1 # This file contains a list of all available settings and their default value for minetest.conf
3 # By default, all the settings are commented and not functional.
4 # Uncomment settings by removing the preceding #.
6 # minetest.conf is read by default from:
9 # Any other path can be chosen by passing the path as a parameter
10 # to the program, eg. "luanti.exe --config ../minetest.conf.example".
12 # Further documentation:
13 # https://wiki.luanti.org/
21 # Smooths rotation of camera, also called look or mouse smoothing. 0 to disable.
22 # type: float min: 0 max: 0.99
23 # camera_smoothing = 0.0
25 # Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Controls.
26 # type: float min: 0 max: 0.99
27 # cinematic_camera_smoothing = 0.7
29 # If enabled, you can place nodes at the position (feet + eye level) where you stand.
30 # This is helpful when working with nodeboxes in small areas.
32 # enable_build_where_you_stand = false
34 # If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
37 # aux1_descends = false
39 # Double-tapping the jump key toggles fly mode.
41 # doubletap_jump = false
43 # If disabled, "Aux1" key is used to fly fast if both fly and fast mode are
46 # always_fly_fast = true
48 # The time in seconds it takes between repeated node placements when holding
50 # type: float min: 0.16 max: 2
51 # repeat_place_time = 0.25
53 # The minimum time in seconds it takes between digging nodes when holding
55 # type: float min: 0 max: 2
56 # repeat_dig_time = 0.0
58 # Automatically jump up single-node obstacles.
62 # Prevent digging and placing from repeating when holding the respective buttons.
63 # Enable this when you dig or place too often by accident.
64 # On touchscreens, this only affects digging.
66 # safe_dig_and_place = false
70 # Invert vertical mouse movement.
72 # invert_mouse = false
74 # Mouse sensitivity multiplier.
75 # type: float min: 0.001 max: 10
76 # mouse_sensitivity = 0.2
78 # Enable mouse wheel (scroll) for item selection in hotbar.
80 # enable_hotbar_mouse_wheel = true
82 # Invert mouse wheel (scroll) direction for item selection in hotbar.
84 # invert_hotbar_mouse_wheel = false
88 # Enables the touchscreen controls, allowing you to play the game with a touchscreen.
89 # "auto" means that the touchscreen controls will be enabled and disabled
90 # automatically depending on the last used input method.
91 # type: enum values: auto, true, false
92 # touch_controls = auto
94 # Touchscreen sensitivity multiplier.
95 # type: float min: 0.001 max: 10
96 # touchscreen_sensitivity = 0.2
98 # The length in pixels after which a touch interaction is considered movement.
99 # type: int min: 0 max: 100
100 # touchscreen_threshold = 20
102 # The delay in milliseconds after which a touch interaction is considered a long tap.
103 # type: int min: 100 max: 1000
104 # touch_long_tap_delay = 400
106 # Use crosshair to select object instead of whole screen.
107 # If enabled, a crosshair will be shown and will be used for selecting object.
109 # touch_use_crosshair = false
111 # Fixes the position of virtual joystick.
112 # If disabled, virtual joystick will center to first-touch's position.
114 # fixed_virtual_joystick = false
116 # Use virtual joystick to trigger "Aux1" button.
117 # If enabled, virtual joystick will also tap "Aux1" button when out of main circle.
119 # virtual_joystick_triggers_aux1 = false
121 # The gesture for punching players/entities.
122 # This can be overridden by games and mods.
125 # Easy to use and well-known from other games that shall not be named.
128 # Known from the classic Luanti mobile controls.
129 # Combat is more or less impossible.
130 # type: enum values: short_tap, long_tap
131 # touch_punch_gesture = short_tap
141 # Width component of the initial window size.
142 # type: int min: 1 max: 65535
145 # Height component of the initial window size.
146 # type: int min: 1 max: 65535
149 # Whether the window is maximized.
151 # window_maximized = false
153 # Save window size automatically when modified.
154 # If true, screen size is saved in screen_w and screen_h, and whether the window
155 # is maximized is stored in window_maximized.
156 # (Autosaving window_maximized only works if compiled with SDL.)
158 # autosave_screensize = true
164 # Open the pause menu when the window's focus is lost. Does not pause if a formspec is
167 # pause_on_lost_focus = false
171 # If FPS would go higher than this, limit it by sleeping
172 # to not waste CPU power for no benefit.
173 # type: int min: 1 max: 4294967295
176 # Vertical screen synchronization. Your system may still force VSync on even if this is disabled.
180 # Maximum FPS when the window is not focused, or when the game is paused.
181 # type: int min: 1 max: 4294967295
182 # fps_max_unfocused = 20
184 # View distance in nodes.
185 # type: int min: 20 max: 4000
186 # viewing_range = 190
188 # Undersampling is similar to using a lower screen resolution, but it applies
189 # to the game world only, keeping the GUI intact.
190 # It should give a significant performance boost at the cost of less detailed image.
191 # Higher values result in a less detailed image.
192 # type: int min: 1 max: 8
198 # Currently supported:
199 # - none: no 3d output.
200 # - anaglyph: cyan/magenta color 3d.
201 # - interlaced: odd/even line based polarization screen support.
202 # - topbottom: split screen top/bottom.
203 # - sidebyside: split screen side by side.
204 # - crossview: Cross-eyed 3d
205 # Note that the interlaced mode requires shaders to be enabled.
206 # type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview
209 # Strength of 3D mode parallax.
210 # type: float min: -0.087 max: 0.087
211 # 3d_paralax_strength = 0.025
215 # Arm inertia, gives a more realistic movement of
216 # the arm when the camera moves.
220 # Enable view bobbing and amount of view bobbing.
221 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
222 # type: float min: 0 max: 7.9
223 # view_bobbing_amount = 1.0
225 # Multiplier for fall bobbing.
226 # For example: 0 for no view bobbing; 1.0 for normal; 2.0 for double.
227 # type: float min: 0 max: 100
228 # fall_bobbing_amount = 0.03
232 # Field of view in degrees.
233 # type: int min: 45 max: 160
236 # Alters the light curve by applying 'gamma correction' to it.
237 # Higher values make middle and lower light levels brighter.
238 # Value '1.0' leaves the light curve unaltered.
239 # This only has significant effect on daylight and artificial
240 # light, it has very little effect on natural night light.
241 # type: float min: 0.33 max: 3
242 # display_gamma = 1.0
244 # The strength (darkness) of node ambient-occlusion shading.
245 # Lower is darker, Higher is lighter. The valid range of values for this
246 # setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
247 # set to the nearest valid value.
248 # type: float min: 0.25 max: 4
249 # ambient_occlusion_gamma = 1.8
253 # Path to save screenshots at. Can be an absolute or relative path.
254 # The folder will be created if it doesn't already exist.
256 # screenshot_path = screenshots
258 # Format of screenshots.
259 # type: enum values: png, jpg
260 # screenshot_format = png
262 # Screenshot quality. Only used for JPEG format.
263 # 1 means worst quality; 100 means best quality.
264 # Use 0 for default quality.
265 # type: int min: 0 max: 100
266 # screenshot_quality = 0
268 ### Node and Entity Highlighting
270 # Method used to highlight selected object.
271 # type: enum values: box, halo, none
272 # node_highlighting = box
274 # Show entity selection boxes
275 # A restart is required after changing this.
277 # show_entity_selectionbox = false
279 # Selection box border color (R,G,B).
281 # selectionbox_color = (0,0,0)
283 # Width of the selection box lines around nodes.
284 # type: int min: 1 max: 5
285 # selectionbox_width = 2
287 # Crosshair color (R,G,B).
288 # Also controls the object crosshair color
290 # crosshair_color = (255,255,255)
292 # Crosshair alpha (opaqueness, between 0 and 255).
293 # This also applies to the object crosshair.
294 # type: int min: 0 max: 255
295 # crosshair_alpha = 255
299 # Whether to fog out the end of the visible area.
303 # Make fog and sky colors depend on daytime (dawn/sunset) and view direction.
305 # directional_colored_fog = true
307 # Fraction of the visible distance at which fog starts to be rendered
308 # type: float min: 0 max: 0.99
313 # Clouds are a client-side effect.
315 # enable_clouds = true
317 # Use 3D cloud look instead of flat.
319 # enable_3d_clouds = true
321 # Use smooth cloud shading.
323 # soft_clouds = false
325 ### Filtering and Antialiasing
327 # Use mipmaps when scaling textures. May slightly increase performance,
328 # especially when using a high-resolution texture pack.
329 # Gamma-correct downscaling is not supported.
333 # Use bilinear filtering when scaling textures.
335 # bilinear_filter = false
337 # Use trilinear filtering when scaling textures.
338 # If both bilinear and trilinear filtering are enabled, trilinear filtering
341 # trilinear_filter = false
343 # Use anisotropic filtering when looking at textures from an angle.
345 # anisotropic_filter = false
347 # Select the antialiasing method to apply.
349 # * None - No antialiasing (default)
351 # * FSAA - Hardware-provided full-screen antialiasing
352 # (incompatible with Post Processing and Undersampling)
353 # A.K.A multi-sample antialiasing (MSAA)
354 # Smoothens out block edges but does not affect the insides of textures.
355 # A restart is required to change this option.
357 # * FXAA - Fast approximate antialiasing (requires shaders)
358 # Applies a post-processing filter to detect and smoothen high-contrast edges.
359 # Provides balance between speed and image quality.
361 # * SSAA - Super-sampling antialiasing (requires shaders)
362 # Renders higher-resolution image of the scene, then scales down to reduce
363 # the aliasing effects. This is the slowest and the most accurate method.
364 # type: enum values: none, fsaa, fxaa, ssaa
365 # antialiasing = none
367 # Defines the size of the sampling grid for FSAA and SSAA antialiasing methods.
368 # Value of 2 means taking 2x2 = 4 samples.
369 # type: enum values: 2, 4, 8, 16
372 ### Occlusion Culling
374 # Type of occlusion_culler
376 # "loops" is the legacy algorithm with nested loops and O(n³) complexity
377 # "bfs" is the new algorithm based on breadth-first-search and side culling
379 # This setting should only be changed if you have performance problems.
380 # type: enum values: bfs, loops
381 # occlusion_culler = bfs
383 # Use raytraced occlusion culling in the new culler.
384 # This flag enables use of raytraced occlusion culling test for
385 # client mesh sizes smaller than 4x4x4 map blocks.
387 # enable_raytraced_culling = true
391 # Allows liquids to be translucent.
393 # translucent_liquids = true
396 # - Fancy: all faces visible
397 # - Simple: only outer faces
398 # - Opaque: disable transparency
399 # type: enum values: fancy, simple, opaque
400 # leaves_style = fancy
402 # Connects glass if supported by node.
404 # connected_glass = false
406 # Enable smooth lighting with simple ambient occlusion.
408 # smooth_lighting = true
410 # Enables tradeoffs that reduce CPU load or increase rendering performance
411 # at the expense of minor visual glitches that do not impact game playability.
413 # performance_tradeoffs = false
415 # Adds particles when digging a node.
417 # enable_particles = true
421 # Set to true to enable waving leaves.
423 # enable_waving_leaves = false
425 # Set to true to enable waving plants.
427 # enable_waving_plants = false
429 # Set to true to enable waving liquids (like water).
431 # enable_waving_water = false
433 # The maximum height of the surface of waving liquids.
434 # 4.0 = Wave height is two nodes.
435 # 0.0 = Wave doesn't move at all.
436 # Default is 1.0 (1/2 node).
437 # type: float min: 0 max: 4
438 # water_wave_height = 1.0
440 # Length of liquid waves.
441 # type: float min: 0.1
442 # water_wave_length = 20.0
444 # How fast liquid waves will move. Higher = faster.
445 # If negative, liquid waves will move backwards.
447 # water_wave_speed = 5.0
451 # Set to true to enable Shadow Mapping.
453 # enable_dynamic_shadows = false
455 # Set the shadow strength gamma.
456 # Adjusts the intensity of in-game dynamic shadows.
457 # Lower value means lighter shadows, higher value means darker shadows.
458 # type: float min: 0.1 max: 10
459 # shadow_strength_gamma = 1.0
461 # Maximum distance to render shadows.
