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path: root/src/particles.cpp
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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "particles.h"
#include "client.h"
#include "collision.h"
#include <stdlib.h>
#include "util/numeric.h"
#include "light.h"
#include "environment.h"
#include "clientmap.h"
#include "mapnode.h"
#include "client.h"

/*
	Utility
*/

v3f random_v3f(v3f min, v3f max)
{
	return v3f( rand()/(float)RAND_MAX*(max.X-min.X)+min.X,
			rand()/(float)RAND_MAX*(max.Y-min.Y)+min.Y,
			rand()/(float)RAND_MAX*(max.Z-min.Z)+min.Z);
}

Particle::Particle(
	IGameDef *gamedef,
	scene::ISceneManager* smgr,
	LocalPlayer *player,
	ClientEnvironment *env,
	v3f pos,
	v3f velocity,
	v3f acceleration,
	float expirationtime,
	float size,
	bool collisiondetection,
	bool collision_removal,
	bool vertical,
	video::ITexture *texture,
	v2f texpos,
	v2f texsize,
	const struct TileAnimationParams &anim,
	u8 glow,
	video::SColor color
):
	scene::ISceneNode(smgr->getRootSceneNode(), smgr)
{
	// Misc
	m_gamedef = gamedef;
	m_env = env;

	// Texture
	m_material.setFlag(video::EMF_LIGHTING, false);
	m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
	m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
	m_material.setFlag(video::EMF_FOG_ENABLE, true);
	m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
	m_material.setTexture(0, texture);
	m_texpos = texpos;
	m_texsize = texsize;
	m_animation = anim;
	m_animation_frame = 0;
	m_animation_time = 0.0;

	// Color
	m_base_color = color;
	m_color = color;

	// Particle related
	m_pos = pos;
	m_velocity = velocity;
	m_acceleration = acceleration;
	m_expiration = expirationtime;
	m_time = 0;
	m_player = player;
	m_size = size;
	m_collisiondetection = collisiondetection;
	m_collision_removal = collision_removal;
	m_vertical = vertical;
	m_glow = glow;

	// Irrlicht stuff
	m_collisionbox = aabb3f
			(-size/2,-size/2,-size/2,size/2,size/2,size/2);
	this->setAutomaticCulling(scene::EAC_OFF);

	// Init lighting
	updateLight();

	// Init model
	updateVertices();
}

Particle::~Particle()
{
}

void Particle::OnRegisterSceneNode()
{
	if (IsVisible)
		SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT_EFFECT);

	ISceneNode::OnRegisterSceneNode();
}

void Particle::render()
{
	video::IVideoDriver* driver = SceneManager->getVideoDriver();
	driver->setMaterial(m_material);
	driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);

	u16 indices[] = {0,1,2, 2,3,0};
	driver->drawVertexPrimitiveList(m_vertices, 4,
			indices, 2, video::EVT_STANDARD,
			scene::EPT_TRIANGLES, video::EIT_16BIT);
}

void Particle::step(float dtime)
{
	m_time += dtime;
	if (m_collisiondetection) {
		aabb3f box = m_collisionbox;
		v3f p_pos = m_pos * BS;
		v3f p_velocity = m_velocity * BS;
		collisionMoveResult r = collisionMoveSimple(m_env,
			m_gamedef, BS * 0.5, box, 0, dtime, &p_pos,
			&p_velocity, m_acceleration * BS);
		if (m_collision_removal && r.collides) {
			// force expiration of the particle
			m_expiration = -1.0;
		} else {
			m_pos = p_pos / BS;
			m_velocity = p_velocity / BS;
		}
	} else {
		m_velocity += m_acceleration * dtime;
		m_pos += m_velocity * dtime;
	}
	if (m_animation.type != TAT_NONE) {
		m_animation_time += dtime;
		int frame_length_i, frame_count;
		m_animation.determineParams(
				m_material.getTexture(0)->getSize(),
				&frame_count, &frame_length_i, NULL);
		float frame_length = frame_length_i / 1000.0;
		while (m_animation_time > frame_length) {
			m_animation_frame++;
			m_animation_time -= frame_length;
		}
	}

