }

## Mapgen V6

#    Map generation attributes specific to Mapgen v6.
#    The 'snowbiomes' flag enables the new 5 biome system.
#    When the 'snowbiomes' flag is enabled jungles are automatically enabled and
#    the 'jungles' flag is ignored.
#    type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees
# mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees

#    Deserts occur when np_biome exceeds this value.
#    When the 'snowbiomes' flag is enabled, this is ignored.
#    type: float
# mgv6_freq_desert = 0.45

#    Sandy beaches occur when np_beach exceeds this value.
#    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 seabed.
#    type: noise_params_2d
# mgv6_np_terrain_base = {
#    offset      = -4,
#    scale       = 20,
#    spread      = (250, 250, 250),
#    seed        = 82341,
#    octaves     = 5,
#    persistence = 0.6,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Y-level of higher terrain that creates cliffs.
#    type: noise_params_2d
# mgv6_np_terrain_higher = {
#    offset      = 20,
#    scale       = 16,
#    spread      = (500, 500, 500),
#    seed        = 85039,
#    octaves     = 5,
#    persistence = 0.6,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Varies steepness of cliffs.
#    type: noise_params_2d
# mgv6_np_steepness = {
#    offset      = 0.85,
#    scale       = 0.5,
#    spread      = (125, 125, 125),
#    seed        = -932,
#    octaves     = 5,
#    persistence = 0.7,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Defines distribution of higher terrain.
#    type: noise_params_2d
# mgv6_np_height_select = {
#    offset      = 0.5,
#    scale       = 1,
#    spread      = (250, 250, 250),
#    seed        = 4213,
#    octaves     = 5,
#    persistence = 0.69,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Varies depth of biome surface nodes.
#    type: noise_params_2d
# mgv6_np_mud = {
#    offset      = 4,
#    scale       = 2,
#    spread      = (200, 200, 200),
#    seed        = 91013,
#    octaves     = 3,
#    persistence = 0.55,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Defines areas with sandy beaches.
#    type: noise_params_2d
# mgv6_np_beach = {
#    offset      = 0,
#    scale       = 1,
#    spread      = (250, 250, 250),
#    seed        = 59420,
#    octaves     = 3,
#    persistence = 0.50,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Temperature variation for biomes.
#    type: noise_params_2d
# mgv6_np_biome = {
#    offset      = 0,
#    scale       = 1,
#    spread      = (500, 500, 500),
#    seed        = 9130,
#    octaves     = 3,
#    persistence = 0.50,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Variation of number of caves.
#    type: noise_params_2d
# mgv6_np_cave = {
#    offset      = 6,
#    scale       = 6,
#    spread      = (250, 250, 250),
#    seed        = 34329,
#    octaves     = 3,
#    persistence = 0.50,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Humidity variation for biomes.
#    type: noise_params_2d
# mgv6_np_humidity = {
#    offset      = 0.5,
#    scale       = 0.5,
#    spread      = (500, 500, 500),
#    seed        = 72384,
#    octaves     = 3,
#    persistence = 0.50,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Defines tree areas and tree density.
#    type: noise_params_2d
# mgv6_np_trees = {
#    offset      = 0,
#    scale       = 1,
#    spread      = (125, 125, 125),
#    seed        = 2,
#    octaves     = 4,
#    persistence = 0.66,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Defines areas where trees have apples.
#    type: noise_params_2d
# mgv6_np_apple_trees = {
#    offset      = 0,
#    scale       = 1,
#    spread      = (100, 100, 100),
#    seed        = 342902,
#    octaves     = 3,
#    persistence = 0.45,
#    lacunarity  = 2.0,
#    flags       = eased
# }

## Mapgen V7

#    Map generation attributes specific to Mapgen v7.
#    'ridges': Rivers.
#    'floatlands': Floating land masses in the atmosphere.
#    'caverns': Giant caves deep underground.
#    type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
# mgv7_spflags = mountains,ridges,nofloatlands,caverns

#    Y of mountain density gradient zero level. Used to shift mountains vertically.
#    type: int
# mgv7_mount_zero_level = 0