462 # type: float min: 10 max: 1000
463 # shadow_map_max_distance = 140.0
465 # Texture size to render the shadow map on.
466 # This must be a power of two.
467 # Bigger numbers create better shadows but it is also more expensive.
468 # type: int min: 128 max: 8192
469 # shadow_map_texture_size = 2048
471 # Sets shadow texture quality to 32 bits.
472 # On false, 16 bits texture will be used.
473 # This can cause much more artifacts in the shadow.
475 # shadow_map_texture_32bit = true
477 # Enable Poisson disk filtering.
478 # On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
480 # shadow_poisson_filter = true
482 # Define shadow filtering quality.
483 # This simulates the soft shadows effect by applying a PCF or Poisson disk
484 # but also uses more resources.
485 # type: enum values: 0, 1, 2
488 # Enable colored shadows.
489 # On true translucent nodes cast colored shadows. This is expensive.
491 # shadow_map_color = false
493 # Spread a complete update of shadow map over given number of frames.
494 # Higher values might make shadows laggy, lower values
495 # will consume more resources.
496 # Minimum value: 1; maximum value: 16
497 # type: int min: 1 max: 16
498 # shadow_update_frames = 8
500 # Set the soft shadow radius size.
501 # Lower values mean sharper shadows, bigger values mean softer shadows.
502 # Minimum value: 1.0; maximum value: 15.0
503 # type: float min: 1 max: 15
504 # shadow_soft_radius = 5.0
506 # Set the default tilt of Sun/Moon orbit in degrees.
507 # Games may change orbit tilt via API.
508 # Value of 0 means no tilt / vertical orbit.
509 # type: float min: -60 max: 60
510 # shadow_sky_body_orbit_tilt = 0.0
514 # Enables the post processing pipeline.
516 # enable_post_processing = true
518 # Enables Hable's 'Uncharted 2' filmic tone mapping.
519 # Simulates the tone curve of photographic film and how this approximates the
520 # appearance of high dynamic range images. Mid-range contrast is slightly
521 # enhanced, highlights and shadows are gradually compressed.
523 # tone_mapping = false
525 # Enable automatic exposure correction
526 # When enabled, the post-processing engine will
527 # automatically adjust to the brightness of the scene,
528 # simulating the behavior of human eye.
530 # enable_auto_exposure = false
532 # Set the exposure compensation in EV units.
533 # Value of 0.0 (default) means no exposure compensation.
534 # Range: from -1 to 1.0
535 # type: float min: -1 max: 1
536 # exposure_compensation = 0.0
538 # Apply dithering to reduce color banding artifacts.
539 # Dithering significantly increases the size of losslessly-compressed
540 # screenshots and it works incorrectly if the display or operating system
541 # performs additional dithering or if the color channels are not quantized
543 # With OpenGL ES, dithering only works if the shader supports high
544 # floating-point precision and it may have a higher performance impact.
548 # Set to true to enable bloom effect.
549 # Bright colors will bleed over the neighboring objects.
551 # enable_bloom = false
553 # Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
555 # enable_volumetric_lighting = false
559 # Simulate translucency when looking at foliage in the sunlight.
561 # enable_translucent_foliage = false
563 # Apply specular shading to nodes.
565 # enable_node_specular = false
567 # When enabled, liquid reflections are simulated.
569 # enable_water_reflections = false
573 # Volume of all sounds.
574 # Requires the sound system to be enabled.
575 # type: float min: 0 max: 1
578 # Volume multiplier when the window is unfocused.
579 # type: float min: 0 max: 1
580 # sound_volume_unfocused = 0.3
582 # Whether to mute sounds. You can unmute sounds at any time, unless the
583 # sound system is disabled (enable_sound=false).
584 # In-game, you can toggle the mute state with the mute key or by using the
591 # Set the language. By default, the system language is used.
592 # A restart is required after changing this.
593 # type: enum values: , be, bg, ca, cs, da, de, el, en, eo, es, et, eu, fi, fr, gd, gl, hu, id, it, ja, jbo, kk, ko, lt, lv, ms, nb, nl, nn, pl, pt, pt_BR, ro, ru, sk, sl, sr_Cyrl, sr_Latn, sv, sw, tr, uk, vi, zh_CN, zh_TW
598 # When enabled, the GUI is optimized to be more usable on touchscreens.
599 # Whether this is enabled by default depends on your hardware form-factor.
603 # Scale GUI by a user specified value.
604 # Use a nearest-neighbor-anti-alias filter to scale the GUI.
605 # This will smooth over some of the rough edges, and blend
606 # pixels when scaling down, at the cost of blurring some
607 # edge pixels when images are scaled by non-integer sizes.
608 # type: float min: 0.5 max: 20
611 # Enables smooth scrolling.
613 # smooth_scrolling = true
615 # Enables animation of inventory items.
617 # inventory_items_animations = false
619 # Formspec full-screen background opacity (between 0 and 255).
620 # type: int min: 0 max: 255
621 # formspec_fullscreen_bg_opacity = 140
623 # Formspec full-screen background color (R,G,B).
625 # formspec_fullscreen_bg_color = (0,0,0)
627 # When gui_scaling_filter is true, all GUI images need to be
628 # filtered in software, but some images are generated directly
629 # to hardware (e.g. render-to-texture for nodes in inventory).
631 # gui_scaling_filter = false
633 # When gui_scaling_filter_txr2img is true, copy those images
634 # from hardware to software for scaling. When false, fall back
635 # to the old scaling method, for video drivers that don't
636 # properly support downloading textures back from hardware.
638 # gui_scaling_filter_txr2img = true
640 # Delay showing tooltips, stated in milliseconds.
641 # type: int min: 0 max: 1.844674407371e+19
642 # tooltip_show_delay = 400
644 # Append item name to tooltip.
646 # tooltip_append_itemname = false
648 # Use a cloud animation for the main menu background.
654 # Modifies the size of the HUD elements.
655 # type: float min: 0.5 max: 20
658 # Whether name tag backgrounds should be shown by default.
659 # Mods may still set a background.
661 # show_nametag_backgrounds = true
663 # Whether to show the client debug info (has the same effect as hitting F5).
667 # Radius to use when the block bounds HUD feature is set to near blocks.
668 # type: int min: 0 max: 1000
669 # show_block_bounds_radius_near = 4
671 # Maximum proportion of current window to be used for hotbar.
672 # Useful if there's something to be displayed right or left of hotbar.
673 # type: float min: 0.001 max: 1
674 # hud_hotbar_max_width = 1.0
678 # Maximum number of recent chat messages to show
679 # type: int min: 2 max: 20
680 # recent_chat_messages = 6
682 # In-game chat console height, between 0.1 (10%) and 1.0 (100%).
683 # type: float min: 0.1 max: 1
684 # console_height = 0.6
686 # In-game chat console background color (R,G,B).
688 # console_color = (0,0,0)
690 # In-game chat console background alpha (opaqueness, between 0 and 255).
691 # type: int min: 0 max: 255
692 # console_alpha = 200
694 # Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
696 # clickable_chat_weblinks = true
698 # Optional override for chat weblink color.
700 # chat_weblink_color = #8888FF
702 # Font size of the recent chat text and chat prompt in point (pt).
703 # Value 0 will use the default font size.
704 # type: int min: 0 max: 72
707 ### Content Repository
709 # The URL for the content repository
711 # contentdb_url = https://content.minetest.net
713 # If enabled and you have ContentDB packages installed, Luanti may contact ContentDB to
714 # check for package updates when opening the mainmenu.
716 # contentdb_enable_updates_indicator = true
718 # Comma-separated list of flags to hide in the content repository.
719 # "nonfree" can be used to hide packages which do not qualify as 'free software',
720 # as defined by the Free Software Foundation.
721 # You can also specify content ratings.
722 # These flags are independent from Luanti versions,
723 # so see a full list at https://content.minetest.net/help/content_flags/
725 # contentdb_flag_blacklist = nonfree, desktop_default
727 # Maximum number of concurrent downloads. Downloads exceeding this limit will be queued.
728 # This should be lower than curl_parallel_limit.
730 # contentdb_max_concurrent_downloads = 3
738 # Save the map received by the client on disk.
740 # enable_local_map_saving = false
742 # URL to the server list displayed in the Multiplayer Tab.
744 # serverlist_url = servers.minetest.net
746 # If enabled, account registration is separate from login in the UI.
747 # If disabled, new accounts will be registered automatically when logging in.
749 # enable_split_login_register = true
751 # URL to JSON file which provides information about the newest Luanti release.
752 # If this is empty the engine will never check for updates.
754 # update_information_url = https://www.minetest.net/release_info.json
758 # Name of the player.
759 # When running a server, clients connecting with this name are admins.
760 # When starting from the main menu, this is overridden.
764 ### Serverlist and MOTD
766 # Name of the server, to be displayed when players join and in the serverlist.
768 # server_name = Luanti server
770 # Description of server, to be displayed when players join and in the serverlist.
772 # server_description = mine here
774 # Domain name of server, to be displayed in the serverlist.
776 # server_address = game.minetest.net
778 # Homepage of server, to be displayed in the serverlist.
780 # server_url = https://minetest.net
782 # Automatically report to the serverlist.
784 # server_announce = false
786 # Send names of online players to the serverlist. If disabled only the player count is revealed.
788 # server_announce_send_players = true
790 # Announce to this serverlist.
792 # serverlist_url = servers.minetest.net
794 # Message of the day displayed to players connecting.
798 # Maximum number of players that can be connected simultaneously.
799 # type: int min: 0 max: 65535
802 # If this is set, players will always (re)spawn at the given position.
804 # static_spawnpoint =
808 # Network port to listen (UDP).
809 # This value will be overridden when starting from the main menu.
810 # type: int min: 1 max: 65535
813 # The network interface that the server listens on.
817 # Enable to disallow old clients from connecting.
818 # Older clients are compatible in the sense that they will not crash when connecting
819 # to new servers, but they may not support all new features that you are expecting.
821 # strict_protocol_version_checking = false
823 # Define the oldest clients allowed to connect.
824 # Older clients are compatible in the sense that they will not crash when connecting
825 # to new servers, but they may not support all new features that you are expecting.
826 # This allows for more fine-grained control than strict_protocol_version_checking.
827 # Luanti still enforces its own internal minimum, and enabling
828 # strict_protocol_version_checking will effectively override this.
829 # type: int min: 1 max: 65535
830 # protocol_version_min = 1
832 # Specifies URL from which client fetches media instead of using UDP.
833 # $filename should be accessible from $remote_media$filename via cURL
834 # (obviously, remote_media should end with a slash).
835 # Files that are not present will be fetched the usual way.
839 # Enable/disable running an IPv6 server.
840 # Ignored if bind_address is set.
841 # Needs enable_ipv6 to be enabled.
843 # ipv6_server = false
847 # New users need to input this password.
851 # If enabled, players cannot join without a password or change theirs to an empty password.
853 # disallow_empty_password = false
855 # The privileges that new users automatically get.
856 # See /privs in game for a full list on your server and mod configuration.
858 # default_privs = interact, shout
860 # Privileges that players with basic_privs can grant
862 # basic_privs = interact, shout
864 # Server anticheat configuration.
865 # Flags are positive. Uncheck the flag to disable corresponding anticheat module.
866 # type: flags possible values: digging, interaction, movement
867 # anticheat_flags = digging,interaction,movement
869 # Tolerance of movement cheat detector.
870 # Increase the value if players experience stuttery movement.
872 # anticheat_movement_tolerance = 1.0
874 # If enabled, actions are recorded for rollback.
875 # This option is only read when server starts.
877 # enable_rollback_recording = false
879 ### Client-side Modding
881 # Restricts the access of certain client-side functions on servers.