	// Update lighting
	updateLight();

	// Update model
	updateVertices();
}

void Particle::updateLight()
{
	u8 light = 0;
	bool pos_ok;

	v3s16 p = v3s16(
		floor(m_pos.X+0.5),
		floor(m_pos.Y+0.5),
		floor(m_pos.Z+0.5)
	);
	MapNode n = m_env->getClientMap().getNodeNoEx(p, &pos_ok);
	if (pos_ok)
		light = n.getLightBlend(m_env->getDayNightRatio(), m_gamedef->ndef());
	else
		light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);

	u8 m_light = decode_light(light + m_glow);
	m_color.set(255,
		m_light * m_base_color.getRed() / 255,
		m_light * m_base_color.getGreen() / 255,
		m_light * m_base_color.getBlue() / 255);
}

void Particle::updateVertices()
{
	f32 tx0, tx1, ty0, ty1;

	if (m_animation.type != TAT_NONE) {
		const v2u32 texsize = m_material.getTexture(0)->getSize();
		v2f texcoord, framesize_f;
		v2u32 framesize;
		texcoord = m_animation.getTextureCoords(texsize, m_animation_frame);
		m_animation.determineParams(texsize, NULL, NULL, &framesize);
		framesize_f = v2f(framesize.X / (float) texsize.X, framesize.Y / (float) texsize.Y);

		tx0 = m_texpos.X + texcoord.X;
		tx1 = m_texpos.X + texcoord.X + framesize_f.X * m_texsize.X;
		ty0 = m_texpos.Y + texcoord.Y;
		ty1 = m_texpos.Y + texcoord.Y + framesize_f.Y * m_texsize.Y;
	} else {
		tx0 = m_texpos.X;
		tx1 = m_texpos.X + m_texsize.X;
		ty0 = m_texpos.Y;
		ty1 = m_texpos.Y + m_texsize.Y;
	}

	m_vertices[0] = video::S3DVertex(-m_size / 2, -m_size / 2,
		0, 0, 0, 0, m_color, tx0, ty1);
	m_vertices[1] = video::S3DVertex(m_size / 2, -m_size / 2,
		0, 0, 0, 0, m_color, tx1, ty1);
	m_vertices[2] = video::S3DVertex(m_size / 2, m_size / 2,
		0, 0, 0, 0, m_color, tx1, ty0);
	m_vertices[3] = video::S3DVertex(-m_size / 2, m_size / 2,
		0, 0, 0, 0, m_color, tx0, ty0);

	v3s16 camera_offset = m_env->getCameraOffset();
	for(u16 i=0; i<4; i++)
	{
		if (m_vertical) {
			v3f ppos = m_player->getPosition()/BS;
			m_vertices[i].Pos.rotateXZBy(atan2(ppos.Z-m_pos.Z, ppos.X-m_pos.X)/core::DEGTORAD+90);
		} else {
			m_vertices[i].Pos.rotateYZBy(m_player->getPitch());
			m_vertices[i].Pos.rotateXZBy(m_player->getYaw());
		}
		m_box.addInternalPoint(m_vertices[i].Pos);
		m_vertices[i].Pos += m_pos*BS - intToFloat(camera_offset, BS);
	}
}