#    Lower Y limit of floatlands.
#    type: int
# mgv7_floatland_ymin = 1024

#    Upper Y limit of floatlands.
#    type: int
# mgv7_floatland_ymax = 4096

#    Y-distance over which floatlands taper from full density to nothing.
#    Tapering starts at this distance from the Y limit.
#    For a solid floatland layer, this controls the height of hills/mountains.
#    Must be less than or equal to half the distance between the Y limits.
#    type: int
# mgv7_floatland_taper = 256

#    Exponent of the floatland tapering. Alters the tapering behaviour.
#    Value = 1.0 creates a uniform, linear tapering.
#    Values > 1.0 create a smooth tapering suitable for the default separated
#    floatlands.
#    Values < 1.0 (for example 0.25) create a more defined surface level with
#    flatter lowlands, suitable for a solid floatland layer.
#    type: float
# mgv7_float_taper_exp = 2.0

#    Adjusts the density of the floatland layer.
#    Increase value to increase density. Can be positive or negative.
#    Value = 0.0: 50% of volume is floatland.
#    Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
#    to be sure) creates a solid floatland layer.
#    type: float
# mgv7_floatland_density = -0.6

#    Surface level of optional water placed on a solid floatland layer.
#    Water is disabled by default and will only be placed if this value is set
#    to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
#    upper tapering).
#    ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
#    When enabling water placement the floatlands must be configured and tested
#    to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
#    required value depending on 'mgv7_np_floatland'), to avoid
#    server-intensive extreme water flow and to avoid vast flooding of the
#    world surface below.
#    type: int
# mgv7_floatland_ywater = -31000

#    Controls width of tunnels, a smaller value creates wider tunnels.
#    Value >= 10.0 completely disables generation of tunnels and avoids the
#    intensive noise calculations.
#    type: float
# mgv7_cave_width = 0.09

#    Y of upper limit of large caves.
#    type: int
# mgv7_large_cave_depth = -33

#    Minimum limit of random number of small caves per mapchunk.
#    type: int min: 0 max: 256
# mgv7_small_cave_num_min = 0

#    Maximum limit of random number of small caves per mapchunk.
#    type: int min: 0 max: 256
# mgv7_small_cave_num_max = 0

#    Minimum limit of random number of large caves per mapchunk.
#    type: int min: 0 max: 64
# mgv7_large_cave_num_min = 0

#    Maximum limit of random number of large caves per mapchunk.
#    type: int min: 0 max: 64
# mgv7_large_cave_num_max = 2

#    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
# mgv7_cavern_limit = -256

#    Y-distance over which caverns expand to full size.
#    type: int
# mgv7_cavern_taper = 256

#    Defines full size of caverns, smaller values create larger caverns.
#    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 terrain that creates cliffs.
#    type: noise_params_2d
# mgv7_np_terrain_base = {
#    offset      = 4,
#    scale       = 70,
#    spread      = (600, 600, 600),
#    seed        = 82341,
#    octaves     = 5,
#    persistence = 0.6,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Y-level of lower terrain and seabed.
#    type: noise_params_2d
# mgv7_np_terrain_alt = {
#    offset      = 4,
#    scale       = 25,
#    spread      = (600, 600, 600),
#    seed        = 5934,
#    octaves     = 5,
#    persistence = 0.6,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Varies roughness of terrain.
#    Defines the 'persistence' value for terrain_base and terrain_alt noises.
#    type: noise_params_2d
# mgv7_np_terrain_persist = {
#    offset      = 0.6,
#    scale       = 0.1,
#    spread      = (2000, 2000, 2000),
#    seed        = 539,
#    octaves     = 3,
#    persistence = 0.6,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Defines distribution of higher terrain and steepness of cliffs.
#    type: noise_params_2d
# mgv7_np_height_select = {
#    offset      = -8,
#    scale       = 16,
#    spread      = (500, 500, 500),
#    seed        = 4213,
#    octaves     = 6,
#    persistence = 0.7,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Variation of biome filler depth.
#    type: noise_params_2d
# mgv7_np_filler_depth = {
#    offset      = 0,
#    scale       = 1.2,
#    spread      = (150, 150, 150),
#    seed        = 261,
#    octaves     = 3,
#    persistence = 0.7,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Variation of maximum mountain height (in nodes).
#    type: noise_params_2d
# mgv7_np_mount_height = {
#    offset      = 256,
#    scale       = 112,
#    spread      = (1000, 1000, 1000),
#    seed        = 72449,
#    octaves     = 3,
#    persistence = 0.6,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Defines large-scale river channel structure.
#    type: noise_params_2d
# mgv7_np_ridge_uwater = {
#    offset      = 0,
#    scale       = 1,
#    spread      = (1000, 1000, 1000),
#    seed        = 85039,
#    octaves     = 5,
#    persistence = 0.6,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    3D noise defining mountain structure and height.
#    Also defines structure of floatland mountain terrain.
#    type: noise_params_3d
# mgv7_np_mountain = {
#    offset      = -0.6,
#    scale       = 1,
#    spread      = (250, 350, 250),
#    seed        = 5333,
#    octaves     = 5,
#    persistence = 0.63,
#    lacunarity  = 2.0,
#    flags       = 
# }