882 # Combine the byteflags below to restrict client-side features, or set to 0
883 # for no restrictions:
884 # LOAD_CLIENT_MODS: 1 (disable loading client-provided mods)
885 # CHAT_MESSAGES: 2 (disable send_chat_message call client-side)
886 # READ_ITEMDEFS: 4 (disable get_item_def call client-side)
887 # READ_NODEDEFS: 8 (disable get_node_def call client-side)
888 # LOOKUP_NODES_LIMIT: 16 (limits get_node call client-side to
889 # csm_restriction_noderange)
890 # READ_PLAYERINFO: 32 (disable get_player_names call client-side)
891 # type: int min: 0 max: 63
892 # csm_restriction_flags = 62
894 # If the CSM restriction for node range is enabled, get_node calls are limited
895 # to this distance from the player to the node.
896 # type: int min: 0 max: 4294967295
897 # csm_restriction_noderange = 0
901 # Remove color codes from incoming chat messages
902 # Use this to stop players from being able to use color in their messages
904 # strip_color_codes = false
906 # Set the maximum length of a chat message (in characters) sent by clients.
907 # type: int min: 10 max: 65535
908 # chat_message_max_size = 500
910 # Number of messages a player may send per 10 seconds.
912 # chat_message_limit_per_10sec = 8.0
914 # Kick players who sent more than X messages per 10 seconds.
915 # type: int min: 1 max: 65535
916 # chat_message_limit_trigger_kick = 50
920 # Controls length of day/night cycle.
922 # 72 = 20min, 360 = 4min, 1 = 24hour, 0 = day/night/whatever stays unchanged.
926 # Time of day when a new world is started, in millihours (0-23999).
927 # type: int min: 0 max: 23999
928 # world_start_time = 6125
930 # Time in seconds for item entity (dropped items) to live.
931 # Setting it to -1 disables the feature.
933 # item_entity_ttl = 900
935 # Specifies the default stack size of nodes, items and tools.
936 # Note that mods or games may explicitly set a stack for certain (or all) items.
937 # type: int min: 1 max: 65535
938 # default_stack_max = 99
942 # Horizontal and vertical acceleration on ground or when climbing,
943 # in nodes per second per second.
945 # movement_acceleration_default = 3.0
947 # Horizontal acceleration in air when jumping or falling,
948 # in nodes per second per second.
950 # movement_acceleration_air = 2.0
952 # Horizontal and vertical acceleration in fast mode,
953 # in nodes per second per second.
955 # movement_acceleration_fast = 10.0
957 # Walking and flying speed, in nodes per second.
959 # movement_speed_walk = 4.0
961 # Sneaking speed, in nodes per second.
963 # movement_speed_crouch = 1.35
965 # Walking, flying and climbing speed in fast mode, in nodes per second.
967 # movement_speed_fast = 20.0
969 # Vertical climbing speed, in nodes per second.
971 # movement_speed_climb = 3.0
973 # Initial vertical speed when jumping, in nodes per second.
975 # movement_speed_jump = 6.5
977 # How much you are slowed down when moving inside a liquid.
978 # Decrease this to increase liquid resistance to movement.
979 # type: float min: 0.001
980 # movement_liquid_fluidity = 1.0
982 # Maximum liquid resistance. Controls deceleration when entering liquid at
985 # movement_liquid_fluidity_smooth = 0.5
987 # Controls sinking speed in liquid when idling. Negative values will cause
988 # you to rise instead.
990 # movement_liquid_sink = 10.0
992 # Acceleration of gravity, in nodes per second per second.
994 # movement_gravity = 9.81
1000 # A chosen map seed for a new map, leave empty for random.
1001 # Will be overridden when creating a new world in the main menu.
1005 # Name of map generator to be used when creating a new world.
1006 # Creating a world in the main menu will override this.
1007 # Current mapgens in a highly unstable state:
1008 # - The optional floatlands of v7 (disabled by default).
1009 # type: enum values: v7, valleys, carpathian, v5, flat, fractal, singlenode, v6
1012 # Water surface level of the world.
1013 # type: int min: -31000 max: 31000
1016 # From how far blocks are generated for clients, stated in mapblocks (16 nodes).
1017 # type: int min: 1 max: 32767
1018 # max_block_generate_distance = 10
1020 # Limit of map generation, in nodes, in all 6 directions from (0, 0, 0).
1021 # Only mapchunks completely within the mapgen limit are generated.
1022 # Value is stored per-world.
1023 # type: int min: 0 max: 31007
1024 # mapgen_limit = 31007
1026 # Global map generation attributes.
1027 # In Mapgen v6 the 'decorations' flag controls all decorations except trees
1028 # and jungle grass, in all other mapgens this flag controls all decorations.
1029 # type: flags possible values: caves, dungeons, light, decorations, biomes, ores
1030 # mg_flags = caves,dungeons,light,decorations,biomes,ores
1034 # Temperature variation for biomes.
1035 # type: noise_params_2d
1036 # mg_biome_np_heat = {
1039 # spread = (1000, 1000, 1000),
1042 # persistence = 0.5,
1047 # Small-scale temperature variation for blending biomes on borders.
1048 # type: noise_params_2d
1049 # mg_biome_np_heat_blend = {
1052 # spread = (8, 8, 8),
1055 # persistence = 1.0,
1060 # Humidity variation for biomes.
1061 # type: noise_params_2d
1062 # mg_biome_np_humidity = {
1065 # spread = (1000, 1000, 1000),
1068 # persistence = 0.5,
1073 # Small-scale humidity variation for blending biomes on borders.
1074 # type: noise_params_2d
1075 # mg_biome_np_humidity_blend = {
1078 # spread = (8, 8, 8),
1081 # persistence = 1.0,
1088 # Map generation attributes specific to Mapgen v5.
1089 # type: flags possible values: caverns
1090 # mgv5_spflags = caverns
1092 # Controls width of tunnels, a smaller value creates wider tunnels.
1093 # Value >= 10.0 completely disables generation of tunnels and avoids the
1094 # intensive noise calculations.
1096 # mgv5_cave_width = 0.09
1098 # Y of upper limit of large caves.
1099 # type: int min: -31000 max: 31000
1100 # mgv5_large_cave_depth = -256
1102 # Minimum limit of random number of small caves per mapchunk.
1103 # type: int min: 0 max: 256
1104 # mgv5_small_cave_num_min = 0
1106 # Maximum limit of random number of small caves per mapchunk.
1107 # type: int min: 0 max: 256
1108 # mgv5_small_cave_num_max = 0
1110 # Minimum limit of random number of large caves per mapchunk.
1111 # type: int min: 0 max: 64
1112 # mgv5_large_cave_num_min = 0
1114 # Maximum limit of random number of large caves per mapchunk.
1115 # type: int min: 0 max: 64
1116 # mgv5_large_cave_num_max = 2
1118 # Proportion of large caves that contain liquid.
1119 # type: float min: 0 max: 1
1120 # mgv5_large_cave_flooded = 0.5
1122 # Y-level of cavern upper limit.
1123 # type: int min: -31000 max: 31000
1124 # mgv5_cavern_limit = -256
1126 # Y-distance over which caverns expand to full size.
1127 # type: int min: 0 max: 32767
1128 # mgv5_cavern_taper = 256
1130 # Defines full size of caverns, smaller values create larger caverns.
1132 # mgv5_cavern_threshold = 0.7
1134 # Lower Y limit of dungeons.
1135 # type: int min: -31000 max: 31000
1136 # mgv5_dungeon_ymin = -31000
1138 # Upper Y limit of dungeons.
1139 # type: int min: -31000 max: 31000
1140 # mgv5_dungeon_ymax = 31000
1144 # Variation of biome filler depth.
1145 # type: noise_params_2d
1146 # mgv5_np_filler_depth = {
1149 # spread = (150, 150, 150),
1152 # persistence = 0.7,
1157 # Variation of terrain vertical scale.
1158 # When noise is < -0.55 terrain is near-flat.
1159 # type: noise_params_2d
1160 # mgv5_np_factor = {
1163 # spread = (250, 250, 250),
1166 # persistence = 0.45,
1171 # Y-level of average terrain surface.
1172 # type: noise_params_2d
1173 # mgv5_np_height = {
1176 # spread = (250, 250, 250),
1179 # persistence = 0.5,
1184 # First of two 3D noises that together define tunnels.
1185 # type: noise_params_3d
1189 # spread = (61, 61, 61),
1192 # persistence = 0.5,
1197 # Second of two 3D noises that together define tunnels.
1198 # type: noise_params_3d
1202 # spread = (67, 67, 67),
1205 # persistence = 0.5,
1210 # 3D noise defining giant caverns.
1211 # type: noise_params_3d
1212 # mgv5_np_cavern = {
1215 # spread = (384, 128, 384),
1218 # persistence = 0.63,
1223 # 3D noise defining terrain.
1224 # type: noise_params_3d
1225 # mgv5_np_ground = {
1228 # spread = (80, 80, 80),
1231 # persistence = 0.55,
1236 # 3D noise that determines number of dungeons per mapchunk.
1237 # type: noise_params_3d
1238 # mgv5_np_dungeons = {
1241 # spread = (500, 500, 500),
1244 # persistence = 0.8,
1251 # Map generation attributes specific to Mapgen v6.
1252 # The 'snowbiomes' flag enables the new 5 biome system.
1253 # When the 'snowbiomes' flag is enabled jungles are automatically enabled and
1254 # the 'jungles' flag is ignored.
1255 # The 'temples' flag disables generation of desert temples. Normal dungeons will appear instead.
1256 # type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, temples
1257 # mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees,temples
1259 # Deserts occur when np_biome exceeds this value.
1260 # When the 'snowbiomes' flag is enabled, this is ignored.
1262 # mgv6_freq_desert = 0.45
1264 # Sandy beaches occur when np_beach exceeds this value.
1266 # mgv6_freq_beach = 0.15
1268 # Lower Y limit of dungeons.
1269 # type: int min: -31000 max: 31000
1270 # mgv6_dungeon_ymin = -31000
1272 # Upper Y limit of dungeons.
1273 # type: int min: -31000 max: 31000
1274 # mgv6_dungeon_ymax = 31000
1278 # Y-level of lower terrain and seabed.
1279 # type: noise_params_2d
1280 # mgv6_np_terrain_base = {
1283 # spread = (250, 250, 250),
1286 # persistence = 0.6,
1291 # Y-level of higher terrain that creates cliffs.
1292 # type: noise_params_2d
1293 # mgv6_np_terrain_higher = {
1296 # spread = (500, 500, 500),
1299 # persistence = 0.6,
1304 # Varies steepness of cliffs.
1305 # type: noise_params_2d
1306 # mgv6_np_steepness = {
1309 # spread = (125, 125, 125),
1312 # persistence = 0.7,
1317 # Defines distribution of higher terrain.
1318 # type: noise_params_2d
1319 # mgv6_np_height_select = {
1322 # spread = (250, 250, 250),
1325 # persistence = 0.69,
1330 # Varies depth of biome surface nodes.
1331 # type: noise_params_2d
1335 # spread = (200, 200, 200),
1338 # persistence = 0.55,
1343 # Defines areas with sandy beaches.
1344 # type: noise_params_2d
1348 # spread = (250, 250, 250),
1351 # persistence = 0.50,
1356 # Temperature variation for biomes.
1357 # type: noise_params_2d
1361 # spread = (500, 500, 500),
1364 # persistence = 0.50,
1369 # Variation of number of caves.
1370 # type: noise_params_2d
1374 # spread = (250, 250, 250),
1377 # persistence = 0.50,
1382 # Humidity variation for biomes.
1383 # type: noise_params_2d
1384 # mgv6_np_humidity = {
1387 # spread = (500, 500, 500),
1390 # persistence = 0.50,
1395 # Defines tree areas and tree density.
1396 # type: noise_params_2d
1400 # spread = (125, 125, 125),
1403 # persistence = 0.66,
1408 # Defines areas where trees have apples.
1409 # type: noise_params_2d
1410 # mgv6_np_apple_trees = {
1413 # spread = (100, 100, 100),
1416 # persistence = 0.45,
1423 # Map generation attributes specific to Mapgen v7.
1425 # 'floatlands': Floating land masses in the atmosphere.
1426 # 'caverns': Giant caves deep underground.
1427 # type: flags possible values: mountains, ridges, floatlands, caverns
1428 # mgv7_spflags = mountains,ridges,nofloatlands,caverns
1430 # Y of mountain density gradient zero level. Used to shift mountains vertically.