/*
	ParticleSpawner
*/

ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr, LocalPlayer *player,
	u16 amount, float time,
	v3f minpos, v3f maxpos, v3f minvel, v3f maxvel, v3f minacc, v3f maxacc,
	float minexptime, float maxexptime, float minsize, float maxsize,
	bool collisiondetection, bool collision_removal, u16 attached_id, bool vertical,
	video::ITexture *texture, u32 id, const struct TileAnimationParams &anim,
	u8 glow,
	ParticleManager *p_manager) :
	m_particlemanager(p_manager)
{
	m_gamedef = gamedef;
	m_smgr = smgr;
	m_player = player;
	m_amount = amount;
	m_spawntime = time;
	m_minpos = minpos;
	m_maxpos = maxpos;
	m_minvel = minvel;
	m_maxvel = maxvel;
	m_minacc = minacc;
	m_maxacc = maxacc;
	m_minexptime = minexptime;
	m_maxexptime = maxexptime;
	m_minsize = minsize;
	m_maxsize = maxsize;
	m_collisiondetection = collisiondetection;
	m_collision_removal = collision_removal;
	m_attached_id = attached_id;
	m_vertical = vertical;
	m_texture = texture;
	m_time = 0;
	m_animation = anim;
	m_glow = glow;

	for (u16 i = 0; i<=m_amount; i++)
	{
		float spawntime = (float)rand()/(float)RAND_MAX*m_spawntime;
		m_spawntimes.push_back(spawntime);
	}
}

ParticleSpawner::~ParticleSpawner() {}

void ParticleSpawner::step(float dtime, ClientEnvironment* env)
{
	m_time += dtime;

	bool unloaded = false;
	bool is_attached = false;
	v3f attached_pos = v3f(0,0,0);
	float attached_yaw = 0;
	if (m_attached_id != 0) {
		if (ClientActiveObject *attached = env->getActiveObject(m_attached_id)) {
			attached_pos = attached->getPosition() / BS;
			attached_yaw = attached->getYaw();
			is_attached = true;
		} else {
			unloaded = true;
		}
	}

	if (m_spawntime != 0) // Spawner exists for a predefined timespan
	{
		for(std::vector<float>::iterator i = m_spawntimes.begin();
				i != m_spawntimes.end();)
		{
			if ((*i) <= m_time && m_amount > 0)
			{
				m_amount--;

				// Pretend to, but don't actually spawn a
				// particle if it is attached to an unloaded
				// object.
				if (!unloaded) {
					v3f pos = random_v3f(m_minpos, m_maxpos);
					v3f vel = random_v3f(m_minvel, m_maxvel);
					v3f acc = random_v3f(m_minacc, m_maxacc);

					if (is_attached) {
						// Apply attachment yaw and position
						pos.rotateXZBy(attached_yaw);
						pos += attached_pos;
						vel.rotateXZBy(attached_yaw);
						acc.rotateXZBy(attached_yaw);
					}

					float exptime = rand()/(float)RAND_MAX
							*(m_maxexptime-m_minexptime)
							+m_minexptime;
					float size = rand()/(float)RAND_MAX
							*(m_maxsize-m_minsize)
							+m_minsize;

					Particle* toadd = new Particle(
						m_gamedef,
						m_smgr,
						m_player,
						env,
						pos,
						vel,
						acc,
						exptime,
						size,
						m_collisiondetection,
						m_collision_removal,
						m_vertical,
						m_texture,
						v2f(0.0, 0.0),
						v2f(1.0, 1.0),
						m_animation,
						m_glow);
					m_particlemanager->addParticle(toadd);
				}
				i = m_spawntimes.erase(i);
			}
			else
			{
				++i;
			}
		}
	}
	else // Spawner exists for an infinity timespan, spawn on a per-second base
	{
		// Skip this step if attached to an unloaded object
		if (unloaded)
			return;
		for (int i = 0; i <= m_amount; i++)
		{
			if (rand()/(float)RAND_MAX < dtime)
			{
				v3f pos = random_v3f(m_minpos, m_maxpos);
				v3f vel = random_v3f(m_minvel, m_maxvel);
				v3f acc = random_v3f(m_minacc, m_maxacc);

				if (is_attached) {
					// Apply attachment yaw and position
					pos.rotateXZBy(attached_yaw);
					pos += attached_pos;
					vel.rotateXZBy(attached_yaw);
					acc.rotateXZBy(attached_yaw);
				}

				float exptime = rand()/(float)RAND_MAX
						*(m_maxexptime-m_minexptime)
						+m_minexptime;
				float size = rand()/(float)RAND_MAX
						*(m_maxsize-m_minsize)
						+m_minsize;

