# 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 # 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 # repeat_joystick_button_time = 0.17 # 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_F9 # Key for taking screenshots. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_screenshot = KEY_F12 # Key for dropping the currently selected item. # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # type: key # keymap_drop = KEY_KEY_Q # Key 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_F7 # 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 VBO # 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 null_command_handler, null_command_handler, null_command_handler, null_command_handler, { "TOCLIENT_CHAT_MESSAGE", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_ChatMessage }, // 0x30 { "TOCLIENT_ACTIVE_OBJECT_REMOVE_ADD", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_ActiveObjectRemoveAdd }, // 0x31 { "TOCLIENT_ACTIVE_OBJECT_MESSAGES", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_ActiveObjectMessages }, // 0x32 { "TOCLIENT_HP", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_HP }, // 0x33 { "TOCLIENT_MOVE_PLAYER", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_MovePlayer }, // 0x34 { "TOCLIENT_ACCESS_DENIED_LEGACY", TOCLIENT_STATE_NOT_CONNECTED, &Client::handleCommand_AccessDenied }, // 0x35 { "TOCLIENT_PLAYERITEM", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_PlayerItem }, // 0x36 { "TOCLIENT_DEATHSCREEN", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_DeathScreen }, // 0x37 { "TOCLIENT_MEDIA", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_Media }, // 0x38 { "TOCLIENT_TOOLDEF", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_ToolDef }, // 0x39 { "TOCLIENT_NODEDEF", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_NodeDef }, // 0x3a { "TOCLIENT_CRAFTITEMDEF", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_CraftItemDef }, // 0x3b { "TOCLIENT_ANNOUNCE_MEDIA", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_AnnounceMedia }, // 0x3c { "TOCLIENT_ITEMDEF", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_ItemDef }, // 0x3d null_command_handler, { "TOCLIENT_PLAY_SOUND", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_PlaySound }, // 0x3f { "TOCLIENT_STOP_SOUND", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_StopSound }, // 0x40 { "TOCLIENT_PRIVILEGES", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_Privileges }, // 0x41 { "TOCLIENT_INVENTORY_FORMSPEC", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_InventoryFormSpec }, // 0x42 { "TOCLIENT_DETACHED_INVENTORY", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_DetachedInventory }, // 0x43 { "TOCLIENT_SHOW_FORMSPEC", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_ShowFormSpec }, // 0x44 { "TOCLIENT_MOVEMENT", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_Movement }, // 0x45 { "TOCLIENT_SPAWN_PARTICLE", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_SpawnParticle }, // 0x46 { "TOCLIENT_ADD_PARTICLESPAWNER", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_AddParticleSpawner }, // 0x47 { "TOCLIENT_DELETE_PARTICLESPAWNER_LEGACY", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_DeleteParticleSpawner }, // 0x48 { "TOCLIENT_HUDADD", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_HudAdd }, // 0x49 { "TOCLIENT_HUDRM", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_HudRemove }, // 0x4a { "TOCLIENT_HUDCHANGE", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_HudChange }, // 0x4b { "TOCLIENT_HUD_SET_FLAGS", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_HudSetFlags }, // 0x4c { "TOCLIENT_HUD_SET_PARAM", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_HudSetParam }, // 0x4d { "TOCLIENT_BREATH", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_Breath }, // 0x4e { "TOCLIENT_SET_SKY", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_HudSetSky }, // 0x4f { "TOCLIENT_OVERRIDE_DAY_NIGHT_RATIO", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_OverrideDayNightRatio }, // 0x50 { "TOCLIENT_LOCAL_PLAYER_ANIMATIONS", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_LocalPlayerAnimations }, // 0x51 { "TOCLIENT_EYE_OFFSET", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_EyeOffset }, // 0x52 { "TOCLIENT_DELETE_PARTICLESPAWNER", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_DeleteParticleSpawner }, // 0x53 null_command_handler, null_command_handler, null_command_handler, null_command_handler, null_command_handler, null_command_handler, null_command_handler, null_command_handler, null_command_handler, null_command_handler, null_command_handler, null_command_handler, { "TOCLIENT_SRP_BYTES_S_B", TOCLIENT_STATE_NOT_CONNECTED, &Client::handleCommand_SrpBytesSandB }, // 0x60 }; const static ServerCommandFactory null_command_factory = { "TOSERVER_NULL", 0, false }; const ServerCommandFactory serverCommandFactoryTable[TOSERVER_NUM_MSG_TYPES] = { null_command_factory, // 0x00 null_command_factory, // 0x01 { "TOSERVER_INIT", 1, false }, // 0x02 null_command_factory, // 0x03 null_command_factory, // 0x04 null_command_factory, // 0x05 null_command_factory, // 0x06 null_command_factory, // 0x07 null_command_factory, // 0x08 null_command_factory, // 0x09 null_command_factory, // 0x0a null_command_factory, // 0x0b null_command_factory, // 0x0c null_command_factory, // 0x0d null_command_factory, // 0x0e null_command_factory, // 0x0F { "TOSERVER_INIT_LEGACY", 1, false }, // 0x10 { "TOSERVER_INIT2", 1, true }, // 0x11 null_command_factory, // 0x12 null_command_factory, // 0x13 null_command_factory, // 0x14 null_command_factory, // 0x15 null_command_factory, // 0x16 null_command_factory, // 0x17 null_command_factory, // 0x18 null_command_factory, // 0x19 null_command_factory, // 0x1a null_command_factory, // 0x1b null_command_factory, // 0x1c null_command_factory, // 0x1d null_command_factory, // 0x1e null_command_factory, // 0x1f null_command_factory, // 0x20 null_command_factory, // 0x21 null_command_factory, // 0x22 { "TOSERVER_PLAYERPOS", 0, false }, // 0x23 { "TOSERVER_GOTBLOCKS", 2, true }, // 0x24 { "TOSERVER_DELETEDBLOCKS", 2, true }, // 0x25 null_command_factory, // 0x26 { "TOSERVER_CLICK_OBJECT", 0, false }, // 0x27 { "TOSERVER_GROUND_ACTION", 0, false }, // 0x28 { "TOSERVER_RELEASE", 0, false }, // 0x29 null_command_factory, // 0x2a null_command_factory, // 0x2b null_command_factory, // 0x2c null_command_factory, // 0x2d null_command_factory, // 0x2e null_command_factory, // 0x2f { "TOSERVER_SIGNTEXT", 0, false }, // 0x30 { "TOSERVER_INVENTORY_ACTION", 0, true }, // 0x31 { "TOSERVER_CHAT_MESSAGE", 0, true }, // 0x32 { "TOSERVER_SIGNNODETEXT", 0, false }, // 0x33 { "TOSERVER_CLICK_ACTIVEOBJECT", 0, false }, // 0x34 { "TOSERVER_DAMAGE", 0, true }, // 0x35 { "TOSERVER_PASSWORD_LEGACY", 0, true }, // 0x36 { "TOSERVER_PLAYERITEM", 0, true }, // 0x37 { "TOSERVER_RESPAWN", 0, true }, // 0x38 { "TOSERVER_INTERACT", 0, true }, // 0x39 { "TOSERVER_REMOVED_SOUNDS", 1, true }, // 0x3a { "TOSERVER_NODEMETA_FIELDS", 0, true }, // 0x3b { "TOSERVER_INVENTORY_FIELDS", 0, true }, // 0x3c null_command_factory, // 0x3d null_command_factory, // 0x3e null_command_factory, // 0x3f { "TOSERVER_REQUEST_MEDIA", 1, true }, // 0x40 { "TOSERVER_RECEIVED_MEDIA", 1, true }, // 0x41 { "TOSERVER_BREATH", 0, true }, // 0x42 { "TOSERVER_CLIENT_READY", 0, true }, // 0x43 null_command_factory, // 0x44 null_command_factory, // 0x45 null_command_factory, // 0x46 null_command_factory, // 0x47 null_command_factory, // 0x48 null_command_factory, // 0x49 null_command_factory, // 0x4a null_command_factory, // 0x4b null_command_factory, // 0x4c null_command_factory, // 0x4d null_command_factory, // 0x4e null_command_factory, // 0x4f { "TOSERVER_FIRST_SRP", 1, true }, // 0x50 { "TOSERVER_SRP_BYTES_A", 1, true }, // 0x51 { "TOSERVER_SRP_BYTES_M", 1, true }, // 0x52 }; 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: , be, ca, cs, da, de, dv, en, eo, es, et, fr, he, hu, id, it, ja, jbo, ko, ky, lt, ms, nb, nl, pl, pt, pt_BR, ro, ru, sl, sr_Cyrl, sv, sw, tr, uk, zh_CN, zh_TW # language = # Level of logging to be written to debug.txt: # - (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 # IPv6 support. # type: bool # enable_ipv6 = true ## Advanced # Default timeout for cURL, stated in milliseconds. # Only has an effect if compiled with cURL. # type: int # curl_timeout = 5000 # Limits number of parallel HTTP requests. Affects: # - Media fetch if server uses remote_media setting. # - Serverlist download and server announcement. # - Downloads performed by main menu (e.g. mod manager). # Only has an effect if compiled with cURL. # type: int # curl_parallel_limit = 8 # Maximum time in ms a file download (e.g. a mod download) may take. # type: int # curl_file_download_timeout = 300000 # Makes DirectX work with LuaJIT. Disable if it causes troubles. # type: bool # high_precision_fpu = true # 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 stable mapgens: # v5, v6, v7 (except floatlands), singlenode. # 'stable' means the terrain shape in an existing world will not be changed # in the future. Note that biomes are defined by games and may still change. # type: enum values: v5, v6, v7, valleys, carpathian, fractal, flat, singlenode # 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 # Whether dungeons occasionally project from the terrain. # type: bool # projecting_dungeons = true ## 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. # type: float # mgv5_cave_width = 0.09 # Y of upper limit of large caves. # type: int # mgv5_large_cave_depth = -256 # Y of upper limit of lava in large caves. # type: int # mgv5_lava_depth = -256 # 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 # } ## Mapgen V6 # Map generation attributes specific to Mapgen v6. # The 'snowbiomes' flag enables the new 5 biome system. # When the new biome system 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,trees # Deserts occur when np_biome exceeds this value. # When the new biome system 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' enables the rivers. # 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 # Controls width of tunnels, a smaller value creates wider tunnels. # type: float # mgv7_cave_width = 0.09 # Y of upper limit of large caves. # type: int # mgv7_large_cave_depth = -33 # Y of upper limit of lava in large caves. # type: int # mgv7_lava_depth = -256 # Controls the density of mountain-type floatlands. # Is a noise offset added to the 'mgv7_np_mountain' noise value. # type: float # mgv7_float_mount_density = 0.6 # Typical maximum height, above and below midpoint, of floatland mountains. # type: float # mgv7_float_mount_height = 128.0 # Alters how mountain-type floatlands taper above and below midpoint. # type: float # mgv7_float_mount_exponent = 0.75 # Y-level of floatland midpoint and lake surface. # type: int # mgv7_floatland_level = 1280 # Y-level to which floatland shadows extend. # type: int # mgv7_shadow_limit = 1024 # 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 # } # Defines areas of floatland smooth terrain. # Smooth floatlands occur when noise > 0. # type: noise_params_2d # mgv7_np_floatland_base = { # offset = -0.6, # scale = 1.5, # spread = (600, 600, 600), # seed = 114, # octaves = 5, # persistence = 0.6, # lacunarity = 2.0, # flags = eased # } # Variation of hill height and lake depth on floatland smooth terrain. # type: noise_params_2d # mgv7_np_float_base_height = { # offset = 48, # scale = 24, # spread = (300, 300, 300), # seed = 907, # octaves = 4, # persistence = 0.7, # lacunarity = 2.0, # flags = eased # } # 3D noise defining mountain structure and height. # Also defines structure of floatland mountain terrain. # type: noise_params_3d # 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 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 = # } ## Mapgen Carpathian # Map generation attributes specific to Mapgen Carpathian. # type: flags possible values: caverns, nocaverns # mgcarpathian_spflags = caverns # Defines the base ground level. # type: float # mgcarpathian_base_level = 12.0 # Controls width of tunnels, a smaller value creates wider tunnels. # type: float # mgcarpathian_cave_width = 0.09 # Y of upper limit of large caves. # type: int # mgcarpathian_large_cave_depth = -33 # Y of upper limit of lava in large caves. # type: int # mgcarpathian_lava_depth = -256 # 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 # } # 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 = # } ## 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 # Y of upper limit of lava in large caves. # type: int # mgflat_lava_depth = -256 # Controls width of tunnels, a smaller value creates wider tunnels. # 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 = # } ## Mapgen Fractal # Controls width of tunnels, a smaller value creates wider tunnels. # type: float # mgfractal_cave_width = 0.09 # Y of upper limit of large caves. # type: int # mgfractal_large_cave_depth = -33 # Y of upper limit of lava in large caves. # type: int # mgfractal_lava_depth = -256 # 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 = # } ## 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, noaltitude_chill, humid_rivers, nohumid_rivers, vary_river_depth, novary_river_depth, altitude_dry, 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 # Y of upper limit of lava in large caves. # type: int # mgvalleys_lava_depth = 1 # 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. # 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 # } ## 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. # Set to blank for an appropriate amount to be chosen automatically. # type: int # emergequeue_limit_diskonly = 64 # Maximum number of blocks to be queued that are to be generated. # Set to blank for an appropriate amount to be chosen automatically. # type: int # emergequeue_limit_generate = 64 # Number of emerge threads to use. # WARNING: Currently there are multiple bugs that may cause crashes when # 'num_emerge_threads' is larger than 1. Until this warning is removed it is # strongly recommended this value is set to the default '1'. # 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