1431 # type: int min: -31000 max: 31000
1432 # mgv7_mount_zero_level = 0
1434 # Lower Y limit of floatlands.
1435 # type: int min: -31000 max: 31000
1436 # mgv7_floatland_ymin = 1024
1438 # Upper Y limit of floatlands.
1439 # type: int min: -31000 max: 31000
1440 # mgv7_floatland_ymax = 4096
1442 # Y-distance over which floatlands taper from full density to nothing.
1443 # Tapering starts at this distance from the Y limit.
1444 # For a solid floatland layer, this controls the height of hills/mountains.
1445 # Must be less than or equal to half the distance between the Y limits.
1446 # type: int min: 0 max: 32767
1447 # mgv7_floatland_taper = 256
1449 # Exponent of the floatland tapering. Alters the tapering behavior.
1450 # Value = 1.0 creates a uniform, linear tapering.
1451 # Values > 1.0 create a smooth tapering suitable for the default separated
1453 # Values < 1.0 (for example 0.25) create a more defined surface level with
1454 # flatter lowlands, suitable for a solid floatland layer.
1456 # mgv7_float_taper_exp = 2.0
1458 # Adjusts the density of the floatland layer.
1459 # Increase value to increase density. Can be positive or negative.
1460 # Value = 0.0: 50% of volume is floatland.
1461 # Value = 2.0 (can be higher depending on 'mgv7_np_floatland', always test
1462 # to be sure) creates a solid floatland layer.
1464 # mgv7_floatland_density = -0.6
1466 # Surface level of optional water placed on a solid floatland layer.
1467 # Water is disabled by default and will only be placed if this value is set
1468 # to above 'mgv7_floatland_ymax' - 'mgv7_floatland_taper' (the start of the
1470 # ***WARNING, POTENTIAL DANGER TO WORLDS AND SERVER PERFORMANCE***:
1471 # When enabling water placement, floatlands must be configured and tested
1472 # to be a solid layer by setting 'mgv7_floatland_density' to 2.0 (or other
1473 # required value depending on 'mgv7_np_floatland'), to avoid
1474 # server-intensive extreme water flow and to avoid vast flooding of the
1475 # world surface below.
1476 # type: int min: -31000 max: 31000
1477 # mgv7_floatland_ywater = -31000
1479 # Controls width of tunnels, a smaller value creates wider tunnels.
1480 # Value >= 10.0 completely disables generation of tunnels and avoids the
1481 # intensive noise calculations.
1483 # mgv7_cave_width = 0.09
1485 # Y of upper limit of large caves.
1486 # type: int min: -31000 max: 31000
1487 # mgv7_large_cave_depth = -33
1489 # Minimum limit of random number of small caves per mapchunk.
1490 # type: int min: 0 max: 256
1491 # mgv7_small_cave_num_min = 0
1493 # Maximum limit of random number of small caves per mapchunk.
1494 # type: int min: 0 max: 256
1495 # mgv7_small_cave_num_max = 0
1497 # Minimum limit of random number of large caves per mapchunk.
1498 # type: int min: 0 max: 64
1499 # mgv7_large_cave_num_min = 0
1501 # Maximum limit of random number of large caves per mapchunk.
1502 # type: int min: 0 max: 64
1503 # mgv7_large_cave_num_max = 2
1505 # Proportion of large caves that contain liquid.
1506 # type: float min: 0 max: 1
1507 # mgv7_large_cave_flooded = 0.5
1509 # Y-level of cavern upper limit.
1510 # type: int min: -31000 max: 31000
1511 # mgv7_cavern_limit = -256
1513 # Y-distance over which caverns expand to full size.
1514 # type: int min: 0 max: 32767
1515 # mgv7_cavern_taper = 256
1517 # Defines full size of caverns, smaller values create larger caverns.
1519 # mgv7_cavern_threshold = 0.7
1521 # Lower Y limit of dungeons.
1522 # type: int min: -31000 max: 31000
1523 # mgv7_dungeon_ymin = -31000
1525 # Upper Y limit of dungeons.
1526 # type: int min: -31000 max: 31000
1527 # mgv7_dungeon_ymax = 31000
1531 # Y-level of higher terrain that creates cliffs.
1532 # type: noise_params_2d
1533 # mgv7_np_terrain_base = {
1536 # spread = (600, 600, 600),
1539 # persistence = 0.6,
1544 # Y-level of lower terrain and seabed.
1545 # type: noise_params_2d
1546 # mgv7_np_terrain_alt = {
1549 # spread = (600, 600, 600),
1552 # persistence = 0.6,
1557 # Varies roughness of terrain.
1558 # Defines the 'persistence' value for terrain_base and terrain_alt noises.
1559 # type: noise_params_2d
1560 # mgv7_np_terrain_persist = {
1563 # spread = (2000, 2000, 2000),
1566 # persistence = 0.6,
1571 # Defines distribution of higher terrain and steepness of cliffs.
1572 # type: noise_params_2d
1573 # mgv7_np_height_select = {
1576 # spread = (500, 500, 500),
1579 # persistence = 0.7,
1584 # Variation of biome filler depth.
1585 # type: noise_params_2d
1586 # mgv7_np_filler_depth = {
1589 # spread = (150, 150, 150),
1592 # persistence = 0.7,
1597 # Variation of maximum mountain height (in nodes).
1598 # type: noise_params_2d
1599 # mgv7_np_mount_height = {
1602 # spread = (1000, 1000, 1000),
1605 # persistence = 0.6,
1610 # Defines large-scale river channel structure.
1611 # type: noise_params_2d
1612 # mgv7_np_ridge_uwater = {
1615 # spread = (1000, 1000, 1000),
1618 # persistence = 0.6,
1623 # 3D noise defining mountain structure and height.
1624 # Also defines structure of floatland mountain terrain.
1625 # type: noise_params_3d
1626 # mgv7_np_mountain = {
1629 # spread = (250, 350, 250),
1632 # persistence = 0.63,
1637 # 3D noise defining structure of river canyon walls.
1638 # type: noise_params_3d
1642 # spread = (100, 100, 100),
1645 # persistence = 0.75,
1650 # 3D noise defining structure of floatlands.
1651 # If altered from the default, the noise 'scale' (0.7 by default) may need
1652 # to be adjusted, as floatland tapering functions best when this noise has
1653 # a value range of approximately -2.0 to 2.0.
1654 # type: noise_params_3d
1655 # mgv7_np_floatland = {
1658 # spread = (384, 96, 384),
1661 # persistence = 0.75,
1662 # lacunarity = 1.618,
1666 # 3D noise defining giant caverns.
1667 # type: noise_params_3d
1668 # mgv7_np_cavern = {
1671 # spread = (384, 128, 384),
1674 # persistence = 0.63,
1679 # First of two 3D noises that together define tunnels.
1680 # type: noise_params_3d
1684 # spread = (61, 61, 61),
1687 # persistence = 0.5,
1692 # Second of two 3D noises that together define tunnels.
1693 # type: noise_params_3d
1697 # spread = (67, 67, 67),
1700 # persistence = 0.5,
1705 # 3D noise that determines number of dungeons per mapchunk.
1706 # type: noise_params_3d
1707 # mgv7_np_dungeons = {
1710 # spread = (500, 500, 500),
1713 # persistence = 0.8,
1718 ## Mapgen Carpathian
1720 # Map generation attributes specific to Mapgen Carpathian.
1721 # type: flags possible values: caverns, rivers
1722 # mgcarpathian_spflags = caverns,norivers
1724 # Defines the base ground level.
1726 # mgcarpathian_base_level = 12.0
1728 # Defines the width of the river channel.
1730 # mgcarpathian_river_width = 0.05
1732 # Defines the depth of the river channel.
1734 # mgcarpathian_river_depth = 24.0
1736 # Defines the width of the river valley.
1738 # mgcarpathian_valley_width = 0.25
1740 # Controls width of tunnels, a smaller value creates wider tunnels.
1741 # Value >= 10.0 completely disables generation of tunnels and avoids the
1742 # intensive noise calculations.
1744 # mgcarpathian_cave_width = 0.09
1746 # Y of upper limit of large caves.
1747 # type: int min: -31000 max: 31000
1748 # mgcarpathian_large_cave_depth = -33
1750 # Minimum limit of random number of small caves per mapchunk.
1751 # type: int min: 0 max: 256
1752 # mgcarpathian_small_cave_num_min = 0
1754 # Maximum limit of random number of small caves per mapchunk.
1755 # type: int min: 0 max: 256
1756 # mgcarpathian_small_cave_num_max = 0
1758 # Minimum limit of random number of large caves per mapchunk.
1759 # type: int min: 0 max: 64
1760 # mgcarpathian_large_cave_num_min = 0
1762 # Maximum limit of random number of large caves per mapchunk.
1763 # type: int min: 0 max: 64
1764 # mgcarpathian_large_cave_num_max = 2
1766 # Proportion of large caves that contain liquid.
1767 # type: float min: 0 max: 1
1768 # mgcarpathian_large_cave_flooded = 0.5
1770 # Y-level of cavern upper limit.
1771 # type: int min: -31000 max: 31000
1772 # mgcarpathian_cavern_limit = -256
1774 # Y-distance over which caverns expand to full size.
1775 # type: int min: 0 max: 32767
1776 # mgcarpathian_cavern_taper = 256
1778 # Defines full size of caverns, smaller values create larger caverns.
1780 # mgcarpathian_cavern_threshold = 0.7
1782 # Lower Y limit of dungeons.
1783 # type: int min: -31000 max: 31000
1784 # mgcarpathian_dungeon_ymin = -31000
1786 # Upper Y limit of dungeons.
1787 # type: int min: -31000 max: 31000
1788 # mgcarpathian_dungeon_ymax = 31000
1792 # Variation of biome filler depth.
1793 # type: noise_params_2d
1794 # mgcarpathian_np_filler_depth = {
1797 # spread = (128, 128, 128),
1800 # persistence = 0.7,
1805 # First of 4 2D noises that together define hill/mountain range height.
1806 # type: noise_params_2d
1807 # mgcarpathian_np_height1 = {
1810 # spread = (251, 251, 251),
1813 # persistence = 0.5,
1818 # Second of 4 2D noises that together define hill/mountain range height.
1819 # type: noise_params_2d
1820 # mgcarpathian_np_height2 = {
1823 # spread = (383, 383, 383),
1826 # persistence = 0.5,
1831 # Third of 4 2D noises that together define hill/mountain range height.
1832 # type: noise_params_2d
1833 # mgcarpathian_np_height3 = {
1836 # spread = (509, 509, 509),
1839 # persistence = 0.5,
1844 # Fourth of 4 2D noises that together define hill/mountain range height.
1845 # type: noise_params_2d
1846 # mgcarpathian_np_height4 = {
1849 # spread = (631, 631, 631),
1852 # persistence = 0.5,
1857 # 2D noise that controls the size/occurrence of rolling hills.
1858 # type: noise_params_2d
1859 # mgcarpathian_np_hills_terrain = {
1862 # spread = (1301, 1301, 1301),
1865 # persistence = 0.5,
1870 # 2D noise that controls the size/occurrence of ridged mountain ranges.
1871 # type: noise_params_2d
1872 # mgcarpathian_np_ridge_terrain = {
1875 # spread = (1889, 1889, 1889),
1878 # persistence = 0.5,
1883 # 2D noise that controls the size/occurrence of step mountain ranges.
1884 # type: noise_params_2d
1885 # mgcarpathian_np_step_terrain = {
1888 # spread = (1889, 1889, 1889),
1891 # persistence = 0.5,
1896 # 2D noise that controls the shape/size of rolling hills.
1897 # type: noise_params_2d
1898 # mgcarpathian_np_hills = {
1901 # spread = (257, 257, 257),
1904 # persistence = 0.5,
1909 # 2D noise that controls the shape/size of ridged mountains.
1910 # type: noise_params_2d
1911 # mgcarpathian_np_ridge_mnt = {
1914 # spread = (743, 743, 743),
1917 # persistence = 0.7,
1922 # 2D noise that controls the shape/size of step mountains.