#    3D noise defining structure of river canyon walls.
#    type: noise_params_3d
# mgv7_np_ridge = {
#    offset      = 0,
#    scale       = 1,
#    spread      = (100, 100, 100),
#    seed        = 6467,
#    octaves     = 4,
#    persistence = 0.75,
#    lacunarity  = 2.0,
#    flags       = 
# }

#    3D noise defining structure of floatlands.
#    If altered from the default, the noise 'scale' (0.7 by default) may need
#    to be adjusted, as floatland tapering functions best when this noise has
#    a value range of approximately -2.0 to 2.0.
#    type: noise_params_3d
# mgv7_np_floatland = {
#    offset      = 0,
#    scale       = 0.7,
#    spread      = (384, 96, 384),
#    seed        = 1009,
#    octaves     = 4,
#    persistence = 0.75,
#    lacunarity  = 1.618,
#    flags       = 
# }

#    3D noise defining giant caverns.
#    type: noise_params_3d
# mgv7_np_cavern = {
#    offset      = 0,
#    scale       = 1,
#    spread      = (384, 128, 384),
#    seed        = 723,
#    octaves     = 5,
#    persistence = 0.63,
#    lacunarity  = 2.0,
#    flags       = 
# }

#    First of two 3D noises that together define tunnels.
#    type: noise_params_3d
# mgv7_np_cave1 = {
#    offset      = 0,
#    scale       = 12,
#    spread      = (61, 61, 61),
#    seed        = 52534,
#    octaves     = 3,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = 
# }

#    Second of two 3D noises that together define tunnels.
#    type: noise_params_3d
# mgv7_np_cave2 = {
#    offset      = 0,
#    scale       = 12,
#    spread      = (67, 67, 67),
#    seed        = 10325,
#    octaves     = 3,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = 
# }

#    3D noise that determines number of dungeons per mapchunk.
#    type: noise_params_3d
# mgv7_np_dungeons = {
#    offset      = 0.9,
#    scale       = 0.5,
#    spread      = (500, 500, 500),
#    seed        = 0,
#    octaves     = 2,
#    persistence = 0.8,
#    lacunarity  = 2.0,
#    flags       = 
# }

## Mapgen Carpathian

#    Map generation attributes specific to Mapgen Carpathian.
#    type: flags possible values: caverns, rivers, nocaverns, norivers
# mgcarpathian_spflags = caverns,norivers

#    Defines the base ground level.
#    type: float
# mgcarpathian_base_level = 12.0

#    Defines the width of the river channel.
#    type: float
# mgcarpathian_river_width = 0.05

#    Defines the depth of the river channel.
#    type: float
# mgcarpathian_river_depth = 24.0

#    Defines the width of the river valley.
#    type: float
# 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

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

#    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
# mgcarpathian_cavern_limit = -256

#    Y-distance over which caverns expand to full size.
#    type: int
# mgcarpathian_cavern_taper = 256

#    Defines full size of caverns, smaller values create larger caverns.
#    type: float
# mgcarpathian_cavern_threshold = 0.7