				Particle* toadd = new Particle(
					m_gamedef,
					m_smgr,
					m_player,
					env,
					pos,
					vel,
					acc,
					exptime,
					size,
					m_collisiondetection,
					m_collision_removal,
					m_vertical,
					m_texture,
					v2f(0.0, 0.0),
					v2f(1.0, 1.0),
					m_animation,
					m_glow);
				m_particlemanager->addParticle(toadd);
			}
		}
	}
}


ParticleManager::ParticleManager(ClientEnvironment* env) :
	m_env(env)
{}

ParticleManager::~ParticleManager()
{
	clearAll();
}

void ParticleManager::step(float dtime)
{
	stepParticles (dtime);
	stepSpawners (dtime);
}

void ParticleManager::stepSpawners (float dtime)
{
	MutexAutoLock lock(m_spawner_list_lock);
	for (std::map<u32, ParticleSpawner*>::iterator i =
			m_particle_spawners.begin();
			i != m_particle_spawners.end();)
	{
		if (i->second->get_expired())
		{
			delete i->second;
			m_particle_spawners.erase(i++);
		}
		else
		{
			i->second->step(dtime, m_env);
			++i;
		}
	}
}

void ParticleManager::stepParticles (float dtime)
{
	MutexAutoLock lock(m_particle_list_lock);
	for(std::vector<Particle*>::iterator i = m_particles.begin();
			i != m_particles.end();)
	{
		if ((*i)->get_expired())
		{
			(*i)->remove();
			delete *i;
			i = m_particles.erase(i);
		}
		else
		{
			(*i)->step(dtime);
			++i;
		}
	}
}

void ParticleManager::clearAll ()
{
	MutexAutoLock lock(m_spawner_list_lock);
	MutexAutoLock lock2(m_particle_list_lock);
	for(std::map<u32, ParticleSpawner*>::iterator i =
			m_particle_spawners.begin();
			i != m_particle_spawners.end();)
	{
		delete i->second;
		m_particle_spawners.erase(i++);
	}

	for(std::vector<Particle*>::iterator i =
			m_particles.begin();
			i != m_particles.end();)
	{
		(*i)->remove();
		delete *i;
		i = m_particles.erase(i);
	}
}

void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
		scene::ISceneManager* smgr, LocalPlayer *player)
{
	switch (event->type) {
		case CE_DELETE_PARTICLESPAWNER: {
			MutexAutoLock lock(m_spawner_list_lock);
			if (m_particle_spawners.find(event->delete_particlespawner.id) !=
					m_particle_spawners.end()) {
				delete m_particle_spawners.find(event->delete_particlespawner.id)->second;
				m_particle_spawners.erase(event->delete_particlespawner.id);
			}
			// no allocated memory in delete event
			break;
		}
		case CE_ADD_PARTICLESPAWNER: {
			{
				MutexAutoLock lock(m_spawner_list_lock);
				if (m_particle_spawners.find(event->add_particlespawner.id) !=
						m_particle_spawners.end()) {
					delete m_particle_spawners.find(event->add_particlespawner.id)->second;
					m_particle_spawners.erase(event->add_particlespawner.id);
				}
			}

			video::ITexture *texture =
				client->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));