1923 # type: noise_params_2d
1924 # mgcarpathian_np_step_mnt = {
1927 # spread = (509, 509, 509),
1930 # persistence = 0.6,
1935 # 2D noise that locates the river valleys and channels.
1936 # type: noise_params_2d
1937 # mgcarpathian_np_rivers = {
1940 # spread = (1000, 1000, 1000),
1943 # persistence = 0.6,
1948 # 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
1949 # type: noise_params_3d
1950 # mgcarpathian_np_mnt_var = {
1953 # spread = (499, 499, 499),
1956 # persistence = 0.55,
1961 # First of two 3D noises that together define tunnels.
1962 # type: noise_params_3d
1963 # mgcarpathian_np_cave1 = {
1966 # spread = (61, 61, 61),
1969 # persistence = 0.5,
1974 # Second of two 3D noises that together define tunnels.
1975 # type: noise_params_3d
1976 # mgcarpathian_np_cave2 = {
1979 # spread = (67, 67, 67),
1982 # persistence = 0.5,
1987 # 3D noise defining giant caverns.
1988 # type: noise_params_3d
1989 # mgcarpathian_np_cavern = {
1992 # spread = (384, 128, 384),
1995 # persistence = 0.63,
2000 # 3D noise that determines number of dungeons per mapchunk.
2001 # type: noise_params_3d
2002 # mgcarpathian_np_dungeons = {
2005 # spread = (500, 500, 500),
2008 # persistence = 0.8,
2015 # Map generation attributes specific to Mapgen Flat.
2016 # Occasional lakes and hills can be added to the flat world.
2017 # type: flags possible values: lakes, hills, caverns
2018 # mgflat_spflags = nolakes,nohills,nocaverns
2021 # type: int min: -31000 max: 31000
2022 # mgflat_ground_level = 8
2024 # Y of upper limit of large caves.
2025 # type: int min: -31000 max: 31000
2026 # mgflat_large_cave_depth = -33
2028 # Minimum limit of random number of small caves per mapchunk.
2029 # type: int min: 0 max: 256
2030 # mgflat_small_cave_num_min = 0
2032 # Maximum limit of random number of small caves per mapchunk.
2033 # type: int min: 0 max: 256
2034 # mgflat_small_cave_num_max = 0
2036 # Minimum limit of random number of large caves per mapchunk.
2037 # type: int min: 0 max: 64
2038 # mgflat_large_cave_num_min = 0
2040 # Maximum limit of random number of large caves per mapchunk.
2041 # type: int min: 0 max: 64
2042 # mgflat_large_cave_num_max = 2
2044 # Proportion of large caves that contain liquid.
2045 # type: float min: 0 max: 1
2046 # mgflat_large_cave_flooded = 0.5
2048 # Controls width of tunnels, a smaller value creates wider tunnels.
2049 # Value >= 10.0 completely disables generation of tunnels and avoids the
2050 # intensive noise calculations.
2052 # mgflat_cave_width = 0.09
2054 # Terrain noise threshold for lakes.
2055 # Controls proportion of world area covered by lakes.
2056 # Adjust towards 0.0 for a larger proportion.
2058 # mgflat_lake_threshold = -0.45
2060 # Controls steepness/depth of lake depressions.
2062 # mgflat_lake_steepness = 48.0
2064 # Terrain noise threshold for hills.
2065 # Controls proportion of world area covered by hills.
2066 # Adjust towards 0.0 for a larger proportion.
2068 # mgflat_hill_threshold = 0.45
2070 # Controls steepness/height of hills.
2072 # mgflat_hill_steepness = 64.0
2074 # Y-level of cavern upper limit.
2075 # type: int min: -31000 max: 31000
2076 # mgflat_cavern_limit = -256
2078 # Y-distance over which caverns expand to full size.
2079 # type: int min: 0 max: 32767
2080 # mgflat_cavern_taper = 256
2082 # Defines full size of caverns, smaller values create larger caverns.
2084 # mgflat_cavern_threshold = 0.7
2086 # Lower Y limit of dungeons.
2087 # type: int min: -31000 max: 31000
2088 # mgflat_dungeon_ymin = -31000
2090 # Upper Y limit of dungeons.
2091 # type: int min: -31000 max: 31000
2092 # mgflat_dungeon_ymax = 31000
2096 # Defines location and terrain of optional hills and lakes.
2097 # type: noise_params_2d
2098 # mgflat_np_terrain = {
2101 # spread = (600, 600, 600),
2104 # persistence = 0.6,
2109 # Variation of biome filler depth.
2110 # type: noise_params_2d
2111 # mgflat_np_filler_depth = {
2114 # spread = (150, 150, 150),
2117 # persistence = 0.7,
2122 # First of two 3D noises that together define tunnels.
2123 # type: noise_params_3d
2124 # mgflat_np_cave1 = {
2127 # spread = (61, 61, 61),
2130 # persistence = 0.5,
2135 # Second of two 3D noises that together define tunnels.
2136 # type: noise_params_3d
2137 # mgflat_np_cave2 = {
2140 # spread = (67, 67, 67),
2143 # persistence = 0.5,
2148 # 3D noise defining giant caverns.
2149 # type: noise_params_3d
2150 # mgflat_np_cavern = {
2153 # spread = (384, 128, 384),
2156 # persistence = 0.63,
2161 # 3D noise that determines number of dungeons per mapchunk.
2162 # type: noise_params_3d
2163 # mgflat_np_dungeons = {
2166 # spread = (500, 500, 500),
2169 # persistence = 0.8,
2176 # Map generation attributes specific to Mapgen Fractal.
2177 # 'terrain' enables the generation of non-fractal terrain:
2178 # ocean, islands and underground.
2179 # type: flags possible values: terrain
2180 # mgfractal_spflags = terrain
2182 # Controls width of tunnels, a smaller value creates wider tunnels.
2183 # Value >= 10.0 completely disables generation of tunnels and avoids the
2184 # intensive noise calculations.
2186 # mgfractal_cave_width = 0.09
2188 # Y of upper limit of large caves.
2189 # type: int min: -31000 max: 31000
2190 # mgfractal_large_cave_depth = -33
2192 # Minimum limit of random number of small caves per mapchunk.
2193 # type: int min: 0 max: 256
2194 # mgfractal_small_cave_num_min = 0
2196 # Maximum limit of random number of small caves per mapchunk.
2197 # type: int min: 0 max: 256
2198 # mgfractal_small_cave_num_max = 0
2200 # Minimum limit of random number of large caves per mapchunk.
2201 # type: int min: 0 max: 64
2202 # mgfractal_large_cave_num_min = 0
2204 # Maximum limit of random number of large caves per mapchunk.
2205 # type: int min: 0 max: 64
2206 # mgfractal_large_cave_num_max = 2
2208 # Proportion of large caves that contain liquid.
2209 # type: float min: 0 max: 1
2210 # mgfractal_large_cave_flooded = 0.5
2212 # Lower Y limit of dungeons.
2213 # type: int min: -31000 max: 31000
2214 # mgfractal_dungeon_ymin = -31000
2216 # Upper Y limit of dungeons.
2217 # type: int min: -31000 max: 31000
2218 # mgfractal_dungeon_ymax = 31000
2220 # Selects one of 18 fractal types.
2221 # 1 = 4D "Roundy" Mandelbrot set.
2222 # 2 = 4D "Roundy" Julia set.
2223 # 3 = 4D "Squarry" Mandelbrot set.
2224 # 4 = 4D "Squarry" Julia set.
2225 # 5 = 4D "Mandy Cousin" Mandelbrot set.
2226 # 6 = 4D "Mandy Cousin" Julia set.
2227 # 7 = 4D "Variation" Mandelbrot set.
2228 # 8 = 4D "Variation" Julia set.
2229 # 9 = 3D "Mandelbrot/Mandelbar" Mandelbrot set.
2230 # 10 = 3D "Mandelbrot/Mandelbar" Julia set.
2231 # 11 = 3D "Christmas Tree" Mandelbrot set.
2232 # 12 = 3D "Christmas Tree" Julia set.
2233 # 13 = 3D "Mandelbulb" Mandelbrot set.
2234 # 14 = 3D "Mandelbulb" Julia set.
2235 # 15 = 3D "Cosine Mandelbulb" Mandelbrot set.
2236 # 16 = 3D "Cosine Mandelbulb" Julia set.
2237 # 17 = 4D "Mandelbulb" Mandelbrot set.
2238 # 18 = 4D "Mandelbulb" Julia set.
2239 # type: int min: 1 max: 18
2240 # mgfractal_fractal = 1
2242 # Iterations of the recursive function.
2243 # Increasing this increases the amount of fine detail, but also
2244 # increases processing load.
2245 # At iterations = 20 this mapgen has a similar load to mapgen V7.
2246 # type: int min: 1 max: 65535
2247 # mgfractal_iterations = 11
2249 # (X,Y,Z) scale of fractal in nodes.
2250 # Actual fractal size will be 2 to 3 times larger.
2251 # These numbers can be made very large, the fractal does
2252 # not have to fit inside the world.
2253 # Increase these to 'zoom' into the detail of the fractal.
2254 # Default is for a vertically-squashed shape suitable for
2255 # an island, set all 3 numbers equal for the raw shape.
2257 # mgfractal_scale = (4096.0, 1024.0, 4096.0)
2259 # (X,Y,Z) offset of fractal from world center in units of 'scale'.
2260 # Can be used to move a desired point to (0, 0) to create a
2261 # suitable spawn point, or to allow 'zooming in' on a desired
2262 # point by increasing 'scale'.
2263 # The default is tuned for a suitable spawn point for Mandelbrot
2264 # sets with default parameters, it may need altering in other
2266 # Range roughly -2 to 2. Multiply by 'scale' for offset in nodes.
2268 # mgfractal_offset = (1.79, 0.0, 0.0)
2270 # W coordinate of the generated 3D slice of a 4D fractal.
2271 # Determines which 3D slice of the 4D shape is generated.
2272 # Alters the shape of the fractal.
2273 # Has no effect on 3D fractals.
2274 # Range roughly -2 to 2.
2276 # mgfractal_slice_w = 0.0
2279 # X component of hypercomplex constant.
2280 # Alters the shape of the fractal.
2281 # Range roughly -2 to 2.
2283 # mgfractal_julia_x = 0.33
2286 # Y component of hypercomplex constant.
2287 # Alters the shape of the fractal.
2288 # Range roughly -2 to 2.
2290 # mgfractal_julia_y = 0.33
2293 # Z component of hypercomplex constant.
2294 # Alters the shape of the fractal.
2295 # Range roughly -2 to 2.
2297 # mgfractal_julia_z = 0.33
2300 # W component of hypercomplex constant.
2301 # Alters the shape of the fractal.
2302 # Has no effect on 3D fractals.
2303 # Range roughly -2 to 2.
2305 # mgfractal_julia_w = 0.33
2309 # Y-level of seabed.
2310 # type: noise_params_2d
2311 # mgfractal_np_seabed = {
2314 # spread = (600, 600, 600),
2317 # persistence = 0.6,
2322 # Variation of biome filler depth.
2323 # type: noise_params_2d
2324 # mgfractal_np_filler_depth = {
2327 # spread = (150, 150, 150),
2330 # persistence = 0.7,
2335 # First of two 3D noises that together define tunnels.
2336 # type: noise_params_3d
2337 # mgfractal_np_cave1 = {
2340 # spread = (61, 61, 61),
2343 # persistence = 0.5,
2348 # Second of two 3D noises that together define tunnels.
2349 # type: noise_params_3d
2350 # mgfractal_np_cave2 = {
2353 # spread = (67, 67, 67),
2356 # persistence = 0.5,
2361 # 3D noise that determines number of dungeons per mapchunk.
2362 # type: noise_params_3d
2363 # mgfractal_np_dungeons = {
2366 # spread = (500, 500, 500),
2369 # persistence = 0.8,
2376 # Map generation attributes specific to Mapgen Valleys.
2377 # 'altitude_chill': Reduces heat with altitude.
2378 # 'humid_rivers': Increases humidity around rivers.
2379 # 'vary_river_depth': If enabled, low humidity and high heat causes rivers
2380 # to become shallower and occasionally dry.