#    Lower Y limit of dungeons.
#    type: int
# mgcarpathian_dungeon_ymin = -31000

#    Upper Y limit of dungeons.
#    type: int
# mgcarpathian_dungeon_ymax = 31000

### Noises

#    Variation of biome filler depth.
#    type: noise_params_2d
# mgcarpathian_np_filler_depth = {
#    offset      = 0,
#    scale       = 1,
#    spread      = (128, 128, 128),
#    seed        = 261,
#    octaves     = 3,
#    persistence = 0.7,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    First of 4 2D noises that together define hill/mountain range height.
#    type: noise_params_2d
# mgcarpathian_np_height1 = {
#    offset      = 0,
#    scale       = 5,
#    spread      = (251, 251, 251),
#    seed        = 9613,
#    octaves     = 5,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Second of 4 2D noises that together define hill/mountain range height.
#    type: noise_params_2d
# mgcarpathian_np_height2 = {
#    offset      = 0,
#    scale       = 5,
#    spread      = (383, 383, 383),
#    seed        = 1949,
#    octaves     = 5,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Third of 4 2D noises that together define hill/mountain range height.
#    type: noise_params_2d
# mgcarpathian_np_height3 = {
#    offset      = 0,
#    scale       = 5,
#    spread      = (509, 509, 509),
#    seed        = 3211,
#    octaves     = 5,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Fourth of 4 2D noises that together define hill/mountain range height.
#    type: noise_params_2d
# mgcarpathian_np_height4 = {
#    offset      = 0,
#    scale       = 5,
#    spread      = (631, 631, 631),
#    seed        = 1583,
#    octaves     = 5,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    2D noise that controls the size/occurrence of rolling hills.
#    type: noise_params_2d
# mgcarpathian_np_hills_terrain = {
#    offset      = 1,
#    scale       = 1,
#    spread      = (1301, 1301, 1301),
#    seed        = 1692,
#    octaves     = 3,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    2D noise that controls the size/occurrence of ridged mountain ranges.
#    type: noise_params_2d
# mgcarpathian_np_ridge_terrain = {
#    offset      = 1,
#    scale       = 1,
#    spread      = (1889, 1889, 1889),
#    seed        = 3568,
#    octaves     = 3,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    2D noise that controls the size/occurrence of step mountain ranges.
#    type: noise_params_2d
# mgcarpathian_np_step_terrain = {
#    offset      = 1,
#    scale       = 1,
#    spread      = (1889, 1889, 1889),
#    seed        = 4157,
#    octaves     = 3,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    2D noise that controls the shape/size of rolling hills.
#    type: noise_params_2d
# mgcarpathian_np_hills = {
#    offset      = 0,
#    scale       = 3,
#    spread      = (257, 257, 257),
#    seed        = 6604,
#    octaves     = 6,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    2D noise that controls the shape/size of ridged mountains.
#    type: noise_params_2d
# mgcarpathian_np_ridge_mnt = {
#    offset      = 0,
#    scale       = 12,
#    spread      = (743, 743, 743),
#    seed        = 5520,
#    octaves     = 6,
#    persistence = 0.7,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    2D noise that controls the shape/size of step mountains.
#    type: noise_params_2d
# mgcarpathian_np_step_mnt = {
#    offset      = 0,
#    scale       = 8,
#    spread      = (509, 509, 509),
#    seed        = 2590,
#    octaves     = 6,
#    persistence = 0.6,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    2D noise that locates the river valleys and channels.
#    type: noise_params_2d
# mgcarpathian_np_rivers = {
#    offset      = 0,
#    scale       = 1,
#    spread      = (1000, 1000, 1000),
#    seed        = 85039,
#    octaves     = 5,
#    persistence = 0.6,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    3D noise for mountain overhangs, cliffs, etc. Usually small variations.
#    type: noise_params_3d
# mgcarpathian_np_mnt_var = {
#    offset      = 0,
#    scale       = 1,
#    spread      = (499, 499, 499),
#    seed        = 2490,
#    octaves     = 5,
#    persistence = 0.55,
#    lacunarity  = 2.0,
#    flags       = 
# }