			ParticleSpawner* toadd = new ParticleSpawner(client, smgr, player,
					event->add_particlespawner.amount,
					event->add_particlespawner.spawntime,
					*event->add_particlespawner.minpos,
					*event->add_particlespawner.maxpos,
					*event->add_particlespawner.minvel,
					*event->add_particlespawner.maxvel,
					*event->add_particlespawner.minacc,
					*event->add_particlespawner.maxacc,
					event->add_particlespawner.minexptime,
					event->add_particlespawner.maxexptime,
					event->add_particlespawner.minsize,
					event->add_particlespawner.maxsize,
					event->add_particlespawner.collisiondetection,
					event->add_particlespawner.collision_removal,
					event->add_particlespawner.attached_id,
					event->add_particlespawner.vertical,
					texture,
					event->add_particlespawner.id,
					event->add_particlespawner.animation,
					event->add_particlespawner.glow,
					this);

			/* delete allocated content of event */
			delete event->add_particlespawner.minpos;
			delete event->add_particlespawner.maxpos;
			delete event->add_particlespawner.minvel;
			delete event->add_particlespawner.maxvel;
			delete event->add_particlespawner.minacc;
			delete event->add_particlespawner.texture;
			delete event->add_particlespawner.maxacc;

			{
				MutexAutoLock lock(m_spawner_list_lock);
				m_particle_spawners.insert(
						std::pair<u32, ParticleSpawner*>(
								event->add_particlespawner.id,
								toadd));
			}
			break;
		}
		case CE_SPAWN_PARTICLE: {
			video::ITexture *texture =
				client->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));

			Particle* toadd = new Particle(client, smgr, player, m_env,
					*event->spawn_particle.pos,
					*event->spawn_particle.vel,
					*event->spawn_particle.acc,
					event->spawn_particle.expirationtime,
					event->spawn_particle.size,
					event->spawn_particle.collisiondetection,
					event->spawn_particle.collision_removal,
					event->spawn_particle.vertical,
					texture,
					v2f(0.0, 0.0),
					v2f(1.0, 1.0),
					event->spawn_particle.animation,
					event->spawn_particle.glow);

			addParticle(toadd);

			delete event->spawn_particle.pos;
			delete event->spawn_particle.vel;
			delete event->spawn_particle.acc;
			delete event->spawn_particle.texture;

			break;
		}
		default: break;
	}
}

void ParticleManager::addDiggingParticles(IGameDef* gamedef,
	scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
	const MapNode &n, const ContentFeatures &f)
{
	for (u16 j = 0; j < 32; j++) // set the amount of particles here
	{
		addNodeParticle(gamedef, smgr, player, pos, n, f);
	}
}

void ParticleManager::addPunchingParticles(IGameDef* gamedef,
	scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
	const MapNode &n, const ContentFeatures &f)
{
	addNodeParticle(gamedef, smgr, player, pos, n, f);
}

void ParticleManager::addNodeParticle(IGameDef* gamedef,
	scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
	const MapNode &n, const ContentFeatures &f)
{
	// Texture
	u8 texid = myrand_range(0, 5);
	const TileSpec &tile = f.tiles[texid];
	video::ITexture *texture;
	struct TileAnimationParams anim;
	anim.type = TAT_NONE;

	// Only use first frame of animated texture
	if (tile.material_flags & MATERIAL_FLAG_ANIMATION)
		texture = tile.frames[0].texture;
	else
		texture = tile.texture;

	float size = rand() % 64 / 512.;
	float visual_size = BS * size;
	v2f texsize(size * 2, size * 2);
	v2f texpos;
	texpos.X = ((rand() % 64) / 64. - texsize.X);
	texpos.Y = ((rand() % 64) / 64. - texsize.Y);

	// Physics
	v3f velocity((rand() % 100 / 50. - 1) / 1.5,
			rand() % 100 / 35.,
			(rand() % 100 / 50. - 1) / 1.5);

	v3f acceleration(0,-9,0);
	v3f particlepos = v3f(
		(f32) pos.X + rand() %100 /200. - 0.25,
		(f32) pos.Y + rand() %100 /200. - 0.25,
		(f32) pos.Z + rand() %100 /200. - 0.25
	);

	video::SColor color;
	if (tile.has_color)
		color = tile.color;
	else
		n.getColor(f, &color);