2381 # 'altitude_dry': Reduces humidity with altitude.
2382 # type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry
2383 # mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
2385 # The vertical distance over which heat drops by 20 if 'altitude_chill' is
2386 # enabled. Also, the vertical distance over which humidity drops by 10 if
2387 # 'altitude_dry' is enabled.
2388 # type: int min: 0 max: 65535
2389 # mgvalleys_altitude_chill = 90
2391 # Depth below which you'll find large caves.
2392 # type: int min: -31000 max: 31000
2393 # mgvalleys_large_cave_depth = -33
2395 # Minimum limit of random number of small caves per mapchunk.
2396 # type: int min: 0 max: 256
2397 # mgvalleys_small_cave_num_min = 0
2399 # Maximum limit of random number of small caves per mapchunk.
2400 # type: int min: 0 max: 256
2401 # mgvalleys_small_cave_num_max = 0
2403 # Minimum limit of random number of large caves per mapchunk.
2404 # type: int min: 0 max: 64
2405 # mgvalleys_large_cave_num_min = 0
2407 # Maximum limit of random number of large caves per mapchunk.
2408 # type: int min: 0 max: 64
2409 # mgvalleys_large_cave_num_max = 2
2411 # Proportion of large caves that contain liquid.
2412 # type: float min: 0 max: 1
2413 # mgvalleys_large_cave_flooded = 0.5
2415 # Depth below which you'll find giant caverns.
2416 # type: int min: -31000 max: 31000
2417 # mgvalleys_cavern_limit = -256
2419 # Y-distance over which caverns expand to full size.
2420 # type: int min: 0 max: 32767
2421 # mgvalleys_cavern_taper = 192
2423 # Defines full size of caverns, smaller values create larger caverns.
2425 # mgvalleys_cavern_threshold = 0.6
2427 # How deep to make rivers.
2428 # type: int min: 0 max: 65535
2429 # mgvalleys_river_depth = 4
2431 # How wide to make rivers.
2432 # type: int min: 0 max: 65535
2433 # mgvalleys_river_size = 5
2435 # Controls width of tunnels, a smaller value creates wider tunnels.
2436 # Value >= 10.0 completely disables generation of tunnels and avoids the
2437 # intensive noise calculations.
2439 # mgvalleys_cave_width = 0.09
2441 # Lower Y limit of dungeons.
2442 # type: int min: -31000 max: 31000
2443 # mgvalleys_dungeon_ymin = -31000
2445 # Upper Y limit of dungeons.
2446 # type: int min: -31000 max: 31000
2447 # mgvalleys_dungeon_ymax = 63
2451 # First of two 3D noises that together define tunnels.
2452 # type: noise_params_3d
2453 # mgvalleys_np_cave1 = {
2456 # spread = (61, 61, 61),
2459 # persistence = 0.5,
2464 # Second of two 3D noises that together define tunnels.
2465 # type: noise_params_3d
2466 # mgvalleys_np_cave2 = {
2469 # spread = (67, 67, 67),
2472 # persistence = 0.5,
2477 # Variation of biome filler depth.
2478 # type: noise_params_2d
2479 # mgvalleys_np_filler_depth = {
2482 # spread = (256, 256, 256),
2485 # persistence = 0.5,
2490 # 3D noise defining giant caverns.
2491 # type: noise_params_3d
2492 # mgvalleys_np_cavern = {
2495 # spread = (768, 256, 768),
2498 # persistence = 0.63,
2503 # Defines large-scale river channel structure.
2504 # type: noise_params_2d
2505 # mgvalleys_np_rivers = {
2508 # spread = (256, 256, 256),
2511 # persistence = 0.6,
2516 # Base terrain height.
2517 # type: noise_params_2d
2518 # mgvalleys_np_terrain_height = {
2521 # spread = (1024, 1024, 1024),
2524 # persistence = 0.4,
2529 # Raises terrain to make valleys around the rivers.
2530 # type: noise_params_2d
2531 # mgvalleys_np_valley_depth = {
2534 # spread = (512, 512, 512),
2537 # persistence = 1.0,
2542 # Slope and fill work together to modify the heights.
2543 # type: noise_params_3d
2544 # mgvalleys_np_inter_valley_fill = {
2547 # spread = (256, 512, 256),
2550 # persistence = 0.8,
2555 # Amplifies the valleys.
2556 # type: noise_params_2d
2557 # mgvalleys_np_valley_profile = {
2560 # spread = (512, 512, 512),
2563 # persistence = 1.0,
2568 # Slope and fill work together to modify the heights.
2569 # type: noise_params_2d
2570 # mgvalleys_np_inter_valley_slope = {
2573 # spread = (128, 128, 128),
2576 # persistence = 1.0,
2581 # 3D noise that determines number of dungeons per mapchunk.
2582 # type: noise_params_3d
2583 # mgvalleys_np_dungeons = {
2586 # spread = (500, 500, 500),
2589 # persistence = 0.8,
2598 ## Developer Options
2600 # Enable Lua modding support on client.
2601 # This support is experimental and API can change.
2603 # enable_client_modding = false
2605 # Replaces the default main menu with a custom one.
2607 # main_menu_script =
2611 # Prevent mods from doing insecure things like running shell commands.
2613 # secure.enable_security = true
2615 # Comma-separated list of trusted mods that are allowed to access insecure
2616 # functions even when mod security is on (via request_insecure_environment()).
2618 # secure.trusted_mods =
2620 # Comma-separated list of mods that are allowed to access HTTP APIs, which
2621 # allow them to upload and download data to/from the internet.
2623 # secure.http_mods =
2627 # Level of logging to be written to debug.txt:
2628 # - <nothing> (no logging)
2629 # - none (messages with no level)
2636 # type: enum values: , none, error, warning, action, info, verbose, trace
2637 # debug_log_level = action
2639 # If the file size of debug.txt exceeds the number of megabytes specified in
2640 # this setting when it is opened, the file is moved to debug.txt.1,
2641 # deleting an older debug.txt.1 if it exists.
2642 # debug.txt is only moved if this setting is positive.
2644 # debug_log_size_max = 50
2646 # Minimal level of logging to be written to chat.
2647 # type: enum values: , none, error, warning, action, info, verbose, trace
2648 # chat_log_level = error
2650 # Handling for deprecated Lua API calls:
2651 # - none: Do not log deprecated calls
2652 # - log: mimic and log backtrace of deprecated call (default).
2653 # - error: abort on usage of deprecated call (suggested for mod developers).
2654 # type: enum values: none, log, error
2655 # deprecated_lua_api_handling = log
2657 # Enable random user input (only used for testing).
2659 # random_input = false
2661 # Enable random mod loading (mainly used for testing).
2663 # random_mod_load_order = false
2665 # Enable mod channels support.
2667 # enable_mod_channels = false
2671 # Load the game profiler to collect game profiling data.
2672 # Provides a /profiler command to access the compiled profile.
2673 # Useful for mod developers and server operators.
2675 # profiler.load = false
2677 # The default format in which profiles are being saved,
2678 # when calling `/profiler save [format]` without format.
2679 # type: enum values: txt, csv, lua, json, json_pretty
2680 # profiler.default_report_format = txt
2682 # The file path relative to your world path in which profiles will be saved to.
2684 # profiler.report_path =
2686 # Instrument the methods of entities on registration.
2688 # instrument.entity = true
2690 # Instrument the action function of Active Block Modifiers on registration.
2692 # instrument.abm = true
2694 # Instrument the action function of Loading Block Modifiers on registration.
2696 # instrument.lbm = true
2698 # Instrument chat commands on registration.
2700 # instrument.chatcommand = true
2702 # Instrument global callback functions on registration.
2703 # (anything you pass to a core.register_*() function)
2705 # instrument.global_callback = true
2707 # Instrument builtin.
2708 # This is usually only needed by core/builtin contributors
2710 # instrument.builtin = false
2712 # Have the profiler instrument itself:
2713 # * Instrument an empty function.
2714 # This estimates the overhead, that instrumentation is adding (+1 function call).
2715 # * Instrument the sampler being used to update the statistics.
2717 # instrument.profiler = false
2721 # Print the engine's profiling data in regular intervals (in seconds).
2722 # 0 = disable. Useful for developers.
2724 # profiler_print_interval = 0
2728 # Enable IPv6 support (for both client and server).
2729 # Required for IPv6 connections to work at all.
2731 # enable_ipv6 = true
2733 # If enabled, invalid world data won't cause the server to shut down.
2734 # Only enable this if you know what you are doing.
2736 # ignore_world_load_errors = false
2740 # Shaders are a fundamental part of rendering and enable advanced visual effects.
2742 # enable_shaders = true
2744 # Path to shader directory. If no path is defined, default location will be used.
2748 # The rendering back-end.
2749 # Note: A restart is required after changing this!
2750 # OpenGL is the default for desktop, and OGLES2 for Android.
2751 # type: enum values: , opengl, opengl3, ogles2
2754 # Distance in nodes at which transparency depth sorting is enabled.
2755 # Use this to limit the performance impact of transparency depth sorting.
2756 # Set to 0 to disable it entirely.
2757 # type: int min: 0 max: 128
2758 # transparency_sorting_distance = 16
2760 # Radius of cloud area stated in number of 64 node cloud squares.
2761 # Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
2762 # type: int min: 1 max: 62
2765 # Whether node texture animations should be desynchronized per mapblock.
2767 # desynchronize_mapblock_texture_animation = false
2769 # Enables caching of facedir rotated meshes.
2770 # This is only effective with shaders disabled.
2772 # enable_mesh_cache = false
2774 # Delay between mesh updates on the client in ms. Increasing this will slow
2775 # down the rate of mesh updates, thus reducing jitter on slower clients.
2776 # type: int min: 0 max: 50
2777 # mesh_generation_interval = 0
2779 # Number of threads to use for mesh generation.
2780 # Value of 0 (default) will let Luanti autodetect the number of available threads.
2781 # type: int min: 0 max: 8
2782 # mesh_generation_threads = 0
2786 # Usable to make minimap smoother on slower machines.
2788 # minimap_double_scan_height = true
2790 # Textures on a node may be aligned either to the node or to the world.
2791 # The former mode suits better things like machines, furniture, etc., while
2792 # the latter makes stairs and microblocks fit surroundings better.
2793 # However, as this possibility is new, thus may not be used by older servers,
2794 # this option allows enforcing it for certain node types. Note though that
2795 # that is considered EXPERIMENTAL and may not work properly.
2796 # type: enum values: disable, enable, force_solid, force_nodebox
2797 # world_aligned_mode = enable
2799 # World-aligned textures may be scaled to span several nodes. However,
2800 # the server may not send the scale you want, especially if you use
2801 # a specially-designed texture pack; with this option, the client tries
2802 # to determine the scale automatically basing on the texture size.
2803 # See also texture_min_size.
2804 # Warning: This option is EXPERIMENTAL!
2805 # type: enum values: disable, enable, force
2806 # autoscale_mode = disable
2808 # When using bilinear/trilinear/anisotropic filters, low-resolution textures
2809 # can be blurred, so automatically upscale them with nearest-neighbor
2810 # interpolation to preserve crisp pixels. This sets the minimum texture size
2811 # for the upscaled textures; higher values look sharper, but require more
2812 # memory. Powers of 2 are recommended. This setting is ONLY applied if
2813 # bilinear/trilinear/anisotropic filtering is enabled.
2814 # This is also used as the base node texture size for world-aligned
2815 # texture autoscaling.
2816 # type: int min: 1 max: 32768
2817 # texture_min_size = 64
2819 # Side length of a cube of map blocks that the client will consider together
2820 # when generating meshes.
2821 # Larger values increase the utilization of the GPU by reducing the number of
2822 # draw calls, benefiting especially high-end GPUs.
2823 # Systems with a low-end GPU (or no GPU) would benefit from smaller values.
2824 # type: int min: 1 max: 16
2825 # client_mesh_chunk = 1
2827 # Enables debug and error-checking in the OpenGL driver.
2829 # opengl_debug = false
2831 # Set to true to render debugging breakdown of the bloom effect.