#    First of two 3D noises that together define tunnels.
#    type: noise_params_3d
# mgcarpathian_np_cave1 = {
#    offset      = 0,
#    scale       = 12,
#    spread      = (61, 61, 61),
#    seed        = 52534,
#    octaves     = 3,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = 
# }

#    Second of two 3D noises that together define tunnels.
#    type: noise_params_3d
# mgcarpathian_np_cave2 = {
#    offset      = 0,
#    scale       = 12,
#    spread      = (67, 67, 67),
#    seed        = 10325,
#    octaves     = 3,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = 
# }

#    3D noise defining giant caverns.
#    type: noise_params_3d
# mgcarpathian_np_cavern = {
#    offset      = 0,
#    scale       = 1,
#    spread      = (384, 128, 384),
#    seed        = 723,
#    octaves     = 5,
#    persistence = 0.63,
#    lacunarity  = 2.0,
#    flags       = 
# }

#    3D noise that determines number of dungeons per mapchunk.
#    type: noise_params_3d
# mgcarpathian_np_dungeons = {
#    offset      = 0.9,
#    scale       = 0.5,
#    spread      = (500, 500, 500),
#    seed        = 0,
#    octaves     = 2,
#    persistence = 0.8,
#    lacunarity  = 2.0,
#    flags       = 
# }

## 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

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

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

#    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

#    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

#    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.
#    type: noise_params_2d
# mgflat_np_terrain = {
#    offset      = 0,
#    scale       = 1,
#    spread      = (600, 600, 600),
#    seed        = 7244,
#    octaves     = 5,
#    persistence = 0.6,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Variation of biome filler depth.
#    type: noise_params_2d
# mgflat_np_filler_depth = {
#    offset      = 0,
#    scale       = 1.2,
#    spread      = (150, 150, 150),
#    seed        = 261,
#    octaves     = 3,
#    persistence = 0.7,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    First of two 3D noises that together define tunnels.
#    type: noise_params_3d
# mgflat_np_cave1 = {
#    offset      = 0,
#    scale       = 12,
#    spread      = (61, 61, 61),
#    seed        = 52534,
#    octaves     = 3,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = 
# }

#    Second of two 3D noises that together define tunnels.
#    type: noise_params_3d
# mgflat_np_cave2 = {
#    offset      = 0,
#    scale       = 12,
#    spread      = (67, 67, 67),
#    seed        = 10325,
#    octaves     = 3,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = 
# }

#    3D noise that determines number of dungeons per mapchunk.
#    type: noise_params_3d
# mgflat_np_dungeons = {
#    offset      = 0.9,
#    scale       = 0.5,
#    spread      = (500, 500, 500),
#    seed        = 0,
#    octaves     = 2,
#    persistence = 0.8,
#    lacunarity  = 2.0,
#    flags       = 
# }

## Mapgen Fractal

#    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

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

#    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
# 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.
#    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.
#    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

#    (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 center in units of 'scale'.
#    Can be used to move a desired point to (0, 0) to create a
#    suitable spawn point, or to allow 'zooming in' on a desired
#    point by increasing 'scale'.
#    The default is tuned for a suitable spawn point for Mandelbrot
#    sets with default parameters, it may need altering in other
#    situations.
#    Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
#    type: v3f
# mgfractal_offset = (1.79, 0.0, 0.0)

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

#    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.
#    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.
#    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.
#    Alters the shape of the fractal.
#    Has no effect on 3D fractals.
#    Range roughly -2 to 2.
#    type: float
# mgfractal_julia_w = 0.33