	Particle* toadd = new Particle(
		gamedef,
		smgr,
		player,
		m_env,
		particlepos,
		velocity,
		acceleration,
		rand() % 100 / 100., // expiration time
		visual_size,
		true,
		false,
		false,
		texture,
		texpos,
		texsize,
		anim,
		0,
		color);

	addParticle(toadd);
}

void ParticleManager::addParticle(Particle* toadd)
{
	MutexAutoLock lock(m_particle_list_lock);
	m_particles.push_back(toadd);
}
'#n2827'>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
#    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 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 lower screen resolution, but it applies
#    to the game world only, keeping the GUI intact.
#    It should give significant performance boost at the cost of less detailed image.
#    type: enum values: 0, 2, 3, 4
# undersampling = 0

### 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 filmic tone mapping
#    type: bool
# tone_mapping = false

#### Bumpmapping

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

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

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

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

#### Parallax Occlusion

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

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

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

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

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

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

#### Waving Nodes

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

#    type: float
# water_wave_height = 1.0

#    type: float
# water_wave_length = 20.0

#    type: float
# water_wave_speed = 5.0

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

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

### Advanced

#    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
# fps_max = 60

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

#    Open the pause menu when the window's focus is lost. Does not pause if a formspec is
#    open.
#    type: bool
# pause_on_lost_focus = false

#    View distance in nodes.
#    type: int min: 20 max: 4000
# viewing_range = 100

#    Camera near plane distance in nodes, between 0 and 0.5
#    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: 0.5
# near_plane = 0.1

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

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

#    Adjust the gamma encoding for the light tables. Higher numbers are brighter.
#    This setting is for the client only and is ignored by the server.
#    type: float min: 0.5 max: 3
# display_gamma = 1.0

#    Gradient of light curve at minimum light level.
#    type: float min: 0 max: 4
# lighting_alpha = 0.0

#    Gradient of light curve at maximum light level.
#    type: float min: 0 max: 4
# lighting_beta = 1.5

#    Strength of light curve mid-boost.
#    type: float min: 0 max: 1
# lighting_boost = 0.2

#    Center of light curve mid-boost.
#    type: float min: 0 max: 1
# lighting_boost_center = 0.5

#    Spread of light curve mid-boost.
#    Standard deviation of the mid-boost gaussian.
#    type: float min: 0 max: 1
# lighting_boost_spread = 0.2

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

#    The rendering back-end for Irrlicht.
#    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

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

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

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

#    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
#    type: bool
# show_entity_selectionbox = true

## Menus

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

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

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

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

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

#    type: int
# font_size = 16

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

#    Font shadow alpha (opaqueness, between 0 and 255).
#    type: int min: 0 max: 255
# font_shadow_alpha = 127

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

#    type: int
# mono_font_size = 15

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

#    type: int
# fallback_font_size = 15

#    type: int
# fallback_font_shadow = 1

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

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

#    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
# 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
#

#    type: bool
# enable_sound = true

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

#    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

#    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.txt

#    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.
#    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

#    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

#    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_range.
#    type: int
# active_block_range = 3

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

#    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 = 5250

#    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

#    type: float
# movement_acceleration_default = 3

#    type: float
# movement_acceleration_air = 2

#    type: float
# movement_acceleration_fast = 10

#    type: float
# movement_speed_walk = 4

#    type: float
# movement_speed_crouch = 1.35

#    type: float
# movement_speed_fast = 20

#    type: float
# movement_speed_climb = 3

#    type: float
# movement_speed_jump = 6.5

#    type: float
# movement_liquid_fluidity = 1

#    type: float
# movement_liquid_fluidity_smooth = 0.5

#    type: float
# movement_liquid_sink = 10

#    type: float
# movement_gravity = 9.81

### Advanced

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

#    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: , 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:
#    -    <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

#    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