2832 # In debug mode, the screen is split into 4 quadrants:
2833 # top-left - processed base image, top-right - final image
2834 # bottom-left - raw base image, bottom-right - bloom texture.
2836 # enable_bloom_debug = false
2840 # Comma-separated list of AL and ALC extensions that should not be used.
2841 # Useful for testing. See al_extensions.[h,cpp] for details.
2843 # sound_extensions_blacklist =
2851 # font_italic = false
2853 # Shadow offset (in pixels) of the default font. If 0, then shadow will not be drawn.
2854 # type: int min: 0 max: 65535
2857 # Opaqueness (alpha) of the shadow behind the default font, between 0 and 255.
2858 # type: int min: 0 max: 255
2859 # font_shadow_alpha = 127
2861 # Font size of the default font where 1 unit = 1 pixel at 96 DPI
2862 # type: int min: 5 max: 72
2865 # For pixel-style fonts that do not scale well, this ensures that font sizes used
2866 # with this font will always be divisible by this value, in pixels. For instance,
2867 # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
2868 # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
2870 # font_size_divisible_by = 1
2872 # Path to the default font. Must be a TrueType font.
2873 # The fallback font will be used if the font cannot be loaded.
2875 # font_path = fonts/Arimo-Regular.ttf
2878 # font_path_bold = fonts/Arimo-Bold.ttf
2881 # font_path_italic = fonts/Arimo-Italic.ttf
2884 # font_path_bold_italic = fonts/Arimo-BoldItalic.ttf
2886 # Font size of the monospace font where 1 unit = 1 pixel at 96 DPI
2887 # type: int min: 5 max: 72
2888 # mono_font_size = 16
2890 # For pixel-style fonts that do not scale well, this ensures that font sizes used
2891 # with this font will always be divisible by this value, in pixels. For instance,
2892 # a pixel font 16 pixels tall should have this set to 16, so it will only ever be
2893 # sized 16, 32, 48, etc., so a mod requesting a size of 25 will get 32.
2895 # mono_font_size_divisible_by = 1
2897 # Path to the monospace font. Must be a TrueType font.
2898 # This font is used for e.g. the console and profiler screen.
2900 # mono_font_path = fonts/Cousine-Regular.ttf
2903 # mono_font_path_bold = fonts/Cousine-Bold.ttf
2906 # mono_font_path_italic = fonts/Cousine-Italic.ttf
2909 # mono_font_path_bold_italic = fonts/Cousine-BoldItalic.ttf
2911 # Path of the fallback font. Must be a TrueType font.
2912 # This font will be used for certain languages or if the default font is unavailable.
2914 # fallback_font_path = fonts/DroidSansFallbackFull.ttf
2918 # Gradient of light curve at minimum light level.
2919 # Controls the contrast of the lowest light levels.
2920 # type: float min: 0 max: 3
2921 # lighting_alpha = 0.0
2923 # Gradient of light curve at maximum light level.
2924 # Controls the contrast of the highest light levels.
2925 # type: float min: 0 max: 3
2926 # lighting_beta = 1.5
2928 # Strength of light curve boost.
2929 # The 3 'boost' parameters define a range of the light
2930 # curve that is boosted in brightness.
2931 # type: float min: 0 max: 0.4
2932 # lighting_boost = 0.2
2934 # Center of light curve boost range.
2935 # Where 0.0 is minimum light level, 1.0 is maximum light level.
2936 # type: float min: 0 max: 1
2937 # lighting_boost_center = 0.5
2939 # Spread of light curve boost range.
2940 # Controls the width of the range to be boosted.
2941 # Standard deviation of the light curve boost Gaussian.
2942 # type: float min: 0 max: 0.4
2943 # lighting_boost_spread = 0.2
2947 # Prometheus listener address.
2948 # If Luanti is compiled with ENABLE_PROMETHEUS option enabled,
2949 # enable metrics listener for Prometheus on that address.
2950 # Metrics can be fetched on http://127.0.0.1:30000/metrics
2952 # prometheus_listener_address = 127.0.0.1:30000
2954 # Maximum size of the outgoing chat queue.
2955 # 0 to disable queueing and -1 to make the queue size unlimited.
2956 # type: int min: -1 max: 32767
2957 # max_out_chat_queue_size = 20
2959 # Timeout for client to remove unused map data from memory, in seconds.
2960 # type: float min: 0
2961 # client_unload_unused_data_timeout = 600.0
2963 # Maximum number of mapblocks for client to be kept in memory.
2964 # Set to -1 for unlimited amount.
2965 # type: int min: -1 max: 2147483647
2966 # client_mapblock_limit = 7500
2968 # Maximum number of blocks that are simultaneously sent per client.
2969 # The maximum total count is calculated dynamically:
2970 # max_total = ceil((#clients + max_users) * per_client / 4)
2971 # type: int min: 1 max: 4294967295
2972 # max_simultaneous_block_sends_per_client = 40
2974 # To reduce lag, block transfers are slowed down when a player is building something.
2975 # This determines how long they are slowed down after placing or removing a node.
2976 # type: float min: 0
2977 # full_block_send_enable_min_time_from_building = 2.0
2979 # Maximum number of packets sent per send step in the low-level networking code.
2980 # You generally don't need to change this, however busy servers may benefit from a higher number.
2981 # type: int min: 1 max: 65535
2982 # max_packets_per_iteration = 1024
2984 # Compression level to use when sending mapblocks to the client.
2985 # -1 - use default compression level
2986 # 0 - least compression, fastest
2987 # 9 - best compression, slowest
2988 # type: int min: -1 max: 9
2989 # map_compression_level_net = -1
2993 # Format of player chat messages. The following strings are valid placeholders:
2994 # @name, @message, @timestamp (optional)
2996 # chat_message_format = <@name> @message
2998 # If the execution of a chat command takes longer than this specified time in
2999 # seconds, add the time information to the chat command message
3000 # type: float min: 0
3001 # chatcommand_msg_time_threshold = 0.1
3003 # A message to be displayed to all clients when the server shuts down.
3005 # kick_msg_shutdown = Server shutting down.
3007 # A message to be displayed to all clients when the server crashes.
3009 # kick_msg_crash = This server has experienced an internal error. You will now be disconnected.
3011 # Whether to ask clients to reconnect after a (Lua) crash.
3012 # Set this to true if your server is set up to restart automatically.
3014 # ask_reconnect_on_crash = false
3016 ### Server/Env Performance
3018 # Length of a server tick (the interval at which everything is generally updated),
3019 # stated in seconds.
3020 # Does not apply to sessions hosted from the client menu.
3021 # This is a lower bound, i.e. server steps may not be shorter than this, but
3022 # they are often longer.
3023 # type: float min: 0 max: 1
3024 # dedicated_server_step = 0.09
3026 # Whether players are shown to clients without any range limit.
3027 # Deprecated, use the setting player_transfer_distance instead.
3029 # unlimited_player_transfer_distance = true
3031 # Defines the maximal player transfer distance in blocks (0 = unlimited).
3032 # type: int min: 0 max: 65535
3033 # player_transfer_distance = 0
3035 # From how far clients know about objects, stated in mapblocks (16 nodes).
3037 # Setting this larger than active_block_range will also cause the server
3038 # to maintain active objects up to this distance in the direction the
3039 # player is looking. (This can avoid mobs suddenly disappearing from view)
3040 # type: int min: 1 max: 65535
3041 # active_object_send_range_blocks = 8
3043 # The radius of the volume of blocks around every player that is subject to the
3044 # active block stuff, stated in mapblocks (16 nodes).
3045 # In active blocks objects are loaded and ABMs run.
3046 # This is also the minimum range in which active objects (mobs) are maintained.
3047 # This should be configured together with active_object_send_range_blocks.
3048 # type: int min: 1 max: 65535
3049 # active_block_range = 4
3051 # From how far blocks are sent to clients, stated in mapblocks (16 nodes).
3052 # type: int min: 1 max: 65535
3053 # max_block_send_distance = 12
3055 # Default maximum number of forceloaded mapblocks.
3056 # Set this to -1 to disable the limit.
3058 # max_forceloaded_blocks = 16
3060 # Interval of sending time of day to clients, stated in seconds.
3061 # type: float min: 0.001
3062 # time_send_interval = 5.0
3064 # Interval of saving important changes in the world, stated in seconds.
3065 # type: float min: 0.001
3066 # server_map_save_interval = 5.3
3068 # How long the server will wait before unloading unused mapblocks, stated in seconds.
3069 # Higher value is smoother, but will use more RAM.
3070 # type: int min: 0 max: 4294967295
3071 # server_unload_unused_data_timeout = 29
3073 # Maximum number of statically stored objects in a block.
3074 # type: int min: 1 max: 65535
3075 # max_objects_per_block = 256
3077 # Length of time between active block management cycles, stated in seconds.
3078 # type: float min: 0
3079 # active_block_mgmt_interval = 2.0
3081 # Length of time between Active Block Modifier (ABM) execution cycles, stated in seconds.
3082 # type: float min: 0
3083 # abm_interval = 1.0
3085 # The time budget allowed for ABMs to execute on each step
3086 # (as a fraction of the ABM Interval)
3087 # type: float min: 0.1 max: 0.9
3088 # abm_time_budget = 0.2
3090 # Length of time between NodeTimer execution cycles, stated in seconds.
3091 # type: float min: 0
3092 # nodetimer_interval = 0.2
3094 # Max liquids processed per step.
3095 # type: int min: 1 max: 4294967295
3096 # liquid_loop_max = 100000
3098 # The time (in seconds) that the liquids queue may grow beyond processing
3099 # capacity until an attempt is made to decrease its size by dumping old queue
3100 # items. A value of 0 disables the functionality.
3101 # type: int min: 0 max: 65535
3102 # liquid_queue_purge_time = 0
3104 # Liquid update interval in seconds.
3105 # type: float min: 0.001
3106 # liquid_update = 1.0
3108 # At this distance the server will aggressively optimize which blocks are sent to
3110 # Small values potentially improve performance a lot, at the expense of visible
3111 # rendering glitches (some blocks might not be rendered correctly in caves).
3112 # Setting this to a value greater than max_block_send_distance disables this
3114 # Stated in MapBlocks (16 nodes).
3115 # type: int min: 2 max: 2047
3116 # block_send_optimize_distance = 4
3118 # If enabled, the server will perform map block occlusion culling based on
3119 # on the eye position of the player. This can reduce the number of blocks
3120 # sent to the client by 50-80%. Clients will no longer receive most
3121 # invisible blocks, so that the utility of noclip mode is reduced.
3123 # server_side_occlusion_culling = true
3125 # At this distance the server will perform a simpler and cheaper occlusion check.
3126 # Smaller values potentially improve performance, at the expense of temporarily visible
3127 # rendering glitches (missing blocks).
3128 # This is especially useful for very large viewing range (upwards of 500).
3129 # Stated in MapBlocks (16 nodes).
3130 # type: int min: 2 max: 2047
3131 # block_cull_optimize_distance = 25
3135 # Size of mapchunks generated by mapgen, stated in mapblocks (16 nodes).
3136 # WARNING: There is no benefit, and there are several dangers, in
3137 # increasing this value above 5.
3138 # Reducing this value increases cave and dungeon density.
3139 # Altering this value is for special usage, leaving it unchanged is
3141 # type: int min: 1 max: 10
3144 # Dump the mapgen debug information.
3146 # enable_mapgen_debug_info = false
3148 # Maximum number of blocks that can be queued for loading.
3149 # type: int min: 1 max: 1000000
3150 # emergequeue_limit_total = 1024
3152 # Maximum number of blocks to be queued that are to be loaded from file.
3153 # This limit is enforced per player.
3154 # type: int min: 1 max: 1000000
3155 # emergequeue_limit_diskonly = 128
3157 # Maximum number of blocks to be queued that are to be generated.
3158 # This limit is enforced per player.
3159 # type: int min: 1 max: 1000000
3160 # emergequeue_limit_generate = 128
3162 # Number of emerge threads to use.
3164 # - Automatic selection. The number of emerge threads will be
3165 # - 'number of processors - 2', with a lower limit of 1.
3167 # - Specifies the number of emerge threads, with a lower limit of 1.