### Noises

#    Y-level of seabed.
#    type: noise_params_2d
# mgfractal_np_seabed = {
#    offset      = -14,
#    scale       = 9,
#    spread      = (600, 600, 600),
#    seed        = 41900,
#    octaves     = 5,
#    persistence = 0.6,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Variation of biome filler depth.
#    type: noise_params_2d
# mgfractal_np_filler_depth = {
#    offset      = 0,
#    scale       = 1.2,
#    spread      = (150, 150, 150),
#    seed        = 261,
#    octaves     = 3,
#    persistence = 0.7,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    First of two 3D noises that together define tunnels.
#    type: noise_params_3d
# mgfractal_np_cave1 = {
#    offset      = 0,
#    scale       = 12,
#    spread      = (61, 61, 61),
#    seed        = 52534,
#    octaves     = 3,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = 
# }

#    Second of two 3D noises that together define tunnels.
#    type: noise_params_3d
# mgfractal_np_cave2 = {
#    offset      = 0,
#    scale       = 12,
#    spread      = (67, 67, 67),
#    seed        = 10325,
#    octaves     = 3,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = 
# }

#    3D noise that determines number of dungeons per mapchunk.
#    type: noise_params_3d
# mgfractal_np_dungeons = {
#    offset      = 0.9,
#    scale       = 0.5,
#    spread      = (500, 500, 500),
#    seed        = 0,
#    octaves     = 2,
#    persistence = 0.8,
#    lacunarity  = 2.0,
#    flags       = 
# }

## Mapgen Valleys

#    Map generation attributes specific to Mapgen Valleys.
#    'altitude_chill': Reduces heat with altitude.
#    'humid_rivers': Increases humidity around rivers.
#    'vary_river_depth': If enabled, low humidity and high heat causes rivers
#    to become shallower and occasionally dry.
#    'altitude_dry': Reduces humidity with altitude.
#    type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
# mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry

#    The vertical distance over which heat drops by 20 if 'altitude_chill' is
#    enabled. Also the vertical distance over which humidity drops by 10 if
#    'altitude_dry' is enabled.
#    type: int
# mgvalleys_altitude_chill = 90

#    Depth below which you'll find large caves.
#    type: int
# mgvalleys_large_cave_depth = -33

#    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
# mgvalleys_cavern_limit = -256

#    Y-distance over which caverns expand to full size.
#    type: int
# mgvalleys_cavern_taper = 192

#    Defines full size of caverns, smaller values create larger caverns.
#    type: float
# mgvalleys_cavern_threshold = 0.6

#    How deep to make rivers.
#    type: int
# mgvalleys_river_depth = 4

#    How wide to make rivers.
#    type: int
# 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

#    Lower Y limit of dungeons.
#    type: int
# mgvalleys_dungeon_ymin = -31000

#    Upper Y limit of dungeons.
#    type: int
# mgvalleys_dungeon_ymax = 63

### Noises

#    First of two 3D noises that together define tunnels.
#    type: noise_params_3d
# mgvalleys_np_cave1 = {
#    offset      = 0,
#    scale       = 12,
#    spread      = (61, 61, 61),
#    seed        = 52534,
#    octaves     = 3,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = 
# }

#    Second of two 3D noises that together define tunnels.
#    type: noise_params_3d
# mgvalleys_np_cave2 = {
#    offset      = 0,
#    scale       = 12,
#    spread      = (67, 67, 67),
#    seed        = 10325,
#    octaves     = 3,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = 
# }

#    The depth of dirt or other biome filler node.
#    type: noise_params_2d
# mgvalleys_np_filler_depth = {
#    offset      = 0,
#    scale       = 1.2,
#    spread      = (256, 256, 256),
#    seed        = 1605,
#    octaves     = 3,
#    persistence = 0.5,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    3D noise defining giant caverns.
#    type: noise_params_3d
# mgvalleys_np_cavern = {
#    offset      = 0,
#    scale       = 1,
#    spread      = (768, 256, 768),
#    seed        = 59033,
#    octaves     = 6,
#    persistence = 0.63,
#    lacunarity  = 2.0,
#    flags       = 
# }