3168 # WARNING: Increasing the number of emerge threads increases engine mapgen
3169 # speed, but this may harm game performance by interfering with other
3170 # processes, especially in singleplayer and/or when running Lua code in
3171 # 'on_generated'. For many users the optimum setting may be '1'.
3172 # type: int min: 0 max: 32767
3173 # num_emerge_threads = 1
3177 # Maximum time an interactive request (e.g. server list fetch) may take, stated in milliseconds.
3178 # type: int min: 1000 max: 2147483647
3179 # curl_timeout = 20000
3181 # Limits number of parallel HTTP requests. Affects:
3182 # - Media fetch if server uses remote_media setting.
3183 # - Serverlist download and server announcement.
3184 # - Downloads performed by main menu (e.g. mod manager).
3185 # Only has an effect if compiled with cURL.
3186 # type: int min: 1 max: 2147483647
3187 # curl_parallel_limit = 8
3189 # Maximum time a file download (e.g. a mod download) may take, stated in milliseconds.
3190 # type: int min: 5000 max: 2147483647
3191 # curl_file_download_timeout = 300000
3195 # Adjust the detected display density, used for scaling UI elements.
3196 # type: float min: 0.5 max: 5
3197 # display_density_factor = 1
3199 # Windows systems only: Start Luanti with the command line window in the background.
3200 # Contains the same information as the file debug.txt (default name).
3202 # enable_console = false
3204 # Number of extra blocks that can be loaded by /clearobjects at once.
3205 # This is a trade-off between SQLite transaction overhead and
3206 # memory consumption (4096=100MB, as a rule of thumb).
3207 # type: int min: 0 max: 4294967295
3208 # max_clearobjects_extra_loaded_blocks = 4096
3210 # World directory (everything in the world is stored here).
3211 # Not needed if starting from the main menu.
3215 # See https://www.sqlite.org/pragma.html#pragma_synchronous
3216 # type: enum values: 0, 1, 2
3217 # sqlite_synchronous = 2
3219 # Compression level to use when saving mapblocks to disk.
3220 # -1 - use default compression level
3221 # 0 - least compression, fastest
3222 # 9 - best compression, slowest
3223 # type: int min: -1 max: 9
3224 # map_compression_level_disk = -1
3226 # Enable usage of remote media server (if provided by server).
3227 # Remote servers offer a significantly faster way to download media (e.g. textures)
3228 # when connecting to the server.
3230 # enable_remote_media_server = true
3232 # File in client/serverlist/ that contains your favorite servers displayed in the
3235 # serverlist_file = favoriteservers.json
3239 # Enable joysticks. Requires a restart to take effect
3241 # enable_joysticks = false
3243 # The identifier of the joystick to use
3244 # type: int min: 0 max: 255
3247 # The type of joystick
3248 # type: enum values: auto, generic, xbox, dragonrise_gamecube
3249 # joystick_type = auto
3251 # The time in seconds it takes between repeated events
3252 # when holding down a joystick button combination.
3253 # type: float min: 0.001
3254 # repeat_joystick_button_time = 0.17
3256 # The dead zone of the joystick
3257 # type: int min: 0 max: 65535
3258 # joystick_deadzone = 2048
3260 # The sensitivity of the joystick axes for moving the
3261 # in-game view frustum around.
3262 # type: float min: 0.001
3263 # joystick_frustum_sensitivity = 170.0
3265 ## Hide: Temporary Settings
3267 # Path to texture directory. All textures are first searched from here.
3273 # enable_minimap = true
3275 # Shape of the minimap. Enabled = round, disabled = square.
3277 # minimap_shape_round = true
3279 # Address to connect to.
3280 # Leave this blank to start a local server.
3281 # Note that the address field in the main menu overrides this setting.
3285 # Port to connect to (UDP).
3286 # Note that the port field in the main menu overrides this setting.
3287 # type: int min: 1 max: 65535
3288 # remote_port = 30000
3290 # Enable players getting damage and dying.
3292 # enable_damage = false
3294 # Enable creative mode for all players
3296 # creative_mode = false
3298 # Whether to allow players to damage and kill each other.
3302 # Player is able to fly without being affected by gravity.
3303 # This requires the "fly" privilege on the server.
3307 # If enabled, makes move directions relative to the player's pitch when flying or swimming.
3309 # pitch_move = false
3311 # Fast movement (via the "Aux1" key).
3312 # This requires the "fast" privilege on the server.
3316 # If enabled together with fly mode, player is able to fly through solid nodes.
3317 # This requires the "noclip" privilege on the server.
3321 # Continuous forward movement, toggled by autoforward key.
3322 # Press the autoforward key again or the backwards movement to disable.
3324 # continuous_forward = false
3326 # This can be bound to a key to toggle camera smoothing when looking around.
3327 # Useful for recording videos
3331 # Affects mods and texture packs in the Content and Select Mods menus, as well as
3333 # Controlled by a checkbox in the settings menu.
3335 # show_technical_names = false
3337 # Controlled by a checkbox in the settings menu.
3339 # show_advanced = false
3341 # Enables the sound system.
3342 # If disabled, this completely disables all sounds everywhere and the in-game
3343 # sound controls will be non-functional.
3344 # Changing this setting requires a restart.
3346 # enable_sound = true
3348 # Key for moving the player forward.
3349 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3351 # keymap_forward = KEY_KEY_W
3353 # Key for moving the player backward.
3354 # Will also disable autoforward, when active.
3355 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3357 # keymap_backward = KEY_KEY_S
3359 # Key for moving the player left.
3360 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3362 # keymap_left = KEY_KEY_A
3364 # Key for moving the player right.
3365 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3367 # keymap_right = KEY_KEY_D
3370 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3372 # keymap_jump = KEY_SPACE
3375 # Also used for climbing down and descending in water if aux1_descends is disabled.
3376 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3378 # keymap_sneak = KEY_LSHIFT
3380 # Key for digging, punching or using something.
3381 # (Note: The actual meaning might vary on a per-game basis.)
3382 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3384 # keymap_dig = KEY_LBUTTON
3386 # Key for placing an item/block or for using something.
3387 # (Note: The actual meaning might vary on a per-game basis.)
3388 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3390 # keymap_place = KEY_RBUTTON
3392 # Key for opening the inventory.
3393 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3395 # keymap_inventory = KEY_KEY_I
3397 # Key for moving fast in fast mode.
3398 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3400 # keymap_aux1 = KEY_KEY_E
3402 # Key for opening the chat window.
3403 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3405 # keymap_chat = KEY_KEY_T
3407 # Key for opening the chat window to type commands.
3408 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3412 # Key for opening the chat window to type local commands.
3413 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3415 # keymap_cmd_local = .
3417 # Key for toggling unlimited view range.
3418 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3420 # keymap_rangeselect =
3422 # Key for toggling flying.
3423 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3425 # keymap_freemove = KEY_KEY_K
3427 # Key for toggling pitch move mode.
3428 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3430 # keymap_pitchmove =
3432 # Key for toggling fast mode.
3433 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3435 # keymap_fastmove = KEY_KEY_J
3437 # Key for toggling noclip mode.
3438 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3440 # keymap_noclip = KEY_KEY_H
3442 # Key for selecting the next item in the hotbar.
3443 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3445 # keymap_hotbar_next = KEY_KEY_N
3447 # Key for selecting the previous item in the hotbar.
3448 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3450 # keymap_hotbar_previous = KEY_KEY_B
3452 # Key for muting the game.
3453 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3455 # keymap_mute = KEY_KEY_M
3457 # Key for increasing the volume.
3458 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3460 # keymap_increase_volume =
3462 # Key for decreasing the volume.
3463 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3465 # keymap_decrease_volume =
3467 # Key for toggling autoforward.
3468 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3470 # keymap_autoforward =
3472 # Key for toggling cinematic mode.
3473 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3475 # keymap_cinematic =
3477 # Key for toggling display of minimap.
3478 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3480 # keymap_minimap = KEY_KEY_V
3482 # Key for taking screenshots.
3483 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3485 # keymap_screenshot = KEY_F12
3487 # Key for toggling fullscreen mode.
3488 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3490 # keymap_fullscreen = KEY_F11
3492 # Key for dropping the currently selected item.
3493 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3495 # keymap_drop = KEY_KEY_Q
3497 # Key to use view zoom when possible.
3498 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3500 # keymap_zoom = KEY_KEY_Z
3502 # Key for selecting the first hotbar slot.
3503 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3505 # keymap_slot1 = KEY_KEY_1
3507 # Key for selecting the second hotbar slot.
3508 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3510 # keymap_slot2 = KEY_KEY_2
3512 # Key for selecting the third hotbar slot.
3513 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3515 # keymap_slot3 = KEY_KEY_3
3517 # Key for selecting the fourth hotbar slot.
3518 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3520 # keymap_slot4 = KEY_KEY_4
3522 # Key for selecting the fifth hotbar slot.
3523 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3525 # keymap_slot5 = KEY_KEY_5
3527 # Key for selecting the sixth hotbar slot.
3528 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3530 # keymap_slot6 = KEY_KEY_6
3532 # Key for selecting the seventh hotbar slot.
3533 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3535 # keymap_slot7 = KEY_KEY_7
3537 # Key for selecting the eighth hotbar slot.
3538 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3540 # keymap_slot8 = KEY_KEY_8
3542 # Key for selecting the ninth hotbar slot.
3543 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3545 # keymap_slot9 = KEY_KEY_9
3547 # Key for selecting the tenth hotbar slot.
3548 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3550 # keymap_slot10 = KEY_KEY_0
3552 # Key for selecting the 11th hotbar slot.
3553 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3557 # Key for selecting the 12th hotbar slot.
3558 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3562 # Key for selecting the 13th hotbar slot.
3563 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3567 # Key for selecting the 14th hotbar slot.
3568 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3572 # Key for selecting the 15th hotbar slot.
3573 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3577 # Key for selecting the 16th hotbar slot.
3578 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3582 # Key for selecting the 17th hotbar slot.
3583 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3587 # Key for selecting the 18th hotbar slot.
3588 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3592 # Key for selecting the 19th hotbar slot.
3593 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3597 # Key for selecting the 20th hotbar slot.
3598 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3602 # Key for selecting the 21st hotbar slot.
3603 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3607 # Key for selecting the 22nd hotbar slot.
3608 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3612 # Key for selecting the 23rd hotbar slot.
3613 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3617 # Key for selecting the 24th hotbar slot.
3618 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3622 # Key for selecting the 25th hotbar slot.
3623 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3627 # Key for selecting the 26th hotbar slot.
3628 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3632 # Key for selecting the 27th hotbar slot.
3633 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3637 # Key for selecting the 28th hotbar slot.
3638 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3642 # Key for selecting the 29th hotbar slot.
3643 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3647 # Key for selecting the 30th hotbar slot.
3648 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3652 # Key for selecting the 31st hotbar slot.
3653 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3657 # Key for selecting the 32nd hotbar slot.
3658 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3662 # Key for toggling the display of the HUD.
3663 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3665 # keymap_toggle_hud = KEY_F1
3667 # Key for toggling the display of chat.
3668 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3670 # keymap_toggle_chat = KEY_F2
3672 # Key for toggling the display of the large chat console.
3673 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3675 # keymap_console = KEY_F10
3677 # Key for toggling the display of fog.
3678 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3680 # keymap_toggle_fog = KEY_F3
3682 # Key for toggling the camera update. Only usable with 'debug' privilege.
3683 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3685 # keymap_toggle_update_camera =
3687 # Key for toggling the display of debug info.
3688 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3690 # keymap_toggle_debug = KEY_F5
3692 # Key for toggling the display of the profiler. Used for development.
3693 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3695 # keymap_toggle_profiler = KEY_F6
3697 # Key for toggling the display of mapblock boundaries.
3698 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3700 # keymap_toggle_block_bounds =
3702 # Key for switching between first- and third-person camera.
3703 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3705 # keymap_camera_mode = KEY_KEY_C
3707 # Key for increasing the viewing range.
3708 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3710 # keymap_increase_viewing_range_min = +
3712 # Key for decreasing the viewing range.
3713 # See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
3715 # keymap_decrease_viewing_range_min = -