#    Defines large-scale river channel structure.
#    type: noise_params_2d
# mgvalleys_np_rivers = {
#    offset      = 0,
#    scale       = 1,
#    spread      = (256, 256, 256),
#    seed        = -6050,
#    octaves     = 5,
#    persistence = 0.6,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Base terrain height.
#    type: noise_params_2d
# mgvalleys_np_terrain_height = {
#    offset      = -10,
#    scale       = 50,
#    spread      = (1024, 1024, 1024),
#    seed        = 5202,
#    octaves     = 6,
#    persistence = 0.4,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Raises terrain to make valleys around the rivers.
#    type: noise_params_2d
# mgvalleys_np_valley_depth = {
#    offset      = 5,
#    scale       = 4,
#    spread      = (512, 512, 512),
#    seed        = -1914,
#    octaves     = 1,
#    persistence = 1.0,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Slope and fill work together to modify the heights.
#    type: noise_params_3d
# mgvalleys_np_inter_valley_fill = {
#    offset      = 0,
#    scale       = 1,
#    spread      = (256, 512, 256),
#    seed        = 1993,
#    octaves     = 6,
#    persistence = 0.8,
#    lacunarity  = 2.0,
#    flags       = 
# }

#    Amplifies the valleys.
#    type: noise_params_2d
# mgvalleys_np_valley_profile = {
#    offset      = 0.6,
#    scale       = 0.5,
#    spread      = (512, 512, 512),
#    seed        = 777,
#    octaves     = 1,
#    persistence = 1.0,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    Slope and fill work together to modify the heights.
#    type: noise_params_2d
# mgvalleys_np_inter_valley_slope = {
#    offset      = 0.5,
#    scale       = 0.5,
#    spread      = (128, 128, 128),
#    seed        = 746,
#    octaves     = 1,
#    persistence = 1.0,
#    lacunarity  = 2.0,
#    flags       = eased
# }

#    3D noise that determines number of dungeons per mapchunk.
#    type: noise_params_3d
# mgvalleys_np_dungeons = {
#    offset      = 0.9,
#    scale       = 0.5,
#    spread      = (500, 500, 500),
#    seed        = 0,
#    octaves     = 2,
#    persistence = 0.8,
#    lacunarity  = 2.0,
#    flags       = 
# }

## Advanced

#    Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
#    WARNING!: There is no benefit, and there are several dangers, in
#    increasing this value above 5.
#    Reducing this value increases cave and dungeon density.
#    Altering this value is for special usage, leaving it unchanged is
#    recommended.
#    type: int
# chunksize = 5

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

#    Maximum number of blocks that can be queued for loading.
#    type: int
# emergequeue_limit_total = 512

#    Maximum number of blocks to be queued that are to be loaded from file.
#    This limit is enforced per player.
#    type: int
# emergequeue_limit_diskonly = 64

#    Maximum number of blocks to be queued that are to be generated.
#    This limit is enforced per player.
#    type: int
# emergequeue_limit_generate = 64

#    Number of emerge threads to use.
#    Value 0:
#    -    Automatic selection. The number of emerge threads will be
#    -    'number of processors - 2', with a lower limit of 1.
#    Any other value:
#    -    Specifies the number of emerge threads, with a lower limit of 1.
#    WARNING: Increasing the number of emerge threads increases engine mapgen
#    speed, but this may harm game performance by interfering with other
#    processes, especially in singleplayer and/or when running Lua code in
#    'on_generated'. For many users the optimum setting may be '1'.
#    type: int
# num_emerge_threads = 1

#
# Online Content Repository
#

#    The URL for the content repository
#    type: string
# contentdb_url = https://content.minetest.net

#    Comma-separated list of flags to hide in the content repository.
#    "nonfree" can be used to hide packages which do not qualify as 'free software',
#    as defined by the Free Software Foundation.
#    You can also specify content ratings.
#    These flags are independent from Minetest versions,
#    so see a full list at https://content.minetest.net/help/content_flags/
#    type: string
# contentdb_flag_blacklist = nonfree, desktop_default